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Coda/Bonus Game sheets

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

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Anastasia

#30
Queen Ilsenine

Pixie 4/Noble 16/Battle Dancer 1/Wild Defender 1/Marshal 1/Contemplative 3/Beguiler 26

Size/Type: Small Fey
Hit Dice: 7d6+19d8+130+26+104 (371 hp)
Initiative: +15
Speed: 20ft, fly 60ft (good)
Armor Class: 50 (+1 size, +1 natural, +1 dodge, +11 dex, +9 wis, +1 monk, +6 shield, +10 cha)
Base Attack/CMB/CMD: +19/+21/55
Attack: Unarmed Strike+30 (1d6+3)
Full Attack: Unarmed Strike+30/+25/+20/+15 (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, inspire confidence 4/day, inspire greatness 2/day, spells, smite evil 1/day.
Special Qualities: Low-light vision, damage reduction 10/cold iron, greater invisibility, spell resistance 35, bonus class skill (knowledge:nature), favor+4, coordinate+3, armored mage, trapfinding, cloaked casting (+3 DC, automatically overcome spell resistance), surprise casting, advanced learning, natural lore, wild empathy, auras, bonus domain(renewal), divine health, divine wholeness(12 hp).
Saves: Fort +20, Ref +29, Will +27
Abilities: Str 16, Dex 32, Con 20, Int 35, Wis 29, Cha 30
Skills: Bluff+39, Concentration+34, Diplomacy+52, Disguise+39, Gather Information+39, Hide+44, Knowledge(arcana)+41, Knowledge(nature)+43, Knowledge(nobility and royalty)+41, Knowledge(religion)+41, Listen+38, Move Silently+44, Sense Motive+38, Spellcraft+41, Spot+38, Use Magic Device+39
Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Combat Charm(3), Silent Spell(B5), Improved Initiative(6), Darkstalker(9), Still Spell(B10), Twin Spell(12), Reach Spell(15), Spell Penetration(18), Improved Unarmed Strike(BD1), Skill Focus(Diplomacy)(M1)
Epic Feats: Epic Toughness(21), Improved Metamagic(B23), Epic Toughness(24), Epic Skill Focus(Diplomacy(B26)
Alignment: Chaotic Good (Chaotic Neutral tendencies)

Racial powers:
Spoiler: ShowHide


+2 sacred to saves from Medi's potions.

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-lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 20th. The save DCs are Charisma based.


Gear:
Spoiler: ShowHide


[Shield]Airguard II: Heavy Steel Shield+4, animated.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Waist]Monk's Belt: AC and unarmed strike ability of a 5th level monk.

22833.33 gold in debt.


Spells:
Spoiler: ShowHide


Ilsenine casts as a 20th level beguiler (caster level 26th, +2 bonus to caster level checks). Her metamagic options are Silent Spell (+1), Still Spell (+1), Reach Spell (+1) and Twin Spell (+3). The save DCs are 22 + spell level.

Ilsenine's advanced learning spells are: Power Word Pain (1st), Ray of Dizziness (3rd), Shadow Evocation (5th), Freezing Glance (6th), Mass Charm Monster (8th)

Ilsenine has two bonus spells from a blessing from Yggdrasil: Mass Snake's Swiftness (2nd) and Aura of Vitality (7th)

Ilsenine has bonus spells from the Renewal domain. They are: Charm Person (1st), Lesser Restoration (2nd), Remove Disease (3rd), Reincarnate (4th), Atonement (5th), Heroes Feast (6th), Greater Restoration (7th), Clone (8th) and Freedom (9th).

0: 6
1: 9
2: 9
3: 9
4: 9
5: 8
6: 8
7: 8
8: 8
9: 7

Ilsenine manifests auras as a 1st level marshal.

Minor Auras(+10): Motivate Dexterity.

Ilsenine casts as a 4th level wild defender. The save DCs are 19 + spell level.

1: Towering Oakx2SC
2: Summon Nature's Ally 2

Placeholder.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: If the battle is not serious and she has allies, allow them to handle the battle and withdraw. In the event of a serious battle, attempt to end it as swiftly as possible using her magic while invisible.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#31
Finnegan

Fighter 26//Ranger 8(Moon-Warded Ranger)/Occult Slayer 5/Wildrunner 5/Divine Champion 5/Divine Agent 3

Size/Type: Medium Humanoid (Elf)
Hit Dice: 26d10+200 (356 hp)
Initiative: +13
Speed: 40ft, fly 60ft (good)
Armor Class: 51 (+9 dex, +10 wis, +1 ws, +10 armor, +6 deflection, +5 natural)
Base Attack/CMB/CMD: +26/+34/70
Attack: Val+48 (1d8+31 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters plus 4d6 on crit 19-20 x3)(+6 on AoOs)
Full Attack: Val+48/+43/+38/+33 (1d8+31 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters plus 4d6 on crit 19-20 x3)(+6 on AoOs)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(humanoid(orc)+2, outsider(evil)+4), spells, weapon bond+1d6, primal scream 8/day(shaken), smite infidel 1/day, divine wrath.
Special Qualities: Immunity to sleep, low-light vision, wild empathy, moon warded senses, solitary hunting, damage reduction 2/-(conditional), woodland stride, swift tracker, mind over magic 2/day, auravision, nondetection cloak, blank thoughts, trackless step, scent, endure elements, hide in plain sight, lay on hands (seladrin only, 20 hp), granted domain(travel), contact, resistance to fire, acid, cold, sonic and electricity 30, travel domain 3 rounds/day, menacing aura (DC 26), godly gift(fly 1/day).
Saves: Fort +36, Ref +36, Will +29 (+2 racial vs enchantment, +3 vs spells/slas, +2 divine spells/slas/sus of outsiders)
Abilities: Str 27, Dex 28, Con 26, Int 19, Wis 31, Cha 20
Skills: Concentration+37, Hide+58, Jump+41, Knowledge(Arcana)+33, Knowledge(Nature)+33, Listen+41, Move Silently+58, Profession(Blacksmith)+39, Spellcraft+33, Spot+41, Survival+39.
Feats: Combat Reflexes(1), Improved Initiative(F1), Track(R1), Weapon Focus(Longspear)(F2), Hold the Line(3), Endurance(R3), Weapon Specialization(Longspear)(F4), Supernatural Instincts(6), Power Attack(F6), Melee Weapon Mastery(Piercing)(F8), Deft Opportunist(9), Greater Weapon Focus(Longspear)(F10), Close-Quarters Fighting(12), Improved Critical(Longspear)(F12), Greater Weapon Specialization(Longspear)(F14), Driving Attack(15), Pike Hedge(F16), Darkstalker(18), Weapon Supremacy(Longspear)(F18), Short Haft(F20), Combat Expertise(DC2), Quick Draw(DC4)
Epic Feats: Dire Charge(21), Epic Weapon Focus(Longspear)(F22), Spellcasting Harrier(24), Epic Weapon Specialization(Longspear)(F24), Overwhelming Critical(F26)
Alignment: Neutral Good

Ranger powers:
Spoiler: ShowHide


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

Wild Empathy (Ex)

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

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

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

Armor of the Senses (Su)

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

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

Skin of the Moon (Su)

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

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

Woodland Stride (Ex)

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

Swift Tracker (Ex)

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


Occult Slayer powers:
Spoiler: ShowHide


Magical Defense (Ex)

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

Weapon Bond (Su)

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

Mind over Magic (Su)

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

Vicious Strike (Ex)

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

Auravision (Su)

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

Nondetection Cloak (Su)

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

Blank Thoughts (Ex)

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


Wildrunner powers:
Spoiler: ShowHide


Trackless Step (Ex)

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

Primal Scream (Su)

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

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

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

Enemies Shaken

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


Divine Champion powers:
Spoiler: ShowHide


Lay on Hands (Su)

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

Smite Infidel (Su)

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

Divine Wrath (Su)

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


Divine Agent powers:
Spoiler: ShowHide


Travel Domain

For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Contact (Su)

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


Gear:
Spoiler: ShowHide


Val, the spear of Finnegan

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

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

Val counts as a major artifact.

Finnegan's Robes

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

Finnegan's Robes count as a minor artifact.

[Head]Greater Angelhelm: Cast the following spells at CL 9 1/day each: cure critical wounds, dispel evil (DC 17) and resist energy (acid or cold only). Weapons count as good to defeat damage reduction. Grants a +15 bonus to Listen and Spot, as well as true seeing at all times.
[Neck]Finnegan's Amulet: Grants a +5 enhancement bonus to natural armor. Has 3 charges per day, can be spent as a swift action to gain 12/18/24 temp hit points. Grants immunity to harmful vapors and gasses, allows breathing anywhere. Grants immunity to disease.
[Hands]Finnegan's Gauntlets: +2 bonus to AoO attack rolls, 2/day immediate action to take an AoO when you're out of them. At will create a mundane dagger for 3 rounds. Has 5 charges/day, 1 upgrades it to a +3 dagger, 3 to a +3 dagger of seeking, 5 to a +3 bane (choice at creation) dagger of seeking. +5 bonus to the Concentration DC to maintain spell concentration when Finnegan hits then while casting. +1 bonus to weapon damage rolls.
[Feet]Winged Boots, permanent CL5 fly at all times.

[Misc]Bottle of Air

[Expendable]4 potions of cure serious wounds.

76247.77 gold.


Notes:
Spoiler: ShowHide


AoO cheat sheet

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

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

Triple damage on braced for a charge.

Smite infidel is +5 hit and +25 damage.

Divine wrath is +6 hit, damage, saves and dr 10/- for 5 rounds.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#32
Goldanariux

Gold Dragon 26//Sorcerer 26

Size/Type: Huge Dragon (Fire)
Hit Dice: 26d12+156 (306 hp)
Initiative: +0
Speed: 60ft, swim 60ft, fly 200ft (poor)
Armor Class: 58 (-2 size, +25 natural, +20 armor, +5 deflection)
Base Attack/CMB/CMD: +26/+40/55
Attack: Bite+36 (2d8+12)
Full Attack: Bite+36/+31/+26/+21 (2d8+12) and 2 claws+36 (2d6+6) and 2 wings+36 (1d8+6) and tail slap+36 (2d8+18)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, breath weapon (14d10 fire or 7 str; DC 29), spells.
Special Qualities: Damage reduction 10/magic, immunity to fire, paralysis and sleep, vulnerability to cold, spell resistance 25, blindsense 60ft, darkvision 120ft, alternate form, water breathing, luck bonus, frightful presence, keen senses, metamagic specialist 8/day.
Saves: Fort +26, Ref +20, Will +25
Abilities: Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 26
Skills: Appraise+44, Balance+29, Concentration+35, Craft(Blacksmithing)+44, Craft(Gemcutting)+44, Craft(Stonework)+44, Craft(Woodworking)+44, Knowledge(Arcana)+34, Knowledge(A&E)+34, Knowledge(Local: Mineral)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+34, Spellcraft+34, Spot+34
Feats: Brew Potion(B), Scribe Scroll(B), Multattack(1), Eschew Materials(S1), Improved Multiattack(3), Craft Wondrous Item(S5), Rapidstrike(Bite)(6), Arcane Strike(9), Craft Rod(S10), Power Attack(12), Embed Spell Focus(15), Forge Ring(S15), Improved Rapidstrike(Bite)(18), Craft Staff(S20)
Epic Feats: Dire Charge(21), Epic Spell Capacity(S23), Epic Crafting(24), Ignore Material Components(S26)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Gold casts as a 26th level sorcerer. The save DCs are 18 + spell level.

Always Active: Epic Mage Armor, Golden Aura, Energy Immunity (Cold), Mind Blank, Superior Resistance, Crafter's Friend, Greater Anticipate Teleport.

[6/day]0: Acid Splash, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Prestidigitation, Read Magic, Resistance, Virtue
[8/day]1: Divine Favor, Hoard GulletDM, Magic Missile, Shield, True Strike
[8/day]2: Aid, Blur, Cure Moderate Wounds, Giltterdust, Shatter
[8/day]3: Fireball, Haste, Prayer, Suppress Breath WeaponSC
[8/day]4: Fabricate, Major Creation, Sheltered VitalitySC, Stoneskin
[7/day]5: Crafter's FriendHome, Planar ToleranceSC, Righteous Might, Zone of RespiteSC
[7/day]6: Greater Anticipate TeleportSC, HardeningSC, Superior ResistanceSC
[7/day]7: Bite of the WerebearSC, Mass RestorationSC, Justice of the Wyrm KingDM
[7/day]8: Chain DispelPHB2, Greater Plane ShiftSC, Mind Blank
[6/day]9: Greater Visage of the DeitySC, Mass Heal, Wish
[6/day]10: Dragon's Grace*, Energy ImmunityHome, Golden AuraHome
[4/day]11: Epic Mage ArmorHome, Goldanariux's WrathHome, Superb DispellingHome

DM - Dragon Magic
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium

* As Wizard's Grace.

Golden Aura
Abjuration/Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level

This spell surrounds you with a gentle golden aura. The light of the aura grants you a +6 enhancement bonus to Charisma, while the force it emanates grants you a +5 deflection bonus to armor class. Creatures that come in contact with you or that strike you with melee attacks (including reach weapons) are outlined in golden light. Treat this as a faerie fire spell with a duration of one hour per caster level. Unlike normal faerie fire, spell resistance does not apply.

Material Component

Gold ingots worth 4,000 gold.

Goldanariux's Wrath
Transmutation
Level: Sor/Wiz 11
Components: S, B, M
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous

This spell functions as breath weapon admixture and dispelling breath. Treat the dispel as greater dispel magic with a maximum dispel modifier of +25.

Material Component

A small figurine made of gold, worth 1,500 gold.

Crafter's Friend
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By tapping into the knowledge of smiths who came before, you gain a +10 insight bonus to Appraise and Craft checks.

Material Component

A tiny gold book worth 100 gold.


Gear:
Spoiler: ShowHide


As a dragon, Goldanariux does not use equipment. However, he has the focus for greater anticipate teleport embedded into his scale via his embed spell focus feat.



Aurora Hoard: [spoiler]

500 gold.
1 anti magic stone.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#33
Prince Westwind

Djinn 26//Raging Monk 2/Fighter 8/Scythe Master 16

Size/Type: Large Outsider (Air)
Hit Dice: 2d8+24d10+234 (490 hp)
Initiative: +16
Speed: 40ft, fly 150ft (perfect)
Armor Class: 62 (-1 size, +12 dex, +7 wis, +17 natural, +6 armor, +6 shield, +5 deflection)
Base Attack/CMB/CMD: +26/+40/74
Attack: Windpolis+52 (2d8+33 plus trip plus 6d6 on crit 18-20 x7)
Full Attack: Windpolis+52/+47/+42/+37 (2d8+33 plus trip plus 6d6 on crit 18-20 x7)
Space/Reach: 10ft/10ft (15ft with scythe)
Special Attacks: Air mastery, spell-like abilities, whirlwind, rage 1/day, horrific critical (DC 38).
Special Qualities: Damage reduction 20/adamantine and epic, immunity to acid, spell resistance 39, plane shift, telepathy 200ft, grand caliph, evasion, focus, scytheblock+6, reaper's fall+6, circle cut, scythe mastery, finishing strike, ultimate focus.
Saves: Fort +27, Ref +29, Will +24
Abilities: Str 37, Dex 35, Con 28, Int 22, Wis 25, Cha 25
Skills: Appraise+35, Balance+41, Bluff+38, Concentration+38, Diplomacy+51, Knowledge(N&R)+35, Knowledge(Planes)+35, Knowledge(Religion)+35, Listen+36, Perform(Oratory)+51, Ride+41, Sense Motive+36, Spot+36, Swim+42, Tumble+41
Feats: Improved Initiative(B), Combat Reflexes(1), Improved Unarmed Strike(M1), Combat Expertise(M1), Improved Trip(M2), Dirty Fighting(3), Weapon Focus(Scythe)(F1), Power Attack(F2), Knock Down(6), Whirlwind Attack(F4), Improved Critical(Scythe)(F6), Broken Fist Mastery I(9), Melee Weapon Mastery(Slashing)(F8), Weapon Specialization(Scythe)(SM1), Broken Fist Mastery II(12), Flyby Attack(15), Greater Weapon Focus(Scythe)(SM6), Mindsight(18), Greater Weapon Specialization(Scythe)(SM8)
Epic Feats: Overwhelming Critical(Scythe)(21), Devastating Critical(Scythe)(SM13), Epic Trip(24), Epic Weapon Focus(Scythe)(SM16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-create food and water, create wine, gaseous form, greater invisibility, greater whirlwind, major creation, mirage arcana, persistent image, wind walk. 3/day-grant up to three wishes (to nongenies only).

Air Mastery (Ex)

Airborne creatures take a -4 penalty to attack rolls and damage rolls against the base creature.

Whirlwind (Su)

The base creature can use their whirlwind ability at will for as long as they wish without limit. They have a +7 racial bonus instead of a +3 racial bonus and can choose to double the size of the whirlwind if they wish. They must choose the size of the whirlwind when they assume that form, changing it requires transforming back first. Finally, the Concentration check to cast within the whirlwind is 40 + spell level.

Grand Caliph (Su)

A grand caliph has the blessings and the blood of the Whirlwind Throne, either by birth or a ritual that marks a worthy noble djinn as the greatest of their race. This marks them as a grand caliph, worthy to rule over countless lesser caliphs all the nobles beneath them, and perhaps one day to claim the Whirlwind Throne. The base creature is treated as divine rank 0 for the sake of effects, though the creature has no actual divine rank.


Gear:
Spoiler: ShowHide


[Weapon]Windpolis: Large adamantine scythe+6, sweeping. Windpolis deals a base of 2d8 damage and has an x5 critical hit multiplier. Whenever the wielder successfully trips a creature, they can choose to have winds move them up to 30ft in any direction. This happens after the bonus attack from improved trip and any other riders from a successful trip.
[Armor]Bracers of Armor+6: +6 armor bonus to armor class.

[Neck]Cheer: This necklace grants immunity to fear. Grants a +6 enhancement bonus to ability scores.
[Ring 1]Joviality: This ring grants the wearer a +15 competence bonus to Diplomacy checks and Perform (Oratory) checks.
[Ring 2]Splendor*: This ring grants a +5 deflection bonus to armor class. Once per year as a standard action, the ring can be invoked to create 1d100*100 gold pieces. The gold created is real and permanent.
[Feet]Rapidity: These boots function as boots of striding and springing, boots of the winterland, boots of speed and boots of teleportation. The bonuses of these are enhanced: the enhancement bonus to land speed is 20ft, the bonus to Jump checks is +10, the wearer can walk up sharply sloped iced surfaced or even vertical iced services, the boots of speed can grant up to 20 rounds of haste per day and the boots of teleportation allow greater teleport five times per day.

*Splendor is a minor artifact.


Trip Notes: [spoiler]

- Trip CMB modifier is +81.
- Windblast on successful trip.
- Free attack on successful trip.
- Save on damage after free attack on a successful trip.
- Free trip when attack deals 10 or more damage.
- Counts as huge for trips.
<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

Lisa

Light Wolf 24 with no gestalt yet.

Size/Type: Large Magical Beast
Hit Dice: 24d8+96+24 (226 hp)
Initiative: +7
Speed: 50ft
Armor Class: 32 (-1 size, +3 dex, +20 natural)
Base Attack/CMB/CMD: +18/+19/32
Attack: Bite+26 (1d8+13)
Full Attack: Bite+26 (1d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Eyes of light, smite evil, trip.
Special Qualities: Damage reduction 15/epic, resistance to acid, cold and electricity 20, spell resistance 29, darkvision 60ft, low-light vision, scent.
Saves: Fort +17, Ref +16, Will +14
Abilities: Str 26, Dex 16, Con 18, Int 5, Wis 12, Cha 10 
Skills: Listen+45, Spot+45, Survival+35
Feats: Track(B), Alertness(1), Improved Initiative(3), Weapon Focus(Bite)(6), Skill Focus(Survival)(9), Skill Focus(Listen)(12), Skill Focus(Spot)(15), Toughness(18)
Epic Feats: Epic Skill Focus(Listen)(21), Epic Skill Focus(Spot)(24)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Eyes of Light (Sp)

At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.

Trip (Ex)

When Lisa hits with her bite attack, she can attempt to trip her opponent as a free action and without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Lisa.

Smite Evil (Su)

Once per day, Lisa can make a normal melee attack that deals +20 damage versus evil creatures.


Gear:
Spoiler: ShowHide


Nothing.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#35
27.

Outsider 32//Herald of Ygorl 32

Size/Type: Large Outsider (Chaotic)
Hit Dice: 32d8+160+32+64 (684 hp)
Initiative: +11
Speed: 80ft, burrow 40ft, fly 160ft (average)
Armor Class: 76 (-1 size, +11 dex, +32 natural, +24 armor, +1 dodge)
Base Attack/CMB/CMD: +32/+38/59
Attack: Fang+42 (8d8+11 plus 6d6 on crit 15-20 x4)
Full Attack: 2 fangs+42/+37/+32/+27 (8d8+11 plus 6d6 on crit 15-20 x4) and tongue+37 (4d4+5)
Space/Reach: 5ft/5ft (80ft reach with tongue)
Special Attacks: Spell-like abilities, burst of chaos.
Special Qualities: Protection from law, exposed heart, darkvision 120ft, low-light vision, damage reduction 32/cold iron and axiomatic, spell resistance 42, immunity to sonic and confusion, resistance to acid, cold, electricity and fire 40, chaos devotion, change size.
Saves: Fort +35, Ref +35, Will +29
Abilities: Str 32, Dex 32, Con 32, Int 13, Wis 17, Cha 15   
Skills: Knowledge(Local: Limbo)+36, Listen+38, Spot+38
Feats: Chaos Devotion(B), Improved Rapidstrike(B), Rapidstrike (Fang)(B), Dodge(1), Weapon Focus(Fang)(3), Toughness(6), Improved Critical(Fang)(9), Improved Flier(12), Iron Will(15), Ability Focus(Burst of Chaos)(18)
Epic Feats: Epic Toughness(21), Overwhelming Critical(Fang)(24), Devastating Critical(Fang)(27), Epic Ability Focus(Burst of Chaos)(30)
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-chaos hammer, cloak of chaos, confusion, insanity, greater shout, word of chaos. 1/day-wish. Caster level 32nd.

Burst of Chaos (Su)

As a standard action, 27 can release a wave of pure, primal entropic chaos from him that affects all creatures within 80ft. This deals 32d6 points of damage and confuses (as the spell) anyone who takes damage from it for 1d8 rounds. A successful DC 53 Fortitude save halves the damage and negates the confusion. The save DC is Constitution based and includes a +8 racial bonus.

Protection from Law (Su)

The exposed heart of 27 bestows a constant protection from law effect to 27.

Exposed Heart (Ex)

The heart of 27 is exposed, rendering it vulnerable to fatal blows. Any critical threats against 27 gain a +5 circumstance bonus to confirm. However his heart has toughened to compensate, having a layer of armor-like material around it. This grants him a +24 armor bonus to armor class.

Chaos Devotion (Ex)

27 gains Chaos Devotion as a bonus feat. He may use it a number of times a day equal to his Constitution modifier.

Change Size (Su)

At will as a standard action, 27 can change his size to Small, Medium or Large.


Gear:
Spoiler: ShowHide


[Cloak]Cloak of Resistance+8.

[Misc]Chaos Diamond
[Misc]Decanter of Endless Water


Autobattle Settings:
Spoiler: ShowHide


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

#36
Ram

Half-Celestial 4/Paladin 6/Blessed Hand 16//Monk 26

Size/Type: Medium Outsider
Hit Dice: 19d8+6d10+208+26 (367 hp)
Initiative: +8
Speed: 110ft, fly 140ft (good)
Armor Class: 46 (+8 dex, +1 natural, +8 wisdom, +5 monk, +14 armor)(100% fortification)
Base Attack/CMB/CMD: +26/+34/65
Attack: Unarmed Strike+40 (4d8+8 plus 4d6 holy)
Full Attack: Flurry of Blows+40/+40/+40/+35/+30/+25 (4d8+8 plus 4d6 holy) or TWF Flurry of Blows+38/+38/+38/+33/+28/+23 (4d8+8 plus 4d6 holy) and +38/+33/+28 (4d8+4 plus 4d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, smite evil 1/day (racial), smite evil 8/day (paladin), turn undead 15/day (2d6; DC 23), greater flurry of blows, ki strike (magic, lawful, adamantine, good), smiting flurry(damage, attack bonus), favored enemy (evil outsider+10, dragon+2, undead+2, aberrations+2, oozes+2).
Special Qualities: Damage reduction 15/adamantine and epic, immunity to disease, resistance to acid, cold and electricity 10, spell resistance 36, darkvision 60ft, aura of good, detect evil, divine grace, lay on hands (400 hp), aura of courage, divine health, stand fast 1+1/day, remove disease 1/week, improved evasion, purity of body, wholeness of body (48 hp), diamond body, abundant step, diamond soul, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, perfect self, armored monk(all), diamond hands, diamond aura, fast healing 3.
Saves: Fort +38, Ref +35, Will +37 (+4 vs poison, +2 vs enchantment)
Abilities: Str 26, Dex 27, Con 26, Int 21, Wis 26, Cha 34
Skills: Balance+37, Concentration+37, Craft(Armorsmithing)+34, Diplomacy+41, Escape Artist+37, Knowledge(Religion)+34, Listen+37, Sense Motive+37, Spot+37, Swim+37, Tumble+37 
Feats: Weapon Focus(Unarmed Strikes)(1), Two-Weapon Fighting(H), Improved Unarmed Strike(M1), Deflect Arrows(M2), Toughness(3), Improved Two-Weapon Fighting(6), Improved Disarm(M6), Extra Smiting(9), Greater Two-Weapon Fightning(12), Improved Natural Attack(15), Divine Might(18)
Epic Feats: Great Smiting(21), Holy Strike(BH13), Blinding Speed(M23), Great Ability(Dexterity)(24), Fast Healing(BH16), Improved Ki Strike(M26)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-daylight. 3/day-holy aura, protection from evil. 1/day-aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite, holy word, mass charm monster, neutralize poison, remove disease, resurrection, summon monster 9 (celestials only)


Gear:
Spoiler: ShowHide


[Armor]Mithral Breastplate+8, nimbleness, heavy fortification and soulfire. No ACP, max dex of 10, +1 to base armor class bonus.

[Neck]Necklace of Natural Attacks+5, holy.
[Waist]Belt of Magnificence+6.
<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

#37
Jetina Jerara

Paladin 10/Pious Templar 16//Healer 26

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 26d10+182+26 (353 hp)
Initiative: +5
Speed: 30ft, fly 30ft (perfect)
Armor Class: 53 (+1 dex, +15 armor, +10 shield, +10 sacred, +7 deflection)
Base Attack/CMB/CMD: +26/+33/71
Attack: The Lost+43 (1d8+18 plus 4d6 holy plus +2/+2d6 vs evil outsiders plus +2/+2d6 vs favored enemies 19-20 x2)
Full Attack: The Lost+43/+38/+33/+28 (1d8+18 plus 4d6 holy plus +2/+2d6 vs evil outsiders plus +2/+2d6 vs favored enemies 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite evil 7/day, smite 4/day, favored enemy(undead+9, monstrous humanoids+5, evil outsiders+5), channel energy 14/day (12d6; DC 29), positive energy ray (1d4+7).
Special Qualities: Damage reduction 6/-, aura of good, detect evil, divine grace, aura of courage, divine health, healing hands+23, effortless healing, lingering healing (10 hp, 24 rounds), unicorn companion, panacea unlimited/day, overflowing energy, emergency healing 3/day, life's caress, true calling, brilliant apotheosis, fast healing 5, darkvision 60ft, positive adaptation, positive energy aura, mettle.
Saves: Fort +41, Ref +33, Will +43
Abilities: Str 24, Dex 20, Con 24, Int 21, Wis 30, Cha 24
Skills: Concentration+36, Diplomacy+36, Handle Animal+36, Heal+42, Knowledge(N&R)+34, Knowledge(Religion)+34, Listen+39, Ride+34, Sense Motive+39, Spellcraft+34, Spot+39
Feats: Serenity(1), Shield Specialization(H), Skill Focus(Heal)(H2), Extra Turning(3), Divine Vigor(P4), Weapon Focus(Longsword)(6), Extra Smiting(P8), True Believer(9), Divine Shield(12), Weapon Specialization(Longsword)(PT3), Shield Ward(PT4), Improved Favored Enemy(15), Toughness(18), Melee Weapon Mastery(Slashing)(PT8)
Epic Feats: Bonus Domain(Courage)(21), Great Smiting(PT13), Epic Spell Capacity(H23), Bane of Enemies(24), True Panacea(H26), Holy Strike(PT16)
Alignment: Lawful Exalted

Gear:
Spoiler: ShowHide


[Weapon]The Lost: Longsword+5, holy and evil outsider bane.
[Armor]Full Plate+7.
[Shield]Heavy Steel Shield+7

[Shoulders]Cloak of Resistance+5
[Ring 1]Ring of Defense+2.
[Waist]Belt of Magnificence+6

7750 gold


Spells: [spoiler]

Jetina casts as a 16th level pious templar with access to the courage domain. The save DCs are 20 + spell level.

[5/day]1: Divine Favorx5
[5/day]2: Divine Insightx5
[4/day]3: Prayerx4
[4/day]4: Holy Swordx4
[4/day]5: Righteous Mightx4
[4/day]6: Spiritual Guardianx4

Jetina casts as a 26th level healer with access to the courage domain. The save DCs are 20 + spell level.

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

0:create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd: aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd: create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th: blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th: atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th: celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th: aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th: antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th: antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
10th: energetic healing, energy immunity, greater true seeing, mass freedom of movement, miracle of health, miracle of life, miracle of uncursing, naeys' life font, wizard's grace.
11th: lunar healing, mass regenerate, superb dispelling.

Courage: remove fear, aid, cloak of bravery, heroism, valiant fury, heroes' feast, greater heroism, lion's roar, greater cloak of bravery, mass valiant fury, 11th level placeholder.
<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?