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Started by Anastasia, August 12, 2013, 03:16:03 PM

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Anastasia

#15
Ellese

Fiendtainted 9/Fiend-Blooded 12/Death Delver 1/Ranger 1//Sorcerer 23

Size/Type: Medium Outsider (Augmented Elf, Native)
Hit Dice: 21d4+2d8+322+23 (445 hp)
Initiative: +7
Speed: 30ft
Armor Class: 30 (+7 dex, +2 natural, +11 armor)
Base Attack/CMB/CMD: +17/+21/38
Attack: Bite+22 (1d6+5)
Full Attack: Bite+22 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smiting spell 3/day, channel negative energy 10/day(1d6; DC 19), favored enemy(outsider(evil)+2).
Special Qualities: Immunity to acid, fear, poison, pain and sleep, polluted magic, regeneration 5, resistance to electricity, fire and cold 5, mettle, darkvision 60ft, acid blood, metamagic specialist 8/day, fiendish heritage, fiendish sorcery, blood of fiends, fiendish exultation, damage reduction 10/magic, deathsense, wild empathy.
Saves: Fort +23, Ref +14, Will +33 (+2 vs fiends, +2 vs enchantment, does not auto-fail fort saves on a natural 1)
Abilities: Str 21, Dex 25, Con 38, Int 21, Wis 20, Cha 26
Skills: Bluff+34, Concentration+39, Hide+33, Knowledge(Arcana)+31, Knowledge(Planes)+31, Move Silently+33, Spellcraft+31, Use Rope+33
Feats: Deformity(Skin)(B), Deformity(Teeth)(B), Improved Natural Attack(Bite)(B), Toughness(1), Eschew Materials(S1), Blood Calls to Blood(3), Empower Spell(S5), Endurance(6), Arcane Mastery(9), Energy Substitution(Acid)(S10), Elven Spell Lore(12), Easy Metamagic(Energy Admixture)(15), Sudden Maximize(S15), Steadfast Determination(18), Maximize Spell(S20), Track(R1)
Epic Feats: Epic Spell Capacity(21), Specialized Metamagic(Energy Admixture)(S23)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


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

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

Regeneration

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

Polluted Magic (Ex)

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

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

Acid Blood (Ex)

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


Fiend-Blooded powers:
Spoiler: ShowHide


Fiendish Heritage (Ex)

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

Fiendish Sorcery (Ex)

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

Blood of Fiends (Ex)

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

Smiting Spell (Su)

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


Death Delver powers:
Spoiler: ShowHide


Deathsense (Ex)

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


Spells:
Spoiler: ShowHide


Ellese casts as a 21st level sorcerer. The save DCs are 18 + spell level. Her metamagic options are Empower Spell (+2), Energy Substitution(Acid) (+0), Energy Admixture (+1) and Maximize Spell (+3). Once per day she may automatically maximize any spell. Twice per day she may declare a spell a smiting spell, dealing an extra 13 points of damage.

[6/day]0: Acid Splash, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Resistance.
[8/day]1: AberrateBoVD, Protection from Good, Seething EyebaneBoVD, C, Shocking Grasp, StuporBoVD.
[8/day]2: Darkness, Devil's TongueBoVD, C, Mirror Image, Scorching Ray, Summon Swarm.
[8/day]3: Devil's EyeBoVD, Lightning Bolt, Love's PainBoVD, C, Rage.
[8/day]4: Absorb StrengthBoVD, C, Black Tentacles, Damning DarknessBoVD, Wall of Ice.
[7/day]5: Call Lemure HordeBoVD, Cone of Cold, Feeblemind, Morality UndoneFC1, Wall of OozeBoVD.
[7/day]6: Acid Fog, Chain Lightning, Freezing Sphere, Harm.
[7/day]7: Delayed Blast Fireball, Fiendish ClarityFC1, Rapture of RuptureBoVD, Whirlwind of TeethBoVD 
[7/day]8: Create Greater Undead, Fire Storm, Horrid Wilting, Polar Ray.
[6/day]9: Apocalypse from the SkyBoVD, Eternity of TortureBoVD, MindrapeBoVD, UtterdarkLoM.
[4/day]10: Body SofteningHome, Gathgorian's FireballHome, Simmer's Contagious FireburstHome, True Meteor SwarmHome

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

Gathgorian's Fireball
Evocation [Evil, Fire, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil.
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Area: 40ft spread.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.

This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.

Ellese casts as a 1st level death delver. The save DCs are 15 + spell level. Her metamagic options are Empower Spell (+2), Energy Substitution(Acid) (+0), Maximize Spell (+3) and Energy Admixture (+3). Once per day she may automatically maximize any spell. Twice per day she may declare a spell a smiting spell, dealing an extra 13 points of damage.

[1/day]1: Lesser Restorationx2


Gear:
Spoiler: ShowHide


[Wrists]Bracers of Armor+11: +11 armor bonus to armor class.
[Belt]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

7940.4 gold


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No since she's bugfuck insane right now.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#16
Crystal, fey knight.

Pixie 4/Ranger (Mounted Combat style variant) 22//Paladin of Freedom 14/Defender of the Natural World 12 with the eladrin hero template.

Size/Type: Small Eladrin (Chaotic, Good)
Hit Dice: 26d10+182+26+104 (444 hp)
Initiative: +13
Speed: 20ft, fly 60ft (good)
Armor Class: 47 (+1 size, +1 dodge, +8 natural, +12 dex, +10 armor, +5 deflection)(100% fortification)(1 over dex cap)
Base Attack/CMB/CMD: +26/+39/65
Attack: Gwyncleddyf+42 (1d6+18 plus 2d6 holy plus 2d6 anarchic plus +2/+2d6 vs evil outsiders 19-20 x2) or Hywlythtor+44 (1d6+18 plus 2d6 holy plus +2/+2d6 vs evil outsiders plus 2d6 on charge 19-20 x4) or slam+34 (1d6+7)
Full Attack: Gwyncleddyf+42/+37/+32/+27 (1d6+18 plus 2d6 holy plus 2d6 anarchic plus +2/+2d6 vs evil outsiders 19-20 x2) or Hywlythtor+44/+39/+34/+29 (1d6+18 plus 2d6 holy plus +2/+2d6 vs evil outsiders plus 2d6 on charge 19-20 x4) or 2 slams+34 (1d6+7)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, spells, favored enemy(Fey+4, Evil Outsiders+4, Lawful Outsiders+2, Evil+6, Dragons+2, Constructs+2).
Special Qualities: Damage reduction 20/cold iron, epic and evil, greater invisibility, spell resistance 39, immunity to electricity and petrification, resistance to cold and fire 20, fast healing 5, low-light vision, darkvision 60ft, aura of good, detect illusions, divine grace, lay on hands(182 hp), aura of resolve, divine health, illusion magic, fairy dragon mount, remove disease 3/week, wild empathy, animal companion, woodland stride, swift tracker, evasion, spellcasting synergy(1st-4th level), camouflage, natural blessings, hide in plain sight, smite favored enemy, combined spells, tongues, hero of the story, alternate form (courre ball of light).
Saves: Fort +39, Ref +43, Will +36 (+4 vs poison)
Abilities: Str 24, Dex 37, Con 24, Int 24, Wis 26, Cha 36
Skills: Concentration+35, Diplomacy+42, Handle Animal+42, Knowledge(Nature)+37, Knowledge(Nobility and Royalty)+35, Knowledge(Religion)+35, Ride+42, Sense Motive+36, Survival+36, Swim+35, Use Rope+42
Feats: Dodge(B), Weapon Finesse(B), Mounted Combat(1), Sacred Vow(3), Track(R1), Devoted Tracker(6), Ride-By Attack(R2), Endurance(R3), Battle Blessing(9), Spirited Charge(R6), Natural Bond(12), Fey Knight(15), Trample(R11), Celestial Mount(DNW1), Nemesis(Evil)(18), Toughness(24)
Epic Feats: Epic Toughness(B), Epic Toughness(B), Epic Spell Capacity(21)
Alignment: Chaotic Exalted

Racial 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.

Spell-Like Abilities

1/day-confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 17th. The save DCs are Charisma based.

Berry of the Eternal Heart (Ex)

+1 sacred bonus to charisma.

Hero of the Story (Su)

The Court of the Stars is all about stories where figures are cast larger than life, taking part in the grand performance that is life in Queen Morwel's court. This allows the eladrin hero to perform above and beyond when it is the focus of current events. In a situation where the eladrin hero would be the lead of the situation it is in, he gains several benefits as detailed below. The creature must be acting of its own free will and doing something it cares deeply about. The situation must also be suitably dramatic. Examples of good situations are the eladrin hero confronting an evil dragon in its lair or crossing swords with its archenemy.

The eladrin hero gains the following benefits when this ability is active:

- A +4 sacred bonus to armor class.
- A +4 sacred bonus to attack rolls, weapon damage rolls, checks and saving throws.
- Hero's Resolve: If the eladrin hero is reduced to zero hit points or less, it is instead reduced to 1 hit point. It cannot be reduced below 1 hit point until the beginning of its next turn. This ability functions once per day.
- Hero's Valor: Any critical threats the eladrin hero rolls are automatically confirmed.

Misc

Crystal has a +2 racial bonus to Knowledge (Nature) checks.


Paladin powers:
Spoiler: ShowHide


Spells

Aura of Good (Ex)

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

Detect Illusions (Sp)

A Fey Paladin is able to discern reality from illusion with ease. This functions as detect evil with the following modifications.

1st Round

Presence or absence of illusions.

2nd Round

Number of illusions in the area and the spell level of the most potent illusion present.

3rd Round

The spell level and location of each illusion. If an illusion is outside your line of sight, then you discern its direction but not its exact location.

Smite Evil (Su)

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

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Resolve (Su)

Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Divine Health (Ex)

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

Illusion Magic (Ex)

The fey paladin adds the following spells to her spell list:

1st

Color Spray, Silent Image.

2nd

Hypnotic Pattern, Mirror Image.

3rd

Major Image, Misdirection.

4th

Greater Mirror Image, Rainbow Pattern.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


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.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

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.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.


Defender of the Natural World powers:
Spoiler: ShowHide


Companion Mount (Ex)

Levels of Defender of the Natural World stack with either your paladin levels for the sake of your special mount or your ranger level for the sake of your animal companion. Choose which on taking the first level of this class. Once you have chosen, this choice cannot be undone.

Spellcasting Synergy (Ex)

As you devote yourself equally to the natural world and holy orders, your magic blends together just as equally. At 2nd level you gain the ability to memorize paladin spells in your ranger spell slots, and ranger spells in your paladin spell slots. This applies only to 1st level spells. At 4th level this applies to 2nd level spells, 3rd level spells at level 6 and 4th level spells at level 8.

Natural Blessings (Ex)

At 5th level, your spells have blended together enough to be able to apply the blessings of your paladin spells to your ranger spells. Your Battle Blessing feat now applies to both your ranger and your paladin spells.


Gear:
Spoiler: ShowHide


[Weapon]Gwyncleddyf: Small Longsword+5, holy, anarchic and evil outsider bane.
[Weapon]Hywlythtor: Small shiftsilver lance+6, holy, evil outsider bane, keen and charging. Has an x4 critical hit multiplier.

[Armor]Brygncas: Small mithral breastplate+5, blueshine, styptic, ghost ward and heavy fortification. Has a maximum Dex cap of 12. 100% chance to negate sneak attack or critical hit damage. Enhancement bonus of armor applies to touch AC.

[Head]Crown of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Ring of Deflection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of the Savior: At will panacea, CL 10th.

[Bag of Holding]Portable Hole, increased to being 20ft deep.

[Hope's Gear]Amulet of Natural Armor+2.

[Reserve Medallion]Contact Medallion: Allows telepathic communication with one target.
[Reserve Weapon]Medium Mithral Holy Avenger.
[Reserve Weapon]Masterwork Small Longsword.

[Potion]Potion of cure moderate wounds.

77824.95 gold.



Spells:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect law. At will-chaos hammer, delayed blast fireball, empowered righteous smite, gate, greater heroism, haste, holy smite, holy word, time stop, word of chaos. 1/day-confusion, dancing lights, detect chaos, detect good, detect thoughts, dispel magic, entangle, miracle, permanent image. Caster level 26th. The save DCs 24 + spell level.

Crystal casts as a 26th level paladin and 22nd level ranger. The save DCs are 28 + spell level. All of her paladin and ranger spells are automatically quickened. She may memorize paladin spells in ranger slots and vice versa.

[12/day]1: Divine Favorx3, Lesser Restorationx4, LightfootSC, Rhino's Rushx4SC.
[10/day]2: Barkskinx5, Eagle's Splendor, Fell The Greatest Foex3SC, Mirror ImageFP.
[10/day]3: Brilliant EmanationBoED, S(1d3 str), Heal Mountx4, Righteous Furyx5SC.
[11/day]4: Freedom of Movementx3, Greater Mirror Imagex5FP, Holy Swordx2, SunmantleBoED, S(1d4 str)
[9/day]5: Divine Agilityx2SC, Inner Beautyx2FC1, Owl's Insightx2SC, Righteous Mightx3.
[3/day]6: Bolt of GlorySC, Heal, Unicorn HeartCM

BoED - Book of Exalted Deeds.
FC1 - Fiendish Codex 1.
FP - Extra spell granted by fey paladin.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.

Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Crystal relies on charges to do damage combined with spirited charge and various buffing spells, shared with her mount. She is fearless and resolute in battle, even against foes that dwarf her size.

<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

#17
Hope, Crystal's Mount.

Celestial Fairy Dragon 31

Size/Type: Medium Dragon
Hit Dice: 31d12+248+31+114 (619 hp)
Initiative: +14
Speed: 50ft, fly 100ft (perfect), swim 50ft
Armor Class: 55 (+10 dex, +34 natural, +1 dodge)
Base Attack/CMB/CMD: +32/+44/64
Attack: Bite+43 (1d6+12)
Full Attack: Bite+43/+38 (1d6+12) and 2 claws+38 (1d4+6)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, smite evil, frightful presence 50ft.
Special Qualities: Damage reduction 15/epic, spell resistance 36, immunity to sleep and paralysis, resistance to acid, cold and electricity 20, darkvision 120ft, low-light vision, water breathing, empathic link, improved evasion, share spells, share saving throws, command creatures, link, devotion, multiattack, fast healing 3.
Saves: Fort +23, Ref +25, Will +20 (+4 vs enchantment)
Abilities: Str 34, Dex 31, Con 26, Int 17, Wis 21, Cha 22
Skills: Bluff+40, Diplomacy+40, Hide+44, Knowledge(Arcana)+37, Listen+39, Move Silently+44, Sense Motive+39, Spot+36, Survival+36, Swim+51
Feats: Weapon Finesse(B), Improved Initiative(1), Dodge(3), Improved Speed(6), Power Attack(9), Toughness(12), Ability Focus(Breath Weapon)(15), Awaken Frightful Presence(18)
Epic Feats: Great Ability(Constitution)(21), Armor Skin(24), Epic Toughness(27), Epic Toughness(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Su)

A fairy dragon has one type of breath weapon, a 20-foot cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 35 Will save or become dazed for 1d3 rounds. The save DC is Constitution based.

Water Breathing (Ex)

A fairy dragon can breath water as easily as air.

Smite Evil (Su)

Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Mount powers:
Spoiler: ShowHide


Empathic Link (Su)

The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount's eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells

At the paladin's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.

Improved Speed (Ex)

The mount's speed increases by 10 feet.

Command (Sp)

Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + ½ paladin's level + paladin's Cha modifier) to negate the effect.

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Devotion (Ex)

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.'

Multiattack

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.


Gear: [spoiler]

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
<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

#18
Mirima, Mistress of the Graceful Blow

Fighter 16/Sorcerer 10//Scout 6/Arcane Duelist 16/Champion of Corellon Larethian 4

Size/Type: Medium Outsider (Native)
Hit Dice: 6d8+20d10+156+26 (332 hp)
Initiative: +11
Speed: 50ft
Armor Class: 50 (+10 dex, +13 cha, +1 dodge, +6 armor, +5 deflection, +5 natural)(+4 vs PA)
Base Attack/CMB/CMD: +24/+40/72
Attack: Woven Gold+55 (1d10+42 plus 2d6 (4d6) skirmish 15-20 x2)
Full Attack: Woven Gold+55/+50/+45/+40 (1d10+42 plus 2d6 (4d6) skirmish 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, skirmish+2d6/+1 AC(+4d6/+3 AC), enchant chosen weapon+6, dexterous attack, elegant strike, flurry of swords.
Special Qualities: Elven blood, darkvision 60ft, resistance to fire 30, immunity to sleep, trapfinding, battle fortitude+1, uncanny dodge, trackless step, evasion, flawless stride, chosen weapon, apparent defense, blur, false keenness, corellon's blessing(10 hp), mirror image, superior defense+1, fast healing 3.
Saves: Fort +34, Ref +38, Will +31
Abilities: Str 22, Dex 30, Con 22, Int 19, Wis 17, Cha 31
Skills: Diplomacy+40, Knowledge(religion)+20, Listen+34, Perform(song)+44, Search+34, Spot+34, Tumble+39
Feats: Apt Learner(Diplomacy and Perform)(1), Dodge(F1), Mobility(3), Weapon Finesse(F2), Combat Expertise(SC4), Exotic Weapon Proficiency(Elven Courtblade)(F4), Improved Skirmish(6), Eschew Materials(S1), Weapon Focus(Elven Courtblade)(9), Weapon Specialization(Elven Courtblade)(CCL1), Extend Spell(S5), Arcane Strike(12), Melee Weapon Mastery(F6), Spring Attack(15), Bounding Assault(F8), Toughness(F10), Mighty Are Fallen(18), Rapid Blitz(CCL4), Sudden Maximize(S10), Greater Weapon Focus(Elven Courtblade)(F12), Greater Weapon Specialization(Elven Courtblade)(F14), Improved Critical(Elven Courtblade)(F16)
Epic Feats: Great Ability(Charisma)(21), Fast Healing(AD13), Great Ability(Charisma)(24), Greater Blur(AD16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Elven Blood (Ex)

For all special abilities and effects, a celadrin is considered an elf. Celadrins, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.

Melodious Voice (Ex)

A celadrin has a captivating voice, capable of influencing NPC attitudes. A celadrin receives a +1 racial bonus on Diplomacy checks made to influence the attitude of a non-player character or on wild empathy checks made to influence the attitude of an animal or magical beast. This bonus rises to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.


Gear:
Spoiler: ShowHide


[Weapon]Woven Gold: Elven Courtblade+7(+13). Increases apparent defense AC bonus by 2. Quickens mirror image 3/day.

[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Vinco Proeliator: +1 to saves and CMB/CMD per fighter bonus feat.
[Ring 2]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Reserve Weapon]Masterwork cold iron longsword.
[Reserve Weapon]Masterwork trident
[Reserve Weapon]Masterwork longspear
[Reserve Weapon]Heartguard: Wood dagger+1, +2 enhancement to Charisma. Hard as steel.

[Scroll]Scroll of Orb of Fire.
[Expendable]4 potions of cure serious wounds.



Spells:
Spoiler: ShowHide


Always active: False Life, Greater Mage Armor.

Spell like abilities

1/day-scorching ray. Caster level 24th. The save DCs are 20 + spell level.

Mirima casts as a 9th level sorcerer. The save DCs are 20 + spell level.

[6/day]0: Acid Splash, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Resistance.
[9/day]1: Endure Elements, Fist of StoneSC, Magic Missile, Shield, Weapon ShiftSC.
[8/day]2: False Life, Ray of WeaknessSC, Resist Energy, Whirling BladeSC.
[7/day]3: False GravitySC, Fly, Greater Mage ArmorSC.
[7/day]4: Greater Invisibility, Orb of Force
[5/day]5: Wall of Force

SC - Spell Compendium.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Dance around the battlefield, using spring attack+bounding assault to land blows and avoid AoOs. Skirmish+arcane strike damage dice are the priority.
<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

#19
Morniel, Planar Diplomat.

Throne Archon 26//Psychic Rogue 5/Master Ambassador 16/Justicar of Tyr 5

Size/Type: Large Outsider (Good, Lawful)
Hit Dice: 26d8+312 (433 hp)
Initiative: +10
Speed: 40ft, fly 80ft (good)
Armor Class: 41 (-1 size, +5 dex, +15 natural, +9 armor, +3 deflection)
Base Attack/CMB/CMD: +26/+40/63
Attack: Vigorous Debate+40 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Full Attack: Vigorous Debate+40/+35/+30/+25 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities, sneak attack+2d6, psionics, smite anarchy 2/day.
Special Qualities: Damage reduction 20/epic, evil and silver, spell resistance 38, immunity to electricity and petrification, resistance to fire and electricity 20, darkvision 120ft, protective aura, uncanny dodge, trapfinding, evasion, danger sense, favored embassy (Highest Sun+2, Shra'kt'lor+2, Citadel of Ten Thousand Pearls+2, Aurora+4, Court of Stars+2), insightful acclimation, bonus languages, detect chaos, bureaucratic knowledge, axiomatic spellcasting+1, maimed god's boon.
Saves: Fort +28, Ref +26, Will +35 (+13 vs chaotic spells and outsiders)
Abilities: Str 38, Dex 36, Con 34, Int 30, Wis 31, Cha 36
Skills: Bluff+58, Concentration+51, Diplomacy+80, Forgery+49, Gather Information+56, Intimidate+61, Knowledge(nobility and royalty)+52, Knowledge(local: arborea, arcadia, aurora, astral plane, mount celestia, cold, earth, elysium, eternus, final rest, fire, limbo, mechanus, nature's heart, seelie court, union bank, water, wind, ysgard)+29, Knowledge(planes)+54, Knowledge(religion)+54, Listen+49, Perform(Oratory)+59, Sense Motive+71, Spot+49 (+10 competence to all skills, factored in)
Feats: Words of Creation(B), Master of Knowledge(1), Wanderer's Diplomacy(3), Master Manipulator(6), Skill Focus(Diplomacy)(MA2), Inside Connection(Bringers of Hope)(9), Skill Focus(Sense Motive)(MA5), Improved Initiative(12), Negotiator(MA8), Smooth Talk(15), Charming(18)
Epic Feats: Epic Skill Focus(Diplomacy)(21), Epic Reputation(MA13), Epic Master of Knowledge(24), Epic Skill Focus(Sense Motive)(AD16)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Aura of Menace (Su)

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

The save DC for a Throne Archon's Aura of Menace is 34.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of a throne archon that meets the creature's glowing blue eyes must succeed on a Will saving throw (DC 34) or temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral:Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 15 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 30 points of damage.


Gear:
Spoiler: ShowHide


[Weapon]Vigorous Debate: Greatsword+1, merciful. Grants a +15 competence bonus to intimidation checks.
[Armor]Golden Words: Breastplate+5. Grants a +15 competence bonus to diplomacy and sense motive checks.

[Head]Circlet of Persuasion: +3 competence bonus to charisma based checks.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+3: +3 deflection bonus to armor class.

3000 gold.


Spells:
Spoiler: ShowHide


Spell-like abilities

Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 24th. The save DCs are 23 + spell level.

Morniel manifests as a 10th level psychic rogue. His save DCs are 20 + power level.

Power points: 70

[1 pp]1st: Attraction, Conceal Thoughts, Empathy.
[3 pp]2nd: Cloud Mind, Detect Hostile Intent, Psionic Tongues.
[5 pp]3rd: Escape Detection, Greater Concealing Amorpha.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Avoid melee, use spell like abilities to aid the battle. If he must join it, flank so that he can use his sneak attack dice.
<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

#20
Mirajane

Favored Soul 10/Divine Oracle 16//Sentinel 25/Barbarian 1

Size/Type: Medium Outsider (Good, Angel)
Hit Dice: 25d10+1d12+182 (330 hp)
Initiative: +7
Speed: 60ft, fly 100ft (good)
Armor Class: 46 (+17 natural, +7 dex, +2 insight, +9 armor, +1 helm)
Base Attack/CMB/CMD: +26/+33/51
Attack: Sharp Sunshine+39 (1d12+15 x4)
Full Attack: Sharp Sunshine+39/+34/+29/+24 (1d12+15 x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, turn undead 10/day(11d6; DC 26), spells, smite evil 6/day, rage 1/day.
Special Qualities: Damage reduction 15/epic and evil, immunity to acid, cold and petrification, resistance to electricity and fire 30, spell resistance 36, protective aura, tongues, darkvision 120ft, low-light vision, foresight, visions, deity's favor, scry bonus, prescient sense, trap sense+5, divination enhancement, improved uncanny dodge, immune to surprise, aura of good, detect evil, divine grace, alight gaze, aura of courage, heavenly purity, atonement 5/week.
Saves: Fort +31, Ref +31, Will +33 (+4 racial vs poison, +2 sacred fort vs evil outsiders and evil spells)
Abilities: Str 24, Dex 24, Con 24, Int 24, Wis 24, Cha 25
Skills: Concentration+36, Diplomacy+36, Handle Animal+36, Hide+36, Knowledge(Planes)+36, Knowledge(Religion)+40, Listen+36, Move Silently+36, Sense Motive+36, Spellcraft+36, Spot+40, Survival+36, Swim+36
Feats: Skill Focus(Knowledge:Religion)(1), Power Attack(3), Divine Might(6), Battle Blessing(9), Extend Spell(12), Combat Reflexes(15), Supernatural Instincts(18)
Epic Feats: Epic Spell Capacity(21), Permanent Emanation(Cloak of Bravery)(DO13), Epic Divine Might(24), Great Smiting(S23), Spectral Strike(DO16)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Foresight (Su)

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

Visions (Su)

Mirajane has the ability to see the truth and potential futures. As an immediate action, Mirajane can gain any one of the following three bonuses. The bonuses from this ability last for three rounds. This ability may be used once per hour.

- A +7 insight bonus to Bluff, Diplomacy and Sense Motive checks.
- A +7 insight bonus to armor class and saving throws.
- A +7 insight bonus to attack rolls and weapon damage rolls.

Acid Blood (Ex)

1d6 acid damage on melee attacker within 10ft.



Favored Soul powers:
Spoiler: ShowHide


Deity's Favor (Ex)

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

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

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


Divine Oracle powers:
Spoiler: ShowHide


Scry Bonus (Su)

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

Prescient Sense (Ex)

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

Trap Sense (Ex)

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

Divination Enhancement (Ex)

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

Uncanny Dodge (Ex)

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

Improved Uncanny Dodge (Ex)

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

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

Immune to Surprise (Ex)

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


Sentinel powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

Divine Grace (Su)

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

Alight Gaze (Su)

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

Aura of Courage (Su)

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

Celestial Fortitude (Su)

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

Heavenly Purity (Su)

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

Redemption (Sp)

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


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

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

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


Gear:
Spoiler: ShowHide


[Weapon]Sharp Sunshine: Longspear+5, holy. Deals a base of 1d12 damage and deals quadruple damage on a critical hit. Due to the composition of the spear head, it deals both piercing and slashing damage. Three times per day as a standard action, the wielder can invoke the spear to cast a consecrated, maximized searing light spell (caster level 20th).
[Armor]Breastplate+3, soulfire. +4 max dex bonus, +1 armor.

[Head]Helm of the Hero. Grants a +1 bonus to armor class and attack rolls. Each day it is worn, it grants the wearer 2d12+12 temporary hit points. These hit points last for 24 hours or until the helmet is removed. The wearer is immune to fear and paralysis.
[Neck]Amulet of natural armor+3: +3 enhancement bonus to natural armor.

[Reserve Weapon]Masterwork Halberd

6400 gold


Spells: [spoiler]

Spell-like abilities

Always active-detect evil, discern lies, true seeing. At will-blade barrier, consecrate, dispel evil, flame strike, greater dispel magic, holy aura, holy smite, holy word, remove curse, remove disease, remove fear. 1/day-heal, vision. Caster level 24th. The save DCs are 17 + spell level.

Mirajane casts as a 26th level favored soul with access to the oracle domain. The save DCs are 17 + spell level.

0: AmanuensisSC, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy SymbolCC
1: Conviction, Divine Favor, Ray of HopeBoED, Shield of Faith, SignSC, Twilight LuckBoED
2: Close WoundsSC, Divine InsightSC, Eagle's Splendor, Hold Person, Lesser Restoration, Lore of the GodsCC
3: Cure Serious Wounds, Fell the Greatest FoeSC, GraceSC, Prayer, RefreshmentBoED, Speak with Dead
4: Assay Spell ResistanceSC, Dimensional Anchor, Freedom of Movement, Greater Magic Weapon, Moon BoltSC, Stars of ArvandorBoED
5: Crown of FlameBoED, Greater Command, Greater Vigor, Mass Cure Light Wounds, Righteous Might, Sacred GuardianBoED
6: Antilife Shell, Bolt of GlorySC, Harm, Heal, Lucent LanceSC Stone BodySC
7: Blood to WaterSC, Fortunate FateSC, Greater Plane ShiftSC, Greater Scrying, Planar BubbleSC, Radiant AssaultSC
8: Earthquake, Greater Planar AllySC, Lion's RoarSC, Mass Death WardSC, Righteous HaloHome
9: Gate, Mass Heal, Miracle, Sublime RevelryBoED
10: Celestial ValorHome, Mass Freedom of MovementHome, Miracle of HealthHome, Miracle of LifeHome, Mirajane's RevelationHome, Summon Monster XHome
11: Hanna's ChargeHome, Latha's SunmantleHome, Summon PlanetarHome, StigmaHome, Superb Dispelling

Mirajane casts as a 25th level sentinel with access to the oracle domain. The save DCs are 17 + spell level.

1: Blessx2, Divine Favorx3
2: Lesser Restorationx5
3: Righteous Furyx5
4: Break Enchantment, Cure Serious Wounds, Freedom of Movement, Neutralize Poison
5: Cure Critical Woundsx2, Life's Gracex2
6: Heal
<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

#21
Arrel, Giant Eagle.

Giant Eagle 15/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 14/Fighter 6

Size/Type: Large Dragon
Hit Dice: 5d12+15d8+6d10+182+26+7 (398 hp)
Initiative: +14
Speed: 20ft, fly 120ft (perfect)
Armor Class: 37 (-1 size, +6 dex, +13 natural, +1 dodge, +4 charisma, +4 wisdom)
Base Attack/CMB/CMD: +24/+38/55
Attack: Claw+36 (4d8+13 plus 5 momentum)
Full Attack: 2 claws+36/+31/+26/+21 (4d8+12 plus 5 momentum) and bite+36 (2d8+19 plus 5 momentum)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon(16d8 fire; 1d4 rounds; DC 29), smite evil, spell-like abilities, flurry of blows, stunning fist 9/day(DC 26), momentum+5, power dive, swoop, terrifying shriek, ki strike(magic).
Special Qualities: Damage reduction 10/adamantine and epic,  immunity to aging, disintegration, fire, paralysis, petrification, polymorph and sleep, resistance to acid, cold and electricity 20, spell resistance 39, low-light vision, darkvision 120ft, improved evasion, preternatural grace, death from above+3, range increase, slow fall 20ft, blindsight 240ft.
Saves: Fort +26, Ref +25, Will +20 (+2 vs enchantment)
Abilities: Str 36, Dex 22, Con 24, Int 16, Wis 19, Cha 18
Skills: Appraise+32, Balance+35, Concentration+35, Escape Artist+35, Hide+35, Jump+46, Knowledge(Local:Ysgard)+32, Listen+33, Move Silently+35, Spot+37, Survival+33, Swim+42, Tumble+35 
Feats: Multiattack(B), Improved Multiattack(B), Dodge(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Mobility(3), Flyby Attack(AA1), Maximize Breath(6), Improved Flyby Attack(9), Improved Natural Attack(claw)(12), Rapidstrike(claw)(15), Power Attack(F1), Combat Expertise(F2), Improved Rapidstrike(claw)(18), Improved Initiative(F4), Toughness(F6)
Epic Feats: Vision of the Skies(21), Superior Initiative(24), Epic Vision of the Skies(AA14)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-freedom of movement. 3/day: animate breath, heal. Caster level 23rd.

Breath Weapon (Su)

60ft cone of fire every 1d4 rounds for 12d8 damage, DC 23 reflex to halve. The save DC is constitution based.

Smite Evil (Su)

Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

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 takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Preternatural Grace (Ex)

A monster of legend gains its Charisma modifier as a deflection bonus to armor class, as well as one half of its Charisma modifier as a resistance bonus to saving throws.


Monk powers:
Spoiler: ShowHide


Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

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.

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.


Hoard:
Spoiler: ShowHide


27513.98 gold

27 gold ingots worth 500 gold each.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Use great mobility and keep airborne. Swoop and Terrifying Shriek work well together, and a maximized breath can be good when tactically feasible.  Never stay in full attack range unless required by the situation.
<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

#22
Tannin Darkbrooke

Rogue 5/Vigilante 16/Spellfilch 5//Fighter 2/Battle Dancer 24

Size/Type: Medium Outsider (Native)
Hit Dice: 2d10+24d8+130+26+52 (313 hp)
Initiative: +13
Speed: 70ft, fly 70ft (average)
Armor Class: 43 (+5 dex, +10 cha, +4 battle dancer, +7 armor, +5 deflection, +2 natural)
Base Attack/CMB/CMD: +26/+32/67
Attack: Unfettered Justice+33 (1d6+6 15-20 x2) or Unarmed Strike+32 (4d8+6)
Full Attack: Unfettered Justice+33/+28/+23/+18 (1d6+6 15-20 x2) or Unarmed Strike+32/+27/+22/+17 (4d8+6)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+3d6, spells, smite the guilty 4/day, dancer's strike(magic, good, silver), signature spell 2/day(glibness).
Special Qualities: Darkvision 60ft, resistance to acid and fire 5, trapfinding, evasion, penetrating strike, uncanny dodge, detect evil, streetwise+6, quick search, speak with dead, quick hide, dimensional anchor, dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the furious unicorn, mettle, dance of the crushing python, spellwise(skills, sneak attack, evasion), dance of the soaring eagle, dance of death's embrace, regeneration 1
Saves: Fort +20, Ref +27, Will +20
Abilities: Str 22, Dex 20, Con 20, Int 20, Wis 15, Cha 30
Skills: Concentration+28, Bluff+52, Gather Information+58, Hide+34, Intimidate+40, Knowledge(Arcana)+20, Knowledge(Local: Purinn)+33, Listen+33, Move Silently+34, Search+35, Sense Motive+31, Spellcraft+21, Spot+33, Tumble+34
Feats: Alertness(1), Improved Initiative(F1), Power Attack(F2), Skill Focus(Gather Information)(3), Improved Natural Attack(6), Chaos Devotion(9), Toughness(12) Silent Spell(15), Exotic Weapon Proficiency(Whip)(S1), Quicken Spell-Like Ability(Glibness)(18)
Epic Feats: Epic Spell Capacity(21), Superior Initiative(V13), Epic Skill Focus(Gather Information(24), Epic Toughness(BD23), Epic Ability Focus(Bluff)(V16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

1/day: entropic shield. Caster level 19th.

Regeneration (Su)

Tannin takes lethal damage from evil weapons or spells with the evil descriptor.


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

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.

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.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.


Gear:
Spoiler: ShowHide


[Weapon]Unfettered Justice: Rapier+1, keen. Readied.
[Armor]Bracers of Armor+7: +7 armor bonus to armor class.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+2: +2 enhancement bonus to natural armor.
[Waist]Monk's Belt.
[Ring 1]Ring of Protection+5: Grants a +5 deflection bonus to armor class.
[Ring 2]Unseen Ring: Provides a constant mind blank effect.
[Feet]Boots of the Quick Escape: Plane shift 1/day.

[Expendable]4 potions of cure serous wounds.

3120.63 gold


Spells:
Spoiler: ShowHide


Spell-like abilities

2/day-glibness. 1/day-entropic shield. Caster level 20th. The save DCs are 19 + spell level.

Tannin casts as an 14th level vigilante. The save DCs are 19 + spell level. His metamagic option is Silent Spell (+1).

[7/day]1: Comprehend Languages, Detect Secret Doors, Feather Fall, Undetectable Alignment.
[7/day]2: Alter Self, BladeweaveSC, Detect Thoughts, Tactical PrecisionSC.
[6/day]3: Glibness, Haste, Scrying, See Invisibility.
[6/day]4: Freedom of Movement, Greater Invisibility, Legend Lore, Rainbow Pattern.
[5/day]5: Greater Dispel Magic, Mirage Arcana, Mislead, Persistent Image.
[3/day]6: Greater Scrying, Veil.

SC - Spell Compendium.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Use greater invisibility plus Dance of the Furious Unicorn or sustained assaults. He prefers his rapier when using Dance of the Furious Unicorn for the crit chance, and otherwise prefers unarmed strikes for known crit immune foes and all other instances. Avoids staying around too long where his limited HP can be depleted.
<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

#23
Stille, Aasimar Paladin of Freedom 2/Cleric of Selune 1/Battle Dancer 2/Fatemaker 1/Fighter 2/Ranger 3/Barbarian 2/Rogue 3/Duskblade 3/Marshal 2/Psychic Warrior 2/Sorcerer 1/Mariner 1/Psion 1//Swashbuckler 3/Ninja 3/Ardent Dilettante 10/Phasic Priest 10

Size/Type: Medium Outsider (Native, Psionic)
Hit Dice: 5d10+18d8+1d6+2d12+156+26+52+2 (350 hp)
Initiative: +13
Speed: 50ft
Armor Class: 59 (+7 dex, +9 cha, +8 wis, +8 armor, +5 deflection, +5 natural, +7 shield)
Base Attack/CMB/CMD: +26/+32/71
Attack: Unarmed Strike+39 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Full Attack: Unarmed Strike+39/+34/+29/+24 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, smite evil 3/day, spells, turn undead 12/day (1d6; DC 18), favored enemy(elemental+2), rage 3/day, sneak attack+4d6, ki power 8/day, arcane channeling, psionics.
Special Qualities: Darkvision 60ft, resistance to acid, cold and electricity 5, aura of good, detect evil, divine grace, lay on hands (18 hp), dance of reckless bravery, wild empathy, uncanny dodge, trapfinding, improved evasion, penetrating strike, grace+1, insightful strike, ghost step(invisible), poison use, lore, enthrall, joie de vivre, sense link, scent, seen it before, see it again, blindsense 30ft, death holds no mysteries, arcane attunement, armored mage(light), new moon, auras, waxing moon, waxing moon to full moon, full moon, full moon to waning moon, sailor lore, seamanship+1, waning moon to new moon.
Saves: Fort +34, Ref +34, Will +28 (+4 sacred ref when raging.)
Abilities: Str 23, Dex 24, Con 22, Int 22, Wis 26, Cha 29
Skills: Bluff+39, Concentration+33, Diplomacy+39, Escape Artist+34, Intimidate+36, Knowledge(planes)+33, Listen+44, Perform(oratory)+36, Profession(chef)+22, Spot+46, Swim+33, Tumble+49
Feats: Skill Focus(Bluff)(1), Weapon Finesse(S1), Exotic Weapon Proficiency(Greatspear)(3), Improved Unarmed Strike(BD1), Chaos Devotion(6), Improved Initiative(F1), Toughness(F2), Divine Might(9), Track(R1), Extra Smiting(AD4), Power Attack(R2), Endurance(R3), Obscure Lore(12), Extra Rage(AD7), Initiate of Selune(15), Strong Stomach(AD10), Improved Natural Attack(18), Combat Casting(D2), Skill Focus(Diplomacy)(M1), Improved Sunder(PW1), Focused Sunder(PW2), Eschew Materials(S1), Weapon Focus(Unarmed Strike)(S1), Quick-Thinking(MA1), Wounding Attack(P1)
Epic Feats: Epic Toughness(21), Epic Divine Might(24)
Alignment: Anarchic Good

Paladin of Freedom powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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


Battle Dancer powers:
Spoiler: ShowHide


Dance of Reckless Bravery (Su)

A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.


Fatemaker powers:
Spoiler: ShowHide


Stille casts as a 1st level fatemaker.

Spells per day: 2

1: Charm Person, True Strike.


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.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

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


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.


Swashbuckler powers:
Spoiler: ShowHide


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.


Ninja powers:
Spoiler: ShowHide


Ki Power (Su)

A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.

As long as a ninja's ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

A ninja's ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

Trapfinding (Ex)

A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Ghost Step (Su)

Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

Poison Use (Ex)

At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.


Ardent Dilettante powers:
Spoiler: ShowHide


Heightened Senses (Su)

An ardent dilettante gains a competence bonus on Listen and Spot checks equal to 1 + one-half her class level.

Lore (Ex)

As the Loremaster ability of the same time.

Enthrall (Sp)

Starting at 2nd level, an ardent dilettante can recount one of her many adventures or experiences, capturing the attention of an audience as with an enthrall spell. An ardent dilettante can use this ability once per day for every two class levels she has. Caster level equals character level; save DC 12 + Cha modifier.

Joie de Vivre (Sp)

An ardent dilettante of 3rd level or higher takes such obvious pleasure in life that she can influence those around her to feel the same way, as with a good hope spell. An ardent dilettante can use this ability once per day for every three class levels she has. Caster level equals character level; save DC 12 + Cha modifier.

Sense Link (Sp)

At 4th level, an ardent dilettante becomes able to establish a link with another creature within 30 feet, gaining the benefit of a clairaudience/clairvoyance spell centered on that creature's position. Unwilling targets receive a saving throw against the spell; if the saving throw is successful, the effect is centered on the current position of the creature, but does not move with it. Once the link is established, distance is not a factor (though it works only on the plane you and the target currently occupy). Caster level equals ardent dilettante level; save DC 13 + Cha modifier.

Scent (Ex)

At 5th level, an ardent dilettante's sense of smell becomes so acute that she gains the scent special quality.

Seen It Before (Su)

Beginning at 6th level, an ardent dilettante can make a Will save to identify an illusion by perceiving it with any of her senses, even if the illusion provides sensory input for that sense. The DM should make this save in secret, to avoid alerting players that the character is witnessing an illusion. If the save fails, the ardent dilettante doesn't get another one until she interacts with the illusion.

See It Again (Su)

Once per day, when targeted by or in the area of a spell effect, an ardent dilettante of 8th level or higher can use her next action (if it is made within 1 round of the casting) to duplicate the casting of the spell, with all aspects identical. For instance, an ardent dilettante subjected to a dominate person spell cast by a 12th-level sorcerer can use an identical dominate person effect in the next round. The duplicated effect has the same save DC, range, and duration as if the original caster had cast it. The ardent dilettante automatically knows all relevant information about the spell in question (its name, effect, save DC, and so on).

Blindsense (Ex)

At 9th level, an ardent dilettante's senses become so attuned to her surroundings that she gains blindsense out to 10 feet.

Death Holds No Mysteries (Ex)

When a 10th-level ardent dilettante is brought back from the dead by such magic as raise dead and resurrection, the ardent dilettante gains a +25% bonus to her resurrection chance roll. In addition, she ignores the penalty for being brought back from the dead more than once.


Duskblade powers:
Spoiler: ShowHide


Stille casts as a 1st level duskblade.

3/4

0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue.
1: Blade of Blood, Stand.

Arcane Attunement (Sp)

You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.


Phasic Priest powers:
Spoiler: ShowHide


Lunar Magic (Ex)

The first lesson Phasic Priests learn is to call on the moon to strengthen them. Whenever she is under the light of the moon, she gains a +1 bonus to caster level.


Gear:
Spoiler: ShowHide


[Shield]Airguard III: Heavy Steel Shield+5, animated.

[Reserve Weapon]Desperation: Scythe+1, keen.
[Reserve Weapon]Cold Iron Longsword+1, flaming.
[Reserve Weapon]Flowsteel Blade: Masterwork longsword.
[Reserve Weapon]Ithea: Glaive+1, flaming and keen.
[Reserve Weapon]Deep Crystal Warhammer+2, manifester.

[Neck]Dragonart: +5 enhancement bonus and the wounding quality to special attacks. Applies the Deadly Blow class ability of Initiates of the Draconic Mysteries to all natural weapons.
[Waist]Angel's Belt: +6 enhancement bonus to ability scores.
[Wrists]Bracers of Armor+8: +8 armor bonus to armor class.
[Hands]Moongloves: 3/day automatically maximizes a casting of moonbolt. Grants a +3 bonus to caster level for moonbolt.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of Natural Armor+5: +5 enhancement bonus to natural armor.
[Feet]Cat's Fancy: +15 tumble, +5 jump, +10 enhancement to move speed, flight 3/day by command, 5 minute duration each.

[Staff]Staff of Rejuvenation: 44 charges. 1 charge for heal or restoration; 2 charges for fortunate fate. CL 15 or Stille's CL, whichever is higher.
[Staff]Staff of Celestial Valor: 50 charges. 1 charge for celestial valor or might of the solar; 2 charges for radiant storm. CL 27th or Stille's CL, whichever is higher.

[Misc]Copper Bracelet: 8 sp.

38574.38 gold


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No. Stille's enough of a headache to keep everything straight. I wouldn't force this on one of you.


Spells: [spoiler]

Spell-like abilities

1/day-daylight. Caster level 26th. The save DCs are 18 + spell level.

Stille casts as a 18th level cleric with access to the Chaos and Moon domains. (Caster level 22nd for divination and augury, caster level 20th for Moon Bolt.) The save DCs are 18 + spell level. His spell selection themes are lunar magic and whatever caught his fancy.

Always active: Divine Insight.

[6/day]0: Create Waterx3, Cure Minor Woundsx3
[7+1/day]1: (Protection from Law), Divine Favorx2, HandfirePGTF, Moon Lustx2SC, Omen of PerilSC, SignSC.
[7+1/day]2: (MoonbeamSC), Auguryx2, Divine Insightx3SC, Lesser Restorationx3
[7+1/day]3: (Magic Circle Against Law), Divinationx2, Moon Bladex3SC, Prayerx2.
[7+1/day]4: (Fear), Moon Boltx7SC
[5+1/day]5: (Dispel Law), Moon Pathx2SC, Moonwebx2PGTF, Righteous Mightx2.
[5+1/day]6: (Permanent Image), Healx5.
[4+1/day]7: (Insanity), Greater Harmx4HoH.
[4+1/day]8: (Cloak of Chaos), Earthquakex2, Lion's RoarSC, Mass Death WardSC
[3+1/day]9: (Moonfire), Mass Heal, Miraclex2

HoH - Heroes of Horror.
PGTF - Player's Guide to Faerun.
SC - Spell Compendium.

Stille casts as a 1st level fatemaker. The save DCs are 18 + spell level.

[3/day]1: Charm Person, True Strikex2.

Stille casts as a 3rd level duskblade. The save DCs are 16 + spell level.

[5/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue.
[6/day]1: Blade of Blood, Chill Touch, Shocking Grasp, Stand.

Stille casts as a 1st level sorcerer. The save DCs are 18 + spell level.

[5/day]0: Flare, Light, Prestidigitation, Read Magic
[6/day]1: Critical Strike

Stille manifests auras as a 2nd level marshal.

Minor auras(+9): Motivate Charisma.
Major auras(+1): Motivate Ardor.

Stille manifests as a 2nd level psychic warrior.

PP: 14

[1 pp]1: Adrenaline Boost, Vigor.

Stille manifests as a 1st level psion (nomad).

PP 14

[1 pp]1: Crystal Shard, Detect Teleport, Entangling Ectoplasm.
<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

#24
Master of the Fists of War

God Blooded(Tempus) 1/Monk 25//Battle Dancer 11/War Dancer 5/Shou Disciple 5/Monk of the Enabled Hand 5

Size/Type: Medium Outsider (Native)
Hit Dice: 16d8+10d10+144 (339 hp)
Initiative: +9
Speed: 140ft, fly 140ft (perfect)
Armor Class: 72 (+10 dex, +12 wis, +9 cha, +1 dodge, +6 monk, +3 battle dancer, +3 shou disciple, +8 armor, +5 deflection, +5 natural)
Base Attack/CMB/CMD: +25/+36/95
Attack: Unarmed strike+40 (4d8+14)
Full Attack: Unarmed strike+40/+40/+40/+35/+30/+25 (4d8+14)
Space/Reach: 10ft/10ft
Special Attacks: Stunning fist 25/day (DC 37), ki strike(epic, lawful, adamantine), martial flurry(any), mind over hand, reverse hand, empty hand, dragon tail slap.
Special Qualities: Damage reduction 15/adamantine and epic, improved evasion, slow fall(any), immunity to non-magical disease, immunity to poison, wholeness of body(44 hp), abundant step, spell resistance 35, mastery of the stunning fist, timeless body, tongue of the sun and the moon, empty body, perfect self, dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the furious unicorn, no thought, blood of Tempus, dance of divine might 2/day (empower).
Saves: Fort +24, Ref +34, Will +31 (+2 vs enchantment, +4 vs spells and slas)
Abilities: Str 18, Dex 30, Con 23, Int 16, Wis 34, Cha 28
Skills: Balance+63, Hide+53, Jump+78, Knowledge(religion)+31, Listen+42, Move Silently+53, Spot+42, Spellcraft+19, Tumble+38     
Feats: Alertness(H), Iron Will(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Combat Expertise(3), Dodge(6), Improved Disarm(M6), Darkstalker(9), Weapon Focus(Unarmed Strike)(12), Combat Reflexes(SD2), Improved Natural Attack(15), Power Attack(SD4), Pain Touch(18)
Epic Feats: Exceptional Deflection(21), Infinite Deflection(24), Improved Ki Strike(M23)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Blood of Tempus (Ex)

The Master of the Fists of War was blessed with a droplet of the blood of Tempus. This has given him the ability to pursue his martial craft to the utmost, in disregard for law and chaos. For the sake of monk, battle dancer or any other monk or unarmed fighting style class, he may ignore any alignment qualifications along the law/chaos axis.


Gear:
Spoiler: ShowHide


[Weapon]Dark Battlefield: ????

[Head]Earrings of Stealth: +15 enhancement bonus to Hide and Move Silently.
[Neck]Amulet of Natural Armor+5 and attacks+5: +5 natural armor bonus to armor class and a +5 enhancement bonus to natural attacks/unarmed strikes.
[Wrists]Bracers of Armor and Stunning+8: +8 armor bonus to armor class, +2 bonus to stunning fist save DC.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Monk's Belt. Swift action to spend 1 stunning fist to heal double his monk level.
[Feet]Boots of the Sure Feet: These boots give you supernatural balance and movement abilities. As a swift action, you can always take 10 on a Balance, Climb, Jump, Swim or Tumble check, even if distracted or in danger. You may use your Dexterity modifier in place of your Strength modifier for Jump checks. As a swift action, you can stand from prone, this doesn't provoke AoOs. You gain a +25 competence bonus to balance checks. Finally, you are under a permanent accelerated movement spell (CL20), which allows you to make Balance, Climb, Hide, Move Silently and Tumble checks with no penalty for moving your full speed.

[Slotless]Dragon Tattoo: This tattoo is filled to the brim with the energy of a devoted spirit, augmenting the Master's abilities. This tattoo grants him a +6 enhancement bonus to all ability scores and a +2 enhancement bonus to his unarmed strikes.

[Reserve Weapon]Baatorian Greensteel Falchion+1, hellfire.
[Reserve Weapon]Illusion Dancer: Scimitar+2. Each time you successfully hit and deal damage to a creature with Illusion Dancer, you gain a single image. This image functions as an image from the mirror image spell and stacks with that spell. You can have a maximum of three images at a time from Illusion Dancer. 31,250 gold.

36495.5 gold.


Custom Material:
Spoiler: ShowHide


Mastery of the Stunning Fist

Class: Monk.

Level: 15th.

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

Benefit: Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however.


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?

Anastasia

#25
Meillarberyl, Voice of the Triune.

Elf Warlock 26//Paladin of Freedom 5/Enlightened Spirit 7/Voice of the Triune 10/Eldritch Disciple 1/Fighter 2/Battle Dancer 1

Size/Type: Medium Humanoid (Elf)
Hit Dice: 7d10+5d6+14d8+138+23+46+26+13+20 (502 hp)
Initiative: +12
Speed: 30ft, fly 30ft (good)
Armor Class: 51 (+8 dex, +12 exalted, +4 deflection, +3 natural, +2 sacred, +12 cha)(holy aura defense)
Base Attack/CMB/CMD: +26/+28/64
Attack: Eldritch Blast+41 ranged touch (15d6+7 plus 3d6 vs evil (5d6 on crit) plus 2d6 vs evil outsiders)
Full Attack: Eldritch Blast+41 ranged touch (15d6+7 plus 3d6 vs evil (5d6 on crit) plus 2d6 vs evil outsiders) or Eldritch Glaive+41/+36/+31/+26 touch (15d6+7 plus 3d6 vs evil (5d6 on crit) plus 2d6 vs evil outsiders)
Space/Reach: 5ft/5ft
Special Attacks: Exalted strike+7/silver, invocations, eldritch blast+15d6, smite evil 2/day, channel energy 13/day (DC 22; 2d6), words of the triune(benediction, freedom, love, retreat, glory).
Special Qualities: Immunity to pain and sleep, low-light vision, endure elements, greater sustenance, ability score enhancement, mind shielding, damage reduction 15/cold iron, epic and evil, resistance to acid and fire 20, resistance to cold and electricity 15, freedom of movement, regeneration, detect magic, deceive item, celestial resilience 8, imbue item, aura of good, detect evil, divine grace, lay on hands(60 hp), aura of resolve, divine health, domain paladin(elf), aura of courage, aura of menace, blessed silence, words of creation, silent grace, true seeing, tongues, gift of the divine patron(healing blast), holy wake, holy aura.
Saves: Fort +42, Ref +35, Will +46 (+2 vs enchantment)
Abilities: Str 15, Dex 26, Con 22, Int 16, Wis 21, Cha 35
Skills: Concentration+35, Diplomacy+41, Disguise+41, Knowledge(Arcana)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Sense Motive+34, Spellcraft+32, Use Magic Device+41 (+8 to spot/listen)
Feats: Sacred Vow(1), Vow of Poverty(3), Vow of Silence(VoP4), Point Blank Shot(P5), Precise Shot(6), Words of Creation(VoP6), Purify Spell-Like Ability(Eldritch Blast)(VoP8), Devoted Warlock(9), Gift of Grace(VoP10), Empower Spell-Like Ability(Eldritch Blast)(12), Nimbus of Light(VoP12), Exalted Eldritch Blast(VoP14), Maximize Spell-Like Ability(Eldritch Blast)(15), Exalted Warlock(VoP16), Endurance(18), Exalted Endurance(VoP18), Ilmater's Resolve(VoP20), Toughness(F1), Improved Initiative(F2), Improved Unarmed Strike(BD1)
Epic Feats: Epic Vow of Poverty(21), Epic Toughness(VoP23), Epic Invocations(W23), Holy Blast(24), Great Ability(Charisma)(VoP26), Extra invocations(W26)
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Divine Blood (Ex)

Mei was gifted a drop of Sehanine Moonbow's blood, which has granted her maximum hit points per hit die.

AC Bonus (Su)

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

Endure Elements (Ex)

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

Exalted Strike (Su)

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

Sustenance (Ex)

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

Deflection (Su)

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

Resistance (Ex)

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

Ability Score Enhancement (Ex)

At 7th level, an ascetic gains a +2 enhancement bonus to one ability score. At 11th level, he gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, he gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, he gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score. Current stat modifications: +10 charisma, +8 constitution, +6 dexterity, +4 wisdom, +2 strength.

Natural Armor (Ex)

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

Mind Shielding (Ex)

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

Damage Reduction (Su)

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

Greater Sustenance (Ex)

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

Energy Resistance (Ex)

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

Freedom of Movement (Ex)

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

Regeneration (Ex)

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

True Seeing (Su)

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


Warlock powers:
Spoiler: ShowHide


Invocations

Mei uses invocations as a 17th level warlock.

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

Eldritch Blast (Sp)

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

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

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

A warlock can use eldritch blast at will.

Detect Magic (Sp)

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

Damage Reduction (Su)

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

Deceive Item (Ex)

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

Celestial Resilience (Su)

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

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

Energy Resistance (Su)

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

Imbue Item (Su)

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

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


Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Resolve (Su)

Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Divine Health (Ex)

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

Turn Undead (Su)

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

Special Mount (Sp)

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

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

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

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


Enlightened Spirit powers:
Spoiler: ShowHide


Aura of Courage (Su)

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

Aura of Menace (Su)

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

Spirit Blast (Sp)

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

Eldritch Blast (Sp)

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

Tongues (Su)

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


Voice of the Triune:
Spoiler: ShowHide


Blessed Silence (Su)

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

Words of Creation (Ex)

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

Words of the Triune (Su)

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

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

Words of Benediction

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

Words of Freedom

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

Words of Love

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

Words of Retreat

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

Words of Glory

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

Improved Aural Defenses (Ex)

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

Silent Grace (Su)

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


Spells:
Spoiler: ShowHide


Mei casts as a 12th level paladin. Her spell DCs are 22 + spell level. Her spell themes are protection and boosting.

Check spells per day.

[4/day]1: Divine Favor, True Strike, Lesser Restorationx2
[4/day]2: Divine Protectionx4SC
[4/day]3: Righteous Furyx4SC

SC - Spell Compendium.

Mei uses invocations as a 23rd level warlock.

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



Custom Material:
Spoiler: ShowHide


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

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

Eladrin Form
Holy; 7th.
You can use eladrin form as the spell of the same name.

Heavenly Grace
Epic; 9th
You are protected by the forces of righteousness and safe from death. You are immune to negative energy, energy drain, ability damage and ability drain for 24 hours. Creatures who use these against you suffer 7d6 points of damage each time they do.

Heavenly Blessing
Epic; 10th
You and all allies within 30ft gain temporary hit points equal to double your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).

Salvation
Epic; 10th
You can give forgiveness for sin and wash away moral failings. This is identical to an atonement spell, except that it is also effective against effects that atonement would normally cover, but instead require a wish or miracle spell to undo. Any minimum caster level or caster level check is still required. This ability also removes curses cast by an evil spellcaster or cursed evil magical items.

Holy Blast is +1 per damage die, essence.

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

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

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


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No for now for various reasons.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#26
Lady Rosa Unchuar

Rogue 10/Skullclan Hunter 16//Fighter 25/Cleric 1 

Size/Type: Medium Humanoid (Elf)
Hit Dice: 25d10+1d8+96+24+96 (372 hp)
Initiative: +10
Speed: 30ft
Armor Class: 72 (+17 armor, +10 shield, +10 dex, +4 insight, +7 deflection, +1 dodge, +12 natural, +1 sacred)
Base Attack/CMB/CMD: +26/+33/73
Attack: Leire+44 (1d8+18 plus 11d6 sneak attack plus +2/+2d6 vs undead plus 1d6 deadly strike plus undo resistance 19-20 x2)(1/3rd of success on full attack to next attack, see below.)
Full Attack: Leire+44/+39/+34/+29 (1d8+18 plus 11d6 sneak attack plus +2/+2d6 vs undead plus 1d6 deadly strike plus undo resistance 19-20 x2)(1/3rd of success on full attack to next attack, see below.)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+11d6, penetrating strike, spells, turn undead 13/day(1d6, DC 13), counterattack, overpowering attack, divine strike, sword of light, sword of darkness.
Special Qualities: Immunity to sleep, undead based fear, paralysis, disease, ability drain, ability damage and energy drain, low-light vision, trapfinding, evasion, spell resistance 37, improved uncanny dodge, armored savant, bonded armor, armor of god+16, track undead, protection from evil, defensive roll, reliable redistribution, eldritch juggernaut.
Saves: Fort +27, Ref +45, Will +29 (+2 vs enchantment)
Abilities: Str 24, Dex 30, Con 18, Int 20, Wis 22, Cha 22 
Skills: Balance+39, Bluff+35, Climb+36, Concentration+33, Gather Information+35, Intimidate+35, Knowledge(religion)+34, Listen+37, Profession(officer)+35, Search+36, Spot+37, Use Magic Device+35
Feats: Dodge(1), Shield Specialization(F2), Protection Devotion(C1), Shield Ward(3), Weapon Focus(Longsword)(F4), Extra Turning(6), Weapon Specialization(Longsword)(F6), Toughness(9), Melee Weapon Mastery(Slashing)(12), Undo Resistance(15), Efficient Defender(F14), Divine Vigor(18), Greater Weapon Focus(Longsword)(F18), Greater Weapon Specialization(Longsword)(F20)
Epic Feats: Epic Toughness(21), Epic Toughness(F22), Shield Barrier(24), Sword of Twilight(SCH14), Epic Weapon Focus(Longsword)(F24)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Reliable Redistribution (Ex)

When you make a full attack and successfully strike a foe, note by how much your attack roll exceeded the target's armor class. Your next attack in the full attack gains a bonus equal to 1/3rd of that. For example, if your attack roll was 30 and the target's armor class was 20, you could gain a +3 bonus to the next attack.



Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.


Fighter powers:
Spoiler: ShowHide


Armored Savant (Su)

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

Bonded Armor (Su)

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

Armor of God (Su)

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

Counterattack (Ex)

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

Overpowering Attack (Ex)

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


Cleric powers:
Spoiler: ShowHide


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

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


Skullclan Hunter powers:
Spoiler: ShowHide


Track Undead (Ex)

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

Divine Strike (Ex)

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

Protection from Evil (Su)

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

Sword of Light (Su)

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

Sword of Darkness (Su)

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


Gear:
Spoiler: ShowHide


[Weapon]Leire: Cold Iron Longsword+5, deadly precision.
[Armor]Desarel: Mithral Full Plate+7, nimbleness and heavy fortification. +5 max dex and +1 armor bonus.
[Shield]Desarel II: Heavy Steel Shield+7, grants a +5 resistance bonus to saving throws.

[Neck]Amulet of Natural Armor+7: Grants a +7 enhancement bonus to natural armor.
[Torso]Rogue's Vest: +2 competence hide, move silently and reflex saves. +1d6 SA.
[Waist]Belt of Magnificence+6: Grants a +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+7: Grants a +7 deflection bonus to armor class.

[Reserve Weapon]Clarity: Glassteel Heavy Mace+4, Evil Outsider Bane and Righteous.
[Reserve Weapon]Abidas: Longspear+3, keen. +3 to next attack after a crit threat wasted due to immunity. -30 penalty to target's miss chance on the next attack after Abidas misses a target due to miss chance.
[Reserve Weapon]Longbow+1, flaming.
[Reserve Ring]Desarel III: Quadruples the amount of water created by the spell Create Water when worn.

[Consumable]Potion of Cure Moderate Wounds.

83128 gold.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Use protection devotion and armor of God to jack AC up up up up up. Try and take as many attacks as possible.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#27
Moonlight, favored servant of Lathander

Sentinel 26//Fighter 10/Occult Slayer 16

Size/Type: Medium Outsider (Good)
Hit Dice: 26d10+182+26 (458 hp)
Initiative: +7
Speed: 30ft, fly 70ft (perfect)
Armor Class: 45 (+7 dex, +13 armor, +5 natural, +5 deflection, +5 sacred)
Base Attack/CMB/CMD: +26/+34/61
Attack: Moonlight's Mace+43 (1d10+21 plus 4d6 weapon bond plus +2/+2d6 mage bane plus 2d6 holy 19-20 x3)
Full Attack: Moonlight's Mace+43/+43/+37/+33/+28 (1d10+21 plus 4d6 weapon bond plus +2/+2d6 mage bane plus 2d6 holy 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 12/day, turn outsider 18/day (10d6; DC 29), dispel evil 5/week, weapon bond+4d6, vicious strike.
Special Qualities: Perfected one, aura of good, detect evil, divine grace, aura of courage, celestial fortitude, celestial minion, auravision, mind over magic 5/day, nondetection cloak, blank thoughts, antimagic field.
Saves: Fort +33, Ref +28, Will +30 (+5 vs spells and spell-likes, +4 sacred vs evil outsider mind-affecting, +2 sacred vs evil outsider spells and evil spells)
Abilities: Str 26, Dex 24, Con 24, Int 24, Wis 24, Cha 30
Skills: Craft(Armorsmithing)+51, Craft(Poisonmaking)+54, Craft(Weaponsmithing)+51, Knowledge(Arcana)+36, Knowledge(Planes)+36, Knowledge(Religion)+36, Listen+36, Sense Motive+36, Spellcraft+36, Spot+36, Survival+36
Feats: Apt Learner(K:A and Spellcraft)(1), Power Attack(H), Weapon Focus(Heavy Mace)(F1), Combat Reflexes(F2), Mage Slayer(3), Weapon Specialization(Heavy Mace)(F4), Extra Smiting(S4), Divine Might(6), Toughness(F6), Melee Weapon Mastery(Bludgeoning)(F8), Extra Smiting(S8), Vampire Hunter(9), Greater Weapon Focus(Heavy Mace)(F10), Extra Smiting(S11), Skill Focus(Craft:Poisonmaking)(12), Pierce Magic Concealment(OS4), Extra Turning(S14), Crushing Strike(15), Sun Devotion(18), Pierce Magical Protections(OS8)
Epic Feats: Magic Bane(21), Holy Strike(S23), Great Ability(Strength)(24), Spellcasting Harrier(OS14), Great Smiting(S23)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Perfected One (Ex)

Moonlight is one in a million, a perfect specimen of mortalkind's highest potential. All of her base ability scores are 18 and she gains maximum hit points per hit die.


Gear:
Spoiler: ShowHide


[Weapon]Moonlight's Mace: Adamantine heavy mace+5, keen and speed. Has a reach of 10ft and may be freely used against adjacent enemies as well. Deals a base of 1d10 damage and deals triple damage on a critical hit.
[Armor]Perfected One's Armor: Mithral full plate+5, has a maximum dexterity bonus of +10. Grants a +6 enhancement bonus to ability scores. This armor does not reduce the wearer's movement speed.

[Head]Circlet of Ravages: +15 competence to craft poisonmaking, immunity to poison.
[Shoulders]Moonlight's Muse: This cloak grants Moonlight a +15 competence bonus on Craft checks. It only functions for Moonlight and cannot be further enchanted or improved.
[Ring 1]Moonlight's Ring of Defense: Grants a +5 deflection bonus to armor class, a +5 enhancement bonus to natural armor and a +5 sacred bonus to armor class.
[Feet]Perfected One's Boots: Grants a fly speed of 70ft (perfect).

29003 gold
<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

#28
Cresiel

Solar 26//Knight 10/Hellreaver 16

Size/Type: Large Outsider (Angel, Good)
Hit Dice: 10d12+16d10+286+26 (596 hp)
Initiative: +14
Speed: 50ft, fly 150ft (perfect)
Armor Class: 44 (-1 size, +5 dex, +21 natural, +5 shield, +4 armor)(+4 deflection vs evil)(2 over dex cap)
Base Attack/CMB/CMD: +26/+36/58
Attack: Masterwork warhammer+35 (2d6+9 x3) or slam+34 (2d8+13)
Full Attack: Masterwork warhammer+35/+30/+25/+20 (2d6+9 x3) or 2 slams+34 (2d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, knight's challenge(fighting challenge+2, test of mettle, call to battle), holy fury(24 points), furious strike+12/+6d6.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 16, resistance to electricity and fire 20, spell resistance 39, tongues, knight's code, shield block+1, bulwark of defense, armor mastery(heavy), vigilant defender, shield ally, divine succor(50 points), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, divine judgment.
Saves: Fort +27, Ref +28, Will +28 (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 30
Skills: Balance+39, Concentration+40, Diplomacy+38, Intimidate+38, Gather Information+38, Handle Animal+38, Knowledge(Arcana)+37, Knowledge(Dungeoneering)+37, Knowledge(History)+37, Knowledge(N&R)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+40, Perform(Song)+38, Profession(Historian)+40, Profession(Knight)+40, Ride+38, Sense Motive+40, Spellcraft+37, Spot+40, Swim+38
Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Shield Specialization(Heavy Steel Shield)(3), Shield Ward(K5), Improved Initiative(6), Shieldmate(9), Improved Shieldmate(K10), Arch-Angel's Mystery(12), Toughness(15), Improved Flight(18)
Epic Feats: Epic Shieldmate(21), Soothing Presence(24), Spread Holy Fury(H15)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Cresiel takes normal damage from epic, evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster 7, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion. 1/day-greater restoration, power word blind, prismatic spray, miracle. Caster level 24th. The save DCs are 20 + spell level. Any of Cresiel's always active abilities may be dispelled, but he can reactive them as a free action on his turn.

Spells

Cresiel casts as a 20th level cleric with access to the Courage, Good, Healing and War domains (caster level 24th). The save DCs are 22 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Cure Light Wounds), Entropic Shieldx2, Light of Luniax2SC, Shield of Faithx2, Signx2SC
[8+1/day]2: (Spiritual Weapon), Bear's Endurance, Close Woundsx2SC, Delay Poisonx2, Divine ProtectionSC, Shield Other, Silence
[8+1/day]3: (Cloak of Bravery), Attune FormSC, Mass ConvictionSC, Mass Resist EnergySC, Protection from Energy, Shield of Wardingx4SC
[8+1/day]4: (Cure Critical Wounds), Death Wardx2, Dimensional Anchor, Freedom of Movementx2, Recitationx3SC
[7+1/day]5: (Valiant Fury), Divine Agilityx7SC
[6+1/day]6: (Blade Barrier), Bolt of Gloryx3SC, Healx3
[6+1/day]7: (Greater Heroism), Greater Plane ShiftSC, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Lion's Roar), Dimensional Lockx3, Mass Death Wardx3SC,
[5+1/day]9: (Greater Cloak of Bravery), Gate, Mass Healx3, Miracle

Change Shape (Su)

Cresiel can assume the form of any Small or Medium humanoid.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Warhammer. Can deal bludgeoning or piercing damage.
[Shield]Masterwork Heavy Steel Shield. Has no armor check penalty and a base armor bonus of +3.

[Reserve Weapon]Large masterwork greatsword, +2 bonus to attack rolls.
[Reserve Armor]Large masterwork chain shirt, +5 max dex and no armor check penalty.

160.67 gold in debt.



Custom Material: [spoiler]

Arch-Angel's Mystery [Exalted]
Prerequisite: Knowledge (Planes) 15 ranks, Words of Creation, int 17, cha 17
Benefit: You study the secret lessons of the 77+7 arch-angels of Elysium and learn how to hide yourself from detection. This allows you two ways to use the Words of Creation, ways pioneered by them as they sought to escape the notice of all.

Obscurity: You can hide yourself from the detections of others, creating an effect that shields you while allowing the glories of others to be humbly seen instead. This is identical to a nondetection spell with a caster level equal to your hit dice. Using the Words of Creation in this way deals 14d4 points of nonlethal damage to you.
Invisibility: You can create a cloak that turns aside the eyes of the wicked. This is equivalent to an invisibility spell, except that it only affects evil creatures. Using the Words of Creation in this way deals 7d4 points of nonlethal damage to you.

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class.
<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

#29
Bubbles

Nymph 26//Rogue 5/Temptress 15/Duelist 6

Size/Type: Medium Fey
Hit Dice: 20d6+6d10+104+26+52 (298 hp)
Initiative: +13
Speed: 30ft, swim 20ft
Armor Class: 38 (+7 dex, +9 cha, +6 deflection, +1 dodge, +5 armor)
Base Attack/CMB/CMD: +24/+27/60
Attack: Sweet Sorrow+34 (1d4+3 plus 8d6+26 sneak attack plus 1d6 precise strike plus 2 str 19-20 x2)
Full Attack: Sweet Sorrow+34/+34/+29/+24/+19 (1d4+3 plus 8d6+26 sneak attack plus 1d6 precise strike plus 2 str 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Blinding beauty, spell-like abilities, spells, stunning glance, sneak attack+8d6+26, temptation (25/encounter; DC 34; all), precise strike+1d6, crippling strike.
Special Qualities: Damage reduction 20/bludgeoning, cold iron and epic, low-light vision, unearthly grace, wild empathy, trapfinding, evasion, penetrating strike, uncanny dodge, tempting body, passionate aura, eternal control, enhanced mobility, acrobatic charge, improved reaction, canny defense, grace+1.
Saves: Fort +23, Ref +29, Will +29 (-2 vs fear)
Abilities: Str 16, Dex 24, Con 18, Int 22, Wis 24, Cha 28
Skills: Bluff+39, Concentration+32, Diplomacy+37, Gather Information+37, Knowledge(Nature)+34, Knowledge(Planes)+34, Listen+36, Perform(Oratory)+37, Profession(Stylist)+34, Spellcraft+34, Spot+35, Swim+39, Tumble+35
Feats: Persuasive(1), Dodge(3), Mobility(6), Weapon Finesse(9), Toughness(12), Improved Initiative(15), Craven(18)
Epic Feats: Epic Spell Capacity(21), Epic Toughness(24), Improved Temptations(T14)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-dimension door. Caster level 22nd. The save DCs are 18 + spell level.

Blinding Beauty (Su)

Any humanoid within 30ft of Bubbles that looks directly at her must succeed on a DC 29 Fortitude save or be permanently blinded. Bubbles can suppress or resume this ability as a free action. The save DC is Charisma based.

Stunning Glance (Su)

As a standard action, Bubbles can glare at any creature within 30ft. They must succeed on a DC 29 Fortitude save or be stunned for 2d6 rounds. The save DC is Charisma based.

Unearthly Grace (Su)

Bubbles adds her Charisma modifier as a bonus to her saving throws and as a deflection bonus to her armor class.

Wild Empathy (Ex)

As a 22nd level druid, Bubbles has a +6 racial bonus to the check.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.


Temptress powers:
Spoiler: ShowHide


Temptation

A temptress is a master of manipulating, charming and controlling her foes. This ability is represented by temptation points. At the start of each encounter, a temptress gains temptation points equal to her temptress level + her Charisma modifier. They may be used to power the various abilities below. If a saving throw is allowed by any power, it equals 10 + 1/2 the temptress's hit dice + the temptress's Charisma modifier. If the temptation mimics a spell, the caster level is equal to the temptress's hit dice.

Honeyed Words (Su)

As a swift action, the temptress may spend 1 temptation point to gain a bonus to a Bluff, Diplomacy or Gather Information check equal to one half of her temptress level (round up, not down, to determine the total bonus). She may use this ability as often as she has temptation points to power it, but if she fails a Charisma based skill check against a creature when using honeyed words, she suffers a -5 penalty to any further Charisma based skill checks against them for the rest of the encounter.

Charm (Sp)

As a standard action, the temptress may spend 2 temptation points to affect a creature as if by a charm monster spell. A creature that succeeds on the save is immune to further charm attempts from that temptress for the rest of the encounter.

Suggestion (Sp)

As a standard action, the temptress may spend 3 temptation points to affect a creature as if by a suggestion spell. A creature that has been successfully charmed by the temptress suffers a -2 penalty to the saving throw.  A creature that succeeds on the save is immune to further suggestion attempts for the rest of the encounter.

Adjust Morality (Sp)

As a standard action, the temptress may spend 4 temptation points to affect a creature as if by a morality undone spell. Unlike a normal morality undone spell, the creature's alignment changes to that of the temptress, including the law/chaos axis. The alignment descriptor of the spell changes to match the alignment of the temptress. A creature that has been charmed or that is under a suggestion from the temptress suffers a -2 penalty to the saving throw (these stack to -4 if the creature is under both). A creature that succeeds on the save is immune to further adjust morality attempts for the rest of the encounter.

Domination (Sp)

As a standard action, the temptress may spend 5 temptation points to affect a creature as if by a dominate monster spell. A creature that has been charmed, under a suggestion from the temptress or has had its morality adjusted by the temptress suffers a -2 penalty to the saving throw (these stack, to a maximum of -6). A creature that succeeds on the save is immune to further domination attempts for the rest of the encounter.

Sneak Attack (Ex)

This is identical to the rogue ability of the same name. Sneak attack from this class and other classes stack.

Tempting Body (Ex)

A temptress is a master of using her looks to distract her foes. She may apply her Charisma modifier as a bonus to armor class.

Passionate Aura (Su)

Creatures the temptress manipulates enjoy the experience, so enthralled by her charms. When a creature affected by any of the temptress's temptations fights with her as an ally and is within 30ft of the temptress, they gain a +2 morale bonus to attack rolls, weapon damage rolls and saving throw.

Eternal Control (Ex)

A master temptress can enthrall a creature forever, caught in a web of manipulation that allows no escape. She must spend 1 hour with a creature already affected by her charm, adjust morality or domination ability, plying them with the sweetest words and promises. At the end of this, the creature is allowed a second save against the temptation(s) they are under. If they succeed, the temptations end. If they fail, the duration of the temptations becomes permanent.

A temptress can use this ability at will, but can only have up to two creatures affected at a time. If she affects a third with this, one of the other two (chosen at random) is released from the effect of the temptations they are under. A temptress can release a creature from eternal control as full round action. The temptress must be in the creature's presence to do so.

A creature is allowed only one save no matter how many temptations they are affected by. This save covers success or failure for all of the temptations they are under.


Duelist powers:
Spoiler: ShowHide


Enhanced Mobility (Ex)

When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Acrobatic Charge (Ex)

A duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Reaction (Ex)

At 2nd level, a duelist gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex)

When not wearing armor or using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Grace (Ex)

At 4th level, a duelist gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

This bonus increases to +2 at 7th level and +3 at 10th level. If you possess the grace class feature from swashbuckler, the bonuses stack. Add them together to determine your total competence bonus to Reflex saves.

Precise Strike (Ex)

At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.


Gear:
Spoiler: ShowHide


[Weapon]Sweet Sorrow: Dagger+3, speed.

[Wrists]Bracers of Armor+5: +5 armor bonus to armor class.
[Ring 1]Xana: Grants a +6 enhancement bonus to all ability scores.
[Ring 2]Xene: Grants a +2 bonus to the caster level of spells with the water descriptor.

[Reserve Weapon]Cold iron dagger
[Reserve Weapon]Adamantine dagger
[Reserve Weapon]Alchemical silver dagger
[Reserve Weapon]Bronze dagger

[Expendable]Potion of bless
[Expendable]Potion of heroism



Spells: [spoiler]

Spell-Like Abilities

At will-dimension door. Caster level 26th. The save DCs are 18 + spell level.

Bubbles casts as a 26th level druid. The save DCs are 17 + spell level.

[6/day]0: Creater Waterx3, Cure Minor Woundsx3
[7/day]1: Cure Light Woundsx7
[7/day]2: Barkskinx7
[7/day]3: Corona of ColdSC, Neutralize Poison, Poison, Protection from Energyx3, SinkSC
[7/day]4: Control Water, Flame Strikex2, Planar Tolerancex3SC, Rusting Grasp
[6/day]5: Cloak of the SeaSC, Panaceax3SC, Wind Tunnelx2SC
[5/day]6: Antilife Shell, Extract Water Elementalx3SC, Tortoise ShellSC
[5/day]7: Animate Plants, Aura of VitalitySC, Control Weather, Creeping Doom, Heal
[5/day]8: Bombardmentx2SC, StormrageSC, Sunburst, Superior VigorHome
[4/day]9: Greater WhirlwindSC, Phantom Bearx2SC, UndermasterSC
[3/day]10: Mass Healx3, Telay's Ice HorrorHome
[3/day]11: Call the Wild HoundHome, Fog TrapHome, Power of the HuntressHome
<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?