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Alicia and Friends

Started by Anastasia, April 14, 2018, 08:17:34 AM

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Anastasia

For Alicia's sheet and her allies sheets. Alicia, would you get us started with a placeholder for your sheet later?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Ebiris

#1
Name: Alicia Reynes
Class: Paladin 5/Duskblade 21/Witch Slayer 5/Fighter 2/Abjurant Champion 5//Sorcerer 38
Deity: Yes
Alignment: Lawful Exalted
Race: Lesser Deity
Gender: Female
Age: 53
Height: 5'10
Weight: 158lbs
Eyes: Turquoise
Hair: Black

Stats

Medium Outsider (Good, Lawful)
Divine Rank: 6
HP: 801
Initiative: +24; Always goes first
Speed: 120, fly 200 (perfect)
AC: 77 (+12 dex, +6 divine, +21 natural armour, +16 deflection, +12 armour) touch 44, flat-footed 64
Base attack/CMB/CMD: +38/+56/99
Attack: Bonds +68 1d8+31 (+2/+2d6 vs evil outsiders +3d6 and 1 negative level vs evil, +16 fire, 19-20/x2)
Full attack: Bonds +65/+65/+60/+60/+55/+55/+50/+50 1d8+23 (+2/+2d6 vs evil outsiders +3d6 and 1 negative level vs evil, +16 fire, 19-20/x2)
Space/Reach: 5/5
Special Attacks: Alter Reality, spell-like abilities, spells, divine aura (600ft, DC 32 will negates), smite evil (4/day), lay on hands (81hp), aura of courage, divine health, turn undead (1d6, 16/day), stand fast, arcane channelling, quick cast (3/day), spell power +9, smite spirit sharer (1/day), locate possesion, momentary disjunction (DC 36 will negates), arcane boost, undead bane (+1d8), holy radiance (1d4), silver fire (40d10, DC 51 ref half)
Special Abilities: Damage reduction 20/epic and silver, immortality, energy immunity (fire and cold), status immunity (polymorph, petrification, disease, poison, stunning, sleep, paralysis, death effects, disintegration, energy drain, ability damage, ability drain, mind-affecting, imprisonment, banishment, and fear), spell resistance 53, create items (30,000gp), grant spells, portfolio sense, divine senses (darkvision 6 miles), remote sensing (5 locations), block sensing (5 locations), create avatar, create proxy, divine realm (Sylica), reversed euryale, aura of good, divine grace, sacred cleansing, armoured mage, improved mettle, slippery mind, abjurant armor, extended abjuration, swift abjuration (3rd level max), martial arcanist, nimbus of light, anarch
Saves: Fort: +69, Ref: +58, Will: +66
Abilities: STR 41, DEX 35, CON 37, INT 33, WIS 35, CHA 43
Skills: Acrobatics +79, bluff +37, craft (landscaping) +57, craft (painting) +57, diplomacy +63, intimidate +63, fly +66, knowledge (arcana) +58, knowledge (history) +58, knowledge (nature) +58, knowledge (religion) +58, knowledge (planes) +58, perception +59, perform (oratory) +60, profession (general) +59, sense motive +59, spellcraft +58, survival +59, swim +61
Feats: Exotic weapon proficiency (two-bladed sword), two weapon fighting, improved initiative, (p4)power attack, whirlwind attack, (d2)combat casting, arcane strike, rapid metamagic, combat reflexes, extra spell, (f1)improved two weapon fighting, (f2)greater two weapon fighting, (s1)eschew materials, (s5)consecrate spell, (s10)energize spell, (s15)quicken spell, (s20)maximise spell, (domain)weapon focus (two-bladed sword), (B)battle caster
Epic Feats: Blinding speed, (s23)epic spell capacity, perfect two weapon fighting, (s26)multiaction, vivacious spell, (s29)improved metamagic, improved metamagic, (s32)spell stowaway (time stop), permanent emanation (space compression), (s35)enhance spell, spellcasting harrier, (s38)improved combat casting
Salient Abilities: Silver Fire, Battlesense, Alter Size, Improved Alter Size, Divine Familiar, Supreme Initiative, Extra Domain (Liberation), Extra Domain (Creation), Create Object, See Magic, Clearsight
Domains: Good, Law, Magic, War, Purification, Liberation, Creation, Zeal
Languages: All

Spell Like Abilities
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Concentration +56 (+60 casting defensively)

Innate CL 38 (+44 for checks), DC 26 + spell level
1/day: summon monster V (fire elementals only)
At will: Arcane sight

Paladin CL 5, DC 26 + spell level
At will: detect evil

Duskblade CL 21, DC 21 + spell level
11/day: dancing lights, detect magic, flare, ghost sound, read magic

Divine CL 38 (+44 for checks), DC 42 + spell level
At will: greater teleport, greater planeshift, protection from evil, protection from chaos, magic aura, magic weapon, omen of peril, nimbus of light, create water, bless, aid, calm emotions, identify, undetectable alignment, spiritual weapon, deific vengeance, minor image, consecrate, magic circle against evil, magic circle against chaos, rage, dispel magic, magic vestment, recitation, create food & water, helping hand, holy smite, order's wrath, freedom of movement, imbue with spell ability, divine power, castigate, minor creation, dismissal dispel evil, dispel chaos, break enchantment, spell resistance, flame strike, dance of the unicorn, major creation, commune, blade barrier, greater dispel magic, hold monster, antimagic field, fires of purity, heroes feast, holy word, dictum, refuge, spell turning, power word blind, righteous wrath of the faithful, permanent image, holy aura, shield of law, mind blank, protection from spells, power word stun, sunburst, true creation, summon monster IX (good or lawful creatures only), mage's disjunction, foresight, greater visage of the deity, unbinding, pavillion of grandeur, miracle


Sorcerer Spells
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Concentration +56 (+60 casting defensively)
CL 40 (41 for good/lawful/abjuration/conjuration spells), (+46 for checks), DC 26 + spell level

0: (6) Prestigitation, detect magic, mage hand, message, open/close, electric jolt(SpC), amanuensis(SpC), sonic snap(SpC), detect poison
1: (16) Magic missile, critical strike(SpC), benign transposition(SpC), nerveskitter(SpC), true casting (CM)
2: (16) Alter self, knock, whirling blade(SpC), master's touch(PHB2), combust(SpC)
3: (16) Haste, mass snake's swiftness(SpC), repelling shield(SpC), nondetection
4: (10) Assay spell resistance(SpC), perfect summons(BoED), ray deflection(SpC), greater mirror image(PHB2)
5: (9) Telekinesis, moonbow(SpC), wall of force, lightning leap(CM)
6: (15) Imbue familiar with spell ability(SpC), mental pinnacle, greater anticipate teleportation(SpC)
7: (9) Limited wish, frigid touch(home), radiant assault (SpC), (extra spell)brilliant aura(SpC)
8: (9) Greater bestow curse(SpC), mind blank, dimensional lock
9: (8) Time stop, gate, unbinding(SpC)
10: (8) Summon Monster X, ravaging touch, true vulnerability
11: (8) Many moments of prescience, sunlance, superb dispelling, (B)latha's sunmantle
12: (8) Rain of desolation, sensual blessing, flux grasp
13: (7) Mass energy immunity, Seira's arcane thesis, antimagic zone
14: (7) Space compression, Mystra's barrier, soul reave
15: (5) Greater foresight, cursed crystal prison, greater create demiplane


Duskblade Spells
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Concentration +52 (+56 casting defensively)
CL 38 (39 for good/lawful/abjuration/conjuration spells) (+44 for checks), DC 21 + spell level

0: (6) Acid splash, disrupt undead, ray of frost, touch of fatigue
1: (23) Chill touch, resist energy, ray of enfeeblement, true strike, shocking grasp
2: (23) Deflect(PHB2), dimension hop(PHB2), touch of idiocy, sure strike(PHB2)
3: (23) Dispelling touch(PHB2), keen edge, vampiric touch, greater magic weapon
4: (11) Enervation, shout, interposing hand, fire shield
5: (7) Polar ray, sonic shield(PHB2), chain lightning, prismatic touch
6: (16) Black ice touch, swift etherealness(PHB2), waves of exhaustion, greater dispel magic
7: (5) Horrid wilting, greater shout


Special Traits
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Undead bane (Ex): Each attack deals +1d8 damage to undead, and undead are subject to critical hits from attacks.
Sacred cleansing (Su): +25% to lay on hands pool.
Reversed Euryale (Ex): +1 to all saves.
Nimbus of light (Su): Sheds a cloud of holy light, bright within 5 feet and shadowy within 10 feet. This can be extinguished and reactivated as a free action. Good creatures automatically recognise it as a sign of her purity and devotion to the powers of good, granting her a +2 circumstance bonus to diplomacy and sense motive checks with such creatures.
Holy radiance (Su): At will as a free action can empower the Nimbus of Light into a blazing glow that sheds bright light in a 10 foot radius (and shadowy light up to 20 feet). Undead within 10 feet of you take 1d4 damage per round they remain within the halo.
Anarch (Ex): You are now talented at controlling limbo. You may treat an area of up to one mile per divine rank as if being your divine realm for the sake of controlling it and creating things there.

True Ring of Eternal Celerity benefits
Her paladin level is treated as 10 higher for the sake of smite evil, both for daily uses and damage.
Spell power rises by 3 and now also applies as a bonus to damage for any duskblade spell you cast.
Mettle becomes improved mettle.
Your caster level for sorcerer spells rises by 2.


Inventory
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Armour
Holy War: Breastplate+7. This armor has a maximum dexterity cap of 12, no arcane spell failure and only -2 armor check penalty. The gems in the armor provide sacred power to conduct just war, granting Alicia a +2 sacred bonus to strength. By drawing on the magic within the gems, Alicia can consecrate and purify(as the metamagic feats) one spell or spell-like ability per day, with no increase in casting time or spell level.

Weapon
Bonds: Shiftsilver Two-bladed sword +8, evil outsider bane, holy power/+8, evil outsider bane, holy power. For each of Jessica, Marie, Antenora, Latha or Syala within 30ft while wielding bonds, Alicia gains a +2 insight bonus to armor class. These bonuses stack with each other.

Scissors of Unbinding: These scissors seem capable undoing unnatural bonds, all it takes it to cut something (or a creature/object if it's something that isn't visible or present to cut). Treat these scissors as an exotic weapon that deals 1d6 points of damage, has a +8 enhancement bonus and a dread weapon against Sharrans.

Wrists
Bracers of Blinding Strike: Grants +2 competence bonus to initiative, and can be used as a swift action 3 times per day to grant an additional attack at full attack bonus when making a full attack.

Hands
Gauntlets of Heartfelt Blows: Can add Charisma modifier as fire damage to melee attacks (including touch attacks).

Rings
True Ring of Eternal Celerity: This ring has no set powers. Rather, it is an artifact attuned to the concepts of change and improvement. When worn it improves the wearer in a variable but potent way. However, any wearer must be sufficiently strong to do so. The ring bonds for life, unable to be removed under normal circumstances, though a deity would not be subject to this limitation. Regardless, once the ring is removed, it may be worn by another creature.
Ring of Wizardry I, II, III, and VI

Feet
Boots of the Timewalker: These boots function as boots of swiftness and 1/day can use time stop (caster level 40th). Doubles speed, +20 competence to acrobatics and climb.

Portable Hole

Staff of Idun: Quarterstaff +2 Impacting/+2 Impacting. Functions only for Alicia.
Horn of the Lord of the Hunt: 1/day can be blown to cause nightfall to occur. This lasts for 1 hour and has a range of 1 mile, centered on the blower of the horn.
Blindfold of True Darkness: Grants Blindsight 30, but prevents use of vision. Gives immunity to gaze attacks.

Anti Despair ward
Study Prism: This prism, if consulted on a knowledge check to identify or obtain information about an outsider, grants a +5 bonus. Consulting the prism to aid with a check takes a standard action. The person using it must understand Gnomish.
Survival Pouch: 5 times per day can produce any of the following for up to 8 hours (or until used): Trail rations for 1 medium creature for 1 day. Two gallons of water in a waterskin. A tent and 2 bedrolls sized for medium creatures. 50 feet of hemp rope. A campfire - can be pulled apart to produce up to 8 lit torches, each torch removed lasts 1 hour and reduces remaining burning time of the campfire by 1 hour. A composite shortbow (+1 str) and quiver of 20 arrows. A mule with a bit, bridle, saddle, and saddlebags.
Exoticist's Friend: +2d6 damage with exotic weapons wearer is proficient with.
Piercing of Might: This piercing grants a +1 bonus to arcane spell caster level (as a ring of arcane might and does not stack with one).
Sphere of Circles: Once per day, a sorcerer may use this sphere to combine up to 3 lesser spells per day into a spell per day of a higher spell level. For example, 3 3rd level spells could be combined to provide an extra 9th level spell for the day. This sphere cannot provide spell levels of a higher level than the user can cast. Extra spells granted by this item vanish after 24 hours.
Life's Emerald: This emerald functions as an ioun stone that grants a +10 enhancement bonus to Constitution.
Ring of Freedom of Movement
Blue Resolve: Breastplate+7, heavy fortification. Grants a +7 bonus to Will saves and Wisdom checks. Grants a +2 bonus to Wisdom.
Boots of Temporal Acceleration: Can cast Time Stop lasting 2 rounds as a swift action. User is shaken for 1 round after duration of effect ends. Also increases movement speed by 10 and provides a +5 competence bonus on jump checks constantly.

2x Potion of Regeneration: Regeneration 5 for 1 minute, fire and acid do lethal damage.
2x doses of Canian Wine: Poison, DC 35, 2d6/2d6 dex damage.

Scroll of True Meteor Swarm
Scroll of Miracle of Health
Scroll of Alabaster Perfection
Scroll of Glaciante's Spiteful Ward

Sylican Treasures

Gown of Starlight: +6 enhancement bonus to Charisma

Robes of the Plainswalker: +2 armour bonus to AC

Tablet of Armaggedon: As a full round action (prohibits swift/immediate actions on same round) summons 2d3 Astral Devas immediately, on the third round summons 1d2+1 Tulani Eladrin, and on the fifth round summons one Solar. While maintaining the summons the user must hold the tablet and cannot perform other actions. After 5 minutes the tablet shatters and the celestials vanish. The user suffers 10 points of ability damage to all ability scores (will not reduce any below 1) which cannot be healed magically.

Nichtrusten: This gray armor counts as a breastplate+2. In addition, the wearer gains their charisma modifier as a deflection bonus to armor class. This counts as an artifact.

Ring of Adamant Law

The Garden: Painted by Queen Morwel, this painting displays a peaceful garden and fountain, that can be entered as a Mage's Magnificent Mansion. It does not include any invisible servants, but the fruits and water are edible and nourishing.

Orb of Peace (attuned to Liberton in Sylica): When given 24 hours to attune to a building, bestows a Hallow effect on the entire structure. Provides the following additional benefits within its area: +4 sacred bonus to hit/damage on nonlethal attacks, +4 sacred bonus to diplomacy, +1 to attack rolls, damage, skill checks, caster level checks and saves versus devils (stacks with other bonuses for nonlethal attacks).

Icon of Sensations: This artifact is the work of a forgotten succubus queen. Exactly what it can do is impossible to tell, for pure, primal chaos is woven into it. It changes when you look, becoming impossible to discern. You are able to figure out the following: It increases the senses and the ability to sense greatly within approximately a half mile, ranging from minor to extreme (+5 to +50) bonuses to Perception and this can be adjusted. This bonus is alluring and addicting, through no magic of its own. Rather, the body and the mind naturally crave this, wanting it more and more.
To change the icon and the range it functions in, an opposed Charisma check is needed. While not intelligent, the icon has a certain sense of self that must be overcome to change it. Changing the icon is a full round action.
It can also be used to turn a creature into an anarch, and possesses rudimentary awareness that suggests it could be awakened to full sapience.

Sword of the Eons: Bastard Sword+6. When this sword wounds a creature with a lifespan that is not immortal, the creature ages 1d8 years. The wielder's lifespan increases by 1 week for each year a creature is aged in this manner.

Timekeeper's Helmet: This helmet grants a +1 bonus to armor class, though that it not its true powers. The wearer of this helmet is always aware of the exact time and date (in whatever format is most familiar to them), as well as always ready to go at a moment's notice. This grants them a +2 bonus to initiative.

Portal Stone: This stone was found in what is now called Demon's Valley, laying amid the destroyed portals. Normally nothing for concern, but on checking it, Syala found that approximately every few minutes, it emits a weak but powerful pulse of magic. Conjuration magic of the teleportation subschool in particular. The burst varies and never seems to go anywhere, nothing more than broken fragments trying to open a portal in vain.
If the stone is within 30ft of a gate spell when it lets forth a pulse, the stone sinks into the ground at the base of the portal. So long as the stone is there, it is treated as a real portal. The spell will not expire and no concentration is needed to maintain it. If the stone is removed from the ground, the portal instantly vanishes.
While not seeming to be a true artifact, dispelling it fails and anti magic does not slow the occurrence of the pulses. It most likely has origins with a deity or something close to one. It's noted as a curiosity.

Demnossa: This pair of heavy adamantine bracers was recovered in the caves around Demon's Valley, the previous owner of them nowhere to be seen. When worn by a character with a base Strength of 24 or less, they are treated as carrying a heavy load and gain no benefits. When worn by a character with a base Strength of 25 or higher, they grant a +2 bonus to Strength and multiply the wearer's carrying capacity by factor of 10.
Yet the true powers of Demnossa only emerge when worn by a character with a base Strength score of 25 or higher, as well as at least 10 levels of a class with good base attack bonus progress (as a fighter) and the Great Ability (Strength) feat. They gain the above bonus to Strength and carrying capacity, as well as an iron body spell (caster level 24th) at all times.
For the sake of this, a character's base Strength score is their Strength score, including any permanent bonuses but before any other bonuses, such from magical items.

Deathseeker's Ring: This ring functions as a ring of rapid healing, except that the healing increases by 1 point per 20 living creatures with 20 or more hit dice slain. The ring's rate of fast healing is currently fast healing 12. Deathseeker's Ring is a minor artifact.

Taal Faaust: This armor is made of solid obsidian magically hardened and reinforced, the work of Zamar Nazari himself. It grants a +16 armor bonus to armor class and counts as +9 armor with the heavy fortification special ability. When worn by a creature with the fire subtype of a creature that slew the previous wearer, it has no armor check penalty, no arcane spell failure, an unlimited maximum dexterity and counts as light armor. Otherwise, the armor has an armor check penalty of -10, an arcane spell failure of 70% and a maximum dexterity of +0.
This armor is covered in armor spikes. These spikes are enchanted to be +5 weapons, though their main purpose is project a field of force. This field of force grants both the spikes and this armor the ghost touch special ability, as well as a +3 bonus to attack and damage rolls against incorporeal creatures.

Nazum: This is a warmace+7 that can be thrown with a range increment of 100ft, and instantly returns to the thrower's hand after the throw is complete. Once per day as a swift action, the warmace can inject an alchemical concoction into the wielder's hand that grants a +4 alchemical bonus to Strength for 2 rounds.

Dweomerbane: Short sword+6, mage bane. Counts as cold iron to bypass damage reduction. Deals extra damage per strike equal to the highest level arcane spell active on the target. For example, a 5th level arcane spell being active grants +5 damage per strike.

Pyleth: This circlet is invisible and warded by nondetection (CL15). When worn it replicates the effects of several magical items: a monk's belt, an orange ioun stone, a ring of improved climbing, a ring of improved swimming, a belt of magnificence+6, a circlet of intelligence+8 and a cloak of charisma+8. Additionally the wearer can invoke a salt armor spell (CL 18th) at will, but only on themselves.

Root Wood Slayer: This sword is a root wood bastard sword+8, keen. It deals triple damage on critical hits. Once per round as a swift action, the wielder may teleport up to 20ft.

Root Wood Staff: This staff is a root wood quarterstaff +8/+8. The wielder's armor and shield's (if any) armor and shield bonuses each rise by 2. This does not grant an armor or shield bonus if the wielder does not have one. Only an actual armor or shield qualifies, magic such as mage armor or shield does not, nor does bracers of armor.

Root Wood's Heart: This helmet is said to be made from the heart woods of the Roots of the Queendom themselves. When worn, this helmet grants the wearer the spellcasting of a 11th level cleric with access to the Chaos and Good domains. In addition this helmet grants a +10 enhancement bonus to Wisdom.

Stonebreaker: This adamantine fullhammer+3 has a great deal of power over the earth. Against creatures with the earth subtype it functions as a +5 bane weapon that deals x5 damage on a critical hit.

Aurora Lore: This lorebook is a primer on the various vampires Aurora has dealt with in recent times. It grants a +10 bonus to Knowledge checks regarding vampires.

Box of the Soul: This box can contain a soul as if a proper gemstone for a Trap the Soul or Soul Bind spell, or similar magic. It can equal a gemstone of up to 30,000 gold value. The soul within is protected by divinations as if by a sequester spell (caster level 28th). On a touch, the box can tell the holder the name, race, gender and eternal disposition of the soul held within.
The box can be reused as many times as desired. It does not break, even if a spell would cause it to break or be consumed. It can still be destroyed with normal force, as it is not an artifact.

Castle: These bracers are bracers of armor+12 that also grant resistance to acid, cold, electricity, fire and sonic 50.

Syvengal: This whip+9 functions as a bane weapon against any target. The wielder's Charisma gains a +10 enhancement bonus. Additionally, any Intimidate checks against creatures who have taken damage from this whip gain a +30 bonus.

Anklet of the Nine Rivers: This anklet allows a creature to walk over water at their land movement speed. Any squares of water the creature walks over may be transmuted to any other non magical liquid the creature knows of. It is a free action to transmute the water and any transmuted water may be walked over as if it were still water.

Boots of the Timewalker: These boots function as boots of swiftness and 1/day can use time stop (caster level 40th).

Vaumbrale: Full plate+12. This armor has no maximum dexterity cap, no armor check penalty and no arcane spell failure. This armor adds +1 spell per day to every level of the wearer's non epic spells as well as the highest level of epic spells the wearer can cast.

Trophies

Fiendish War Banner: When raised and carried, this banner gives all fiends within 200ft a +1 morale bonus to attack rolls, weapon damage rolls and saving throws.

Secure Storage

Jade's Silks: These profane silks are imbued with the blood (and other fluids not worth thinking about) of her countless lovers. They grant a +6 armor bonus to armor class and a +2 profane bonus to Charisma. These occupy the body slot, not that they meaningfully hide anything.

Ballyn: This gold bracelet was once owned by Ballyn, a tulani eladrin who was captured and ultimately consumed body and soul by the Abyss. Corrupted over the eons, it now grants the wearer the Corrupt Spell feat when worn. Additionally it shines brightly when worn, as well as any other jewelry on the wearer.

2x Robes of the Archmagi, black.

Unholy Shortsword +1

Skull of Golgotha (Tomb Tainted Soul feat, Summon Undead III 1/day)

Nine Lives Slayer (+2 longsword, does 1d6+1 con damage on crit 9 times before losing ability)

Oblivion's Paean: Full plate armor+8. This armor increases the wearer's strike of oblivion class feature's damage by 2d4 points of damage. The wearer's caster level for spells with the darkness or evil descriptors rises by 1. Spells with both descriptors rise by 3 instead.

Black Medal: This slotless item grants a +2 profane bonus weapon damage rolls.

Rune Piercings of Vigor: This set of piercings grant a +8 enhancement bonus to Strength, Dexterity and Constitution. According to the style of runes, these piercings have diabolical origins - the workings of the Fourth Hell in particular.

Rune Piercings of Hate: This set of piercings grant a +2 profane bonus to attack rolls.

Rune Piercings of Belial: This set of piercings can be invoked to cast masochism at will, CL 15th.

Rune Piercings of Fierna: This set of piercings grant a +10 profane bonus to Charisma and Dexterity based skill checks.

Ring of the Ruby Emir: This ring was once owned by the Ruby Emir, also known as Salah Awad, an ambitious young emir who rose high but ultimately flamed out within a century. The ring has five facets and the large ruby that adorns the ring can be adjusted to each facet. Each facet grants different powers to the wearer.
Oury: The wearer deals an additional 2d10 fire damage with melee attacks and any spells with the fire descriptor.
Kizzdy: A +3 insight bonus to attack rolls and weapon damage rolls.
Ivarizual: A +15 competence bonus to Charisma based skill checks.
Vyizmkily: Mass heal 3/day at CL 21st.
Wmir: No function, this function of the ring has been gouged out.
You notice that it's also a cypher rather than a language, your divine ability for languages and intellect are able to translate.
Oury: Fire.
Kizzdy: Battle.
Ivarizual: Adoration.
Vyizmkily: Deathbane.
Wmir: Shar.

Radiant Halo: This halo is a sign of Malcanthet's favor for the Radiant Sisters. It can shed bright light in any range from 5ft to 120ft and the color of it matches the hair of the Radiant Sister that wears it. The wearer of this halo gains a +6 resistance bonus to saving throws, a +6 armor bonus to armor class and +6 enhancement bonus to natural attacks. In addition, the wearer is immune to Charisma damage and drain of all kinds. A radiant halo takes up space on the body equal to a hat or helmet.
If a creature besides a Radiant Sister or Malcanthet attempts to wear the halo, they suffer 2d6 points of vile Charisma damage (this damage is not stopped by the halo's protections). A creature reduced to zero Charisma by this is slain and its soul is dragged down to the Razor Throne. Otherwise, the halo merely falls to the ground. A successful DC 48 Use Magic Device check allows a wearer to fool the halo for 24 hours.

Shadow's Cloak: This cloak functions as a cloak of resistance+6 that also grants a +20 competence bonus to Stealth checks. It grants darkvision 200ft when worn, as well as low-light vision. Spells from the shadow subschool gain a +2 bonus to caster level, as well as an extra point of damage per damage die if the spell deals damage.

Shadow's Blade: This shortsword+8, celestial dread and human dread adds the wielder's Dexterity modifier to damage in addition to their Strength modifier. When used with two weapon fighting, it also deals 1 points of Strength, Dexterity and Constitution damage a hit.

Nightfall: This weapon is currently in the shape of a shortsword but can take any weapon's shape as a swift action. Regardless of shape is a +6 weapon that deals double damage against paladins.

Black Star: A heavy mace+7, this mace is stronger when used with power attack and two hands. When used so, you triple the number you subtract from your attack roll as a bonus to damage. For example, if you use this mace two handed and take a -5 penalty to attack rolls with power attack, you deal 15 extra points of damage. Additionally, 3/day as an immediate action when you make a successful strike with Black Star, this mace may cast utterdark (CL34th).

Tartarian Embrace: This cloak grants a +2 profane bonus to all ability scores when in the Lower Planes. If you have done the following three acts, this bonus increases to +4: Overcome a celestial with 21 or more hit dice in single combat, committed an act of vast evil of your own free will and finally sacrificed 300 hit dice worth of good aligned creatures.

Onyxar: This black ring grants a permanent unholy aura spell (CL 40th) and the wearer's melee and ranged attacks deal an extra 2d6 points of vile damage. If the wearer has sneak attack or skirmish, that extra damage becomes vile damage.


Misc
Spoiler: ShowHide

Proxies: Ebony, Strength of Light, *spare*, *spare*, *spare*

Divine Familiar benefits.
Counts as 38 hit dice for any effects that matter with those.
Hit points change to 400 if they're not already higher.
Base attack bonus changes to +38 if it's not already higher.
Base saves (before stats/feats/abilities) change to Fort +19, Ref +10, Will +19 if they're not already higher.
Gains Alicia's base skill ranks for any skills his aren't higher than. That's +41 to acrobatics, craft (landscaping), craft (painting), diplomacy, intimidate, fly, knowledge (arcana), knowledge (history), knowledge (nature), knowledge (religion), knowledge (planes), perception, perform (oratory), profession (general), sense motive, spellcraft, survival, and swim. And +16 to bluff.
Intelligence rises to 24 if it's not already higher.
Gains +19 to natural armour.
Gains improved evasion.
Gains spell resistance 43.
Can cast Limited Wish as a spell-like ability twice per day.

Ebiris

#2
Name: Marielle
Class: Outsider 38//Sorcerer 6/Abjurant Champion 5/Force Missile Mage 5/Argent Savant 5/Incantrix 10/Master of Missiles 7
Deity: Yes
Alignment: Chaotic Good
Race: Tulani eladrin
Gender: Female
Age: 42
Height: 5'6"
Weight: 108lbs
Eyes: Blue
Hair: Purple

Stats

Medium Outsider (Good, Chaotic, Eladrin)
Divine Rank: 1
HP: 760
Initiative: +12
Speed: 60, fly 200 (perfect)
AC: 84 (+25 natural, +1 divine, +11 dex, +22 armour, +15 deflection) touch 37, flat-footed 73
Base attack/CMB/CMD: +38/+49/85
Attack: Sword of light +55 (1d8+21 +2d6 holy, ignores armour/shield bonuses, 19-20/x2) or dream ray +42 ranged touch (2d4 charisma damage)
Full attack: Sword of light +55/+50/+45/+40 (1d8+21 +2d6 holy, ignores armour/shield bonuses, 19-20/x2)
Space/Reach: 5/5
Special Attacks: Alter reality, divine aura (10ft, DC 26 will negates), dream ray, gaze (DC 44 will negates), spell-like abilities, sword of light, spells, arcane boost, bonus missile (2), still missile, energy missile, overpowering missile, force specialization, unbind force, cooperative metamagic (10/day), metamagic effect (10/day), metamagic spell trigger, seize concentration, snatch spell, magic missile mastery (4), missile might, greater piercing missiles, smite evil (+4 attack, +36 damage)
Special Qualities: Energy resistance 10 (acid, cold), energy immunity (electricity, fire, sonic), status immunity (petrification, polymorph, form-altering, energy drain, ability drain, ability damage, mind-affecting, disease, poison, stunning, sleep, paralysis, death effects and disintegration), alternate form, bardic music, damage reduction 25/epic, cold iron, and evil, protective aura, spell resistance 53, tongues, spell shield, abjurant armour, extended abjuration, swift abjuration, martial arcanist, swift shield, force armour, enduring force, ablate force, focused studies (necromancy banned), instant metamagic, improved metamagic, precise anarch, create items (4,500gp), grant spells, portfolio sense, divine senses (darkvision 1 mile), remote sensing (2 locations), block sensing (2 locations), create avatar, create proxy, divine realm (Sylica), superior thesis (magic missile)
Saves: Fort: +52 (+4 vs poison), Ref: +51, Will: +54
Abilities: STR 31, DEX 33, CON 34, INT 35, WIS 35, CHA 41
Skills: Acrobatics +53, bluff +92, climb +52, diplomacy +57, disguise +92, escape artist +88, fly +58, intimidate +57, knowledge (arcana) +54, knowledge (dungeoneering) +54, knowledge (engineering) +54, knowledge (nature) +54, knowledge (planes) +54, knowledge (religion) +54, perception +54, perform (sing) +57, perform (dance) +57, profession (administrator) +54, sense motive +54, spellcraft +54, sleight of hand +88, stealth +88, survival +54, swim +52, use magic device +57
Feats: Eschew materials(B), combat casting, iron will, fell drain(B), spell penetration, arcane thesis (magic missile), rapid metamagic, repeat spell, darkstalker, twin spell(B), quicken spell(B), entangling spell(B), enlarge spell(B)
Epic Feats: Epic spell capacity, spell stowaway (time stop), improved metamagic, improved metamagic, arcane thesis (amazing barrage), group inspiration(B), lasting inspiration(B), music of the gods(B), rapid inspiration(B), reactive countersong(B), epic inspiration, extra missile(B)
Salient abilities: Extra Domain (Force), Extra Domain (Illusion), Extra Domain (Celestial), Divine Bard, Undeniable Illusion
Domains: Chaos, Good, Magic, Trickery, Luck, Force, Illusion, Celestial
Languages: All

Spell Like Abilities
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Concentration +53, +57 casting defensively

Innate CL 38 (+39 for checks, +41 for SR, +10 sacred bonus to CL checks when using break enchantment/greater dispel magic against enchantment spells), DC 25 + spell level
At will: Empowered chain lightning, mass charm monster, cure serious wounds, dancing lights, detect thoughts, greater dispel magic, divine favour, haste, greater invisibility, major image, righteous smite, greater teleport (self + 50lbs only), telekinesis, wall of force.
1/day: Heal, meteor swarm, time stop
Self only, always on: Blessed sight, discern lies, see invisibility

Divine CL 38 (+39 for checks, +40 for good/chaos spells, +44 for illusion spells, +39 for force spells, +41 for SR, +51 for magic missile) (force spells gain +4 to DC to be dispelled), DC 36 + spell level
At will: Greater teleport, protection from evil, protection from law, magic aura, disguise self, entropic shield, vision of heaven, mage armour, silent image, aid, shatter, identify, invisibility, consecrate, magic missile, minor image, magic circle against evil, magic circle against law, dispel magic, nondetection, protection from energy, blessed sight, blast of force, displacement, holy smite, chaos hammer, imbue with spell ability, confusion, freedom of movement, lesser planar ally, resilient sphere, phantasmal killer, dispel evil, dispel law, spell resistance, false vision, break enchantment, heavenly lightning, wall of force, persistent image, blade barrier, animate objects, antimagic field, mislead, call faithful servants, repulsion, holy word, word of chaos, spell turning, screen, heavenly lightning storm, forcecage, project image, holy aura, cloak of chaos, protection from spells, irresistible dance, moment of prescience, telekinetic sphere, summon monster IX (good or chaotic creatures only), mage's disjunction, time stop, miracle, gate, crushing hand, weird.


Sorcerer Spells
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Concentration +53, +57 casting defensively
CL 38 (+39 for checks, +40 for good/chaos spells, +44 for illusion spells, +39 for force spells, +41 for SR, +51 for magic missile) (force spells gain +4 to DC to be dispelled), DC 25 + spell level

0: (6) Prestigitation, detect magic, mage hand, message, open/close, electric jolt(SpC), amanuensis(SpC), sonic snap(SpC), detect poison
1: (10) Magic missile, unseen servant, sandalphon's unerring projectile, nerveskitter(SpC), true strike
2: (10) Ethereal chamber(SpC), shatter, seeking ray(PHB2), glitterdust, ray of stupidity(SpC)
3: (10) Repelling shield(SpC), nondetection, sleet storm, sonorous hum(SpC)
4: (9) Assay spell resistance(SpC), ray deflection(SpC), orb of force(SpC), greater mirror image (PHB2)
5: (9) Interposing hand, telepathy block(BoED), shard storm(SpC), greater electric vengeance(PHB2)
6: (9) Superior resistance, disintegrate, veil
7: (9) Ethereal jaunt, project image, greater arcane sight
8: (8) Irresistible dance, superior invisibility(SpC), mind blank
9: (8) Crushing hand, maw of chaos(SpC), planar perinarch
10: (8) Jaela's teleport block, true meteor swarm, bibliotheca arcana
11: (8) Epic mage armour, superb dispelling, queen's displeasure
12: (7) Sandalphon's amazing barrage, beauty triumphant, sensual blessing
13: (7) Seira's arcane thesis, antimagic zone, wall of superb dispelling
14: (5) Duelist's friend, purr of Sharess, perfect invisibility
15: (4) Endless swamp


Special Traits
Spoiler: ShowHide

Familiar toughness (Ex): Hit points equal 80% of master's rather than 50%.
Change shape (Su): Marie can take the form of any small or medium humanoid.
Alternate form (Su): Can shift between humanoid and globe forms, can only fly and use dream ray in globe form, is also incorporeal in globe form. Can only cast spells and use gaze attack in humanoid form.
Dream ray (Su): 300 ft range, does 2d4 charisma damage. Mind affecting.
Gaze (Su): 60 foot, evil creatures are panicked for 2d10 rounds, will negates.
Sword of Light (Su): +6 brilliant energy holy longsword.
Protective Aura (Su): 20ft radius double strength magic circle against evil and lesser globe of invulnerability.
Precise Anarch (Ex): Marie is a natural talent at controlling small parts of Limbo with perfect precision. She can control up to 200ft around herself as an anarch, but without any need for a roll.


Bardic Music
Spoiler: ShowHide

Can use or maintain any one ability per round as a free action. She gains +1 to all competence bonuses, dodge bonuses, and morale bonuses and +1 bonus hd from inspire greatness. The effects are then doubled (the doubled bonus is noted for inspire courage), and the range is equal to one mile per divine rank.

Inspire courage +16
Countersong
Fascinate
Inspire competence
Mass suggestion
Inspire greatness
Song of freedom
Inspire heroics
Melody of the winds (bonus) (homebrew)

Melody of the Winds [Bardic]
Prerequisite: Perform 13 ranks, bardic music
Benefit: As a standard action, you can expend a daily use of bardic music to grant yourself and all allies within 100ft a fly speed of 30ft (good). This lasts for as long as you perform and five rounds after.


Inventory
Spoiler: ShowHide

Neck
Amulet of Natural Armour +5

Torso
Fantasia

This gossamer gown cloaks the body with sheer unreality. As a standard action it can be made to appear in any style or colour that the wearer desires, although under the effect of true seeing it appears like a figure-hugging gown made of stained glass presenting limitless possibilities within its facets - anyone who perceives it in this manner must make a DC 53 will save or be dazed for as long as they can see the dress. The wearer also gains several potent benefits from its cloak.

+35 competence bonus to bluff, disguise, escape artist, sleight of hand, and stealth checks.
Concealment granting 20% miss chance, which can be activated or disabled as a free action (true seeing or similar effects defeat this).
+4 caster level to Illusion spells.
Add the wearer's charisma modifier as a deflection bonus to armour class.

Fantasia is a minor artifact.

Rings
Ring of Greater Plane Shift

Kept at home.
Robes of the Plainswalker: +2 armour bonus to AC
Gown of Starlight: +6 enhancement bonus to Charisma
Gloves of Dexterity +6
Thunderstrike: tiny Longbow +1, Shock, Screaming
3 Silvered Banishing Arrows +1
3 Cold Iron Banishing Arrows +1
Bracers of Time: Prevent rapid aging effects
Anti Despair ward
Ring of Invisibility
Jade Staff: This quarterstaff+6, anarchic is made of solid jade magically hardened to the strength of adamantine. Colors and fractals continually undulate and curl around it, while the staff itself is engraved with small symbols of disruption, overthrow and chaos. When wielded against an opponent of lawful alignment, it counts as a bane weapon. Should it be used against an opponent with the lawful subtype, it counts as a dread weapon.
Then main power of the Jade Staff is the ability to use dominate monster at will, DC 35 and caster level 28th. Against lawful targets, the DC rises to 45 and spells or spell-like abilities of 9th level or less cannot protect against this domination.
The origins of this staff are not known, though stories say that it was hewn from the tooth of a balor who grew to the size of an elder titan.


Misc
Spoiler: ShowHide

HP rolls: 8, 7, 3, 4, 6, 3, 2, 3, 8, 5, 7, 5, 3, 1, 4, 3, 2, 4, 3, 8, 7, 2, 7, 1, 5, 2, 7, 5, 2, 5, 4, 6, 3
Proxies: Mazel

Ebiris

#3
Avatars #1 through #5

Stats

Medium Outsider (Good, Lawful)
Divine Rank: 0
HP: 651
Initiative: +15; Always goes first
Speed: 70, fly 200 (perfect)
AC: 59 (+9 dex, +15 natural armour, +13 deflection, +12 armour) touch 32, flat-footed 49
Base attack/CMB/CMD: +36/+45/81
Attack: Bonds +57 1d8+27 (+2/+2d6 vs evil outsiders +3d6 and 1 negative level vs evil, +13 fire, 19-20/x2)
Full attack: Bonds +54/+54/+49/+49/+44/+44/+39/+39 1d8+20 (+2/+2d6 vs evil outsiders +3d6 and 1 negative level vs evil, +13 fire, 19-20/x2)
Space/Reach: 5/5
Special Attacks: Alter Reality, spell-like abilities, spells, smite evil (4/day), lay on hands (81hp), aura of courage, divine health, turn undead (1d6, 16/day), stand fast, arcane channelling, quick cast (3/day), spell power +7, smite spirit sharer (1/day), locate possesion, momentary disjunction (DC 36 will negates), arcane boost, undead bane (+1d8), holy radiance (1d4), silver fire (40d10, DC 41 ref half)
Special Abilities: Damage reduction 10/epic, immortality, status immunity (polymorph, petrification, disease, energy drain, ability damage, ability drain, mind-affecting, and fear), spell resistance 51, portfolio sense, reversed euryale, aura of good, divine grace, sacred cleansing, armoured mage, improved mettle, slippery mind, abjurant armor, extended abjuration, swift abjuration (3rd level max), martial arcanist, nimbus of light, anarch
Saves: Fort: +53, Ref: +42, Will: +50
Abilities: STR 35, DEX 29, CON 31, INT 27, WIS 29, CHA 37
Skills: Acrobatics +48, bluff +29, craft (landscaping) +46, craft (painting) +46, diplomacy +52, intimidate +52, fly +55, knowledge (arcana) +47, knowledge (history) +47, knowledge (nature) +47, knowledge (religion) +47, knowledge (planes) +47, perception +48, perform (oratory) +49, profession (general) +48, sense motive +48, spellcraft +47, survival +48, swim +50
Feats: Exotic weapon proficiency (two-bladed sword), two weapon fighting, improved initiative, (p4)power attack, whirlwind attack, (d2)combat casting, arcane strike, rapid metamagic, combat reflexes, extra spell, (f1)improved two weapon fighting, (f2)greater two weapon fighting, (s1)eschew materials, (s5)consecrate spell, (s10)energize spell, (s15)quicken spell, (s20)maximise spell, (domain)weapon focus (two-bladed sword), (B)battle caster
Epic Feats: Blinding speed, (s23)epic spell capacity, perfect two weapon fighting, (s26)multiaction, vivacious spell, (s29)improved metamagic, improved metamagic, (s32)spell stowaway (time stop), permanent emanation (space compression), (s35)enhance spell, spellcasting harrier
Salient Abilities: Silver Fire, Battlesense, Alter Size, Improved Alter Size, Divine Familiar, Supreme Initiative, Extra Domain (Liberation), Extra Domain (Creation), Create Object, See Magic, Clearsight
Domains: Good, Law, Magic, War, Purification, Liberation, Creation, Zeal
Languages: All

Spell Like Abilities
Spoiler: ShowHide

Concentration +48 (+52 casting defensively)

Innate CL 36, DC 23 + spell level
1/day: summon monster V (fire elementals only)
At will: Arcane sight

Paladin CL 5, DC 23 + spell level
At will: detect evil

Duskblade CL 19, DC 18 + spell level
11/day: dancing lights, detect magic, flare, ghost sound, read magic

Divine CL 36, DC 33 + spell level
At will: greater teleport, protection from evil, protection from chaos, magic aura, magic weapon, omen of peril, nimbus of light, create water, aid, calm emotions, identify, undetectable alignment, spiritual weapon, deific vengeance, minor image, magic circle against evil, magic circle against chaos, rage, dispel magic, magic vestment, recitation, create food & water, holy smite, order's wrath, freedom of movement, imbue with spell ability, divine power, castigate, minor creation, dispel evil, dispel chaos, break enchantment, spell resistance, flame strike, dance of the unicorn, major creation, blade barrier, greater dispel magic, hold monster, antimagic field, fires of purity, heroes feast, holy word, dictum, refuge, spell turning, power word blind, righteous wrath of the faithful, permanent image, holy aura, shield of law, mind blank, protection from spells, power word stun, sunburst, true creation, summon monster IX (good or lawful creatures only), mage's disjunction, foresight, greater visage of the deity, unbinding, pavillion of grandeur


Sorcerer Spells
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Concentration +48 (+52 casting defensively)
CL 38 (39 for good/lawful/abjuration/conjuration spells), DC 23 + spell level

0: (6) Prestigitation, detect magic, mage hand, message, open/close, electric jolt(SpC), amanuensis(SpC), sonic snap(SpC), detect poison
1: (16) Magic missile, critical strike(SpC), benign transposition(SpC), nerveskitter(SpC), true casting (CM)
2: (15) Alter self, knock, whirling blade(SpC), master's touch(PHB2), combust(SpC)
3: (15) Haste, mass snake's swiftness(SpC), repelling shield(SpC), nondetection
4: (9) Assay spell resistance(SpC), perfect summons(BoED), ray deflection(SpC), greater mirror image(PHB2)
5: (9) Telekinesis, moonbow(SpC), wall of force, lightning leap(CM)
6: (14) Imbue familiar with spell ability(SpC), mental pinnacle, greater anticipate teleportation(SpC)
7: (8) Limited wish, frigid touch(home), radiant assault (SpC), (extra spell)brilliant aura(SpC)
8: (8) Greater bestow curse(SpC), mind blank, dimensional lock
9: (8) Time stop, gate, unbinding(SpC)
10: (7) Summon Monster X, ravaging touch, true vulnerability
11: (7) Many moments of prescience, sunlance, superb dispelling, (B)latha's sunmantle
12: (7) Rain of desolation, sensual blessing, flux grasp
13: (7) Mass energy immunity, Seira's arcane thesis, antimagic zone
14: (5) Space compression, radiant storm, soul reave
15: (3) Greater foresight


Duskblade Spells
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Concentration +43 (+48 casting defensively)
CL 36 (37 for good/lawful/abjuration/conjuration spells), DC 18 + spell level

0: (6) Acid splash, disrupt undead, ray of frost, touch of fatigue
1: (22) Chill touch, resist energy, ray of enfeeblement, true strike, shocking grasp
2: (22) Deflect(PHB2), dimension hop(PHB2), touch of idiocy, sure strike(PHB2)
3: (22) Dispelling touch(PHB2), keen edge, vampiric touch, greater magic weapon
4: (11) Enervation, shout, interposing hand, fire shield
5: (6) Polar ray, sonic shield(PHB2), chain lightning, prismatic touch
6: (15) Black ice touch, swift etherealness(PHB2), waves of exhaustion, greater dispel magic


Special Traits
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Undead bane (Ex): Each attack deals +1d8 damage to undead, and undead are subject to critical hits from attacks.
Sacred cleansing (Su): +25% to lay on hands pool.
Reversed Euryale (Ex): +1 to all saves.
Nimbus of light (Su): Sheds a cloud of holy light, bright within 5 feet and shadowy within 10 feet. This can be extinguished and reactivated as a free action. Good creatures automatically recognise it as a sign of her purity and devotion to the powers of good, granting her a +2 circumstance bonus to diplomacy and sense motive checks with such creatures.
Holy radiance (Su): At will as a free action can empower the Nimbus of Light into a blazing glow that sheds bright light in a 10 foot radius (and shadowy light up to 20 feet). Undead within 10 feet of you take 1d4 damage per round they remain within the halo.
Anarch (Ex): You are now talented at controlling limbo. You may treat an area of up to one mile per divine rank as if being your divine realm for the sake of controlling it and creating things there.

True Ring of Eternal Celerity benefits
Her paladin level is treated as 10 higher for the sake of smite evil, both for daily uses and damage.
Spell power rises by 3 and now also applies as a bonus to damage for any duskblade spell you cast.
Mettle becomes improved mettle.
Your caster level for sorcerer spells rises by 2.


Inventory
[spoiler]
Armour
Holy War: Breastplate+7. This armor has a maximum dexterity cap of 12, no arcane spell failure and only -2 armor check penalty. The gems in the armor provide sacred power to conduct just war, granting Alicia a +2 sacred bonus to strength. By drawing on the magic within the gems, Alicia can consecrate and purify(as the metamagic feats) one spell or spell-like ability per day, with no increase in casting time or spell level.

Weapon
Root Wood Avenger: This sword is a root wood two bladed sword+8 shattermantle/+8 shattermantle. Each blade deals a base of 1d12 damage. The wielder gains a +4 morale bonus to attack rolls, weapon damage rolls, armor class, saving throws and ability checks when in combat.

This material is wood taken from the deepest roots of the Queendom. This wood is a deep, dark brown that takes well to being polished. This material naturally cuts through dimensions and can protect when other materials cannot. Armor and shields made of root wood apply their armor or shield bonus to armor class to touch attacks of all kinds, including against ethereal creatures. Against spells that teleport a creature or send them to another plane, the wearer may add the armor or shield bonus to any saving throw against them. Weapons made of root wood are treated as ghost touch weapons and ignore any miss chance from concealment. Extraplanar creatures take an extra 5d6 points of damage from a root wood weapon.

Weapons, armors and shields made of root wood have triple the normal hit points than normal and hardness 30.

Wrists
Bracers of Blinding Strike: Grants +2 competence bonus to initiative, and can be used as a swift action 3 times per day to grant an additional attack at full attack bonus when making a full attack.

Hands
Gauntlets of Heartfelt Blows: Can add Charisma modifier as fire damage to melee attacks (including touch attacks).

Rings
True Ring of Eternal Celerity: This ring has no set powers. Rather, it is an artifact attuned to the concepts of change and improvement. When worn it improves the wearer in a variable but potent way. However, any wearer must be sufficiently strong to do so. The ring bonds for life, unable to be removed under normal circumstances, though a deity would not be subject to this limitation. Regardless, once the ring is removed, it may be worn by another creature.
Ring of Wizardry I, II, III, and VI

Feet
Boots of Temporal Acceleration: Can cast Time Stop lasting 2 rounds as a swift action. User is shaken for 1 round after duration of effect ends. Also increases movement speed by 10 and provides a +5 competence bonus on jump checks constantly.

Anastasia

#4
Antenora Reynes

Erinyes 9/Ranger 1/Hellreaver 28//Paladin 38

Fluff:
Spoiler: ShowHide


Antenora Reynes
Opal Angel of Redemption, Redeemer, Hell's Bane
Demigoddess
Symbol: Two hands clasped together, one coming from above and the other below, the one below wrapped in chains
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Redemption, battle, order, risen fiends
Worshipers: Paladins, risen fiends, atoners
Cleric Alignments: LG, NG, CG
Domains: Glory, Good, Law, Planning, Purification, Redemption, Truth
Favored Weapon: Black Horn Spear (Longspear)


Size/Type: Medium Outsider (Angel, Good, Lawful)
Divine Rank: 3
Domains: Glory, Good, Law, Planning, Purification, Redemption, Truth
Hit Dice: 38d10+456+38+76+34 (984 hp)
Initiative: +16
Speed: 130ft, fly 270ft (perfect)
Armor Class: 76 (+13 dex, +18 natural, +15 armor, +16 deflection, +1 dodge, +3 divine)(+12 vs AoOs)
Base Attack/CMB/CMD: +38/+53/97
Attack: Black Horn Spear+64 (1d8+38 4/+4d6 vs fiends plus 4d6 holy plus 2d6 axiomatic plus fiendstriker 19-20 x3)
Full Attack: Black Horn Spear+64/+59/+54/+49 (1d8+38 4/+4d6 vs fiends plus 4d6 holy plus 2d6 axiomatic plus fiendstriker 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hope of heaven, entangle, favored enemy(evil outsiders+2), furious strike+20/+11d6, divine retribution, smite evil 13/day, channel energy 19/day (19d6; DC 45), spells, divine blast 19/day(17d12).
Special Qualities: Damage reduction 20/epic, evil and silver, spell resistance 53, immunity to cold, disease, fear, fire, paralysis and petrification, resistance to acid and electricity 20, see in darkness, telepathy 200ft, protective aura, tongues, mercy, convictions, opal angel of redemption, divine traits, spiritual connection, holy fury(44 points), divine succor(110 hp), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, detect evil, divine grace, lay on hands(608 hp), aura of courage, divine health, charging smite, remove disease 11/week, divine traits.
Saves: Fort +64, Ref +65, Will +67 (+4 racial vs poison, +10 vs magic to induce evil, +2 vs mind affecting)
Abilities: Str 41, Dex 36, Con 35, Int 27, Wis 36, Cha 42
Skills: Acrobatics+34*, Craft(Metalworking)+52, Diplomacy+85, Escape Artist+57, Intimidate+64, Knowledge(Arcana)+52, Knowledge(Planes)+52, Knowledge(Religion)+52, Perception+57, Perform(Song)+79, Sense Motive+75, Spellcraft+52, Stealth+57, Survival+57, Swim+58
Feats: Dodge(B), Extend Spell(B), Gift of Grace(B), Initiate of Alicia(B), Mobility(B), Mindsight(1), Power Attack(3), Flyby Attack(6), Divine Might(9), Track(R1), Favored Power Attack(Outsider(Evil))(12), Battle Blessing(15), Toughness(18)
Epic Feats: Great Smiting(B), Improved Aura of Courage(B), Widen Aura of Courage(B), Epic Skill Focus(Diplomacy)(21), Epic Spell Capacity(P23), Great Ability (Strength)(24), Blinding Speed(H15), Epic Toughness(P26), Multiaction(27), Dire Charge(P29), Great Ability (Strength)(30), Crushing Furious Strike(H20), Spectral Strike(P32), Pulverize(33), Fiendstriker(H25), Epic Reputation(P35), Great Ability(Strength)(36), Holy Strike(P38)
Salient Divine Abilities: Divine Blast, Divine Paladin, Divine Skill Focus(Diplomacy), Extra Domain(Glory), Extra Domain(Truth), Lay Quest, Power of Truth
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-align weapon, arcane sight, discern lies, dispel evil, flame strike, greater teleport, holy aura, holy word, refreshment, righteous smite, superb dispelling, sword of conscience, vision of heaven. 1/day-atonement, blade barrier, heal, miracle. Caster level 30th. The save DCs are Charisma based.

Entangle (Ex)

Antenora carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 29th). Antenora can hurl her rope 140ft with no range penalty.

See in Darkness (Su)

Antenora can see in any darkness, even magical darkness such as a deeper darkness spell.

Telepathy (Su)

Antenora can telepathically communicate with any creature within 200ft that has a language.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Antenora. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 29th). This aura can be dispelled, but Antenora can create it again as a free action on her next turn.

Tongues (Su)

Antenora can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Hope of Heaven (Su)

As a standard action, Antenora may spread the light of the Realms Above around her in a 70 foot radius.  Any evil creature within this radius is afflicted as by vision of heaven (DC 38 Will save negates, caster level 29th). Any creature who fails the save will be unable to forget what they have seen for seven days, hearing the call of forgiveness. The stress this causes on their psyche inflicts a -3 penalty to attack rolls, weapon damage rolls, ability checks and skill checks. A creature that takes sincere steps to atone is freed of this penalty. This relief lasts for as long as they continue to sincere attempt to atone. Should they cease to, the penalty immediately reappears and the duration of the penalty is reset to seven days. The save DC is Charisma based.

Mercy (Su)

Antenora may choose to deal non-lethal damage with her attacks, spells and spell like abilities without penalty. Choosing the type of damage she inflicts is a free action, but if her attack damages more than one creature, each creature must take the same type of damage; that is, she cannot inflict non-lethal and lethal damage at the same time.

Convictions (Ex)

Having risen from Hell, Antenora is dedicated to never return to evil. She gains a +10 bonus to saving throws against any magic that would compel her to commit evil. Examples include charm monster from an evil caster, morality undone, dominate monster and so forth. If a saving throw is not allowed, she is allowed a special Will save to negate the effect. This Will save is made at a -7 penalty and does not gain the +10 bonus from Convictions. Calculate the save DC as 10 + 1/2 hit dice + Charisma modifier if the source is a creature or 10 + caster level if the effect comes from an item.

Opal Angel of Redemption (Ex)

Antenora has reached the pinnacle of her destiny and embodies the hope for any creature to find redemption. When casting atonement as a spell like ability on a creature, she may choose to also invoke sanctify the wicked. If she chooses to do so, she requires no material focus or sacrifice component. She instead takes the soul into her spirit, where it undergoes the effect of sanctify the wicked over the course of one week. During this time, Antenora suffers 1 negative level for every 2 hit dice the creature possesses, as she bears the weight of the creature's sins on her spirit. These negative levels cannot be removed by any means short of removing the soul from her through a wish or miracle spell, in which case the soul's body reforms as it was before.

At the end of the week, the reformed spirit emerges with the sanctified creature template, or another suitable template depending on the type of creature reformed. This ability may apply the sanctified creature template to a creature with the evil subtype, though they usually undergo a far more complete transformation instead.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, atonement, augury, blade barrier, bless weapon, bolt of glory, castigate, clairaudience/clairvoyance, crown of glory, dance of the unicorn, deathwatch, deific vengeance, detect scrying, dispel evil, disrupt undead, fires of purity, gate, greater scrying, greater visage of the deity, heart's ease, heroes' feast, holy aura, holy smite, holy sword, holy word, magic circle against evil, miracle, nimbus of light, protection from evil, recitation, righteous wrath of the faithful, searing light, status, summon monster 9 (lawful good only), sunbeam, sunburst, sword of conscience, time stop, vision, vision of heaven, wages of sin, yoke of mercy. Caster level 33rd. The save DCs are 35 + spell level.

Alter Reality (Su)

Antenora exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Antenora can use limited wish when doing so can help her promote the redemption, purification and righteousness. Note that in the situation where Antenora and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain Powers

Glory: +2 to the DC of channel energy and +1d6 to the energy channeled.
Good: +1 caster level for good spells.
Law: +1 caster level for lawful spells.
Planning: Extend Spell as a bonus feat.
Purification: +1 caster level for abjurations.
Redemption: Immunity to forced alignment changes.
Truth: +18 bonus to Sense Motive checks, +1 caster level for divinations.

Divine Aura (Ex)

The save DC against Antenora's divine aura is 24 and the radius is 10ft.

Immunities (Ex)

Antenora is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Antenora gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Antenora does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Antenora can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Antenora can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a strong, clear declaration. In this case, anyone within earshot of the sound can hear it.

Create Items: Antenora can create any wondrous item with power related to good, purification or redemption; the maximum is 4,500 gold.

Portfolio Sense: Amaryl is aware of any act of good, redemption or planning that involves 1,000 or more people.



Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Spiritual Connection (Sp)

You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. These are spell-like abilities with caster level equal to your character level.


Hellreaver powers:
Spoiler: ShowHide


Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.

At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.

At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.

Divine Succor (Su)

Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just. Beginning at 2nd level, as a swift action, you can spend 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.

At 5th level, you can heal 20 points of damage.

At 8th level, you can heal 30 points of damage.

Divine Resolve (Su)

From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison, and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.

Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.

Mettle (Ex)

Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.

Improved Divine Resolve (Su)

At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.

Improved Divine Shield (Su)

When you reach 9th level, your divine shield grows stronger. This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.

Divine Retribution (Su)

Once per day as a swift action, a hellreaver can overwhelm her enemy with pure holy power. She can spend 4 holy fury points to imbue her next attack with powerr. If this attack hits an outsider with the evil subtype, the target takes an extra 20d6 damage on this attack in a great cascade of golden light. All evil creatures within 70 ft must make a fortitude save (DC 10+cha modifier+1/2 character level) or be blinded for 1 round.


Paladin powers:
Spoiler: ShowHide


Antenora casts as a 30th level paladin. The save DCs are 23 + spell level. All of her paladin spells are automatically quickened.

[7/day]1: Bless, Blessed AimSC, Lesser Restorationx4, Warning ShoutSC
[6/day]2: Divine PresenceCC, Divine ProtectionSCx2, Remove Paralysis, Undetectable Alignment, Whirling BladeSC
[6/day]3: Know VulnerabilitiesSC, Prayer, Remove Blindness/Deafnessx2, Remove Curse, Righteous FurySC
[6/day]4: Blessing of the RighteousPHB2x2, Break Enchantment, Death Wardx2, Voice of the ArchonSC
[6/day]5: Cure Critical Wounds, Divine AgilitySC, Life's GraceSC, Inner BeautyFC1, Plane Shiftx2
[5/day]6: Healx5
[3/day]7: Might of the Planetarx2Home, Regenerate

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus 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.

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

Beginning at 3rd level, a paladin 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 paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su)

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

Charging Smite (Ex)

Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.

Remove Disease (Sp)

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


Gear:
Spoiler: ShowHide


[Weapon]Black Horn Spear: Longspear+8, fiend dread, keen, holy, axiomatic and valorous. It shines with brilliant opal blue light when within 100ft of an outsider with the evil subtype. This light counters invisibility of all types, including superior invisibility. Creatures within the aura gain a +7 sacred bonus to Spot checks to detect fiends that are hiding within the aura.
[Armor]Golden Armor: Breastplate+10 with no ACP, ASF and unlimited maximum dexterity bonus when worn by a lawful good celestial. Increases the power of divine succor by 20 points.
[Robe]White Dress : +70 bonus to fly speed, +6 enhancement bonus to ability scores.

[Head]Ribbon of Alter Self: Allows alter self at will, caster level 3rd.
[Wrists]Gauntlets of the Precipice

These gauntlets increase the bonus to attacks when charging by +2 to +4 total and grant freedom of movement when charging. When the wearer strikes a target at the end of the charge, she may choose to teleport (as by a dimensional door spell) as a swift action. This may be used up to three times per day.

Gauntlets of the Precipice are a minor artifact.

[Ring 1]Ring of Beauty: +10 enhancement bonus Charisma, +15 competence bonus to Perform (Song) checks. 1/day can sing a song of salvation that is equal to an inspire courage and song of freedom sung by a 21st level bard. This is a full round action and cannot be maintained after the first round. Inspire courage lasts 7 rounds and song of freedom is instantaneous.
[Ring 2]Ring of Protection+5: +5 deflection bonus to armor class.
[Boots]Sandrinus's Boots: These boots grant a permanent +50ft enhancement bonus to land movement speed as well as a +15 competence bonus to Acrobatics checks. The wearer can walk up walls and cling to ceilings as if affected by a spider climb spell. They gain a +4 bonus against AoOs provoked by moving. If you have the mobility feat, this bonus increases to +8 and stacks with the feat's bonus. The wearer is immune to paralysis. 2/day charge a standard action and ignore difficult terrain/squares occupied by allies.

[Misc]Ghost Rope: Can be used to entangle normally, can affect incorporeal creatures. Incorporeal creatures are treated as corporeal while entangled in this rope. A full round action that provokes attacks of opportunity, a creature entangled can attempt to escape with a DC 50 Escape Artist check.
[Reserve Weapon]Silver dagger+5, holy and axiomatic.

Add in later.

Gauntlets of the Precipice

These gauntlets increase the bonus to attacks when charging by +2 to +4 total and grant freedom of movement when charging. When the wearer strikes a target at the end of the charge, she may choose to teleport (as by a dimensional door spell) as a swift action. This may be used up to three times per day.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#5
Latha, Diamond Angel of Radiance

Astral Deva 38//Cleric 10/Contemplative 1/Angelic Champion 17/Sunweaver 10

Size/Type: Medium Outsider (Angel, Good, Lawful)
Divine Rank: 1
Domains: Craft, Good, Glory, Healing, Law, Sun, Truth, Zeal
Hit Dice: 38d8+456+34+50+35 (879 hp)
Initiative: +14
Speed: 110ft, fly 230ft (perfect)
Armor Class: 73 (+10 dex, +16 natural, +12 deflection, +10 shield, +10 armor, +4 shard, +1 divine)(100% miss chance vs lines, cones, rays)
Base Attack/CMB/CMD: +38/+50/97
Attack:Glorious Duty+59 (1d8+20 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit)) or Clarenyre Reborn+62 (7d6+29 plus vision of heaven (DC 70) 19-20 x2)
Full Attack: Glorious Duty+59/+54/+49/+44 (1d8+20 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit)) Clarenyre Reborn+62/+57/+52/+47 (7d6+29 plus vision of heaven (DC 70) 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, glorious stun(DC 49), absolute light, spells, channel energy 15/day (8d6; DC 31), favored enemy(evil+10), sunweaver 3/day
Special Qualities: Damage reduction 40/epic, evil and silver, spell resistance 53, regeneration 17, immunity to acid, cold, petrification and poison, resistance to electricity and fire 30, protective aura, tongues, telepathy 200ft, darkvision 120ft, low-light vision, diamond angel of radiance, evasion, golden light, divine health, heavenly endurance, divine grace, angelic power, light of life, sun spells, vivacious power, greater sun devotion, divine traits.
Saves: Fort +55, Ref +63, Will +58
Abilities: Str 37, Dex 31, Con 35, Int 31, Wis 41, Cha 34
Skills: Acrobatics+52, Appraise+52, Craft(Armorsmithing)+96, Craft(Bowmaking)+52, Craft(Gemcutting)+52, Craft(Glassblowing)+52, Craft(Stonemasonry)+52, Craft(Sunlight)+52, Craft(Weaponsmithing)+52, Diplomacy+54, Escape Artist+52, Intimidate+54, Knowledge(Local: Sylica)+52, Knowledge(Nature)+52, Knowledge(Planes)+52, Knowledge(Religion)+52, Perception+57, Sense Motive+75, Stealth+52, Survival+57, Swim+54, Use Magic Device+54
Feats: Ability Focus(Stun)(B), Craft Magic Arms and Armor(B), Endurance(B), Diehard(B), Power Attack(B), Skill Focus(Craft)(Armorsmithing)(B), Words of Creation(B), Shield Specialization(1),  Empower Turning(C1), Craft Wondrous Item(3), Consecrate Spell(6), Empower Spell(9), Sun Devotion(12), Energize Spell(15), Shield Ward(18), Maximize Spell(33)
Epic Feats: Epic Crafting(B), Vivacious Spell(21), Epic Skill Focus(Craft:Armorsmithing)(24), Epic Spell Capacity(AC13), Shield Barrier(27), Improved Metamagic(S5), Shield Evasion(30), Fiendburn(S10), Great Ability(Strength(36), Improved Metamagic(AC16)
Salient Divine Abilities: Craft Artifact, Divine Skill Focus(Craft(Armorsmithing)), Extra Domain(Craft), Extra Domain(Healing), Extra Domain(Zeal)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, see invisibility, true seeing. At will-aid, continual flame, daylight, discern lies, dispel evil, greater teleport, heat metal, holy aura, holy smite, holy word, flame strike, invisibility (self only), greater plane shift, remove curse, remove disease, remove fear, searing light, superb dispelling, sunbeam. 7/day-cure moderate wounds. 1/day-blade barrier, heal, heroism, waves of fatigue, sunburst. Caster level 30th. The save DCs are 19 + spell level.

Glorious Stun (Su)

If Latha strikes an opponent with her mace, that creature must succeed on a DC 45 Fortitude save or be stunned for 1d6 rounds.  Undead may be stunned by this, but they gain a +5 circumstance bonus to the saving throw.The save DC is Strength based and includes a +7 racial bonus.

Absolute Light (Su)

Glorious sunlight surrounds Latha, burning those who live in wickedness. Any evil creature within 30ft of Latha takes 7d6+7 points of damage per round.

Diamond Angel of Radiance (Su)

Latha's true form is that of a body of pure sunlight, as bright as the sun. This glory grants her several abilities. She gains her Charisma modifier as a deflection bonus to armor class, her damage reduction rises by 10 and she sheds true sunlight within a 70ft radius. Within Sylica this radius becomes unlimited, Latha often serves as part of the sun for the realm.

Latha may assume a normal form as a swift action. While in this form she loses the benefits of this ability.

Golden Light (Su)

Spells Latha casts are filled with the purifying light of the sun. Any spell that she casts that targets an ally heals 1d12 points of damage and cures 1 point of ability damage to all six ability scores.

Additionally, Latha's racial resistance to poison increases to immunity.


Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Latha exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Latha can use limited wish when doing so can help her promote the sun, creation or healing. Note that in the situation where Latha and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain Powers

Craft: +1 caster level to conjuration (creation) spells and skill focus (craft(armorsmithing)) as a bonus feat.
Good: +1 caster level to spells with the good descriptor.
Glory: +2 bonus to the DC of turn undead and +1d6 damage.
Law: +1 caster level to spells with the lawful descriptor.
Sun: Empower Turning as a bonus feat.
Truth: +18 bonus to Sense Motive and +1 caster level to divinations.
Zeal: 1/day take 20 on a skill without taking more time.

Divine Aura (Ex)

The save DC against Latha's divine aura is 23 and the radius is 10ft.

Immunities (Ex)

Latha is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Latha gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Latha does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Latha can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Latha can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as woman's thoughtful voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Latha can create any wondrous item with power related to the sun, truth and duty; the maximum is 4,500 gold.

Portfolio Sense: Latha is aware of any act of creation, glory or truth that involves 1,000 or more people.



Cleric powers:
Spoiler: ShowHide


Latha casts as a 30th level cleric (caster level 31st for spells with the good or lawful descriptor) with access to the Good, Glory, Law and Sun domains. The save DCs are 22 + spell level. Her metamagic options are Consecrate Spell (+1), Energize Spell (+1) and Vivacious Spell (+3).

[6/day]0: Detect Magicx3, Resistance, Guidance, Cure Minor Wounds
[8+1/day]1: (Protection from Chaos), Bless, Divine Favorx3, Entropic Shield, Guiding LightSC, Nimbus of LightSC
[8+1/day]2: (Bless Weapon), Close WoundsSC, Divine Insightx4SC, Divine PresenceCC, Spiritual Weaponx2,
[8+1/day]3: (Searing Light), Awaken SinSC, Continual Flame, Magic Circle against Chaos, Shield of Wardingx3SC, Soul of Lightx2DM
[8+1/day]4: (Fire Shield), Assay Spell Resistancex2SC, Dimensional Anchorx2, Light of Purityx2CC, Wall of Goodx2SC
[7+1/day]5: (Holy Sword), Condemnationx2PHB2, Life's Gracex3SC, Righteous Mightx2,
[6+1/day]6: (Bolt of GlorySC), Healx3, Light of Couragex3CC
[6+1/day]7: (Energized Bolt of Glory), Energized Bolt of Glory, Energized Lucent LanceSCx3, Consecrated Lucent Lancex2
[6+1/day]8: (Consecrated Energized Fire Seeds), Energized Consecrated Lucent Lancex6
[5+1/day]9: (Prismatic Sphere), Mass Heal, Miraclex3, Soul Bind.
[5+1/day]10: (Vivacious Sunbeam), Celestial Valorx2Home, Miracle of HealthHome, Naeys' Life FontHome, Vivacious Righteous SmiteBoED
[5+1/day]11: (Vivacious Sunburst), Latha's SunmantleHome, Superb Dispellingx2Home, Vivacious Fire Storm, Vivacious Heat DrainSC.
[5+1/day]12: (Energized SunlanceHome), Legion's GatesHome, Wrath of the Heavensx4Home.
[1+1/day]13: (Consecrated Energized Sunlance), Mass Energy ImmunityHome



Gear:
Spoiler: ShowHide


[Weapon]Clarenyre Reborn: Greatsword+10, base of 7d6 divine fire damage. 1/round sacrifice damage for DC 70 save vs a 7 round vision of heaven. See below.
[Weapon]Glorious Duty: Heavy mace+7, holy power. Three bonus daily uses of sun devotion and increases the bonus damage from it by 7. Grants an extra 2d6 damage to channel energy.
[Armor]Bracers of Armor+10.
[Shield]Aegis of the Tarrasque: Heavy Steel Shield+7, +2 bonus to Constitution. Grants Diehard and Endurance as bonus feats. 100% miss chance against lines, cones and rays.

[Head]Silver Halo: Increases aura of protection's bonuses to +7 deflection and +7 resistance, these bonus apply to all attacks, not only evil ones. Grants a +6 bonus to all ability scores.
[Gauntlets]Gauntlets of Fast Change: Allows Latha to change between mace and shield or greatsword once per round as a swift action on her turn.
[Ring 1]Ring of Nondetection: Constant nondetection, caster level 20.
[Boots]Boots of the Swift Hero: These boots grant a 20ft enhancement bonus to movement speed and a +2 bonus to initiative. These bonuses rise to 30ft and +3, respectively, if the wearer Dexterity score is 21 or higher.

[Slotless]Dawnshard: When exposed to the light of the dawn, the holder of this shard gains a +4 bonus to armor class for 24 hours. Always active for Latha.

[Reserve Tool]Hammer of Smithing: +20 competence bonus to Craft (Armorsmithing) checks.

Clarenyre Reborn

This greatsword is made of a metal similar to platinum, but far stronger. It is treated as being made of adamantine, but triple the normal hardness and fourteen times the hit points of adamantine. It is a greatsword+10 that bursts into flames when it strikes. It deals a base of 7d6 fire damage.  As divine fire, the damage from this blade ignores damage reduction, resistance to fire and immunity to fire. Once per round, the wielder can sacrifice the damage done by this sword to instead afflict the target with the effects of a vision of heaven spell (DC 70), except that it lasts seven rounds. This ignores immunity to mind affecting, though creatures normally immune to mind affecting gain a +10 bonus to the saving throw.


Custom Material: [spoiler]

Flames of the Sun [Epic]
Prerequisite: Cha 25, Sun Devotion, ability to turn undead.
Benefit: When you turn undead, brilliant sunfire fills the area. This fire has no effect on living beings, but undead turned take extra damage equal to your hit dice. Undead vulnerable to sunlight take double damage from these flames.

Vivacious Spell [Epic, Exalted]
Prerequisite: Consecrate Spell, Energize Spell
Benefit: A spell modified this feat is transformed into pure bright, life-filled energy. Any damage the spell inflicts becomes divine typed damage and the spell gains the good descriptor. In addition, the spell deals double damage to undead and evil outsiders. A vivacious spell uses a spell slot three levels higher than the actual spell's level.

Latha's Sunmantle
Abjuration
Level: Sanctified 11

This spell functions as sunmantle with greater and new abilities. Latha's sunmantle grants damage reduction 20/- and the tendril of light counter attack deals 20 points of damage. In addition, the warded creature is immune to ability damage, ability drain, level drain and negative energy.

Sacrifice

1d6 points of Strength damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#6
Jessica Reynes

Rogue 38//Swashbuckler 10/Hellbreaker 10/Perfect Wight 17/Monk 1

Size/Type: Medium Outsider (Angel, Good)
Divine Rank: 1
Domains: Good, Retribution, Shadow, Travel
Hit Dice: 10d10+27d6+1d8+456+38+35 (799 hp)
Initiative: +26
Speed: 150ft, fly 430ft (perfect)
Armor Class: 81 (+17 dex, +12 armor, +16 natural, +8 dodge, +8 deflection, +9 wis, +1 divine)(2/round divine rogue chance to negate damage)
Base Attack/CMB/CMD: +30/+35/88
Attack: Gentle Serenity+59 (1d6+35 plus 30d6 sneak attack and 2 str plus 1d6 nonlethal plus +2/+2d6 vs fiends plus staggering or paralysis plus calm emotions 15-20 x2)
Full Attack: Gentle Serenity+59/+59/+54/+49/+44 (1d6+35 plus 30d6 sneak attack and 2 str plus 1d6 nonlethal plus +2/+2d6 vs fiends plus staggering or paralysis plus calm emotions 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+30d6, crippling strike, insightful strike, steal spell-like ability, neutralize spell-like ability, steal supernatural ability.
Special Qualities: Darkvision 120ft, low-light vision, damage reduction 20/epic and evil, spell resistance 53, immunity to acid, cold and petrification, resistance to electricity and fire 20, tongues, magic circle against evil, mind blank, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, skill mastery, grace+1, acrobatic charge, improved flanking, mantle of darkness, telepathic static, stowaway, foil summoning, plane hop, mastery of stealth, superior invisibility 4/day, ghost form 4/day, improved legerdemain, shadow form 3/day, superior legerdemain, divine traits.
Saves: Fort +37, Ref +44, Will +36 (+4 racial vs poison)
Abilities: Str 26, Dex 45, Con 35, Int 28, Wis 28, Cha 26
Skills: Acrobatics+69, Appraise+51, Bluff+50, Climb+50, Craft(Poisonmaking)+61, Craft(Trapmaking)+61, Diplomacy+50, Disable Device+51, Disguise+50, Escape Artist+59, Intimidate+50, Knowledge(Local:Sylica)+51, Knowledge(Planes)+51, Perception+51, Perform(Act)+50, Perform(Song)+50, Sense Motive+51, Sleight of Hand+59, Stealth+89, Swim+50, Use Magic Device+50
Feats: Blind-Fight(B), Iron Will(B), Undo Resistance(1), Combat Expertise(H), Weapon Finesse(S1), Improved Feint(3), Sacred Strike(6), Darkstalker(9), Staggering Strike(12), Telling Blow(15), Improved Initiative(18), Improved Unarmed Strike(M1), Dodge(M1), Toughness(33)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack Of Opportunity(B), Trap Sense(B), Epic Skill Focus(Hide)(21), Improved Weapon Finesse(24), Epic Skill Focus(Craft:Poisonmaking)(R24), Improved Sneak Attack(PW5), Mass Stowaway(27), Improved Sneak Attack(R28), Superior Initiative(30), Epic Skill Focus(Acrobatics)(PW10), Improved Sneak Attack(R32), Paralyzing Strike(33), Improved Sneak Attack(PW15), Improved Sneak Attack(R36)
Salient Divine Abilities: Alter Form, Divine Celerity, Divine Rogue, Divine Sneak Attack, Stride
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect snares and pits, see invisibility, pass without trace. At will-arcane sight, calm emotions, detect evil, greater invisibility, greater plane shift, greater teleport, holy smite, holy word, superb dispelling. Caster level 30th.

Magic Circle Against Evil (Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn.

Mind Blank (Su)

Jessica enjoys a constant mind blank effect, with a caster level equal to her hit dice. It cannot be dispelled, though it can be suppressed by antimagic and similar effects.


Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Jessica exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Jessica can use limited wish when doing so can help her promote the retribution, non evil uses of shadow or justice. Note that in the situation where Jessica and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain Powers

Good: +1 CL good spells.
Retribution: 1/day if you're hurt by someone deal max damage on a melee or ranged attack with your next action.
Shadow: Blind-Fight as a bonus feat.
Travel: 18 rounds/day act as if under freedom of movement. Starts and stops automatically.

Divine Aura (Ex)

The save DC against Jessica's divine aura is 19 and the radius is 10ft.

Immunities (Ex)

Jessica is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Jessica gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Jessica does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Jessica can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Jessica can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as gentle whisper. In this case, anyone within earshot of the sound can hear it.

Create Items: Jessica can create any wondrous item with power related to the shadows, protection or the night; the maximum is 4,500 gold.

Portfolio Sense: Jessica is aware of any act of retribution, night or shadows that involves 1,000 or more people.



Rogue powers:
Spoiler: ShowHide


Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

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

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

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

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

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

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

Evasion (Ex)

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

Penetrating Strike (Ex)

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

Uncanny Dodge (Ex)

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

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

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)

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

Skill Mastery

The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Jessica has chosen Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Perception, Sleight of Hand, Stealth, Swim, Use Magic Device,



Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

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

Insightful Strike (Ex)

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

Acrobatic Charge (Ex)

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

Improved Flanking (Ex)

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


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make Hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. To use divination magic, a caster must succeed on a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-Like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action (you do not need to damage a willing target).

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can't steal the ability. If the target can't use its ability (such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability.

If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability (see below) until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration (teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space. If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-Like Ability (Su)

Beginning at 5th level, you gain the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.

Foil Summoning (Su)

At 7th level, your telepathic static intensifies so that you also impede conjuration (calling) and conjuration (summoning) spells and spell-like effects within 20 feet. See telepathic static, above, for details.

Steal Supernatural Ability (Su)

From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).

Plane Hop (Sp)

At 10th level, you can use plane shift as an immediate action once per day. This ability functions like the spell, but it has a range of personal and a target of you.


Perfect Wight powers:
Spoiler: ShowHide


Mastery of Stealth (Ex)

A Perfect Wight is a grand master of being unseen and unheard. He practices both to a fine point, part of one coherent whole. As a result, the benefit from Epic Skill Focus (Hide) or Epic Skill Focus (Move Silently) applies to both skills. This does not stack if the Perfect Wight already possesses Epic Skill Focus for both skills.

Superior Invisibility (Su)

Starting at 1st level, the Perfect Wight gains the benefit of superior invisibility once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Ghostform (Su)

Starting at 2nd level, the Perfect Wight is as light and swift as a ghost. He may use Ghostform as a spell like ability once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Improved Legerdemain (Su)

A Perfect Wight can perform the following class skills at a range of 30ft: Disable Device, Sleight Of Hand, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Perfect Wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Perfect Wight executes the sneak attack as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Perfect Wight and his or her weapon do not physically cross the intervening distance. A Perfect Wight can use improved legerdemain at will and doing so is a full round action.

Shadow Form (Su)

At 4th level, the Perfect Wight learns to take shadow form. This form is incorporeal and functions like Ghostform with the following modifications. The Perfect Wight's shadow form lasts for 1 minute per hit die of the Perfect Wight. While in shadow form, the perfect wight gains a fly speed of 100ft (good) and is immune to critical hits. In addition, the Perfect Wight may draw on the shadow stuff that composes himself during this to augment any attack roll, check or saving throw. Doing so deals seven points of damage per bonus point and the Perfect Wight cannot grant himself a higher bonus than his Perfect Wight class level. Using this ability is a free action.

Superior Legerdemain (Su)

At 8th level, the Perfect Wight may use Improved Legerdemain at far greater distances. His range with Improved Legerdemain improves to 100ft. Despite this distance, he is able to make sneak attacks while using it past 30ft.


Gear:
Spoiler: ShowHide


[Weapon]Gentle Serenity: Rapier+10, keen, merciful and fiend bane. Inflicts calm emotions (CL21st, DC 35) on each hit, if the damage is non-lethal or it is a sneak attack, the target's spell resistance and protections/immunity against mind-affecting magic are ignored.
[Armor]Sashes of Shadow: +12 armor bonus to armor class, +20 competence bonus to Hide and Move Silently. Reduces the damage she takes from using shadow form to augment an attack roll, check or saving throw by one.

[Head]Shadow Princess: +4 dodge bonus to armor class.
[Neck]Tear of Sylica: +8 enhancement bonus to Dexterity and Constitution, +6 enhancement bonus to other ability scores.
[Ring 1]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.
[Ring 2]Ring of the Shadow Slayer: Melee and ranged attacks are counted as ghost touch.
[Reserve Ring]: Ring of Wishes, 3 wishes left.

[Misc]Masterwork Thieves Tools
[Misc]Roald's Biscuitsx3: Heal, CL20th.
[Misc]Godsblood poison, 3 doses.
[Misc]Spellbreak Beadx5

There are three of these beads left. When broken, a 30ft area is subjected to a superb dispelling with a +30 dispel check. It breaks where you want it do, and requires no contact or ranged attack roll to do so. You can use more than one sphere at a time, each sphere past the first grants an additional +3 bonus to the dispel check (maximum +42).


Custom Material: [spoiler]

Paralyzing Strike [Epic]
Prerequisite: Staggering Strike, sneak attack+8d6
Benefit: When you stagger an enemy with your staggering strike feat, you can instead choose to paralyze them for one round. A Fortitude save (DC 10 + 1/2 hit dice + your Strength modifier) negates the paralysis.
Special: If you have the weapon finesse feat, you can instead use Dexterity to determine the save DC of the Fortitude save.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#7
Syala, Angel of Love

Astral Deva 38//Druid 38

Size/Type: Medium Outsider (Angel, Chaotic, Good)
Divine Rank: 3
Domains: Animal, Chaos, Family, Good, Plant, Wrath
Hit Dice: 38d8+456+35 (795 hp)
Initiative: +13
Speed: 190ft, fly 320ft (good)
Armor Class: 78 (+10 dex, +18 natural, +11 deflection, +15 wis, +7 druid, +3 divine, +4 armor)
Base Attack/CMB/CMD: +38/+55/110 (+4 CMB/CMD to grapple)
Attack: Blessing of the Twelve+64 (2d10+38 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)(favored enemy bonus to attack rolls)
Full Attack: Blessing of the Twelve+64/+59/+54/+49 (2d10+38 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 54), spells, rage 8/day, favored enemy(evil outsiders+20, undead+6, dragons+6, aberrations+6, lawful outsiders+6, chaotic outsiders+6, elementals+6, fey+6), divine blast 14/day(14d12)
Special Qualities: Damage reduction 25/lunar stone, epic and evil, immunity to acid, cold and petrification, spell resistance 53, protective aura, tongues, resistance to electricity and fire 20, battlesense, darkvision 120ft, low-light vision, change shape, divine traits, wild empathy, nature sense, woodland stride, trackless step, venom immunity, timeless body, swift tracker, aura of courage, avenging champion.
Saves: Fort +44, Ref +42, Will +47 (+4 racial vs poison, +4 vs spells and spell-like abilities of fey)
Abilities: Str 41, Dex 31, Con 35, Int 31, Wis 40, Cha 33
Skills: Acrobatics+53, Craft(Alchemy)+53, Craft(Dungeons)+53, Craft(Poisons)+53, Diplomacy+57, Escape Artist+53, Handle Animal+54, Heal+58, Intimidate+54, Knowledge(Arcana)+53, Knowledge(A&E)+53, Knowledge(Dungeoneering)+53, Knowledge(Local: Sylica)+53, Knowledge(Nature)+55, Knowledge(Planes)+53, Knowledge(Religion)+53, Perception+58, Profession(Artist)+58, Sense Motive+58, Spellcraft+53, Stealth+53, Survival+60
Feats: Skill Focus(Diplomacy)(B), Words of Creation(B), Power Attack(1), Track(D1), Nimbus of Light(3), Improved Unarmed Strike(6), Eschew Materials(9), Ability Focus(Stun)(12), Righteous Wrath(15), Improved Grapple(18), Tactical Advantage(Evil Outsiders)(30)
Epic Feats: Power Stun(21), Great Ability(Strength)(24), Ignore Material Components(D24), Epic Ability Focus(Stun)(27), Epic Spell Capacity(D28), Improved Favored Enemy(D32), Epic Tactical Advantage(33), Pulverize(36), Improved Favored Enemy(D36)
Salient Divine Abilities: Battlesense, Divine Blast, Divine Radiance, Divine Shield, Extra Domain(Animal), Increased Damage Reduction, Mind of the Beast
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Change Shape (Su)

Syala can assume the form of any Small or Medium humanoid or animal.

Stun (Su)

If Syala strikes an creature with a melee bludgeoning attack, that creature must succeed on a DC 49 Fortitude save or be stunned for 1d6 rounds and then dazzled for 7 minutes after. A creature can be affected by this ability only once per round. Multiple stuns do not stack. The save DC is Strength based.

Aura of Courage (Su)

As the paladin ability of the same name.

Avenging Champion (Ex)

Syala may apply her favored enemy bonus to attack rolls. Only use the highest a creature falls under if they fall under more than one.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate objects, animate plants, bull's strength, barkskin, blade barrier, bless, chaos hammer, cloak of chaos, command plants, control plants, dispel evil, dispel law, entangle, greater shout, helping hand, heroes' feast, holy aura, holy smite, holy word, imbue with spell ability, mage's transformation, magic circle against evil, magic circle against law, plant growth, prismatic sphere, protection from evil, protection from law, protection from spells, rage, refuge, rhino's rush, repel wood, righteous might, shambler, shatter, shield other, shout, song of discord, storm of vengeance, summon monster 9 (CG only), telepathic bond, wall of thorns, word of chaos. Caster level 30th. The save DCs are 31 + spell level.

Alter Reality (Su)

Syala exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Syala can use wish when doing so can help her promote families, love and protecting them from evil. Note that in the situation where Syala and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Animal: Speak with plants as a 1/day SLA.
Chaos: +1 caster level for chaos spells.
Family: 3/day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10ft from you. You can affect yourself with this ability.
Good: +1 caster level for good spells.
Plant: Rebuke/command plants.
Wrath: 3/day, you can subtract a number of points from your Wisdom score equal to or less than your Cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per Cleric level and cannot be ended prematurely.

Divine Aura (Ex)

The save DC against Syala's divine aura is 23 and the radius is 20ft.

Immunities (Ex)

Syala is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Syala gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Syala does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Syala can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Syala can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a disembodied feminine voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Syala can create any wondrous item with power related to family, protection and love; the maximum is 4,500 gold.

Portfolio Sense: Syala is aware of any act of love, protection or righteous wrath that involves 1,000 or more people.

Damage Reduction (Su)

Only evil and epic weapons made of rock or stone from the moon can bypass Syala's damage reduction. This protection was a gift from Selune, warding Syala from all but what comes from the silver moon.


Druid powers:
Spoiler: ShowHide


Syala casts as a 30th level druid (caster level 31st for good spells). The save DCs 23 + spell level. Seven times per day she may twin a 0-9th level spell as a free action.

Syala casts spontaneously, though this is a typical example of spells she favors.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Eyes of the Avoralx3BoED, Shillelagh
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Wounds, Entangling StaffSC, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Reincarnate, Summon Monster 4x3
[8/day]5: Greater Stone ShapeSCx2, Hallowx2, Owl's Insightx4SC
[6/day]6: Fires of Purityx2SC, Fire Seedsx3, Ironwood
[6/day]7: Healx2, True Seeingx4
[6/day]8: Deadfallx3SC, Mass AwakenSC, Sunburstx2
[6/day]9: Greater WhirlwindSC, Tsunamix3SC
[5/day]10: Energy Immunityx2Home, Mass Freedom of MovementHome, Shield of SylicaHome, Syala's Awaken Defender of the HomeHome
[5/day]11: Power of the Huntressx3Home, Volcanic Genesisx2Home
[5/day]12: Mass RegenerateHome, Wrath of the Elder Treantx4Home
[2/day]13: Mass Energy Immunityx2Home

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

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

Syala suffers a -4 penalty to this ability.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Rage (Ex)

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

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

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk 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.

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Swift Tracker (Ex)

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


Gear: [spoiler]

[Weapon]Blessing of the Twelve: Greathammer+8, holy power and fiend bane. 7/day it can apply twin spell to any non-epic spell as a free action. Deals a base of 2d10 damage. Can deal piercing damage as well as bludgeoning damage. Critical multiplier rises by 1 to x4.
[Armor]Divine Light: The raw light around Syala. Can be shaped into clothes, a nimbus of light or simply be opaque or transparent light, or be dismissed altogether. Sheds bright light in a 70ft radius from Syala and dim light in an additional 140ft from her. Dispels non-epic magical darkness as greater dispel magic with a +30 modifier, epic effects counter and cancel each other out for the duration. Grants a +4 bonus to stun and adds dazzling. Converts vile damage to normal damage. Grants immunity to magic with the light descriptor. Grants a +4 armor bonus.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

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

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

Anastasia

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

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

Anastasia

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

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

Anastasia

#11
Syala Avatars

Avatar 1 and 2 (Baseline, level 36):
Spoiler: ShowHide


Note: I don't tweak the spell list for these. Just adjust charges since she's spontaneous anyway as well as DCs. It's -2 Wis modifier so -2 DCs and some spell per day charges.

Syala, Avatar 1 (Baseline)

Astral Deva 36//Druid 36

Size/Type: Medium Outsider (Angel, Chaotic, Good)
Divine Rank: 0
Domains: Animal, Chaos, Family, Good, Plant, Wrath
Hit Dice: 36d8+396 (684 hp)
Initiative: +13
Speed: 190ft, fly 320ft (good)
Armor Class: 68 (+9 dex, +15 natural, +10 deflection, +13 wis, +7 druid, +4 armor)
Base Attack/CMB/CMD: +36/+51/99 (+4 CMB/CMD to grapple)
Attack: Blessing of the Twelve+57 (2d10+34 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)
Full Attack: Blessing of the Twelve+57/+52/+47/+42 (2d10+34 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 51), spells, rage 8/day, favored enemy(evil outsiders+20, undead+6, dragons+6, aberrations+6, lawful outsiders+6, chaotic outsiders+6, elementals+6, fey+6), divine blast 14/day(11d12)
Special Qualities: Damage reduction 25/lunar stone, epic and evil, immunity to acid, cold and petrification, spell resistance 51, protective aura, tongues, resistance to electricity and fire 20, battlesense, darkvision 120ft, low-light vision, change shape, divine traits, wild empathy, nature sense, woodland stride, trackless step, venom immunity, timeless body, swift tracker, aura of courage.
Saves: Fort +38, Ref +36, Will +40 (+4 racial vs poison, +4 vs spells and spell-like abilities of fey)
Abilities: Str 37, Dex 28, Con 32, Int 28, Wis 37, Cha 30 -2, -1, -1, -1, -2, -1
Skills: Acrobatics+47, Craft(Alchemy)+47, Craft(Dungeons)+47, Craft(Poisons)+47, Diplomacy+48, Escape Artist+47, Handle Animal+48, Heal+51, Intimidate+48, Knowledge(Arcana)+47, Knowledge(A&E)+47, Knowledge(Dungeoneering)+47, Knowledge(Local: Sylica)+47, Knowledge(Nature)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Perception+51, Profession(Artist)+51, Sense Motive+51, Spellcraft+47, Stealth+47, Survival+53
Feats: Words of Creation(B), Power Attack(1), Track(D1), Nimbus of Light(3), Improved Unarmed Strike(6), Eschew Materials(9), Ability Focus(Stun)(12), Righteous Wrath(15), Improved Grapple(18), Tactical Advantage(Evil Outsiders)(30)
Epic Feats: Power Stun(21), Great Ability(Strength)(24), Ignore Material Components(D24), Epic Ability Focus(Stun)(27), Epic Spell Capacity(D28), Improved Favored Enemy(D32), Epic Tactical Advantage(33), Pulverize(36), Improved Favored Enemy(D36)
Salient Divine Abilities: Battlesense, Divine Blast, Divine Radiance, Divine Shield, Extra Domain(Animal), Increased Damage Reduction, Mind of the Beast
Alignment: Chaotic Exalted

Racial powers: [spoiler]

Change Shape (Su)

Syala can assume the form of any Small or Medium humanoid or animal.

Stun (Su)

If Syala strikes an creature with a melee bludgeoning attack, that creature must succeed on a DC 49 Fortitude save or be stunned for 1d6 rounds and then dazzled for 7 minutes after. A creature can be affected by this ability only once per round. Multiple stuns do not stack. The save DC is Strength based.

Aura of Courage (Su)

As the paladin ability of the same name.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate objects, animate plants, bull's strength, barkskin, blade barrier, bless, chaos hammer, cloak of chaos, command plants, control plants, dispel evil, dispel law, entangle, greater shout, helping hand, heroes' feast, holy aura, holy smite, holy word, imbue with spell ability, mage's transformation, magic circle against evil, magic circle against law, plant growth, prismatic sphere, protection from evil, protection from law, protection from spells, rage, refuge, rhino's rush, repel wood, righteous might, shambler, shatter, shield other, shout, song of discord, storm of vengeance, summon monster 9 (CG only), telepathic bond, wall of thorns, word of chaos. Caster level 30th. The save DCs are 31 + spell level.

Alter Reality (Su)

Syala exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Syala can use wish when doing so can help her promote families, love and protecting them from evil. Note that in the situation where Syala and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Animal: Speak with plants as a 1/day SLA.
Chaos: +1 caster level for chaos spells.
Family: 3/day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10ft from you. You can affect yourself with this ability.
Good: +1 caster level for good spells.
Plant: Rebuke/command plants.
Wrath: 3/day, you can subtract a number of points from your Wisdom score equal to or less than your Cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per Cleric level and cannot be ended prematurely.

Divine Aura (Ex)

The save DC against Syala's divine aura is 23 and the radius is 20ft.

Immunities (Ex)

Syala is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Syala gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Syala does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Syala can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Syala can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a disembodied feminine voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Syala can create any wondrous item with power related to family, protection and love; the maximum is 4,500 gold.

Portfolio Sense: Syala is aware of any act of love, protection or righteous wrath that involves 1,000 or more people.

Damage Reduction (Su)

Only evil and epic weapons made of rock or stone from the moon can bypass Syala's damage reduction. This protection was a gift from Selune, warding Syala from all but what comes from the silver moon.


Druid powers:
Spoiler: ShowHide


Syala casts as a 30th level druid (caster level 31st for good spells). The save DCs 23 + spell level. Seven times per day she may twin a 0-9th level spell as a free action.

Syala casts spontaneously, though this is a typical example of spells she favors.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Eyes of the Avoralx3BoED, Shillelagh
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Wounds, Entangling StaffSC, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Reincarnate, Summon Monster 4x3
[8/day]5: Greater Stone ShapeSCx2, Hallowx2, Owl's Insightx4SC
[6/day]6: Fires of Purityx2SC, Fire Seedsx3, Ironwood
[6/day]7: Healx2, True Seeingx4
[6/day]8: Deadfallx3SC, Mass AwakenSC, Sunburstx2
[6/day]9: Greater WhirlwindSC, Tsunamix3SC
[5/day]10: Energy Immunityx2Home, Mass Freedom of MovementHome, Shield of SylicaHome, Syala's Awaken Defender of the HomeHome
[5/day]11: Power of the Huntressx3Home, Volcanic Genesisx2Home
[5/day]12: Mass RegenerateHome, Wrath of the Elder Treantx4Home
[2/day]13: Mass Energy Immunityx2Home

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

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

Syala suffers a -4 penalty to this ability.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Rage (Ex)

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

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

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk 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.

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Swift Tracker (Ex)

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


Gear:
Spoiler: ShowHide


[Weapon]Blessing of the Twelve: Greathammer+8, holy power and fiend bane. 7/day it can apply twin spell to any non-epic spell as a free action. Deals a base of 2d10 damage. Can deal piercing damage as well as bludgeoning damage. Critical multiplier rises by 1 to x4.
[Armor]Divine Light: The raw light around Syala. Can be shaped into clothes, a nimbus of light or simply be opaque or transparent light, or be dismissed altogether. Sheds bright light in a 70ft radius from Syala and dim light in an additional 140ft from her. Dispels non-epic magical darkness as greater dispel magic with a +30 modifier, epic effects counter and cancel each other out for the duration. Grants a +4 bonus to stun and adds dazzling. Converts vile damage to normal damage. Grants immunity to magic with the light descriptor. Grants a +4 armor bonus.


[/spoiler]

Avatar 3 (Treant, level 36):
Spoiler: ShowHide


Note: I don't tweak the spell list for these. Just adjust charges since she's spontaneous anyway as well as DCs. It's -2 Wis modifier so -2 DCs and some spell per day charges. Ignores material components eases spellcasting, and she hardly needs a divine focus when she's a deity.

Prep: This avatar always casts immunity to fire once per 24 hours, just in case it's needed.

Looks: This appears as a giant apple tree and in fact her apples are edible.


Syala, Avatar 1 (Treant)

Treant 36//Druid 36

Size/Type: Medium Outsider (Angel, Chaotic, Good)
Divine Rank: 0
Domains: Animal, Chaos, Family, Good, Plant, Wrath
Hit Dice: 36d8+396 (684 hp)
Initiative: +13
Speed: 190ft, fly 320ft (good)
Armor Class: 68 (+9 dex, +15 natural, +10 deflection, +13 wis, +7 druid, +4 armor)
Base Attack/CMB/CMD: +36/+51/99 (+4 CMB/CMD to grapple)
Attack: Blessing of the Twelve+57 (2d10+34 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)
Full Attack: Blessing of the Twelve+57/+52/+47/+42 (2d10+34 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, animate trees, double damage against objects, trample2d6+19, spells, rage 8/day, favored enemy(evil outsiders+20, undead+6, dragons+6, aberrations+6, lawful outsiders+6, chaotic outsiders+6, elementals+6, fey+6), divine blast 14/day(11d12)
Special Qualities: Damage reduction 25/lunar stone, epic, evil and slashing, immunity to acid, cold and petrification, spell resistance 51, battlesense, low-light vision, divine traits, wild empathy, nature sense, woodland stride, trackless step, venom immunity, timeless body, swift tracker, aura of courage, plant traits, vulnerability to fire.
Saves: Fort +38, Ref +36, Will +40 (+4 racial vs poison, +4 vs spells and spell-like abilities of fey)
Abilities: Str 37, Dex 28, Con 32, Int 28, Wis 37, Cha 30 -2, -1, -1, -1, -2, -1
Skills: Acrobatics+47, Craft(Alchemy)+47, Craft(Dungeons)+47, Craft(Poisons)+47, Diplomacy+48, Escape Artist+47, Handle Animal+48, Heal+51, Intimidate+48, Knowledge(Arcana)+47, Knowledge(A&E)+47, Knowledge(Dungeoneering)+47, Knowledge(Local: Sylica)+47, Knowledge(Nature)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Perception+51, Profession(Artist)+51, Sense Motive+51, Spellcraft+47, Stealth+47, Survival+53
Feats: Words of Creation(B), Power Attack(1), Track(D1), Nimbus of Light(3), Improved Unarmed Strike(6), Eschew Materials(9), Ability Focus(Stun)(12), Righteous Wrath(15), Improved Grapple(18), Tactical Advantage(Evil Outsiders)(30)
Epic Feats: Power Stun(21), Great Ability(Strength)(24), Ignore Material Components(D24), Epic Ability Focus(Stun)(27), Epic Spell Capacity(D28), Improved Favored Enemy(D32), Epic Tactical Advantage(33), Pulverize(36), Improved Favored Enemy(D36)
Salient Divine Abilities: Battlesense, Divine Blast, Divine Radiance, Divine Shield, Extra Domain(Animal), Increased Damage Reduction, Mind of the Beast
Alignment: Chaotic Exalted

Racial powers: [spoiler]

Animate Trees (Sp)

As the treant ability of the same name.

Double Damage against Objects (Ex)

As the treant ability of the same name.

Trample (Ex)

Reflex DC 41 halves.

Aura of Courage (Su)

As the paladin ability of the same name.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate objects, animate plants, bull's strength, barkskin, blade barrier, bless, chaos hammer, cloak of chaos, command plants, control plants, dispel evil, dispel law, entangle, greater shout, helping hand, heroes' feast, holy aura, holy smite, holy word, imbue with spell ability, mage's transformation, magic circle against evil, magic circle against law, plant growth, prismatic sphere, protection from evil, protection from law, protection from spells, rage, refuge, rhino's rush, repel wood, righteous might, shambler, shatter, shield other, shout, song of discord, storm of vengeance, summon monster 9 (CG only), telepathic bond, wall of thorns, word of chaos. Caster level 30th. The save DCs are 31 + spell level.

Alter Reality (Su)

Syala exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Syala can use wish when doing so can help her promote families, love and protecting them from evil. Note that in the situation where Syala and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Animal: Speak with plants as a 1/day SLA.
Chaos: +1 caster level for chaos spells.
Family: 3/day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10ft from you. You can affect yourself with this ability.
Good: +1 caster level for good spells.
Plant: Rebuke/command plants.
Wrath: 3/day, you can subtract a number of points from your Wisdom score equal to or less than your Cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per Cleric level and cannot be ended prematurely.

Divine Aura (Ex)

The save DC against Syala's divine aura is 23 and the radius is 20ft.

Immunities (Ex)

Syala is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Syala gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Syala does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Syala can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Syala can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a disembodied feminine voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Syala can create any wondrous item with power related to family, protection and love; the maximum is 4,500 gold.

Portfolio Sense: Syala is aware of any act of love, protection or righteous wrath that involves 1,000 or more people.

Damage Reduction (Su)

Only evil and epic weapons made of rock or stone from the moon can bypass Syala's damage reduction. This protection was a gift from Selune, warding Syala from all but what comes from the silver moon.


Druid powers:
Spoiler: ShowHide


Syala casts as a 30th level druid (caster level 31st for good spells). The save DCs 23 + spell level. Seven times per day she may twin a 0-9th level spell as a free action.

Syala casts spontaneously, though this is a typical example of spells she favors.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Eyes of the Avoralx3BoED, Shillelagh
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Wounds, Entangling StaffSC, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Reincarnate, Summon Monster 4x3
[8/day]5: Greater Stone ShapeSCx2, Hallowx2, Owl's Insightx4SC
[6/day]6: Fires of Purityx2SC, Fire Seedsx3, Ironwood
[6/day]7: Healx2, True Seeingx4
[6/day]8: Deadfallx3SC, Mass AwakenSC, Sunburstx2
[6/day]9: Greater WhirlwindSC, Tsunamix3SC
[5/day]10: Energy Immunityx2Home, Mass Freedom of MovementHome, Shield of SylicaHome, Syala's Awaken Defender of the HomeHome
[5/day]11: Power of the Huntressx3Home, Volcanic Genesisx2Home
[5/day]12: Mass RegenerateHome, Wrath of the Elder Treantx4Home
[2/day]13: Mass Energy Immunityx2Home

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

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

Syala suffers a -4 penalty to this ability.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Rage (Ex)

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

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

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk 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.

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Swift Tracker (Ex)

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


Gear:
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[Weapon]Blessing of the Twelve: Greathammer+8, holy power and fiend bane. 7/day it can apply twin spell to any non-epic spell as a free action. Deals a base of 2d10 damage. Can deal piercing damage as well as bludgeoning damage. Critical multiplier rises by 1 to x4.
[Armor]Divine Light: The raw light around Syala. Can be shaped into clothes, a nimbus of light or simply be opaque or transparent light, or be dismissed altogether. Sheds bright light in a 70ft radius from Syala and dim light in an additional 140ft from her. Dispels non-epic magical darkness as greater dispel magic with a +30 modifier, epic effects counter and cancel each other out for the duration. Grants a +4 bonus to stun and adds dazzling. Converts vile damage to normal damage. Grants immunity to magic with the light descriptor. Grants a +4 armor bonus.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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