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Started by Yuthirin, August 12, 2013, 08:53:11 PM

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Yuthirin

Character
Name: Tryll
Class: Unbodied 4/Psion 19/Master Mentalist 4//Monstrous Humanoid 4/Sorcerer 2/Cognition Thief 7/Paragon 12/Psion Substitution 2
Race: Unbodied   
Medium Monstrous Humanoid (incorporeal, psionic)
Faith: Queen Morwell
Alignment: Chaotic Good
Gender: Male
Age: It's just a number.

Stats
HP: 691
Ability Scores:
     Str: --
     Dex: 28 (+9)
     Con: 28 (+9)
     Int: 38 (+14)
     Wis: 32 (+11)
     Cha: 34 (+12)
Initiative: 9
Saves: Fort 23 (10+1+9+3)
       Ref  25 (12+1+9+3)
       Will 33 (18+1+11+3)
AC: 41 (10+12 deflection+9 dexterity+9 luck+1 insight)
  Touch: 41
  Flat-footed: 32
BAB: 17
CMD: 33
CMB: 17
Speed: Fly 120ft, Good maneuverability
Languages: Common, Auran, Celestial, Infernal, Abyssal, Draconic, Ignan, Terran, Aquan, Elven, Sylvan, Dwarven, Orcish, Goblin
Wealth: 200,817g
Power Points: 789
Caster Level: 32
Damage Reduction: 10/epic
Spell Resistance: 41
Fast Healing: 37

Attacks
Ranged Touch: 27

Psionics


Magic
Spoiler: ShowHide
Sorcerer Spells Known
0: Preserve Ectoplasm, Prestidigitation, Mending, Daze, Arcane Mark
1: Magic Aura, Enlarge Person

Sorcerer Spells Per Day
0: 6
1: 6

Magic DCs
1: 23
2: 24


Familiar
Spoiler: ShowHide
Princess Calleigh
Coure Eladrin


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Tiny Outsider (Chaotic, Extraplanar, Good, Eladrin, Psionic)
Hit Dice:27 HD (345 hp)
Initiative:+13
Speed:20 ft., Fly 60 ft. (perfect)
Armor Class:37 (+2 size, +5 natural, +9 dex, +5 deflection, +5 bracers, +1 dodge), touch 27, flat-footed 27
Base Attack/CMB/CMD:17
Attack:Tiny dagger, +13 melee, 1d2-2; +2 tiny short bow (holy, evil outsider bane, +30/25/20 ranged, 1d2+2 (+4 vs. evil outsiders)
Space/Reach:2.5 ft./0 ft.
Special Attacks:Spell-like abilities
Special Qualities:Alternate Form, eladrin subtype, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues, resist acid 10 and cold 10, psionics (nomad)
Familiar Qualities:Share Spells, Empathic Link, Improved Evasion, Deliver Touch Spells
Feats:Dodge, Improved Initiative, Psionic Body, Toughness, Great Fortitude
Psionic Powers Known1: Attraction, Entangling Ectoplasm, Grease, Matter Agitation, Defensive Precognition, Offensive Precognition,
2: Amethyst Burst, Damp Power, Detect Hostile Intent, Swarm of Crystals
3: Dimension Swap, Realized Potential, Time Hop
Power Points45 (35+9+1)
Saves:Fort 9+3+2 (+4 vs. poison), Ref 18+9, Will 22+2
Abilities:Str 10, Dex 28, Con 16, Int 16, Wis 14, Cha 18
Skills:Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5 Survival +2 (on planes other than home only), Use Rope +7 (+9 bindings)
Feats:Weapon Finesse
AlignmentChaotic Good
GearPsicrown if the Astral Legion (800pp), Bracers of Armor +5, Ring of Protection +5, Cloak of Resistance +5, Pixie-sized Bag of Holding, Tiny Belt of Magnificence +4

Spell-like Abilities
At will: Dancing Lights, Detect Evil, Detect Magic, Faerie Fire
3/day: Magic Missile, Sleep
DC: 16 All DCs are Charisma-based

Alternate Form: As a standard action, Calleigh can assume the form of an incorporeal ball of light. In this form, she can only be harmed by magical weapons or natural weapons that count as magical.

Even then, she has a 50% chance to ignore the damage, so long as it does not come from a force effect, a ghost touch weapon, or positive/negative energy.

Calleigh's Pack
Wand of Greater Invisibility 49/50
Wand of Silence 18/50
Wand of Attune Form 50/50
Wand of Shatter 50/50
Wand of Cure Critical Wounds (10th level) 37/50
Power Stone: Time Hop (single use)
Dorje of Entangling Ectoplasm 50/50
Dorje of Concealing Amorpha 50/50
Dorje of Force Screen 50/50


Calleigh is a riot of color and energy, appearing as a tiny sprite with gold skin, wearing a myriad of hues. Lush violet hair frames her fey-like face; a constant impish grin graces her features, full of joy and mischief.

[spoiler]
[/spoiler]

Skills
Spoiler: ShowHide

Class Skills


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc/
  Syn
=Total
Appraise (Int)
10
14
0
24
Autohypnosis (Wis)
11
3
Bluff (Cha)
30
12
1
43
Concentration (Con)
30
9
1
40
Craft - Crystalworking (Int)
30
14
6
50
Decipher Script (Int)
10
14
1
25
Diplomacy (Cha)
30
12
5
47
Disable Device (Int)
15
14
1
30
Disguise (Cha)
28
12
1
41
Escape Artist (Dex)
9
1
Forgery (Int)
15
14
1
30
Gather Information (Cha)
30
12
1
43
Hide (Dex)
9
1
Intimidate (Cha)
12
3
Knowledge (architecture & engineering) (Int)
10
14
1
25
Knowledge (local) (Int)
14
1
Knowledge (dungeoneering) (Int)
15
14
1
30
Knowledge (geography) (Int)
14
1
Knowledge (history) (Int)
14
Knowledge (nature) (Int)
15
14
1
30
Knowledge (nobility & royalty) (Int)
14
1
Knowledge (psionics) (Int)
30
14
1
45
Knowledge (religion) (Int)
16
14
1
31
Knowledge (the planes) (Int)
22
14
1
37
Listen (Wis)
15
11
1
27
Move Silently (Dex)
9
1
Open Lock (Dex)
9
1
Perform (Cha)
12
1
Psicraft (Int)
30
14
3
47
Sense Motive (Wis)
5
11
1
17
Sleight of Hand (Dex)
9
3
Speak Language
6
-
-
-
Spot (Wis)
27
11
3
41
Tumble (Dex)
9
1
Use Magic Device (Cha)
30
12
1(4*)
43
* scrolls only


Feats
Spoiler: ShowHide
Feats From Levels
1. Inquisitor
3. Overchannel
6. Expanded Knowledge: Astral Construct
9. Boost Construct
12. Psionic Body
15. Celestial Familiar
18. Chain Power
21. Epic Expanded Knowledge: Tornado Blast
24. Automatic Metapsionics: Twin Power II
27. Automatic Metapsionics: Twin Power III

Psion Bonus Feats
1. Psicrystal Empowerment - ACF
5. Twin Power
10. Extend Power
15. Psionic Meditation
20. Empower Power
23. Automatic Metapsionics: Maximize Power I

Master Mentalist Bonus Feats
3. Automatic Metapsionics: Maximize Power II

Feats From Other Sources
-Maximize Power (Book)
-Automatic Metapsionics: Twin Power I (Book)


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision 60 ft
Paragon: Expanded to 120 ft.
-Deflection bonus to Armor Class equal to character's Charisma modifier (minimum +1)
-Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
Paragon: Expanded to 1d8.
-Psionic Powers: An unbodied manifests powers as a 4th-level psion (telepath). An unbodied who takes levels in psion (telepath) adds its racial manifesting ability and psion levels together to determine its power point reserve, manifester level, and powers known. The save DCs are Intelligence-based.
Paragon: Expanded, adding PLAs. Correspond, Crystal Shard, Read Thoughts at will. Demoralize, Psychometry 3/day. Retrieve 1/day.
-Telekinetic Force (Su): An unbodied can use telekinetic force as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based.
Paragon: Expanded - Instead of using a measured amount of force, Tryll can choose to cleverly apply overwhelming strength in battle. Once per encounter as a standard action, Tryll can use mental force to imitate the Telekinetic Maneuver against another creature. Treat this power as having been augmented to his current manifester level. This power cannot be augmented further.
-Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.
Paragon: Expanded to be able to fool touch senses. When using this ability, Tryll feels real to light and normal touches. This is due to a light force field projected by Tryll to further enhance the illusion. Tryll gains a +10 to his disguise ability to fool others if they are touching his form. Any forceful contact or physical attacks will break this field. The force field provides no bonuses to armor class or saves.
-Hide Mind (Su): An unbodied cannot be identified as psionic by divination spells or clairsentience powers.
Paragon: Expanded to grant a Nondetection effect.
-Incorporeal Traits: An unbodied is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
-Telepathy 100 ft.: An unbodied can communicate telepathically with any other creature within 100 feet that has a language.
Paragon: Expanded to 200 ft.
-Fortune's Wheel (Paragon's Skill): [spoiler]When using this power, roll a d100. Use the effect listed. Unless otherwise stated, the power used in this ability's activation functions normally. If an additional effect is triggered, that effect uses the manifester's relevant stats and caster level.

1: Roll on the TABLE OF WEIRDNESS.
2-10: The power gains +10 to defeat spell resistance.
10-20: The power is also Widened.
21-30: The power assumes an elemental type of your choosing. This is in addition to any elemental type already applied. If the power grants additional modifiers based on elemental type chosen, both are used.
31-40: The power is Enlarged.
41-50: The power strikes the original target a second time for half of its full effect.
51-60: After manifesting the power, the manifester gains 50% concealment until their next round.
61-70: The power strikes unerringly, ignoring both cover and any agility-based bonuses to AC or Reflex saves.
71-80: 1.5x the effect of any one metapsionic feat applied to a power.
81-90: 2x the effect of any one metapsionic feat applied to a power.
91-95: Roll again!
96-99: Roll twice again! Choose both effects!
100: JACKPOT! 3x the effect of ALL metapsionic feats applied to a power.

THE TABLE OF WEIRDNESS.
d100
   Roll   Results
   01   Wall of force appears in front of manifester.
   02   Manifester smells like a skunk for power duration.
   03   Manifester shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack.
   04   Manifester's clothes itch (+2 penalty to initiative).
   05   Manifester glows as per a light spell.
   06   Power effect has 60 ft radius centered on manifester.
   07   Next phrase spoken by manifester becomes true, lasting for 1 round. Functions as a very limited Wish spell.
   08   Manifester's hair grows one foot in length.
   09   Manifester pivots 180 degrees.
   10   Manifester's face is blackened by a small harmless explosion.
   11   Manifester develops allergy to his magical items; cannot control sneezing until all magical items are removed (sickened, allergy lasts 1d6 rounds).
   12   Manifester's head enlarges for 1d3 rounds.
   13   Manifester reduces (reversed enlarge) for 1d3 rounds.
   14   Manifester falls madly in love with target for 1d4 rounds or until a remove curse is cast.
   15   Power cannot be canceled at will by the manifester.
   16   Manifester polymorphs randomly and rapidly, leaving them nauseated for 1 round.
   17   Colorful bubbles come out of manifester's mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 round.
   18   Reversed tongues affects all within 60 feet of manifester for 1 minute (spells with a verbal component cannot be cast unless the manifester understands a randomly assigned language).
   19   Wall of fire encircles the manifester.
   20   Manifester's feet enlarge, reducing movement to half and adding -4 penalty to initiative rolls for 1d3 rounds.
   21   Manifester suffers a portion of the same effect as target, taking 50% of the damage dealt or 100% of the status effects dealt.
   22   Manifester levitates 20 feet in a random direction every round for 1d4 rounds. This occurs at the end of the manifester's turn.
   23   Cause fear within a 60ft radius centered on the manifester; all in radius except manifester must make saving throw against a fear spell.
   24   Manifesterer speaks in a squeaky voice for 1d6 days.
   25   Manifester gains X-ray vision for 1d6 rounds.
   26   Manifester ages 10 years.
   27   Silence, 15ft radius centers on manifester.
   28   10ft x 10ft pit appears immediately in front of the manifester, 5 feet deep per level of the manifester.
   29   Reverse gravity beneath manifester's feet for 1 round.
   30   Colored streamers pour from manifester's fingertips.
   31   Power effect rebounds on manifester.
   32   Manifester becomes invisible.
   33   Color spray from manifester's fingertips.
   34   Stream of butterflies pours from manifester's mouth.
   35   Manifester leaves monster-shaped footprints instead of his own until a dispel magic is cast.
   36   3d10 gems shoot from the manifester's fingertips; each is worth 1d6x10 gp.
   37   Music fills the air around the manifester, imposing a -10 to all of the manifester's Hide and Move Silently checks.
   38   Create food and water, causing a simple meal to appear near the manifester.
   39   All normal fires within 60 feet of manifester are extinguished.
   40   One magical item within 30 feet of manifester (randomly chosen) is irrevocably suppressed for 1d4 days.
   41   One normal item within 30 feet of manifester (randomly chosen) becomes permanently magical.
   42   All magical weapons within 30 feet of manifester are increased by +2 for 1 round.
   43   Smoke trickles from the ears of all creatures within 60 feet of the manifester for 1 round.
   44   Dancing lights is cast around the manifester, imposing a -10 to Hide checks.
   45   All creatures within 30 feet of the manifester begin to hiccup (-10 to Concentration checks, –1 to AC).
   46   All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the manifester swing open.
   47   Manifester and target exchange places.
   48   Power affects random target within 60 feet of manifester.
   49   Power fails, power points are not expended.
   50   Cast Summon Monster II. Random creature is summoned under manifester's control.
   51   Sudden random change in weather (temperature rise, snow, rain, etc.) lasting 1d6 rounds.
   52   Deafening bang disorients everyone within 60 feet; those who can hear must make a Fortitude save (DC same as for original power) or be stunned 1d3 rounds.
   53   Manifester and target exchange voices for 1d6 rounds.
   54   Gate opens to a randomly chosen Outer Plane for 1 round; 50% chance for extraplanar creature to appear. Creature is not controlled by manifester.
   55   Power functions, but shrieks like a shrieker. The manifester's Move Silently checks automatically fail.
   56   Power effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%.
   57   Power effectiveness (range, duration, area of effect, damage, etc.) increases by 50%.
   58   Power takes physical form as free-willed elemental and cannot be controlled by manifester; elemental remains for the duration of the spell and its touch causes the spell effect (AC equal to manifester's). Otherwise this creature functions normally as an elemental with the manifester's HD.
   59   All weapons within 60 feet of the manifester glow softly for 1d4 round.
   60   Power functions normally, but any applicable saving throw is nullified.
   61   Power appears to fail when cast, but occurs 1d4 rounds later.
   62   All magical items within 60 feet of manifester glow brightly for 2d8 days. Hide checks automatically fail unless in total cover.
   63   Manifester and target switch personalities for 2d10 rounds.
   66   Slow spell centered on target.
   65   Target affected by insanity spell.
   66   Lightning bolt shoots toward target.
   67   Target enlarged.
   68   Darkness spell centered on target.
   69   Plant growth spell centered on target.
   70   1,000 lbs. of nonliving nonmagical matter within 10 feet of target vanishes.
   71   Fireball spell centered on target.
   72   Target turns to stone.
   73   Power is manifested; power points & psionic focus are not expended
   74   Every creature within 10 feet of manifester receives the benefit of a heal spell.
   75   Target becomes dizzy for 2d4 rounds (target is nauseated).
   76   Wall of fire spell encircles target.
   77   Target levitates 20 feet in a random direction every round for 1d3 rounds. This occurs at the end of the target's turn.
   78   Target suffers blindness.
   79   Target is charmed as per charm monster.
   80   Target forgets why they are here for 1 round.
   81   Target's feet enlarge, reducing movement to half normal and adding -4 penalty to all initiative rolls for 1d3 rounds.
   82   Rust monster appears in front of target under the control of the manifester and acts immediately. Rust monster vanishes after 1d3 rounds.
   83   Target polymorphs randomly and rapidly, leaving them nauseated for 1 round.
   84   Target falls madly in love with manifester for 1d4 rounds or until a remove curse is cast.
   85   Target changes gender.
   86   Small, black raincloud forms over target.
   87   Stinking cloud spell centers on target.
   88   Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage.
   89   Target begins sneezing and is unable to cast spells or attack for 1d3 rounds.
   90   Power effect has 60ft radius centered on target.
   91   Target's clothes itch (-2 penalty to initiative for 1d10 rounds).
   92   Target's race randomly changes until canceled by a dispel magic.
   93   Target turns ethereal of 2d4 rounds.
   94   Target hastened.
   95   All cloth on target crumbles to dust. Magic items are allowed a Will save.
   96   Target sprouts leaves (no damage caused, can be pruned without harm) and gains the Plant type for one round. Target takes 50% more fire damage during this round. Targets immune to fire have their immunity suppressed.
   97   Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast. While present, these limbs interfere with spells and abilities with somatic components, preventing those spells or abilities from being used. -2 to Reflex saves and attack rolls due to the presence of unfamiliar and uncooperative limbs.
   98   The power fails, psionic focus automatically lost. Power points equal to 2x the amount invested in the power are also lost.
   99   Power has minimum duration of 1 round (e.g.: a fireball creates a ball of flame that remains for 1 round, a lightning bolt bounces and continues, possibly rebounding, for 1 round, etc.).
   100   Power effectiveness (range, duration, area of effect, damage, etc.) increase 200%.

-Paragon's Fortune (Su):A paragon is in tune with a greater destiny, one that protects it as it excels. Three times per day as an immediate action, the paragon may negate any one source of damage or negative condition. This prevents any and all damage from it, as well as any other effects. Conditions that endure past one round (such as being immersed in lava or in an unearthly cold environment) are only negated for one round.

Class Abilities
Psion
-Discipline (Telepathy)

Sorcerer
-Familiar

Cognition Thief
-Read Thoughts at will, DC 33
-Confusion 3/day, DC 33
-Mind Probe 2/day, DC 33
-Insanity 1/day, DC 15
-Bonus Powers: Charm, aversion, hostile empathic transfer, dominate, mind probe, psychic chirurgery

Master Mentalist
-Discipline Study (Shaper)
-Reciprocal Boost
-Bonus Power: Astral Seed
-Bonus Power: Ectoplasmic Cocoon[/spoiler]

Weapons & Gear
Spoiler: ShowHide
Miscellaneous
-Pink Teardrop Ioun Stone (+5 competence to all Craft)
-Magnificent Diamond Ioun Stone (+6 to all attributes, a la Belt of Magnificence)
-Dusty Rose Ioun Stone (+1 insight to AC)
-Lavender & Green Ioun Stone (Absorbs up to 8th level spells)
-Orange Ioun Stone (+1 CL/ML)
-Pale Green Prism Ioun Stone (+1 to attack, saves, ability checks & skill checks)
-Preserved Ectoplasmic Third Eye: Penetrate (+2 CL vs. SR)
-Preserved Ectoplasmic Epic Torc of Power Preservation -3 (-3 to all power point costs)


Background
Spoiler: ShowHide
On a long dead and mostly-forgotten primordial water world Prime, there existed a race of enlightened arborescent cephalopods called the irrigo. Sharing a communal form of telepathy, they achieved such a level of understanding and knowledge of one another that they knew no war amongst each other, and many were devoted entirely to the practices of peace or furtherance of knowledge.

As Prime Material Planes are wont to do across the eons, this one too rose in power and then fell. An interplanar invasion of aboleths quickly began stripping the world of its resources, and many irrigo were taken as slaves. Seeking deliverance, they reached out to their triune god who granted them a choice: either stay and fight or shed their mortal forms and ascend to a higher plane of existence. As the sole sentient race occupying the plane, they had never known war. It should come to no surprise that the vast overwhelming majority took the deal and left their bodies behind.

A small handful of irrigo chose to shed their mortal shells and, with their god's permission, not fully ascend. They became Unbodied, beings of great mental power without physical form. As their race died around them, these last five dispersed and found their own ways to safety on other worlds.

Among these five was Tryll; a researcher, mentalist, and very amateur artist. He longed to see the planes, especially the kaleidoscopic planes of chaos. He spent time in Limbo as a follower of Renbuu, did a very brief stint in the Abyss which did not end overly well, and other similarly-aligned Primes that he felt suited him. He quickly realized that, while the outer planes did not mind his natural form, the residents of Prime planes did not react favorably to the sight of him. He experimented with different forms, ultimately abandoning the use of his natural form and adopting that of a thin misty cloud or a ghostly humanoid. Valuing freedom above nearly all else, he would often quietly (or loudly) assist oppressed peoples and aid those who led the fight against tyranny.

Though he has had many companions along the years, his lengthiest friendship has been with Calleigh, a courre he met on an excursion to Arborea. The unlikely pair met while Tryll was in the wilds of Arborea, painting deer. Calleigh watched him work for a time, delighting in the multi-hued creatures that the misty man could create. Eventually, the two struck up a conversation and clicked. Soon inseparable, they dyed a swathe of psychedelic color across the forest and eventually were politely asked to perform their art elsewhere. While there, he learned that a large portion of his preferred god's portfolio had been rolled into Queen Morwell's shortly after the death of his prime, and chose to follow her instead.

From there, the pair traveled the planes, providing quasi-divine aid to anyone who needed it, and many who did not realize they needed it. Some didn't even want it. Nevertheless, the aid was theirs to give, and give they did. In the name of fun and joy, many wrongs were righted and many smiles were stressed.

For the last 200-odd years, they have been spending a large amount of their time in Brightwater, unsuccessfully selling bad art and assisting in odd jobs. For a time, Tryll and Calleigh worked with the gem dragons of the Silverbrow Consortium out of Brightwater in information gathering and acquisitions. Though they eventually parted ways, they did so on good terms and would often supply each other with information on whatever struck their fancy.

Recently, a missive from the Consortium advised that refugees from a prime recently subsumed by the Hells' forces had put out a call for aid. Always willing to lend a hand or three, Tryll and Calleigh headed off for the Aurora.


Description & Personality
Spoiler: ShowHide
Calleigh appears as a courre eladrin, surrounded by a thin misty halo. The mist around her changes shape and texture depending on her mood, and has several multicolored stones spinning through it in complex and ever-changing patterns. 

The pair are fun-loving and carefree, though Tryll rarely interacts directly with anyone other than Calleigh. They delight in harmless pranks and jokes, and find joy in the smallest things. They can often be found creating "art" when not irritating entertaining others with their antics.

Tryll's preferred form is that of a thin mist which surrounds Calleigh out to a 2 foot diameter. Those with True Seeing would see a rubbery-gray creature roughly the size of a house vaguely resembling a large squid-like aboleth. His form differentiates in that the three eyes are not stacked, but instead arranged in a triangle. He lacks side-tentacles, instead having a trio of dexterous tentacles below his eyes, vaguely resembling a beard. Instead of a piscine fluke at his tail end, he has three large tentacles with a mess of smaller branching tentacles, shaped similarly to the branches of a tree with random bends and joints. The ends of these larger tentacles are webbed for aquatic propulsion. Also absent are the palpable aura of menace, the mucous cloud, and the slaves.

He IS rather unpleasant to look at though, and can startle those who aren't familiar with him and don't get a good first look at him.

Those who can see him and converse directly with him find Tryll to be very friendly and somewhat scatterbrained, but quite intelligent. With most creatures, he chooses not to interact directly and allows Calleigh's colorful personality to be his face.


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 0 lbs
Medium Load: Max 0 lbs
Heavy Load: Max 0 lbs
Lift Over Head: 0 lbs
Lift Off Ground: 0 lbs
Push or Drag: 0 lbs

Current weight carried: 0 lbs


Odd Maths & Notes
Spoiler: ShowHide
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
CMB = Base attack bonus + Strength modifier + special size modifier

Permanent Modifiers
+5 PP from Psi-Jolt
+1 Intelligence from mind potion
+1 Caster Level mind tonic
-1hp/HD from mind tonic
+2 bonus feats from Psion Mastery: Maximize Power & Automatic Metapsionics: Twin Power.
+1 Paragon template from ritual
Calleigh is now a psionic creature, and manifests powers as a Psion with 1/4 Tryll's character level.

Lifasa's Gratitude

As the saviors of an entire world, the land itself will always protect you. Whenever you are on Lifasa, you gain the following benefits:

- An enhancement bonus to all ability scores equal to 1/2 of your hit dice.
- Fast healing 20, does not stack with other sources of fast healing.
- Temporary hit points equal to your maximum hit points. You cannot gain more temporary hit points than these while on Lifasa, so you are at no risk of death. These hit points vanish if you leave Lifasa. If part or all are lost, they regenerate after one minute.
- You are treated as natives of Lifasa and never cause spiritual wounds on Lifasa, in the event you are a creature that can cause them.

Shopping List
Date Updated: 10/20/2017
1. Spell-storing arrows or a megadorje
2. Add Anarchic to Calleigh's bow.

Rolls
[spoiler]Stat Rolls
18, 17, 16, 13, 11, 11

HP Rolls
No Longer Relevant
[/spoiler]
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Iron Dragoon

#1
Name: Surraruthru.
Race: Celestial Faerie Dragon
Face:
Spoiler: ShowHide



Background/Fluff:
Spoiler: ShowHide

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

Personality-wise, Surraruthru is much more mature than he should be, having been forced to be by events. Though he still enjoys tricks, humor, and pranks, he tends to have an edge to his personality, and is quick to end arguments by way of magical force. He's a bit stand offish and often finds the events and actions of others uninteresting, preferring to laze around when possible after having fled for so long. Safety is a marvelous relaxant. Though as he's integrated into Aurora, he's found more willingness than usual to place value and friendship on the other residents of the fortress city.

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

Having completed a magical ritual of his own devising, using the preserved heart of a Red Dragon, Surraruthru has become an Arcane True Dragon. The ritual included defeating the spirit of the Red Dragon, a Great Wyrm.


Side 1: Faerie Dragon 23/Half-Celestial 4
Side 2: Abjurer 5/Master Abjurer 10/War Weaver 5/Grand Weaver 7

Size/Type: Small Dragon, Outsider
Hit Points: 364/364
Spoiler: ShowHide

> roll 20d12+12 Dragon HP, +12 for full 1st level
<Serith> IronDragoon roll for Serith < 128 > [d12=7,3,1,3,3,4,9,7,10,3,9,4,6,5,8,1,3,9,12,9]
> roll 4d4 Wiz HP
<Serith> IronDragoon roll for Serith < 8 > [d4=3,1,3,1]
<Serith> Iddy roll for Serith < 3 > [d12=3]
> roll 1d12 lvl 27 HP
<Serith> Iddy roll for Serith < 12 > [d12=12]
Totals from rolls: 128+200(EquipCon)+5DragonEnergy


Unequipped HP: 298/298
Spoiler: ShowHide
Totals from rolls: 158+135(UnequpCon)+5DragonEnergy


Initiative: +9 (+7Dex+2Bracers)
Speed: 60 ft, 120 ft fly (Good), 30 ft Swim
Alignment: Chaotic Good

Armor Class: 40 (10+9NA+1size+7dex+5NA(Amulet)+8Vest)
-Touch: 22 (10+1size+7dex+4ring)
-Flat Footed: 37 (10+1size+7NA+5NA(Amulet)+8Vest)
Spell Resistance: 37 (Half-Celestial)
Base Attack Bonus: 25/20/15/10
CMB: 31 (25BaB+7Str-1Size)
CMD: 47 (10+25Bab+7Str+6Dex-1Size)
Attack: 33/30/23/18
Touch Attack: 33
Ranged Touch Attack: 33

Space/Reach: 5 ft./5 ft.

Unarmed Attacks:
Spoiler: ShowHide

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

Unarmed Damage:
+1 Con Damage per Hit
roll 1d3+15 (Unarmed)
roll 1d4+15 (Bite)
roll 1d3+15 (Claw)


Special Attacks: Euphoria Gas: Will Save vs DC 31, Dazed 1d6, 20 ft. cone, 1d4 cool down.

Special Qualities:
Spoiler: ShowHide
 Water Breathing (Ex), Spell Like Abilities (Sp), Breath Weapon (Su), Daylight (Su), Smite Evil (Su), Immunity to sleep/paralysis (Ex), Low-Light Vision (Ex),  Immunity to Disease, Damage Reduction 10/Magic, Resistance 10 to Acid/Cold/Electricity, Blindsense (Ex), Keen Senses (120 ft Darkvision) (Ex), Frightful Presence (Ex, DC 29), Alternate Form (Su), Graceful Flight (Ex), Physical Frailty (Ex), Immunity to Fire (Ex), Spellcatching (Su)


Saves: (Side 1)
Fort: 29 (11Base+8Con+10Cloak)
Ref: 38 (11Base+7Dex+10Cloak)
Will: 29 (11Base+8Wis+10Cloak)

Abilities: Str 24 (+7),  Dex 24 (+7), Con 26 (+8), Int 28 (+9), Wis 26 (+8), Cha 28 (+9)
Original Rolls:
Spoiler: ShowHide

> !rollchar
<Serith> 5, 6, 6, 3, 1 = 17
<Serith> 4, 4, 6, 3, 5 = 15
<Serith> 3, 5, 6, 6, 3 = 17
<Serith> 4, 5, 5, 5, 1 = 15
<Serith> 4, 4, 5, 3, 2 = 13
<Serith> 5, 4, 6, 5, 1 = 16
<Serith> Iddy's Scores: 17, 17, 16, 15, 15, 13

Spoiler: ShowHide

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

Spoiler: ShowHide

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


Languages: Common, Draconic, Abyssal, Celestial, Infernal

Skills:
Spoiler: ShowHide



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Skill NameRanksStatMiscTotal
Climb (Str)071017
Concentration (Con)30815+255
Craft (Calligraphy) (Int)99018
Craft (Weaving) (Int)309039
Decipher Script (Int)119020
Diplomacy (Cha)309039
Hide (Dex)2871550
Knowledge (Arcana) (Int)3091958
Knowledge (Dungeoneering) (Int)3091857
Knowledge (History) (Int)3091857
Knowledge: Local (Mechanus) (Int)3092059
Knowledge (Nature) (Int)3091857
Knowledge (The Planes) (Int)3091857
Listen (Wis)308038
Move Silently (Dex)3071552
Profession: Teaching (Int)159024
Search (Int)309039
Sense Motive (Wis)308038
Sleight of Hand (Dex)57012
Spellcraft (Int)3091857
Spot (Wis)308038
Swim (Str)07815

Total Skill Points: 456 [spoiler]Dragon 1st HD: 6+6x4=64, 2-21 HD: 6+6+4x20=320, Half-Celestial 1-4 HD: 8+6+4x4=72

Knowledge (Ex): You gain fragments of all the knowledge Secretus stole. You gain a +3 bonus to all Knowledge checks.
Encyclopedia of Encyclopedias: +1 to K:A
Arcanaloth's Ring: Improved swimming and improved climbing. [/spoiler]

Feats:
Spoiler: ShowHide

Level 1: Eschew Materials
Level 3: Spell Focus: Abjuration
Level 6: Enlarge Spell
Level 9: Spell Penetration
Level 12: Empower Spell
Level 15: Elven Spell Lore (+2 CL to Dispel, Scorching Ray)
Level 18: Split Ray

Level 21: Ignore Material Components [Epic]
Level 24: Improved Tapestry [Epic]

Bonus Feats:

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

Master Specialist 3: Greater Spell Focus (Abjuration)

Grand Weaver 3: Epic Spell Capacity [Epic]
Grand Weaver 6: Improved Tapestry [Epic]


Racial and innate powers:
Spoiler: ShowHide

Breath Weapon (Su): Cone of Euphoria Gas (1d6 rounds dazed, Will save), 20 ft cone
Water Breathing (Ex): A Faerie Dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Immunity (Ex): All dragons have immunity to sleep and paralysis effects.
Immunity to Fire (Ex): A creature with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Low-Light Vision (Ex): See twice as far in low light, read with most minimal light.
Scent: A creature with the scent ability can detect an invisible creature as it would a visible one.
Spell-Like Abilities (Sp): See spells section below.
Spells: A dragon casts arcane spells as a Sorcerer of the level indicated in its variety description: 15th level
Alternate Form (Su): 3/day as a standard action an Arcane Dragon can assume the form of any animal or humanoid creature of Medium or smaller.
Graceful Flight (Ex): Arcane Dragons fly with Good maneuverability no matter their size.
Physical Frailty (Ex): When determining the type and damage dealt by their natural attacks, treat Arcane Dragons as if they were one size category smaller and subtract 5 feet from the react of all natural attacks with a reach of 10 feet or more.
Tonic of Purity: This tonic, once consumed, gives the imbiber immunity to non magical diseases
Spellcatching (Su): Spellcatching is an improved form of Counterspelling. It functions like normal counterspelling, except that the dragon may use any spell of the same level or higher as the coutnerd spell so long as it either comes from the same school or has a descriptor in common with the spell to be countered. If the spellcatching attempt succeeds, the dragon counters the spell and immediately adds it to its spellhoard.

Lifasa's Gratitude (Su)

As the saviors of an entire world, the land itself will always protect you. Whenever you are on Lifasa, you gain the following benefits:

- An enhancement bonus to all ability scores equal to 1/2 of your hit dice.
- Fast healing 20, does not stack with other sources of fast healing.
- Temporary hit points equal to your maximum hit points. You cannot gain more temporary hit points than these while on Lifasa, so you are at no risk of death. These hit points vanish if you leave Lifasa. If part or all are lost, they regenerate after one minute.
- You are treated as natives of Lifasa and never cause spiritual wounds on Lifasa, in the event you are a creature that can cause them.


Class Features:
Spoiler: ShowHide


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

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

[/spoiler]

Master Specialist
Spoiler: ShowHide

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

+10 Levels of Existing Arcane Spellcasting Class: Wizard

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

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

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

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

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

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

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

[/spoiler]

War Weaver
Spoiler: ShowHide

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

+4 Levels of Existing Arcane Spellcasting Class: Wizard

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


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

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

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

Grand Weaver
Spoiler: ShowHide

Grand Weaver 1: Advanced Tapestry +1
Grand Weaver 2: Adaptable Tapestry: Retributive Enervation
Grand Weaver 3: Bonus Feat
Grand Weaver 4: Advanced Tapestry +2
Grand Weaver 5: Adaptable Tapestry: Elemental Body, Flexible Tapestry
Grand Weaver 6: Bonus Feat
Grand Weaver 7: Advanced Tapestry +3, Swift Tapestry

+7 Levels of Existing Arcane Spellcasting Class: Wizard

Grand Weaver Details[spoiler]

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

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

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

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

Monitor Tapestry [Epic]
You are aware of the condition of those in your eldritch tapestry. This is identical to a status spell, except that the duration lasts until the eldritch tapestry ends.

Swift Tapestry (Su)
An expert grand weaver can set up an eldritch tapestry faster than usual. At 7th level, it only takes 1 minute to create an eldritch tapestry.
[/spoiler][/spoiler]

Gear:
Spoiler: ShowHide


[Weapon] Wand (Bracer Holster)
[Weapon/Shield] Wand of Battlemagic Perception: 35/50 charges, 3,375 gp
[Armor] None.
[Torso] Vest of the Archmagi, 50,000: Continious +8 armor bonus, +5 resistance bonus to all saves. +2 enhancement bonus on caster level checks made to overcome spell resistance, 3/day recall an arcane spell previously prepared and cast for any spell up to 9th level as a swift action. Expend a prepared arcane spell or spell slot to heal self equal to five times the level of the spell as a swift action.
[Bracers] Bracers of the Hunter, 45,950gp: +15 competence bonus on Hide and Move Silently checks, +2 competence bonus on Initiative checks; Wand Holster
[Hands/Front Claws] Gloves of Casting, 30,000gp: Stone one hand-held item. In addition, once per round, while wearing a casting glove, you can activate or consume a stored magic item as if you were holding it in your hand. The activation and all effects function just as normal for the item, and the activation requires the same type of action.
[Boots/Rear Claws] Boots of Draconic Freedom, 438,000gp: Grants the wearer At-Will Greater Teleportation (CL13) as a Move Action and a constant Freedom of Movement effect.
[Ring 1] Vitam Trahant of the Darkhidden Wizardry IV: This ring is dull and seems to absorb any light around it. Whenever you dispel a spell (such as with dispel magic), you heal hit points equal 1d8 times the spell level. For example, if you dispel a 4th level spell, you heal 4d8 points of damage and makes the wearer hidden to Darkvision as well as functioning as a ring of Wizardry IV.
[Ring 2] Ring 3 from Voreldurah: Functions as a ring of wizardry for 1st, 4th, 5th, 7th, 8th and 9th level magic if worn.
[Waist] Dispelling Belt of Magnificence +6, 269,750gp: +6 to all stats and +2 bonus to Dispel Checks.
[Back] Cloak of Resistance +10, 100,000gp: +10 to all saves
[Head] Headband of Conscious Battlemagic Perception +15, 35,750gp: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save, and gives the continious effects of the spell Battlemagic Perception.
[Face] Hathren Mask of True Seeing, 75,000gp: Grants a constant True Seeing effect.
[Neck] Amulet of Natural Armor and Retributive Adapatation +5 and Dispelling Breath, 165,500gp: +5 bonus to Natural Armor. 3/day activate a retributive amulet immediately after another creature has dealt damage to you with a melee attack. That creature takes damage equal to half the damage it dealt to you. This damage is of the same type (or types). The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. This amulet alters a current breath weapon the character has to function as a Greater Magic Dispel effect, similar to the Dispelling Breath spell, at the maximum base bonus of 20 CL. This effect is continuous and does not alter the shape or range of the breath weapon.

Stuff:
Heward's Handy Saddlebags, 2,000gp: Two side pouches hold 2 cubic feet in volume or 20 pounds in weight, central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Always weighs 5 pounds. Retrieving any specific item from a saddlebags is a move action, but it does not provoke the attacks of opportunity.
Heward's Fortifying Bedroll, 3,000: Recover spells in 1 hour once every 48 hours.
Everfull Mug, 350gp: 3/day fills with wine, water, or ale.
Everlasting Rations, 800gp: Produces unlimited trail rations of a single person.
Ioun Stone, Orange, 30,000gp: +1 CL
Ioun Stone, Multi-colored Prism, 215,000gp: +15 Competence bonus to all Knowledge and Spellcraft checks.
Blessed Book, 12,500gp: A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost.
4x Anti-Magic Field Stones, 6,600gp: These innocuous looking stones function as an Anti-Magic Field once activated. 1/day use.
Portable Hole, 40,000gp: When opened fully, a portable hole is 12 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 20 feet deep to come into being.
Greater Metamagic Rod of Substitution: Acid, 24,300gp: 3/day the caster can change the damage type of a spell to the indicated type up to 9th level.
Normal Metamagic Rod of Maximize, 13,500x3: 3/day the caster can apply Maximize to a spell of up to 6th level.

Hoard/Monies: 87,661.57gp
1x Large ruby. 9,100gp.
1x Large blue diamond, perfectly clear and pure: 12,000 gold
A set of six matching amethysts and sapphires: 3,000 gold.


Lair Furnishings
Spoiler: ShowHide

Luxury Phase Spider Silk Bed, 2500gp
Loom of the Dragon Sage, 62,250gp: This Loom and Spinner setup confers a +25 competence bonus to Craft: Weaving.
Weaver's Gloves of the Dragon Sage, 5,000gp: These glvoes confer a +5 insight bonus to Craft: Weaving.


Spell-like abilities:
Spoiler: ShowHide

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

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


Stat Block
Spoiler: ShowHide

Surraruthru
HP: 359/359
AC: 38+4 (Deflection)
Touch AC: 22, Flat Footed: 37, SR: 37, CMB: 31, CMD: 47
Init: +13, Touch Atk: 33
Active:
Passive: True Seeing, Detect Magic
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
This is not the greatest post in the world, no... this is just a tribute.

Merc

#2
Name: Ithea
Class: Spellwarped 3/Catfolk 1/Rogue 13/Factotum 6 // Duskblade 23
Race/Type: Catfolk/Aberration [Augmented-Catfolk]
Alignment: Chaotic Good

About:
Spoiler: ShowHide



Gender: Female, Age: 20, Height: 4'11", Weight: 136 lbs.
Hair: Light Gray, Eyes: Orange, Fur: Pale brown, with dark gray stripes.

Background:
[spoiler]
The catfolk of Lifasa weren't much like those found in other material realms, not only because of the strange magical abilities they held, but because they had given up the nomadic and shamanistic lifestyle of most of their brethen. While many renown hunters and protectors of nature could be found amongst them, most of the catfolk of Lifasa enjoyed mingling with others, and lived primarily in cities, thriving while adopting new cultures into their own.

A lot of this was because they had not originally been a race native to Lifasa. Not much is known about their origins, just that many clans of them arrived one day seeking sanctuary in Lifasa. They were welcomed and more, given food, land and opportunities by a world in the cusp of being paradise. They've been repaying the debt ever since.

Perhaps that's why they fought so hard when Abigor and the forces of Baator invaded, why they threw themselves into battle so fiercely, why so many of them died, why so many were left broken at the sight of their failures if they survived.

Ithea is amongst those many would consider broken by the ordeal, though she herself would hiss and pop someone in the nose with her fist if they said so to her face. If anything, she considers herself focused on her goal to seeing Lifasa freed and that its oppressors pay in full, one way or another.

The duskblade had long been raised as if she was some sort of genius amongst her kind, with a lot of expectations made of her, but when Lifasa's moment of doom came, she had been frozen in fear as things started, and only acting once it was too late to be of any help, her own attempts at helping seeming to be more obstructive than helpful until she was finally forced through one of the portals.

She's been living in shame, embarrasment and anger since then, working her butt off to get stronger and try and actually live up to the expectations that had been placed on her, the ones that she had previously failed so badly to live up to. The problem is that no matter how strong she's managing to get, freeing Lifasa still looks to be so far away...


Personality:
Spoiler: ShowHide

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

Even though she's plagued with those same doubts and fears, she refuses to let them get to her, she just doesn't want to be someone who lives her life so innocently and falsely proud when she's lost so much. She's afraid, yes, but not as much as she hates being weak. Somehow, one day, she'll make everyone proud, and Lifasa's paradise will shine once more.
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Stats:
HP: 346/346
AC/Touch/Flat-Footed: 56/39/56 [10+5(armor)+9(armor enh)+7(dex)+10(natural)+5(deflection)+2(shield)+8(shield enh)]

BAB/CMB/CMD: +23/+46/77 (+4 CMD vs trip, overrun, bullrush)
Melee Attack: Seiryu+36 (d10+16, 19-20/x3, slashing), Rengui+35 (2d4+16, 20/x3, piercing), Mace+40 (d8+21, 20/x2, bludgeoning)
Melee Full Attack: Seiryu+36/+31/+26/+21
Ranged Touch Attacks: +30

Abilities: Str 33 (+11), Dex 24 (+7), Con 30 (+10), Int 32 (+11), Wis 25 (+8), Cha 22 (+6)
Saves: Fort +36, Ref+31, Will+33
Speed: 40ft
Init: +22

Special Qualities:
Race/Template/Other
Spoiler: ShowHide

Spellwarped Template: SR 34 (11+level), Type changes to Aberration (grants Darkvision), NA+2, str+4,dex+2, con+4, int+4.

Spell Absorption (Su): Whenever a spell fails to penetrate Ithea's SR, she gains one of the following benefits, chosen when the spell resolves... Gain temp HP = 5 x Spell Level; Gain +speed = 5 x Spell Level; Gain Resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).

Catfolk: 40ft speed, dex+4, cha+2, NA+1, lowlight vision, racial skills.

Healing Touch (Sp): Use Cure Critical Wounds, as the spell once per day. This ability also results in a -1 penalty to attack rolls. (4d8+20)

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

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

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

Luna Tear: Gain DR 10/silver.

Rogue
Spoiler: ShowHide

Martial Rogue: Sneak Attack ACF (from UA), grants bonus feats at levels where sneak attack would have been gotten.
Mimic (EoE): Trapfinding ACF, can use disguise self 1/day as SLA.
Evasion: Take no damage on successful reflex save for attacks that normally deal half damage on a successful save.
Minor Lore (RoE): Trap Sense ACF, gain +4 bonus on all Knowledge checks (though this bonus doesn't change an untrained check to a trained check). In addition, whenever the rogue successfully aids another character's Knowledge check, that character can apply this bonus on his check result (in addition to the normal bonus granted by the rogue's aid another attempt).
Uncanny Dodge: Replaces Improved Uncanny Dodge, due to grabbing DA. Retain Dex if caught flat-footed.
Uncanny Bravery: IUD ACF, gain immunity to the frightful presence of dragons. You gain a +4 morale bonus on saving throws against all other forms of fear.
Special Ability:
-Opportunist (Ex), once per round can make an AoO against an opponent who has just been struck for damage in melee by another character.
-Skill Mastery, Can 'take 12' with the following skills regardless of situation: Balance, Bluff, Concentration, Diplomacy, Gather Information, Hide, Listen, Move Silently, Spellcraft, Spot, Tumble, Use Magic Device

Factotum
Spoiler: ShowHide

Inspiration: 6

Cunning Insight: Spend 1 inspiration for a +INT competence bonus to attack, damage or save roll.
Cunning Knowledge: Spend 1 inspiration for a +5 (factotum level) competence bonus to a skill check. Can only spend 1 point per particular skill per day.
Trapfinding: Can find traps with skills I haven't gotten points in. Haha.
Arcane Dilettante: Can prepare two level 0-2 sorc/wiz spell at start of day (default: Nerveskitter and Heroics). Cast as level 5 caster.
Brains over Brawn: Add +INT to str/dex checks and skills.
Cunning Defense: Spend 1 inspiration for a +INT dodge bonus to AC vs one opponent for one round. Can spend multiple times in same round, but only against multiple opponents.
Cunning Strike: Trade inspiration point for 1d6 sneak attack damage.
Opportunistic Piety: Use 9/day (WIS+3) and heal for 23 (INT+2*Factotum Lv) or turn undead.

Duskblade
Spoiler: ShowHide

Arcane Attunement: 14/day (INT+3), use SLAs (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic).
Armored Mage: No arcane spell failure when using light/medium armor or shields.
Arcane Channeling: Deliver touch spell through melee attack as either standard or full attack action.
Quick Cast: Cast 4/day spells as swift action as long as normal cast time is standard or less.
Spell Power: Gain +6 to CL check to overcome spell resistance on a target that you've injured with a melee attack.

Spells:
0) 6/day - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1) 23/day - Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, Swift Expeditious Retreat, True Casting , True Strike
2) 23/day - Dimension Hop, See Invisibility, Swift Invisibility, Touch of Idiocy
3) 23/day - Blink, Greater Magic Weapon, Ray of Exhaustion, Regroup, Vampiric Touch
4) 18/day - Dispel Magic, Dimension Door, Enervation, Shout
5) 14/day - Chain Lightning, Disintegrate, Misery Bottle, Polar Ray, Prismatic Touch, Waves of Fatigue
Notes: Cast with +2CL (CL 24), Add +1 CL to Lightning spells, Add +2 CL to overcome SR (on top of spell power)


Feats:
Spoiler: ShowHide

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

Epic - Automatic Quick Cast

[spoiler="Arcane Strike"]When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. You may only sacrifice one spell this way per round; if somehow you are able to sacrifice more than one spell per round the bonus to hit and damage does not stack. You use whichever is better.

"Font of Inspiration": ShowHide
Your maximum inspiration rises by two points.

Automatic Quick Cast: 1st and 2nd level duskblade spells are automatically quickened (Do not use up Quick Cast ability).
[/spoiler]

Skills:
Spoiler: ShowHide

Note: Add +1 to all unlisted skill checks or ability checks (ioun stone)
(+28) Balance 7
(+7) Bluff 5 [+5 without bracers]
(+28) Climb 5
(+32) Concentration 21 [+4 when casting spell/using SLA]
(+32) Diplomacy 26 [+5 without bracers]
(+28) Gather Information 26 [+5 without bracers]
(+50) Hide 6 [-5 without bracers]
(+4) Intimidate 0 [+5 without bracers]
(+26) Jump 1
(+42) Knowledge (arcana) 26
(+22) Knowledge (architecture&engineering) 4
(+35) Knowledge (dungeoneering) 19
(+19) Knowledge (local) 1
(+42) Knowledge (planes) 26
(+42) Knowledge (nature) 26
(+42) Knowledge (religion) 26
(+54) Listen 22
(+59) Move Silently 10 [-5 without bracers]
(+13) Sense Motive 5
(+21) Sleigh of Hand 0
(+40) Spellcraft 26 [+2 with scrolls]
(+51) Spot 21
(+47) Tumble 26
(+28) Use Magic Device 26 [+2 with scrolls/+5 without bracers]

Speak Language (5): Aquan, Terran, Celestial, Ignan, Abyssal

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

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


Gear:
Spoiler: ShowHide
Carried - Seiryu, Rengui, Sunnishard Mace, CLW Wand/45 charges, Potion of CSW, Gate of Counter Ithea's Luck, Bag of Holding (Type IV)
Worn - Belt of Magnificence+8, Cloak of the Forest Hunter (elven god's gift), Ithea's Armor, Vest of Resistance+7, Cat's Eye, Third Eye [Penetrate], Unseen Enemy (Minor Artifact, bracers), Counter Gloves, Steadfast Boots of Speed, Ring of Protection+5, Spell Component Pouch, Scroll of Sending
Floating - Moon Disc II, Ioun Stones (Orange & Pale Green)
Pouch - Misery Bottle focus, other components, Wand of Familiar Pocket (CL 21, 50 charges)

Home Base - Scroll of Sending x3

Wealth: 39,432.97 gold
(Note: Lief owes 7k gold)


Other Notes:
Familiar - Rukkig (Pyro Cat)
Spoiler: ShowHide

Hit Die/Hit Points: 166/166
AC: 25, touch 14, flat-footed 23

BAB/CMB/CMD: +22/+18/30
Attack: Claw+26 (1d2-4, 20/x2, slashing)
Full Attack: 2 claws+26 (1d2-4, 20/x2, slashing) and bite+20 (1d3-4, 20/x2, piercing)

Abilities: Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 16 (+4), Wis 12 (+1), Cha 7 (-2)
Saves: Fort+17, Ref+19, Will+18
Speed: 30ft
Init: +2

Feats: Darkstalker, Weapon Finesse.

Special Qualities:
Race/Template/Other
[spoiler]-Immmunity to fire.
-Telepathy 100ft.
- Base int score of 10, though this should be subsumed by the int boost from being a familiar anyway.
- Energy Source (Su) Rukkig is created of chaotic magic and fire. When within 30ft of Ithea, she gains a +2 bonus to the caster level of spells with the fire or chaotic descriptor. Allies of Ithea can likewise gain this benefit if Ithea chooses. This doesn't doesn't stack for spells that have both chaotic and fire descriptors.

Familiar
Spoiler: ShowHide
Alertness: Bonus feat for Ithea while Rukkig is within reach.
Improved Evasion: On spells that typically allow for reflex save for half damage, instead take half damage on failed reflex save, no damage on successful save.
Share Spells: Spells Ithea casts on self can be shared with Rukkig if he's within 5ft.
Empathic Link: Share empathic link up to 1 mile apart.
Deliver Touch Spells: Can deliver touch spells for Ithea as if Rukkig were Ithea.
Speak with Master: Can talk with Ithea though nobody else can understand.
Speak with Animals of its Kind: Rukkig can talk to other felines and fire creatures.
Spell Resistance: Spell resistance 27 (HD+5)
Scry on Familiar: 1/day Ithea can use scrying on Rukkig.
Familiar Spell (Disintegrate): 1/day Rukkig can use Disintegrate as a spell-like ability, with Ithea's CL.


Skills:
Spoiler: ShowHide
Use Ithea's ranks in skills, with Rukkig's ability modifiers and the following racial mods:
+4 racial to Climb, Hide (+8 in tall grass or heavy undergrowth), Move Silently
+8 racial to Balance and Jump
Use Dex instead of Str for climb and jump checks.

Note: Some skills may be limited/not useful due to being a magical beast instead of a humanoid.


Gear: None.

Chargen
Spoiler: ShowHide
Your familiar functions as a cat familiar with the following additions:
-Immmunity to fire.
-Telepathy 100ft.
- Base int score of 10, though this should be subsumed by the int boost from being a familiar anyway.
- Energy Source (Su) Rukkig is created of chaotic magic and fire. When within 30ft of Ithea, she gains a +2 bonus to the caster level of spells with the fire or chaotic descriptor. Allies of Ithea can likewise gain this benefit if Ithea chooses. This doesn't doesn't stack for spells that have both chaotic and fire descriptors.
[/spoiler]

Equipment
Spoiler: ShowHide
Seiryu, the Morning Guardian:
[spoiler]
This weapon normally behaves like a +1 ghost touch, holy power[epic], shiftsilver glaive, but because of the method used in its construction, it holds a few draconic secrets. Overall, Seiryu counts as a +12 glaive.

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

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

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

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

Rengui, the Dusk's Hunter
Spoiler: ShowHide
+1 shattermantle impaling dragonbane ranseur

Ithea's Armor II:
Spoiler: ShowHide
Glamered Nimbleness Ghost Ward Mithral Breastplate+9

Moon Disc II:
Spoiler: ShowHide
Moon Disc is an Animated Heavy Ghost Ward Steel Shield +8

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

Unseen Enemy:
Spoiler: ShowHide

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

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

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

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

Cat's Eye:
Spoiler: ShowHide
Amulet combines effects of:
Amulet of Natural Armor+7
Hand of Glory - Use Daylight and See Invisibility 1/day each.
Mighty Wizard Ring - Combines Rings of Wizardry I-V.

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

[/spoiler]

Chargen/Leveling:
Spoiler: ShowHide

HP Rolls: [12d8=7, 3, 4, 2, 5, 8, 4, 5, 1, 3, 5, 6]
Level-Up rolls: [d8=5,3,8,8,7,7,1,4,8,4]
Ability Score Modifiers: (template+race+level+base score+item+misc)
[14:55] <Hatbot> Merc: 17, 16, 16, 14, 12, 9
Level bonuses: (4) Dex , (8) Str, (12) Str, (16) Str, (20) Int
Str: 33=4+0+3+17+8+1
Dex: 24=2+4+1+09+8
Con: 30=4+0+0+16+8+2
Int: 32=4+0+1+14+8+5
Wis: 24=0+0+0+16+8+1
Cha: 22=0+2+0+12+8

Draught of the Volcanoes: Add permanent +1 to Strength.
Water from Dralicus the Demented's Fountain: Add permanent +1 to Constitution.
Fruit of the Eternal Heart: Add permanent +1 sacred to Constituation.
Tome of Intelligence: Add permanent +3 to Intelligence.
Manifestation of the Elven Tree: Add permanent +1 to Wisdom.
Medi's Permanent Potion: Add permanent +2 to Intelligence.

Skills: (2+4+4)x7+(8+4+4)x11+(6+4+4)x3+(8+4+6)x2+(6+4+6)x5=70+176+42+72=372 skill points
Note - Gain +6 per level instead of +4 from int starting from level 19 due to in-game increase.

Base Saves: (at level 20) Fort+17, Ref+15, Will+17

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

Other:
<Ithea> Out of curiosity, how much time does it take to put on/take off the unseen bracers? I typically have them on, but I figure if I'm specifically out to do do something involving diplomacy, gather info, or the like and not a fight, I'd take them off.
<Kotono> Normal time to take off bracers, unless said otherwise. Standard action.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Ebiris

#3
Name: Afina Devilsbane
Class: Sorcerer 6/Swiftblade 10/Firesoul Mage 11//Pixie 4/Prismatic 3/Battle Dancer 1/Ninja 1/Sorcerer 4/Scout 14
Deity: None
Alignment: Chaotic Good
Race: Prismatic Pixie
Gender: Female
Age: 360
Height: 2'4"
Weight: 29lb
Eyes: Orange/Purple (heterochromatic eyes)
Hair: Prismatic

Description
Spoiler: ShowHide


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


Background
Spoiler: ShowHide

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

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

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

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

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

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

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

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

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


Small Outsider (Fire, Water, Earth, Air)
HP: 329
Initiative: +30
Speed: 60 (swim 60, fly 90, good)
AC: 89 (+1 size, +12 dex, +15 charisma, +9 wisdom, +14 natural armour, +3 dodge, +20 armour, +5 deflection) touch 55, flat-footed 50 (+5 dodge when moving 20 feet)
Base attack/CMB/CMD: +23/+30(+36 for light weapons)/81
Attack: Hywelbane II +51 1d4+24 19-20/x3, (+3d6 holy/1 negative level, +3d6 anarchic/1 negative level, +4d6 if evil outsider, +6d6 skirmish and +2d6 swift if moving 20 feet) or Afame +50 1d4+23 19-20/x2 (+6d6 vs devils or creatures from beyond, +7d6 skirmish and +2d6 swift if moving 20 feet))
Full attack: Hywelbane II +48/+43/+38/+33 1d4+15 19-20/x3 (+3d6 holy/1 negative level, +3d6 anarchic/1 negative level, +4d6 if evil outsider) or Afame +47/+42/+37/+32 1d4+14 19-20/x2 (+6d6 vs devils or creatures from beyond)
Space/Reach: 5/5
Special Attacks: Unarmed Strike (1d4), Sudden Strike (+1d6), Skirmish (+4d6 +3AC), Swift Surge (+2d6), Innervated Speed, Burning Touch (1d6, DC 38), Flame Savant, Burning Focus +3, Burning Penetration +6, Fire Apotheosis
Special Abilities: Low-light Vision, Damage Reduction 10/cold iron, Spell Resistance 42, Greater Invisibility, Immunity to Fire, Water, Earth, Cold, Disease, Stunning, and Critical Hits, Darkvision 60, Spell Shield, AC Bonus (charisma), AC Bonus (wisdom), Trapfinding, Ki Power (+2 will), Battle Fortitude +2, Uncanny Dodge, Fast Movement +20, Trackless Step, Evasion, Flawless Stride, Camouflage, Swift Surge (+2 attack/AC/reflex, +30 speed), Blurred Alacrity (50%), Sudden Casting, Arcane Reflexes, Evasive Celerity (50%), Fortified Hustle, Diligent Rapidity, Flaming Soul, Blindsense 30, Hide in Plain Sight, Lifasa's Gratitude
Saves: Fort: +31 (+34 vs poison), Ref: +43, Will: +39
Abilities: STR 23, DEX 34, CON 29, INT 32, WIS 28, CHA 40
Skills: Concentration +39, Craft (Weapons) +51, Craft (Armour) +51, Craft (Sculpting) +41, Diplomacy +30, Escape Artist +42, Hide +71, Knowledge (Arcana) +41, Knowledge (Nature) +43, Knowledge (Planes) +41, Listen +41, Move Silently +67, Perform (Dance) +27, Search +43, Spellcraft +43, Spot +41, Survival +39, Swim +31, Tumble +47
Feats: Dodge(B), Weapon Finesse(B), Eschew Materials(B), Spring Attack(B), Bounding Assault(B), Anarchic Bloodline(B), Weapon Focus (Short Sword)(B), Weapon Focus (Longbow)(B), Mobility, Searing Spell, Energy Substitution (Fire)(Sorc5), Arcane Strike, Craft Magic Arms & Armour, Close Quarters Fighting, Rapid Metamagic, Improved Skirmish(Scout4), Craft Wondrous Item(Sorc10), Craft Construct, Darkstalker(Scout8), Blind-Fight(Scout12)
Epic Feats: Epic Crafting, Epic Spell Capacity, Spell Stowaway (time stop)
Languages: Common, Sylvan, Elven, Gnome, Auran, Aquan, Infernal, Ignan, Terran, Celestial, Abyssal, High Maridi

Spell like Abilities
Spoiler: ShowHide

1/day Dancing Lights, Detect Chaos, Detect Law, Detect Thoughts, Dispel Magic, Entangle, Permanent Image, Burning Hands, Obscuring Mist, Magic Stone, Produce Flame, Fog Cloud, Wind Wall, Soften Earth & Stone, Flaming Sphere, Water Breathing, Gaseous Form, Stone Shape, Wall of Fire, Control Water, Air Walk, Spike Stones, Fire Shield, Ice Storm, Control Winds, Wall of Stone, Fire Seeds, Cone of Cold, Chain Lightning, Stoneskin, Firestorm, Acid Fog, Control Weather, Earthquake, Incendiary Cloud, Horrid Wilting, Whirlwind, Iron Body, Elemental Swarm(fire), Elemental Swarm(water), Elemental Swarm(air), Elemental Swarm(earth), Plane Shift(fire), Plane Shift(water), Plane Shift(air), Plane Shift(earth)
15/day Fire Shield (warm only)
15/day Gift of Fire (charisma mod x 1d6 fire damage to enemies within 30 feet, allies weapons gain flaming burst property for 5 + charisma mod rounds)
At will Detect Evil


Sorcerer Spells
Spoiler: ShowHide

Caster level 27 (+33 vs SR for fire spells), DC 25 + spell level (28 for fire spells)

0: (6) Acid Splash, Detect Poison, Detect Magic, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand, Mending, Prestidigitation
1: (10) Shield, True Strike, Floating Disk, Endure Elements, Lesser Orb of Fire (SpC 151), Colour Spray (Anarchic), Raging Flame (SpC 164)
2: (10) Resist Energy, See Invisibility, Alter Self, Repair Moderate Damage (SpC 173), Flame Dagger (SpC 94), Hideous Laughter (Anarchic), Blood Snow (FBurn 89)
3: (10) Haste, Ferocity of Sanguine Rage (DM 67), Control Temperature (Fburn 92), Magic Circle against Evil, Rage (Anarchic)
4: (9) Dimension Door, Orb of Fire (SpC 151), Spell Enhancer (SpC 198), Dimensional Anchor, Confusion (Anarchic)
5: (9) Ball Lightning (SpC 23), Shadow Form (Spc 183), Fabricate, Greater Fireburst (SpC 94), Daltim's Fiery Tentacles (Firesoul SS 46), Mind Fog (Anarchic), Call Avalanche (FBurn 90)
6: (9) Greater Heroism, Disintegrate, Fires of Purity (SpC 94), Mislead (Anarchic)
7: (8) Limited Wish, Delayed Blast Fireball (Firesoul), Scalding Touch (MoE 101), Planar Bubble (SpC 158), Prismatic Spray (Anarchic)
8: (8) Touch of the Graveborn (CM 119), Prismatic Wall, Greater Planar Binding, Maze (Anarchic)
9: (8) Iceberg (FB 101), Meteor Swarm (Firesoul), Mage's Disjunction, Gate, Weird (Anarchic)
10: (8) Glaciante's Spiteful Ward, Simmer's Contagious Fireburst, Summon Monster X
11: (6) Epic Mage Armour, Volcanic Genesis (Firesoul), Call the Wild Hound (homebrew), Many Moments of Prescience
12: (4) Afina's Perfect Vision


Inventory
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200,000.70gp
10,000gp IOU from Rosa
10,220.49gp in golem fund

Hat - It functions as a belt of magnificence+6 as well as slippers of battledancing. In addition, three times per day it can function as a greater metamagic rod of blistering spell. (Coordinating) (PHB2).

Hywelbane II - Shiftsilver small short sword +7, holy power, anarchic power, evil outsider dread. x3 crit multiplier, +2 enhancement to hit under anti-magic or if dispelled

Afame - Adamantine/linthrum small short sword +6, skirmishing
[spoiler]
- Afina is constantly feels at ease wherever she goes. This gives her the benefits of Avoid Planar Effects and Endure Elements spell. This ability is always active as long as the sword is held.
- Against creatures anathema to Afina (devils) and to Creation (creatures from beyond), this sword deals an extra 6d6 points of damage per strike.
- Part of Afina's natural world is speed and dodging. As a swift action, she may grant herself a +4 dodge bonus to armor class while holding this sword. This may be used at will.
- Once per day, Afina may bestow some of her elemental energies to a willing creature by touch. This is a full round action. Doing so grants that creature one of the half fire, water, earth, or air elemental templates, or one of the ooze, magma, smoke, or ice creature templates (Dragon 347) (Afina's choice). This lasts for 24 hours. Doing so takes some of Afina's life energy, and she suffers a -2 penalty to constitution during this time. This penalty cannot be removed until the 24 hours pass.


Cloak of Resistance (Coordinating) +10
Amulet of Natural Armour +7
Skirmisher's Boots (Coordinating)
Spellguard Ring
Ring of Protection +5
Earrings of Stealth (+25 competence to hide and move silently)
Quilium Gloves (not worn)

Armourcrafting Apparatus (+10 competence bonus to craft (armour))
Weaponcrafting Apparatus (+10 competence bonus to craft (weapons))

This potion has the effect of a heal spell, except that it heals 300 hit points when consumed and again the following seven rounds at the beginning of the drinker's turn.

Entertainer's Outfit
Chess board made of walnut and white gold (400gp)
Angel feather

Quilium Armor (broken): This set of armor is difficult to look at - the eyes slide over it, and it seems always out of focus. It provides a +10 armor bonus to armor class when worn, 10% arcane spell failure, a maximum dexterity cap of 5 and -3 armor check penalty, as well as a 20% miss chance, but these are not its main powers. By wearing the Quilium Armor, the wearer can safely handle unmatter.

Dragonmarrow x2 can be added to a potion to improve it in mysterious ways
Rainbow Metal - mysterious!
Blue Gold - coating a weapon makes its enhancement bonus increase +1 for 1 round when arcane strike is used

Balor tooth soaked in brine (spell focus for Glaciante's Spiteful Ward)
[/spoiler]

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

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

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

Eladrin or Fey (Arborea): Add 2 druid spells to your sorcerer spells known (call avalanche and blood snow)

Greater Outsider (elemental planes): Do not need to breathe.

Lifasa's Gratitude (Prime)
As the saviors of an entire world, the land itself will always protect you. Whenever you are on Lifasa, you gain the following benefits:

- An enhancement bonus to all ability scores equal to 1/2 of your hit dice.
- Fast healing 20, does not stack with other sources of fast healing.
- Temporary hit points equal to your maximum hit points. You cannot gain more temporary hit points than these while on Lifasa, so you are at no risk of death. These hit points vanish if you leave Lifasa. If part or all are lost, they regenerate after one minute.
- You are treated as natives of Lifasa and never cause spiritual wounds on Lifasa, in the event you are a creature that can cause them.


Misc
Spoiler: ShowHide

HP Rolls: 4 + 3 + 3 + 1 + 2 + 4 + 2 + 1 + 5 + 5 + 2 + 1 + 3 + 1 + 5 + 3 + 1 + 4 + 4 + 5 + 6 + 8 + 1 + 7 + 5 + 3
Class progressions
Sorcerer 1   Pixie 1
Sorcerer 2   Pixie 2
Sorcerer 3   Pixie 3
Sorcerer 4   Pixie 4
Sorcerer 5   Prismatic 1
Sorcerer 6   Prismatic 2
Firesoul 1   Prismatic 3
Swiftblade 1   Sorcerer 7
Swiftblade 2   Battledancer 1
Swiftblade 3   Ninja 1
Swiftblade 4   Sorcerer 8
Swiftblade 5   Scout 1
Swiftblade 6   Scout 2
Swiftblade 7   Sorcerer 9
Swiftblade 8   Scout 3
Swiftblade 9   Scout 4
Swiftblade 10   Sorcerer 10
Firesoul 2   Scout 5
Firesoul 3   Scout 6
Firesoul 4   Scout 7
Firesoul 5   Scout 8
Firesoul 6   Scout 9
Firesoul 7   Scout 10
Firesoul 8   Scout 11
Firesoul 9   Scout 12
Firesoul 10   Scout 13
Firesoul 11   Scout 14

Nephrite

#4
Moore, Duke of Songs
Class: Bard 27//Pixie 4/Marshal 4/Favored Soul 1/Fatesinger 13/Sentinel 3/Divine Oracle 2
Deity: Erathaol
Alignment: Neutral Good
Race: Pixie (Small Size)
Gender: Male
Age: Timeless!  (Somewhere in the 200s)
Height: 2'5"
Weight: 31lb
Eyes: Green
Hair: Blonde

Background

Spoiler: ShowHide




Hit Points: 363
Init: +10 (+12 for 22) (34 with the dex aura)
Speed: 20ft (60ft fly, good)
Armor Class: 62 (10+1(Size)+5(Natural)+1(Dodge Feat)+10(Dex)+(CHA to AC (12), 6 Armor, +7 Bracers, +5 shield, +5 ring), 46 touch, 52 flat-footed
Base Attack: 20/15/10/5 (3/4ths BAB)
CMB: 20+4-1=23
CMD: 10+20(bab)+4(str)+10(dex)+5(deflection ac)+12(fatesinger to ac)-1(size)=60
Full Attack: 1d3 nonlethal
Space/Reach: 5ft/5ft
Special Attacks: Pixie: 1/day—lesser confusion, dancing lights, detect chaos, detect good, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only). Caster level 27th | Bard - Inspire Courage, Competence, Greatness, Healing Hymn, Spellbreaker Song | Fatesinger Song of Fortune, Defensive Manipulation, Destined Strike, Fated Failure, Melody of Misfortune | Favored Soul - Channel Energy 10/day 1d6 | Sentinel -Aura of Good, Detect Evil/at will, Smite Evil (Su), Resist Fiendish Lure(Su), Celestial Fortitude (Su) | Divine Oracle - prescient sense (evasion), trap sense, Modify Memory 1/day
Special Qualities: Low-light vision, Dodge, +1 Natural Armor, +1 on attack rolls, Fey, +2 Racial Bonus to Spot and Listen, DR 10/cold iron, Spell Resistance 15+Class Level (42), +4 Stealth checks, -4 Penalty to Grapple Checks, Carrying capacity and weight 3/4 of medium creature, Greater Invisibility (Su), Always active detect magic
Languages: All
Saves: Fort +36, Ref +40, Will +41 (+6 due to Superior Resistance)
Stats: STR 18 (+4) DEX 31 (+10) CON 26 (+8) INT 32 (+11) WIS 22 (+6) CHA 35 (+12)

Statblock Cheatsheet

Spoiler: ShowHide

Active Spells: mind blank (CL17), fortunate fate (CL15), planar tolerance (CL7) and greater mage armor(CL5), Superior Resistance (CL 24), True Seeing (CL10), Bibliotecha Arcana (CL27)
HP: 363+20
AC: 62, 46 touch, 52 flatfooted 20% miss chance, SR 41, 30 resist all to elements
32/32 Bardic music uses 3/3 Refrain

Spells:

0th - 4/4 (DC 22)
1st - 7/7
2nd - 7/7
3rd - 7/7
4th - 7/7
5th - 6/6
6th - 6/6
7th - 6/6
8th - 5/5
9th - 1/1

Favored Soul:

0th - 5/5
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 8/8
7th - 6/6
8th - 4/4

Create Magic Tattoo, CL 26, Duration 24 hours
+1 Luck Bonus on Attack Rolls

Create Magic Tattoo, CL 26, Duration 24 hours
+2 Competence bonus on Attack Rolls

Energy Absorption, CL 26, Duration 26 hours/expended

[spoiler]Subject gains Resistance 10 against all five energy types: Acid, Cold, Electricity, Fire, and Sonic.
As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused. For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage. Hit points in excess of the subject's normal maximum are lost. Taking advantage of this function ends the duration of the spell.


Elemental Body, CL 26, Duration 26 hours

Spoiler: ShowHide
You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.
ou have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water dominant planes. You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.


Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.

Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.

Strength of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Strength.

Mind of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Intelligence.

Mind Blank, CL 26, Duration 24 hours
Spoiler: ShowHide
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Stoneskin, CL 26, Duration 260 minutes
Subject gains DR 10/adamantine up to 150 points.

Spell Turning, CL 26, Duration 260 Minutes

Spoiler: ShowHide
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.


Additionally, the below are pre-loaded into the Tapestry for activation as Quiescent Weaving:
Resist Energy, CL 26, Duration 260 Minutes. (4 castings)
Subject gains energy resistance to: Acid, Electricity, Fire, Sonic of 30 points.

[/spoiler]

Ability Cheatsheet

Spoiler: ShowHide


20% miss chance, true seeing
Allies within 60ft gain +2 to attack and +2 to CL for 3 rounds after hearing bardic music - STOP FORGETTING THIS!!!!
YOU'RE IMMUNE TO CRITS ALSO AND ALSO NEGATIVE ENERGY!!
Destined Strike - 2 bardic music uses, +4 to attack and damage rolls, Improved Critical Feat, +12 to threat confirmation
Melody of Misfortune - -6 to attacks, saves, skills for one enemy and DC 32 Will save required for all within 30 feet to avoid the same. 3 bardic music uses
Song of Fortune - +6 to skill checks (stacks with competence) for up to 5 targets
2/day teleport 10ft as swift action

+6 to all resistances due to Superior Resistance
+1 to attack rolls for all alies
+12 to either Dex/Initiative or to CL for overcoming SR

+15 to Perform (string instruments)
Allies within 60ft gain +2 to attack and +2 to CL for 3 rounds after hearing bardic music
Cast Greater Shout, at Caster Level 15th, by expending one use of user's bardic music allotment. This is a Standard Action.

Belt: 3/day allies within 60ft. gain +4 on saves against charm/fear, or increase inspire courage bonus by 2, immediate
Belt: 3/day allies within 60ft. deal +4 damage against flanked foes, or increase effect of minor aura by 2
2/day allies gain DR 10/—, or increase effect of major aura by 2, or grant 100 temporary hp to target of inspire greatness

1/day ally within 30 feet (other than yourself) a +5 insight bonus on a single attack, save, or skill check as an immediate (command) action.

3 Pieces: 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, this benefit instead affects all allies within 30 feet of you.) This ability functions once per day.

Immune to fear, +4 to saving throws against fear for allies within 10 yards

Inspire - if Words of Creation are used
Courage +16 morale bonus on saving throws against charm and fear effects and a +16 morale bonus on attack and weapon damage rolls - 3d4 nonlethal
Competence +8 morale bonus to Skill Checks - 6d4
Greatness 5x Allies competence - +8d10 temp hp, +8 Attack rolls, +3 fort - 12d4
Heroics - 3x Aliies +12 morale bonus to saves and +12 dodge to AC - 18d4

Healing Hymn +perform skill on healing(+30)
Spellbreaker Song 20% chance to cause spellcasting failure on verbal spells
Song of Fortune +5 to skill check, stacks with Competence
Haunting Melody - DC ((10 + 1/2 Bard + Cha) +1) 34 Will, shaken for rounds = to perform

+4 Sacred bonus to saving throws against mind-affecting attacks of evil outsiders
+2 sacred bonus against fort attacks against evil outsiders



Spells

Spoiler: ShowHide


Bard Spells

Per day:

0th - 4 + 3 (DC 22) (+2 to DC for Oracle Domain)
1st - 4 + 2 (DC 23)
2nd - 4 + 3 (DC 24)
3rd - 4 + 2 (DC 25)
4th - 4 + 2 (DC 26)
5th - 4 + 2 (DC 27)
6th - 4 + 2 (DC 28)
7th - 4 + 2 (DC 29)
8th - 3 + 2 (DC 30)
9th - 0 + 1 (DC 31)


Known (+2 to divination school levels)

0th - 6 - Detect Magic, Mending, Message, Prestidigitation, Ghostharp, Summon Instrument (Know Direction)
1st  - 5 - Mimicry, Scholar's Touch (Read 1 book or scroll/round for 27 rounds), Improvisation (+56 points to spend over 27 rounds, can use up to +14 to improve skills and saves), Inspirational Boost (+1 to morale boost on Inspire Courage, swift), Appraising Touch (Detect Secret Doors)
2nd - 5 - Harmonize (Starting bardic music requires move action, 27m), Harmonic Chorus, Detect Thoughts, Silence, Sonorous Hum (Next spell cast that requires concentration is maintained for 27 min) (Tongues)
3rd  -5 - Refreshment (Removes all nonlethal damage), Haste, Sculpt Sound, Glibness (+30 to bluff checks), Carrying Voice (Analyze Portal)
4th  - 5 - Greater Mirror Image, Inspire Great Spell, Dimension Door, Lay of the Land, Voice of the Dragon (Analyze Dweomer)
5th - 5 - Greater Dispel Magic (1d20+20), Greater Blink, Cacophonic Burst (15d6, Reflex half), Dimension Jumper (Teleport 30 ft for 24 rounds, must be able to see location and land on solid surface), Mass Surefooted Stride (Greater Scrying)
6th - 4 - Snowsong, Heroes' Feast, Irresistible Dance, Surge of Hope (Find the Path)
7th - 4 – Antimagic Ray, Mage's Magnificent Mansion, Greater Improvisation, Limited Wish (Vision)
8th - 2 - Greater Lingering Chorus, Antimagic Sound, Greater Harmonic Void (Foresight)
9th – 1 – Wish (Bibliotecha Arcana) (BA is being cast right before he goes to bed when possible)



Favored Soul Spells

ECL = 16 (18 for divination school spells)

Known:
   
0th - 9 - Amanuensis, Create Water, Light, Purify Food and Drink, Virtue, Detect Poison, Cure Minor Wounds
1st - 6 - Cure Light Wounds, Divine Favor, Shield of Faith, Endure Elements, Ebon Eyes, Ray of Resurgence
2nd - 6 - Share Talents, Lore of the Gods (+10 insight to knowledge checks for 160m), Tyche's Touch (+4 then +3 ,etc until discharged sacred bonus on saves for 1d), Divine Insight (+15 to one skill check), Status, Find Traps (+10 to finding traps and can search for them)
3rd - 6 - Divination (Oracle), Safety, Heart's Ease, Invisibility Purge (60 ft globe that removes invisibility), Mass Conviction (+4 morale bonus to saving throws, 20ft burst, 160m), Vision of the Omniscient Eye (+10 insight to spot, immunity to blind)
4th - 6 - Sending, Recitation (+2 luck bonus to AC, attack rolls and saves for 16/r), Tongues,  Sheltered Vitality, Air Walk, Planar Tolerance
5th - 6 - Commune (16 questions), True Seeing, Life's Grace (16m immunity to death effects and ability drain, treat armor as ghost touch), Atonement, Wall of Stone, Disrupting Weapon
6th - 4 – Lucent Lance, Heal, Heroes' Feast, Superior Resistance, Bolt of Glory
7th - 4 - Greater Plane Shift, Control Weather, Fortunate Fate, Regenerate
8th – 3 – Wall of Greater Dispel Magic, Righteous Halo, Summon Monster 8


Per day:

0th - 6 +3 (DC 22)
1st - 6 + 3
2nd - 6 + 3
3rd - 6 + 2
4th - 6 + 2
5th - 6 + 2
6th - 6 + 2
7th - 5 + 1
8th - 3 + 1




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 mod 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) (Replaced for Arcane Disciple)

Allows access to a deity's domain for spells. Fate domain is selected.


Words of Creation (12th)
1d4 non lethal damage per rank of perform required to produce the bardic music effect he is enhancing

Effects work after Song of the Heart

Inspire Courage: Double the morale bonus on saving throws against charm and fear and the morale bonus on attack and weapon damage rolls.
Inspire Competence: +4 Competence bonus to all skill checks.
Inspire Greatness: Gain 6 bonus Hit Dice (d10), the commensurate number of temporary hit points (add Con Modifier), +6 bonus on attack and +4 bonus on Fortitude.
Inspire Heroics: +8 morale bonus on saving throws, +8 dodge bonus to AC.

Other effects, see text

Song of the Heart (Taken in place of Song of Freedom)

When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1 Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.

Skill Focus: Knowledge, Religion (15th) (pre-req for Divine Oracle)

+3 on K:R checks, allows a once a day Take 10 regardless of circumstances.

Doom Speak (18th) (Replaced at Level 25)

Lingering Song

Bardic musics last for 1 minute (10 rounds) instead of 5 after you stop.





Epic Feats

Spoiler: ShowHide


Epic Spell Capacity (21)
You can cast spells of a higher level than the normal maximum. See the tables below for further progression. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in these slots. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use this slot as a member of the class in which you can already cast spells of the normal maximum spell level. You may prepare spells of these new levels or metamagic spells or this level as normal.

Epic Inspiration (23)
All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD.

Music of the Gods (24)

Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

Epic Skill Focus, Perform: Oratory (B26)

+10 to Perform: Oratory

Permanent Emanation: Hindsight (CL27)

Allows the use of Hindsight as a free action with no material component.

Polyglot (Fatesinger 3 bonus feat)

Can speak and understand any language.

Yggdrasil's Blessing

+1 bonus to Inspire Courage for fey or plant type creatures. This increases to +2 when used with Words of Creation.

Anarch Ability

Base bonus is Wis+4, with the caveat that When using your anarch abilities to protect yourself or others, the bonus to rolls increases to +7.

Bard Mastery

Allows for the use of an ACF without the loss of skills. In this case, he used Bardic Sage, which added spells to his list as such:

1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision, 8th Foresight (Lowered from 9th)

Triune's Favor (Su)

Moore is seen as an honorary irrigo by all irrigo and treated with the respect that title deserves. He gains the Hidden Talent feat and any one psionic feat as a bonus feat.

Hidden Talent (Treated as 1st level manifester and gets 2!!! power points), he has Control Light as the power
Psionic Body - (+1 con for HP)

Lifasa's Gratitude (Su)

As the saviors of an entire world, the land itself will always protect you. Whenever you are on Lifasa, you gain the following benefits:

- An enhancement bonus to all ability scores equal to 1/2 of your hit dice.
- Fast healing 20, does not stack with other sources of fast healing.
- Temporary hit points equal to your maximum hit points. You cannot gain more temporary hit points than these while on Lifasa, so you are at no risk of death. These hit points vanish if you leave Lifasa. If part or all are lost, they regenerate after one minute.
- You are treated as natives of Lifasa and never cause spiritual wounds on Lifasa, in the event you are a creature that can cause them.





Skills (All at +30 except as noted)
(Bardic Knack allows for +15 (+1 is from Bardic Sage) in any skill)

Spoiler: ShowHide


STR (+7)

DEX (+10)
Tumble (+16)

CON (+6)

WIS (+6)
Heal
Listen
Profession (Motivational Speaker)
Spot (+15 glasses)
Survival

INT (+11)
Knowledge: Arcana
Knowledge: Nature
Knowledge: Religion (+3 skill focus)
Knowledge: Planes
Spellcraft (+15 glasses)

CHA (+12)
Bluff
Diplomacy (+3 extra, skill focus) (+15 from vest of legends)
Intimidate
Use Magic Device
Perform (Oratory) (+15 vest) (+10 skill focus)
Perform (String Instruments) (+15 vest)



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.

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

Portal Dissonance (Su): Portal Dissonance (Su): A bard of 6th level or higher with 9 or more ranks in a Perform skill who selects this planar substitution benefit can use music or poetics to influence intraplanar and extraplanar portals, moderate or severe planar breaches, and other discrete passages between planes (complete planar breaches cannot be affected). The portal, breach, or other qualifying passage to be affected must be centered within 60 feet. The bard must know about the portal.

More crap about Portal Dissonance
[spoiler]
Each round of the performance, he attempts a DC 20 Perform check. The bard can't take 10 on this check. Success indicates that the bard can redirect the portal destination to the mouth of any other active portal or breach he has personally traveled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection, not traits (which leak through planar breaches).

Creatures that enter the portal from the bard's side of the portal, or creatures that would otherwise arrive at the bard's location through the portal, instead arrive at the endpoint of another portal
chosen by the bard this round. The portal to which the bard redirects travelers continues to connect to its original destination; if a redirected creature attempts to go back through the bard-influenced portal, it doesn't return to the bard's location, but instead to that portal's natural endpoint.

The bard may keep up the dissonance for 10 consecutive rounds (this counts as one of the bard's bardic music uses per day)


[/spoiler]

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, Determined Caster (+12)
Major - Motivate Attack (+1)

Alternate Class Feature: Rally Attack

A marshal may specialize in sharp and sudden strikes rather than that strategic maneuverability.

Class: Marshal

Level: 4th

Replaces: If you select this alternate class feature, you do not gain grant move action.

Benefit: You can provoke a sudden rally of attacks in your allies. Once per day as a standard action, the marshal can allow all allies within 30ft to immediately make a single melee or ranged attack (but not a spell or spell-like ability). This counts as a creature's attack of opportunity for the round, so a creature cannot make an extra attack if they have already made their maximum number of attacks of opportunity in a round. The marshal is not affected by his own use of rally attack.

When you would gain another daily use of grant move action, you instead gain another daily use of rally attack.



Fatesinger Skills and Abilities
Spoiler: ShowHide


Song of Fortune (Su): At level 1, a fatesinger gains the ability to touch upon the fates of listeners and manipulate it to greatly increase their competence at some skill. A fatesinger may target himself or an ally within 30 feet that is able to see and hear the fatesinger. The bard must also be able to see the targetted ally.

By spending two uses of bardic music, the target of this ability gains a +5 bonus on skill checks with a particular skill as long as they continue to hear the fatesinger's music and for 5 rounds thereafter, up to a maximum of 2 minutes. The DM may rule that certain skills are not valid targets for this ability.

At level 4 and every three levels after, the fatesinger may target an additional ally (two targets at level 4, three targets at level 7, four targets at level 10). The competence bonus is granted to the same skill for all targets, as chosen by the fatesinger.


Defensive Manipulation (Su): The fatesinger's advancement in his journey to manipulate fate grants him an instinctive understanding of the dangers around him. At 2nd level, a fatesinger adds his Charisma modifier (minimum +1 bonus) to his Armor Class.

At 8th level, a fatesinger's understanding of the dangers around him improves. He may now also add his Charisma modifier (minimum +1 bonus) to his reflex saves and to initiative checks.

Defensive Manipulation's bonuses will not stack with other Charisma bonuses from similar abilities, such as the paladin's Divine Grace ability (You cannot get 2x CHA to reflex saves, for example).


Destined Strike (Su): At 3rd level, a fatesinger with 15 or more ranks of Perform can guide the strikes of his allies (including himself) to fell his foes, improving their attacks and the potential damage they might deal. The ally must be able to hear the fatesinger to gain the benefit of this ability, and the effect lasts for as long as the ally hears the fatesinger perform and for 5 rounds therafter. This ability consumes two uses of bardic music.

An affected ally gains a +3 bonus on all attack and damage rolls.

At 6th level, affected allies gains the benefit of the Improved Critical feat (threat range doubles).

At 9th level, affected allies add your Charisma modifier (minimum +1 bonus) as a bonus to their threat confirmation rolls.


Fated Failure (Su): At 5th level, a fatesinger gains access to the fate of his foes, weaving a tale of the enemy's utter defeat. With this ability, a fatesinger targets a single foe within their line of sight and if successful, the foe takes a -5 penalty on all attack, skills and ability checks while the Fatesinger performs. The targeted foe does not need to see or hear the Fatesinger perform, merely be in their line of sight.

The foe may attempt to reduce the penalty by making a Will save (DC 10 + Fatesinger level + Charisma modifier). If successful, they reduce the penalty to -1. This ability consumes one use of bardic music. This effect lasts until the fatesinger stops performing and for 5 rounds afterwards.

Melody of Misfortune (Su): This ability functions as Fated Failure, except it also targets all foes within 30 ft of the Fatesinger that he is aware of. Additionally, the main target of the Melody does not receive a Will save as with Fated Failure as the power of the melody focuses mostly on that foe.

This ability consumes three uses of bardic music.



Favored Soul Skills and Abilities

Spoiler: ShowHide

Favored Soul: Favored Souls gain channel energy at first level, as a normal cleric does. This advances as normal.

3+11/day
1d6 healing

You create a burst of positive energy centered on yourself with a thirty foot radius.  All undead creatures in the area take 1d6 points of damage per two favored soul levels. A successful Will save (DC 10 + 1/2 favored soul + Cha mod) halves the damage.  All living creatures in the area are healed the same amount (Will save for half, harmless).  You are not affected by your own turn attempts. Uses of turn undead per day are not changed.



Sentinel Skills and Abilities

Spoiler: ShowHide

Aura of good - Per the Paladin ability of the same name, level 3

Detect evil - At will, per the spell

Smite Evil 1/day - Add Cha to hit and damage roll (+12)

Divine Grace - Add Cha to saves (+12)

Resist fiendish lure - At 2nd level the Sentinel gains a +4 sacred bonus to all saving throws against mind effecting attacks of evil outsiders.

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

Aura of Courage (Su): Beginning at 3rd level, a Sentinel is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Sentinel is conscious, but not if she is unconscious or dead.



Divine Oracle Skills and Abilities


Spoiler: ShowHide

Spells per Day/Spells Known: A divine oracle continues advancing in spellcasting ability as well as gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day and spells known.

Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.

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

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

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



Items

Spoiler: ShowHide


Harp, 'Divine Inspiration' (Equipped) - When equipped, after using bardic music, all allies within 60 ft., whether they were affected by the music or not, gain +2 to attack rolls and +2 to to Caster Level for 3 rounds. If the bard casts other bardic music, this effect continues, but does not offer any cumulative bonuses. The bard must continue these effects themselves, the ability does not function if an echoing effect is used. In addition, this Harp confers a +15 bonus to Perform (String Instruments) checks.

The harp may also be used at will to cast Greater Shout, at Caster Level 15th, by expending one use of user's bardic music allotment. This is a Standard Action.

Refrain

Refrain is a small rapier+2, keen. Whenever you use bardic music while holding or wielding Refrain, echos strengthen your music. Your bard level is considered 3 higher to determine the variable effects of your bardic music. Additionally, you may use bardic music an additional three times per day.

Bane Harp

Song of Bane-Strike (Can only be used with this harp)

All allies within 30ft who hear your song treat their weapons as bane weapons against any target they attack. This does not stack with the bane weapon property.

This is a bardic music that is a standard action to use and consumes a daily usage of bardic music.

In addition to what you already know it can do, it grants a +15 competence bonus to Perform (String Instruments) checks and a +3 bonus to the DC of any of your bardic music powers

Head Slot: Empty

Face Slot: Moore's Stupendous Spectacles

+15 competence to Appraise, Spot and Spellcraft. True seeing at all times. 1/day use to prevent confused, dazed, fascinated, or stunned

Enhanced Horn of Resilience - Functions as Horn of Resilience, but the effects are doubled and it does not need to be held.

Neck Slot: Moore's Necklace of Natural Forces -  +5 to Natural Armor, immune to harmful vapors and gasses and can always breathe in any environment
Torso Slot: Moore's Shining Example Mithral Breastplate (Nimbleness, Heavy Fortification, Soulfire +1 bonus, +11 total enchantment bonus) (worn), - Max dex of +11, No ACP, no arcane spell failure, negates crits and sneak attacks, immune to all death spells, magical death effects, and energy drain, and any negative energy effects 6 AC against touch attacks, +11 dex
Body Slot: Improved Vest of Legends - +15 to Perform and Diplomacy, +5 bard levels for the purposes of Inspire abilities and Haunting Melody
Waist Slot: Improved Cord of Concert Cooperation - This item is a dark blue cloth belt with a buckle of in the shape of a dragon holding a book. It confers both the effects of an Enhanced Badge of Valor and a Helm of Tactics (effects are doubled), while also bestowing the effects of a Belt of Magnificence +8.
Cloak Slot: Quilium Threaded Cloak - 20% miss chance
Wrist Slot: Bracers of Armor +7
Gloves Slot: Empty
Ring 1: Moore's Ring of Powerful Protections - 30 resist to all types, 1/day Endure Elements and +5 Deflection AC
Ring 2: Ring of the Energetic Voice - +5 bardic music uses, +20 competence to perform (song), words and song can penetrate silence of 6th level or lower, +2 to CL of sonic spells.
Feet Slot: Boots of Temporal Acceleration and Teleporation 1/day 2 rounds of temporal acceleration, afterwards you're shaken for 1 round, 2/day teleport 10ft, swift action.
No Slot: +5 Animated Light Mithral Steel Shield

Ioun Stone, Brass Lozenge (Using)
Three times per day as a standard action, this ioun stone can be drawn on to grant 20 temporary hit points. Moderate necromancy; Craft Wondrous Item. CL 10th. Spells used: false life. 48200 gold.

Ioun Stone, White Sphere

1/day Mass Heal, CL 20

Portable Hole with double space
Handy Haversack - Weighs 5 pounds, functions as 2 bags of holding with a 3rd in the middle. Items listed below are inside the Haversack.

Lyre of Building - This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against 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, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 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.

"Vul'lath's Relief" - This item, shaped and made into what amounts to a small flute, cannot in fact be used as a flute at all, but when activated can be used to cast Gate twice per day at caster level 17th.

1 silver coin of prophecy - Always comes up heads for something that's true and false for something that's not

1 Knowledge Prism +10 - Bonus to all knowledge checks

1 Brightwater Writ worth 9000 gold

3x Hourglass Shaped Diamonds for Hindsight
3x Pearls and other stuff for Identify
1x Mushroom paste for True Seeing
1 Diamond worth 5000 gold.
One green stone from 27

One unremarkable rock from Lunia. (These are both in the Celestian templein Aurora)
One unremarkable wooden plank from Lunia that used to be a Nessian spear.


Gold Total: 215541.72




Level ups:

Spoiler: ShowHide


[15:17] <Nephrite> roll  6+4d8+5d6+40
[15:17] <Serith> Nephrite roll for Serith < 79 > [d8=6,5,2,3][d6=2,6,2,4,3]

[13:13] <Nephrite> roll 1d10+1+4 HP for level 11
[13:13] <Serith> Nephrite roll for Serith < 8 > [d10=3]
[13:13] <Nephrite> roll 1d10+1+4 HP for level 12
[13:13] <Serith> Nephrite roll for Serith < 11 > [d10=6]
[13:13] <Nephrite> roll 1d10+1+4 HP for level 13
[13:13] <Serith> Nephrite roll for Serith < 15 > [d10=10]

Level 4 point into Con, Level 8 point into Charisma for 18 in both, Level 12 point in INT for 24, Level 16 into CHA for 25, level 20 for 26 in CHA

HP is 152 at level 17, adding 34 more for the bonus of CON for 186, this was modified again to 203

[14:52] <Nephrite> roll 1d6+1+7 Level 23, let's make this a good one v2
[14:52] <Kobot> Nephrite rolled 1d6+1+7 Level 23, let's make this a good one v2 --> [ 1d6=3 ]{11}

254 + 11 = 265

265 + 12 = 277

[10:45] <Nephrite> roll 1d6 may as well get this out of the way, level 25 HP
[10:46] <Rei-chan> Nephrite rolled : 1d6 may as well get this out of the way, level 25 HP --> [ 1d6=1 ]{1}

277 + 1+1+7 = 286

[09:36] <Nephrite> roll 1d6 Level 26 HP
[09:36] <Serith> Nephrite roll for Serith < 2 > [d6=2] (alas, couldn't have been a one, oh well)


[09:36] <Nephrite> roll 1d6 Level 27 HP
[09:36] <Serith> Nephrite roll for Serith < 5 > [d6=5]

Received Psionic Body here, so don't forget to always add the extra con to HP

Saves per level:

4: 1/4/4
5: 3/4/6
6: 4/5/7
7: 4/6/7
8: 5/7/8
9: 7/9/10 (Favored Soul 1)
10: 7/10/12 (Fatesinger 1)
11: 9/10/12 (Sentinel 1)
12: 10/11/13 (Sentinel 2) (Divine Grace)
13: 10/12/14 (Sentinel 3)
14: 10/13/15 (Fatesinger 2)
15: 11/13/17 (Divine Oracle 1)
16: 12/14/18 (FS 3)
17: 12/14/19 (DO 2)
18: 13/15/20 (Bard)
19: 13/15/20 (Don't go up)
20: 14/16/21 (Fatesinger 6)
21: 14/16/21 (Don't go up)
22: 14/16/22 (Fatesinger 8) (this is wrong, I removed this bonus)
23: 15/17/23 (Bard 23)
24: 15/17/23 (No saves until 26)
26: 16/18/23 (this is correct since the bonus at 22 was wrong)




Homebrew Spells

Spoiler: ShowHide


Inspire Great Spells
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of inspire greatness can be augmented in one of two ways. You may choose to give them a +1 bonus to the save DC of any spells they cast for the duration of inspire greatness or their next spell is affected by the widen spell or extend spell metamagics without any change in casting time or spell level.

These bonuses are in addition to the normal benefits of inspire greatness. If you do not inspire greatness before the spell's duration expires, the effects are lost.

Greater Harmonic Void
Abjuration
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 80ft
Area: 80ft radius spherical emanation, centered on you
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as harmonic void, except that it affects all spells, even those without verbal components. The DC for the Concetration check is 35 + the spell's level.

Anti-Magic Sound
Evocation [Sonic]
Level: Brd 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (20ft radius, 50ft high)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use magic or Supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Material Component

A miniature book.

Corwin

#5
Jaela [lvl27, Half Celestial 4/Paladin of Freedom 5/Divine Crusader 1/Sovereign Speaker 5/Ordained Champion 5/Contemplative 2/Scarlet-Patterned Armored Knight 5//Favored Soul 27]
Chaotic Good Aasimar [Outsider]
Gender: Female, Height: 5'7'', Weight: 154lbs, Age: 20

Elven ears and silver, almost metallic in appearance feather wings are the most obvious signs of Jaela's heritage. The rest of her, however, is quite atypical to either side of her parentage. Jaela has straight crimson hair that goes all the way down to her knees; from the front, she leaves shoulder-length bangs that cover the left side of her face and the black eyepatch covering her regenerated left eye in memory of the wound she took during the loss of Lifasa. The visible eye is brown, and more often than not gazes sternly at anyone she is facing. A combination of anti-devil spells and her heritage has her practically glow with a soft holy light that fiends and undead alike find painful to be around. Her bearing tends to be very businesslike and professional, as befitting one of Aurora's generals. Except in rare occasions, she strives to be diplomatic while aiming for an attitude that is cordial to her allies and reserved to her troops, making a conscious effort to cut down on her propensity for profanity. Also, no one could not accuse Jaela of being underdressed; it is a rare occasion that she is out in public without her armor.

Hit Dice 520hp [+27hp with Righteous Might, +54hp with Holy Transformation, +27temp hp with Divine Power/CL, -108hp no gear/antimagic]
Init: +17 [No Gear/Under Antimagic: +7]
Speed: 40ft (land)/140ft (flight, perfect maneuverability)

Armor Class (Millennial Armor+Duban): 70 touch, 76 normal; 20% miss chance.
Armor Class (Brokion+Duban): 56 touch, 80 normal; 20% miss chance.
[+5 sacred with Shield of Warding/+4 sacred with Celestial Valor, +3 luck with Recitation, (5 insight already calculated in) +2 insight with Foresight/+25 insight with Moment of Prescience, +1 touch with Beauty Triumphant]

Armor and Basics:
Spoiler: ShowHide

Hit Dice 490hp [+25hp with Righteous Might, +50hp with Holy Transformation, +25temp hp with Divine Power/CL, -100hp no gear/antimagic]
Init: +17 [No Gear/Under Antimagic: +7] [7 from Dex, 4 from Sign, 2 from Helm, 4 from Improved Initiative]
Speed: 40ft (land)/140ft (flight, perfect maneuverability) [30ft land/110ft flight in medium/heavy armor, 10ft enhancement to land from Longstrider/30ft enhancement to flight from Boots]


Fly speed buffs: 60 base half celestial (x2 base land speed) + 20 flight speed mastery book + 30 superior flight FS23 + 30 enhancement Boots

43 base load-out touch AC = 10+(3base+4gear)dex+(8base+5gear+2spell)cha+5insight/eyepatch+6deflection/ring

Righteous Might/Combat Modifiers: -1 to touch AC, +1 to AC, size becomes Large [3 from natural armor]
Holy Transformation/Combat Modifiers: +4 to deflection touch AC vs Evil, size becomes Medium [4 from deflection/redundant with items]
[No Gear/Under Antimagic: 22 touch AC, 23 normal AC with no gear/19 normal AC under antimagic]

*Armor Class/Brokion: 35 touch, 37 vs incorporeal, 49 normal with Brokion (Magic Vestment x2); 20% miss chance. [7 from dex/-7 when flat footed, max dex +10, 8 armor from Brokion/Magic Vestment, medium armor, +5 sacred with Shield of Warding, +3 luck from Recitation]

*Armor Class/Astral Driftmetal Fullplate: 32 touch, 47 vs incorporeal, 53 normal with Astral Driftmetal fullplate (Magic Vestment) [6 from dex/-6 when flat footed, max dex +6, 7 shield from animated shield/Magic Vestment (5/enhancement bonus to touch AC), 13 Fullplate/Magic Vestment, heavy armor, +5 sacred with Shield of Warding, +3 luck from Recitation].


Armor upgrades.
Ethereal armor.


Base Attack: +26/+21/+16/+11
CMB (base): +35
CMB (+5 spear): +49
CMD: 77

[extra attack: +6 vs AoOs, +5 with Hanna's Charge, +3 luck with Recitation/Divine Favor, +4 morale with Greater Heroism/+2 morale with Good Hope, +4 sacred with Celestial Valor, +20 insight with True Strike/+25 insight with Moment of Prescience]
[extra damage: +6d6 goldenfire from bracers, +1d6 vs incorporeal from gauntlets, +2 damage vs DR/silver, 20ft reach and 1 constitution damage from Lunging Impalement, +15 with Divine Might, +3 luck with Divine Favor, +2 morale with Good Hope, +4 sacred with Celestial Valor]


Full Attack (Gae Bolg, GMW, Haste, HW, K:D +5, vs devils only): +53/+53/+48/+43/+38, 4d8+40+11d6 and 1 negative level, x3/20 (+9d6 and +3 negative levels more on a crit), 10ft [silver+good+anarchic+epic; Anarchic Evil Outsider Bane Lawful Outsider Bane Holy Power Sacred +1]

Full Attack (Gae Dioltas, GMW, Haste, HW): +51 charge/+68 charging smite +4 vs devils, 4d8+36 base damage +32 smite base damage +6+4d6 base damage vs devils x3 charge multiplier base, x3/20 [diving charge x2, Hanna's charge x2, x3 damage +138 w/divine might +96 smite +18 vs devils, x4 damage +184 w/divine might +128 smite +24 vs devils, x5 damage +230 w/divine might +160 smite +30 vs devils] [epic/silver/silver+good on a smite; +1 Smite Evil/day and +2 attack/damage on a smite from Mighty Smiting (already calculated); Valorous Mighty Smiting Evil Outsider Bane Lawful Outsider Bane +7] This is an intelligent weapon. Chaotic Good, Int 18, Wis 18, Cha 10. Can communicate with speech. It has 10 ranks in sense motive (+14 total modifier). It can use light 3/day as an spell like ability. It can use clairvoyance and dimensional anchor 3/day as an SLA. Caster level 15th.

Full Attack (Gae Dearg, GMW, Haste, HW, K:D +5, vs undead only): +51/+51/+46/+41/+36, 4d8+38+4d6+14d6, x3/20, 10ft [15d6 for 1 round from spending 1 Turning attempt; silver+epic vs Undead; Divine Wrath Undead Bane Sacred +1]

Full Attack (Gae Trocaire, GMW, Haste, HW, K:D +5): +49/+49/+44/+39/+34, 2d8+36+1d6 non-lethal, x3/20, 10ft [piercing/bludgeoning/slashing/silver/bypasses any DR next round after successful hit for 10 rounds; Merciful Transmuting +1]

Full Attack (Gae Buidhe, Haste, HW, K:D +5): +51/+51/+46/+41/+36, 1d8+38+3d12 goldenfire, x3/20, 10ft [first embers of goldenfire; The wielder acts outside of fate and destiny, they are immune to divinations (with the exception of detect good, which always reveals an overwhelming aura of good). Luck and insight bonuses to attack rolls, weapon damage rolls and DCs do not apply against attacks on the wielder, while the same bonuses to armor class and saving throws do not apply against attacks the wielder makes. Additional abilities that explicitly manipulate destiny or use it as a tool also fail (the DM's discretion is used to determine abilities that qualify for this).]

Ray: +34 attack

Attacks:
Spoiler: ShowHide

Base CMB: 26+(5base+4gear)str=+35
Base CMD: 10+35+5insight/eyepatch+(3base+4gear)dex+6deflection/ring+(8base+5gear+2spell)cha=78

+5 Spear CMB: +49 = 35base + 3feats + 5gmw + 5K:D + 1haste

No Gear/CMB: +31
No Gear/CMD: 57

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Righteous Might/Combat Modifiers: +1 to attack, +3 to damage, +3 to CMB/CMD, spear/lance damage changes from 1d8 to 2d6, size becomes Large.
Holy Transformation/Combat Modifiers: +2 to attack, +3 to damage, +2 to CMB/CMD, size becomes Medium.
Holy Warrior/Ordained Champion: +6 to attack, +9 to damage, +6 to CMB/CMD, swift/Turning, 5 rounds duration.
Holy Warrior/Ordained Champion w/Beauty Triumphant: +7 to attack, +10 to damage, +7 to CMB/+16 to CMD, swift/Turning, 5 rounds duration.
Divine Power: +1 to attack, +1 to CMB/CMD, 27 rounds duration.

+49 base spear (+5) attack = +26bab+9str+1weapon focus+2melee weapon mastery+5kd+5gmw+1haste
+36 base spear (+5) damage = +13strx1.5+2weapon specialization+2melee weapon mastery+5kd+9hw+5gmw
Lance (+5): -1 to hit/-2 damage
Gae Bolg: +4 vs devils
Gae Dearg: +2 vs undead
AoOs: +6 to attack

No Gear/Nonmasterwork Spear Attack: +34 = +26bab+5str+1weapon focus+2melee weapon mastery
No Gear/Nonmasterwork Spear Damage = +20 = +7strx1.5+2weapon specialization+2melee weapon mastery+9holy warrior

Ray: +34 attack = +26bab+7dex+1weapon focus

No Gear/Ray Attack: +30 = +26bab+3dex+1weapon focus

Weapon upgrades.


Space/Reach: 5ft/5ft, 10ft reach with longspear/lance [+5ft Space/Reach with Righteous Might, +10ft reach with Regalia of Battle as Swift, +10ft reach with Lunging Impalement]

Special Attacks: Turn Undead (Su) 18/day for 15d6 Will DC38 [10+half CL+Cha mod; Holy Symbol], Smite Evil 6/day for +15 to hit/+30 damage on a charge [1/day racial Smite Evil +0 to hit/+27 damage, +0 to hit/+81 damage on a charge; +3 morale to hit and to damage for a minute after successful smite; Boots, Mighty Smiting], Channel Spell (Su), Lunging Impalement (Ex), Goad (Ex) Will DC38, Counterspell (1d20+30 greater dispel, 1d20+35 chain dispel, 1d20+40 disjunction, 1d20+41 superb dispel, immediate), Summon Mountainous Fire (Sp), Lisa, 8 AoOs per round/+6 to AoOs.

Resistances and Immunities: Fire Immunity, Cold Resistance 10, Acid Resistance 20, Electricity Resistance 20, Sonic Resistance 20, Damage Reduction 25/Epic and Evil and Cold Iron, Spell Resistance 37 (49 vs Evil spells/permanent Mantle of Good), Immunity to Disease (normal and supernatural/magical), Immunity to Compulsion effects, Immunity to Petrification, Immunity to Sickened/Nauseated.

Special Qualities: Aura of Good (Ex), Aura of Chaos (Ex), Divine Grace (Su), Lay on Hands (Su) 75hp, Blindsight 60ft, Darkvision 120ft, Low-light Vision 120ft, Aura of Resolve (Su), Divine Health (Ex) x2, Holy Warrior/ACF [CC p49], Charging Smite/ACF [PHB2], Aura (Ex), Divine Bulwark (Su), Pool of Healing/ACF (Su) 405hp, Fist of the Gods (Su), Rapid Spontaneous Casting/War Domain (Ex), Fast Healing 3 (Ex)/Millennial Chainmail, Armor Mastery/Light (Ex), Armor Mastery/Medium (Ex), Improved Goad (Ex), Holy Warrior (Su), War Caster (Ex), Superior Flight (Ex), Armored Defense (Ex), Armored Evasion (Ex), Shield Ally (Ex), Contracted with Mountainous Fire (Ex), Damage Reduction (Su), Slippery Mind (Ex), Lifasa's Gratitude (Su).

SLAs: Bless (Sp) 1/day, Detect Evil (Sp) at will, Protection from Evil (Sp) 3/day, Aid (Sp) 1/day, Cure Serious Wounds (Sp) 1/day, Daylight (Su) at will, Remove Disease (Sp) 1/day, Neutralize Poison (Sp) 1/day, Holy Smite (Sp) 1/day, Discern Lies (Sp) at will, Hallow (Sp) 1/day, Dispel Evil (Sp) 1/day, Holy Word (Sp) 1/day, Holy Aura (Sp) 3/day, Mass Charm Monster (Sp) 1/day, Summon Monster IX 1/day (celestials only), Resurrection 1/day [CL27], Searing Light at will (Hidden Dawn), Flame Strike at will (Hidden Dawn), Sunburst at will (Hidden Dawn).

Saves: Fort +52, Ref +44, Will +52
Abilities: STR 28 (+9), DEX 25 (+7), CON 30 (+10), INT 26 (+8), WIS 31 (+10), CHA 40 (+15)
Languages: Common, Celestial, Elven, Infernal, Sylvan

[saves: +3 luck with Recitation, +5 morale with Conviction/+4 morale with Greater Heroism/+2 morale with Good Hope, +4 sacred with Holy Transformation/Celestial Valor (+5 sacred to Ref with Shield of Warding), +23 insight with Moment of Prescience]

Saves, Abilities, Skills:
Spoiler: ShowHide

base save+5resistance+4circlet+4circlet/cha+1girdle/cha
saves: +3 luck from Recitation

[No Gear: Fort +36, Ref +28, Will +36 | Antimagic: -2 to each save]

[No Gear/Under Antimagic: STR 20 (+5), DEX 17 (+3), CON 22 (+6), INT 18 (+4), WIS 23 (+6), CHA 29 (+9) no gear/CHA 25 (+7) antimagic]

No Gear/Under Antimagic: 10 competence from Ring of Friendship to Diplomacy, 10 competence from Paintbrush of Drawing to Craft/Painting, 10 competence from Quill of Writing to Profession/Writer, *5 competence to Knowledge/Religion, *5 competence to Knowledge/The Planes, 4 competence from Sash of Authority to all Charisma based checks, 20 competence to all Knowledge checks from Knowledge Prism +20, checks 10 insight to all Knowledge checks from Lore of the Gods.


Skills: Bluff (5) +16 [-7 penalty counted], Concentration (10) +20, Diplomacy (30) +60 [+2 with elves], Gather Information (12) +30, Heal (1) +11, Intimidate (30) +50, Knowledge/Arcana (28) +68, Knowledge/Architecture and Engineering (0) +40, Knowledge/Dungeoneering (7) +47, Knowledge/Geography (0) +40, Knowledge/History (2) +42, Knowledge/Local (0) +40, Knowledge/Nature (5) +45, Knowledge/Nobility&Royalty (5) +45, Knowledge/Religion (27) +67, Knowledge/Psionics (0) +40, Knowledge/The Planes (27) +67, Listen (0) +12, Profession/Painter (30) +55, Profession/Writer (11) +31, Sense Motive (5) +15, Sleight of Hand (1) +10, Spellcraft (30) +40, Spot (11) +25, Survival (5) +17 [+2 from all possible environments counted], Tumble (5) +12

Feats: Initiate of Angharradh, Divine Defiance (lvl3), Weapon Focus/Spear (B, FS3/lvl3), Goad (lvl6), Power Attack (B, Pal4/lvl8), Divine Might (B, Pal4/lvl8), Quicken Spell (lvl9, +1L/+0L w/robes), Improved Initiative (B, SS1/lvl11), Weapon Specialization/Spear (B, FS12/lvl12), Twin Spell (lvl12, +1L/+0L w/robes), Holy Warrior (lvl15, CC p60), Combat Reflexes (B, OC1/lvl15), Jaela's Gambit (B, OC1/lvl15, PHB2 p82), Melee Weapon Mastery/Piercing (B, OC1/lvl15, PHB2 p82), Deft Opportunist (B, OC1/lvl15), Weapon Focus/Ray (B, War domain granted power, OC1/lvl15), Anarchic Bloodline (B, Renbuu, lvl15), Diehard (B, OC2/lvl16), Knowledge Devotion (B, FS17), Rapid Metamagic (lvl18).
Epic Feats: Blinding Speed (lvl21, 25 rounds of haste), Persistent Divine Might (B, EFS23/lvl23), Epic Spell Capacity (lvl24), Improved Metamagic (B, EFS26/lvl26, -1L to all metamagic), Multiaction (lvl27, second swift action), Improved Metamagic (B, FSM/lvl27, -1L to all metamagic), Improved Metamagic (B, FMS/lvl27, -1L to all metamagic), Goldenfire Spell [B, Hidden Dawn, Exalted].
Domains: Water, Time, Magic, Renewal, Travel, War, Knowledge, Protection, Illusion

Items:
Spoiler: ShowHide

FUNDS: 3,155.57gp
3 components for True Seeing (250gp each)
2 Vanilla Angel's Food Cake: Heals 2d10 points of damage, 1d4 points of ability score damage to one ability and grants a +1 alchemical bonus to caster level checks for 10 minutes. 500 gold.

    One headband, hat, helmet, or phylactery on the head
Circlet of Magnificence +8
    One pair of eye lenses or goggles on or over the eyes
Eyepatch of Power
    One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
Amulet of Natural Armor +5
    One vest, vestment, or shirt on the torso
Feminine Girdle
    One robe or suit of armor on the body (over a vest, vestment, or shirt)
    One belt around the waist (over a robe or suit of armor)
Sash of Authority
    One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
Quilium Thread Cloak
    One pair of bracers or bracelets on the arms or wrists
Golden Bracers (Hidden Dawn)
    One glove, pair of gloves, or pair of gauntlets on the hands
Scarlet Gauntlets
    One ring on each hand (or two rings on one hand)
Ring of Deflection +6
The Friendship Ring
    One pair of boots or shoes on the feet
Boots of Swift Travel

Angelfeather Stone: This stone enables the combination magic 'Twin Gambit.'
Twin Gambit
Users: One creature that has the feat Robilar's gambit and one creature with combat reflexes.
Positioning: Users must be adjacent to one another.
Duration: 1 round.
Saving Throw: None.
On using this combination magic, the user with combat reflexes moves into the same square(s) as the user with Robilar's gambit. The users must be the same size, with the sole exception of small and medium creatures. These two types of creatures may use this ability together. Both creatures offer up Robilar's gambit, and both gain an AoO whenever Robilar's gambit is triggered on either of them. If one of the users is dropped during this combination magic, the other keeps the benefits of Robilar's gambit for the rest of the round, including gaining an AoO against the creature who dropped the other use. This combination magic may be repeated each round as the users wish. When the users cease to use it, the user with combat reflexes must immediately leave the other user's square.
equipped

Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane.
Rank 11: CR 35, sunburst at will as an SLA.
Rank 12: CR 40, goldenfire damage rises to +6d6, gain goldenfire spell as a bonus feat. <-- Current Rank
equipped

Goldenfire Spell [Epic, Exalted]
Prerequisite: Searing Spell, con 25, must worship Lathander or another of the House of Nature
Benefit: A goldenfire spell ignores the immunity and resistance to fire of creatures affected by the spell. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. The spell gains the good descriptor if it does not already have it. Any spell modified with goldenfire gains a sacrifice component of 1 point of Constitution damage. A goldenfire spell uses up a spell slot 3 levels higher than the spells's actual level.

Circlet of Magnificence +8 (100,000gp/400,000gp)
equipped

Goldenfire Spear: This spear is made of one of the first embers of goldenfire. It hails from the beginnings of Creation and has the ability to break the bonds of destiny through the limitless potential of youth.
In the hands of a non-good wielder, the spear deals 30d12 points of damage to wielder each round it is held. This damage is only taken if the spear is held willingly, any creature who has it forced on them does not take it if they choose to immediately drop it. The ability to break destiny is a heavy one and can only be taken by the willing, which allows this chance to escape the damage. Choosing not to drop the spear is interpreted as choosing to wield it and the damage then applies.
In the hands of a good aligned wielder, this spear is a +7 spear that deals an additional 3d12 points of goldenfire damage each hit. The wielder acts outside of fate and destiny, they are immune to divinations (with the exception of detect good, which always reveals an overwhelming aura of good). Luck and insight bonuses to attack rolls, weapon damage rolls and DCs do not apply against attacks on the wielder, while the same bonuses to armor class and saving throws do not apply against attacks the wielder makes. Additional abilities that explicitly manipulate destiny or use it as a tool also fail (the DM's discretion is used to determine abilities that qualify for this).
The Goldenfire Spear is a major artifact.

Theair Longspear: This spear has a base hardness of 18 and 35 hit points. It counts as a bane weapon against devils. It counts as a silvered and holy weapon to overcome the damage reduction of devils. Due to Afina's epic weaponsmithing, the spear has +5 enhancement bonus to attack rolls.

Sphere of Destruction: This sphere may be activated by any character by holding it and spending a standard action to focus on it. This has the effect of a maximized disintegrating blast spell. The save DC is 35. The user is immune to the disintegrating blast. This sphere may be used once per day. This counts as a minor artifact.

Blessed Holy Symbol: Given from the Book of Faith. When worn (a slotless item), this holy symbol grants a +1 sacred bonus to the caster level of divine spells and a bonus 1d6 to turn undead. Increases the effective caster level of Protection Domain spells and Abjuration spells by +1.
equipped

Quilium Thread Cloak: This cloak grants a 20% miss chance when worn.
equipped

Dispelling Cord Mk.III +10.: [57,500gp/230,000gp]
equipped

Boots of Swift Travel: Boots of Temporal Acceleration (As a swift action 1/day, act under Time Stop for two rounds, become Shaken for one round after use.) tacked on top of Boots of the Bringer of the White (When worn by a paladin, these boots grant an extra Smite Evil per day. In addition, whenever you successfully smite evil, you gain a +3 morale bonus to attack and damage rolls for the next minute.). Further added the following enhancements from Dana's gift:
- Boots of Speed, boosted to 20 rounds per day.
- A +15 competence bonus to Swim checks.
- Permanent fly, CL 5.
- At will Greater Teleport as a standard action, CL 13, 56k or 14k after discount.
- A 30ft enhancement bonus to flight speed.
A +2 boot blade.
[119,312.5gp/477,250gp]
equipped

Knowledge Prism +20: These prisms were created by heretical gnomes in a war against all other races. They store a vast deal of information on creatures of all types. A prism connects to the bearer so that they can access its knowledge at all times, which grants a competence bonus to all Knowledge checks. [200,000gp/800,000gp]

Feminine Girdle: This minor artifact grants a +2 bonus to charisma when worn by a woman. When worn by a man, it has the effects of the Girdle of Greater Sex Change on them. They gain a +4 bonus to charisma and the Apparent Defense ability from the Arcane Duelist prestige class. (If they already possess this ability or another way to apply charisma to armor class, it does not stack.)
equipped

Eyepatch of Power: +5 insight bonus to AC [15,625gp/62,500gp]
equipped Now worn as a headband.

Helm of Righteous War: +2 insight bonus to Initiative and Spot checks; 5/day as a Swift action that costs 1 Turning attempt you can pinpoint the location of all enemies within 10ft of you, even if invisible. [3,125gp/12,500gp; slotless]
equipped

Scarlet Gauntlets [Gauntlets of Ghost Fighting +5; Left/Armor Storing, Right/Weapon Storing]: Attacks and spells ignore the 50% miss chance of incorporeal creatures, melee attacks deal 1d6 more damage to incorporeal creatures. MIC p216. [30,000gp/120,000gp]

Gauntlet of Weapon Storing
    This device is a simple metal gauntlet. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the gauntlet, the item reappears. The gauntlet is capable of containing the following:
    -Up to sixty objects of the same general size and shape as an arrow.
    -Up to eighteen objects of the same general size and shape as a javelin.
    -As many as nine objects of the same general size and shape as a bow (spears, staffs, or the like).
    Storing or retrieving any item is a free action. The items are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored items appears instantly. The wearer can choose which of them to hold; the rest drop to the ground around him.
    -The Gauntlet of Weapon Storing can cast the Keen Edge spell on any weapon drawn from it on command up to 3 times per day, as per the Scabbard of Keed Edges. CL is 20.
    -The Gauntlet of Weapon Storing can cast the Greater Magic Weapon spell on any weapon drawn from it on command up to 3 times per day, similar to the Scabbard of Keed Edges. CL is 20.

Gauntlet of Armor Storing
    This device is a simple metal gauntlet. By speaking the proper command word, you can summon armor from it. While stored, the armor has negligible weight. With a snap of the fingers wearing the gauntlet, the armor reappears. The gauntlet is capable of containing the following:
    -Up to sixty dresses and general purpose outfits.
    -Up to six objects of the same general size and shape as a shield.
    -As many as six objects of the same general size and shape as a suit of armor.
The possible activation mode are:
    -If you aren't wearing armor at the time, a suit of stored armor appears on your body, as though you had donned it in the normal fashion.
    -If you are wearing other armor at the time, it is stored into the gauntlet at the same time the new suit of armor appears on your body.
    -If you are wearing armor, you may send it away into the gauntlet.
    Storing or retrieving any item is a free action. The armors are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored armors appears instantly. If the wearer is not currently in armor, he can choose which of them to don; the rest drop to the ground around him.
    -The Gauntlet of Armor Storing can cast the Magic Vestment spell on any armor or shield drawn from it on command up to 3 times per day, similar to the Scabbard of Keed Edges. CL is 20.
equipped

Regalia of Battle: Armbands of Might p72 [+2 on Str checks/skills, +2 damage if using PA -2 or more], Bracers of Opportunity p81 [+2 competence on AoOs, 2/day extra AoO past limit as Immediate], Counterstrike Bracers p90 [2/day extra AoO past limit if enemy missed you as Immediate], Greatreach Bracers p108-109 [3/day gives +10ft reach for 1 round as Swift], Reciprocal Bracers p120 [2/day turn a melee hit against an enemy that scored a critical hit or sneak attacked you since your last turn into a critical threat as Immediate]. [19,875gp/79,500gp] [slotless]

Sash of Authority: This sash grants a +4 competence bonus to all Charisma based checks. Additionally, any creature that submits to a demand you make suffers a -4 penalty to all attack rolls against you, as well as any opposed ability or skill checks. The demand must be forceful and something they do not wish to do. This penalty lasts for 24 hours. [40,000gp, equipped]

Cloak of Resistance +5 [15,625gp/62,500gp; slotless]
equipped

Quill of Writing +10: 6,250gp
Paintbrush of Drawing +10: 6,250gp
Warmth (plush!) [1,000gp]

Pearls of Power I through IX: 71,250gp/285,000gp

The Friendship Ring [Diplomacy +10, Knowledge/The Planes +5, Knowledge/Religion +5, Counterspelling (Greater Dispel)]  p5,875gp/23,500gp]
equipped

Amulet of Natural Armor +5 [12,500gp/50,000gp]
equipped

Ring of Deflection +6: This ancient ring creates ambient fields of deflective force around the wearer, granting a +6 deflection bonus to armor class.
equipped

Ioun Stones
Clear: Sustains creature without food or water [1,000gp/4,000gp]
Iridescent: Sustains creature without air [4,500gp/18,000gp]
Pearly White: Regenerate 1 point of damage per hour, works like a ring of regeneration. [5,000gp/20,000gp]
Orange: +1 caster level [7,500gp/30,000gp]
equipped

Bead of Karma: 1/day as a Standard action you can active the bead to casts your spells at +4 caster level. The effect lasts 10 minutes. [5,000gp/20,000gp]
equipped

Bag of Holding IV (4,250gp/10,000gp), Scroll of Cat's Grace, Cleric's Vestments (5gp), Silver Holy Symbol (25gp), Disguise Kit (50gp), Spell Components Pouch (5gp)

Fey-Nip: This item has mildly intoxicating effects on fey, bringing feelings of contentment and happiness. Fey who are exposed to this often fall into revel and stay in the area they were exposed in for some time. There is no saving throw against this effect, though there is no compulsion to do anything but feel happy on being exposed to it. This has no effect on non-fey. 50 gold.

A statuette of Jaela, Contingency focus (1,500gp)
An hourglass, Greater Anticipate Teleport focus (1,000gp)


Items (Gauntlet'd):
Spoiler: ShowHide

1. Gae Bolg MkV: Anarchic Evil Outsider Bane Lawful Outsider Bane Holy Power Sacred Shiftsilver Longspear +1 [72,501.67gp/288,501.67gp (+12)] Default Spear of Righteous War Improved Design (6x15) = DC90.
2. Gae Dioltas MkV: Valorous Mighty Smiting Evil Outsider Bane Lawful Outsider Bane Shiftsilver Lance +7 [61,003.33gp/242,503.33gp (+11)] This is an intelligent weapon. Chaotic Good, Int 18, Wis 18, Cha 10. Can communicate with speech. It has 10 ranks in sense motive (+14 total modifier). It can use light 3/day as an spell like ability. It can use clairvoyance and dimensional anchor 3/day as an SLA. Caster level 15th. Intelligence not priced; x3 on charge/x4 on diving charge. Improved Design (6x15) = DC90
3. Gae Trocaire MkIII: Merciful Transmuting Longspear +1 [8,503.33gp/32,503.33 (+4)] Improved Damage Type x2 (2x20) + Improved Design x3 (3x15) = DC85
4. Gae Dearg MkV: Divine Wrath Undead Bane Sacred Shiftsilver Longspear +1 [8,503.33gp/32,503.33gp (+4)] Improved Design (6x15) = DC90
5. Gae Buidhe (Goldenfire Spear +7)
6. Theair Longspear: This spear has a base hardness of 18 and 35 hit points. It counts as a bane weapon against devils. It counts as a silvered and holy weapon to overcome the damage reduction of devils. Due to Afina's epic weaponsmithing, the spear has +5 enhancement bonus to attack rolls.
Spellstaff [Superb Dispelling, CL37/1d20+47]
*Superb Dispelling [standard, 1d20+47 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, medium, CL37 Abj] (bead of karma + spell enhancer)

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X. Spellstaff [Magic Disjunction, CL30/1d20+40]
*Magic Disjunction [all the magical effects and items within a 40ft radius burst, 1d20+40 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, close, CL30 Abj/+30 cap]
X. Avenger's Spear: A medium longspear made of blue metal and pink wood. It's joined by a single gold coin besides it.

---

Rod of Extend Spell, Lesser [750gp/3,000gp] 1/3 uses is used up precasting Lore of the Gods
Rod of Maximize Spell, Normal [13,500gp/54,000gp]
Rod of Maximize Spell, Greater [30,375gp/121,500gp]

---

Millennial Armor: Ethereal Millennial Chainmail +7, dedicated to the Triune Goddess [13,350gp/50,300gp (+7)], functions as a +7 mithral chainmail; +5+2=+7 to AC base/+14 AC total, max dex +8, -2 ACP, light armor; lvl4 spell sacrificed for Fast Healing 3 in brighter than shadowy illumination, MIC p20. Ethereal: The character can make armor so solid that it can stop ghosts and touch attacks. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses.

Brokion: Hide Armor +12. [42,000gp/168,000gp (+12)] functions as a +12 hide armor; +3+3=+6 to AC base/+18 AC total, max dex +7, -3 ACP, medium armor. Whenever the wearer takes 20 points or more damage in a single strike, he gains a +2 bonus to constitution for 10 minutes. This stacks with itself up to +10. This is the hide of a powerful dire bear.

Astral Driftmetal Full Plate +1 of Displacement and Nimbleness [6,750gp/22,500gp (+3, 50%)], Displacement is MIC p10, Nimbleness is MIC p13. (+8 to ac, max dex +2, -4 ACP, 12 hardness/30 hp per inch, heavy armor; Astral Driftmetal lets you add your armor/shield's entire bonus to AC to your touch AC vs Incorporeal as well; Displacement lets you use it 1/day as a swift action to get Displacement for 5 rounds; Nimbleness reduces ACP by 2 and increases max dex by 1). Max Dex +2 base -> Max Dex +6 DC60.

Robe of the Lifebringer: Grants a +8 armor bonus to armor class, a +5 resistance bonus to saving throws and -1 sacred bonus to the total level of metamagicked spells. This bonus only applies to the total spell level adjustment, not to each metamagic applied. The total metamagic modifier cannot go below 0. Default (along with Improved Metamagic reduces Quicken and Twin Spell to an overall +0)

---

Royal gown + jewelry (500gp)

---

Duban: Animated Death Ward Heavy Astral Driftmetal Shield +7 [37,020gp/112,020gp (+10)], Astral Driftmetal is from the Planar Handbook p70, Death Ward is MIC p10. (+2+4=+6 to AC base/+13 AC total, -2 ACP, heavy shield; Death Ward lets you ignore one death effect/energy drain/negative energy effect 1/day as an Immediate mental action)Default Bastion of Righteous War

---

Latest upgrade.


Various Notes:
Body of Light (Su): Evil creatures within 40ft suffer a -2 penalty to saving throws against Jaela's spells, spell-like abilities and supernatural abilities. This penalty increases to -4 against evil outsiders and undead.
Gambit: Attackers get +4 to hit and to damage against you, you get AoOs at a +6 bonus against them after they attack, regardless of success.
Angelfeather Stone/Twin Gambit partners (combat reflexes): Mirajane, Finnegan, Sylvie, The Master, Arrel, Adrian.
Persistent Divine Might: Free action activation, spends 1 turning attempt, +14 to damage, duration 14 rounds (damage, duration = Cha modifier).
Boots: Whenever you successfully smite evil, you gain a +3 morale bonus to attack and damage rolls for the next minute. As a swift action 1/day, act under Time Stop for two rounds, become Shaken for one round after use.
Improved Goad: Use Goad is a swift action. You may goad an opponent that has line of sight to you, can hear you and has an Intelligence of 3 or higher. When the goaded opponent starts its next turn, if it has line of sight to you, it must make a Will saving throw at DC 37 (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. This is a mind-affecting effect and an extraordinary ability.
Helm of Righteous War: 5/day as a Swift action that costs 1 Turning attempt you can pinpoint the location of all enemies within 10ft of you, even if invisible.
Spear of Righteous War: As a free action that costs 1 Turning attempt you can add +4 to your confirmation roll for a critical threat.
Bastion of Righteous War: As an immediate action that costs X Turning attempts you can negate a critical hit upon you before the threat is confirmed and take only normal damage from the attack; X stands for the critical multiplier of the attacking weapon -1 (so it would be 1 for x2 weapons, 2 for x3 weapons and so on).
Regalia of Righteous War: As an immediate action that costs 1 Turning attempt you can make an Attack of Opportunity (past normal AoO limits) with Gae Bolg against any enemy that successfully struck an ally in melee. You must be able to threaten said enemy.
Fist of the Gods (Su): You can sacrifice a prepared spell as a swift action to gain a damage bonus of 1+spell level for a number of rounds equal to your Ordained Champion level [5].
Shield Ally (Ex): Immediate action to use Shield Ally (half damage) on adjacent ally with a physical melee/ranged attack until ally's next turn.
Sash of Authority: Any creature that submits to a demand you make suffers a -4 penalty to all attack rolls against you, as well as any opposed ability or skill checks. The demand must be forceful and something they do not wish to do. This penalty lasts for 24 hours.
Selune's Sight: Within moonlight, the creature sees as clearly as bright daylight and as if under true seeing. This spell is a mark of Selune's favor. Cannot be dispelled.
Summon (Sp): Once per day as a standard action, Jaela can summon Mountainous Fire to aid her. The summons will only be answered if they pertain to aiding Jaela destroying efreet slavers, devils and related allies and supporting her against her enemies. Mountainous Fire remains until the task at hand is completed or one hour passes, whichever comes first. This is equivalent to a 15th level spell.

Various Notes:
Spoiler: ShowHide
Persistent Divine Might: Free action activation, spends 1 turning attempt, +14 to damage, duration 14 rounds (damage, duration = Cha modifier).
*Holy Warrior: Add a bonus to weapon damage rolls equal to level of highest-level War spell available to cast [+9 from Foresight]. +1 competence bonus to Force spells CL.
Gambit: Attackers get +4 to hit and to damage against you, you get AoOs against them after they attack, regardless of success.
Knowledge Devotion: 15- (+1), 16-25 (+2), 26-30 (+3), 31-35 (+4), 36+ (+5)
Boots of the Bringer of the White: When worn by a paladin, these boots grant an extra Smite Evil per day. In addition, whenever you successfully smite evil, you gain a +3 morale bonus to attack and damage rolls for the next minute. As a swift action 1/day, act under Time Stop for two rounds, become Shaken for one round after use.
Divine Defiance: Counter spell as an immediate action, costs 1 turning attempt, requires spell to counter with.
Improved Goad: Use Goad is a swift action. You may goad an opponent that has line of sight to you, can hear you and has an Intelligence of 3 or higher. When the goaded opponent starts its next turn, if it has line of sight to you, it must make a Will saving throw at DC 36 (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. This is a mind-affecting effect and an extraordinary ability.
Bracers of Battle: You get a +2 bonus on attack rolls when making attacks of opportunity.
Deft Opportunist: You get a +4 bonus on attack rolls when making attacks of opportunity.
Helm of Righteous War: +2 insight bonus to Initiative and Spot checks; 5/day as a Swift action that costs 1 Turning attempt you can pinpoint the location of all enemies within 10ft of you, even if invisible.
Spear of Righteous War: As a free action that costs 1 Turning attempt you can add +4 to your confirmation roll for a critical threat.
Bastion of Righteous War: As an immediate action that costs X Turning attempts you can negate a critical hit upon you before the threat is confirmed and take only normal damage from the attack; X stands for the critical multiplier of the attacking weapon -1 (so it would be 1 for x2 weapons, 2 for x3 weapons and so on).
Regalia of Righteous War: As an immediate action that costs 1 Turning attempt you can make an Attack of Opportunity (past normal AoO limits) with the Spear of Righteous War against any enemy that successfully struck an ally in melee. You must be able to threaten said enemy.
Channel Spell (Su): As a move action, channels any spell you can cast with a casting time no greater than a standard action into a melee weapon. Saving throws and SR still apply, if relevant. The channeled spell will affect the next target successfully attacked by that weapon. The channeled spell is lost if not used within 8 hours.
Divine Bulwark (Su): You can sacrifice a prepared spell as a swift action to gain DR 1+spell level/Lawful for a number of rounds equal to your Ordained Champion level [5].
Fist of the Gods (Su): You can sacrifice a prepared spell as a swift action to gain a damage bonus of 1+spell level for a number of rounds equal to your Ordained Champion level [5].
Angelfeather Stone/Twin Gambit partners (combat reflexes): Mirajane, Finnegan, Sylvie, The Master, Arrel, Adrian.
Body of Light (Su): Evil creatures within 40ft suffer a -2 penalty to saving throws against Jaela's spells, spell-like abilities and supernatural abilities. This penalty increases to -4 against evil outsiders and undead.
Shield Ally (Ex): Immediate action to use Shield Ally (half damage) on adjacent ally with a physical melee/ranged attack until ally's next turn.
Sash of Authority: Any creature that submits to a demand you make suffers a -4 penalty to all attack rolls against you, as well as any opposed ability or skill checks. The demand must be forceful and something they do not wish to do. This penalty lasts for 24 hours.
Selune's Sight: Within moonlight, the creature sees as clearly as bright daylight and as if under true seeing. This spell is a mark of Selune's favor. Cannot be dispelled.

http://www.soulriders.net/forum/index.php/topic,103890.msg1082538.html#msg1082538
Jaela gains the following special attack and special quality:
Summon (Sp): Once per day as a standard action, Jaela can summon Mountainous Fire to aid her. The summons will only be answered if they pertain to aiding Jaela destroying efreet slavers, devils and related allies and supporting her against her enemies. Mountainous Fire remains until the task at hand is completed or one hour passes, whichever comes first. This is equivalent to a 15th level spell.
Contracted (Ex): You have accepted a contract to challenge and defeat Cryonax, Elemental Prince of Evil for Ice. Should you encounter Cryonax, you must attack him and attempt to destroy him with all the resources you have available. Jaela will periodically feel the need to advance her contract and work to weaken and ultimately destroy Cryonax. Failing to uphold this can result in the contract being sundered, as well treating with Cryonax or offering him any sort of aid.


Magic:
Spoiler: ShowHide

Spells Known/Favored Soul:
lvl00 [DC25]: 9
lvl01 [DC26]: 6
lvl02 [DC27]: 6
lvl03 [DC28]: 6
lvl04 [DC29]: 6
lvl05 [DC30]: 6
lvl06 [DC31]: 6
lvl07 [DC32]: 6
lvl08 [DC33]: 6
lvl09 [DC34]: 6
lvl10 [DC35]: 6
lvl11 [DC36]: 6
lvl12 [DC37]: 3

Spells Per Day/Favored Soul [CL30]:
lvl0 [Amanuensis, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy Symbol (CC p128)]: 6
lvl1 [Cure Light Wounds, Divine Favor, Sign (SC p189), Comprehend Languages, Conviction (SC p52), Resurgence (SC p174-175), (B) Color Spray]: 10 (6+4)
lvl2 [Resist Energy, Lesser Restoration, Divine Insight (SC p70), Lore of the Gods (CC p124), Close Wounds (SC p48, immediate), Turn Anathema (CC p129), (B) Aid, (B) Hideous Laughter] : 10 (6+4)
lvl3 [Grace (SC p107), Vision of the Omniscient Eye, Invisibility Purge, Knight's Move (SC p129, swift), Shield of Warding (SC p188), Magic Vestment, (B) Rage]: 9 (6+3)
lvl4 [Recitation (SC p170), Dimensional Anchor, Moon Bolt (SC p143), Greater Magic Weapon, Mystic Aegis, Assay Spell Resistance (SC p17), (B) Good Hope, (B) Confusion]: 7 (6+3-1-1)
lvl5 [Wall of Stone, Crown of Flame (BoED), Righteous Might, True Seeing, Greater Vigor (SC p229), Break Enchantment, (B) Mind Fog]: 9 (6+3)
lvl6 [Harm, Heal, Stone Body (SC p207), Lucent Lance (SC p134), Greater Dispel Magic, Bolt of Glory [SC p35-37], (B) Greater Heroism, (B) Mislead]: 9 (6+3)
lvl7 [Greater Plane Shift (SC p159), Radiant Assault (SC p164), Holy Transformation/Movanic Deva/Custom, Fortunate Fate (SC p100), Blood to Water (SC p33), Disintegrate, (B) Prismatic Spray/Custom]: 8 (6+2)
lvl8 [Brilliant Aura, Mass Death Ward (SC p61), Lion's Roar (SC p133), Righteous Halo/Custom, (B) Greater Planar Ally, Chain Dispel (PHB2), (B) Maze, Earthquake]: 8 (6+2)
lvl9 [Miracle, Mass Heal, Sublime Revelry (BoED), Gate, (B) Weird/Custom, Summon Elemental Monolith, Summon Monster IX]: 8 (6+2)
lvl10 [Celestial Valor, Curse of Inadequacy, Miracle of Life, Cleansing Rain (Sarcifice), Gae Assail, Jaela's DoS]: 8 (6+2)
lvl11 [Superb Dispelling, Stigma, Moonlight Revelation, Terror Fog, Hanna's Charge, Greater Divine Power]: 6 (5+1)
lvl12 [Burst of Glory, Nerve Overload, *Beauty Triumphant]: 4 (3+1)

*Spells Per Day/Divine Crusader [CL25]:
lvl1 [Obscuring Mist, True Strike, Magic Aura, Charm Person, Longstrider, Magic Weapon, Sanctuary, Silent Image]: 7 (3+4)
lvl2 [Fog Cloud, Gentle Repose, Identify, Lesser Restoration, Locate Object, Spiritual Weapon, Shield Other, Minor Image] : 7 (3+4)
lvl3 [Water Breathing, Haste, Dispel Magic, Remove Disease, Fly, Magic Vestment, Protection from Energy, Displacement]: 7 (3+3+1)
lvl4 [Control Water, Freedom of Movement, Imbue with Spell Ability, Reincarnate, Dimension Door, Divine Power, Spell Immunity, Phantasmal Killer]: 7 (2+3+2)
lvl5 [Ice Storm, Permanency/Custom, Spell Resistance, Atonement, Teleport, Flame Strike, Spell Resistance, Persistent Image]: 6 (3+3)
lvl6 [Cone of Cold, Contingency, Antimagic Field, Heroes's Feast, Find the Path, Blade Barrier, Antimagic Field, Mislead] 6 (3+3)
lvl7 [Acid Fog, Moment of Prescience, Spell Turning, Greater Restoration, Greater Teleport, Power Word Blind, Repulsion, Project Image] 5 (3+2)
lvl8 [Horrid Wilting, Foresight, Protection from Spells, Clone, Phase Door, Power Word Stun, Mind Blank, Screen] 4 (2+2)
lvl9 [Elemental Swarm (water only), Time Stop, Magic Disjunction/Custom, Freedom, Teleportation Circle, Foresight, Prismatic Sphere/Custom, Weird] 4 (2+2)
lvl10 [Greater Cone of Cold, Mass Freedom of Movement, Create Living Spell, Miracle of Health, Mass Freedom of Movement, War's Blessing, Energy Immunity, Greater Displacement] 2 (0+2)

[Water, Time, Magic, Renewal, Travel, War, Protection, Illusion]
lvl11 [Fog Trap, Many Moments of Prescience, Superb Dispelling, Renewal, Travel, Superior Mighty Wallop, Protection, Illusion]
lvl12 [Rain of Desolation, Time, Magic, Renewal, Legion's Gates, War, Protection, Illusion]
lvl13 [Water, Time, Antimagic Zone, Renewal, Travel, War, Antimagic Zone, Illusion]
lvl14 [Water, Time, Magic, Renewal, Travel, War, Protection, Illusion]
lvl15 [Water, Time, Magic, Renewal, Travel, War, Protection, Illusion]
lvl16 [Water, Time, Magic, Renewal, Travel, War, Perfect Energy Immunity, Illusion]
lvl22 [Water, Time, Magic, Renewal, Travel, Warrior's Boon, Protection, Illusion]

Bonus spells at lvl1-9
Bonus spells at lvl10+

*Custom spells mean they are either campaign-original or altered from their SRD entries. The Spells page holds detailed descriptions.

Base CL: 27+1tonic=28 Favored Soul, 21+1tonic=22 Divine Crusader
+1CL untyped Ioun Stone, +1CL sacred Holy Symbol
Adjusted CL: 30 Favored Soul, 24 Divine Crusader
+2CL untyped War domain, +1CL competence Force, +1CL untyped Protection domain, +1CL untyped Abjuration, +4CL Bead of Karma/10min upon activation (standard), +1CL Vanilla Angel Cake/10min upon consumption (standard)

http://www.dandwiki.com/wiki/Water_Domain
http://www.dandwiki.com/wiki/SRD:Time_Domain
http://www.dandwiki.com/wiki/Magic_Domain
http://www.dandwiki.com/wiki/SRD:Travel_Domain
http://www.dandwiki.com/wiki/War_domain
http://www.dandwiki.com/wiki/SRD:Protection_Domain
http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Illusiondomain&alpha=

-1 lvl4 spell per day/Pool of Healing ACF
-1 lvl4 spell per day/Millennial Chainmail Relic power

*Permanency/Greater Blindsight (self-cast + spell enhancer) CL36
-Blindsight for 60ft, Transmutation
*Permanency/Mantle of Good (self-cast + spell enhancer) CL37
-Spell Resistance vs Evil Spells of CL+12, Abj/Good
Permanency/Prestidigitation


Code of Chivalry:
Spoiler: ShowHide

The code of honor and service for any member of the Melding of the Three, a paladin order serving the Triune Goddess, is based around the following truths each member holds to be self-evident.

-To never lay down arms
-To seek after wonders
-To never do outrage
-To fight for the safety of one's country
-To give one's life for one's countrymen
-To give mercy unto him that asketh mercy
-To never break faith for any reason
-To always flee treason
-To grant hospitality to anyone, according to your best ability
-To favor truth over all, whether in honor or disgrace
-When called upon, to defend the rights of the weak with all of one's strength


Background
Spoiler: ShowHide

History
[spoiler]
Jaela always showed signs of her heritage, be is with her silvery, almost metallic wings or with the elven ears peeking from behind her dark red hair. Raised on Lifasa, however, it was hardly a unique sight, especially when one lived as close to the Great Tree as the orphanage Jaela grew up in. She always intended to one day become a soldier to serve her land and protect the peace. Her religious studies came first, but once she was of age, Jaela was to take her oath of service.

Abigor's invasion wrecked those plans. As the world reeled and the heroes rallied, Jaela was lucky enough to be close to one of those strongholds. It was her first sight of a real battle, and she cowered with the rest of the rescued, shell-shocked civilians rescued by the last cohesive elven fighting force. They kept repelling waves upon waves of ever-stronger invaders, always at a greater cost than before, while the archmages attempted to come up with a solution or, at least, some sort of answer for the question of 'why'.

The line broke, already pushed back again and again, and when a devil with a rusted glaive and sick leer charged at her, Jaela found it within herself to step into the breach and help push that wave back just as others had been before that. Her case was a rare one, however, and with no meaningful reinforcements even the last line of the Great Tree's outer defenses began to crumble.

Abigor brought that stronghold down personally, Jaela later heard in stories, but she was not there to see it. Her own battle ended when elite devil troops replaced the waves of fodder and lesser fiends, and Jaela found herself facing off against a hulking, slouched beast with wicked barbs all over its body. They dueled, she and it, and while Jaela emerged victorious, it was at the cost of grave injuries, including the loss of her left eye. Out of the battle for the count, Jaela once more rejoined the civilians, and it was then that she truly realized the scale of the disaster, for they were being Gated far, all the way across to Arborea.

She did not stay long. To say that she felt unworthy of being in heaven after the loss of her world and her inability to stop it would be an understatement, and Jaela went on her own way as soon as her body recovered from the stress the battle put it through. The others have abandoned all hope; were happy, in fact, to do so and adapt to their new lives. And deep down, Jaela resented the part of her that agreed. Thus, she found herself leaving them all behind, to prevent herself from being reminded of her shortcomings.  It didn't matter whether it was mere whimsy that chose her path, or the whispers of her patron goddess; Jaela simply wanted to find a worthy cause to die for, and until she had it, she was going to do her utmost to oppose devils and their oppression wherever across the planes her travels took her.




Jaela was once part of the core group of desperate Lifasans that discovered the ancient lost fortress, Medicant. At present, she is one of the Aurora's five generals. Even though it doesn't suit her, she tries her best to act as a diplomat and gather allies to their cause. She has come a long way from being challenged by a cornugon, and even though a Nessian pit fiend destroyed her during their first meeting she is confident about her chances in any future rematch.


[/spoiler]

Transformations:
Spoiler: ShowHide

Init: -2 SB
Armor Class/SB: [-2 from dex]

*Saves: Fort +48, Ref +40, Will +48 [-2 Ref/SB, +2 Fort and +4 sacred all saves and +4 resistance all saves vs Evil/HT, +1 Fort/RM]
Abilities: STR 26 (+8), DEX 22 (+6), CON 28 (+9), INT 24 (+7), WIS 29 (+9), CHA 36 (+13)
[+4 sacred to str and +4 sacred to con/HT, +4 size to str and +2 size to con/RM, +4 enhancement to str and -4 enhancement to dex/SB]

Stone Body: DR 10/adamantine. Immunity to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning and all spells or attacks that affect your physiology or respiration. If you are targeted with Transmute Rock to Mud, you are Slowed for 2d6 rounds with no saving throw. A Transmute Mud to Rock heals you of all your lost hit points. A Stone to Flesh spell cast on you automatically ends this spell.

Righteous Might: All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Holy Transformation/Movanic Deva: You assume the physical appearance and many of the qualities and abilities of a movanic deva. While under the effect of the spell, your creature type changes to outsider (good) and your size changes to Medium. You have the space and reach of a movanic deva (5ft/5ft). Anyone within ten feet of you gains a +4 deflection bonus to AC and a +4 resistance bonus to saves against attacks made or effects created by evil creatures.

Divine Power: Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

Holy Warrior/Ordained Champion: You can use Charisma instead of Strength (for attack/damage) for 5 rounds by spending a Turn Undead charge as a swift action.


*Build Notes:
Spoiler: ShowHide

Elysium: Within you, you feel your heritage blossom. You gain the ability to cast discern lies at will as a spell-like ability. However, you cannot easily lie and thus suffer a -7 penalty to bluff checks.
A golden apple, preserved in some sort of foul smelling, clear liquid. - Heavenly Seed. This apple is a cored-out apple of Idun, used as a time and decay resistant prison, surrounded by a magical liquid that enhances these properties. When the golden seed within is consumed, it has effects varying on whom consumed it. An evil creatures takes 10d12 points of damage with no save, and must make a DC 30 fortitude save or be nauseated for 1 hour. A neutral creature on the good/evil axis must make a DC 25 fortitude save or be nauseated for 30 minutes. A good aligned creature gains damage reduction 5/evil. Creatures with damage reduction that does not include that descriptor gain it. A creature who already has evil as a descriptor instead gains an additional 5 points of damage reduction.
Strength of Light's training: Damage reduction now becomes 15/magic, evil and cold iron.
+1 Sacred to Wisdom (calculated in) from Sylica.
Lunging Impalement (Ex): As a full round action while wielding a longspear, you may make a single attack at your full base attack bonus against a single target. You gain a +10ft bonus to your reach for this attack. If you successfully hit, you deal a deep wound that deeply weakens your opponent. You deal 1 point of constitution damage on a successful Lunging Impalement in addition to your normal damage. You may use Lunging Impalement while stationary or at the end of a charge.
+1 to Constitution from Medi's room.
Immunity to Sickened/Nauseated from Medi's room.
Immunity to Petrification from Medi's room.
+2 lvl4 spell slots from Medi's room (used on Divine Crusader).
Body of Light (Su) from Salandriel: At will as a free action, Jaela can shed light equivalent to a torch. Evil creatures within this light suffer a -2 penalty to saving throws against Jaela's spells, spell-like abilities and supernatural abilities. This penalty increases to -4 against evil outsiders and undead. (torch radius = 40ft)
Jaela is swept away in a feeling of gentle nostalgia. Warmth fills her as she sees paths possibly walked and left behind, yet for a moment she walks them. A path of speed, agility and movement, a branch forgotten in favor of other choices. Jaela gains +1 Dexterity.
http://www.soulriders.net/forum/index.php/topic,103843.msg1076087.html#msg1076087
Master Mage's Tonic: Grants a permanent +1 bonus to caster level and a -1 penalty to hit points per level. [LVL27: -27hp, +1CL]
Selune's Sight: The touched creature's vision improves greatly. They gain low-light vision and darkvision 120ft. Within moonlight, the creature sees as clearly as bright daylight and as if under true seeing. This spell is a mark of Selune's favor. Cannot be dispelled.
Favored Soul Mastery book: +2 metamagic feats at level 27 (FSM).

Lisa.

Lifasa's Gratitude (Su)

As the saviors of an entire world, the land itself will always protect you. Whenever you are on Lifasa, you gain the following benefits:

- An enhancement bonus to all ability scores equal to 1/2 of your hit dice.
- Fast healing 20, does not stack with other sources of fast healing.
- Temporary hit points equal to your maximum hit points. You cannot gain more temporary hit points than these while on Lifasa, so you are at no risk of death. These hit points vanish if you leave Lifasa. If part or all are lost, they regenerate after one minute.
- You are treated as natives of Lifasa and never cause spiritual wounds on Lifasa, in the event you are a creature that can cause them.


Various:
Knowledge Devotion: Knowledge/Dungeoneering is a class skill for all your classes. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table:
Check          Bonus
Result         Granted
15 or below  +1
16-25          +2
26-30          +3
31-35          +4
36 or higher +5

Initiate of Angharradh
Prerequisites:
Cleric or Paladin level 1st, patron deity Angharradh
Benefit:
You gain +2 bonus to diplomacy with elves. Also, add the following spells to your cleric spell list:
2nd level Spells:
-Aid
4th level Spells:
-Good Hope
6th level Spells:
-Greater Heroism
8th level Spells:
-Greater Planar Ally

Blessing of Renbuu (Ex)
You may choose the following feats as a bonus feat:
Anarchic Bloodline (Applies to whatever type of spellcasting you choose, spontaneous casting only. You gain all the spells it grants immediately.)
Aura of Chaos (Ex): As the result of taking an anarchic feat, you have an aura of chaos equal to your HD.

http://www.soulriders.net/forum/index.php/topic,101729.msg1029663.html#msg1029663

Aasimar:
Daylight (Sp) 1/day
+2 racial bonus on Spot and Listen
Darkvision 60ft
Resistance to Acid 5, Cold 5, Electricity 5
Automatic Languages: Common, Celestial

Half Celestial:
+1 Natural Armor
Daylight (Su) at will
Smite Evil (Su) 1/day [normal attack, +HD to damage]
Darkvision 60ft
Immunity to Disease
Resistance to Acid 10, Cold 10, Electricity 10
DR 10/magic
Natural weapons count as magic weapons
SR 30 (HD+10, up to SR35)
+4 racial bonus on Fortitude saves against poison

Favored Soul:
Resistance to Fire 10, Sonic 10, Acid 10 (stacks with racial Acid 10)
Weapon Focus (spear)
Weapon Specialization (spear)
Turn Undead (Su): 1d6 damage to undead/1d6 healed to the living, 30ft radius [13d6] +1d6 from Blessed Holy Symbol. A successful Will save of DC37 (10+half CL+Cha mod) halves the damage. Does not affect you.
Pool of Healing ACF: Sacrifice 1 lvl4 spell slot per day, gain Lay of Hands based off Favored Soul level [27x14=378hp].
Wings ACF: Domain Granted Power and Domain spells/exchanged for Knowledge Devotion.
Damage Reduction ACF: Increases existing DR by +5.

Epic Favored Soul:
Spellcasting: At 21st level and every level thereafter, the epic favored soul's spellcasting improves. Her caster level increases by one per level, as normal. Further, once the epic favored soul obtains the Epic Spell Capacity feat, she gains spells of 10th level and higher. The pattern established here continues infinitely.
Energy Resistance (Ex): The epic favored soul gains greater energy resistance at 22nd level, and every 3 levels thereafter. She may gain resistance 10 to an element she does not resist, or improve an existing resistance by 10.
Superior Flight (Ex): The epic favored soul gains 30ft to her fly speed at 23rd level, and every 5 levels thereafter. This stacks with other permanent boosts to her flying speed.
Damage Reduction (Su): The epic favored soul's damage reduction rises by 5 points at level 25, and every six levels thereafter. In essence, her damage reduction improves to 15/material at level 25, 20/material at level 31, and so on.

Paladin of Freedom:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil 2/day (Su): A paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Charging Smite (Su): Paladin lvl5 alternate class feature. +14 to hit/+30 to damage on a charge attack with a smite; if you miss, the smite is not considered used. Replaces Special Mount. [stacks with Ordained Champion/house rules]
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands: Standard action activation, Paladin levels x Charisma modifier = 65hp
Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Divine Might as a bonus feat, replaces Turn Undead.
Holy Warrior (Ex): Paladin lvl4 alternate class feature. Replaces paladin spells with fighter bonus feats from a special list.

Divine Crusader:
Aura (Ex): equivalent and stacking with paladin/cleric Aura of Good.
Renewal Domain/Granted Power: Sacrificed with Ordained Champion.
House Rule/Divine Crusader: Their caster level equals twice their class level, maximum of 20 at level 10. This does not effect spells known, but merely keeps their casting competitive. This fast advancement does not continue into epic, resuming a normal 1 CL per level pace.

Sovereign Speaker:
Time Domain/Granted Power: You gain Improved Initiative as a bonus feat.
Magic Domain/Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Water Domain/Granted Power: Sacrificed with Ordained Champion.
Extra Domain Slot: You gain an extra 3rd level domain spell slot.
Illusion Domain/Granted Power: Sacrificed with Ordained Champion for Deft Opportunist.
Protection Domain/Granted Power: Sacrificed with Ordained Champion for Melee Weapon Master/Piercing.

Ordained Champion:
War Domain/Granted Power: Weapon Focus/Ray as a bonus feat.
Combat Feat: Renewal Domain Granted Power sacrificed for Combat Reflexes.
Combat Feat: Water Domain Granted Power sacrificed for Jaela's Gambit.
Bonus Feat: Diehard.
Smite (Su): +2 smites per day (lvl2, lvl4). Ordained Champion and Paladin levels stack for the purpose of smite damage.
Channel Spell (Su): As a move action, channels any spell you can cast with a casting time no greater than a standard action into a melee weapon. Saving throws and SR still apply, if relevant. The channeled spell will affect the next target successfully attacked by that weapon. The channeled spell is lost if not used within 8 hours.
Divine Bulwark (Su): You can sacrifice a prepared spell as a swift action to gain DR 1+spell level/Lawful for a number of rounds equal to your Ordained Champion level [5].
Fist of the Gods (Su): You can sacrifice a prepared spell as a swift action to gain a damage bonus of 1+spell level for a number of rounds equal to your Ordained Champion level [5].
Rapid Spontaneous Casting/War Domain (Ex): War domain spells that you cast are quickened without the change in spell level.
Holy Warrior (Su): You can use Charisma instead of Strength (for attack/damage) for 5 rounds by spending a Turn Undead charge as a swift action.
War Caster (Ex): You gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.

Contemplative:
Travel Domain/Granted Power (Su): 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).
Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.
Slippery Mind (Ex): At 2nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with slippery mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed on her saving throw.

Scarlet-Patterened Armored Knight:
Armor Mastery/Light (Ex): The Knight is able to wear her armor like a second skin.
Armor Mastery/Medium (Ex): Starting at 5th level, she may ignore the standard speed reduction for wearing medium armor.
Improved Goad (Ex): Goad is a swift action.
Armored Defense (Ex): The Knight radiates an imposing aura of menace about herself. As a result, starting at 2nd level The Knight may add her Charisma modifier to AC while wearing armor that she has gained Armor Mastery of. Conditions that cause The Knight to lose her Dexterity bonus to Armor Class also cause The Knight to lose this bonus.
Armored Evasion (Ex):Due to the constant way The Knight's Code sends her in danger in the place of another, she has learned to minimize the damage to herself from such rash behavior. Starting at 3rd level, The Knight gains the benefits of Evasion while wearing armor that she has gained Armor Mastery of.
Shield Ally (Ex): The Knight truly begins to shine at this stage. No longer content to merely draw the enemy towards her and serve as a bulwark before her allies, she has learned how to actively pull her allies out of danger at the last moment! Starting at 4th level, as an immediate action The Knight can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before her next turn, she can take half this damage on herself. The target takes the other half as normal. The Knight can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Elven Pantheon/Seldarine (Faiths and Pantheons):
    Aerdrie Faenya, intermediate deity of the wind [Domains  Air, Animal, Chaos, Elf, Good, Storm] (quarterstaff)
    Angharradh, greater deity and consort to Corellon [Domains    Chaos, Elf, Good, Knowledge, Plant, Protection, Renewal] <-- (shortspear, longspear)
    Corellon Larethian, greater deity leader of the Seldarine [Domains    Chaos, Elf, Good, Magic, Protection, War] (longsword)
    Deep Sashelas, intermediate deity of the seas [Domains    Chaos, Elf, Good, Knowledge, Ocean, Water] (trident)
    Erevan Ilesere, intermediate deity of trickery [Domains    Chaos, Elf, Luck, Trickery] (short sword)
    Fenmarel Mestarine, lesser deity of outcasts [Domains    Animal, Chaos, Elf, Plant, Travel] (dagger)
    Hanali Celanil, intermediate deity of love [Domains    Chaos, Charm, Elf, Good, Magic, Protection] (dagger)
    Labelas Enoreth, intermediate deity of longevity [Domains    Chaos, Elf, Good, Knowledge, Time] (quarterstaff)
    Rillifane Rallathil, intermediate deity of nature [Domains    Chaos, Elf, Good, Plant, Protection] (quarterstaff)
    Sehanine Moonbow, intermediate deity of the moon [Domains    Chaos, Elf, Good, Illusion, Knowledge, Moon, Travel] (quarterstaff)
    Shevarash, demipower of vengeance [Domains    Chaos, Elf, Retribution, War] (longbow)
    Solonor Thelandira, intermediate deity of hunting [Domains    Chaos, Elf, Good, Plant, War] (longbow)
http://forgottenrealms.wikia.com/wiki/Seldarine

Bonus spells per day:
http://www.dandwiki.com/wiki/SRD:Improved_Spell_Capacity


Build Math:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Half Celestial/Favored Soul
HC1:
+0   +0   +0   +0
FS1:
+0   +2   +2   +2

Lvl2: Half Celestial/Favored Soul
HC2:
+0   +0   +0   +0
FS2:
+1   +1   +1   +1

Lvl3: Half Celestial/Favored Soul
HC3:   
+0   +0   +0   +0
FS3:   
+1   +0   +0   +0

Lvl4: Half Celestial/Favored Soul
HC4:   
+0   +0   +0   +0
FS1:
+1   +1   +1   +1

Lvl5: Paladin/Favored Soul
Pal1:   
+1   +2   +0   +0
FS5:   
+0   +0   +0   +0

Lvl6: Paladin/Favored Soul
Pal2:   
+1   +1   +0   +0
FS6:   
+1   +1   +1   +1

Lvl7: Paladin/Favored Soul
Pal3:
+1   +0   +1   +1
FS7:
+1   +0   +0   +0

Lvl8: Paladin/Favored Soul
Pal4:
+1   +1   +0   +0
FS8:
+1   +1   +1   +1

Lvl9: Paladin/Favored Soul
Pal5:
+1   +0   +0   +0
FS9:
+0   +0   +0   +0

Lvl10: Divine Crusader/Favored Soul
DC1:
+0   +2   +0   +2
FS10:
+1   +1   +1   +1

Lvl11: Sovereign Speaker/Favored Soul
SS1:
+0   +0   +0   +2
FS11:
+1   +0   +0   +0

Lvl12: Sovereign Speaker/Favored Soul
SS2:
+1   +0   +0   +1
FS12:
+1   +1   +1   +1

Lvl13: Sovereign Speaker/Favored Soul
SS3:
+1   +1   +1   +0
FS13:
+0   +0   +0   +0

Lvl14: Sovereign Speaker/Favored Soul
SS4:
+1   +0   +0   +1
FS14:
+1   +1   +1   +1

Lvl15: Ordained Champion/Favored Soul
OC1:
+1   +2   +0   +2
FS15:
+1   +0   +0   +0

Lvl16: Ordained Champion/Favored Soul
OC2:
+1   +1   +0   +1
FS16:
+1   +1   +1   +1

Lvl17: Ordained Champion/Favored Soul
OC3:
+1   +0   +1   +0
FS17:
+0   +0   +0   +0

Lvl18: Ordained Champion/Favored Soul
OC4:
+1   +1   +0   +1
FS18:
+1   +1   +1   +1

Lvl19: Armored Knight/Favored Soul
AK1:
+1   +2   +0   +2
FS19:
+1   +0   +0   +0

Lvl20: Ordained Champion/Favored Soul
OC5:
+1   +0   +0   +0
FS20:
+1   +1   +1   +1

Lvl21: Armored Knight/Favored Soul
AK2:
+1
FS21:
+0

Lvl22: Sovereign Speaker/Favored Soul
SS5:
+0
FS22:
+1

Lvl23: Armored Knight/Favored Soul
AK3:
+1   +1   +1   +1
FS23:
+1   +1   +1   +1

Lvl24: Armored Knight/Favored Soul
AK4:
+1
FS24:
+1

Lvl25: Armored Knight/Favored Soul
AK5:
+1
FS25:
+0

Lvl26: Contemplative/Favored Soul
C1:
+0   +1   +1   +1
FS26:
+1   +1   +1   +1

Lvl27: Contemplative/Favored Soul
C2:
+1
FS27:
+1

BAB: +26
Fort: +2+1+0+1+2+1+0+1+0+2+0+1+1+1+2+1+0+1+2+1+1+1 =23+14cha+10con+5res =51
Ref:  +2+1+0+1+0+1+1+1+0+1+0+1+1+1+0+1+1+1+0+1+1+1 =17+14cha+7dex+5res =43
Will: +2+1+0+1+0+1+1+1+0+2+2+1+0+1+2+1+0+1+2+1+1+1 =22+14cha+10wis+5res =51
Touch AC: 10+7dex+5insight eyepatch+1ghost ward shield+14cha/armored defense+6deflection ring =43
AC: 43+6millennial armor+1nat armor half celestial+5nat armor amulet+3shield =58
+4 (touch/normal) shield from Magic Vestment, +4 (normal) armor from Magic Vestment


HP rolls:
Spoiler: ShowHide

It's like her body catches fire and freezes at once. It only lasts a moment, but after she feels corrected. Purified. Like a thousand tiny errors have been corrected, her overall self far more whole.

Jaela now gets maximum hit points per hit die. This is retroactive so recalculate your hit points and tell me what they are now.

http://www.soulriders.net/forum/index.php/topic,103843.msg1075958.html#msg1075958
http://www.soulriders.net/forum/index.php/topic,101729.msg1075989.html#msg1075989

Old HP:
[spoiler]
8 (lvl1, full) + 3 (lvl2, FS) + 1 (lvl3, FS) + 4 (lvl4, FS) + 1 (lvl5, paladin) +5 (lvl6, paladin) +4 (lvl7, paladin) +10 (lvl8, paladin) +5 (lvl9, paladin) +1 (lvl10, favored soul) +8 (lvl11, favored soul) +1 (lvl12, favored soul) +3 (lvl13, favored soul) +3 (lvl14, favored soul) +8 (lvl15, favored soul) +6 (lvl16, favored soul) +3 (lvl17, favored soul) +8 (lvl18, favored soul) +12 (lvl19, armored knight) +1 (lvl20, favored soul) +6 (lvl21, favored soul) +1 (lvl22, armored knight) +10 (lvl23, armored knight) + 9x23 (con lvl01-23)

[22:23] <Henrietta> roll 8+7d8+5d10
[22:24] * Hatbot --> "Henrietta rolls 8+7d8+5d10 and gets 50." [7d8=3, 1, 4, 1, 8, 1, 3][5d10=1, 1, 4, 10, 5]
[22:27] <Kotono> Wooow.
[22:27] <Kotono> That's horrible.
[22:27] <Kotono> Well, you can reroll the second d10 since that's 2 1s in a row.
[22:27] <Kotono> That might ge tyou a few more HP at leas.t
[22:27] <Kotono> Time to invest in toughness.
[22:28] <Henrietta> roll 1d10 reroll
[22:28] * Hatbot --> "Henrietta rolls 1d10 reroll and gets 5." [1d10=5]

[17:52] <@Annerose> roll 2d12 hp /lvl22-23
[17:53] <Serith> Annerose roll for Serith < 11 > [d12=1,10]

[19:12] <@Annerose> roll 1d12
[19:12] <Kobot> Annerose rolled 1d12 --> [ 1d12=11 ]{11}


<Kotono> The water is cool and fresh, not a hint of being brackish. Going down Jaela's throat it soothes her body thrice over, like waves of light and healing into her! Then she feels her mind relax, tension and painful memories momentarily fading...and then in her heart, she feels the pain within soften for a few moments, as if being gently hugged. Then the sensation leaves Jaela entirely. OOC: +3 max HP.
[/spoiler]

Quests and Books:
Spoiler: ShowHide

Ferrum Incensia quest hook

One old book of Torm's scriptures before his Fall.
A book depicting nymphs finding love with each other instead of with travelers: 690 gold.
Metamagic: The myths, the legends and the cold facts: 300 gold.
The shocking truth of fey decadence!: 150 gold.
My life as a male pleasure slave: a story of the wild women of Jannath: 300 gold.
A list of 77 archangels: 700 gold.
Rituals of Mineral: 350 gold. Int roll results.
Stop! That's no female elf! How to avoid the trap of ambiguous elven appearances: 400 gold.
Funeral dirges for the second death: 800 gold.
Greataxe Mastery: 5,000 gold.
Happy Hands: 500 gold.
A Chronicle of Rokasai, the Golden Land: 400 gold. (Hecatoncheires)
Tome of the Regenerator: 500 gold.
Mourning: 2,000 gold.
Flight Speed Mastery: 5,000 gold.
Flight Maneuverability Mastery: 5,000 gold.
Rainbow Moon: 300 gold.

Apotheosis
Princess Love
Curiousity: 100 gold.
Slicer Memory: 500 gold.
Tokens of Love: 650 gold.
Paladin Mastery: 10,000 gold.
Favored Soul Mastery: 10,000 gold.

Theair: Steel harvested from Benfal immediately after its ascension to Elysium. It is drenched in holy energies, so it should be good for a weapon or armor. 8,000 gold, 1 available.


Epic Favored Soul
Scarlet-Patterened Armored Knight
A deed to a marid property on Water.
<Steph> I might have made a terrible mistake

Corwin

#6
Lucy [lvl27, Succubus12/Marshal3/Archivist11/Battle Dancer1//Sorc5/Escalation Mage6/Mage of the Arcane Order 11/War Wizard5]
Chaotic Neutral [Outsider]
Gender: Female, Height: 5'3'', Weight: 112lbs, Age: ??

HP: 208
Init: +4
Speed: 30ft (50ft fly, average)
Armor Class: 29 touch, 38 normal. [-19 flat-footed, -9 without natural armor]
Base Attack: +21
CMB: 21+0=+21
CMD: 10+21+4+15=50
Full Attack (Rays): +25 vs touch AC [+4 with Seeking Ray]
Full Attack (Greataxe with Whirling Blade): +36, 1d12+22 20/x3 [60ft line]
Full Attack (Steeldance): +42/+42, 1d4+15/1d4+15 [magic, adjacent]
Full Attack (Claws): +21/+21, 1d6 (lethal/nonlethal base)
Space/Reach: 5ft/5ft
Special Attacks: Claws 1d3, Energy Drain at will DC31 Will+Fort (Su), Lesser Succubus Powers at will (Sp), Succubus Powers at will (Sp), Unholy Blight 1/day (Sp), Spellpool [full round] (Su) lvl1-12 Spell Level total of 13, Dark Knowledge [free, lasts 1 minute, target within 60ft, untyped] 6/day, Dark Knowledge/Tactics +3 attack to allies, Dark Knowledge/Puissance +3 saves to allies within 60ft, Dark Knowledge/Foe +3d6 damage to allies, Dread Secret/choose to daze or stun a target for 1 round, Steady Hand +1 to ranged attacks to allies within 60ft (circumstance), Unarmed Strike.
Metamagic: Escalation [swift] 6/day (Su), Escalation/Shadow Focus (Su), Escalation/Shadow Power (Su), Escalation/Shadow Growth (Su), Escalation/Shadow Haste (Su), Soul of Shadow (Ex), Spontaneous Widen Spell 16/day (Su), Enhanced Spell Area (Su), Sudden Enhance 1/day, War Spell 1/day (Su).
Metamagic Feats: Widen Spell (+1L), Delay Spell (+1L), Chain Spell (+1L), Fell Drain (+1L), Split Ray (+1L), Maximize Spell (+1L), Empower Spell (+1L), Enhance Spell (lvl21, +2L), Residual Magic.
Resistances and Immunities: Poison Immunity, Acid Resistance 10, Cold Resistance 10, Electricity Immunity, Fire Resistance 10, Damage Reduction 10/Cold Iron, Spell Resistance 39.
Special Qualities: Metamagic Specialist ACF (PHB2, 8/day), Darkvision 60ft, Tongues (Su), Telepathy 100ft (Su), Alternate Form [any humanoid, small to large] (Su), +9 Natural Armor, Guild Member (Ex), The Shade Within (Ex), Prayerbook, Lore Mastery/Arcana, Lore Mastery/Religion, Still Mind (Ex), Motivate Charisma +15 (circumstance), Motivate Intelligence +15 (circumstance), Regent, AC Bonus (Ex), See Invisibility/Permanency [CL27].
Saves: Fort +22, Ref +18, Will +22
Abilities: STR 11 (+0), DEX 18 (+4), CON 15 (+2), INT 20 (+5), WIS 15 (+2), CHA 40 (+15)
Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran

Skills: Bluff +45 (30, Cha+), Concentration +17 (15, Wis+), Craft/Cakes +35 (30, Int+), Decypher Script +6 (1, Int+), Diplomacy +45 (30, Cha+), Disguise +55 (30, Cha+), Escape Artist +14 (10, Dex+), Gather Information +20 (5, Cha+), Intimidate +45 (30, Cha+), Knowledge/Arcana +35 (30, Int+), Knowledge/Architecture and Engineering +10 (5, Int+), Knowledge/Dungeoneering +15 (10, Int+), Knowledge/Geography +10 (5, Int+), Knowledge/History +10 (5, Int+), Knowledge/Nature +15 (10, Int+), Knowledge/Nobility and Royalty +10 (5, Int+), Knowledge/Religion +35 (30, Int+), Knowledge/The Planes +35 (30, Int+), Listen +40 (30, Wis+), Perform/Act +20 (5, Cha+), Perform/Dance +20 (5, Cha+), Ride +5 (1, Dex+), Search +10 (5, Int+), Spellcraft +33 (28, Int+), Spot +40 (30, Wis+), Swim +5 (5, Str+), Use Magic Device +45 (30, Cha+).

Feats: Arcane Preparation (lvl1), Eschew Materials (B, Sorc1, lvl1), Widen Spell (lvl3, +1L), Cooperative Spell (B, Sorc5, lvl5), Delay Spell (lvl6, +1L), Chain Spell (B, MotAO2, lvl7, +1L), Necromantic Bloodline (lvl9), Fell Drain (B, +1L), Residual Magic (lvl12), Skill Focus/Diplomacy (B, Marshal1, lvl13), Split Ray (lvl15, +1L), Scribe Scroll (B, Archivist1, lvl16), *Intuitive Archivist (lvl18), Maximize Spell (B, MotAO9, lvl19, +1L), Empower Spell (B, Archivist10, lvl25, +1L)
Epic Feats: Enhance Spell (lvl21, +2L), Improved Metamagic (lvl22, B, -1L to all metamagic), Epic Spell Capacity (lvl24), Improved Metamagic (lvl27, -1L to all metamagic)

Alternate Class Features: Metamagic Specialist (PHB2) 8/day
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. (+CHA mod)
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. (+CHA mod)
Steady Hand: Bonus on ranged attack rolls. (+1)

Stuff!
Spoiler: ShowHide

Items: CASH 200,418.25gp, 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.


Magic:
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Archivist Spells Per Day:
lvl0:4 [Amanuensis, Create Water, Mending, Summon Holy Symbol]
lvl1:5+4=9 [Comprehend Languages, Cure Light Wounds, Detect Undead, Divine Favor, Hide from Undead, Resurgence x2, BLANK, BLANK]
lvl2:5+4=9 [Divine Insight x3, Lesser Restoration, Lore of the Gods x2, BLANK, BLANK, BLANK]
lvl3:5+4=9 [Grace, Searing Light x2, Speak with Dead, Vision of the Omniscient Eye, BLANK, BLANK, BLANK, BLANK]
lvl4:4+3=7 [Assay Spell Resistance x2, Divine Power, Recitation, Restoration, BLANK, BLANK]
lvl5:3+3=6 [Dispel Evil, Dispel Law, Plane Shift, Wall of Stone, BLANK, BLANK]
lvl6:2+3=5 [Heal x2, BLANK, BLANK, BLANK]

Sorcerer Spells Per Day:
lvl0 [DC15]:6
lvl1 [DC16]:6+4=10
lvl2 [DC17]:6+4=10
lvl3 [DC18]:6+4=10
lvl4 [DC19]:6+3=9
lvl5 [DC20]:6+3=9
lvl6 [DC21]:6+3=9
lvl7 [DC22]:6+3=9
lvl8 [DC23]:6+2=8
lvl9 [DC24]:6+2=8
lvl10 [DC25]:6+2=8
lvl11 [DC26]:5+2=7
lvl12 [DC27]:3+1=4

Sorcerer Spells Known:
lvl0:9 [Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic]
lvl1:5 [Cause Fear [Bonus, Necromancy], Magic Missile, Ray of Clumsiness, Ray of Enfeeblement [Necromancy], True Strike, True Casting]
lvl2:5 [Fearsome Grapple, Ghoul Touch [Bonus, Necromancy], Scorching Ray/Acid, Seeking Ray, Whirling Blade, Wings of Cover]
lvl3:4 [Haste, Ray of Dizziness, Ray of Exhaustion [Necromancy], Steeldance, Vampiric Touch [Bonus, Necromancy]]
lvl4:4 [Contagion [Bonus, Necromancy], Enervation, Greater Mirror Image, Orb of Acid, Wings of Flurry]
lvl5:4 [Acid Sheath, Dominate Person [Bonus], Reciprocal Gyre, Summon Undead V [Necromancy], Wall of Force]
lvl6:3 [Disintegrate, Eyebite [Bonus], Greater Heroism, Ruby Ray of Reversal]
lvl7:3 [Arcane Spellsurge, Control Undead [Bonus], Delayed Blast Fireball/Acid, Waves of Exhaustion]
lvl8:3 [Irresistible Dance, Polar Ray, Sunburst, Trap the Soul [Bonus]]
lvl9:3 [Iceberg, Shades, Time Stop, Wail of the Banshee [Bonus, Necromancy]]
lvl10:3 [Bone Burst, Superior Shadow Evocation, Summon Monster X]
lvl11:3 [Many Moments of Prescience, Superb Dispelling, Queen's Displeasure]
lvl12:1 [Beauty Triumphant]

Contingency/Ray Deflection when a ray attack is shot at me.
Spellstaff: Sandalphon's Amazing Barrage CL29 (spell enhancer)
Spellstaff: Boneyard's Embrace CL29 [Necromancy]


HP Rolls:
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[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]
[20:34] <Rei-chan> Annerose rolled : 5#1d8 lvl11-15 --> [ 1d8=7 ]{7}, [ 1d8=3 ]{3}, [ 1d8=8 ]{8}, [ 1d8=4 ]{4}, [ 1d8=6 ]{6}
lvl11-15: 28
[20:34] <@Annerose> roll 9#1d6 lvl16-24
[20:34] <Rei-chan> Annerose rolled : 9#1d6 lvl16-24 --> [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=2 ]{2}, [ 1d6=6 ]{6}
lvl16-24: 37
[22:22] <@Annerose> roll 1d6 lvl25
[22:22] <Rei-chan> Annerose rolled : 1d6 lvl25 --> [ 1d6=4 ]{4}
[18:20] <@Annerose> roll 1d6 lvl26, L
[18:20] <Serith> Annerose roll for Serith < 6 > [d6=6]
[18:20] <@Annerose> roll 1d8 lvl27, L
[18:20] <Serith> Annerose roll for Serith < 7 > [d8=7]

Hit Dice 8lvl1+2*27con+33lvl2,8+5lvl9+5lvl10+28lvl11,15+37lvl16,24+4lvl25+6lvl26+7lvl27+15cha+6escalation=208


Stats:
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STR=11-2harp+2lvl11=11 [+0]
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+4lvl12+1lvl12+1lvl16+1lvl20+1lvl24=40 [+15]


Succubus
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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. At will ability.
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. [CL12]
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] at will when the succubus attains 12th level. A succubus's caster level for all spell-like abilities is equal to its class level. [CL12]
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
Damage Reduction: 10/cold iron.
Spell Resistance (Ex): A succubus has spell resistance equal to 12 + its HD.


Escalation Mage:
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As you advance in level, you learn how to parlay with the Shadow to increase your spellcasting prowess.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an escalation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
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.
Shadow Power: 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.
Shadow Growth: Upon reaching 4th level, you learn to bargain with the Shadow to shape your magics. You can attempt to increase any numeric measurements of a burst, emanation, line, or spread spell's area by 100%, as though using the Widen Spell metamagic feat. The caster level check DC is 14 + twice the spell's level. If you fail the check, you immediately take 3 points of damage per level of the spell and become shaken for a number of rounds equal to the
spell's level.
Shadow Haste: By the time you reach 5th level, you can entreat the Shadow to catalyze your spellcasting. You can attempt to cast the spell with a casting time of 1 full-round action or less as a swift action, as though using the Quicken Spell metamagic feat. (The activation of this ability issubsumed within the casting time of the spell.) The caster check is DC 16 + twice the spell's level. If you fail the check, you immediately take 5 points of damage per level of the spell and become slowed for a number of rounds equal to the spell's level. Unlike other escalation effects, failing this check also means that the spell is not cast (though you don't lose the spell and can attempt to cast it again using the normal casting time, assuming you have sufficient actions remaining in the round).
Soul of Shadow (Ex): At the culmination of your studies, you master enough of the Shadow's capricious nature to exert some small measure of control over your escalations. You can employ each of your four escalations (shadow focus, shadow power, shadow growth, and shadow haste) once per day without a caster level check. These uses are in addition to those normally granted by your class level. One restriction exists: you may not apply any free escalation to the highest level of arcane spell you are capable of casting. For example, a 5th-level wizard/6thlevel escalation mage can cast 6th-level wizard spells, but can only apply her free escalation effects to spells of 5th level or lower. (Her normal escalation effects can be applied to any of her spells.)


Mage of the Arcane Order:
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Weapon and Armor Proficiency: Mages of the Arcane Order gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, a mage of the Arcane Order gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a mage of the Arcane Order, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

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 below for details.

Bonus Metamagic Feat: At 2nd level and again at 9th level, a mage of the Arcane Order gains sudden insight from studying the reconstructed texts of ancient magical grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet the prerequisites of the feat.

Bonus Language: At 3rd level and again at 6th level, a guildmage's access to the Order's superb library and resources allows him to learn a new language.

New Spell: When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM's approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.

Regent: A 10th-level mage of the Arcane Order is awarded the status of regent. A regent gains a +2 competence bonus on all Charisma-based interaction checks when dealing with lower-level members of the Order.

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.
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 whoselevels 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.


Archivist:
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Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.

Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

*New monster described on page 144.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.

Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.


War Wizard:
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http://www.soulriders.net/forum/index.php/topic,103074.msg1050416.html#msg1050416

Spontaneous Widen Spell (Su)
The war wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The war wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).

Epic Metamagic Feat
At 2nd level, the war wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Enhanced Spell Area (Su)
Any time a war wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.

Sudden Enhance
At 4th level the war wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)
Once per day, a 5th level war wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

Sudden Enhance [Epic, Metamagic]
Prerequisites: Sudden Maximize.
Benefit: Once per day, you may apply the benefits of the Enhance Spell feat to any spell you cast, without increasing its casting time or slot level, or specially preparing it ahead of time. You may still use Enhance Spell normally if you have it.


Battle Dancer:
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Weapon and Armor Proficiency: A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield.

AC Bonus (Ex): When unarmored and unencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat.

These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: A battle dancer uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat.

The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.

The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows.
Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

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

Bonus Speed (Ex): The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +10- foot bonus to speed at 4th level. She gains additional +10-foot bonuses at 10th level and 16th level.

Dance of the Vexing Snake (Su): A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.

Dancer's Strike (Su): The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades.

At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage.

At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Dance of the Floating Step (Su): The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the Springing Tiger (Su): An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a DC 20 Tumble check. If she succeeds, she may make a full attack rather than a standard attack as part of her charge.

Dance of the Crushing Python (Su): The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the Soaring Eagle (Su): A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her dance of the springing tiger in conjunction with an aerial charge.

Dance of Death's Embrace (Su): A 20th-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the battle dancer's next turn.


Build Math:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Succubus/Sorcerer
Succubus01:
+1   +2   +2   +2
Sorc1:
+0   +0   +0   +2

Lvl2: Succubus/Sorcerer
Succubus02:
+1   +1   +1   +1
Sorc2:
+1   +0   +0   +1

Lvl3: Succubus/Sorcerer
Succubus03:   
+0   +0   +0   +0
Sorc3:   
+0   +1   +1   +0

Lvl4: Succubus/Sorcerer
Succubus04:   
+1   +0   +0   +0
Sorc4:
+1   +0   +0   +1

Lvl5: Succubus/Sorcerer
Succubus05:   
+0   +0   +0   +0
Sorc5:   
+0   +0   +0   +0

Lvl6: Succubus/Escalation Mage
Succubus06:   
+1   +1   +1   +1
EM1:   
+0   +2   +0   +0

Lvl7: Succubus/Escalation Mage
Succubus07:
+0   +0   +0   +0
EM2:
+1   +1   +0   +0

Lvl8: Succubus/Escalation Mage
Succubus08:
+1   +0   +0   +0
EM3:
+0   +0   +1   +1

Lvl9: Succubus/Escalation Mage
Succubus09:
+0   +0   +0   +0
EM4:
+1   +1   +0   +0

Lvl10: Succubus/Escalation Mage
Succubus10:
+1   +1   +1   +1
EM5:
+0   +0   +0   +0

Lvl11: Succubus/Escalation Mage
Succubus11:
+0   +0   +0   +0
EM6:
+1   +1   +1   +1

Lvl12: Succubus/Mage of the Arcane Order
Succubus12:
+0   +0   +0   +0
MotAO01:
+0   +0   +0   +2

Lvl13: Marshal/Mage of the Arcane Order
M1:
+0   +2   +0   +2
MotAO02:
+1   +0   +0   +1

Lvl14: Marshal/Mage of the Arcane Order
M2:
+1   +1   +0   +1
MotAO03:
+0   +1   +1   +0

Lvl15: Marshal/Mage of the Arcane Order
M3:
+1   +0   +1   +0
MotAO04:
+1   +0   +0   +1

Lvl16: Archivist/Mage of the Arcane Order
A01:
+0   +2   +0   +2
MotAO05:
+0   +0   +0   +0

Lvl17: Archivist/Mage of the Arcane Order
A02:
+1   +1   +0   +1
MotAO06:
+1   +1   +1   +1

Lvl18: Archivist/Mage of the Arcane Order
A03:
+0   +0   +1   +0
MotAO07:
+0   +0   +0   +0

Lvl19: Archivist/Mage of the Arcane Order
A04:
+1   +1   +0   +1
MotAO08:
+1   +0   +0   +1

Lvl20: Archivist/Mage of the Arcane Order
A05:
+0   +0   +0   +0
MotAO09:
+0   +1   +1   +0

Lvl21: Archivist/War Wizard
A06:
+1
WW1:
+0

Lvl22: Archivist/War Wizard
A07:
+0
WW2:
+1

Lvl23: Archivist/War Wizard
A08:
+1   +1   +1   +1
WW3:
+0   +1   +1   +1

Lvl24: Archivist/War Wizard
A09:
+0
WW4:
+1

Lvl25: Archivist/War Wizard
A10:
+1
WW5:
+0

Lvl26: Archivist/Mage of the Arcane Order
A11:
+1   +1   +1   +1
MotAO10:
+1   +1   +1   +1

Lvl27: Battle Dancer/Epic Mage of the Arcane Order
BD1:
+1
EMotAO01:
+0


BAB: +21
Fort: +2+1+1+0+0+2+1+0+1+1+1+0+2+1+0+2+1+0+1+1+1+1 =20+2con =22
Ref:  +2+1+1+0+0+1+0+1+0+1+1+0+0+1+1+0+1+1+0+1+1+1 =15+4dex =18
Will:  +2+1+0+1+0+1+0+1+0+1+1+2+2+1+1+2+1+0+1+0+1+1 =20+2wis =22
Touch AC: 10+4dex+15cha =29
AC: 29+9nat armor succubus =38
<Steph> I might have made a terrible mistake