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Cemetary

Started by Anastasia, November 08, 2011, 06:22:30 PM

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Anastasia

Here I was hoping we wouldn't need one of these. Damn.

Elrisa was a beautiful woman who believed in the grace of her gender. She fought like it was a festive dance, all the battlefield her stage. Turns out cornugons don't dance, then a paeliryon had one hell of a counter-step with meteor swarm. Rest in peace.


Elrisa, Knight of the Graceful Blow.

Picture:
Spoiler: ShowHide






Half Nymph 2/Sorcerer 2/Fighter 2/Arcane Duelist 8//Swashbuckler 14

Size/Type: Medium Fey (Augmented Elf)
Hit Dice: 13d10+42 (127 hp)
Initiative: +5
Speed: 30ft
Armor Class: 32 (+3 dodge, +5 armor, +5 dex, +9 charisma)
Base Attack/CMB/CMD: +14/+16/43
Attack: Sylis+28 (1d10+12 plus 2 str damage on critical 19-20 x2)
Full Attack: Sylis+28/+23/+18 (1d10+12 plus 2 str damage on critical 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Awesome beauty, spells, dexterous attack, insightful strike, weakening critical.
Special Qualities: Immunity to sleep, low-light vision, chosen weapon, enchant chosen weapon+4, apparent defense, blur, false keenness, grace+2, dodge bonus+2, acrobatic charge, improved flanking, acrobatic skill mastery.
Saves: Fort +15, Ref +16, Will +12 (+2 vs enchantment)
Abilities: Str 14, Dex 20, Con 16, Int 18, Wis 13, Cha 28
Skills: Balance+22, Bluff+25, Climb+19, Diplomacy+25, Escape Artist+22, Jump+19, Knowledge(Nature)+21, Perform(Dance)+38, Sense Motive+18, Swim+19, Tumble+22, Use Rope+22
Feats: Apt Learner(Perform: Dance and Knowledge: Nature)(1), Weapon Finesse(S1), Charming the Blade(3), Eschew Material Components(Sor1), Dodge(F1), Mobility(F2), Spring Attack(6), Ability Focus(Perform: Dance)(9), Bounding Assault(12)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Awesome Beauty (Su)

Any humanoid within 30ft who looks at the half-nymph is shaken (DC 25 will negates) for 1 minute.  Continued looking results in additional saves, the failure of which resets the duration.  The half-nymph can suppress or resume this ability as a free action.  This is a mind affecting, fear effect.


Sorcerer powers:
Spoiler: ShowHide


Elrisa casts as a 2nd level sorcerer.

6/7

0: Dancing Lights, Detect Magic, Mending, Message, Prestidigitation
1: Feather Fall, Shield.

Arcane Duelist powers:
Spoiler: ShowHide


Chosen Weapon

Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. If that melee weapon is lost, she can choose another, but it takes seven days for a chosen weapon to bond to the arcane duelist so that she can use it with other powers of this class.

Enchant Chosen Weapon (Ex)

The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level.

Apparent Defense (Ex)

Due to trickery and force of personality, the arcane duelist adds her Charisma bonus to her Armor Class, in addition to her Dexterity bonus. Conditions that cause the arcane duelist to lose her Dexterity bonus to Armor Class also cause the arcane duelist to lose this bonus.

Dexterous Attack (Ex)

Because the arcane duelist values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. For example, the arcane duelist who wields a rapier as her chosen weapon can subtract up to 5 points from the damage, since the rapier has a damage potential of 6 points, and add that to her attack bonus. If she were wielding a +3 rapier, she could subtract up to 8 points from damage, since the weapon has a damage potential of 9 points, and add that to her attack bonus. The arcane duelist declares this power before rolling her attack, and the amount subtracted cannot exceed her base attack bonus.

Blur (Sp)

The arcane duelist can activate a blur effect, as the spell cast by a caster of her arcane duelist level. She can use this power once per day per arcane duelist level.

False Keenness (Ex)

To create the idea that she is more effective than she really is, the arcane duelist can make her chosen melee weapon keen once per day per arcane duelist level. To activate the keen effect, she must subtract the weapon's normal threat range for critical hits from her attack bonus. For example, if the arcane duelist wields a rapier, she must subtract 3 from her attack bonus, since the rapier has a threat range of 18-20, to make it keen. The keen effect lasts for 1 round per arcane duelist level, and it does not stack with the keen edge spell or other magical effects that make a weapon keen. The ability does stack with the increased threat range granted by the Improved Critical feat and by a keen magic weapon. If the arcane duelist uses this power in conjunction with the dexterous attack power, the damage dealt by a critical hit is reduced by the weapon's critical multiplier. Thus, the arcane duelist wielding a rapier and using dexterous attack to reduce the damage by 4 on her rapier has it reduced by 12 if she scores a critical hit using this power. The weapon must still do a minimum 1 point of damage.


Swashbuckler powers:
Spoiler: ShowHide


Weapon Finesse (Ex)

A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Grace (Ex)

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

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex)

A swashbuckler is trained at focusing her defenses in melee. She gains a +1 dodge bonus to armor class at 5th level. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when flatfooted or otherwise denied her dexterity bonus to armor class, wearing medium or heavy armor or when carrying a medium or heavy load

This bonus stacks with the benefit of the dodge feat.

Acrobatic Charge (Ex)

A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex)

A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

Acrobatic Skill Mastery (Ex)

At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.

Weakening Critical (Ex)

A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.


Gear:
Spoiler: ShowHide


[Weapon]Sylis, The Windborn: Bastard Sword+1(+5), grants a +2 enhancement bonus to dexterity and a +10 enhancement bonus to perform(dance) checks.
[Armor]Fey Dancing Dress: Grants a +5 armor bonus to armor class. In addition, you may make a perform(dance) check in place of a balance, jump or tumble check.

[Torso]Ribbon of the Fey Dance: +6 enhancement bonus to charisma and +4 enhancement to constitution.


Custom Material [spoiler]

Alternate Class Feature: Elven Fencer

Through your graceful maneuvers, you wield any weapon with an impossible, precise grace.

Level: 11th.

Replaces: If you select this alternate class feature, you do not gain lucky.

Benefit: You may apply your insightful strike bonus to any weapon you wield.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Yuthirin

#1
A series of severely one-sided rolls caused Willim to lose his head, permanently. Apparently even fire immunity can't stop you from being hacked apart by cornugon axes.

Character
Name: Willim the Troll
Class: Barbarian 13/Troll 3//Monk 12/Half-troll 4
Race: Half-troll Tiefling
Medium Native Outsider
Faith: Tempus
Alignment: Neutral
Gender: Male
Age: 29
Height: 7' 6" upright, 6' 5" hunched over
Weight: 340 lbs
Eyes:  Burning Red
Hair: Ropy brown
Skin: Coal black, mottled with forest green

Stats
HP: 287
Ability Scores:
     Str:  35 (+12)
     Dex: 19 (+4)
     Con: 32 (+11)
     Int:  13 (+1)
     Wis: 19 (+4)
     Cha: 10 (+0)
Initiative: 4
Saves: Fort 31 (Immune to all poisons and non-magical and supernatural diseases, cannot autofail on a roll of 1)
          Ref  18
          Will  25 (27 vs enchantment spells/SLAs)
AC: 34 (10+4 Dex+6 Armor Bonus+6 Natural+4 Wis+3 Monk+1 Feat)
  Touch: 27
  Flat-footed: 34
BAB: 16/11/6/1
CMD: 50 (+2 to all grapple & trip checks)
CMB: 28 (+2 to all grapple & trip checks)
Speed: Land 80ft, Flight 80ft (good maneuverability)
Languages: Common, Abyssal
Wealth: 489 gold

Attacks
Full Attack: Unarmed Strike (28/23/18), 6d8+12, 1 bite(+23) 1d6+12
Flurry: 28/28/28/23/18/13 + 1 bite(+21)

Natural Attacks
Spoiler: ShowHide
Full Attack: 2 claws(+26), 1 bite(+21), if both claws hit, Rend damage is applied
Claw: 1d4+11 Slashing & piercing
Bite: 1d6+11 Piercing, slashing, & bludgeoning
Rend: 2d4+16 Slashing & piercing


Rage Mini-Sheet
Spoiler: ShowHide
Lasts 15 rounds
Stats
HP: 351
Ability Scores:
     Str:  47 (+18)
     Dex: 19 (+4)
     Con: 40 (+15)
     Int:  13 (+1)
     Wis: 19 (+4)
     Cha: 10 (+0)
Initiative: 4
Saves: Fort 35 (Immune to all poisons and non-magical and supernatural diseases, cannot autofail on a roll of 1)
          Ref  18
          Will  34 (36 vs. fear, 36 vs enchantment spells/SLAs)
AC: 30 (10+4 Dex+6 Armor Bonus+6 Natural+4 Wis+3 Monk+1 Feat-4 Rage)
  Touch: 23
  Flat-footed: 30
BAB: 16/11/6/1
CMD: 52 (+2 to all grapple & trip checks, -4 from Rage)
CMB: 34 (+2 to all grapple & trip checks)
Speed: 80ft

Attacks
Full Attack: Unarmed Strike (34/29/24) 6d8+18, 1 bite(+29) 1d6+18
Flurry: (34/34/34/29/24/19) + 1 bite(+29)

Natural Attacks
[spoiler]Full Attack: 2 claws(+34), 1 bite(+29), if both claws hit, Rend damage is applied
Claw: 1d4+18 Slashing & piercing
Bite: 1d6+18 Piercing, slashing, & bludgeoning
Rend: 2d4+26 Slashing & piercing


Weights, Max Carry, Etc.
Light Load: Max 5,536 lbs
Medium Load: Max 11,088 lbs
Heavy Load: Max 16,640 lbs
Lift Over Head: 16,640 lbs
Lift Off Ground: 33,280 lbs
Push or Drag: 83,200 lbs[/spoiler]

Feats


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision 60ft
-Fire Resistance 5
-Cold Resistance 5
-Electricity Resistance 5
-Scent
-Fast Healing 5
-Moonflight!
-Demonic Skin (Abyssal Heritor bonus feat from eating the heart of Nightmare in Chains)

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

Monk
-Improved Grapple
-Flurry of Blows
-Improved Unarmed Strike
-Combat Reflexes
-Improved Trip
-Improved Evasion
-Still Mind
-Ki Strike (Magic/Silver)
-Slow Fall 60ft
-Purity of Body
-Wholeness of Body (heal 22/day)
-Diamond Body
-Greater Flurry
-Fast Movement +40 (Enhancement Bonus)
-AC Bonus +3
-Abundant Step

Troll
-Low-light Vision

Permanent Magical Effects
-Greater Mighty Whallop (+2, 16th CL)


Spell-like Abilities
Spoiler: ShowHide
-Protection From Good 3/day (CL 16)
-Bane 1/day (CL 16)


Skills
Spoiler: ShowHide

Class Skills
Balance (Dex)                              4=0+4
Climb (Str)                                  12=0+12
Concentration (Con)                     9=0+9
Craft (Poisonmaking) (Int)             12=11+1
Diplomacy (Cha)                          0=0+0
Escape Artist (Dex)                      12=10+4-2
Handle Animal (Cha)                     15=15+0
Hide (Dex)                                  4=0+4
Intimidate (Cha)                          19=19+0
Jump (Str)                                  30=0+12+16+2
Knowledge (arcana) (Int)              1=0+1
Knowledge (religion) (Int)              5=4+1
Listen (Wis)                                14=10+4
Move Silently (Dex)                      4=0+4
Perform (Cha)                             0=0+0
Profession (Wis)                          4=0+4
Ride (Dex)                                  4=0+4
Sense Motive (Wis)                      14=10+4
Spot (Wis)                                 14=10+4
Survival (Wis)                             11=7+4
Swim (Str)                                 18=6+12
Tumble (Dex)                              14=10+4

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


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

Head
-Circlet of Intellect +6

Neck
-Amulet of Health +6

Armor
-Monk's Outfit

Back
-Cloak of Resistance +4

Wrists
-Bracers of Armor +6

Hands
-Gauntlets of Ogre Power +6

Rings
-Barbarian's Ring

Waist
-Monk's Belt

Hooves

Miscellaneous
-Backpack
  -Flint & Steel
  -Bucket
  -Bedroll
  -Fishing net
  -Silk rope, 50ft
  -Tent
  -Waterskin
  -Iron pot
  -Sledge

-Sack
  -4 lbs of various meats

-Belt pouch
  -Money


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

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

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

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

While he clearly hadn't intended to kill the boy, the matrons had no choice but to turn Willim out of the orphanage, lest they expose other children to the danger of his presence. Willim completed his teenage years in modest solitude, doing manual labor for traders, carefully thumping heads for nervous travelers and just generally trying not to accidentally kill anyone people liked. It was during these years that he had an affinity for fire. A village boy threw a lit lantern at him, shattering it on his skin and coating him in flaming oil. His rage flared like a bonfire in his soul, and though he was on fire, he did not burn. After several similar incidents, he managed to figure out that the fire in his soul was protecting him from the ravages of fire on his body.

By age 20, he had become inured to the stares and whispers of travelers. Most of them were too terrified of how he looked to dare say anything about him within earshot. He was an obvious nonhuman, looking more and more monstrous and demonic every day. The local villagers knew better, but they let him slide; he had caused no harm to them since childhood, so they merely overlooked him. It was at this time, while he was feeding some rats with stale bread behind a tavern, that he overheard a pair of men speaking of their passion for battle. He listened in on them, and the more he heard, the more he felt that they were speaking not only to each other, but to his heart. Imagine, real battle, where he could keep who was on which side right in his head...maybe! Before they could leave the area, he approached them and spoke with them.

They were initially surprised at his monstrous appearance and his mode of speech, but with slow and measured words did Willim finally convince them to take him to their temple and teach him their ways. In him, they saw a powerful warrior, with potential for great strength and passion. To the Temple of Tempus they took him, and he learned, carefully, for nine years. Under the Order of the Whirling Fist he learned that his might and power were valued by those around him. In the mighty men and women in the Order, he found brothers and sisters. There he learned to measure his blows and understand his strength, his heart, and the world around him. Wiser, and more confident, Willim emerged from the temple on his last day of education, leaving his new-found brothers behind to go forth and find battle. As the red sun rose in the sky and his brothers shouted in alarm, he felt that this day would be unlike any other. Shortly after this ill omen appeared, devils poured into the realm from rips in the sky, assaulting virtually everything in sight. Seeing his home of nine years under attack, he gave a mighty roar and leaped upon a very surprised devil. After tearing the beast in two, he smiled to himself. He'd never seen any man or woman look like these creatures, except for himself reflected in water. The dividing lines were clear today. Today would be a good day.


Description & Personality
Spoiler: ShowHide
Willim looks like a weird amalgamation of demon and troll. He has coal black skin, mottled with splotches of forest green, which protrude in bulbous lumps from his skin. His feet end in wide, sturdy cloven hooves, his legs covered up to his knees with a mat of greasy white fur. His hair is thick, brown, ropy, and just as greasy. From his forehead, huge crimson horns jut and sweep back behind his ears, smooth and pointy. Below those horns sit two beady, faintly glowing red eyes, looking like burning coals in his head. His mouth is full of multitudes of jagged yellow teeth; his rare grin is sharp, pointy, and horrifying. His face is an unfortunate thing; similar to a troll's with a long nose and beady eyes, but every feature is flattened against his face. His cheeks are gaunt, and his jaw is wide and strong.

He is wide and heavily-muscled, broad-chested but slouching, losing nearly a foot in height to his naturally slumped stature. His arms are too long for his frame, reaching nearly a foot longer than they should for his size. As such, when coupled with his slouch, his knuckles almost brush the floor as he walks.

Willim is taciturn and quiet at best, often grumpy, and homicidally violent at his worst; when truly infuriated, he flies into fiery rages that are shocking in their violence. He is not very bright, though he occasionally has flashes of insight. He hates those who would mock him or turn him away because of his appearance. He is, however, fiercely loyal to those that are honest with him, and do not scorn him. He is constantly eating some sort of raw or semi-raw meat, and he is very fond of rodents and spiders of all sizes.

He wears a well-worn set of earth-colored robes that look to have seen better days. Dark stains pepper the front and back, with holes in the center of some larger stains. The left shoulder area is scorched black, and a series of long strips are carved from his right shoulder to his left flank, leaving his chest exposed. There are pants along with the robes, but they are cut off at the knee; where they were once tailored to stop just above his furred calves, they now are ragged and torn. In spite of his generally disheveled appearance, he tends to carry himself well, fully aware that he is most likely at least physically stronger than everyone around him.



HP Rolls & Progression
Spoiler: ShowHide
HP Rolls
Barbarian//Half-Troll: 3, 12, 7
Barbarian//Monk: 11, 5, 1, 3, 11, 2, 12, 11, 1
Troll//Monk: 7, 7, 6

Progression
1-4: Barbarian//Half-Troll
5-13: Barbarian//Monk
14-16: Troll//Monk


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 1064 lbs
Medium Load: Max 2,132 lbs
Heavy Load: Max 3,200 lbs
Lift Over Head: 3,200 lbs
Lift Off Ground: 6,400 lbs
Push or Drag: 16,000 lbs

Current weight carried: 71.5 lbs


Odd Maths & Notes
Spoiler: ShowHide

Skills are Total=Ranks+Ability Modifier+Misc Bonus
+4 skill points each level.
Skills: Max Ranks 19/9 See p22 PHB3.5
Natural attack: Full BAB for Claws, -5 for Bite
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
CMB = Base attack bonus + Strength modifier + special size modifier
[spoiler]17: Fighter 1//Fist of the Forest 1
18: Fighter 2//Troll 4
19: ????//Troll 5
20: ????//Troll 6


Unarmed Rolls
Spoiler: ShowHide
Normal
roll 1d20+28
roll 1d20+28
roll 1d20+28
roll 1d20+23
roll 1d20+18
roll 1d20+13
roll 1d20+23 bite

Hasted
roll 1d20+28+1
roll 1d20+28+1
roll 1d20+28+1
roll 1d20+28+1
roll 1d20+23+1
roll 1d20+18+1
roll 1d20+13+1
roll 1d20+21+1 bite

Rage
roll 1d20+34
roll 1d20+34
roll 1d20+34
roll 1d20+29
roll 1d20+24
roll 1d20+19
roll 1d20+27 bite

Hasted
roll 1d20+34+1
roll 1d20+34+1
roll 1d20+34+1
roll 1d20+34+1
roll 1d20+29+1
roll 1d20+24+1
roll 1d20+19+1
roll 1d20+27+1 bite


Character Info
Spoiler: ShowHide
Willim-Willim: Willim hungry. Deer sound good. Or maybe villager. Taste same.
Willim-Jaela: Angel-girl have sex with Bitey-girl. Willim not know why, or how. She get mad when Willim eat dead humans, not know why. Is dead! Angel-girl not like Willim. Maybe because Willim dumb, stupid, annoying, or eat people. Or maybe because Willim attack Angel-girl when she not expecting it. Is not Willim's fault. She kill Willim on Ys-place because Willim be nice, expect straight fight. No magic. If know about magic, Willim just squeeze to death, then eat. Want to eat.
Willim-Afina: Fairy-girl tiny and fast. Willim try to help, but she get mad. Nobody understand Willim. No eat, too small and fast.
Willim-Muirfinn: -
Willim-Ithea: Cat-girl is needing help, so Willim help. Make Willim think of Lifasa and friends. No eat, too nice.
Willim-Adrian: Hag-man annoying. Like garden elf-girl. She nice. Maybe eat.
Willim-Annalise: Bitey-girl smell like old corpses. Rotten. Blech. Bitey-girl try make Willim smarter, but is still smelling bad. No like. If she bite, need to kill. No eat.
Willim-Elrisa: Dancy-girl confu-confusu...not understanding her. She talk about how strong womens is, but she not all that great fighter. Willim could crush. Is shame devils killed her. Wanted to eat. No eat, is dead.
Willim-Misalea: Elf-girl is nice. First girl being nice to Willim that not a monk or faking. No eat.
Willim-Dana: First girl that like Willim for Willim, and not mind if Willim take a bite or two. Tasty and fun. Eat parts, she like!
Willim-Tannin: Is smart, smarter than Willim, but that not hard. Not sure if like. Maybe eat.
Willim-Arrel: Is bird. Eat.
Willim-Tepen: Old magic-man. Is from Lifasa. Everyone like. Smart, not all big about it. No eat, too stringy.
Willim-Jarl: Is giant. Tell Willim about galuh. Galuh is good game, Willim learning. No eat.
Willim-Lief: Is pixie. Not care. Maybe eat.
Willim-27: Is thing. Weird thing. No eat, too weird.
Willim-Crystal: Is pixie too. Maybe eat. So many pixies. Maybe make big meal?
Willim-Hope: Is dragon. Dragon taste good? Eat.
Willim-Drena: Is wind-man. Of course no eat! Is made of winds! Stupid!
Willim-Kascha: Is angel girl. Another angel girl. Not Angel-girl. Just angel girl. Pretty. Dumb. Eat.
Willim-Master: Willim is glad to have Master back. Master teach Willim to really fight, and Willim never forget. No eat, no can hit.
Willim-Baleruk: Willim think others make mistake. Could have had lots and lots of dragons if kill Baleruk. Maybe one day eat.
Willim-Hanna: Angel-girl's mom. Have big axe, strong. No eat yet.
Willim-Sylvie: Smart-girl. Look tasty. Eat.
Willim-Morniel: -
Willim-Queen Ilsenine: -
Willim-Mirima: -
Willim-Canderella: - (Would have been GREAT!)
Willim-Vul'lath: Gith-man. Old old old. Boring and greedy. No eat, too ugly.
Willim-Gisfal: Tempus angel. No can eat. Must be good fighter? Want fight.
Willim-Ebony: -
Willim-Elena: Weird ghost-girl in Aurora. Alsays around. No can eat.
Willim-Galariel: HAAAAAAAAAHAAAAAA WILLIM BEAT YOU! Stuffy angel man. Dead. No can eat.
[/spoiler]
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Ebony's old sheet. I'm posting it here for reference.

Ebony the Penitent

Picture:
Spoiler: ShowHide




Bard 18//Sorcerer 6/Exalted Arcanist 5/Sacred Exorcist 7

Size/Type: Medium Humanoid (Human)
Hit Dice: 11d6+7d8+90+18 (178 hp)
Initiative: +11
Speed: 30ft
Armor Class: 24 (+7 dex, +7 armor)
Base Attack/CMB/CMD: +15/+19/36
Attack: Silver Dagger+19 (1d4+4 19-20 x2)
Full Attack: Silver Dagger+19/+14/+9 (1d4+4 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, turn undead 12/day (4d6; DC 22), dispel evil 2/week.
Special Qualities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage+3, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion, exalted spell list(9th), spell knowledge, faster consecrate, faster purify, sanctified endurance, detect evil, chosen foe(undead)+2, consecrated presence.
Saves: Fort +19, Ref +27, Will +27 (+4 perfection against compulsions)
Abilities: Str 18, Dex 25, Con 21, Int 22, Wis 19, Cha 29
Skills: Concentration+26, Diplomacy+32, Gather Information+30, Knowledge(Arcana)+27, Knowledge(Planes)+27, Knowledge(Religion)+27, Listen+25, Perform(Dance)+30, Perform(Song)+30, Perform(String Instruments)+33, Perform(Wind Instruments)+30, Profession(Astrologer)+25, Profession(Chef)+25, Spellcraft+27, Spot+25, Tumble+28, Use Magic Device+30
Feats: Consecrate Spell(H), Lingering Song(1), Eschew Materials(S1), Improved Initiative(3), Purify Spell(S5), Inspire Spellpower(6), Skill Focus(String Instruments)(9), Sacred Vow(EA3), Vow of Obedience(EA5), Toughness(12), Versatile Performer(15), Song of Cleansing Light(18)
Epic Feats: -
Alignment: Lawful Exalted

Bard powers:
Spoiler: ShowHide


Ebony casts as an 18th level bard.

4/7/6/6/6/5/3

0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory.
5: Greater Dispel Magic, Mass Cure Light Wounds, Song of Discord, Summon Monster 5
6: Mass Charm Monster, Mass Cure Moderate Wounds, Veil.

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.


Sorcerer powers:
Spoiler: ShowHide


Ebony casts as a 17th level sorcerer.

0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of Heaven.
2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
4: Holy Smite, Perfect Summons, Sunmantle, Sword of Conscience, Voice of the Archon.
5: Dismissal, Hallow, Heavenly Lightning, Sending, Sicken Evil.
6: Aspect of the Deity, Bolt of Glory, Storm of Shards.
7: Greater Teleport, Holy Word, Righteous Smite.
8: Greater Planar Ally, Polar Ray.


Exalted Arcanist powers:
Spoiler: ShowHide


Exalted Spell List (Ex)

An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters' spell lists. The exalted arcanist's spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list. She does not automatically know these spells, but can choose them as spells known.

Spell Knowledge (Ex)

At 1st and 5th level, an exalted arcanist learns two new arcane spells of any level up to the maximum spell level she can cast. These can be spells from her normal spell list or from the exalted spell list that appears below.

Faster Consecrate (Ex)

At 2nd level, an exalted arcanist can spontaneously cast spells with the Consecrate Spell feat without extending the spell's casting time.

Faster Purify (Ex)

At 4th level, an exalted arcanist can spontaneously cast spells with the Purify Spell feat without extending the spell's casting time.

Sanctified Endurance (Ex)

At 5th level, the Exalted Arcanist reduces the ability score damage or drain from casting sanctified magic by 2, to a minimum of 1.


Sacred Exorcist powers:
Spoiler: ShowHide


Turn Undead (Su)

Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

Detect Evil (Sp)

At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Chosen Foe (Ex)

At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.

Dispel Evil (Sp)

Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su)

At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Silver Dagger

[Waist]Ebony's Corset: Grants a +6 enhancement bonus to ability scores, a +7 armor bonus to armor class and a +7 resistance bonus to saving throws.

[Skill Booster]Ebony's Harp: Grants a +5 enhancement bonus to perform checks.

5,031.8


Custom Material: [spoiler]

Song of Cleansing Light [Bardic, Exalted]
Prerequisite: Bardic music, turn undead.
Benefit: As a standard action, you may expend one use of your bardic music ability and one use of your turn undead ability to grant your allies within 60ft bonus damage against undead. They deal an extra 2d6 points of damage on weapon damage rolls, including natural weapons. This damage rises by 1d6 to 3d6 when you reach level 10, as well as by 1d6 to 4d6 when you reach level 20. This effect lasts for as long as you play and for 5 rounds thereafter.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#3
In the end, Annalise was torn asunder by the light of 21. All that was left were memories and questions of what may have been.

Annalise.

Vampire 21//Rogue 2/Sorcerer 7/Spellwarp Sniper 5/Unseen Seer 7

Size/Type: Medium Undead (Augmented Human)
Hit Dice: 21d12+210 (355 hp)
Initiative: +16
Speed: 70ft, fly 120ft (perfect)
Armor Class: 54 (+15 natural, +5 profane, +1 dodge, +10 deflection, +8 dex, +4 armor, +1 insight)
Base Attack/CMB/CMD: +12/+19/54
Attack: Slam+18 (2d6+7)
Full Attack: 2 slams+18 (2d6+7)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+4d6, spellwarp, sudden raystrike+2d6.
Special Qualities: Undead traits, unholy toughness, damage reduction 20/epic, good and silver, immunity to cold and electricity, resistance to acid and fire 20, resistance to positive energy 30, fast healing 30, sunlight vulnerability, telepathy 100ft, trapfinding, evasion, metamagic specialist, ray mastery, advanced learning, divination power+2, guarded mind.
Saves: Fort +15, Ref +32, Will +29
Abilities: Str 25, Dex 27, Con -, Int 25, Wis 21, Cha 31
Skills: Bluff+42, Concentration+34, Decipher Script+31, Diplomacy+42, Hide+40, Intimidate+42, Knowledge(Arcana)+31, Knowledge(Planes)+8, Knowledge(Religion)+31, Listen+39, Move Silently+40, Perform(Dance)+34, Search+39, Sense Motive+37, Spellcraft+31, Spot+39.
Feats: Alertness(B), Anarchic Bloodline(B), Combat Reflexes(B), Dodge(B), Improved Initiative(B), Lightning Reflexes(B), Point Blank Shot(H), Empower Spell(1), Chain Spell(3), Eschew Materials(S1), Lifesense(6), Split Ray(S5), Practiced Spellcaster(9), Precise Shot(SWS3), Fell Drain(12), Silent Spell(US2), Arcane Thesis(Moonbow)(15), Quicken Spell(18)
Epic Feats: Epic Reflexes(B), Improved Combat Reflexes(B), Superior Initiative(B), Automatic Metamagic(Fell Drain)(21)
Alignment:

Racial and innate powers:
Spoiler: ShowHide


Unholy Toughness (Ex)

Annalise may use her charisma modifier to determine bonus hit points, in the same fashion a living being uses its constitution score to do so.

Curse of Bahamut (Ex)

Cursed by Bahamut, you suffer the wrath of dragons. Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. Most will react with considerable hostility. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it. If need be the letters will appear on the material over your forehead.

...???


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.


Sorcerer powers:
Spoiler: ShowHide


Annalise casts as a 19th level sorcerer. (Caster level 23rd for divination; caster level 22nd for other spells.)

6/9/9/8/8/8/8/7/7/5

0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Mage Hand, Mending, Message, Prestidigitation, Resistance.
1: Color Spray**, Detect Good, Lesser Orb of Cold, Lesser Orb of Sound, Mage Armor, Shield.
2: Blindness/Deafness, Divine Insight*, Hideous Laughter**, Rainbow Beam, Ray of Ice, Scorching Ray, See Invisibility.
3: Blink, Manyjaws, Rage**, Suggestion, Vampiric Touch.
4: Confusion**, Enervation, Orb of Acid, Orb of Cold, Orb of Force.
5: Cloudkill, Mindfog**, Moonbow, Summon Undead 5, Wall of Force.
6: Acid Fog, Chain Lightning, Greater Dispel Magic, Mislead**, True Seeing*.
7: Annalise's Kiss***, Bite of the Werebear, Greater Teleport, Prismatic Spray**.
8: Greater Plane Shift, Maze**, Mind Blank, Superior Invisibility.
9: Maw of Chaos, Weird**, Wish.

*Bonus spell from advanced learning.
**Bonus spell from Anarchic Bloodline.
***New spell, described in house rules.

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.


Spellwarp Sniper powers:
Spoiler: ShowHide


Spellwarp (Ex)

You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st-level area spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray. "

The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.

You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.

Each time you advance a level in this class, the maximum level of spell that you can affect increases by one. For example, a 3rd-level spellwarp sniper can warp spells of up to 3rd level.

Sudden Raystrike (Ex)

If you can catch an opponent when he is unable to defend himself effectively from your ray attack, you can strike a vital spot for extra damage. Whenever the target of one of your ray spells is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus of not), you deal an extra 1d6 points of damage with your ray spell. (If your ray spell doesn't deal hit point damage, this extra damage doesn't apply. ) At 4th level, the extra damage increases to 2d6. If you get a sneak attack or sudden strike bonus from another source (such as rogue or ninja levels), the bonuses on damage stack whenever both abilities would apply to the same target.

This damage applies only to targets within 30 feet. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to your sudden raystrikes.

Ray Mastery (Ex)

At 5th level, you attain unequaled control over your ray spells. This control manifests in three ways.

You can apply the extra damage from the sudden raystrike ability (as well as any additional sneak attack or sudden strike damage from other sources) to ray attacks against a target within 60 feet, instead of 30 feet.

You can deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.

Once per day, you can empower a single ray spell, as though with the Empower Spell feat, without any adjustment to the spell's level or casting time. This effect applies equally to spells that are already rays and those you warp into rays.


Unseen Seer powers:
Spoiler: ShowHide


Damage Bonus (Ex)

At 1st level, the extra damage you deal with your sneak attack, skirmish, or sudden strike ability increases by 1d6. If you have more than one of these abilities, only one ability gains this increase (choose each time you gain this benefit). Your sneak attack, skirmish, or sudden strike damage increases by another 1d6 at 4th level, 7th level, and 10th level.

Advanced Learning (Ex)

At 2nd, 5th, and 8th level, you can add a new spell to your spellbook or list of spells known, representing the result of personal study and experimentation. The spell must be a divination spell of a level no higher than that of the highest-level arcane spell you already know.  The spell can be from any class's spell list (arcane or divine). Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

Divination Spell Power (Ex): At 3rd level, you gain a +1 bonus to your caster level when casting an arcane divination spell. This bonus improves to +2 at 6th level, and to +3 at 9th level. This benefit comes at a cost: Your caster level for all other arcane spells is reduced by 1 at 3rd level. This reduction becomes 2 at 6th level and becomes 3 at 9th level.

For example, a 4th-level rogue/1st-level sorcerer/6th-level unseen seer would have a caster level of 9th for her arcane divination spells, but only 5th for her nondivination arcane spells.

Guarded Mind (Su)

Any successful unseen seer must learn to protect herself from magic that would reveal her identity. At 5th level, you become protected by nondetection (as the spell, but with a permanent duration). For the purpose of divinations attempted against you, your caster level equals
your character level.


Gear:
Spoiler: ShowHide


[Neck]Amulet of Natural Armor+1: +1 enhancement bonus to natural armor.
[Hands]Gloves of Dexterity+4: +4 enhancement bonus to dexterity.
[Ring 1]Triune Ring: Constant freedom of movement, grants a +2 enhancement bonus to natural armor and a +2 armor bonus.
[Ioun Stone]Orange Ioun Stone: +1 bonus to caster level.
[Ioun Stone]Dusty Rose Ioun Stone: +1 insight bonus to armor class.

[Reserve Weapon]Masterwork Greatsword.
[Reserve Weapon]Masterwork Cold Iron Heavy Mace.
[Reserve Weapon]Engine's Finger: Cold Iron Greatclub+1, hellfire.
[Reserve Cloak]Cloak of Elvenkind: +5 competence bonus to hide.
[Reserve Boots]Boots of Elvenkind: +5 competence bonus to move silently.

[Misc]Bag of Endless Caltrops: 5/day can be used to produce caltrops.
[Misc]Blessed Bandage: Automatically stabilizes the recipient.

[Scroll]Scroll of Jump
[Scroll]Scroll of Gust of Wind
[Scroll]Scroll of Obscure Objects
[Scroll]Scroll of Spectral Hand
[Scroll]Scroll of Touch of Idiocy
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[Scroll[Scroll of Transmute Rock to Mud


Autobattle Settings: [spoiler]

Allow PC control: No.
Settings: -
<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?

Ebiris

Afina sundered all that was fey inside of her rather than face an existence without liberating or avenging Lifasa. She exists still as a spirit of fire rather than nature...

Name: Afina Petalwisp
Class: Sorcerer 6/Swiftblade 10/Inheritor of the Cycle 2///Pixie 4/Battle Dancer 1/Scout 13
Deity: None (Seelie affiliated)
Alignment: Chaotic Good
Race: Pixie
Gender: Female
Age: 358
Height: 2'4"
Weight: 29lb
Eyes: Green
Hair: Green

Description
Spoiler: ShowHide


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

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

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


Background
Spoiler: ShowHide

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

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

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

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

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

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

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

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

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

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

Edit: Since finding other survivors of the Gloaming Forest she's reverted back to her original name.


Small Fey
HP: 160
Initiative: +23
Speed: 60 (fly 90, good)
AC: 42 (+1 size, +10 dex, +10 cha +1 natural armour, +3 dodge, +1 deflection, +6 armour) touch 35, flat-footed 19 (+5 dodge when moving 20 feet)
Base attack/CMB/CMD: +16/+22(+29 with light weapon)/52
Attack: Hywelbane +36 (1d4+10 +2d6 holy +2d6 vs evil outsiders), +36 (1d4+17 +6d6 skirmish +2d6 swift +2d6 holy +2d6 vs evil outsiders)
Full attack: Hywelbane +36/+31/+26/+21 (1d4+10 +2d6 holy +2d6 vs evil outsiders)
Space/Reach: 5/5
Special Attacks: Unarmed Strike (1d4), Skirmish (+3d6 +3AC), Swift Surge (+2d6)
Special Abilities: Low-light Vision, Damage Reduction 10/cold iron, Spell Resistance 33, Greater Invisibility, Spell Shield, AC Bonus (charisma), Battle Fortitude +2, Uncanny Dodge, Fast Movement +20, Trackless Step, Evasion, Flawless Stride, Camouflage, Swift Surge (+2 attack/AC/reflex, +30 speed), Blurred Alacrity (50%), Sudden Casting, Arcane Reflexes, Evasive Celerity (50%), Fortified Hustle, Diligent Rapidity, Blindsense 30
Saves: Fort: +19, Ref: +35, Will: +26
Abilities: STR 17, DEX 30, CON 20, INT 26, WIS 22, CHA 31
Skills: Concentration +26, Craft (Weapons) +29, Craft (Armour) +29, Craft (Sculpting) +17, Escape Artist +31, Hide +35, Knowledge (Arcana) +29, Knowledge (Nature) +31, Listen +29, Move Silently +29, Perform (Dance) +19, Search +31, Spellcraft +31, Spot +29, Survival +27, Tumble +31
Feats: Dodge(B), Weapon Finesse(B), Eschew Materials(B), Spring Attack(B), Bounding Assault(B), Anarchic Bloodline(B), Mobility, Toughness, Craft Wondrous Items(S5), Arcane Strike, Practiced Spellcaster, Improved Skirmish(S4), Close-Quarters Fighting, Darkstalker(S8), Craft Magic Arms And Armour, Blind-Fight (S8), Craft Construct
Languages: Common, Sylvan, Elven, Gnome, Auran, Aquan, Infernal


Spell like Abilities
Spoiler: ShowHide

3/day Pyrotechnics
1/day Dancing Lights, Detect Chaos, Detect Law, Detect Thoughts, Dispel Magic, Entangle, Permanent Image
At will Detect Evil


Sorcerer Spells
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Caster level 18, DC 20 + spell level
0: (6) Acid Splash, Detect Poison, Detect Magic, Dancing Lights, Ray of Frost, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Prestidigitation
1: (8) Shield, True Strike, Floating Disk, Magic Missile, Endure Elements, Colour Spray
2: (8) Resist Energy, See Invisibility, Alter Self, Repair Moderate Damage (SpC 173), Curse of Impending Blades (SpC 57), Hideous Laughter
3: (8) Haste, Greater Mage Armour (SpC 136), Junglerazer (SpC 127), Magic Circle against Evil, Rage
4: (8) Dimension Door, Metal Melt (SpC 140), Ray of Deanimation (SpC 166), Confusion, Dimensional Anchor
5: (8) Toxic Weapon (PhB2 127), Shadow Form (Spc 183), Mind Fog, Fabricate, Ball Lightning (p23 SpC)
6: (8) Greater Heroism, Mislead, Planar Binding, Disintegrate
7: (5) Prismatic Spray, Elemental Body (SpC 78), Delayed Blast Fireball


Inventory
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745.15gp
5031.8gp for Gisfal's weapon/shield/armour for warrior of skill
-145,800gp debt to Filbrez

Hywelbane: Shiftsilver short sword +5, holy, evil outsider bane

Belt of Magnificence +6
Vest of Resistance +4
Ring of Protection +1

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

Antitoxin x2

Entertainer's Outfit
Royal Outfit
Sack
Waterskin
Oil 1pt flask
Rations 6 days

Shinear's Book

Adamantine, raw: 1,000 gold.
Vial of Linthrum dust: 1,155 gold.
Antler from a Lord of the Hunt: 1,500 gold.
Using the antler as a core of a sword, combined with a shell of adamantine and linthrum could make a powerful weapon with properties against those who defile the natural world. However, you'd need to use it to slay a creature that corrupts nature to awaken its power. The stronger the creature slain and the more it opposes the natural order, the better.
Blank sword created as a medium masterwork scimitar.



Base Skills
Spoiler: ShowHide


Concentration +21
Craft (Weapons) +21
Craft (Armour) +21
Craft (Sculpting) +9
Escape Artist +21
Hide +21
Knowledge (Arcana) +21
Knowledge (Nature) +21
Listen +21
Move Silently +21
Perform (Dance) +8
Search +21
Spellcraft +21
Spot +21
Survival +21
Tumble +21



Special traits
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Enlightenment (Elysium): Lose Lesser Confusion spell and Detect Good spell-like abilities. Detect Evil spell-like ability usable at will.

Spirit of War (Ysgard): +2 insight bonus to attack and damage.

Curse of Bahamut (Celestia): Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it.

Chaos Magic (Limbo): Gain Anarchic Bloodline as bonus feat.


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

Merc

#5
Catgirl's back in driver's seat!

Name: Ithea
Class: Spellwarped 3/Fire Genasi 1/Rogue 11/Factotum 3 // Duskblade 18
Race/Type: Outsider/Aberration (Native Outsider, Augmented-Outsider)
Alignment: Chaotic Neutral

About:
Spoiler: ShowHide



no image!Gender: Female, Age: 19, Height: 4'10", Weight: 134 lbs.
Hair: Firey mix of orange, yellow and red. Eyes: Orange. Skin: Light, with an orange tint.

Background:
[spoiler]
Formerly a proud catfolk of Lifasa, an unfortunate encounter with a deck artifact has transformed the general of Aurora into a fire genasi.


Personality:
Spoiler: ShowHide

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

Even though she's plagued with those same doubts and fears, she refuses to let them get to her, she just doesn't want to be someone who lives her life so innocently and falsely proud when she's lost so much. She's afraid, yes, but not as much as she hates being weak. Somehow, one day, she'll make everyone proud, and Lifasa's paradise will shine once more.
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Stats:
HP: 236/236
AC/Touch/Flat-Footed: 41/27/41 [10+9(armor)+5(dex)+7(natural)+4(deflection)+6(shield)]

BAB/CMB/CMD: +18/+29/48 (+4 CMD vs trip, overrun, bullrush)
Melee Attack: Seiryu+30 (d10+16, 19-20/x3, slashing)
Melee Full Attack: Seiryu+30/+25/+20/+15

Abilities: Str 31 (+10), Dex 20 (+5), Con 27 (+8), Int 26 (+8), Wis 22 (+6), Cha 16 (+3)
Saves: Fort +27, Ref+24, Will+25 (+4 vs fire)
Speed: 30ft
Init: +17

Special Qualities:
Race/Template/Other
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Spellwarped Template: SR 29 (11+level), Type changes to Aberration (grants Darkvision), NA+2, str+4,dex+2, con+4, int+4.
Fire Genasi: 30ft speed, dex+2, cha-2, int+2, control flames, saves vs fire, racial skills.

Control Flame (Sp): Cause nonmagical fire within 10ft of them to diminish or flare and lasts 5 minutes. Used 1/day with CL 5.

Healing Touch (Sp): Use Cure Critical Wounds, as the spell once per day. This ability also results in a -1 penalty to attack rolls. (4d8+Level)

Anarch (Ex): You are naturally talented at controlling Limbo. Your creations can be far more complex than normal and you gain a +8 competence bonus to wisdom checks to control Limbo.

Curse of Bahamut (Ex): You suffer the wrath of dragons. Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. Most will react with considerable hostility. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it. If need be the letters will appear on the material over your forehead.

Blessing of Renbuu (Ex): You receive Chaos Devotion as a bonus feat.

Luna Tear: Gain DR 10/silver.

Rogue
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Martial Rogue: Sneak Attack ACF (from UA), grants bonus feats at levels where sneak attack would have been gotten.
Mimic (EoE): Trapfinding ACF, can use disguise self 1/day as SLA.
Evasion: Take no damage on successful reflex save for attacks that normally deal half damage on a successful save.
Minor Lore (RoE): Trap Sense ACF, gain +3 bonus on all Knowledge checks (though this bonus doesn't change an untrained check to a trained check). In addition, whenever the rogue successfully aids another character's Knowledge check, that character can apply this bonus on his check result (in addition to the normal bonus granted by the rogue's aid another attempt).
Uncanny Dodge: Replaces Improved Uncanny Dodge, due to grabbing DA. Retain Dex if caught flat-footed.
Uncanny Bravery: IUD ACF, gain immunity to the frightful presence of dragons. You gain a +4 morale bonus on saving throws against all other forms of fear.
Special Ability: Opportunist (Ex), once per round can make an AoO against an opponent who has just been struck for damage in melee by another character.

Factotum
Spoiler: ShowHide

Inspiration: 5

Cunning Insight: Spend 1 inspiration for a +INT competence bonus to attack, damage or save roll.
Cunning Knowledge: Spend 1 inspiration for a +3 (factotum level) competence bonus to a skill check. Can only spend 1 point per particular skill per day.
Trapfinding: Can find traps with skills I haven't gotten points in. Haha.
Arcane Dilettante: Can prepare a level 1 sorc/wiz spell at start of day (default: Nerveskitter, immediate action +5 to init to close target). Cast as level 3 caster.
Brains over Brawn: Add +INT to str/dex checks and skills.
Cunning Defense: Spend 1 inspiration for a +INT dodge bonus to AC vs one opponent for one round. Can spend multiple times in same round, but only against multiple opponents.

Duskblade
Spoiler: ShowHide

Arcane Attunement: 11/day, use SLAs (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic).
Armored Mage: No arcane spell failure when using light/medium armor or shields.
Arcane Channeling: Deliver touch spell through melee attack as either standard or full attack action.
Quick Cast: Cast 3/day spells as swift action as long as normal cast time is standard or less.
Spell Power: Gain +5 to CL check to overcome spell resistance on a target that you've injured with a melee attack.

Spells:
0) 6/day - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1) 12/day - Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, Swift Expeditious Retreat, True Casting , True Strike
2) 11/day - Dimension Hop, See Invisibility, Swift Invisibility, Touch of Idiocy
3) 20/day - Blink, Greater Magic Weapon, Ray of Exhaustion, Regroup, Vampiric Touch
4) 18/day - Dispel Magic, Dimension Door, Enervation, Shout
5) 4/day - Chain Lightning, Polar Ray
Notes: Cast with +2CL, Add +1CL more if electric spell, Add +2 CL to overcome SR (on top of spell power)


Feats:
Spoiler: ShowHide

Leveling - Weapon Focus (Glaive), Knowledge Devotion, Arcane Strike, Versatile Spellcaster, Font of Inspiration, Savvy Rogue, Bane Magic (Outsiders)
Duskblade - Combat Casting
Rogue - Combat Reflexes, Deft Opportunist, Expert Tactician, Improved Initiative, Improved Critical (Glaive), Power Attack
Misc - Chaos Devotion (Renbuu's Blessing)

Note: See house rules for arcane strike/font of inspiration (the feats were modified/detailed there).


Skills:
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Note: Add +1 to all unlisted skill checks or ability checks (ioun stone)
(+26) Balance 10
(+11) Bluff 12 [+5 without bracers]
(+24) Climb 5
(+22) Concentration 13 [+4 when casting spell/using SLA]
(+16) Diplomacy 13 [+5 without bracers]
(+20) Gather Information 21 [+5 without bracers]
(+44) Hide 5 [-5 without bracers]
(+1) Intimidate 0 [+5 without bracers]
(+26) Jump 5
(+33) Knowledge (arcana) 21
(+14) Knowledge (architecture&engineering) 2
(+21) Knowledge (dungeoneering) 9
(+33) Knowledge (planes) 21
(+28) Knowledge (nature) 16
(+28) Knowledge (religion) 16
(+40) Listen 13
(+51) Move Silently 12 [-5 without bracers]
(+12) Sense Motive 5
(+18) Sleigh of Hand 2
(+32) Spellcraft 21 [+2 with scrolls]
(+42) Spot 15
(+37) Tumble 21
(+20) Use Magic Device 21 [+2 with scrolls/+5 without bracers]

Speak Language (3): Aquan, Terran, Celestial

Skill Tricks (6):
Back on your Feet: If you fall prone for any reason, you can stand up as an immediate action without provoking AoO.
Collector of Stories: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check
Nimble Charge: You can run or charge across a difficult surface without needing to make a Balance check

Languages Known: Common, Feline, Draconic, Sylvan, Elven, Infernal, Aquan, Terran, Celestial


Gear:
Spoiler: ShowHide
Carried - Seiryu, masterwork glaive, CLW Wand/45 charges
Worn - Circlet of Magnificence+6 (gith gift), Cloak of the Forest Hunter (elven god's gift), Ithea's Armor, Vest of Resistance+4, Cat's Eye, Third Eye [Penetrate], Unseen Enemy (Minor Artifact, bracers), Counter Gloves, Steadfast Boots of Speed, Ring of Protection+4, Ring of Arcane Storms, Spell Component Pouch, Scroll of Sending
Floating - Moon Disc, Ioun Stones (Orange & Pale Green)

Home Base - Wealth: 0g
Scroll of Sending x4


Other Notes:
Seiryu, the Morning Guardian:
Spoiler: ShowHide

This weapon normally behaves like a +1 ghost touch, holy shiftsilver glaive, but because of the method used in its construction, it holds a few draconic secrets. When all it's abilities are taken into account, Seiryu is effectively a +8 shiftsilver glaive.

As a swift action, by sacrificing a level 1 or 3 arcane spell, Seiryu's shiftsilver blade transforms into metallic 'skeletal wing-bones' with rainbow colored light flashing between them, resembling dragon wings. While in this form, the weapon's wielder gains the ability to fly with speed 60 and good maneuverability.

Seiryu automatically returns to glaive form when any attack or combat manuever is made with it, if the weapon is dropped, or with a mental command as a free action. Otherwise, the ability lasts until 1 minute has passed if a level 1 spell was sacrificed, or 15 minutes if a level 3 spell was sacrificed. If the weapon's wielder is up in the sky when this ability ends, they slowly begins to fall as if by Feather Fall for one round. After that, however, they fall at whatever rate is normal for the location.

In addition to granting it's wielder limited flight capability, Seiryu has an affinity for lightning magic. When using any spell or spell-like ability with the [electricity] descriptor in conjunction with this weapon, the spell does 50% more damage. Furthermore, twice per day as a free action, any spells or spell-like abilities that deals damage and are used in conjunction with this weapon can be modified so that they gain the [electricity] descriptor for one round.

Because of this affinity, special abilities involving electricity (such as shock, shocking burst, and energy surge) can be added at a 10% discount.

Ithea's Armor:
Spoiler: ShowHide
Glamered Nimbleness Ghost Ward Mithral Breastplate+4

Moon Disc:
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Moon Disc is an Animated Ghost Ward Shield +4

Counter Gloves:
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Counter Gloves combine the effects of:
Counterstrike Bracers - 2/day free AoO when enemy misses
Greatreach Bracers - 3/day Add +10ft reach for 1 round
Reciprocal Bracers - 2/day as immediate action auto threat after being crit or sneak attacked

Unseen Enemy:
Spoiler: ShowHide

These brown leather bracers look unremarkable, barely worth a second glance. A particularly observant or persistent fellow may notice they are exceptionally well made in spite of being so uninteresting. In reality, this pair of bracers is designed to subtly augment the reach of the wearer. Treated with water from the river Styx, they are the weapon of a cunning assassin. When worn they grant a +5ft bonus to reach for the wearer, as his strikes seem to reach impossibly far. As a side effect of the stealth magic on them, the wearer gains a +5 bonus to hide and move silently checks, but a -5 penalty to charisma based skills.

Cloak of the Forest Hunter:
Spoiler: ShowHide
These cloaks of elvenkind are dedicated to Solonor Thelandira, elven god of the hunt. When worn, a Cloak of the Forest Hunter grants a +20 competence bonus to hide, listen, move silently, spot and survival checks. In addition, the wearer gains the benefits the following spells at all times: easy trail, endure elements and pass without trace. These cloaks only function for non-evil wearers; any evil creature that puts the cloak on suffers 10d6 points of damage and 3 negative levels.

Due to the conditions of obtaining it, the cloak cannot be removed. Fortunately, water doesn't seem to damage it at all.

Ring of Arcane Storms:
Spoiler: ShowHide
Ring combines effects of:
Ring of Arcane Might - Add +1 Caster Level
Ring of Mystic Lightning - Add +1 Caster Level when casting electric spell and 3/day add +2d6 damage when using an electric spell

Steadfast Boots of Speed:
Spoiler: ShowHide
Boots combines effects of:
Boots of Speed - Haste effect, free action, 10 rounds
Steadfast Boots - Add +4 CMD vs trip/overrun/bullrush, and auto-ready weapon against charges

Cat's Eye:
Spoiler: ShowHide
Amulet combines effects of:
Amulet of Natural Armor+5
Hand of Glory - Use Daylight and See Invisibility 1/day each.
Ring of Wizardry III
Ring of Wizardry IV



Chargen/Leveling:
Spoiler: ShowHide

HP Rolls: [12d8=7, 3, 4, 2, 5, 8, 4, 5, 1, 3, 5, 6]
Level-Up rolls: [d8=5,3,8,8,7]
Ability Score Modifiers: (template+race+level+base score+item+misc)
[14:55] <Hatbot> Merc: 17, 16, 16, 14, 12, 9
Level bonuses: (4) Dex , (8) Str, (12) Str, (16) Str
Str: 31=4+0+3+17+6+1
Dex: 20=2+2+1+9+6
Con: 26=4+0+0+16+6+1
Int: 26=4+2+0+14+6
Wis: 22=0+0+0+16+6
Cha: 16=0-2+0+12+6

Draught of the Volcanoes: Add permanent +1 to Strength.
Water from Dralicus the Demented's Fountain: Add permanent +1 to Constitution.

Skills: (2+4+4)x7+(8+4+4)x11+(6+4+4)x3=70+176+42=288

Base Saves:
13) Fort+9, Ref+10, Will+9
14) Fort+10, Ref+11, Will+10
15) Fort+11, Ref+12, Will+11
16) Fort+12, Ref+13, Will+12
17) Fort+13, Ref+13, Will+13
18) Fort+14, Ref+14, Will+14 (Duskblade 18/Rogue 11)

19) Fort+15, Ref+15, Will+15 (Duskblade 19/Rogue 12)
20) Fort+16, Ref+15, Will+16 (Duskblade 20/Rogue 13)

In-Game Effects:
  • <Kotono> You gain the ability to cast cure critical wounds once per day as a spell-like ability. However, this new devotion to healing comes at the cost of some of your skill. You suffer a -1 penalty to attack rolls.
  • See Anarch
  • See Prismatic Spray
  • Orb-Blade of the Arcane: When studied by a duskblade, it allows them to add a single 1st and 3rd level spell to their spells known from the sorc/wizard spell list. Once used the orb-blade is expended. 70,000 gold. (Picked True Casting and Blink, used in construction of Seiryu)
  • See Curse of Bahamut/Blessing of Renbuu.

Other:
<Ithea> Out of curiosity, how much time does it take to put on/take off the unseen bracers? I typically have them on, but I figure if I'm specifically out to do do something involving diplomacy, gather info, or the like and not a fight, I'd take them off.
<Kotono> Normal time to take off bracers, unless said otherwise. Standard action.
<Kotono> You've been reincarnted by the deck (This has no effects other than changing your race). Your race goes from catfolk to fire genasi, and yes, I'm sure Afina approves. Anyway, this doesn't affect your other template, it just replaces catfolk. As Fire Genasi is not really worth +1 LA, you also gain a +2 to dexterity as a racial trait, along with the preexisting stat modifiers for it.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

Putting Dana's old build here for reference.

Dana

Picture:
Spoiler: ShowHide




Aasimar 0/Knight 11/Rogue Knight 2/Psychic Warrior 5//Fighter 8/Dwarven Defender 10

Size/Type: Medium Outsider(Native)
Hit Dice: 18d12+126+18 (276 hp)
Initiative: +5
Speed: 40ft
Armor Class: 45 (+13 armor, +2 dex, +5 dodge, +11 shield, +3 deflection, +1 insight)
Base Attack/CMB/CMD: +18/+26/56
Attack: Royal Rapier+31 (1d6+13 15-20 x2)
Full Attack: Royal Rapier+31/+26/+21/+16 (1d6+13 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, knight's challenge, psionics, desperate strike+1d6, smite law 1/day.
Special Qualities: Darkvision 60ft, resistance to acid, cold and electricity 5, ground knight, shield block+2, bulwark of defense, armor mastery, vigilant defender, shield ally, defensive stance 5/day, improved uncanny dodge, trap sense+2, damage reduction 6/-, mobile defense, fast healing 2, toxin removal, immunity to bleeding, damage reduction 10/evil, honor's price, skill bonus, fate's hand.
Saves: Fort +30 Ref +20, Will +30 (Does not fail fort saves on a natural 1)
Abilities: Str 24, Dex 20, Con 24, Int 19, Wis 22, Cha 22
Skills: Concentration+16, Climb+25, Handle Animal+24, Intimidate+24, Jump+25, Knowledge(History)+10, Knowledge(Nobility and Royalty)+21, Knowledge(Psionics)+14, Ride+23, Swim+25
Feats: Dodge(1), Mobility(F1), Toughness(F2), Shield Specialization(3), Shield Ward(F4), Endurance(K5), Protection Devotion(6), Combat Expertise(F6), Weapon Focus(Rapier)(F8), Steadfast Determination(9), Iron Will(K10), Power Attack(12), Weapon Specialization(Rapier)(PW1), Melee Weapon Mastery(15), Greater Weapon Focus(Rapier)(PW2), Wild Talent(Book), Focused Shield(18), Practiced Manifester(PW5)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide
 
Spell-like abilities

1/day-Daylight. Caster level 13th.


Knight powers:
Spoiler: ShowHide


Bulwark of Defense (Ex)

When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex)

Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Vigilant Defender (Ex)

Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex)

Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.


Rogue Knight powers:
Spoiler: ShowHide


Honor's Price (Ex)

Rogue Knights suffer a penalty to Charisma checks against members of their former order, equal to their Rogue Knight level. Conversely, they gain a bonus equal to their Rogue Knight level when dealing with unsavory elements such as the underworld.

Desperate Strike (Ex)

When flanked by two or more opponents, the Rogue Knight gains a 1d6 bonus to melee damage. This damage does not apply to creatures immune to critical hits.

Skill Bonus (Ex)

A Rogue Knight gains a +4 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks against members of his former order. He also gains a +4 bonus to initiative in battles against them.

Smite Law (Su)

Once per day the Rogue Knight may smite law. He adds his charisma modifier to his attack roll and his Rogue Knight level to damage.

Fate's Hand (Su)

The Rogue Knight gains a morale bonus to saving throws equal to his Charisma modifier.


Dwarven Defender powers:
Spoiler: ShowHide


AC Bonus (Ex)

The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Defensive Stance (Ex)

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex)

Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex)

At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Mobile Defense (Ex)

At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Psychic Warrior:
Spoiler: ShowHide


Psionics

Dana manifests as a 4th level psychic warrior.

Power points: 17+2 (19 total)

1: Defensive Precognition, Offensive Prescience, Vigor.
2: Strength of My Enemy.


Gear:
Spoiler: ShowHide


[Weapon]Royal Rapier of Langersun: Solarian Truesteel Rapier+2, keen.
[Armor]Lightblood Stone Full Plate+5, nimbleness: Grants various powers.
[Shield]Royal Shield of Langersun: Mithral Heavy Steel Shield+5.

[Head]Helmet of Disguise: Allows disguise self at will.
[Shoulders]Willim's Cloak of Resistance+4: +4 resistance bonus to saving throws.
[Ring 1]Ring of Protection+3 and feather falling: +3 deflection bonus and constant feather fall.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Ioun Stone]Dusty Rose Ioun Stone: +1 insight bonus to armor class.

[Reserve Weapon]Silver Masterwork Bastard Sword.
8887.2 gold.


Custom Material:
Spoiler: ShowHide


Alternate Class Feature: Ground Knight

Most knights are valiant warriors that charge across the battlefield on snow white stallions. You do not, as you trust only your two feet. You learn to use your feet to the utmost, dashing across the battlefield.

Class: Knight.

Level: 2nd.

Replaces: If you select this alternate class feature, you do not gain mounted combat.

Benefit: You gain a +10 bonus to movement speed. This functions while wearing any armor, but not while carrying a heavy load.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Get in close, use defensive stance and try and soak up as much damage as possible. She's not as suicidal as she was in Ysgard, but she has no problem entering into danger.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#7
Backup Lief sheet, do not use.
Spoiler: ShowHide


Lief, pixie survivor.

Pixie 4/Survivor 5/Fighter 12//Ranger 8/Rogue 4/Dread Commando 5/Avenger 4

Size/Type: Small Fey
Hit Dice: 6d8+3d6+12d10+147+21+42 (324 hp)
Initiative: +21
Speed: 20ft, fly 60ft (good)
Armor Class: 33 (+1 size, +1 natural, +8 dex, +1 dodge, +5 deflection, +7 armor)
Base Attack/CMB/CMD: +20/+20/48
Attack: Defiance+44 (1d6+24 plus 7d6 sneak attack plus +2/2d6 evil outsider bane x3)
Full Attack: Defiance Rapidshot+44/+44/+39/+34/+29 (1d6+24 plus 7d6 sneak attack +2/2d6 evil outsider bane x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy (evil outsiders+4+4, construct+2+4), spells, distracting attack, sneak attack+7d6, disruptive attack, paralyzing attack.
Special Qualities: Low-light vision, damage reduction 10/cold iron, damage reduction 5/-, greater invisibility, spell resistance 36, improved uncanny dodge, improved evasion, wild empathy, trapfinding, feign death, penetrating strike, woodland stride, swift tracker, team initiative bonus+5, armored ease 4, stealthy movement, poison use.
Saves: Fort +30, Ref +37, Will +23 (+2 vs poison)
Abilities: Str 13, Dex 35, Con 25, Int 23, Wis 27, Cha 25
Skills: Bluff+31, Disguise+15, Concentration+31, Escape Artist+36, Handle Animal+31, Hide+40, Knowledge(Nature)+30, Listen+32, Move Silently+36, Search+30, Spot+32, Survival+32, Use Magic Device+31, Use Rope+32
Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Track(R1), Rapid Shot(R2), Point Blank Shot(3), Endurance(R3), Weapon Focus(Longbow)(6), Manyshot(R6), Deadeye(Longbow)(9), Improved Rapid Shot(F1), Improved Initiative(F2), Mobility(12), Precise Shot(F4), Darkstalker(15), Weapon Specialization(Longbow)(F6), Ranged Weapon Mastery(Piercing)(F8), Woodland Archer(18), Greater Weapon Focus(Longbow)(F10), Greater Weapon Specialization(Longbow)(F12)
Epic Feats: Epic Toughness(21)
Alignment: Neutral

Racial and innate powers: [spoiler]

Greater Invisibility (Su)

A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.


Survivor powers:
Spoiler: ShowHide


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.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

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 rogue level required to flank the character.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.


Ranger 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.

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.

Distracting Attack (Ex)

Beginning at 4th level, whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack.

This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.

This ability has no effect on creatures that can't be flanked.

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.



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.

Feign Death (Su)

As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.

While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability.

Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your level + your Con modifier) can discern that you are actually alive.

You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

Penetrating Strike (Ex)

Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Disruptive Attack (Ex)

Beginning at 4th level, through careful study you're able to find exploitable flaws in any creature's tactics and defenses. Whenever you hit a target that is flat-footed against your attack, or whenever you hit a target that you flank, you can choose to sacrifice your sneak attack damage in order to apply a -5 penalty to that creature's AC for 1 round. Multiple hits on the same target don't stack. This extraordinary ability works even against creatures normally immune to extra damage from sneak attacks, such as undead.


Dread Commando powers:
Spoiler: ShowHide


Team Initiative Bonus (Ex)

You are skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see you (including yourself) gain a competence bonus on initiative checks equal to your  class level.

Armored Ease (Ex)

You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 4th level, this reduction increases to 4 points (to a minimum of 0).

Stealthy Movement (Ex)

You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, and you take only a –10 penalty on Hide and Move Silently checks when running or charging (instead of the usual –20).


Avenger powers:
Spoiler: ShowHide


Paralysis Attack (Ex)

If an avenger studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of paralyzing the target. While studying the victim, the avenger can undertake other actions so long as his attention stays focused on the target and the target does not detect the avenger or recognize the avenger as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the avenger's class level + the avenger's Int modifier) against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the avenger. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the avenger has completed the 3 rounds of study, he must make the paralyzing attack within the next 3 rounds.

If a paralyzing attack is attempted and fails (the victim makes her save) or if the avenger does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use (Ex)

Avengers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.


Gear:
Spoiler: ShowHide


[Weapon]Defiance: Longbow+5, ghost touch, hunting and evil outsider bane. Readied.
[Weapon]Masterwork Shortsword. Readied.
[Armor]Leafweave Leather Armor+5, nimbleness: +7 armor bonus to armor class.

[Shoulders]Cloak of Resistance+5: +5 resistance bonus to saves.
[Wrists]Greater Bracers of Archery: +2 competence bonus to bow attacks and +1 competence to damage.
[Ring 1]Ring of Protection+5: +5 deflection to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

7910.32 gold


Spells:
Spoiler: ShowHide


Spell-like abilities

1/day-lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 21st. The save DCs are 17 + spell level.

Lief casts as a 8th level ranger. The save DCs are 18 + spell level. Lief's spell selection themes are archery spells and added damage.

[3/day]1: Sniper's Shotx3SC
[1/day]2: Fell the Greatest FoeSC

SC - Spell Compendium.

Lief casts as a 4th level avenger. The save DCs are 16 + spell level.

[5/day]1: Critical StrikeSC, Ebon EyesSC, LightfootSC, True Strike.
[3/day]2: Fell the Greatest FoeSC, Near HorizonCM, Spellslayer ArrowCoR

CM - Complete Mage.
CoR - Champions of Ruin.
SC - Spell Compendium.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Stay invisible at all times, pester enemies with arrows. Use distracting and disruptive attack to aid allies.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Yuthirin

#8
Called Asmodeus 'Unsporting' to his face.

Status:
{ } Not Rekt
{ } Rekt
{x} Tyrannosaurus Rekt


Muirfinn of the Shellscale tribe

Spoiler: ShowHide
Class: Druid 20/Dragonheart Shapeshifter 3//Half-Water Elemental 3/Monk 9/Ardent Dilettante 4/Hierophant 5/Shen 2
Race: Half-Water Elemental Tortle
Medium Outsider (Water)
Faith: Mother Ocean
Alignment: Neutral Good
Gender: Male
Age: 205
Height: 5'
Weight: 200
Eyes: Sapphire
Skin: Green

Stats
HP: 300
Ability Scores:
Str:24(+7)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:31(+10)
Cha:24(+7)
Initiative: 17
Saves: Fort 20+9 Con+1 insight=30 (Immune to poison, disease, & exhaustion) [+6 with Superior Resistance]
          Ref 16+5 Dex+1 insight =22 (No damage on save) [+6 with Superior Resistance]
          Will 20+10 Wis+1 insight =31 (Immune to Mind-Affecting)[+6 with Superior Resistance]
AC:  50 (10+4NA+5Dex+10Shield+10Wis+1insight+8Armor+2Monk) [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 27
  Flat-footed: 45 (10+4NA+10Shield+10Wis+1insight+8Armor+2Monk)
BAB: 21
CMD: 56 [+4 with Halo of Sand, +5 with Owl's Insight]
CMB: 30
Land Speed: 70ft
Swim Speed: 60ft
Languages: Common, Tortle, Druidic, Aquan, Auran, Draconic, Celestial, Infernal, Terran
Wealth: 170,206g

Attacks
Attack: [21+7 Str+1 competence+1 insight+1 enhancement]+30, 3d6+7 Improved Unarmed Strike
Full Attack: +31/+26/+21/+16
Flurry: +30/+30/+25/+20/+15

Ranged Touch: +28

Shapeshift Forms
[spoiler]Draconic Ravager
[spoiler]Attack: +45, 2d6+17 Improved Unarmed Strike
Full Attack
  Bite: 4d8+17
  Claw: 2x4d6+17 secondary
  Wing: 2x2d8+17 secondary
  Tail Slap: 4d6+25 secondary
Crush: 4d8+25
Tail Sweep: 2d8+25, all within 40ft half-circle. Ref DC 30
Breath Weapon: 22d6 DC 30
Colossal Dragon
Reach: 20ft/30ft with bite
Ranged Touch: +41
Ability Scores:
Str:44(+17)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:31(+10)
Cha:24(+7)
Initiative: 17
Saves: Fort 36 (Immune to poison, disease, & exhaustion) [+6 with Superior Resistance]
          Ref 28 (No damage on save) [+6 with Superior Resistance]
          Will 37 [+6 with Superior Resistance]
AC:  71 (10+24NA+5Dex+10Shield+10Wis+1insight+8Armor+3Monk) [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 28
  Flat-footed: 66 (10+24NA+10Shield+10Wis+1insight+8Armor+3Monk)
BAB: 21
CMD: 53 [+4 with Halo of Sand, +5 with Owl's Insight]
CMB: 26
Land Speed: 60ft
Fly Speed:  290ft (clumsy)
Swim Speed: 50ft

Immunities based on form taken.

Spell Resistance: 27

roll 1d20+44 Unarmed
roll 1d20+44 Unarmed
roll 1d20+39 Unarmed
roll 1d20+34 Unarmed
roll 1d20+29 Unarmed
roll 1d20+40 Claw
roll 1d20+40 Claw
roll 1d20+40 Wing
roll 1d20+40 Wing
roll 1d20+40 Tail

roll 7d10+5+17+2d6 holy damage, plus 1 Con damage each hit. Counts as magic/good/bludgeoning/silver (Unarmed)
roll 4d6+5+17+2d6 holy damage, plus 1 Con damage each hit. Counts as magic/good/bludgeoning/silver (Claw)
roll 2d8+5+17 (Wing)
roll 4d6+5+25 (Tail Slap)


Elemental Fury Form
Spoiler: ShowHide
Full Attack: +42 2 slams (count as magic/silver/good), 2d6+4+14 (+2d6 vs. evil creatures, 1 CON damage)
Elemental Flurry: +41/+41/+36/+31/+26 Improved Unarmed Strike (count as magic/silver/good), 3d10+5+14 (+2d6 vs. evil creatures, 1 CON damage)
Huge Elemental
Reach: 15 ft
Ability Scores:
Str:40(+15)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:31(+10)
Cha:24(+7)
Initiative: 17
Saves: Fort 40 [+6 with Superior Resistance]
          Ref  36 [+6 with Superior Resistance]
          Will  41 [+6 with Superior Resistance]
AC: 65 (10+20NA+5Dex+10Shield+10Wis+1insight+8Armor+2Monk) [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 26
  Flat-footed: 60
BAB: 18
CMD: 61 [+4 with Halo of Sand, +5 with Owl's Insight]
CMB: 34

Immune to critical hits and one energy type associated with form.

Bonus Feat: Great Cleave

roll 1d20+41
roll 1d20+41
roll 1d20+36
roll 1d20+31
roll 1d20+26

roll 4d10+5+15+2d6 holy damage, plus 1 Con damage each hit. Counts as magic/good/bludgeoning/silver


Forest Avenger Form
Spoiler: ShowHide
Full Attack: +33 2 slams, 1d8+4+11
Large Plant
Reach: 10 ft
Ability Scores:
Str:32(+11)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 17
Saves: Fort 37 [+6 with Superior Resistance]
          Ref  23 [+6 with Superior Resistance]
          Will  35 [+6 with Superior Resistance]
AC: 58 (10+16NA+5Dex+10Shield+9Wis-2Size+1insight+8Armor+1Monk) DR 5/slashing [+4 with Halo of Sand, +5 with with Owl's Insight]
  Touch: 23
  Flat-footed: 58
BAB: 18
CMD: 55 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 30

Feat: Improved Overrun


Ferocious Slayer Form
Spoiler: ShowHide
Full Attack: +31 1 bite, 1d8+4+9; +26 2 claws, 1d6+4+9
Large Animal
Reach: 5ft
Ability Scores:
Str:28(+9)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 17
Saves: Fort 37 [+6 with Superior Resistance]
          Ref  23 [+6 with Superior Resistance]
          Will  31 [+6 with Superior Resistance]
AC: 48 (10+12NA+5Dex+3Shield+10Wis-1Size+1insight+8Armor+1Monk) [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 24
  Flat-footed: 48
BAB: 18
CMD: 53 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 28
Land Speed: 60ft

Feats: Improved Critical (bite), Improved Critical (claw)


Aerial Form
Spoiler: ShowHide
Full Attack: +30 1 talon, 1d6+4+7
Medium Animal
Reach: 5ft
Ability Scores:
Str:24(+7)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 17
Saves: Fort 33 [+6 with Superior Resistance]
          Ref  25 [+6 with Superior Resistance]
          Will  31 [+6 with Superior Resistance]
AC: 43 (10+6NA+5Dex+3Shield+9Wis+1insight+8Armor+1Monk)  [+4 with Halo of Sand, +4 with Owl's Insight]
  Touch: 25
  Flat-footed: 43
BAB: 18
CMD: 50 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 25
Flight Speed: 60ft

Feats: Flyby Attack


Predator Form
Spoiler: ShowHide
Full Attack: +29 1 bite, 1d6+4+7
Medium Animal
Reach: 5ft
Ability Scores:
Str:24(+7)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 17
Saves: Fort 33 [+6 with Superior Resistance]
          Ref  23 [+6 with Superior Resistance]
          Will  31 [+6 with Superior Resistance]
AC: 55 (10+8NA+5Dex+3Shield+9Wis+1insight+8Armor+2Monk+9Con)  [+4 with Halo of Sand, +4 with Owl's Insight]
  Touch: 26
  Flat-footed: 55
BAB: 18
CMD: 51 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 24
Land Speed: 70ft

Feats: Mobility
[/spoiler]

Feats
Spoiler: ShowHide
Feats From Levels
-Power Attack
-Weapon Focus (unarmed strike)
-Mighty Shapeshift
-Spell Focus (conjuration)
-Augment Summoning
-Ashbound
-Improved Natural Attack (Unarmed Strike)
-Epic Spell Capacity

Racial Feats
-Endurance

Class Feats
Monk: Stunning Fist, Combat Reflexes, Improved Trip
Shen: Great Fortitude
Ardent Dilettante: Freezing the Lifeblood


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Low-light Vision
-Darkvision 60 ft.
-Swim Speed 10 ft.
-Immune to Disease & Water effects

Class Abilities
Druid
-Animal Companion (Phynxkin Companion ACF)
-Nature Sense
-Woodland Stride
-Trackless Step
-Resist Nature's Lure
-Shapeshift
-Venom Immunity (Immune to Poison)
-A Thousand Faces (Limited Alter Self)
-Timeless Body (Do not age)

Monk
-Stunning Fist DC 31 [+5 with Owl's Insight] (11/day)
-Flurry of Blows
-Improved Unarmed Strike (2d6)
-AC bonus (Wisdom to AC)
-AC Bonus +2
-Combat Reflexes
-Evasion
-Still Mind
-Ki Strike (magic)
-Improved Evasion

Ardent Dilettante
-Heightened Senses (+2 to Listen, Search, Sense Motive, & Spot)
-Lore (1d20+4+6)
-Enthrall (as Enthrall, 1/day. DC 19)
-Joie de Vivre (As Good Hope, 1/day) [range 300ft. 20 min. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Compulsion, mind-affecting.]
-Bonus Feat (Freezing the Lifeblood)
-Sense Link (At-will clairaudience/clairvoyance on creature 30 yards or less away. Once established, distance does not matter. Will DC 19 negates. CL 22.)

Hierophant
-Divine Reach 1
-Aura of Vitality as SLA
-Heal as SLA
-Gate as SLA
-Time Stop as SLA

Shen
-Class levels count as Monk levels for purposes of unarmed damage and AC bonuses.
-Shen ability (Great Fortitude bonus feat)
-Ki Strike (silver)

Dragonheart Shapeshifter
-Dragon Power (Arcane Fortitude)


Magic
Spoiler: ShowHide
Druid Spells Per Day
Caster Level: 23rd


   
   
   
   
   
   
   
   
   
   
   
   
Spell LevelSpells Per DayBonus Spells
0
6
-
1
5
3
2
5
3
3
5
2
4
5
2
5
5
2
6
5
2
7
4-2
1
8
4
1
9
4-2
1
10
1
1

Spell-like Abilities


   
   
   
   
   
   
   
   
   
   
   
   
Obscuring Mist1/day
Fog Cloud1/day
Water Breathing1/day
Control Weather1/day
Ice Storm1/day
Cone of Cold1/day
Acid Fog1/day
Horrid Wilting1/day
Elemental Swarm1/day
Heal2/day
Gate2/day
Time Stop2/day


Animal Companion
Spoiler: ShowHide
Alani


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type: Large Animal (dragonblooded)
Hit Dice: 16d8+64 (147 hp)
Initiative:+7
Speed:50 ft., climb 30 ft.
Armor Class: 29 (-1 size, +5 Dex, +14 natural, +1 dodge), touch 15, flat-footed 23
Base Attack/CMB/CMD:+12
Attack: Bite +21 melee (1d8+9)
Full Attack: Bite +21 melee (1d8+9) and 2 claws +4 melee (1d6+4)
Space/Reach:10 ft./5 ft.
Special Attacks:Pounce
Special Qualities: Insight (+3 bonus to Decipher Script, Knowledge, & Spellcraft), Power (+3 bonus to CL checks to overcome SR), Presence (+3 bonus to Bluff, Diplomacy, & Intimidate), Link, Share Spells, Shared Immunity to Fear, Multiattack, Improved Evasion
Saves: Fort +9, Ref +8, Will +4, +4 vs. spells
Abilities: Str 28, Dex 21, Con 19, Int 2, Wis 14, Cha 12
Skills: Climb +14, Hide +3, Intimidate +3, Listen +2, Move Silently +5, Spot +2  (+10)
Feats: Dodge, Improved Initiative, Draconic Aura (Insight), Draconic Aura (Power), Draconic Aura (Presence), Double Draconic Aura
Tricks Known:Attack, Come, Defend, Fetch, Guard, Heel, Seek, Track, Stay, Down, Fight, Hide, Flank


Skills
Spoiler: ShowHide

Class Skills


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc/
  Syn
=Total
Appraise (Int)
0
6
1
0
Autohypnosis(Wis)
1
10
3
14
Balance (Dex)
0
5
1
0
Bluff (Cha)
0
7
4
0
Climb (Str)
0
7
1
0
Concentration (Con)
23
9
1
33
Craft (Int)
0
6
1
0
Decipher Script (Int)
0
6
1
0
Diplomacy (Cha)
25
7
8
40
Disable Device (Int)
0
6
1
0
Disguise (Cha)
0
7
4
0
Escape Artist (Dex)
0
5
1
0
Forgery (Int)
0
6
1
0
Gather Information (Cha)
15
7
4
26
Handle Animal (Cha)
10
7
4
21
Heal (Wis)
0
10
1
0
Hide (Dex)
0
5
1
0
Intimidate (Cha)
3
7
4
14
Jump (Str)
0
7
0
0
Knowledge (arcana) (Int)
16
6
1
23
Knowledge (architecture & engineering) (Int)
0
6
1
0
Knowledge (local) (Int)
0
6
1
0
Knowledge (dungeoneering) (Int)
15
6
1
22
Knowledge (geography) (Int)
0
6
1
0
Knowledge (history) (Int)
5
6
1
12
Knowledge (nature) (Int)
24
6
5
35
Knowledge (nobility & royalty) (Int)
0
6
1
0
Knowledge (religion) (Int)
18
6
1
25
Knowledge (the planes) (Int)
15
6
1
22
Listen (Wis)
20
10
3
33
Move Silently (Dex)
0
5
1
0
Perform (oratory) (Cha)
18
7
4
29
Ride (Dex)
0
5
3
0
Search (Int)
5
5
3
13
Sense Motive (Wis)
13
10
3
26
Sleight of Hand (Dex)
0
5
1
0
Speak Language (Celestial)
Speak Language (Infernal)
Speak Language (Terran)
Spellcraft (Int)
23
6
18
50
Spot (Wis)
20
10
18
48
Survival (Wis)
3
10
3
16
Swim (Str)
4
7
9
20
Tumble (Dex)
7
5
1
13
Use Magic Device (Cha)
0
7
4
0
Use Rope (Dex)
0
5
1
0

Skill Tricks
Swift Concentration


Weapons & Gear
Spoiler: ShowHide
Weapons
-Ironwood Quarterstaff
-Megalodon, Grips of the Mother's Pride (+1 Ironwood Holy Warning Wounding gauntlets) [Wilding Clasp]

Shield
-Animated Black Dragonhide Spiked Heavy Shield +1

Head
-Circlet of Persuasion

Face
-Depth-sight Spectacles (True Seeing, +15 to Spot checks) [Wilding Clasp]

Arms
-Bracers of Armor +8 [Wilding Clasp]

Rings
-Mother Ocean's Wisdom (Ring of the Beast, +15 to Spellcraft checks)
-Shapeshifter's Boon (+4 strength while shapeshifted, Ring of Mighty Summons rolled in)

Back/Shoulders
-Monk's Robe [Wilding Clasp]

Waist
-Belt of Magnificence +6 [Wilding Clasp]

Feet
-Sandals of the Vagabond [Wilding Clasp]

Miscellaneous
-Orange Ioun Stone (+1 caster level)
-Pale Green Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks)
-Dusty Rose Ioun Stone (+1 insight bonus to AC)
-Coral Holy Symbol
-Leaf of Yggdrasil
-Monk's Tattoo

Belt pouch
-Money
-Silk Rope

Efficient Quiver
-Greater Metamagic Rod, Empower Spell
-Greater Metamagic Rod, Extend Spell
-Wand of Attune Form (CL 17) 50 charges [5 creatures touched, 24 hours. Negates harmful & negative planar effects.]
-Wand of Cure Critical Wounds (CL 17) 24 charges [touch. Heals 4d8+17 hit points]
-Wand of Halo of Sand (CL 12) 49 charges [120 min. Swirling sand adds +4 deflection to AC, does not obscure vision.]
-Wand of Thornskin (CL 10) 50 charges [10 rounds. Deal extra 1d6 piercing damage with all natural/Unarmed Strike attacks. Attackers with natural/UA attacks

take 5 piercing.]
-Wand of Crumble (CL 10) 41 charges [range 200ft, deals 10d8 damage to objects & constructs. Ignores hardness. Fort 22 halves. SR.]
-Staff of the Elemental Lords (46 charges)

Handy Haversack
-Decanter of Endless Water
-Pearl of Speech
-2x Pepperbread

Spell Component Pouch
-5x tourmaline
-5x aquamarine
-5x pearl
-5x garnet
-5x everburning kindling
-5x fairy dust
-Acorn of Far Travel


Background
Spoiler: ShowHide
Not too long ago, there were small and isolated tribes of tortles on the warm shores of Lifasa's beaches. These tribes traded with each other, but for the most part were entirely self-sufficient. These tribes lived in harmony with the environment, worshiping the elements as benevolent dieties and keeping to themselves. Muirfinn was a spiritual leader for his tribe, the Shellscales. His tasks were simple rites on holidays and spiritual advice to members of his tribe. When the sky turned red and the world went mad, the tortles did what they do best and evacuated through a portal to the Elemental Plane of Water. From there they moved to Earth, Elysium, and then finally to a prehistoric Prime with resources and warmth in abundance. On an occasional trading trip through Brightwater, word was heard of Aurora and their fight to free Lifasa. After much deliberation, the chieftain of the the Shellscale tribe chose to send Muirfinn to act as an ambassador to both request and offer aid to those fighting so bravely to free their home.


Description & Personality
Spoiler: ShowHide
Muirfinn is cheerful and pleasant, always happy to give advice or to help out a friend. Calm, deliberate, and slow, he takes time to enjoy simple pleasures in life and seeks to find harmonious solutions to problems.

Muirfinn is short at 5 feet tall with green wrinkled skin and ocean-blue orbs for eyes. His shell is inlaid with delicate pink and blue coral filligree and pearl studs around the apex of each shell segment.


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 233 lbs
Medium Load: Max 466 lbs
Heavy Load: Max 700 lbs
Lift Over Head: 700 lbs
Lift Off Ground: 1400 lbs
Push or Drag: 3500 lbs

Current weight carried: 30 lbs


Odd Maths & Notes
Spoiler: ShowHide
Battle Knowledge: +1 insight to attack rolls
Fruit of the Eternal Heart: +1 sacred bonus to Charisma

Leaf

This leaf appears to be an oak leaf, but further examination reveals that the finer details are wrong. This leaf appears to be invulnerable to destruction, including the effects of the Negative Energy Plane. When held by a living creature, leaf grants fast healing 1. When held by a druid or a creature capable of casting druidic magic, it grants several powers.

- The holder gains fast healing equal to 1 + highest level of druidic magic they can cast. For example, a druid with 5th level druid casting gains fast healing 6 as long as the leaf is held.
- +4 bonus to fortitude saves against poison, disease and level drain (when appropriate).
- A competence bonus to knowledge (nature) rolls equal to 5 + the highest level of druidic magic the holder can cast.
- Leaf is capable of being used as a druid's focus to cast druidic magic. When used as such, all spells cast are treated as energized, as if by the Energize Spell feat.

Of note, fey feel an attraction to the leaf. A fey that holds the leaf feels an indescribable sensation likened to nostalgia. It is not recommended to allow fey to freely hold the leaf, as they are unwilling to part with it, even under duress or mind-affecting magic. Only force can remove the leaf from a fey's possession.

HP Rolls & Progression
[spoiler]HP Rolls
[15:48] * +Hatbot --> "Michaelangelo rolls 15d8 and gets 70." [15d8=3, 8, 8, 1, 6, 4, 5, 6, 2, 2, 3, 6, 6, 2, 8]
[17:43] * +Hatbot --> "Muirfinn rolls 1d8 and gets 3."  [1d8=3]
[14:06] * +Hatbot --> "blarg rolls 1d8 and gets 7." [1d8=7]

Progression
Druid 1//Half-Water Elemental 1
Druid 2//Half-Water Elemental 2
Druid 3//Half-Water Elemental 3
Druid 4//Monk 1
-Stunning Fist
Druid 5//Monk 2
-Combat Reflexes
Druid 6//Monk 3
Druid 7//Monk 4
Druid 8//Monk 5
Druid 9//Monk 6
Druid 10//Ardent Dilettante 1
Druid 11//Ardent Dilettante 2
Druid 12//Ardent Dilettante 3
Druid 13//Hierophant 1
-Divine Reach
Druid 14//Hierophant 2
-Spell Power
Druid 15//Hierophant 3
-Heal as SLA 2/day
Druid 16//Hierophant 4
-Gate as SLA 2/day
Druid 17// Ardent Dilettante 4
-Time Stop as SLA 2/day
Druid 18//Shen 1
Druid 19//Shen 2
Druid 20//Hierophant 5
Dragonheart Shapeshifter 1//Monk 7
Dragonheart Shapeshifter 2//Monk 8

[/spoiler]

Muirfinn's Spells

Personal Effects
Ring of the Beast: All Summon Nature's Ally spells function as if they were one step higher. This does not affect Summon Nature's Ally IX.
Ring of Mighty Summons: 3/day, one summon spell grants maximum hit points to the summoned creatures, but halves the duration of the summons.
Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. This has been factored into the entries at the bottom of this post.
Ashbound: All SNA summons are Extended and have +3 luck bonus to attack.

Spells added due to Deck of Many Things: Time Stop & Gate

Used: Superior Resistance each day at dawn on self.


Orisons
Create Water [standard, instant, 75ft range. Create up to 40 gallons of water]
Detect Magic [standard, concentration or 20 min, 60ft range. Reveals magic auras.]
Guidance [standard, 30ft range, 1 minute or until discharged. +1 competence bonus on a single attack roll, skill check, or saving throw.]
Mending [standard, 10ft range. Repairs minor breaks & tears in small objects]
Purify Food & Drink [standard, 10ft range, instant. Purifies up to 20 cubic ft of food and/or drink]
Detect Poison [standard, range 75ft. Determines if area, food, or drink is poisonous]

Level 1 (DC 21, +5 with Owl's Insight)
Speak with Animals [standard, personal, 20 minutes. Speak with animals as though they were human.]
Camouflage] [standard, personal, 200 min. +10 circumstance bonus to hide checks]
Entangle [standard, range 1200ft, 20 min. Target area with plants grows wild, entangling all in the area. Fort 20 removes entanglement, but still halves move speed]
Faerie Fire [standard, range 1200ft, 20 min. Negates Invisibility, Displacement, Concealment, & Blur effects for creatures in a 5ft radius burst. No save. SR]
Silvered Claws [standard, 30ft range, 20 min. Adds Silvered property to all of the target's natural weapons]
Thunderhead [standard, 75ft range, 20 rounds. Forms a black cloud over the target's head that thunders and periodically strikes them with lightning. Ref negates damage/round. SR]
Winged Watcherx2 [swift, personal, 20 rounds. Briefly take avian form for scouting or movement purposes]

Level 2 (DC 22, +5 with Owl's Insight)
Splinterboltx4 [standard, ranged touch 75ft. Fires 3 giant splinters dealing 4d6 each. Crit threat 18-20. Damage is Magic & Piercing. No save. No SR. DR applies.]
Resist Energy x2
Dessicate

Level 3 (DC 23, +5 with Owl's Insight)
Arctic Hazex2 [standard, range 300ft, 200 min. Freezing fog. Obscures all sight beyond 5ft. 20% concealment at 5ft, 50% beyond that. Deals 4 damage/round, half is cold. Fort halves. No SR.]
Poisonx2 [standard, 30ft, instant/1 minute. Infect target with poison that deals 1d10 Con damage, followed by 1d10 Con damage 1 minute later. Fort negates. SR.]
Stone Shape [standard, 30ft, instant. Shapes 30 cubic feet of stone as the caster desires.]
Primal Instinct

Level 4 (DC 24, +5 with Owl's Insight)
Blast of Sand [standard, range 30ft. 10d6 physical damage in cone. Reflex half, no SR.]
Boreal Wind [standard, range 1200ft, 11 rounds. 20x20ft area. Creatures must save each round or take 15d4 cold damage. Fort negates but does not immune. Wind can be controlled within the area, 50% chance to snuff flames. SR]
Passage of the Shifting Sands [standard, personal, up to 20 rounds. Gaseous form plus 40 ft. fly speed (perfect). Cause blindness to enemies in space, and activate gust of wind to end spell. Fortitude negates blindness. No SR.]
Arc of Lightningx2 [standard, 75 ft., instant. Two targets and everything in a line between them are struck by an arc of lightning. Deals 15d6 lightning damage, Reflex halves. No SR.]
Sheltered Vitality [standard, 30 ft., 20 minutes. Target creature is protected from ability damage and drain. Does not heal said damage or drain.]

Level 5 (DC 25, +5 with Owl's Insight)
Death Wardx3 [standard, 30ft., 20 minutes. Target is immune to all death spells, magical death effects, energy drain, and any negative energy effects.]
Control Winds [standard, range 840ft, area 840x40ft radius max, 200 min. Create & control up to tornado-force winds. Fort negates wind effects, no SR.]
Owl's Insightx2 [standard, 30ft, 1 hour. Subject gains insight bonus to Wisdom equal to caster HD. Bonus of 10 Wis.]
Restoration

Level 6 (DC 26, +5 with Owl's Insight)
Superior Resistance [standard, range 30ft. 24 hours. +6 resistance bonus to all saves for one creature]

Greater Dispel Magicx4 [standard, range 300ft. Cancels or suppresses magical effects. Casts as +20 to pass DC]
Thunder Field
Death Hail

Level 7 (DC 27, +5 with Owl's Insight)
Healx2 [standard, range 30ft. Heals 150hp and removes many status ailments]
Rain of Roses [standard, 20 rounds. Range 1200ft. 160x80ft immobile cylinder, 1d4 wis damage to evil creatures, no save. Subjects sickened unless Fort save. SR]

Level 8 (DC 28, +5 with Owl's Insight)
Bombardment [standard, instant, range 1200ft. Causes 20d8 damage to all creatures in 15ft radius burst. Also buries under rubble, see pages 90, 305 DMG. Reflex halves damage and negates suffoction. SR]
Deadfall [standard, instant, range 1200ft. Causes 20d6 damage to all creatures caught in 20ft radius. Effect is 40ft high. Creates 20ft radius x 5ft tall pile of woodland debris. Reflex save or fall prone. No SR.]
Red Tidex2 [standard, 300ft, instant. All enemies in 30ft radius burst immediately knocked prone. Fort save leaves subjects sickened for 1 min. Fort fail leaves subjects nauseated for 1 min and takes 2d6 Strength damage. After 1 minute, subjects who failed must make a second save or suffer additional 2d6 Strength damage. Does not affect creatures immune to poison. Deals 20d6 damage to Fire creatures, halved with Reflex save. SR.]
Word of Recall [standard, instant, unlimited range/all within 30 ft. Immediately teleport self+7 creatures to predesignated safe spot. Cannot teleport unwilling creatures. Will/SR negates for tended objects.]

Level 9 (DC 29, +5 with Owl's Insight)
Undermaster
Greater Whirlwind
Foresight

Level 10 (DC 30, +5 with Owl's Insight)
Stone Skewers [see Spell Collection]
Energy Immunity [see Spell Collection]

Spellstaff: Regenerate [3 rounds, 30ft, instant. Target regrows lost limbs, broken bones, ruined organs, and heals 4d8+20 HP. Removes fatigue, exhaustion & all nonlethal damage.]

Spell-Like Abilities
1/day
Acid Fog [standard, 300 ft range, 20 rounds. 20rx20h area. Creates incredibly dense misty cloud that deals 2d6 acid damage on your turn to all within the cloud. No creature can move more than 5 ft through the cloud in a single round. Grants a -2 penalty on melee attack and damage rolls. Missile weapons are useless. No save, no SR.]
Cone of Cold [standard, 60ft. cone, instant. Deals 15d6 cold amage to all in area. Reflex halves, SR.]
Control Weather [10 minute cast time, 2 mile range, lasts 4d12x2 hours. Gain limited control over weather in an area with a radius of 3 miles, centered on you.]
Elemental Swarm [10 minute casting time, 300 ft. range, 200 mute duration. Summon a series of water elementals over 30 minutes.]
Fog Cloud [standard, 300 ft. range, 200 minute duration. Creates a fog cloud with dimensions of 20rx20h. Grants either concealment or total concealment.]
Horrid Wilting [standard, 1200 ft. range, instant. Deals 20d6 damage to creatures no more than 60ft. apart. Deals 20d8 to water elementals & plant creatures. Fort halves, SR.]
Ice Storm [standard, 1200 ft. range, lasts 1 full round. Deals 3d6 bludgeoning and 2d6 cold damage in a 20rx40h cylinder. -4 to Listen checks within the storm. Reduces movement by half. No save, no SR.]
Obscuring Mist [standard, centered on self, 20 minute duration. Creates 20rx20h cloud centered on you. Grants concealment.]
Plane Shift (Water) [You know what this does.]
Water Breathing [standard, 30 ft, 40 hours. Grants water breathing.]

2/day
Heal [standard, range 30ft. Heals 150hp and removes many status ailments]
Gate [standard, 300 ft., instant/concentration up to 20 rounds. Summon a creature from the Aurora or open a planar gate to an exact place specified. Creatures summoned from the Aurora that are not present on the Aurora cause the spell to fail.]
Time Stop [standard, 1d4+1 rounds, personal. Stop time for a brief period. Allows summoning, buffing of summons and self, and battlefield control.]
Aura of Vitality [standard, 75ft, 20 rounds. Up to 7 targets, NO30. All subjects gain +4 morale bonus to Strength, Dexterity, & Constitution.]

Summons Info
Spoiler: ShowHide
Phantom Stag [standard, 0ft, 20 hours. Creates a quasi-real stag that can be used as a mount. Fly speed of 300ft. Can go ethereal with rider & belongings. See errata.]
Phantom Stag


   
   
   
   
   
   
   
   
   
Size/Type:Large Magical Beast
Hit Points:145
Initiative:5
Speed:300ft, fly 300ft (average)
Armor Class:28 (-1 size, +6 natural armor, +5 Dex, +8 deflection)
Base Attack:10
Full Attack:Gore +10 melee (1d8+10) ghost touch, wounding
Special Attacks:Trample 1d6+10, Ref 28 halves. Ghost touch, wounding.
Special Qualities:Silent, Extra Carry 210lbs, etherealness, ignore rough terrain


Greater Storm Elemental


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Huge Elemental (Air, Extraplanar)
Hit Dice:21d8+126+42 (262 hp)
Initiative:+4
Speed:50 ft. (10 squares), fly 100 ft. (perfect)
Armor Class:22 (-2 size, +14 natural), touch 8, flat-footed 22
Base Attack/CMB/CMD:+15/+33/43
Attack:Slam +29 melee (3d6+13 plus 2d6 electricity)
Full Attack:2 slams +29 melee (3d6+13 plus 2d6 electricity)
Space/Reach:15ft/15ft
Special Attacks:Shock, thunder and lightning
Special Qualities:Air mastery, damage reduction 10/-, darkvision 60ft, electrical and sonic healing, elemental traits
Saves:Fort +15, Ref +14, Will +7
Abilities:Str 36, Dex 11, Con 26, Int 8, Wis 11, Cha 11
Skills:Listen +14, Spot +14
Feats:Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a storm elemental.

Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based. Damage is 10d4, DC 28.

Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.The thunder deals 10d6 sonic damage to all creatures within 60 feet of the storm elemental. A DC 28 Fortitude save halves this damage.

The lightning is a 120-foot-long line that deals 21d6 electricity damage. A DC 28 Reflex save halves this damage.

These save DCs are Constitution-based.

Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as sound burst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can't heal hit points by attacking itself.

Monoliths
[spoiler]Air Monolith


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Gargantuan Elemental (Air, Extraplanar)
Hit Dice:36d8+216+72 (450 hp)
Initiative:+15
Speed:Fly 100 ft. (perfect) (20 squares)
Armor Class:31 (–4 size, +11 Dex, +14 natural), touch 17, flat-footed 20
Base Attack/CMB/CMD:+27/+44/65
Attack:+36 melee (6d6+13/19–20)
Full Attack:2 slams +36 melee (6d6+13/19–20)
Space/Reach:20 ft./20 ft.
Special Attacks:Air mastery, whirlwind
Special Qualities:Damage reduction 15/—, darkvision 60ft., elemental traits
Saves:Fort +20, Ref +31, Will +16
Abilities:Str 36, Dex 33, Con 26, Int 12, Wis 15, Cha 17
Skills:Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats:Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Spring Attack

Air Mastery (Ex):  Airborne creatures take a –2 penalty on attack rolls and damage rolls against an air monolith.

Whirlwind (Su): An air monolith can transform itself into a whirlwind at will as a standard action and remain inthat form indefinitely. In this form, the monolith can move through the air or along a surface at its fly speed.

The whirlwind is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet.

The air monolith's movement while in whirlwind form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the monolith moves into or through the creature's space.

Huge or smaller creatures take damage when caught in a whirlwind and may be lifted into the air. An affected creature must succeed on a DC 41 Reflex save when it comes into contact with the whirlwind or take 4d6 points of damage. It must also succeed on a second DC 41 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based.

A creature trapped in a whirlwind cannot move except to go where the air monolith carries it or to escape the whirlwind.

It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. A monolith can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind's volume.

An air monolith can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the air monolith and has a diameter equal to half the monolith's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 +spell level) to cast a spell.

An air monolith in whirlwind form cannot make slam attacks and does not threaten the area around it.


Earth Monolith


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Gargantuan Elemental (Earth, Extraplanar)
Hit Dice:36d8+255+72 (489 hp)
Initiative:-2
Speed:30ft
Armor Class:25 (–4 size,–2 Dex, +21 natural), touch 4, flat-footed 25
Base Attack/CMB/CMD:+27/+49/57
Attack:Slam +42 melee (6d8+18/19–20)
Full Attack:2 slams +42 melee (6d8+18/19–20)
Space/Reach:20 ft./20 ft.
Special Attacks:Earth mastery, push
Special Qualities:Damage reduction 15/—, darkvision 60ft., earth glide, elemental traits
Saves:Fort +29, Ref +10, Will +16
Abilities:Str 47, Dex 6, Con 28, Int 12, Wis 15, Cha 17
Skills:Diplomacy +5, Intimidate +16, Jump +29, Listen +43, Sense Motive +15, Spot +43
Feats:Alertness, Awesome Blow, Cleave, Great Cleave,Improved Bull Rush, Improved Critical (slam), Improved Natural Attack, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Toughness, Weapon Focus (slam)

Earth Mastery (Ex):  An earth monolith gains a +2 bonus on attack rolls and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the monolith takes a –4 penalty on attack rolls and damage rolls.

Push (Ex): An earth monolith can start a bull rush without provoking attacks of opportunity. The combat modifiers given in Earth Mastery also apply to the monolith's opposed Strength checks.

Earth Glide (Ex): An earth monolith can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth monolith flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.


Fire Monolith


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Gargantuan Elemental (Fire, Extraplanar)
Hit Dice:36d8+216+72 (450 hp)
Initiative:+13
Speed:60ft
Armor Class:29 (–4 size, +9 Dex, +14natural), touch 15, flat-footed 20
Base Attack/CMB/CMD:+27/+44/63
Attack:Slam +37 melee (6d6+13/19–20plus 4d6 fire)
Full Attack:2 slams +37 melee (6d6+13/19–20 plus 4d6 fire)
Space/Reach:20 ft./20 ft.
Special Attacks:Burn
Special Qualities:Damage reduction 15/—, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves:Fort +22, Ref +29, Will +16
Abilities:Str 36, Dex 29, Con 26, Int 12, Wis 15, Cha 17
Skills:Balance +13, Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats:Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (slam)

Burn (Ex): A fire monolith's slam attack deals bludgeoning damage plus fire damage because of the creature's flaming body. Anyone hit by a fire monolith's slam attack must succeed on a DC 36 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the fire monolith, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.

Creatures that hit a fire monolith with natural weapons or unarmed attacks take fire damage as though hit by the monolith's attack, and also catch on fire unless they succeed on a DC 36 Reflex save.


Water Monolith


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Gargantuan Elemental (Water, Extraplanar)
Hit Dice:36d8+255+72 (489 hp)
Initiative:+6
Speed:30 ft. (6 squares), swim 120 ft.
Armor Class:27 (–4 size, +6 Dex, +15 natural), touch 12, flat-footed 21
Base Attack/CMB/CMD:+27/+47/63
Attack:Slam +40 melee (6d8+16/19–20)
Full Attack:2 slams +40 melee (6d8+16/19–20)
Space/Reach:20 ft./20 ft.
Special Attacks:Drench, vortex, water mastery
Special Qualities:Darkvision 60 ft., damage reduction 15/—, elemental traits
Saves:Fort +29, Ref +20, Will +16
Abilities:Str 42, Dex 22, Con 29, Int 12, Wis 15, Cha 17
Skills:Diplomacy +5, Intimidate +16, Jump +27, Listen +43, Sense Motive +15, Spot +43, Swim +22
Feats:Alertness, Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Drench (Ex): A water monolith's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if they are Huge or smaller. The creature can dispel magical fire it touches, as if using  greater dispel magic (caster level 20th).

Vortex (Su): A water monolith can transform itself into a whirlpool at will as a standard action, provided it is underwater. It can remain in that form as long as it likes. In vortex form, a monolith can move through the water or along the bottom at its swim speed.

The vortex is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet.

A water monolith's movement while in vortex form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the monolith moves into or through the creature's space.

Huge or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC 44 Reflex save when it comes into contact with a vortex or take 4d6 points of damage. It must also succeed on a second DC 44 Reflex save or be picked up bodily and held suspended in the powerful currents,  automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.

A creature trapped in a vortex cannot move except to go where the water monolith carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls. A monolith can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

A water monolith can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have conceal-ment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC15 + spell level) to cast a spell.

A water monolith in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex):  A water monolith gains a +2 bonus on attack rolls and damage rolls if both it and its opponent are touching water. If the opponent or the elemental are touching the ground, the monolith takes a –4 penalty on attack rolls and damage rolls. A water monolith can easily affect the movement of ships in any squares it threatens as a full-round action, overturning any craft up to 180 feet long, or halting and holding motionless a ship as long as 360 feet. Larger ships can be reduced to half speed for as long as they remain threatened by the monolith.

Skills: A water monolith has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



Elementite Swarms
Spoiler: ShowHide

Air


   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Tiny Elemental (Air, Extraplanar, Swarm)
Hit Dice:7d8+14 (46 hp)
Speed:Fly 80 ft. (perfect)
Armor Class:16 (+2 Dex, +2 size, +1 natural, +1 dodge), touch 15, flat-footed 13
Base Attack/CMB/CMD:+5/+5/-
Attack:Swarm (2d6)
Space/Reach:10 ft./0 ft.
Special Attacks:Air mastery, distraction, trip
Special Qualities:Darkvision 60 ft., elemental traits, swarm traits
Saves:Fort +4, Ref +7, Will +2
Abilities:Str 14, Dex 15, Con 14, Int 2, Wis 11, Cha 11
Skills: Hide +12, Listen +7, Spot +7
Feats:Alertness, Dodge, Improved Initiative
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elementite swarm.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with an air elementite swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Trip (Ex): An air elementite swarm can attempt to trip any opponents in its space as a free action with a +4 modifier without making a touch attack or provoking an attack of opportunity. It makes this check as though it were a large creature. CMB +10.


Earth


Fire


Water
[/spoiler][/spoiler]
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Iron Dragoon

Got caught up in Muirfinn's trash talking and earned a special place in Hell for killing the avatar of Lixer and made into undead for it.

Spoiler: ShowHide
Lief, pixie survivor.

Pixie 4/Survivor 5/Fighter 14//Ranger 8/Rogue 4/Dread Commando 5/Avenger 6

Size/Type: Small Fey
Hit Dice: 6d8+3d6+14d10+168+23+46 (358 hp)
Initiative: +21
Speed: 20ft, fly 60ft (good)

Armor Class: 33 (+1 size, +1 natural, +8 dex, +1 dodge, +5 deflection, +7 armor)
Base Attack/CMB/CMD: +22/+22/50

Attack: Defiance+44 (1d6+23 plus 8d6 sneak attack plus +2/2d6 evil outsider bane x3)

Full Attack: Defiance Rapidshot+44/+44/+39/+34/+29 (1d6+23 +8d6 sneak attack +2/2d6 evil outsider bane x3)

Space/Reach: 5ft/5ft

Special Attacks: Spell-like abilities, favored enemy (evil outsiders+4+4, construct+2+4), spells, distracting attack, sneak attack+8d6, disruptive attack, paralyzing attack.

Special Qualities: Low-light vision, damage reduction 10/cold iron, damage reduction 5/-, greater invisibility, spell resistance 38, improved uncanny dodge, improved evasion, wild empathy, trapfinding, feign death, penetrating strike, woodland stride, swift tracker, team initiative bonus+5, armored ease 4, stealthy movement, poison use.

Saves: Fort +31, Ref +38, Will +24 (+3 vs poison)

Abilities: Str 13, Dex 35, Con 25, Int 23, Wis 27, Cha 25

Skills: [spoiler]


   
   
   
   
   
   
   
   
   
   
   
   
   
   

Bluff+33
Disable Device+28
Concentration+33
Escape Artist+38
Handle Animal+33
Hide+62
Knowledge: Nature+32
Listen+54
Move Silently+68
Search+32
Sleight of Hand+22
Spot+64
Survival+32
Use Magic Device+33


Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Track(R1), Rapid Shot(R2), Point Blank Shot(3), Endurance(R3), Weapon Focus(Longbow)(6), Manyshot(R6), Deadeye(Longbow)(9), Improved Rapid Shot(F1), Improved Initiative(F2), Mobility(12), Precise Shot(F4), Darkstalker(15), Weapon Specialization(Longbow)(F6), Ranged Weapon Mastery(Piercing)(F8), Woodland Archer(18), Greater Weapon Focus(Longbow)(F10), Greater Weapon Specialization(Longbow)(F12), Improved Precise Shot (F14)

Epic Feats: Epic Toughness(21)

Alignment: Neutral

Racial and innate powers:
Spoiler: ShowHide


Greater Invisibility (Su)

A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.


Survivor powers:
Spoiler: ShowHide


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.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

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 rogue level required to flank the character.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.


Ranger 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.

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.

Distracting Attack (Ex)

Beginning at 4th level, whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack.

This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.

This ability has no effect on creatures that can't be flanked.

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.



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.

Feign Death (Su)

As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.

While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability.

Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your level + your Con modifier) can discern that you are actually alive.

You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

Penetrating Strike (Ex)

Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Disruptive Attack (Ex)

Beginning at 4th level, through careful study you're able to find exploitable flaws in any creature's tactics and defenses. Whenever you hit a target that is flat-footed against your attack, or whenever you hit a target that you flank, you can choose to sacrifice your sneak attack damage in order to apply a -5 penalty to that creature's AC for 1 round. Multiple hits on the same target don't stack. This extraordinary ability works even against creatures normally immune to extra damage from sneak attacks, such as undead.


Dread Commando powers:
Spoiler: ShowHide


Team Initiative Bonus (Ex)

You are skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see you (including yourself) gain a competence bonus on initiative checks equal to your  class level.

Armored Ease (Ex)

You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 4th level, this reduction increases to 4 points (to a minimum of 0).

Stealthy Movement (Ex)

You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, and you take only a –10 penalty on Hide and Move Silently checks when running or charging (instead of the usual –20).


Avenger powers:
Spoiler: ShowHide


Paralysis Attack (Ex)

If an avenger studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of paralyzing the target. While studying the victim, the avenger can undertake other actions so long as his attention stays focused on the target and the target does not detect the avenger or recognize the avenger as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the avenger's class level + the avenger's Int modifier) against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the avenger. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the avenger has completed the 3 rounds of study, he must make the paralyzing attack within the next 3 rounds.

If a paralyzing attack is attempted and fails (the victim makes her save) or if the avenger does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use (Ex)

Avengers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.


Gear:
Spoiler: ShowHide


[Weapon]Defiance: Longbow+5, ghost touch, hunting and evil outsider bane. Readied.
[Weapon]Masterwork Shortsword. Readied.
[Armor]Leafweave Leather Armor+5, nimbleness: +7 armor bonus to armor class.

[Shoulders] Cloak of Resistance+5: +5 resistance bonus to saves.
[Wrists]
[Ring 1] Ring of Protection+5: +5 deflection to armor class.
[Ring 2] Ring of Mind Blank: http://www.d20srd.org/srd/spells/mindBlank.htm
[Waist] Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Waist, Belt] Infinite Scrollcase: Holds 50 Scrolls
[Back] Efficent Quiver: Nondimensional space, 3 sections, each holding 60 arrows.
[Head] Hood of Skill: +20 to spot/listen/hide/move silently
Pouch of Materials

Scrolls, Inside Infinite Scrollcase:
[spoiler]
http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635


Arrows, Inside Efficent Quiver:
Spoiler: ShowHide

Blunt Arrows x25
Poison Arrows x25
Alchemist's Arrow x25
Arrows +1, Spellstoring x25 (3rd level spells)
Arrows +1, Greater Spellstoring x25 (6th level spells)


Poisons:
Spoiler: ShowHide

Purified Jormugandr's Breath x2 (DC 46, 1d8 Con initial, 4d8 Con seconday)


0 gold[/spoiler]

Spells:
Spoiler: ShowHide


Spell-like abilities

1/day-lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 23rd. The save DCs are 17 + spell level.

Lief casts as a 8th level ranger. The save DCs are 18 + spell level. Lief's spell selection themes are archery spells and added damage.

[3/day]1: Sniper's Shotx3SC
[1/day]2: Fell the Greatest FoeSC

SC - Spell Compendium.

Lief casts as a 4th level avenger. The save DCs are 16 + spell level.

[5/day]1: Critical StrikeSC, Ebon EyesSC, LightfootSC, True Strike.
[5/day]2: Fell the Greatest FoeSC, Near HorizonCM, Spellslayer ArrowCoR, Pass Without Trace, Undetectable Alignment
[2/day]3: Misdirection, Nondetection

CM - Complete Mage.
CoR - Champions of Ruin.
SC - Spell Compendium.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Stay invisible at all times, pester enemies with arrows. Use distracting and disruptive attack to aid allies.


http://www.soulriders.net/forum/index.php/topic,101729.msg1047677.html#msg1047677
http://www.soulriders.net/forum/index.php/topic,103074.msg1050890.html#msg1050890

Spoiler: ShowHide
roll d20+44 ATK 1
roll d20+44 ATK 2
roll d20+39 ATK 3
roll d20+34 ATK 4
roll d20+29 ATK 5

roll 5#1d6+23+7d6


Unequipped Stats:
Spoiler: ShowHide
AC: 15
HP: 261
Base Attack/CMB/CMD: +22/+22/50
Attack: +32
Unarmed: 1d2-2
Init: +18

Fort: 23
Ref: 30
Will: 16

STR: 7 (-2)
Dex: 29 (+9)
Con: 19 (+4)
In: 17 (+3)
Wis: 21 (+5)
Cha: 19 (+4)


Bluff   +30
Disable Device   +25
Concentration   +30
Escape Artist   +35
Handle Animal   +30
Hide   +39
Knowledge: Nature   +29
Listen   +31
Move Silently   +45
Search   +27
Sleight of Hand   +19
Spot   +42
Survival   +31
Use Magic Device   +30
[/spoiler]
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Canderella's old build. Retained for reference.

Canderella Stormfury, servant of Talos.

Succubus 18/Anarch 2/Fatemaker 2//Warlock 5/Thunderborn 10/Stormcaster 2/Arcane Duelist 2/Marshal 3

Size/Type: Medium Outsider (Chaotic)
Hit Dice: 18d8+3d10+68+22+44 (261 hp)
Initiative: +4
Speed: 60ft, fly 80ft (average)
Armor Class: 62 (+4 dex, +20 natural, +1 dodge, +4 deflection, +16 charisma, +7 armor)
Base Attack/CMB/CMD: +22/+26/57
Attack: Claw+26 (1d6+4) or Tomasia+30 (1d10+7 plus 1d4 sonic plus 2d8 sonic on crit plus 30ft fear in wind 19-20 x2)
Full Attack: 2 claws+26 (1d6+4) or Tomasia+30/+25/+20/+15 (1d10+7 plus 1d4 sonic plus 2d8 sonic on crit plus 30ft fear in wind 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell like abilities, eldritch blast+3d6, invocations, spells, summon storm elemental, smite law 1/day.
Special Qualities: Damage reduction 16/cold iron, epic and lawful, darkvision 120ft, immunity to electricity and sonic, resistance to acid, cold and fire 20, spell resistance 32, telepathy 200ft, change shape, tongues, detect magic, deceive item, lightning adept, emissary of change, thunderous endurance, chaotic storm, storm mantle, storm spell power, thunderclap, chosen weapon, enchant chosen weapon, aura of chaos, detect law, apparent defense, divine grace, auras, confidence of the fated 1/day.
Saves: Fort +40, Ref +38, Will +40
Abilities: Str 19, Dex 19, Con 19, Int 26, Wis 21, Cha 43
Skills: Bluff+46, Concentration+28, Craft(storms)+32, Diplomacy+49, Disguise+40, Escape Artist+28, Gather Information+40, Intimidate+46, Knowledge(arcana)+32, Knowledge(nature)+32, Knowledge(planes)+32, Knowledge(Religion)+24, Listen+37, Perform(wind instruments)+40, Profession(farmer)+29, Spellcraft+32, Spot+37, Survival+29
Feats: Toughness(1), Conductivity(3), Dodge(6), Eschew Materials(9), Born of the Three Thunders(T5), Twin Spell(12), Mobility(15), Transdimensional Spell(18), Skill Focus(Diplomacy)(M1)
Epic Feats: Epic Toughness(21)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Energy Drain (Su)

A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 34 Will save to negate the effect of the suggestion.

Spell-Like Abilities

At will—charm monster (DC 22), detect law, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), suggestion, greater teleport (self plus 50 pounds of objects only). Caster level 22nd. The save DCs are Charisma-based.

Change Shape (Su)

An succubus can assume the form of any Small or Medium humanoid.

Tongues (Su)

A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.


Warlock powers:
Spoiler: ShowHide


Invocations

Canderella uses invocations as a 5th level warlock.

Least: Beguiling Influence, Eldritch Spear, See the Unseen.

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.


Thunderborn powers:
Spoiler: ShowHide


Lightning Adept (Ex)

You are skilled in dealing with spells and effects invoking electricity, understanding them with a sublime ease. You gain a bonus equal to your class levels to spellcraft checks to identify spells with the electricity descriptor.

Storm's Grace (Su)

The wrath of storms only lightly caresses you, shielding you from the worst of its wrath. You gain resistance to electricity 5. This rises to resistance 10 at level 7.

Emissary of Change (Ex)

Thunderborn are wholly caught up in the lightning storms of Talos, living every moment in change to strip away the weak an encourage new growth. As such, your inherently chaotic nature grants you a bonus equal to one half of your thunderborn class level to bluff, diplomacy, gather information and sense motive checks against worshipers of Talos and creatures with the chaotic subtype.

Born of the Three Thunders (Ex)

At 5th level, your study of storms that bring lightning have given you new insight. You gain Born of the Three Thunders as a bonus feat. If you already have this feat, you may select another feat that you qualify for.

Thunderous Endurance (Su)

Your long exposure to the explosions of thunder and the crashing noise it brings has toughened your ears. As such, you are now immune to deafness.

Summon Storm Elemental (Sp)

So devout are you to lightning that Talos grants you the secrets of summoning one of the incarnations of storms. As a standard action, you may summon a large storm elemental. This elemental automatically understands you and serves you to the best of its ability, and to the death. The elemental stays for one hour, until banished or slain. You may use this ability once per day.

Chaotic Storm (Su)

In storms come change, nature renewing itself in the downpour of rain, the shearing winds and the forest fires started by lightning strikes. In this chaos and change you draw strength, able to empower your spells with raw chaos. Three times per day as a free action, you may supercharge one of your spells with chaos. A spell empowered in this way deals half of its normal damage as anarchic damage. This damage ignores resistance to energy and other defenses, but does not harm creatures of chaotic alignment. In contrast, lawful creatures are particularly vulnerable to this energy. Against them, the damage dice of the empowered spell rises by one step, to a maximum of d12s. For example shocking grasp spell so empowered would deal 5d8 damage instead of 5d6 damage to a lawful creature. Half of this damage would be electricity damage and the other half would be anarchic damage.

Storm Mantle (Su)

At the apex of your power, a glorious mantle of lightning adorns your shoulders forevermore, ready and willing to protect you. This appears as a cloak and takes up your cloak slot, preventing any other magical cloaks from working for you. This mantle grants you a fly speed of 60ft (good), a +4 deflection bonus to armor class and a constant freedom of movement effect. As a standard action you may cause your cloak to recede into your body. If you do, you lose all benefit of the Storm Mantle, though it still takes up your shoulder slot. This mantle is pure electrical energy and is thus unable to be sundered or removed, short of killing the Thunderborn.


Stormcaster powers:
Spoiler: ShowHide


Storm Spell Power (Ex)

You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

Thunderclap (Su)

You can channel stored spell energy into pure sonic energy. You can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. You are immune to your own thunderclap power. This otherwise functions like the cleric's spontaneous casting class feature (see page 32 of the Player's Handbook).


Arcane Duelist powers:
Spoiler: ShowHide


Chosen Weapon

Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. If that melee weapon is lost, she can choose another, but it takes seven days for a chosen weapon to bond to the arcane duelist so that she can use it with other powers of this class.

Enchant Chosen Weapon (Ex)

The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level.


Anarch powers:
Spoiler: ShowHide


Aura of Chaos

The power of an anarch's aura of chaos (see the detect chaos spell) is equal to his anarch level.

Detect Law (Sp)

At will, an anarch can use detect law, as the spell.

Smite Law (Su)

An anarch's smite ability affects lawful creatures, but otherwise, it functions the same as the paladin's ability to smite evil.

Divine Grace (Su)

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

Destructive Strike (Su)

A 2nd-level anarch gains the ability to critically hit objects and constructs with melee attacks. He may inflict critical hit damage (but not sneak attack damage) on an object or construct a number of times per day equal to his Charisma modifier. The anarch makes the decision to use this ability after a critical hit is rolled but before the roll to confirm is made. If the anarch fails to confirm the critical hit, that use of destructive strike is wasted.


Marshal powers:
Spoiler: ShowHide


Canderella projects auras as a 3rd level marshal.

Minor auras (+16 bonus): Art of War, Determined Caster
Major auras (+1 bonus): Motivate Urgency


Gear:
Spoiler: ShowHide


[Weapon]Tomasia: Pandemonic Silver Bastard Sword+3(+4), screaming burst.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Body]Shirt of Charisma+8: +8 enhancement bonus to charisma.
[Wrists]Bracers of Armor+7: +7 armor bonus to armor class.
[Feet]Cocoze: +30 enhancement bonus to movement speed.

[Wand]Wand of Cure Serious Wounds, 19 charges.
[Wand]Wand of Water Breathing, 14 charges.

17577.4 gold


Spells:
Spoiler: ShowHide


Canderella casts as a 10th level Thunderborn. Caster level 20th. (Caster level 22nd for air, electricity, sonic or water spells)

6/7/9/7/6/6/6/6/5/3

Canderella casts as a 1st level Fatemaker. Caster level 1st. (Caster level 3rd for air, electricity, sonic or water spells)

[4/day]1: Expeditious Retreat, Sanctuary, True Strike



Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Stay back and unleash the thunder and lightning. Canderella is aware she's not the toughest, so she strives to avoid outright combat.
<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?

Iron Dragoon

Surraruthru v1.0, victim of a rebuild.

Name: Surraruthru.
Race: Faerie Dragon
Face:
Spoiler: ShowHide



Background/Fluff:
Spoiler: ShowHide

Surraruthru was born to a clutch of three other faerie dragons, the youngest and nearly newly born when Lifasa fell. In the horror and confusion of the invasion, he was separated and lost from his family. His games with the other dragons taught him well, however, and he managed to hide from and dodge the invaders, using his natural stealth and illusion tricks, for a long time. Eventually he found himself with an opportunity to escape, which he took. Wandering for a bit, he came across a Dragon Goddess who had descended on a godly errand. Easily discovered by such a being, the goddess Siera told him of a place he would find sanctuary and a chance to strike back at those who had taken his home: Aurora. In return for this direction, he agreed to watch over one of her agents in the fortress-turned-city, Kascha.

Personality-wise, Surraruthru is much more mature than he should be, having been forced to be by events. Though he still enjoys tricks, humor, and pranks, he tends to have an edge to his personality, and is quick to end arguments by way of horrific illusions and enchantments. He's a bit stand offish and often finds the events and actions of others uninteresting, preferring to laze around when possible after having fled for so long. Safety is a marvelous relaxant.


Side 1: Faerie Dragon 8/Wizard 4/Nightmare Spinner 5/Dread Witch 5/Prestige Bard 1
Side 2: Beguiler 23

Size/Type: Small, Dragon
Hit Dice: 238
Spoiler: ShowHide
 > roll 7d12+1d8+11d4+1d6+2d10+12 (+12 for level 1)
<Serith> Iddy roll for Serith < 107 > [d12=7,7,2,1,12,8,12][d8=5][d4=1,1,3,4,3,4,4,4,3,1,1][d6=1][d10=7,4]
<GREATOCEANSOFXORN> You got 2 double 1s in the d4s, so reroll 2 of the 1s in the d4s.
> roll 2d4
<Serith> Iddy roll for Serith < 2 > [d4=1,1]
<GREATOCEANSOFXORN> Wow. 2 in a row, so reroll 1d4.
> roll 1d4
<Serith> Iddy roll for Serith < 4 > [d4=4]
<GREATOCEANSOFXORN> Okay, 110 hp instead of 107.
REPLACING 1D8 & 2D10.
> roll 3d4 HP update
<Serith> Iddy roll for Serith < 7 > [d4=3,3,1]
Equipped Level 23 total: 110+138Con
Unequipped Level 23 total: 110Dice+69Con

Initiative: +12
Speed: 60 ft, 100 ft fly (perfect), 30ft Swim
Alignment: Chaotic Good

Armor Class: 32 (10+1size+6dex+9M.Chain Shirt+6Shield)
-Touch: 17 (10+1size+6dex)
-Flat Footed: 26 (10+1size+9M.Chain Shirt+6Shield)
Spell Resistance: 33
Base Attack Bonus: +16/+11/+6
CMB: 13
CMD: 23
Attack: +20/15/10
Touch Attack: +23 (16BaB+6Dex+1Size)

Space/Reach: 5 ft./5 ft.

Special Attacks: Euphoria Gas: Will Save vs DC 27, Dazed 1d6, 20 ft. cone

Special Qualities:
Spoiler: ShowHide
 Water Breathing (Ex), Immune to Light (Ex), Spell Like Abilities (Sp), Armored Mage (Ex), Cloaked Casting (Ex), Surprise Casting (Ex), Advanced Learning (Ex), Cunning Insight (Ex), Cunning Knowledge (Ex), Trapfinding (Ex), Divination Expertise (Ex), Bonus Spells (Ex), Immunity to Fear (Su), Unnatural Will (Ex), Horrific Aura DC 22 (Su), Reflective Fear (Su), Bardic Knowledge (Ex)


Saves: (Side 1)
Fort: 26 (Base 10+6Con+10Cloak)
Ref: 30 (Base 12+8Int+10Cloak)
Will: 38 (Base 23+5Wis+10Cloak)

Abilities: Str 19 (+4),  Dex 22 (+6), Con 22 (+6), Int 26 (+8), Wis 21 (+5), Cha 24 (+7)
Spoiler: ShowHide
Unequipped: Str 13 (+1), Dex 16 (+3), Con 16 (+3), Int 20 (+5), Wis 15 (+2), Cha 18 (+4)

Spoiler: ShowHide
Level 4: Dex
Level 8: Cha
Level 12: Int
Level 16: Int
Level 20: Int


Languages: Common, Draconic, Abyssal, Celestial, Infernal

Skills:
Spoiler: ShowHide



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Skill NameRanks+ Ability+ Misc= Total
Bluff (Cha)26733
Concentration (Con)2661547
Deciper Script (Int)13821
Hide (Dex)26615+451
Intimidate (Cha)26710+245
Knowledge: Arcana (Int)26832
Knowledge: Dunegoneering (Int)26834
Knowledge: The Planes (Int)26834
Listen (Wis)265233
Move Silently (Dex)2661547
Perform:Oratory (Cha)8715
Search (Int)26834
Spellcraft (Int)26834
Spot (Wis)265233

Skill Tricks: Conceal Spellcasting, Swift Concentration


Feats:
Spoiler: ShowHide

Level 1: Darkstalker - When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you. In addition, you can flank creatures that have the all-around vision special quality.
Level 3: Spell Focus: Enchantment - +1 DC to spells of selected school.
Level 6: Creeping Manipulation: When a target succeeds on a saving throw against a spell with the mind-affecting descriptor, they suffer a -2 penalty to saves for 1 round. If you cast another mind-affecting spell on the target the next round and they succeed on the saving throw, the penalty is extended for another round and increases by 2 to -4. This can go up to a maximum of -8.
Level 9: Greater Spell Focus: Enchantment - +1 DC to spells of selected school. Stacks with Spell Focus.
Level 12: Arcane Disciple: Asgorath (Spells) - Add the chosen domain's spells to your class list of arcane spells.
Level 15: Extend Spell - An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Level 18: Mastery of Dreams - 1 to the save DC of any illusion spell or spell with the fear descriptor that you cast.
Level 21: Epic Spell Focus: Enchantment - +6 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This overlaps (does not stack with) the bonuses from Spell Focus and Greater Spell Focus.

Bonus Feats:
Beguiler 5: Silent Spell
Beguiler 10: Heighten Spell (Dune ACF)
Beguiler 23: Epic Cloaked Casting
Combat Wizard 1: Improved initiative


Racial and innate powers:
Spoiler: ShowHide

Breath Weapon (Su): Cone of Euphoria Gas (1d6 rounds dazed, Will save), 20 ft cone
Darkvision: 60 ft.
Immunity to magic sleep/paralysis
Low-Light Vision
Scent
Spell Resistance: 18
Water Breathing (Ex): A Faerie Dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spell-Like Abilities (Sp): See spells section below.


Class Features:
Spoiler: ShowHide

Beguiler 1: Armored Mage, Trapfinding
Beguiler 2: Cloaked Casting (+1 DC)
Beguiler 3: Advanced Learning: Sting Ray
Beguiler 6: Surprise Casting (Move Action)
Beguiler 7: Advanced Learning: Vision of Entropy
Beguiler 8: Cloaked Casting (+2 to overcome SR)
Beguiler 11: Advanced Learning: Shadow Conjuration
Beguiler 14: Cloaked Casting (+2 DC)
Beguiler 15: Advanced Learning: Shadow Well
Beguiler 19: Advanced Learning: Shadow Evocation
Beguiler 20: Cloaked Casting (Overcomes SR)
Beguiler 23: Advanced Learning: Maddening Whispers

Combat Wizard 1: Aligned Spellcaster ACF

Nightmare Spinner 1: Bonus Spells, Immunity to Fear, Inspire Fear (DC 22, 10/day)
Nightmare Spinner 2: Nightmare Phantasm (No Save, 10/day), +1 level of Arcane existing spellcasting class
Nightmare Spinner 3: Spirit Chill, +1 level of existing Arcane spellcasting class
Nightmare Spinner 4: +1 level of existing Arcane spellcasting class
Nightmare Spinner 5: Deadly Nightmare (DC 22, 3/day), +1 level of existing Arcane spellcasting class

Dread Witch 1: Master of Terror, Unnatural Will
Dread Witch 2: Absorb Fear, +1 level of existing spellcasting class
Dread Witch 3: Fearful Empowerment, +1 level of existing spellcasting class
Dread Witch 4: Delay Fear, Greater Master of Terror, +1 level of existing spellcasting class
Dread Witch 5 Fearful Empowerment (DC 22, 2/day), Horrific Aura (DC 22, 6 HD or less), Reflective Fear, +1 level of existing spellcasting class

Prestige Bard 1: Spellcasting (+2 CL: Divination, Enchantment, Illusion; -2 CL: Evocation, Necromancy), Bardic Music (Countersong, Fascinate, Inspire Courage +1), Bardic Knowledge

Level Bonus: 8 applied to Wizard
[spoiler](Nightmare Spinner 2/3/4/5: Wizard, Dread Witch 2/3/4/5: Wizard)

[/spoiler]

Gear:
Spoiler: ShowHide


[Weapon] Wand
[Weapon] Mithril Light Shield +5 (Animated), 50,000gp: +6 AC, no armor check penalty
[Armor] Mithril Chain Shirt +5, 26,100gp: +9 AC, no armor check penalty.

[Torso] Shirt of Wraith Stalking, 12,000gp: Hide from Undead, no save regardless of Int.
[Bracers] Bracers of the Hunter, 45,500gp: +15 competence bonus on Hide and Move Silently checks, +2 competence bonus on Initiative checks.
[Hands/Front Claws] Gloves of the Starry Sky, 2,200gp: 'Light' at will, Magic Missile 3/day at your CL.
[Boots/Rear Claws] Boots of Swift Passage, 10,000gp: 20 foot teleportation as a move action.
[Ring 1] Ring of the Darkhidden, 4,000gp: You are invisible to darkvision.
[Ring 2] Ring of Counterspelling, 4,000gp: Automatically counters a preselected spell of 1st-6th level.
[Waist] Belt of Magnificence +6, 200,000gp: +6 to all stats
[Back] Cloak of Resistance +10, 100,000gp: +10 to all saves
[Head] Headband of Conscious Effort +15, 35,750gp: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
[Face] Hathren Mask of True Seeing, 75,000gp: Grants a constant True Seeing effect.

Stuff:
Heward's Handy Saddlebags, 2,000gp: Two side pouches hold 2 cubic feet in volume or 20 pounds in weight, central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Always weighs 5 pounds. Retrieving any specific item from a saddlebags is a move action, but it does not provoke the attacks of opportunity.
Heward's Fortifying Bedroll, 3,000: Recover spells in 1 hour once every 48 hours.
Everfull Mug, 350gp: 3/day fills with wine, water, or ale.
Everlasting Rations, 800gp: Produces unlimited trail rations of a single person.
Ioun Stone, Orange, 30,000gp: +1 CL

Monies: 45,609.5 gp


Spells:
Spoiler: ShowHide

All Spells: +1 CL (Ioun Stone)
Spells vs. Evil: +1 CL/+2 CL vs. Subtype
Enchament, Illusion: +2 CL (PB).
Divination: +2 CL (2PB)
Evocation, Necromancy: -2 CL.

Fear descriptor: +3 DC (DW, MoD)
Illusions: +1 DC (E:SF, MoD)
Enchantments: +7 DC (MoD)
Cloaked Casting: +2 DC

Beguiler 23 [spoiler]

Level 0, DC 18: 6
Level 1, DC 19: 6+2 Bonus
Level 2, DC 20: 6+2 Bonus
Level 3, DC 21: 6+2 Bonus
Level 4, DC 22: 6+2 Bonus
Level 5, DC 23: 6+1 Bonus
Level 6, DC 24: 6+1 Bonus
Level 7, DC 25: 6+1 Bonus
Level 8, DC 26: 6+1 Bonus
Level 9, DC 27: 5+0 Bonus

Wizard 12
Spoiler: ShowHide
(4+Nightmare Spinner 2/3/4/5: Wizard, Dread Witch 2/3/4/5: Wizard)

Level 0, DC 18: 4
Level 1, DC 19: 4+1+2 Bonus
Level 2, DC 20: 4+1+2 Bonus
Level 3, DC 21: 4+1+2 Bonus
Level 4, DC 22: 3+1+2 Bonus
Level 5, DC 23: 3+1+1 Bonus
Level 6, DC 24: 2+1+1 Bonus

Arcane Disciple: Asgorath - Spells Domain.
1st: Mage Armor
2nd: Silence
3rd: Anyspell
4th: Rary's Mnemonic Enhancer
5th: Break Enchantment
6th: Greater Anyspell
7th: Limited Wish
8th: Antimagic Field
9th: Mordenkainen's Disjunction
[/spoiler]

Spell-like abilities:
Spoiler: ShowHide

(Use age category or caster level, whichever is higher as the caster level for these abilities.)
At will:--Dancing Lights, Detect Magic, Ghost Sound
3/day:--Charm Monster, Entangle, Glitterdust, Invisibility, Major Image, Obscuring Mist
1/day--Animate Objects, Mind Fog, Project Image, Summon Nature's Ally IV
1/month:--Commune with Nature.
This is not the greatest post in the world, no... this is just a tribute.

Iron Dragoon

Surraruthru v2.0, victim of true dragon-ing

Name: Surraruthru.
Race: Celestial Faerie Dragon
Face:
Spoiler: ShowHide



Background/Fluff:
Spoiler: ShowHide

Surraruthru was born to a clutch of three other faerie dragons, the youngest and nearly newly born when Lifasa fell. In the horror and confusion of the invasion, he was separated and lost from his family. His games with the other dragons taught him well, however, and he managed to hide from and dodge the invaders, using his natural stealth and illusion tricks, for a long time. Eventually he found himself with an opportunity to escape, which he took. Wandering for a bit, he came across a Dragon Goddess who had descended on a godly errand. Easily discovered by such a being, the goddess Siera told him of a place he would find sanctuary and a chance to strike back at those who had taken his home: Aurora. In return for this direction, he agreed to watch over one of her agents in the fortress-turned-city, Kascha.

Having defeated the Daemone Lord of Stolen and Lost Knowledge, Secretus, with the help of Kascha, Ebony, and Sylvie, Surraruthru was gifted with Celestial blood by Lady Amaryl on behalf of Seira.

Personality-wise, Surraruthru is much more mature than he should be, having been forced to be by events. Though he still enjoys tricks, humor, and pranks, he tends to have an edge to his personality, and is quick to end arguments by way of horrific illusions and enchantments. He's a bit stand offish and often finds the events and actions of others uninteresting, preferring to laze around when possible after having fled for so long. Safety is a marvelous relaxant.


Side 1: Faerie Dragon 8/Half-Celestial 4/Abjurer 1/Chaos Monk 12
Side 2: Abjurer 5/Master Abjurer 10/War Weaver 5/Grand Weaver 5

Size/Type: Small Dragon, Outsider
Hit Points: 347
Spoiler: ShowHide
> roll 7d12+15d8+12 for HP
<Serith> Iddy roll for Serith < 117 > [d12=2,1,1,7,9,6,5][d8=8,3,6,2,8,6,4,1,5,1,7,8,2,8,5]
> roll 1d12 reroll second 1
<Serith> Iddy roll for Serith < 6 > [d12=6]
> roll 1d12 HP
<Serith> Iddy roll for Serith < 5 > [d12=5]
+2 HP via The Defectors Book
> roll 4d4
<Serith> Iddy roll for Serith < 12 > [d4=1,4,3,4]
Replacing the first four d8s (8,3,6,2) and replacing with 4d4 (1,4,3,4) due to Celestial LA.
> roll 1d8+8 HP
<Serith> Iddy roll for Serith < 10 > [d8=2]
Totals from rolls: 145+192(EquipCon)

Unequipped HP: 267
+23 HP (Toughness)
+2 HP via The Defectors Book
Totals from rolls: 145+120(UnequpCon)


Initiative: +13 (+7Dex+4Imp.Init+2Bracers)
Speed: 60+40 ft, 100+40 ft fly (perfect), 30+40 ft Swim (+40 Monk)
Alignment: Chaotic Good

Armor Class: 34+4(DeflectionRing) (10+5NA+1size+7dex+3Monk+8Wis)
-Touch: 21 (10+1size+7dex+3)
-Flat Footed: 24 (10+1size+5NA+8Wis)
Spell Resistance: 35 (Half-Celestial)
Base Attack Bonus: 23/18/13/8
CMB: 29 (23BaB+7Str-1Size)
CMD: 45 (10+23Bab+7Str+6Dex-1Size)
Attack: 38/35/28/23 (+8 Amulet)
Touch Attack: 38

Space/Reach: 5 ft./5 ft.

Unarmed Attacks:
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roll 1d20+38 Unarmed
roll 1d20+35 Unarmed
roll 1d20+28 Unarmed
roll 1d20+23 Unarmed
roll 1d20+28 Bite
roll 1d20+28 Claw
roll 1d20+28 Claw

Unarmed Damage:
+1 Con Damage per Hit
roll 1d10+15 (Unarmed)
roll 1d6+15 (Bite)
roll 1d4+15 (Claw)


Monk Size Chart: http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460


Special Attacks: Euphoria Gas: Will Save vs DC 30, Dazed 1d6, 20 ft. cone, 1d4 cool down.

Special Qualities:
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 Water Breathing (Ex), Spell Like Abilities (Sp), Breath Weapon (Su), Daylight (Su), Smite Evil (Su), Darkvision: 60 ft., Immunity to magic sleep/paralysis, Low-Light Vision, Immunity to Disease, Damage Reduction 10/Magic, Resistance 10 to Acid/Cold/Electricity,


Saves: (Side 1)
Fort: 28 (10Base+8Con+10Cloak)
Ref: 29 (10Base+9Int+10Cloak)
Will: 29 (11Base+8Wis+10Cloak)

Abilities: Str 24 (+7),  Dex 24 (+7), Con 26 (+8), Int 28 (+9), Wis 26 (+8), Cha 28 (+9)
Original Rolls:
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> !rollchar
<Serith> 5, 6, 6, 3, 1 = 17
<Serith> 4, 4, 6, 3, 5 = 15
<Serith> 3, 5, 6, 6, 3 = 17
<Serith> 4, 5, 5, 5, 1 = 15
<Serith> 4, 4, 5, 3, 2 = 13
<Serith> 5, 4, 6, 5, 1 = 16
<Serith> Iddy's Scores: 17, 17, 16, 15, 15, 13

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Unequipped: Str 18 (+4), Dex 18 (+4), Con 20 (+5), Int 22 (+6), Wis 20 (+5), Cha 22 (+6)

Spoiler: ShowHide

Level 4: Dex
Level 8: Cha
Level 12: Int
Level 16: Int
Level 20: Int
Level 24: Str
Wisdom (Ex): The wisdom of thousands of souls have bolstered your own wisdom. You gain a +1 bonus to Wisdom.
Half-Celestial: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.


Languages: Common, Draconic, Abyssal, Celestial, Infernal

Skills:
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Skill NameRanksStatMiscTotal
Bluff (Cha)179026
Climb (Str)071017
Concentration (Con)28815+253
Craft (Calligraphy) (Int)39012
Craft (Weaving) (Int)289037
Decipher Script (Int)169025
Diplomacy (Cha)179026
Hide (Dex)2871550
Knowledge (Arcana) (Int)289441
Knowledge (Dungeoneering) (Int)289340
Knowledge (History) (Int)289340
Knowledge (Mechanus) (Int)2892+342
Knowledge (Nature) (Int)289340
Knowledge (The Planes) (Int)289340
Listen (Wis)288036
Move Silently (Dex)2871549
Search (Int)219030
Sleight of Hand (Dex)57012
Spellcraft (Int)289037
Spot (Wis)288036
Swim (Str)661023

Skill Tricks: Conceal Spellcasting (2SP), Swift Concentration (2SP)
Knowledge (Ex): You gain fragments of all the knowledge Secretus stole. You gain a +3 bonus to all Knowledge checks.
Arcanaloth's Ring: Improved swimming and improved climbing.


Feats:
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Level 1: Improved Initiative (+4 to Init)
Level 3: Spell Focus: Abjuration
Level 6: Enlarge Spell
Level 9: Metamagic School Focus: Abjuration (3/day -1 to Metamagic Level)
Level 12: Sculpt Spell
Level 15: Elven Spell Lore (+2 CL to Dispel)
Level 18: Magic Disruption (+1 CL to Abjuration, forces a Concentration for -2 DC/CL)

Level 21: Improved Tapestry [Epic]
Level 24: Improved Tapestry [Epic]

Bonus Feats:
Monk 1: Skill Bonus (Concentration) +2, Toughness (+23 HP)
Monk 2: Endurance
Monk 6: Diehard

Specialist Wizard 5: Domain Granted Power: Inquisition (ACF)

Master Specialist 3: Greater Spell Focus (Abjuration)

Grand Weaver 3: Epic Spell Capacity [Epic]


Racial and innate powers:
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Breath Weapon (Su): Cone of Euphoria Gas (1d6 rounds dazed, Will save), 20 ft cone
Darkvision: 60 ft.
Immunity to magic sleep/paralysis
Low-Light Vision
Scent
Water Breathing (Ex): A Faerie Dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spell-Like Abilities (Sp): See spells section below.
Tonic of Purity: This tonic, once consumed, gives the imbiber immunity to non magical diseases


Class Features:
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Chaos Monk[spoiler]
Chaos Monk 1: Bonus Feat, Flailing Strike -2, Unarmed Strike
Chaos Monk 2: Bonus Feat, Evasion
Chaos Monk 3: Still Mind
Chaos Monk 4: Ki Strike (Magic), Wall Walker 20 ft. (ACF)
Chaos Monk 5: Erratic Advance, Flailing Strike -1
Chaos Monk 6: Bonus Feat, Wall Walker 30 ft. (ACF)
Chaos Monk 7: Displacing Stance (20%)
Chaos Monk 8: Wall Walker 40 ft. (ACF)
Chaos Monk 9: Improved Evasion, Flailing Strike -0
Chaos Monk 10: Ki Strike (Chaotic), Wall Walker 50 ft. (ACF)
Chaos Monk 11: Diamond Body (ACF)
Chaos Monk 12: Displacing Stance (50%), Wall Walker 60 ft. (ACF)

Monk ACF: Fighting Style (Undying Way)


Monk Features Details[spoiler]
Flailing Strike (Ex): Chaos monks practice martial arts with a reckless abandon that shifts drastically from humorously ineffective to frighteningly deadly. At the expense of accuracy, the chaos monk can make a roll (1d6) to determine how many extra attacks she can make (minimum 0). Regardless of the number of attacks made, she suffers an attack penalty on all of them. At 1st level she takes a-2 penalty, at 5th level it decreases to -1, and at 9th level it disappears. Using a flailing strike requires a full-round action and can only be made as part of an unarmed attack or with special monk weapons.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Damage table: Small Monk - 1d10

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. (+50 ft.)

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

Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Erratic Advance (Ex): At 5th level, a chaos monk can attempt to daze an opponent with a wild and erratic rush. As part of a charge, a chaos monk can activate this ability, forcing her opponent to make a Will save (DC 10 + chaos monk class level) or become dazed for 1 round. The chaos monk can use this ability a number of times per day equal to her Wisdom modifier (minimum once per day).

Displacing Stance (Sp): Beginning at 7th level, the chaos monk's movements become so wild and unpredictable that she can partially displace herself for a number of rounds per day equal to half her chaos monk class level (these rounds need not be consecutive). This grants the chaos monk a 20% chance that an attacker misses because of the displacing stance. At 12th level the miss chance increases to 50%. This requires a standard action to enter.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

[/spoiler]

Specialist Wizard
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Specialist Wizard 1: Summon Familiar, Scribe Scroll, School Speciality: Abjuration (Banned: Necromancy, Illusion)
Specialist Wizard 5: Bonus Feat

Wizard ACF: Aligned Spellcaster (Good) - [spoiler]
Replaces: If you select this class feature you do not gain a familiar.
Benefit: Choose an alignment component you have that is not neutral. Spells you cast gain the apropriate alignment descriptor unless they already have the opposite alignment descriptor. For example, a neutral good wizard who selects this ability (and who must choose good) casts all spells that aren't evil spells as good spells. Spells you cast that target creatures of the opposite alignment are cast at +1 caster level (+2 if they have the opposite alignment as a subtype). Area of effect and other spells that affect such creatures without targeting them do not gain this bonus. A neutral spellcaster gains no benefit from this ability.

[/spoiler]

Master Specialist
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Master Specialist 1: Skill Focus (Spellcraft)
Master Specialist 2: Expanded Spellbook
Master Specialist 3: Greater Spell Focus (Abjuration)
Master Specialist 4: Minor School Esoterica (Abjuration)
Master Specialist 5: Expanded Spellbook
Master Specialist 6: Caster Level Increase +1
Master Specialist 7: Moderate School Esoterica (Abjuration)
Master Specialist 8: Expanded Spellbook
Master Specialist 9: Caster Level Increase +2
Master Specialist 10: Major School Esoterica

+10 Levels of Existing Arcane Spellcasting Class: Wizard

Master Specialist Details[spoiler]
Skill Focus (Spellcraft): At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat.

Expanded Spellbook: When you reach 2nd level, you can add one wizard spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.
You can add another spell of your chosen school to your spellbook at 5th and at 8th level.

Greater Spell Focus: At 3rd level, you gain Greater Spell Focus as a bonus feat. You must apply this feat to your chosen school.

Minor School Esoterica (Ex): At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school.
Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level.

Caster Level Increase (Ex): Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.

Moderate School Esoterica (Ex): At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level (unless otherwise noted).
Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.

Major School Esoterica (Ex): At 10th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.
Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.

[/spoiler]

War Weaver
Spoiler: ShowHide

War Weaver 1: Eldritch Tapestry
War Weaver 2: Quiescent Weaving 1
War Weaver 3: Quiescent Weaving 2
War Weaver 4: Quiescent Weaving 3
War Weaver 5: Enlarged Tapestry, Quiescent Weaving 4

+4 Levels of Existing Arcane Spellcasting Class: Wizard

War Weaver Details[spoiler]
Eldritch Tapestry (Su): [spoiler]Upon entering the class, you gain an understanding of the rudiments of the war weaver's craft. You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an eldritch tapestry. Doing so takes 10 minutes and requires a DC 15 Craft (weaving) check. (Most war weavers take 10 on the check.) When you weave an eldritch tapestry, you can connect a number of allies equal to your bonus in your arcane spellcasting ability score (Intelligence for wizards, Charisma for sorcerers and bards). Creatures must be within line of sight to have their life force woven into an eldritch tapestry, and they must be living creatures. An eldritch tapestry lasts for 24 hours or until you weave a new one. You're always connected to your own eldritch tapestry, and you don't count against the limit of allies that can be connected.
Once you have woven an eldritch tapestry, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your eldritch tapestry as if the group were a single creature. The maximum level of spell you can cast into an eldritch tapestry is equal to your class level. For example, a 5th-level wizard/2nd-level war weaver with an Intelligence of 16 could cast a 2nd-level spell such as bull's strength and have it affect herself and the three allies connected to her eldritch tapestry. Each of the four characters would gain a +4 enhancement bonus to Strength—at the cost of a single spell, not four separate castings.
Only spells with the "harmless" designation in their saving throw entry or ones requiring willing targets can be cast into an eldritch tapestry. In addition, spells with a range of personal cannot be cast through an eldritch tapestry. If a spell has a costly material component or an XP cost, you must expend one casting's worth of the material component or pay the XP cost for each creature targeted by the spell (including yourself). For example, sharing a stoneskin spell with four allies requires the expenditure of diamond dust worth a total of 1,250 gp.
An eldritch tapestry doesn't change the range of a spell. To cast bull's strength, for example, you must touch all your allies. You can touch as many willing targets as you can reach as part of the casting, but all targets must be touched in the same round you finish casting the spell. You can exclude specific creatures connected to an eldritch tapestry from a spell if you like.
If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast protection from energy through the eldritch tapestry, you must choose the same energy type for everyone affected by the spell.
An eldritch tapestry doesn't allow your spells to affect illegal targets. You can't affect objects with spells cast into your eldritch tapestry, even if those objects are held by your allies (for instance, you can't use eldritch tapestry to deliver a greater magic weapon spell).


Quiescent Weaving (Su): Beginning at 2nd level, you can weave a single spell into your eldritch tapestry for later use. For each level you gain beyond 2nd, you can store one additional spell as a quiescent weaving in your eldritch tapestry. The maximum level of spell that you can weave into your eldritch tapestry with this ability is equal to your class level. Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, then commence with more offensive spellcasting. To make a quiescent weave, you must designate the eldritch tapestry as the target for the spell as you cast it (regardless of what the spell's normal target is). The spell is now woven into the eldritch tapestry in a dormant state; it doesn't use up its duration or affect targets in any way. As a move action, you can release all the spells in your quiescent weaving. They immediately and instantaneously take effect in the order they were cast. The same restrictions apply to a quiescent weaving that apply to any other spell woven into an eldritch tapestry (they must be "harmless," cannot have a range of personal, and require separate expenditures of material components or XP for each target). The quiescent spells affect only legal targets at the time you release them. For example, if you have bull's strength and protection from energy in your eldritch tapestry as quiescent weavings, you still have to touch your allies during the move action to target them with the spells.

Spellcasting: At each level other than 1st level, you gain new spells per day (and spells known, if applicable) and an increase in caster level as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a war weaver, you must decide to which class to add each level for the purpose of determining spells per day, spells known, and caster level.

Enlarged Tapestry (Su): At 5th level, you can stretch your magic across your eldritch tapestry beyond normal distances. Spells you cast through an eldritch tapestry have their range category increased: touch spells become close range, close-range spells become medium range, and medium-range spells become long range. Long-range spells and spells with fixed ranges are unaffected.
[/spoiler]
[/spoiler]

Grand Weaver
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Grand Weaver 1: Advanced Tapestry +1
Grand Weaver 2: Adapatable Tapestry: Might of the Planetar
Grand Weaver 3: Bonus Feat
Grand Weaver 4: Advanced Tapestry +2
Grand Weaver 5: Adaptable Tapestry: Elemental Body, Flexible Tapestry

+5 Levels of Existing Arcane Spellcasting Class: Wizard

Grand Weaver Details[spoiler]

Advanced Tapestry (Su)
The grand weaver can add spells to an eldritch tapestry that lesser wizards cannot. At 1st level and every three levels thereafter, he increases the maximum level of spells he can cast into an eldritch tapestry by 1. The level of spell you can add to your tapestry cannot exceed the maximum level of spell you can cast.

Adaptable Tapestry (Su)
Grand weavers are noted for being able to learn to integrate unusual spells into their tapestry. At 2nd level and every three levels thereafter, he may select a spell that would not normally quality for eldritch tapestry. He may now cast that spell into an eldritch tapestry. Spells with a range of personal and a target of you are not eligible unless you have the means to change the spell's range.

The DM may rule a spell chosen is not suitable for eldritch tapestry. In that case, the grand weaver must choose another.

Flexible Tapestry (Su)
At 5th level, the grand weaver gains a greater control over his eldritch tapestry. When a spell requires decision making on your part, you may make the choice separately for each member of the tapestry.
[/spoiler][/spoiler]

Gear:
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[Weapon] Wand (Bracer Holster)
[Weapon/Shield] Wand of Battlemagic Perception: 50/50 charges, 3,375 gp
[Armor] None.

[Torso] Shirt of Wraith Stalking, 12,000gp: Hide from Undead, no save regardless of Int.
[Bracers] Bracers of the Hunter, 45,950gp: +15 competence bonus on Hide and Move Silently checks, +2 competence bonus on Initiative checks; Wand Holster
[Hands/Front Claws] Gauntlets of Fell the Greatest Foe, 120,000gp: +1d6 damage to target for every size category larger than you it is
[Boots/Rear Claws] Boots of Draconic Freedom, 438,000gp: Grants the wearer At-Will Greater Teleportation (CL13) as a Move Action and a constant Freedom of Movement effect.
[Ring 1] Vitam Trahant of the Darkhidden: This ring is dull and seems to absorb any light around it. Whenever you dispel a spell (such as with dispel magic), you heal hit points equal 1d8 times the spell level. For example, if you dispel a 4th level spell, you heal 4d8 points of damage and makes the wearer hidden to Darkvision.
[Ring 2] Arcanaloth's Ring, 148,000gp: Ring of protection +4. It also functions as a ring of wizardry III, improved swimming and improved climbing.
[Waist] Belt of Monk's Magnificence +6, 219,500gp: +6 to all stats; the wearer's AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk.
[Back] Cloak of Resistance +10, 100,000gp: +10 to all saves
[Head] Headband of Conscious Effort +15, 35,750gp: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
[Face] Hathren Mask of True Seeing, 75,000gp: Grants a constant True Seeing effect.
[Neck] Wounding Amulet of Natural Attacks and Adaptation +8, 396,000gp: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Stuff:
Heward's Handy Saddlebags, 2,000gp: Two side pouches hold 2 cubic feet in volume or 20 pounds in weight, central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Always weighs 5 pounds. Retrieving any specific item from a saddlebags is a move action, but it does not provoke the attacks of opportunity.
Heward's Fortifying Bedroll, 3,000: Recover spells in 1 hour once every 48 hours.
Everfull Mug, 350gp: 3/day fills with wine, water, or ale.
Everlasting Rations, 800gp: Produces unlimited trail rations of a single person.
Ioun Stone, Orange, 30,000gp: +1 CL
Blessed Book, 12,500gp: A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost.
Dragonheart, 5,000gp: The heart of a red dragon, preserved and brimming with magical power. If used to quench a weapon after forging it, the weapon automatically gains the flaming property at no additional cost.
5x Anti-Magic Field Stones, 6,600gp: These innocuous looking stones function as an Anti-Magic Field once activated. 1/day use.
Portable Hole, 40,000gp: When opened fully, a portable hole is 12 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 20 feet deep to come into being.

Silver and Gold: 150 gold.
Encyclopedia of Encyclopedias: 500 gold.
Lost Lore of the Abyss: The Quartered Lion: 600 gold.
Archfiend's Grimoire: 1000 gold.
Wizard Mastery: 10,000 gold.

Hoard/Monies: 24,672.77gp
1x Large ruby. 9,100gp.
1x Large ruby: 5,000 gold
1x Large blue diamond, perfectly clear and pure: 12,000 gold
A set of six matching amethysts and sapphires: 3,000 gold.


Lair Furnishings
Spoiler: ShowHide

Luxury Phase Spider Silk Bed- 2500gp


Spell-like abilities:
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(Use age category or caster level, whichever is higher as the caster level for these abilities.)
At will:--Dancing Lights, Detect Magic, Ghost Sound
3/day:--Charm Monster, Entangle, Glitterdust, Invisibility, Major Image, Obscuring Mist, Protection from Evil, Holy Aura
1/day--Animate Objects, Mind Fog, Project Image, Summon Nature's Ally IV, Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word, Hallow, Mass Charm Monster, Summon Monster IX (Celestials Only), Resurrection,
1/month:--Commune with Nature.

Special Attacks: Breath Weapon (Su), Daylight (Su) (At Will), Smite Evil (Su) (1/Day)


Stat Block
Spoiler: ShowHide

Surraruthru
HP: 347/347
AC: 38+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37
Active:
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.


This is not the greatest post in the world, no... this is just a tribute.