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Finalized character sheets

Started by Anastasia, August 29, 2014, 12:49:18 AM

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Anastasia

<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?

Corwin

#1
Lucy [lvl10, Succubus10//Sorc5/Mage of the Arcane Order 2/Escalation Mage3]
Chaotic Neutral Amnesiac Demon [Outsider]
Gender: Female, Height: 5'3'', Weight: 112lbs, Age: ??

Background:
Spoiler: ShowHide

Dressed like your run of the mill courtier and traveling lightly, Lucy has a very curious aura about her. Her frail build makes her seem harmless, while her personality switches between bubbly and excitable to professionally competent when the moment calls for it. Lucy's hair is a cheerful pink that she prefers to keep luxuriously long and which serves to accentuate her green eyes. It takes a real effort to catch her without a happy smile, no matter what she might be doing at the moment. Her preference for spending her time is to do magical research and experimentation, design new spells, acquire new knowledge of the arcane and, recently, role-playing games. Her left hand is the dominant one.




HP: 85
Init: +4
Speed: 30ft (50ft fly, average)
Armor Class: 14 touch, 23 normal. [-4 flat-footed, -9 without natural armor, +4 with Shield, +6 with Greater Mage Armor]
Base Attack: +6/+1
CMB: 6-1=+5
CMD: 10+5+4=19
Full Attack (Rays): +10 vs touch AC [+4 with Seeking Ray]
Full Attack (Greataxe +1 with Whirling Blade): +18, 1d12+17 20/x3 [magic]
Full Attack (Steeldance): +21/+21, 1d4+11/1d4+11 [magic]
Full Attack (Claws): +5/+0, 1d3-1 (lethal/nonlethal base)
Space/Reach: 5ft/5ft
Special Attacks: Claws 1d3, Energy Drain 1/day DC26 Will+Fort (Su), Lesser Succubus Powers at will (Sp), Succubus Powers 3/day (Sp), Unholy Blight 1/day (Sp), Spellpool (Su) lvl1-3 Spell Level total of 5, Escalation 3/day (Su), Escalation/Shadow Focus (Su), Escalation/Shadow Power (Su).
Special Qualities: Metamagic Specialist ACF (PHB2, 8/day), Darkvision 60ft, Poison Immunity, Tongues (Su), Telepathy 100ft (Su), Alternate Form [any humanoid, small to large] (Su), , +9 Natural Armor, Acid Resistance 10, Cold Resistance 10, Electricity Immunity, Fire Resistance 10,  Guild Member (Ex), The Shade Within (Ex), Spell Resistance 22 (Ex), See Invisibility/Permanency [CL9].
Saves: Fort +7, Ref +9, Will +7
Abilities: STR 9 (-1), DEX 18 (4), CON 15 (2), INT 20 (5), WIS 15 (2), CHA 32 (11)
Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran

Skills: Acrobatics +12 (8, Dex-), Appraise +14 (9, Int-), Bluff +24 (10, Cha+), Diplomacy +21 (10, Cha-), Disguise +34 (10, Cha+), Escape Artist +15 (8, Dex+), Intimidate +24 (10, Cha+), Knowledge/Arcana +18 (10, Int+), Knowledge/Geography +10 (2, Int+), Knowledge/Engineering +16 (8, Int+), Knowledge/Dungeoneering +16 (8, Int+), Knowledge/Local +9 (1, Int+), Knowledge/Nature +16 (8, Int+), Knowledge/Religion +11 (3, Int+), Knowledge/The Planes +9 (1, Int+), Perception +23 (10, Wis+), Perform/Act +12 (1, Cha-), Perform/Dance +12 (1, Cha-), Profession/Baker +15 (10, Wis+), Ride +8 (1, Dex+), Sense Motive +15 (10, Wis+), Spellcraft +18 (10, Int+), Stealth +17 (10, Dex+), Swim +0 (1, Str-), Use Magic Device +24 (10, Cha+).

Feats: Arcane Preparation (lvl1), Eschew Materials (B, Sorc1, lvl1), Ocular Spell (lvl3, +2L), Cooperative Spell (B, Sorc5, lvl5), Quicken Spell (lvl6, +3L), Easy Metamagic/Quicken Spell (B, MotAO2, lvl7), Necromantic Bloodline (lvl9), Fell Drain (B, +2L).

Spells Known/Sorc [CL10]:
lvl0 [DC21]: 9
lvl1 [DC22]: 5+1B
lvl2 [DC23]: 4+1B
lvl3 [DC24]: 3+1B
lvl4 [DC25]: 2+1B
lvl5 [DC26]: 1+1B

Spells Per Day/Sorc [CL10]:
lvl0 Acid Splash, Amanuensis, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Read Magic: oo
lvl1 Cause Fear [Bonus, Necromancy], Magic Missile, Ray of Clumsiness [SC p166, standard, 1d6+5 dex penalty, 10min, no save, SR, close], Ray of Enfeeblement [1d6+5 str penalty, 10min, no save, SR, close, Necromancy], Shield, True Casting [CM p121]: 9 (6+3)
lvl2 : 9 (6+3)
Fearsome Grapple [SC p90, immediate, hair animates to add +8 to grapple CMB/CMD]
Ghoul Touch [Bonus, standard, 1d6+2 rounds of sickened for anyone within 10ft radius, fort negates, SR, touch, Necromancy]
Rebuke [SC p170, standard, one living target is dazed for one round and shaken for 10 rounds, concentration DC of Rebuke DC+cast spell level to cast a spell, Will negates, SR, close]
Seeking Ray [PHB2 p125, standard, 4d6 electricity/+4 to attack with rays for 10 rounds, no save, SR, medium]
Wings of Cover [RotD, immediate, protection against any one attack/spell/psionics by creating total cover, gives +8 to ac and +4 to reflex saves from area attacks]
Fell Drain Acid Splash [memorized]
lvl3 : 9 (6+3)
Dispel Magic [standard, 1d20+10 vs DC of 11+enemy CL]
Ray of Dizziness [SC p167-168, standard, no save, SR, medium]
Steeldance [SC p206, standard, 10 rounds, 2 daggers attack adjacent enemies as magic at +21 for 1d4+11 damage]
Vampiric Touch [Bonus, standard, deals 6d6 damage (half CL) and gains equal amount of temp hp, no save, SR, touch, Necromancy]
Fell Drain Magic Missile [memorized]
Fell Drain Magic Missile [memorized]
lvl4 : 7 (5+2)
Contagion [Bonus, standard, http://www.d20srd.org/srd/spells/contagion.htm, fort negates, SR, touch, Necromancy]
Shadow Conjuration [standard, mimics any conjuration/summoning or conjuration/creation spell of lvl1-3, summoned creatures have 20% hp, will or conjurations only 20% effective/strong, SR]
Wings of Flurry [RotD, standard, 10d6/10d6 cap for 30ft radius and dazed for 1 round, ref half and avoid daze, SR, 30ft]
Fell Drain Seeking Ray [memorized]
lvl5 : 5 (3+2)
Summon Undead V [SC p215, standard, 12 rounds of summoned mummy/shadow/vampire spawn/wight, close, Necromancy]
Dominate Person [Bonus, 1 round, dominate a humanoid for 1 day/level, Will negates, SR, close]
Ocular Spell [Vampiric Touch, 6d6, Necromancy/60ft ray, precast]
Ocular Spell [Ray of Dizziness/60ft ray, precast]

Items: CASH 418.25gp, Arcanist's Gloves [MIC p72; 1,000gp swift 2/day to raise CL of lvl1 spell by 2], Conduit Rod [MIC p155; 6,000gp swift/energy res 20 for 1 round], Lesser Rod of Chain Spell [MIC p165; 14,000gp], Lesser Rod of Extend Spell [3,000gp], Lesser Rod of Enlarge Spell [3,000gp], Necklace of Adaptation [9,000gp], Scrying Beacon: 1,500 gold [MIC], Courtier's Outfit + Jewelry [80gp], 2 daggers [4gp], Spellbook [0/100 pages full, 15gp], Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]

Two of Miimi's best clocks, stopped at the same time.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either. CURRENTLY, HAS 0 CHARGES.

Various Bonuses/Notes:
Spell Resistance (Ex): A succubus has spell resistance equal to 12 + its HD from class levels.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier Will save to negate the effect of the suggestion. The Fortitude save to remove the negative level has a DC of 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier. These save DCs are Charisma-based.
Lesser Succubus Powers (Sp): A succubus can use the following spell-like abilities at will: clairaudience/clairvoyance [lvl3], darkness [lvl2], desecrate [lvl2], detect good [lvl1], detect thoughts [lvl2, Will DC 23], doom [lvl1, Will DC 22] and suggestion [lvl3, Will DC 24]. A succubus's caster level for all spell-like abilities is equal to its class level. [CL10]
Succubus Powers (Sp): Beginning at 8th level, a succubus can use unholy blight [lvl4, Will DC 25] once per day. In addition, it can use charm monster [lvl4, Will DC 25], ethereal jaunt [lvl7, self plus 50 pounds of objects only], and greater teleport [lvl7, self plus 50 pounds of objects only] three times per day at 10th level, and at will when the succubus attains 12th level. A succubus's caster level for all spell-like abilities is equal to its class level. [CL10]
Escalation/Shadow Focus (Su): Upon reaching 2nd level, you unlock the first secret of the art of escalation. You can attempt to increase the effective level of a spell by +1, as though using the Heighten Spell metamagic feat. The caster level check DC is 10 + twice the spell's level. If you fail the check, you immediately take 1 point of damage per level of the spell.
Escalation/Shadow Power (Su): Beginning at 3rd level, you learn to escalate the potency of your spells. You can attempt to increase all variable numeric effects of the spell by one-half, as though using the Empower Spell metamagic feat. The caster level check DC is 12 + twice the spell's level. If you fail the check, you immediately take 2 points of damage per level of the spell and become fatigued for a number of rounds equal to the spell's level.


Full Features List:
Spoiler: ShowHide

STR=11-2harp=9 [-1]
DEX=16+2=18 [+4]
CON=13+1lvl8+2-1dog=15 [+2]
INT=14+6=20 [+5]
WIS=11+2+2=15 [+2]
CHA=17+1lvl4+12+2harp=32 [+11]
Alternate Class Features: Metamagic Specialist (PHB2) 8/day
BAB and saves come from the Succubus side.

Blessed Spellbook: "It's a blessed spellbook, one that lets us know where you are - in case something happens to all of you, or you're playing a scheme against us," [Rocky] says openly. "This book can contact us if you utter Arimaz Tondup while holding it. It works like Sending, if you know that spell."

Succubus
A succubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [comes from the evil and chaotic subtypes]
Weapon and Armor Proficiency: Succubi are proficient with all simple and martial weapons but not with armor or shields.
Darkvision: Succubi can see in the dark up to 60 feet.
Poison Immunity: Succubi are native to a plane where poison is omnipresent.
Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
Telepathy (Su):At 2nd level, a succubus gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Alternate Form (Su): The succubus masters alternate humanoid forms from Small to Large size. It can assume the appearance of any humanoid of the appropriate size. While using this ability, a succubus gains a +10 circumstance bonus on Disguise checks.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier Will save to negate the effect of the suggestion. The Fortitude save to remove the negative level has a DC of 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier. These save DCs are Charisma-based.
Tongues (Su):A succubus can speak with any creature that has a language. The succubus's caster level for this effect is its Hit Dice from succubus class levels × 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on its next turn as a free action.
Lesser Succubus Powers (Sp): A succubus can use the following spell-like abilities at will: clairaudience/clairvoyance [lvl3], darkness [lvl2], desecrate [lvl2], detect good [lvl1], detect thoughts [lvl2, Will DC 23], doom [lvl1, Will DC 22] and suggestion [lvl3, Will DC 24]. A succubus's caster level for all spell-like abilities is equal to its class level. [CL9]
Succubus Powers (Sp): Beginning at 8th level, a succubus can use unholy blight [lvl4, Will DC 25] once per day. In addition, it can use charm monster [lvl4, Will DC 25], ethereal jaunt [lvl7, self plus 50 pounds of objects only], and greater teleport [lvl7, self plus 50 pounds of objects only] once per day at 8th level, three times per day at 10th level, and at will when the succubus attains 12th level. A succubus's caster level for all spell-like abilities is equal to its class level. [CL9]
Spell Resistance (Ex): A succubus has spell resistance equal to 12 + its HD from class levels.
Skills: +8 racial bonus on Perception checks. +10 circumstance bonus to Disguise when using Alternate Form. Calculated in.

Mage of the Arcane Order
Guild Member: A "guild-level" mage of the Arcane Order pays monetary dues and accepts various duties in return for member benefits. The dues are 30 gp per month. Duties include putting in an appearance on campus at least once every six months and accepting any special commissions handed down by senior members. A guildmage who falls into arrears on his dues by more than three months has his membership revoked and loses access to the Spellpool. Reinstating membership is difficult. However, ex-members do not lose any spells or metamagic feats they had gained while in good standing. A member in good standing can board at the Arcane Order campus between adventures, paying only 5 sp per day for common-quality meals and lodging. At his leisure, he can browse the Order's well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spellbooks are kept here). Likewise, he can use the Order's common laboratory facilities when creating magic items (although material costs remain out-of-pocket). Furthermore, he is free to read and post notices to the "job board," a mundane medium whereby fellow members of the Order pass information, advertise their interest in a research topic or adventure, or attempt to sell an interesting oddity, magical or otherwise. Last but not least, members form professional ties with their fellow wizards, possibly leading to lasting friendships or alliances.
Spellpool (Su): Mages of the Arcane Order can call spells from a common source: the Spellpool. New members receive a special focus (a trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If a mage of the Arcane Order loses his focus, he must undergo another initiation. The range of available spells increases at 4th and 7th levels. See the sidebar below for details.

THE SPELLPOOL: A magical reservoir of spell energy is bound into a special matrix in a guarded vault on a sublevel of the Order's headquarters. Using his guild focus, a mage of the Arcane Order can "call" spells from this common resource as needed.
Calling a Spell: Calling a spell from the Spellpool can be done at any distance but requires the caster to have an open, unused spell slot of the appropriate level. Wizards preparing spells for the day decide at that time whether to leave some spell slots open. A spellcaster can call only for a spell of a level that he could normally cast. He can call a number of spells per day whose total levels are equal to or less than half his caster level (round down, minimum one). For example, Turial Edemont, a 5th-level wizard/4th-level mage of the Arcane Order can call one 4th-level spell per day, two 2nd-level spells per day, or any other combination of spells whose levels do not exceed four, assuming he has slots available and his Spellpool debt isn't too high (see below). When a caster calls a spell, he takes a full-round action to concentrate on his focus (which provokes attacks of opportunity). The spell appears in the caster's mind at the beginning of his next turn and can be used immediately. However, if he does not cast the called spell within a number of minutes equal to his caster level, it fades from his mind as though cast. A wizard cannot learn a called spell, despite its temporary presence in his consciousness, though of course he could later attempt to learn the spell through standard means.
Spell Availability: Three stages of access to the Spellpool exist. A member first joining the Order gains Spellpool I privileges, which grants access to spells of 1st to 3rd level. Spellpool II allows access to 4th- to 6th-level spells, and Spellpool III grants access to 7th- to 9th-level spells. No 0-level spells are available, but the Spellpool can provide any other spell on the wizard/sorcerer spell list in the Player's Handbook, as well as any additional spells designated by the DM.
Spellpool Debt: Every time a spellcaster calls a spell, he incurs a debt. He must return an "energy packet" to the Spellpool: a spell he has prepared of a level equal level to that of the called spell, or a number of spells whose combined levels equal the level of the called spell. For instance, the Spellpool debt for a 5th-level spell is five levels, which could be paid off with another 5th-level spell or any combination of spells whose levels total five. Returning a spell is a full-round action, like calling a spell, and depletes a prepared spell slot as if the spell had been cast. The debt must be repaid within a number of days equal to the character's class level; otherwise, the mage's access to the Spellpool is automatically suspended. Once the debt is repaid, a suspended caster immediately regains access to the Spellpool—except that failure to pay off a debt within one year results in a spellcaster's expulsion from the Order. A mage can't run a "positive balance" with the Spellpool, paying off a debt before incurring it.

Escalation Mage
The Shade Within (Ex): When you first embark upon the path of the escalation mage, you draw strength from the Shadow to prepare for the dangerous road ahead. At 1st level, you permanently gain a number of hit points equal to 1 + your Cha modifier (minimum of 1). At each subsequent level, you gain 1 additional hit point. For example, an escalation mage who reaches 5th level would have received a total of (5 + Cha modifier, minimum 5) extra hit points.
Escalation (Su): By appealing to the arcane mastery of the Shadow, you put yourself at risk in exchange for the promise of power. Beginning at 2nd level, you learn how to instantly work such appeals into your arcane spellcasting, mimicking the effects of metamagic feats. These escalations do not actually change the spell's level or casting time. The more escalations
you master, the more powerful your spells potentially become, but the greater the risk to yourself. You can use escalation a number of times per day equal to your class level.
Using an escalation effect requires a swift action unless stated otherwise in the text below, and applies only to the next spell you cast as long as it is within 1 round. You can use only one escalation effect per spell. You can use escalation effects in conjunction with metamagic feats, but doing so involves additional risk, as you must use the spell's new level (including the metamagic effect) to set the caster level check DC (see below).
Each escalation effect requires a caster level check of varying difficulty; if you fail the check, the escalation effect still functions, but Shadow exacts a toll from you. If you take damage as a result of failing the required check, you must also succeed on a Concentration check (as if taking damage during the casting of a spell) or lose the spell entirely.
Escalation effects can be applied to spell-like abilities just as if they were spells.
Shadow Focus:
Upon reaching 2nd level, you unlock the first secret of the art of escalation. You can attempt
to increase the effective level of a spell by +1, as though using the Heighten Spell metamagic feat. The caster level check DC is 10 + twice the spell's level. If you fail the check, you immediately take 1 point of damage per level of the spell.


HP Rolls:
Spoiler: ShowHide

[21:32] <+C2> roll 7d8 hat
[21:32] * +Hatbot --> "C2 rolls 7d8 hat and gets 33." [7d8=7, 2, 7, 3, 4, 8, 2]
[21:15] <C2> roll 1d8 Hat
[21:15] * +Hatbot --> "C2 rolls 1d8 Hat and gets 5." [1d8=5]
[22:02] <Lucy> roll 1d8 hp
[22:02] <Serith> Lucy roll for Serith < 5 > [d8=5]
Hit Dice 8lvl1+2*10con+33lvl2,8+5lvl9+5lvl10+11cha+3escalation=85hp
<Steph> I might have made a terrible mistake

Ebiris

#2
Name: Sharm
Class: Fighter 2/Barbarian 3/Avenging Executioner 2/Scarlet Corsair 3//Orog 2/Phrenic 2/Wilder 6
Deity: None
Alignment: Neutral
Race: Phrenic Deep Orc
Gender: Female
Age: Young, exact unknown
Height: 6'2"
Weight: 192lbs
Eyes: Brown
Hair: Black

Background
Spoiler: ShowHide


Tall, musclebound, green, scary. These are just some of the words to describe Sharm, a relatively recent newborn, arriving in the world along with two others just over a year ago. The three quickly took to a mix of unsavoury jobs, primarily focusing on the mercenary and bounty hunting, but with a side in banditry when times got tough.

Unfortunately none of them could have forseen (hah!) the sort of police presence in the divination city of Hillmar, and they were all swiftly arrested and subjected to the rigors of imprisonment and spell testing. Her two comrades followed the tried and true method of killing/maiming the biggest other prisoners to establish a reputation, earning lengthy extensions to their sentences (as well as being subjected to the more dangerous experiments), while Sharm decided that the quickest way through her sentence was to play by the rules and become a model prisoner. Why, she's even being considered for early release!


Medium Humanoid (Orc)
HP: 82
Initiative: +0
Speed: 40
AC: 21 (+9 armour, +2 natural armour, +7 elude touch) flat footed 21, touch 17, +1 vs spells
Base attack/CMB/CMD: +9/+16/26
Attack: Atnav +17 (2d6+11 +2d6 sneak attack)
Full attack: Atnav +17/+17/+12 (2d6+11 +2d6 sneak attack)
Space/Reach: 5/5
Special Attacks: Psi-like abilities, psionics, rage 1/day, wild surge +2, bloody blade (DC 19, 2 rnds shaken), sneak attack +2d6, rapid intimidation, corsair's feint (2d4 rnd cooldown), surging euphoria +1, frightful presence (DC 22 1d6 rnds shaken)
Special Qualities: Darkvision 120, light blindness, fire resistance 5, cold resistance 5, naturally psionic, power resistance 20, fast movement, uncanny dodge, spell sense +1, psychic enervation, elude touch
Saves: Fort: +13, Ref: +9, Will: +8
Abilities: Str 24, Dex 11, Con 18, Int 12, Wis 13, Cha 24
Skills: Acrobatics +13, autohypnosis +14, bluff +20, climb +16, intimidate +20, profession (sailor) +14, stealth +13, survival +14, swim +20
Feats: Improved feint (b), power attack (f1), cleave (f2), expanded knowledge (w5), practiced manifester, intimidating rage, imperious command, frightful presence
Languages: Common, orcish, giant

Psionics
Spoiler: ShowHide

Manifester level 10, concentration +17, DC 17 + power level, power points 57 (35+21+1)

1. Inertial armour, vigor, expansion (b)
2. Energy push
3. Touchsight

Inertial armour cast every day with 7pp augmented and +2 wild surge

Psi-Like Abilities
3/day defensive precognition, empty mind, mind thrust, intellect fortress
1/day force screen, body adjustment, brain lock, aversion, psionic blast, psionic crush


Inventory
Spoiler: ShowHide

1,429gp

Greatsword of speed +1 'Atnav'
Cloak of resistance +2
Amulet of health +2

Bag of holding type 3
Terror Helmlet (+10 competence to intimidate, fire res 10, immunity to bleeding wounds)

Traveller's outfit
Light veil


Misc
Spoiler: ShowHide

Original ability scores: 17, 17, 16, 13, 13, 10
+1 str at level 4, +1 cha at level 8
Phrenic +2 int +2 wis +4 cha
Orog +6 str -2 dex -2 wis +2 cha

HP rolls: 2, 3, 2, 6, 4, 6, 3, 3, 3

Saves/hp/bab taken from side 1

Using Educated Wilder variant

Nephrite

#3
Name: Moore, the Motivational Pixie
Class: Bard 10//Pixie 4/Marshal 4/Fatesinger 2
Deity: None
Alignment: Neutral Good
Race: Pixie (Small Size)
Gender: Male
Age: He forgot!
Height: 2'5"
Weight: 31lb
Eyes: Green
Hair: Blonde

Background

Spoiler: ShowHide




One of the first of his kind, Moore is a name that is spoken in a way that brings about smiles to the faces of all he meets. A Pixie from a far off land, Moore created a name for himself for by motivating regular people and soldiers alike to great feats of true accomplishment. His words were said to have been carried by the forest themselves into the minds and hearts of those he meets.





Hit Points: 77
Init: +4
Speed: 20ft (60ft fly, good)
Armor Class: 29 (10+1(Size)+1(Natural)+1(Dodge Feat)+4(Dex)+5(Mithral)-1(Max Dex Bonus)(CHA to AC (8)), 24 touch, 18 flat-footed
Base Attack: 7/2
CMB: 6-1-1=4
CMD: 10+4+4-1+1+8=27
Full Attack: 1d3 nonlethal
Space/Reach: 5ft/5ft
Special Attacks: : 1/day—lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only). Caster level 10th. The save DCs are The save DCs are 18 + spell level and Charisma-based. | Inspire Courage, Competence, Greatness, Healing Hymn, Spellbreaker Song, Fated Success
Special Qualities: Low-light vision, Dodge, +1 Natural Armor, +1 on attack rolls, Fey, +2 Racial Bonus to Perception, DR 10/cold iron, Spell Resistance 15+Class Level (25), +4 Stealth checks, -4 Penalty to Grapple Checks, Carrying capacity and weight 3/4 of medium creature, Greater Invisibility (Su)
Saves: Fort +6, Ref +11, Will, +9
Abilitiy Scores: STR 8 (-1) DEX 18 (+4) CON 17 (+3)  WIS 14 (+2)  INT 18 (+4) CHA 26 (+8)
Languages: Common, Sylvan, (Bonus: Elven, Gnome, Halfling) Gnoll, Kobold, Draconic, Orcish, Auran, Dwarven, Aquan, Terran

HP Rolls, bonus stats
Spoiler: ShowHide

<Nephrite> roll 6+4d8+3d6+24 I believe that is the correct math
* Hatbot --> "Nephrite rolls 6+4d8+3d6+24 I believe that is the correct math and gets 53."12 [4d8=1, 3, 8, 2][3d6=4, 3, 2]

Level9
[14:15] <Nephrite> roll 1d6+3 since I doubt the PrCs hit die will be any different, Hatebot
[14:15] * Hatbot --> "Nephrite rolls 1d6+3 since I doubt the PrCs hit die will be any different, Hatebot  and gets 5." [1d6=2] (58)

Level 10
[15:50] <Moore> roll 1d6 HP
[15:50] <Serith> Moore roll for Serith < 6 > [d6=6] (64 + 10 + 3=77)

Level 4 and level 8 bonus stats to Charisma, for a total of 26, Used the Harp at level 10 to transfer 2 points of Dex into Con, for 18 Dex and 17 con after losing 1 from Macaron.

Took Toughness at level 10 for bonus HP, replaces Lyric Spell, +10 HP at level 10, then 3 more on top of the roll.


Spells

Spoiler: ShowHide

Per day:

0 - 3 +2 (DC 18) (+1 DC for Divination spells)
1 - 3 + 2
2 - 3 + 2
3 - 2 + 2
4 - 0 + 2

Known

0th - 6 - Detect Magic, Mending, Message, Prestidigitation, Songbird, Summon Instrument
1st  - 4 - Comprehend Languages, Cure Light Wounds, Improvisation, Inspirational Boost
2nd - 4 - Identify (+1 level), Glitterdust, Mirror Image, Silence
3rd  - 4 - Dispel Magic, Haste, Sculpt Sound, Glibness
4th  - 2 - Hold Monster, Shadow Conjuration


Skills (All at +10):
(Bardic Knack allows for +5 in any skill)

Spoiler: ShowHide


STR (-1)

DEX (+4)
Acrobatics

CON (+3)

WIS (+2)
Heal
Perception
Profession (Motivational Speaker)
Survival

INT (+4)
Linguistics
Knowledge: Arcana
Knowledge: Nature
Spellcraft

CHA (+8)
Bluff
Diplomacy (+3 extra, skill focus)
Use Magic Device
Perform (Oratory)
Perform (String Instruments)



Feats:

Spoiler: ShowHide


Melodic Casting (1st)

Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.

Dodge (+1 to AC all the time)(Houseruled)(Pixie),

Weapon Finesse (Pixie)

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Haunting Melody(replaces Suggestion)

When you sing or use some other Perform skill, you can unnerve enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear effect.

Using this ability counts as one of your daily uses of bardic music.

Lyric Spell Toughness (Replaced at 10th) (3rd)

+1 Con for the purposes of HP.

Jack of All Trades (6th)

You can use any skill as if you had 1/2 rank in that skill. This benefit allows you to attempt checks with skills that normally don't allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn't allow skill checks (such as Speak Language), this feat has no effect.

Spell Focus (Divination) (9th, required for Fatesinger)

+1 DC to Divination spells.



Bard Traits and Abilities

Spoiler: ShowHide

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability.

Bardic Knack
Level: 1st
Replaces: If you select this class feature, you do not gain bardic knowledge.
Benefit: When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

Spellbreaker Song
Replaces: Countersong
Benefit: You can use your music or poetics to interfere with spells that have verbal components. Doing this costs one daily use of your bardic music ability and requires a
standard action to start. Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You
can maintain your spellbreaker song for 3 rounds


Healing Hymn
Level:1st
Replaces: Fascinate
Benefit: If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.
In addition if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost. Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability.


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


Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task the ally has at hand, the bard may use his bardic music to lift the ally's spirits, to help him or her focus mentally or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible — chanting to make the rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

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



Marshal Skills and Abilities

Spoiler: ShowHide

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras.
All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor - Motivate Dexterity, Demand Fortitude (+8)
Major - Motivate Attack (+2)

Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order.
This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)



Fatesinger Skills and Abilities
Spoiler: ShowHide


Defensive Manipulation (Su): The fatesinger starts his journey by learning how to manipulate fate reflexively and only centered around himself. He adds his Charisma modifier as a deflection bonus to
his AC.

Fated Success (Su): Normal bards can help allies to perform better by encouraging them to give their all; fatesingers do it by inscribing success into their personal fates. A 2nd level fatesinger with at least 12 ranks in Perform can spend two uses of bardic music to ensure success for himself or a single ally within 30 feet. For every three levels a fatesinger attains beyond 2nd, he can target one additional ally with a single use of this ability (two at 5th level, three at 8th). To bring about a fated success, a fatesinger must sing, and if targeting an ally then that character must hear him sing. The effect works on the target's next skill check. A creature whose fate has been changed to ensure success adds a +5 (Dune rule) circumstance to the next skill check that he performs while the fatesinger is reciting and five rounds after he stops.



Inventory

Wealth: 3493.25gp

Harp of Adjustment
Lyre of Building
Regalia of the Hero (Worn)
Helm of Tactics
Badge of Valor
Horn of Resilience
Mithral Chainmail, 4300  (worn), +5 AC, -2 Armor check penalty, +4 Dex max bonus
Travel Cloak (worn)

Ring of the Screamer (worn)
Allows a bard to exchange a use of bardic music to cast shout as a spell-like ability.

Rope of Stone: 1,600 gold. (MIC.)
Wand of Magic Missile (CL 3rd): 2,250 gold. (49/50 charges)

3x A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.


5+2+1 8 lbs total, Light load is 19.75 lbs (Masterwork Backpack allows for 10% higher load, not factored in)



Inventory Specifics

Spoiler: ShowHide

Lyre of Building, 5 lb
If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

Regalia of the Hero

2: You can grant a single ally within 30 feet (other than yourself) a +5 insight bonus on a single attack, save, or skill check as an immediate (command) action. This ability functions once per day

3: You use a standard (command) action to grant a single ally within 30 feet (other than you) an extra move action, taken immediately. (If you have the marshal's grant move action class feature,3 this benefit instead affects all allies within 30 feet of you.) This ability functions once per day.

Badge of Valor (Immediate, mental)
When you activate a badge of valor, you and all allies within 60 feet gain a +2 bonus on
the next save you or they make against a charm or fear effect before the start of your next turn.

If you have the bardic music ability to inspire courage, you can activate a badge of valor to increase the bonus granted by that  ability by 1 for the duration of its effect. A badge of valor functions three times per day.

Helm of Tactics (Swift, mental)
When you activate a helm of tactics, you and all allies within 60 feet gain a +2 bonus on melee weapon damage rolls against enemies that you or they are flanking. This benefit lasts for 10 rounds, but allies who move more than 60 feet from you lose the benefit until they return within the area.

If you are a marshal, you can activate a helm of tactics to increase the effect of your minor aura by 1. This effect lasts for 10 rounds. A helm of tactics functions three times per day.

Horn of Resilience (Standard, manipulated)
When you activate a horn of resilience, you and all allies within 30 feet gain damage reduction 5/—. This benefit lasts for 5 rounds, but allies who move more than 30 feet from you lose the benefit until they return within the area. If you are a marshal, you can activate a horn of resilience to increase the effect of your major aura by 1. This effect lasts for 5 rounds.

If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit points last until depleted or the duration of your inspire greatness ability ends, and they don't stack with any other source of temporary hit points. A horn of resilience functions two times per day.

Travel Cloak

This lightweight gray-green cloak protects the wearer against some of the hazards and discomforts of outdoor travel. The wearer resists cold as if affected by an endure elements (cold) spell. Furthermore, the cloak sheds precipitation, keeping dry the area of the body covered by the cloak (head to knees). In addition, three times per day, the wearer can reach into one of the pockets of the cloak and pull out trail rations sufficient to feed himself. From another pocket, the wearer may withdraw a stoppered 1-quart metal flask that produces either pure cool water or sugared hot tea. The flask produces up to two gallons of liquid per day. The flask only refills if placed back in the pocket of the cloak; if separated from the cloak or the wearer, it has no magical properties. Finally, when the wearer utters a command word, the travel cloak expands once per day to the size of a one-person tent.

Harp of Adjustment

This silver harp bears the ability to adjust personal attributes. Using any of these abilities requires listening to the harp's music for one hour. The performer must succeed on a Perform (String Instruments) check or the attempt fails, the DC varies from usage to usage. Failed attempts may be tried again. The harp is only effective on willing creatures.

- Change the listeners hair color, eye color, height (within reasonable racial norms), body type and/or sex. This change is permanent, but may be undone by using the harp again. Changes result in the recipient being sickened for 1d4+1 days due to adjustments in body chemistry. This sickness can only be mitigated by a heal spell or greater magic. A creature can benefit from this usage of the harp of adjustment as many times as desired, but no more than once per month. The Perform (String Instruments) DC for this usage is 20.

- Move 2 points from one ability score to another ability score. This exchange is permanent. Doing so leaves the recipient sickened for 1d4+1 days thereafter due to the adjustments in body chemistry. This sickness can only be mitigated by a heal spell or greater magic. A creature can only benefit from this usage of the harp of adjustment once. The Perform (String Instruments) DC for this usage is 20.

- Shift a creature's alignment by one step towards good/evil or law/chaos. Creatures with alignment subtypes cannot be affected by this. A creature can only benefit from this usage of the harp of adjustment once. The Perform (String Instruments) DC for this usage is 25.

- Remove up to one hour of memory or memories. Treat this as modify memory with no saving throw or spell resistance allowed. A creature can benefit from this usage as many times as they wish. The Perform (String Instruments) DC for this usage is 30.


Masterwork Backpack     100g  2 lb.

Reduces load requirements by 10%


Iron Dragoon

#4
Name: Verenkilar
Class Side 1: Psychic Rogue 5/Invisible Blade 5
Class Side 2: Doppelganger +4LA/Monk 1/Psychic Warrior 2/Factotum 3
Deity: None
Alignment: True Neutral
Race: Doppelganger
Gender: Male/Female as convenient
Age: 28
Height: 5' 10"
Weight: 185 lbs
Eyes: Grey
Hair: None

Faces:


Background:
Spoiler: ShowHide

Like most of his/her kind, Verenkilar is an observationist first and foremost. Often, the humanoids that s/he interacts with misunderstand his/her name and take it to be Veren Kilar. At first, Veren took exception to this, but has since learned that it is easier to be accepted into a community if one has a last name, though Veren rarely uses his/her own.

Personality-wise, Veren tends to be quiet and observant, though s/he is prone to temper flares when his/her opinion isn't complied with when voiced. This comes from the normal Doppelganger view of superiority over other humanoids. Though indifferent to most, on the extremely rare case that Veren finds another humanoid s/he deems worthy, his/her loyalty is nearly iron-clad, though ruthless and biting it may be, as Veren will then hold those people to the standards of a Doppelganger.


Hit Points: 78
Init: +4
Speed: 40 ft.
Armor Class: 31, 24 Touch
Spoiler: ShowHide
10+4 Natural (DG)+5 Dex+4 Wis (MNK)+5 Int (Factotum)+2 (Bracers)+1 (Ring of Protection)

Base Attack: 8
Spoiler: ShowHide
+3 (Psychic Rogue 5)+3 (IB 5)

CMB: 9
Spoiler: ShowHide
8 BAB+1 STR+1 Size

CMD: 28
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10+1 STR+5 Dex+8 BaB+0 Size

Full Attack: +14/+9
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ATK 1: 8 BaB+5 Dex+1 Masterwork/Magic
ATK 2: 3 BaB+5 Dex+1 Masterwork/Magic

Ranged: +15/+10, up to 20 Ft. (Note: -1 ATK outside of PBS)
Spoiler: ShowHide
ATK 1: 8 BaB+5 Dex+1 Point Blank Shot+1 Masterwork/Magic
ATK 2: 3 BaB+5 Dex+1 Point Blank Shot+1 Masterwork/Magic; x2 Dagger Range Increment, Gauntlets

Damage: 1d4+3+5d6 Sneak Attack
Space/Reach: 5/5
Special Abilities: Detect Thoughts (DC 12 Will Negates); Darkvision 60 ft.; Change Shape; Immune to Sleep/Charm Effects
Saves: Fort +6/ Ref +16/ Will +8
Ability Scores: Str 13, Dex 20, Con 17, Int 20, Wis 18, Cha 12
Languages: Common, Abyssal, Elven, Draconic, Celestial
Inspiration: 6 points
PP:23

HP Rolls/Bonus Stats:
Spoiler: ShowHide

> roll 5d8+2d10+8+16 HP (Note: 5d8 from Doppel 4, Mindspy 1; 2d10 from Fighter 2; +8 from Doppel 1; 16 from Con +2)
<Serith> Iddy roll for Serith < 52 > [d8=2,4,8,5,4][d10=2,3]
> roll 1d8 (Level 8)
<Serith> Veren roll for Serith < 5 > [d8=5]
> roll 1d8 HP (Level 9)
<Serith> Iddy roll for Serith < 7 > [d8=7]

Level 4 Bonus Stat: Dexterity
Level 8 Bonus Stat: Wisdom


Spells/Spell Like Abilities:
Spoiler: ShowHide

Detect Thoughts (Su): DC 18 (+2 Ability Focus)
Change Shape (Su)
Arcane Dilettante: Nerveskitter - Gain +5 on Init
Entangling Ectoplasm: You entangle a foe in sticky goo. (1PP, standard action, no save, no power resistance)
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws. (1PP, standard action)
Concealing Amorpha: Quasi-real membrane grants you concealment. (3PP, standard action)
Levitate, Psionic: You move up and down, forward and back via mental support. (3PP, standard action)
Strength of My Enemy: -1 Str transfered from target per successful attack. (3PP, standard action, no save, no power resistance)
Hustle: Instantly gain a move action. (3PP, swift action)


Skills:
Spoiler: ShowHide

Acrobatics: 20 (10 Ranks+5 Dex+5 Int)
Bluff: 20 (10 Ranks+1 Cha+4 Racial+2 Mnk+3 Skill Focus)
Climb: 14 (8 Ranks+1 Str+5 Int)
Diplomacy: 11 (10 Ranks+1 Cha)
Disable Device: 20 (10 Ranks+5 Dex+5 Int)
Disguise: 15 (10 Ranks+1 Cha+4 Racial)
Handle Animal: 3 (2 Ranks+1 Cha)
Intimidate: 11 (10 Ranks+1 Cha)
Knowledge -Dungeoneering: 12 (7 Ranks+5 Int)
Perception: 14 (10 Ranks+4 Wis)
Sense Motive: 13 (9 Ranks+4 Wis)
Sleight of Hand: 20 (10 Ranks+5 Dex+5 Int)
Stealth: 25 (10 Ranks+5 Dex+5 Int+5 Item)
Survival: 14 (10 Ranks+4 Wis)
Swim: 16 (10 Ranks+1 Str+5 Int)
Use Magic Device: 11 (10 Ranks+1 Cha)


Feats & Class Features:
Spoiler: ShowHide


Feats:
[spoiler]
Level 1: Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Level 3: Weapon Finesse (Dagger): Use your Dexterity modifier instead of your Strength modifier on attack rolls.
Level 6: Skill Focus - Skill Focus: You gain a +3 bonus on all skill checks with the selected skill.
Level 9: Surprising Riposte: If you deal damage to an opponent in the same round that you successfully feinted against it, it becomes flatfooted. This effect lasts 1 round or until the opponent's next turn, whichever comes first.
Psychic Warrior Lvl. 1 Bonus Feat: Improved Feint: Bluff check to Feint in combat as a Move Action.
Psychic Warrior Lvl. 2 Bonus Feat: Precise Shot: Use ranged weapons vs. targets in melee without standard -4 penalty.
Monk Bonus Feat Lvl. 1: Combat Expertise: On Full Attack, up to -5 on attack to add to AC.
Monk Bonus Feat Lvl. 1: Unarmed Strike: Gain Improved Unarmed Strike.


Doppelganger Traits:
Spoiler: ShowHide

Darkvision: Doppelgangers can see in the dark out to 60 feet.
Doppelganger Skin: +4 Natural Armor Bonus.
Doppelganger Deception: +4 Racial Bonus on Bluff and Disguise checks.
Detect Thoughts (Su): As caster level 18th; Will DC 18 Negates (+2 DC Ability Focus).
Change Shape (Su): Assume the shape of Small Or Medium Humanoid.
Immunities: Doppelgangers are immune to Sleep and Charm effects.
Level Adjustment: Doppelgangers are a +4 LA race.


Psychic Rogue Level 5:
Spoiler: ShowHide

Power Points: 7 (+4 Int)
Sneak Attack: +2d6 vs. flanked target or denied DEX.
Drow Rogue: Gain poison use. (Trapfinding ACF)
Evasion: Successful Ref saves results in no damage.
Uncanny Dodge: Retain DEX bonus to AC if flat footed. (Danger Sense ACF)
Level 1 Power: Entangling Ectoplasm: You entangle a foe in sticky goo. (1PP)
Level 2 Power: Precognition, Defensive: Gain +1 insight bonus to AC and saving throws. (1PP)
Level 3 Power: Levitate, Psionic: You move up and down, forward and back via mental support. (3PP)
Level 5 Power: Concealing Amorpha: Quasi-real membrane grants you concealment. (3PP)


Psychic Warrior Level 2:
Spoiler: ShowHide

Power Points: 1 (+4 Wis)
Level 1 Power: Strength of My Enemy: -1 Str transfered from target per successful attack. (3PP)
Level 2 Power: Hustle: Instantly gain a move action. (3PP)


Monk (Passive Way) Level 1:
Spoiler: ShowHide

Flurry of Blows: Make extra attack at highest bonus, -2 penalty.
AC Bonus: Add WIS Bonus, if any, to AC.
Passive Way Skill Bonus: Bluff: Gain a +2 Competence Bonus on Bluff checks.


Invisible Blade Level 5:
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Dagger Aptitude: Treat Invisible Blade as Fighter levels for feat requirements.
Dagger Sneak Attack: +3d6 vs. flanked target or denied DEX when using Daggers.
Ricochet Daggers: Spend 1 Inspiration to treat weapons as if they have Returning and Throwing properties.
Uncanny Feint: At 3rd level, you gain the ability to feint in combat as a move action instead of a standard action. If you also have the Improved Feint feat, you may instead feint in combat as a swift action.
Bleeding Wound: Sacrifice 1d6 points of dagger sneak attack damage to deal a bleeding wound. Such an attack deals damage as normal in the round when the attack hits. Thereafter, the wound bleeds for 1 point of damage per round on the wounded target's turn. Multiple wounds result in cumulative bleeding loss. The bleeding can only be stopped by a DC 15 Heal check or the application of any healing spell or ability. Creatures immune to sneak attack damage are immune to bleeding wounds as well.
Unfettered Defense: Gain your Intelligence bonus as a bonus to Armor Class. If you are caught flat-footed or are otherwise denied the Dexterity modifier to Armor Class, you also lose this bonus.


Factotum Level 3:
Spoiler: ShowHide

Inspiration: Spend to activate abilities; refreshed at the beginning of each encounter.
Cunning Insight: Spend 1 Inspiration to gain competence bonus to ATK, Damage, or Save equal to INT Bonus.
Cunning Knowledge: Spend 1 Inspiration to gain competence bonus to Skill Check equal to Factotum Level.
Trap Finding: Gain as Rogue.
Arcane Dilettante: By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
Brains Over Brawn: Gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity.
Bonus Feat ACF - Cunning Defense: Font of Inspiration (Houseruled): Your maximum inspiration rises by two points.

[/spoiler]

Inventory:
Monies: 12179.15 Gold

Worn, total weight worn - 17 lbs, light load:
Spoiler: ShowHide

Bracers of Armor (1lbs), +2 AC.
Vestment of Many Styles (1lbs), Camouflage.
[spoiler] The vestments have had an additional camouflage effect added, allowing a +5 competence bonus to stealth checks.

Lead Shirt, (5 lbs), Allows the hiding of magic items from detection.
Cloak of Resistance (1 lbs), +2 Saves.
The Cat's Meow (1 lbs), Dagger+1, anarchic.
Spoiler: ShowHide
Relatively stable despite being affected by the magics here. It's a steel dagger with a wrapped leather hilt. Fairly unremarkable as far as that goes, but beneath the leather are runes in Feline which read: The Cat's Meow. 18,000 gold.

Ghost Strike Dagger (1 lbs), 8000 gp
Spoiler: ShowHide
 Ghost Touch allows a weapon to impact an etheral creature as if it were fleash; Ghost Strike allows a weapon to apply Sneak Attacks and Critical hits as if an undead were living.

Barbed Dagger (1 lbs), Masterwork x3.
Amulet of Stamina, +2 Con.
Gloves of Dagger Throwing, +10 ft. throwing range when using daggers.
Ring of Protection, +1 Deflection AC.
Moonsilver Bracelet: This bracelet grants a +2 enhancement bonus to Dexterity. Once per day as a swift action, the bracelet can be invoked to cast silvered weapon (CL 5th).
[/spoiler]

Handy Haversack (5 lbs):
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Bedroll (5 lbs)
Blanket, Winter (3 lbs)
Flint & Steel
Grappling Hook (4 lbs)
Rope, Hempen (50 Ft.) (10 lbs)
Tent (20 lbs)
Thieves' Tools, Masterwork (2 lbs)
Everfull Mug
Everlasting Rations
Scroll of Magic Weapon x1
Wand of healing (CL5) x1, 41 charges
Purple Worm Poison x5, Injury DC 25, 1d6 Str primary, 2d6 Str secondary
The Complete Guide to Humanoids, Humans and other similar Creatures: A compendium of information on creatures to assist with shape shifting.
Max Capacity: 80 lbs main, 20 lbs side x2
Total holdings: 44 lbs


http://www.soulriders.net/forum/index.php/topic,103074.msg1053378.html#msg1053378
http://therafimrpg.wikidot.com/psychic-rogue-powers
http://www.d20srd.org/srd/psionic/powerList.htm#psychicWarriorPowers
This is not the greatest post in the world, no... this is just a tribute.