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Moore and the Truthseekers

Started by Anastasia, April 14, 2018, 08:24:43 AM

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Anastasia

This is for Moore and his NPCs. Moore, would you get us started with a placeholder post for Moore? If you think you'll need multiple posts, make multiple placeholders.
<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?

Nephrite

#1
Duke Moore, Song of Hope
Class: Bard 30/Singer of the Celestial Choir 7//Pixie 4/Marshal 5/Favored Soul 7/Fatesinger 16/Sentinel 3/Divine Oracle 2
Divine Rank: 4
Alignment: Neutral Good
Race: Small Outsider (Good)
Gender: Male
Age: Timeless!
Height: 2'5"
Weight: 31lb
Eyes: Green
Hair: Blonde

Calley's Notes: Sylvie/777

Background

Spoiler: ShowHide





Hit Points: 889
Init: Supreme
Speed: 60ft (200ft fly, perfect)
Armor Class: 109 (10+1(Size)+19(Natural + DvR4)+1(Dodge Feat)+14(Dex)+(CHA to AC (17 (Fatesinger, untyped)), 6 Armor, +10 Bracers, +10 shield, +17 (Charisma as deflection)) +4 for DvR4, 69 touch, 87 flat-footed)
Base Attack: 33  (DvR 4 factored in)
CMB: 33+7-1=39
CMD: 10+33(bab)+7(str)+14(dex)+17(deflection ac)+17(fatesinger to ac)-1(size)=96
Full Attack: 1d8+13
Space/Reach: 5ft/5ft
Special Attacks: Pixie: 1/day-lesser confusion, dancing lights, detect chaos, detect good, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only). Caster level 37th | Bard - Inspire Courage, Competence, Greatness, Heroics, Healing Hymn, Spellbreaker Song, Planar Dissonance, Inspire Excellence | Fatesinger Song of Fortune (6 targets), Defensive Manipulation, Destined Strike, Fated Failure, Melody of Misfortune | Favored Soul - Channel Energy 12/day 3d6 | Sentinel -Aura of Good, Detect Evil/at will, Smite Evil (Su), Resist Fiendish Lure(Su), Celestial Fortitude (Su) | Divine Oracle - prescient sense (evasion), trap sense, Modify Memory 1/day | Marshal Minor (Determined Caster, Motivate Dexterity, Motivate Charisma), Major (Motivate Attack, Resilient Troops), Rally Attack 1/day | Singer of the Celestial Choir - Song of Life, Song of Holiness, Song of Rebirth
Special Qualities: Low-light vision, Dodge, +1 Natural Armor, +1 on attack rolls, Fey, +2 Racial Bonus to Perception, DR 10/cold iron, Spell Resistance 15+Class Level (51), +4 Stealth checks, -4 Penalty to Grapple Checks, Carrying capacity and weight 3/4 of medium creature, Greater Invisibility (Su), Always active detect magic, Improved Words of Creation, Song of Rebirth
Salient Divine Abilities: Divine Bard (0), Divine Blast (1), Hope Domain, Extra Domain: Inspiration, Song of Hope, Divine Shield, Supreme Initiative (2), Truth Domain, Divine Skill Focus (Diplomacy), Extra Domain: Community | 2/day +4 to any attack/skill/save, 2/day +13 to any attack/skill/save,
Languages: All
Saves: Fort +63, Ref +61, Will +67
Stats: STR 24 (+7) DEX 38 (+14) CON 32 (+11) INT 39 (+14) WIS 28 (+9) CHA 45 (+17)

Spoiler: ShowHide

Active Spells: True Seeing (CL10), Bibliotecha Arcana (CL35), Mind Blank (CL15)
HP: 889+210
AC: 109, 69 touch, 86 flatfooted 20% miss chance, SR 53, 50 resist all to elements, immune to fire and sonic
43/43 Bardic music uses 3/3 Refrain
Fort Fort +63, Ref +61, Will +67

Inspire Courage/Greatness/Destined Strike buffed attack, with dex bonus and BAB +84
Damage bonus: 38

Spells:

Bard
0th - 4/4 (DC 22)
1st - 8/8
2nd - 7/7
3rd - 7/7
4th - 7/7
5th - 7/7
6th - 6/6
7th - 6/6
8th - 6/6
9th - 6/6
10th - 6/6
11th - 5/5
12th - 2/2

Favored Soul:
0th - 5/5
1st - 9/9
2nd - 9/9
3rd - 9/9
4th - 9/9
5th - 8/8
6th - 8/8
7th - 9/9
8th - 9/9
9th - 9/9
10th - 8/8
11th - 6/6



Ability Cheatsheet

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Divine Blast Damage: 21d12
Standard to shield for 210
20% miss chance, true seeing
Allies within 60ft gain +2 to attack and +2 to CL for 3 rounds after hearing bardic music - STOP FORGETTING THIS!!!!
YOU'RE IMMUNE TO CRITS ALSO AND ALSO NEGATIVE ENERGY!!
Destined Strike - 2 bardic music uses, +6 to attack and damage rolls, Improved Critical Feat, +16 to threat confirmation
Melody of Misfortune - -5 to attacks, saves, skills for one enemy and DC 41 Will save required for all within 30 feet to avoid the same. 3 bardic music uses
Song of Fortune - +8 to skill checks (stacks with competence) for up to 5 targets
2/day teleport 10ft as swift action

+1 to attack rolls for all alies
+16 to either Dex/Initiative or to CL for overcoming SR

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

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

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

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

Inspire - These no longer require Words of Creation to be used. These affect all allies within 4 miles.
Courage Immunity to charm and fear effects and a +24 morale bonus on attack and weapon damage rolls (Swift)
Competence +16 morale bonus to Skill Checks
Greatness 16x Allies competence - +16d10 temp hp + con mod, +16 Attack rolls, +8 fort
Heroics - 12x Aliies +20 morale bonus to saves and +20 dodge to AC
Excellence - +18 competence bonus to any attribute.

Healing Hymn +perform skill on healing(+41)
Spellbreaker Song 20% chance to cause spellcasting failure on verbal spells

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



Spells

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Bard Spells (CL36) (+3 to Div school spells) (DC28 base for these)

0th - 6 - Detect Magic, Mending, Message, Prestidigitation, Ghostharp, Summon Instrument (Know Direction)
1st  - 5 - Mimicry, Scholar's Touch (Read 1 book or scroll/round for 30 rounds), Improvisation (+60 points to spend over 30 rounds, can use up to +15 to improve skills and saves), Inspirational Boost (+1 to morale boost on Inspire Courage, swift), Appraising Touch (Detect Secret Doors)
2nd - 5 - Harmonize (Starting bardic music requires move action, 30m), Harmonic Chorus, Detect Thoughts, Silence, Sonorous Hum (Next spell cast that requires concentration is maintained for 27 min) (Tongues)
3rd  -5 - Refreshment (Removes all nonlethal damage), Haste, Sculpt Sound, Glibness (+30 to bluff checks), Phantom Steed (Analyze Portal)
4th  - 5 - Greater Mirror Image, Inspire Great Spell, Dimension Door, Lay of the Land, Ray Deflection (Analyze Dweomer)
5th - 5 - Greater Dispel Magic (1d20+20), Greater Blink, Cacophonic Burst (15d6, Reflex half), Dimension Jumper (Teleport 30 ft for 30 rounds, must be able to see location and land on solid surface), Mass Surefooted Stride (Greater Scrying)
6th - 4 - Snowsong, Heroes' Feast, Greater Carrying Voice, Surge of Hope (Find the Path)
7th - 4 - Antimagic Ray, Mage's Magnificent Mansion, Greater Improvisation (112 points), Limited Wish (Vision)
8th - 4 - Greater Lingering Chorus, Antimagic Sound, Moore's Modified Spell Theft, Superior Invisibility (Foresight)
9th - 4 - Wish, Shades, Anathemic Knowledge, Unbinding (Biblotecha Arcana)
10th - 4 - Sensual Blessing, Greater Snowsong, Bredanalundalum's Wit, Moore's Marvelous Invisibility  (Many Moments of Prescience) (Cleaning Rain (Sanctified))
11 - 4 - Lliira's Joy, Celestia's Inspiration, Superb Dispelling, Purr of Sharress (Commune with Knowledge) (Shardread Weapon (Sanctified)
12 - 1 - Thunderous Voice (Mercane's Insight)

Favored Soul Spells

ECL = 25 (28 for divination school spells)

Known:
   
0th - 9 - Amanuensis, Create Water, Light, Purify Food and Drink, Virtue, Detect Poison, Cure Minor Wounds
1st - 6 - Cure Light Wounds, Divine Favor, Shield of Faith, Endure Elements, Ebon Eyes, Ray of Resurgence (True Strike)
2nd - 6 - Share Talents, Lore of the Gods (+10 insight to knowledge checks for 200m), Tyche's Touch (+4 then +3 ,etc until discharged sacred bonus on saves for 1d), Divine Insight (+15 to one skill check), Status, Find Traps (+10 to finding traps and can search for them) (Gentle Repose)
3rd - 6 - Divination (Oracle), Safety, Heart's Ease, Invisibility Purge (60 ft globe that removes invisibility), Mass Conviction (+4 morale bonus to saving throws, 20ft burst, 200m), Vision of the Omniscient Eye (+10 insight to spot, immunity to blind) (Haste)
4th - 6 - Sending, Recitation (+2 luck bonus to AC, attack rolls and saves for 20/r), Dimensional Anchor,  Sheltered Vitality, Air Walk, Planar Tolerance (Freedom of Movement)
5th - 6 - Commune (21 questions), True Seeing, Life's Grace (19m immunity to death effects and ability drain, treat armor as ghost touch), Atonement, Wall of Stone, Greater Stone Shape (Permanency)
6th - 6 - Lucent Lance, Heal, Consecrate Battlefield, Superior Resistance, Bolt of Glory, Forbiddance (Contingency)
7th - 6 - Greater Plane Shift, Control Weather, Fortunate Fate, Regenerate, Planar Bubble, Shield of the Archons (Moment of Prescience)
8th - 6 - Wall of Greater Dispel Magic, Righteous Halo, Summon Monster 8, Earthquake, Mass Death Ward, Holy Aura (Foresight)
9th - 6 - Magic Disjunction, Mass Heal, End to Strife, Sublime Revelry, Gate, Humble Words (Time Stop)
10th - 6 - Energy Immunity, Greater True Seeing, Discern Curse, Greater Heal, Anathemic Knowledge, Celestial Valor
11th - 4 - Gae Assail, Mass Regenerate, Moonlight Revelation, Mass Wall of Greater Dispel Magic, Mass Regenerate




Feats:

Spoiler: ShowHide


Improved Initiative (1)

+4 on Initiative checks.

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

Weapon Finesse(Pixie)

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

Soothe the Beast(replaces Suggestion)

You gain an ability similar to the wild empathy ability of a druid or ranger. Your music can improve the attitude of an animal. You make a Perform check instead of a Diplomacy check and use the result to determine the animal's new attitude. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, you must be within 30 feet of the animal. The check takes 1 minute, but it might take longer to actually influence the animal. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

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

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

+1 Con mod for the purposes of HP.

Jack of All Trades (6th)

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

Spell Focus (Divination) (9th, required for Fatesinger) (Replaced for Arcane Disciple)

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


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

Effects work after Song of the Heart

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

Other effects, see text

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

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

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

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

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

Lingering Song

Bardic musics last for 1 minute (10 rounds) instead of 5 after you stop.
(Replaced with Inspire Spellpower at Divinity)

Inspire Spellpower

You gain an additional bardic music ability called inspire spellpower. Inspire Spellpower (Su): As a standard action, you can use music or poetics to inspire the spellcasting of allied spellcasters, making their spells more powerful. To be affected, an ally must be able to hear you perform. The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter. The affected allies' effective caster level is increased by 1. You cannot inspire spellpower in yourself. Inspire spellpower is a mind-affecting ability.



Epic Feats

Spoiler: ShowHide


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


Epic Inspire Spellpower (27)

When you use Inspire Spellpower, the effected allies' caster level increases by 2 and the DCs of their spells also rise by 2.

Epic Inspiration (30)

Epic Inspiration (Fatesinger 13)

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

Music of the Gods (Divine Bard)

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

Epic Inspire Courage (B26)

Your inspire courage can now be used as a swift action, and now causes those who are affected by it to be immune to charm and fear effects.

Permanent Emanation: Hindsight (CL27)

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

Epic Skill Focus: Diplomacy (B29)

Yggdrasil's Blessing

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

Anarch Ability

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

Bard Mastery

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

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

Triune's Favor (Su)

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

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

Lifasa's Gratitude (Su)

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

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

Lasting Impression (Divine Bard)

Bardic musics last 10 times as long as normal after allies stop hearing them. (i.e. 50 rounds)

Epic Reputation (Fatesinger 16 Epic Feat)

+4 to Bluff, Diplomacy, Gather Information, Intimidate and Perform

Epic Words of Creation [Epic, Exalted]
Prerequisite: Words of Creation, Int 25, Cha 25

You gain the following new uses of the Words of Creation. These are all a standard action to use.

Creation: You can use the Words of Creation to create new objects from your very essence. This is identical to a True Creation spell, except that you take hit point damage depending on what it is you create. This can create virtually anything, even living objects, but is incredibly draining. As this draws on yourself and not the Weave, this ability functions even in an antimagic field or similar effects.

Known costs:
300 HP for a blade of grass (living). Rooted blade of grass that grew out of dirt (300 damage) (30 damage on Lifasa)
Oak tree on Lifasa, 50 damage.
golf-ball sized rock. 100 damage.
Half-cup of Natural brown dirt, nothing special to your eyes except that you created it. 50 damage
Half-cup of water, nothing special. 30 damage
Half-cup of apple juice. 40 damage
Small clay pot - 110 damage

Chastise Oblivion: You can use the Words of Creation to repel and drive back Sharrans and the essence of entropy, which opposes creation. You can use this to chastise such a creature, stunning them for 1d4 rounds. The creature must be within 30ft of you. This ignores immunity to stunning (except divine immunities) and allows a Fortitude save (10 + 1/2 your hit dice + your Charisma modifier) to negate. Stunning a creature in this way deals 77d4 points of nonlethal damage to you. Failing to stun a creature only deals 7d4 points of nonlethal damage to you.

Healing: You heal your wounds of the wounds of another. This heals hit points equal to your Intelligence score and Charisma score added together. A creature can only benefit from this use of Words of Creation once per day. Using the Words of Creation like this deals 24d4 points of nonlethal damage to you. You do not suffer this damage if you use it to heal yourself.


Epic Toughness (Level 33)

Con bonus is conisdered +2 higher for the purposes of determining HP.

Inspire Excellence (singer 4)

Gain the Inspire Excellence ability:

Benefit
You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear you sing for 1 full round. The effect lasts as long as you sing and for 5 rounds after you stop singing (or 5 rounds after the ally can no longer hear you). While singing, you can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), by spell trigger (such as wands), or by command word. Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. Inspire excellence is a supernatural, mind-affecting ability. Using the feat counts as one of your uses of song or poetics for the day.

+1 Charisma from Xandra's bond (brings Charisma to 38)

Epic Inspiration (B36)

Epic Inspiration (Singer 8)



Divinity

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The saving throw DC for these spells is (36+level)

Good Domain

[spoiler]
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells

Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
Summon Monster IX: Calls extraplanar creature to fight for you (Good only).


Inspiration Domain

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Inspiration Domain

Granted Power: Once per day as a standard action, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2. You choose which type of roll is boosted and the next type of that roll gains the bonus. If this bonus is not used within one minute, it is lost.

1. Divine Favor
2. Blessed Aim
3. Mass Aid
4. Glibness
5. Atonement
6. Surge of Hope
7. Greater Heroism
8. Lion's Roar
9. Freedom


Hope Domain

Spoiler: ShowHide

Grants a +4 to any one attack roll, skill check or saving throw once per day as the domain power. This must be declared before you make the roll.

Bless: Allies gain +1 on attack rolls and saves against fear.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Atonement: Removes burden of misdeeds from subject.
Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Planar Ally, Greater: As lesser planar ally, but up to 24 HD.
Miracle: Requests a deity's intercession.


Truth Domain

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Granted Power: You gain a bonus on Sense Motive checks equal to your Cleric level. You cast divination spells at +1 caster level.

Truth Domain Spells
Detect Thoughts: Allows "listening" to surface thoughts.
Zone of Truth: Subjects within range cannot lie.
See Invisibility: Reveals invisible creatures or objects.
Discern Lies: Reveals deliberate falsehoods.
True SeeingM: Lets you see all things as they really are.
Force Shapechange: Forces shapechangers into natural form.
Illusion Purge: Dispels illusions within 5'/level.
Discern Location: Reveals exact location of creature or object.
True Seeing, Mass: As true seeing, but affects multiple creatures.


Community Domain
Spoiler: ShowHide
  Granted Power (Sp): Use calm emotions as a spell-like ability once per day. Gain a +2 bonus on Diplomacy checks.

Community Domain Spells

Bless: Allies gain +1 on attack rolls and saves against fear.
Status: Monitors condition, position of allies.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Tongues: Speak any language.
Rary's Telepathic Bond: Link lets allies communicate.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
RefugeM: Alters item to transport its possessor to you.
Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
Heal, Mass: As heal, but with several subjects.


Immunities: A deity 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, ability damage and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

DvR1 Immunities: Fire, Sonic, disease, poison, stunning, sleep, paralysis, death effects and disintegration.

Communication: Moore can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself.

Salient Divine Abilities

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DIVINE BARD
The deity is the epitome of the bard and has abilities that far surpass those of mortal bards.
Prerequisite: Bard level 20th.
Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats.
In addition, the range on all of the deity's ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank.
Finally, the effects of all the deity's bardic music abilities are doubled. This does not stack with other abilities that double bardic music, such as the Words of Creation feat.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

DIVINE BLAST
The deity can channel part of her personal energy into a ray.
Prerequisite: Cha 29.
Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. She can make the ray look, sound, smell, and feel like anything she desires. Despite the appearance of the ray, the damage it deals is divine damage and is therefore not subject to being reduced by protection from elements and similar magic.
Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.
A divine shield can stop the ray.
Suggested Portfolio Elements: Any.

EXTRA DOMAIN: Inspiration

DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Cha 29.
Benefit: As a standard action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops damage equal to (divine rank + charisma modifier) * 10. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + her Constitution bonus.
The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Any.


SONG OF HOPE
Prerequisites: Hope Domain, cha 31
Benefit: Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. they gain fast healing 11, and gain damage reduction 11/-. These effects last for as long as the creatures are affected by Moore's bardic music.


Moore
Duke of Songs, Song of Hope
Demigod
Symbol: A hand out, holding a shining ball of light
Home Plane: Hope's Landing
Alignment: Neutral Good
Portfolio: Hope, inspiration, friendship, bonds
Worshipers: Clerics, bards, entertainers, poets, factotums (is that a thing?)
Cleric Alignments: LG, NG, CG
Domains: Good, Inspiration, Hope
Favored Weapon: Refrain (Rapier)

Moore can create any wondrous item with power related to good, hope, community, truth or inspiration; the maximum is 4,500 gold.
[/spoiler]


Skills (All at +44 except as noted)
(Bardic Knack allows for +20 (+1 is from Bardic Sage) in any skill)

Spoiler: ShowHide


STR (+7)

DEX (+14)
Acrobatics
Disable Device (-3, not a class skill)

CON (+11)

WIS (+9)
Heal
Perception (+15 glasses)
Profession (Motivational Speaker)
Sense Motive (+25 bonus)
Survival

INT (+14)
Knowledge: Arcana
Knowledge: Nature
Knowledge: Religion (+3 skill focus)
Knowledge: Planes
Spellcraft (+15 glasses)

CHA (+17)
Bluff
Diplomacy (+44 from various bonuses) (vest, skill focus, divine skill focus, community domain, marshal)
Intimidate
Use Magic Device
Perform (Oratory) (+15 vest)
Perform (String Instruments) (+15 vest)



Bard Traits and Abilities

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

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

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


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


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


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

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

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

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

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

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

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


[/spoiler]

Marshal Skills and Abilities

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

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

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

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

Minor - Motivate Dexterity, Charisma, Determined Caster (+17)
Major - Motivate Attack (+1)

Alternate Class Feature: Rally Attack

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

Class: Marshal

Level: 4th

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

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

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



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

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

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


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

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

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


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

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

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

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


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

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

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

This ability consumes three uses of bardic music.



Favored Soul Skills and Abilities

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

3+11/day
1d6 healing

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



Sentinel Skills and Abilities

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

Detect evil - At will, per the spell

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

Divine Grace - Add Cha to saves (+12)

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

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

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



Divine Oracle Skills and Abilities


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

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

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

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

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

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



Singer of the Celestial Choir Skills and Abilities

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Bardic Music (Ex)

Singer of the celestial choir stack with bard levels to determine the number of times per day he may use bardic music.

Celestial Music (Su)

As he advances his studies of divine music, the singer of the celestial choir learns several powerful songs. These songs weave the Words of Creation into them, creating primal and powerful effects. However, as a result of using the Words of Creation, these songs cause non-lethal damage to the singer. Despite this, most singers bear this with vast fortitude, understanding the value of self-sacrifice. Celestial music cannot be enhanced with the Words of Creation, as they already use them to produce these effects.

Song of Life

A singer of the celestial choir with 24 or more ranks in perform (song) can sing the songs that purify and restore new souls that pass into the Heavens. Doing so causes spontaneous healing in the wounded by the powerful symbolism of this song. All allies (including himself) that can hear the singer sing gain fast healing equal to his singer of the celestial choir level + 10. This fast healing does not stack with other sources of fast healing. This effect lasts for as long as you sing and for five rounds thereafter. When you start the Song of Life, you take 24d4 points of non-lethal damage. Using the Song of Life counts as one of your uses of bardic music for the day.


Sanctified Magic (Ex)

At 2nd level and every four levels thereafter, the singer of the celestial choir may add a sanctified spell to her selection of bard spells known. This is in addition to the spells known that a bard gains as normal.

Song of Purification

A singer of the celestial choir of 3rd level or higher and with 26 or more ranks in perform (song) can sing of the celestial promise to take away pain, misery and despair. All allies (including himself) that can hear the Singer sing are cured of the following conditions: confused, dazed, dazzled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened and stunned. In addition, effects that specifically cause pain, such as symbol of pain, are negated. Further, effects that cause despair, such as crushing despair, are countered. Song of Purification is considered a limited wish with a caster level equal to the singer's hit dice for the sake of what effects it may relieve. This does not allow Song of Purification to relieve conditions that fall outside of the scope of those already listed. This song lasts for 1 round. When you start the Song of Purification, you take 26d4 points of non-lethal damage. Using the Song of Purification counts as one of your uses of bardic music for the day.

Song of Holiness

A singer of the celestial choir of 5th level or higher and with 28 or more ranks in perform (song) can sing verses of true holy words, of such profound sacred power that protections bless his allies. A number of allies equal to the Singer's class level that can hear the singer sing gains spell resistance equal to the singer's hit dice + 11, damage reduction 15/epic and evil and a +7 sacred bonus to armor class. This effect lasts as long as you sing, for up to 1 minute. When you start the song of holiness, you take 28d4 points of non-lethal damage. Using the Song of Holiness counts as one of your uses of bardic music for the day.

Song of Rebirth

A singer of the celestial choir of 7th level or higher and with 30 or more ranks in perform (song) can sing the seven holy verses that blesses each life. By singing this song when a resurrection spell or similar ability is used, you grant a 15% bonus to the resurrection chance roll. This does not bypass the normal maximum percentages allowed, nor does it allow a second chance if a resurrection chance roll has already failed. This effect is used in tandem with another person or yourself using the relevant ability, it is sung during the entire time it takes to use the ability. Multiple singers using this ability does not stack. When you start the Song of Rebirth, you take 30d4 points of non-lethal damage. Using the Song of Rebirth counts as one of your uses of bardic music for the day.

Improved Words of Creation (Ex)

At 5th level, the blessings and trials the singer has been through toughen his spirit. As a result he reduces the damage he takes from using the Words of Creation to boost spells and bardic music (including celestial music) by 25%.




Items

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Teleportation Blocker

With a command word (Iosidas), this blocker blocks teleportation in a one mile radius. It can't be moved while it is active or it automatically de-activates. The same command word de-activates it as well.


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

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

Refrain

Refrain is a small rapier+4, keen. Whenever you use bardic music while holding or wielding Refrain, echos strengthen your music. Your bard level is considered 3 higher to determine the variable effects of your bardic music. Additionally, you may use bardic music an additional three times per day.

Bane Harp

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

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

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

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

Weapon: (Fake) Syllen's Rapier | rapier+10, buffs other Syllen pieces

Head Slot: Helm of Teleportation, 3/day teleport

Face Slot: Moore's Stupendous Spectacles

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

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

Neck Slot: Moore's Necklace of Natural Forces -  +5 to Natural Armor, immune to harmful vapors and gasses and can always breathe in any environment
Torso Slot: Moore's Shining Example Mithral Breastplate (Nimbleness, Heavy Fortification, Soulfire +1 bonus, +11 total enchantment bonus) (worn), - Max dex of +11, No ACP, no arcane spell failure, negates crits and sneak attacks, immune to all death spells, magical death effects, and energy drain, and any negative energy effects 6 AC against touch attacks, +11 dex
Body Slot: Improved Vest of Legends - +15 to Perform and Diplomacy, +5 bard levels for the purposes of Inspire abilities and Haunting Melody
Waist Slot: Improved Cord of Concert Cooperation - This item is a dark blue cloth belt with a buckle of in the shape of a dragon holding a book. It confers both the effects of an Enhanced Badge of Valor and a Helm of Tactics (effects are doubled), while also bestowing the effects of a Belt of Magnificence +8.
Cloak Slot: Quilium Threaded Cloak - 20% miss chance
Wrist Slot: Syllen's Bracers | bracers of armor+10 and grants damage reduction 20/cold iron and slashing.
Gloves Slot: Empty
Ring 1: Syllen's Ring | ring of protection+10 and grants Syllen's Switch as an at will spell-like ability.
Ring 2: Ring of the Energetic Voice - +5 bardic music uses, +20 competence to perform (song), words and song can penetrate silence of 6th level or lower, +2 to CL of sonic spells.
Feet Slot: Boots of Temporal Acceleration and Teleporation 1/day 2 rounds of temporal acceleration, afterwards you're shaken for 1 round, 2/day teleport 10ft, swift action.
No Slot: Syllen's Shield | heavy steel shield+10 and grants resistance 50 to all five elements.
No Slot: Tear of Lifasa

This small piece of amber grants a +2 sacred bonus to saves against the spells and spell like abilities of fiends as well as a +5 bonus to maximum hit points.

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

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


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

The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

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

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

1 Knowledge Prism +20 - Bonus to all knowledge checks

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

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

Knight's Gauntlets

These gauntlets grant a +2 enhancement bonus to Strength. When worn by a creature with levels in in the knight class, they are counted as five levels higher to determine the bonus from shield block as well as the morale bonus to attack rolls and Will saves from fighting challenge. A character without levels in knight gains no benefit from this, though they can still benefit from the Strength bonus.

Bracers of Armor +8
+5 Animated Light Mithral Steel Shield

Moore's Ring of Powerful Protections - 30 resist to all types, 1/day Endure Elements and +5 Deflection AC

Gold Total: 10296.72




Level ups:

Spoiler: ShowHide


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

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

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

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

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

254 + 11 = 265

265 + 12 = 277

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

277 + 1+1+7 = 286

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


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

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

Level 28 HP: 6
Level 29: 3
Level 30: 6

Level 32: 5
Level 32 stat point into charisma, for 29 base.

HP was 442, will be lower than this at 33 due to losing 1 point of Constitution.

Level 32 HP is 410 currently due to the above.

Level 33: [17:44] <Nephrite> roll 1d8 33 hp
[17:44] <Penuche2> Nephrite invokes Penuche's magic: < 6 > [d8=6]

6+7+3

15 + 6 (feats, +1 HP per level x2) + 24 (+8 con, x3) = 45

Level 34:
4 on a d8 for... well, this is one of those fun times where I'm looking back at my notes on Moore's HP and I can't figure out for the life of me how I got the the current number I'm at. I think I flubbed a number somewhere. His HP should be 491 with the Tear. I have no idea where I got an extra 7 HP for him from at all... His HP should be 491, so that's the number we're working with.

Anyway... 4 on a d8, +7 Con, +4 more (2x Toughness, 1x Epic Toughness) = 15, for a total of 516. Good lord, that shouldn't have been that complicated...

HP note - Wildaros added Moore's Con score to his hp, so it went up by 29.

Saves and BAB are taken from the Pixie side, Levels 1-20 in this order:

Pixie 4
Marshal 4
Favored Soul 1
Sentinel 3
Divine Oracle 2
Fatesinger 6

Moore gains +1 Intelligence and +1 Dexterity from eating some good dragon food.



Homebrew Spells

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

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

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

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

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

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

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

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

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

Material Component

A miniature book.



Anathemic Knowledge
Spoiler: ShowHide

*the idea that Moore's blood can mitigate and reduce spiritual wounds caused on Lifasa

Anathemic Knowledge, the Bard 9 Cleric spell was used to create this.

People who know already: Moore, Tepen, Xandra, Cresiel.

Anastasia

#2
Cresiel

Solar 38//Knight 10/Hellreaver 27/Cleric 1

Size/Type: Large Outsider (Angel, Good, Lawful)
Divine Rank: 2
Domains: Destruction, Endurance, Good, Law, Protection, Renewal, War
Hit Dice: 10d12+27d10+1d8+646+38+44 (1126 hp)
Initiative: +23
Speed: 60ft, fly 200ft (perfect)
Armor Class: 109 (-1 size, +17 dex, +21 natural, +13 shield, +31 armor, +16 deflection, +2 divine)(+4 deflection vs evil)
Base Attack/CMB/CMD: +38/+54/97
Attack: Frozen Oath+62 (1d8+22 plus 3d6 cold (6d6 on crit) plus 4d8+20 self healing 19-20 x2)
Full Attack: Frozen Oath+62/+57/+52/+47 (1d8+22 plus 3d6 cold (6d6 on crit) plus 4d8+20 self healing 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, knight's challenge(fighting challenge+2, test of mettle, call to battle), holy fury(43 points), furious strike+18/+9d6, channel energy 19/day (1d6; DC 27), smite 2/day.
Special Qualities: Damage reduction 30/bludgeoning, epic, evil and silver, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 23, resistance to electricity, fire and sonic 20, spell resistance 53, tongues, evasion, knight's code, shield block+1, bulwark of defense, armor mastery(heavy), vigilant defender, shield ally, divine succor(90 points), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, divine judgment, divine traits.
Saves: Fort +53, Ref +65, Will +56 (+4 vs poison, +4 resistance vs evil)
Abilities: Str 40, Dex 44, Con 45, Int 41, Wis 48, Cha 42
Skills: Acrobatics+58, Climb+58, Craft(Musical Instruments)+58, Craft(Weaponsmithing)+58, Diplomacy+59, Intimidate+59, Handle Animal+59, Heal+58, Knowledge(All)+58, Knowledge(Religion)+58, Perform(Oratory)+59, Perform(Song)+59, Perception+62, Profession(Historian)+58, Profession(Knight)+58, Ride+58, Sense Motive+62, Spellcraft+58, Swim+58
Feats: Iron Will(B), Words of Creation(B), Power Attack(1), Mounted Combat(K2), Shield Specialization(Heavy Steel Shield)(3), Shield Ward(K5), Improved Initiative(6), Shieldmate(9), Improved Shieldmate(K10), Widen Spell(12), Toughness(15), Heavy Armor Optimization(18), Weapon Focus(Longsword)(C1), Divine Shield(36)
Epic Feats: Epic Shieldmate(21), Shield Barrier(24), Spread Holy Fury(H15), Epic Spell Capacity(27), Shield Evasion(30), Blinding Speed(H20), Epic Divine Shield(33), Multiaction(H25)
Salient Divine Abilities: Battle Metamagic, Divine Armor Mastery, Extra Domain(Destruction), Extra Domain(War), Increased Damage Reduction, Sunder and Disjoin
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

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

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster 7, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion. 1/day-greater restoration, power word blind, prismatic spray, miracle. Caster level 30th. The save DCs are 20 + spell level. Any of Cresiel's always active abilities may be dispelled, but he can reactive them as a free action on his turn.

Spells

Cresiel casts as a 27th level cleric with access to the Courage, Good, Healing and War domains. The save DCs are 22 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Cure Light Wounds), Entropic Shieldx2, Light of Luniax2SC, Shield of Faithx2, Signx2SC
[8+1/day]2: (Spiritual Weapon), Bear's Endurance, Close Woundsx2SC, Delay Poisonx2, Divine ProtectionSC, Shield Other, Silence
[8+1/day]3: (Cloak of Bravery), Attune FormSC, Mass ConvictionSC, Mass Resist EnergySC, Protection from Energy, Shield of Wardingx4SC
[8+1/day]4: (Cure Critical Wounds), Death Wardx2, Dimensional Anchor, Freedom of Movementx2, Recitationx3SC
[7+1/day]5: (Valiant FurySC), Divine Agilityx7SC
[6+1/day]6: (Blade Barrier), Bolt of Gloryx3SC, Healx3
[6+1/day]7: (Greater Heroism), Greater Plane ShiftSC, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Lion's RoarSC), Dimensional Lockx3, Mass Death Wardx3SC
[5+1/day]9: (Greater Cloak of BraverySC), Gate, Mass Healx3, Miracle
[5+1/day]10: (Mass Valiant FuryHome), Energetic HealingHome, Energy ImmunityHome, Greater True SeeingHome, Summon Monster Xx2Home
[5+1/day]11: (), Hanna's ChargeHome, Heresy's RewardHome, Shardread WeaponHome, Superb Dispellingx2Home
[5+1/day]12: (), Burst of Gloryx3Home, Gift of ProphecyHome, Legion's GatesHome
[1+1/day]13: (), Web of GenerosityHome

Change Shape (Su)

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


Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Cresiel exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Cresiel can use limited wish when doing so could help him promote endurance, protection and good. Note that in the situation where Cresiel 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.

Domains

Destruction: 2/day smite for +4 to attack and +18 damage.
Endurance: 2/day +18 enhancement to Con as free action, lasts 1 minute (net +6).
Good: +1 CL good spells.
Law: +1 CL lawful spells.
Protection: 2/day +18 resistance bonus to next save as a standard action, lasts for 1 hour.
Renewal: 2/day if you fall below 0 hp heal 1d8+15 hip.
War: Free weapon focus for longswords.

Divine Aura (Ex)

The save DC against Cresiel's divine aura is 26 and the radius is 10ft.

Immunities: Cresiel is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers he might have function normally on himself. He 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). He 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: Cresiel gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

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

Communication: Cresiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Cresiel can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice heard as a stern father's voice. In this case, anyone within earshot of the sound can hear it.

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

Portfolio Sense: Cresiel is aware of any act of renewal, protection or good that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


[Weapon]Frozen Oath: Longsword+7, icy blast. Each time Cresiel damages an enemy with it, he heals 4d8+20. This doubles on a crit.
[Armor]Supreme Champion's Armor: Dwarvencraft Earthbone Steel Full Plate+10. The armor bonus of this armor is 4 higher from epic skill usages of craft(armorsmithing).
[Shield]Abbey Veil. Aurorum Heavy Steel Shield+8. Has no armor check penalty and a base armor bonus of +3. Increases Cresiel's damage reduction by 5 and allows it to apply to others under benefit of his epic shieldmate ability.

[Ring 1]Ring of Protection+5.

[Reserve Weapon]Aryina: Warhammer+5, holy. Can deal bludgeoning or piercing damage.
[Reserve Weapon]Large masterwork greatsword, +2 bonus to attack rolls.
[Reserve Weapon]Shredblade: Deep crystal dagger+5, holy, keen, frost and terran. Deals triple damage on critical hits (as the epic weaponsmithing property).
[Reserve Armor]Large chain shirt+5, no max dex and no armor check penalty.

[Misc]A gold statuette of a sword archon in flight: 1,000 gold.


Custom Material: [spoiler]

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class. If you have the shield barrier and shield evasion feats, they apply to friendly adjacent creatures as well.
<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

#3
Xandra

Trumpet Archon 38//War Mage 10/Paladin 2/Mage of the Illuminated Temple 26

Size/Type: Large Outsider (Good, Lawful)
Divine Rank: 2
Domains: Celestial, Fate, Good, Humility, Law, Mysticism, Oracle
Hit Dice: 38d8+494+38+35 (871 hp)
Initiative: +11
Speed: 60ft, fly 200ft (perfect)
Armor Class: 76 (-1 size, +9 dex, +21 natural, +10 armor, +7 ring, +14 deflection, +2 divine, +4 insight)
Base Attack/CMB/CMD: +38/+50/92
Attack: Trumpet of the Outer Song+65 (3d6+23 plus 4d6 holy plus 7 ring 17-20 x2)
Full Attack: Trumpet of the Outer Song+65/+60/+55/+50 (3d6+23 plus 4d6 holy plus 7 ring 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, trumpet, smite evil 10/day, domain smite evil 2/day, glorious smiting
Special Qualities: Damage reduction 25/epic, evil and silver, immunity to electricity, fire and petrification, spell resistance 55, darkvision 120ft, aura of menace, teleport, tongues, ecstasy, music of the outer spheres, armored mage (medium), warmage edge, advanced learning, aura of good, detect evil, divine grace, lay on hands (28 hp), glorious spellcasting (12 spells), paladin's spellcasting (1-7), uncanny dodge.
Saves: Fort +66, Ref +66, Will +63
Abilities: Str 32, Dex 29, Con 36, Int 32, Wis 28, Cha 39
Skills: Acrobatics+52, Craft(Musical Instruments)+54, Diplomacy+57, Heal+52, Knowledge(All)+54, Knowledge(Religion)+61, Perception+71, Perform(Percussion Instruments)+57, Perform(Song)+57, Perform(String Instruments)+57, Perform(Wind Instruments)+57, Spellcraft+54, Stealth+52, Survival+52, Use Magic Device+57
Feats: Spell Focus(Evocation)(B), Words of Creation(B), Servant of the Heavens(1), Spell Focus(Good)(3), Consecrate Spell(6), Sudden Empower(WM7), Greater Spell Focus(Evocation)(9), Sudden Enlarge(WM10), Rapid Metamagic(12), Nimbus of Light(M1), Extra Smiting(15), Extra Smiting(18), Holy Radiance(M9), Toughness(36)
Epic Feats: Epic Paladin's Spellcastingx2(B), Epic Spell Focus(Evocation)(21), Great Ability(Charisma)(24), Epic Spell Capacity(M14), Great Ability(Charisma)(27), Epic Spell Focus(Good)(30), Holy Strike(M18), Great Ability(Charisma)(33), Epic Paladin's Spellcasting(M22), Epic Paladin's Spellcasting(M26)
Salient Divine Abilities: Automatic Metamagic(Consecrate Spell), Divine Shield, Divine Spell Focus(Evocation), Extra Domain(Fate), Extra Domain(Mysticism), Seersight
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-true seeing. At will-detect evil, continual flame, message. Caster level 31st. The save DCs are 20 + spell level.

Ecstasy (Su)

Xandra is able to hear subtle voices and understand things forgotten to other creatures. This is identical to a Prophet of Erathaol's Ecstasy ability, except she is in no danger of being possessed when she uses it. While she has no control over it when she uses it, whatever is given is always beneficial. The exact entities that Xandra channels with this ability are unclear.

Music of the Outer Spheres (Su)

Xandra is able to sing beautiful music as well as hear strange and eldritch things. She can perform bardic music as a bard of her hit dice. Additionally, she is able to make aberrations whole. What this entails is not known.



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Xandra 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. Xandra can use limited wish when doing so can help her promote fate, humility or or mystique. Note that in the situation where Xandra 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

Celestial: 2/day smite evil with a +4 bonus to attack and +18 damage.
Fate: Gain uncanny dodge.
Good: +1 CL good spells.
Humility: +1 CL divinations.
Law: +1 CL good spells.
Mysticism: 2/day gain a +14 luck bonus to saves for 18 rounds, free action.
Oracle: +2 CL divinations.

Divine Aura (Ex)

The save DC against Xandra's divine aura is 25 and the radius is 10ft.

Immunities (Ex)

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

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

Communication: Xandra 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, Xandra 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 woman's gentle questioning. In this case, anyone within earshot of the sound can hear it.

Create Items: Xandra can create any wondrous item with power related to good, fate or humility; the maximum is 4,500 gold.

Portfolio Sense: Amaryl is aware of any act of destiny, oracles or mysticism that involves 1,000 or more people.



Warmage powers:
Spoiler: ShowHide


Xandra casts as a 29th level warmage. The save DCs are 20 + spell level (24 + spell level for spells with the good descriptor). Her metamagic options are Consecrate Spell (+0). Once per day each, Xandra may empower or enlarge a single spell. Xandra has access to 1st through 4th level paladin spellcasting. Xandra knows Sonic Blast and Wind Wall as bonus spells known. Xandra deals an extra 18 points of damage per spell.

Glorious Spells: Delayed Blast Fireball, Horrid Wilting, Sunburst, Polar Ray, Cleansing Rain, Greater Cone of Cold, Sunlance, Dire Winter, Rain of Desolation, Greater Polar Ray. Glorious spells deal half divine damage and dazzle (separate fort DC negates), plus the spell gains the good and light descriptors. Can spend a smite on a glorious spell to add +10 to the save DC and any caster level check to overcome spell resistance.

Concentration+39

[6/day]0:
[9/day]1:
[9/day]2:
[8/day]3:
[8/day]4:
[8/day]5:
[8/day]6:
[7/day]7:
[7/day]8:
[7/day]9:
[7/day]10:
[6/day]11:
[5/day]12:



Mage of the Illuminated Temple powers:
Spoiler: ShowHide


Glorious Spellcasting (Su)

The mage of the illuminated temple can infuse a tiny bit of the light of Chronias into chosen spells, making them far more potent. At 2nd level and every two levels thereafter, the mage of the illuminated heaven selects any one spell they know. This spell is forever changed when he casts it. The spell's effect is suffused with dazzling light, and spells that produce no visible effect instead cause a glow of light around the area or creature affected. Light generated by this spell sheds illumination equal to a torch and lasts for the duration of the spell plus one round thereafter.

A spell changed in this way gains the good and light descriptors. Evil creatures affected by the spell are dazzled by the light for seven rounds, a separate Fortitude save negates the dazzling. If the spell deals damage, half of the damage becomes divine damage, as if the spell was consecrated.

When the mage of the illuminated temple casts a spell affected by this ability, he can choose to expend a daily use of his smite evil ability. If he does so, he adds the normal bonus to hit from the smite attempt as a bonus to the DC of the spell and any caster level check to overcome spell resistance. In addition, evil creatures are instead blinded for seven rounds by the spell's light, rather than dazzled.

Smite Evil (Su)

At 3rd level and again at 8th level, the mage of the illuminated temple gains another daily use of his smite evil ability. This stacks with uses of smite evil from other classes.

Paladin's Spellcasting (Ex)

A mage of the illuminated temple peers deeply into the mysteries of Jovar, seeking to gleam secrets from the light of Chronias. This results in a great spiritual and magical cleansing, which spreads to his spellcasting. A mage of the illuminated temple gains access to paladin spellcasting. At 5th level he gains access to first and second level paladin spellcasting, and at 10th level he gains access to third and fourth level paladin spellcasting.

If the mage of the illuminated temple is a wizard or another prepared spellcaster, he can add spells from the paladin list to his spellbook. They are added to his spell list and treated as arcane spells.

If he a sorcerer or other spontaneous caster, he may select two spells from each paladin spell level he has gained access to. He gains those spells as bonus spells known. In addition, he can choose spells from the available levels of the paladin spell list when he gains new spells known. The paladin spells are added to his spell list and treated as arcane spells.

Glorious Smiting (Su)

The smites of the mage of the illuminated temple shine with the light of Chronias from 7th level and on. When he smites evil (but not when he expends a use of smite evil for glorious spellcasting) and successfully hits an evil creature, that creature must make a Fortitude save (DC 10 + 1/2 your hit dice + your Charisma modifier) or be dazzled for seven rounds. In addition, one half of the total damage you deal with the smite is divine damage and thus not subject to damage reduction or energy resistance.



Gear:
Spoiler: ShowHide


[Weapon]Trumpet of the Outer Song: Greatsword+7, holy and keen. Can be come a trumpet and back to a sword as a free action.
[Armor]Armor of the Outer Song: Breastplate+5, grants a +6 bonus to all ability scores and a +20 competence bonus to Perception checks. Has a maximum dexterity cap that always matches Xandra's Dexterity score. 
[Ring 1]Ring: This gold ring is forged from of True Gold, a metal created from the prayers of the righteous within Chronias's Apex of Prayer. It grants a +7 bonus to attack rolls, weapon damage rolls, saving throws and armor class, as well as a +7 bonus to Knowledge (Religion) checks. Ring also grants a +2 bonus to the DC of good spells.
[Ring 2]Ring of Defense+5, Arcane Might and Warmages: +5 deflection bonus to armor class and +5 resistance bonus to saving throws. +1 bonus to the caster level of arcane spells. +5 warmage level for warmage edge. Can use warmage granted sudden metamagics an extra time per day. +2 DC of warmage spells.

[Reserve Weapon]Dagger of Korva: Dagger+4, keen. Functions as a staff of fire with 5 charges per day. Functions as a staff of frost with 5 charges per day.

[Misc]A lute made of darkwood and inlaid with fire quartz: 830 gold.


Custom Material:[spoiler]

Epic Spell Focus (Good) [Epic, Exalted)
Prerequisite: Spell Focus (Good)
Benefit: Add +2 to the DC for any spell you cast with the good descriptor. This stacks with the bonus from Spell Focus (Good).
<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

#4
Kaja

Fighter 38//Half Dragon 4/Swashbuckler 3/Duelist 4/Dervish 27

Size/Type: Medium Dragon (Good)
Divine Rank: 1
Domains: Celerity, Courage, Good, Retribution, War, Wrath
Hit Dice: 38d10+380+38+154+31 (981 hp)
Initiative: +18
Speed: 115ft, fly 245ft (perfect)
Armor Class: 88 (+13 dex, +16 natural, +17 armor, +11 int, +7 dervish, +5 dodge, +1 ws, +7 deflection, +1 divine) (51% miss chance)
Base Attack/CMB/CMD: +38/+53/106
Attack: Gem+74 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4)
Full Attack: Gem+72/+67/+62/+57 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4) and Gold+72/+67/+62/+57 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4) and possible two weapon rend (1d6+53) and bite+51 (1d6+36)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, insightful strike, dervish dance 14/day (+13 attack/damage), a thousand cuts 3/day, spell-like abilities.
Special Qualities: Damage reduction 15/epic and silver, spell resistance 53, immunity to cold, fire, paralysis and sleep, resistance to acid and electricity 30, low light vision, darkvision 60ft, dragonscale husk, armor of god+6, grace+2, enhanced mobility, acrobatic charge, improved reaction+4, uncanny grace, movement mastery, slashing blades, dance of death, elaborate parry, tireless dance, divine traits.
Saves: Fort +36, Ref +35, Will +34 (+2 enchantment, +4 morale vs fear)
Abilities: Str 39, Dex 37, Con 31, Int 33, Wis 22, Cha 25
Skills: Acrobatics+55, Appraise+53, Craft(Armorsmithing)+53, Craft(Blacksmithing)+53, Craft(Weaponsmithing)+53, Climb+56, Diplomacy+49, Handle Animal+49, Intimidate+49, Knowledge(Arcana)+53, Knowledge(Local:Alere)+53, Knowledge(Nature)+53, Perception+60, Perform(Dance)+49, Ride+55, Stealth+55, Swim+56
Feats: Weapon Focus(Scimitar)(B), Dodge(1), Combat Reflexes(F1), Combat Expertise(F2), Two-Weapon Fighting(3), Weapon Specialization(Scimitar)(F4), Weapon Finesse(S1), Mobility(6), Improved Two-Weapon Fighting(F6), Improved Critical(Scimitar)(9), Melee Weapon Mastery(Slashing)(F10), Exalted Weapon Mastery(12), Power Attack(F12), Spring Attack(D3), Greater Weapon Focus(Scimitar)(F14), Greater Two-Weapon Fighting(15), Greater Weapon Specialization(Scimitar)(F16), Improved Dragonscale Husk(18), Weapon Supremacy(F18), Toughness(F20)
Epic Feats: Epic Dragonscale Husk(21), Epic Weapon Focus(Scimitar)(F22), Great Ability(Strength)(24), Endless Cuts(D24), Epic Weapon Specialization(Scimitar)(F24), Epic Toughness(F26), Pulverize(27), Overwhelming Critical(Scimitar)(F28), Two-Weapon Rend(D28), Perfect Two-Weapon Fighting(30), Devastating Critical(Scimitar)(F30), Dire Charge(F32), Epic Dodge(D22), Armor Skin(33), Epic Toughness(F34), Epic Skill Focus(Perception)(36), Penetrate Damage Reduction(Silver)(F36), Epic Dodge(D26), Penetrate Damage Reduction(Cold Iron)(F38)
Salient Divine Abilities: Divine Dodge, Divine Weapon Focus(Scimitar), Divine Weapon Mastery, Extra Domain(Courage), Extra Domain(Wrath)
Alignment: Neutral Exalted (Lawful Exalted tendencies)

Racial powers:
Spoiler: ShowHide


Spell Like Abilities

At will-shield other. Caster level 32nd. The save DCs are Charisma based.

Improved Breath (Ex)

Kaja can use his breath weapon twice a day and the damage rises by 4d8.



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Kaja exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Kaja can use limited wish when doing so could help him promote courage, retribution and justice. Note that in the situation where Kaja 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.

Domains

Celerity: +10ft land speed.
Courage: 10ft aura of +4 morale vs fear.
Good: +1 CL good spells.
Retribution: 1/day deal max damage to someone who hurt you with on a melee or ranged attack.
War: Weapon Focus(Scimitar) as a bonus feat.
Wrath: 1/day subtract Wis and add to Str at a 2:1 ratio. Lasts 17 rounds.

Divine Aura (Ex)

The save DC against Kaja's divine aura is 18 and the radius is 10ft.

Immunities: Kaja is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers he might have function normally on himself. He 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). He 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: Kaja gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

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

Communication: Kaja can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Kaja can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice heard as a dragon's rumbling voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Kaja can create any wondrous item with power related to speed or battle; the maximum is 4,500 gold.

Portfolio Sense: Kaja is aware of any act of courage, war or wrath that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


[Weapon 1]: Gem: Scimitar+7, holy and axiomatic. Has a base critical hit multiplier of x3.
[Weapon 2]: Gold: Scimitar:+7, holy and axiomatic. Has a base critical hit multiplier of x3.

[Head]Crystal Helmet of Mindarmor: +6 insight Will saves.
[Shoulders]Cape of Flying: 1/day can use greater flight, CL15.
[Neck]Gold Eye Pendant: This pendant grants a +8 enhancement bonus to Strength, Dexterity and Constitution as well as a +4 enhancement bonus to Intelligence, Wisdom and Charisma.
[Ring 1]Ring of Defense+5 and Nine Wishes: +5 deflection to armor class, +5 resistance bonus to saving throws and can grant up to 9 wishes as a ring of wishes.

[Reserve Weapon]Masterwork Deep Crystal Scimitar
[Reserve Weapon]Masterwork Cold Iron Scimitar
[Reserve Weapon]Obsidian Scimitar+2, flame. This obsidian is treated to be as hard as steel, but counting as silver to overcome damage reduction.
[Reserve Weapon]Obsidian Scimitar+2, flame. This obsidian is treated to be as hard as steel, but counting as silver to overcome damage reduction.
[Reserve Weapon]Obsidian Scimitar+3, flame and keen. This obsidian is treated to be as hard as steel, but counting as silver to overcome damage reduction.
[Reserve Weapon]Gleam: Adamantine Scimitar+3, frost and defending.
[Reserve Weapon]Old Memory: Scimitar+3, evil outsider bane.



Notes:
Spoiler: ShowHide


Normal full attack:

Full Attack: Gem+70/+65/+60/+55 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4) and Gold+70/+65/+60/+55 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4) and possible two weapon rend (1d6+53) and bite+50 (1d6+36)

A full potential thousand cuts full attack:

Full Attack: Gem+70/+70/+65/+65/+60/+60/+55/+55 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4) and Gold+70/+70/+65/+65/+60/+60/+55/+55 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4) and possible two weapon rend (1d6+53) and bite+50/+50 (1d6+36)



Custom Material: [spoiler]

Improved Dragonscale Husk [General]
Prerequisite: Dragonscale Husk
Benefit: Your dragonscale husk is treated as light armor for the purpose of your speed and determining if you can use class features and other abilities. Increase the maximum dexterity bonus to +4 and decrease the armor check penalty to -2.

Epic Dragonscale Husk [Epic]
Prerequisite: Improved Dragonscale Husk
Benefit: Your dragonscale husk now counts as light armor or no armor for the purpose of your speed and determining if you can use class features or other abilities. Use whichever is most beneficial in a situation. Your dragonscale husk now has no maximum dexterity bonus nor armor check penalty.
<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
Jetina Jerara

Paladin 10/Pious Templar 26/Knight of the Chalice 2//Healer 38

Size/Type: Medium Outsider (Good, Lawful)
Divine Rank: 1
Domains: Charity, Good, Healing, Law, Life, Nobility
Hit Dice: 38d10+272+38+154+29 (873 hp)
Initiative: +7
Speed: 60ft, fly 200ft (perfect)
Armor Class: 84 (+5 dex, +18 armor, +10 shield, +14 sacred, +10 deflection, +16 natural, +1 divine)
Base Attack/CMB/CMD: +38/+48/96
Attack: The Lost+60 (1d8+22 plus 4d6 holy plus +2/+2d6 vs evil outsiders plus +2/+2d6 vs favored enemies 19-20 x2)
Full Attack: The Lost+60/+55/+50/+45 (1d8+22 plus 4d6 holy plus +2/+2d6 vs evil outsiders plus +2/+2d6 vs favored enemies 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite evil 7/day, smite 7/day, favored enemy(undead+9, monstrous humanoids+5, evil outsiders+5), channel energy 17/day (19d6; DC 39), positive energy ray (1d4+8), fiendslaying +1/+1d6, censure demons 1/day, divine blast 13/day.
Special Qualities: Damage reduction 17/-, immunity to acid and electricity, spell resistance 73, aura of good, detect evil, divine grace, aura of courage, divine health, healing hands+32, effortless healing, lingering healing (14 hp, 38 rounds), unicorn companion, panacea unlimited/day, overflowing energy, emergency healing 10/day, life's caress, true calling, brilliant apotheosis, fast healing 5, darkvision 60ft, positive adaptation, positive energy aura, mettle, evasion, courage of heaven (fear), divine traits.
Saves: Fort +50, Ref +50, Will +52
Abilities: Str 29, Dex 25, Con 29, Int 26, Wis 39, Cha 30
Skills: Climb+51, Diplomacy+72, Handle Animal+52, Heal+59, Knowledge(N&R)+50, Knowledge(Nature)+50, Knowledge(Planes)+53, Knowledge(Religion)+50, Perception+56, Perform(Song)+72, Profession(Healer)+56, Ride+51, Sense Motive+56, Spellcraft+50, Survival+56, Swim+51
Feats: Iron Will(B), Skill Focus(Knowledge:Planes)(B), Serenity(1), Shield Specialization(H), Skill Focus(Heal)(H2), Extra Turning(3), Divine Vigor(P4), Weapon Focus(Longsword)(6), Extra Smiting(P8), True Believer(9), Divine Shield(12), Weapon Specialization(Longsword)(PT3), Shield Ward(PT4), Improved Favored Enemy(15), Toughness(18), Melee Weapon Mastery(Slashing)(PT8), Eschew Materials(21)
Epic Feats: Absolute Healing(B), True Panacea(B), Great Smiting(PT13), Epic Spell Capacity(H23), Bane of Enemies(24), Ignore Material Components(H26), Holy Strike(PT16), Shield Block(27), Extra Emergency Healing(H29), Epic Toughness(PT29), Shield Evasion(30), Epic Toughness(H32), Damage Reduction(PT22), Damage Reduction(33), Extra Emergency Healing(H35), Damage Reduction(PT25), Blinding Speed(36), Extra Emergency Healing(H38)
Salient Divine Abilities: Divine Blast, Divine Healer, Extra Domain(Life), Gift of Life, Increased Spell Resistance
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Siren's Voice (Su)

Jetina gains a +20 competence bonus to Bluff, Diplomacy and Perform (Song or Oratory) checks. She gains a +5 racial bonus to the DC of the Instill Charm, Enthrall Masses and Instill Domination epic skill usages for Diplomacy.



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Jetina 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. Jetina can use limited wish when doing so can help her promote healing, life and nobility. Note that in the situation where Jetina 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

Charity: 1/day, sacrifice 34 hp and give an ally the same as temp HP. Regain at end of duration.
Good: +1 CL good spells.
Healing:  +1 CL healing spells.
Law: +1 CL lawful spells.
Life: 1/day touch creature to grant 1d6+18 temp HP. Lasts for 1 hour.
Nobility: 1/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 18 rounds.

Divine Aura (Ex)

The save DC against Jetina's divine aura is 21 and the radius is 10ft.

Immunities (Ex)

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

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

Communication: Jetina 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, Jetina 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 curious but insistent question. In this case, anyone within earshot of the sound can hear it.

Create Items: Jetina can create any wondrous item with power related to life, restoration and charity; the maximum is 4,500 gold.

Portfolio Sense: Jetina is aware of any act of healing, the creation or life or nobility that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


[Weapon]The Lost: Longsword+7, holy and evil outsider bane.
[Armor]Armor of the Courageous

This mithral full plate armor+7 grants the wearer immunity to fear. If they are already immune to fear, such as by having a paladin's aura of courage class feature, all allies within 100ft gain immunity to fear. If the wearer has access to the courage domain, the spells of the courage domain are cast with a +3 bonus to caster level. The spells cloak of bravery and greater cloak of bravery are tripled in range, area and duration when you cast them.

This armor has a maximum dexterity 3 points higher than normal, an armor check penalty 3 points lower than normal and an armor bonus 3 points higher than usual. These are all the result of epic skill usages for Craft (Armorsmithing).
[Shield]Healer's Aegis: Heavy Steel Shield+7, grants a +1 bonus to the caster level of healing subschool spells.

[Throat]Amulet of Retributive Healing: 3/day swift action, heal the same amount you healed someone else by. Use before you use the healing.
[Shoulders]Cloak of Resistance+5
[Ring 1]Ring of Defense+2.
[Waist]Belt of Magnificence+6

[Reserve Weapon]Masterwork Greataxe.
[Reserve Weapon]Gentleman's Cane: Mithral quarterstaff+3, merciful. Increases the caster level of healing subschool spells by 1 when wielded.
[Reserve Cloak]Cape of Flying: 1/day can use greater flight, CL15.

[Reserve Armor]Full Plate+7.

Angel's Food Cake: Heals 2d10 points of damage, 1d4 points of ability score damage to one ability and grants a +1 alchemical bonus to saving throws for 10 minutes. 500 gold.
Chocolate Angel's Food Cake: Heals 2d10 points of damage, 1d4 points of ability score damage to one ability and grants a +1 alchemical bonus to armor class for 10 minutes. 500 gold.
Vanilla Angel's Food Cake: Heals 2d10 points of damage, 1d4 points of ability score damage to one ability and grants a +1 alchemical bonus to caster level checks for 10 minutes. 500 gold.
Princess Croissant: This snack really makes you feel and act like a princess! Grants a +2 alchemical bonus to Charisma for 10 minutes. 2,000 gold.
Muirfinn Special: Lots of fresh greens and seafood. Feeds your mind with a sage's wisdom. Heals 4d10 points of damage and grants a +2 alchemical bonus to Wisdom for 10 minutes, as well as a +1 alchemical bonus to caster level checks. 4,000 gold.

7750 gold


Spells: [spoiler]

Jetina casts as a 21st level pious templar with access to the courage domain. The save DCs are 20 + spell level.

[5/day]1: Divine Favorx5
[5/day]2: Divine Insightx5
[4/day]3: Prayerx4
[4/day]4: Holy Swordx4
[4/day]5: Righteous Mightx4
[4/day]6: Spiritual Guardianx4
[4/day]7: Greater Plane Shiftx4
[4/day]8: Celestial Valorx4

Jetina casts as a 31st level healer with access to the courage domain. The save DCs are 20 + spell level.

6/9/9/8/8/8/8/7/7/7/6/6/5/4

0:create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd: aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd: create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th: blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th: atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th: celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th: aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th: antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th: antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
10th: energetic healing, energy immunity, greater true seeing, mass freedom of movement, mass superior vigor, miracle of health, miracle of life, miracle of uncursing, naeys' life font, wizard's grace.
11th: lunar healing, mass regenerate, superb dispelling.
12th: sensual blessing,
13th: antimagic zone, instant regeneration, mass energy immunity, morwel's blessing, web of generosity.

Courage: remove fear, aid, cloak of bravery, heroism, valiant fury, heroes' feast, greater heroism, lion's roar, greater cloak of bravery, mass valiant fury, 11th level placeholder, glorious rally, 13th level placeholder.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#6
Sylvie

Factotum 38//Swashbuckler 3/Monk 3/Chameleon 28/Exemplar 4

Size/Type: Medium Outsider
Divine Rank: 2
Domains: Competition, Knowledge, Mentalism, Mind
Hit Dice: 3d10+35d8+380+38+152+29 (909 hp)
Initiative: +38
Speed: 70ft, fly 210ft (perfect)
Armor Class: 92 (+9 dex, +24 int, +1 monk, +9 deflection, +15 armor, +22 natural, +2 divine)
Base Attack/CMB/CMD: +30/+37/89
Attack: Unarmed Strike+57 (5d10+47 plus 1/2 damage as temp hp on crit 19-20)
Full Attack: Unarmed Strike+57/+52/+47/+42 (5d10+46 plus 1/2 damage as temp hp on crit 19-20) or Flurry of Blows +55/+55/+50/+45/+40 (5d10+46 plus 1/2 damage as temp hp on crit 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Inspiration(32/encounter), arcane dilettante(12 spells), cunning strike, opportunistic piety 17/day, cunning wizard, insightful strike, mimic class feature 9/day.
Special Qualities: Damage reduction 15/adamantine and epic, immunity to electricity and fire, spell resistance 73, cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense, cunning breach, cunning dodge, brains over everything, cunning mimicry, grace+1, evasion, aptitude focus unlimited/day, ability boon+8, double aptitude, rapid refocus, skill artistry, skill mastery, lend talent, sustaining presence, book's gift, divine traits.
Saves: Fort +51, Ref +51, Will +47
Abilities: Str 24, Dex 29, Con 30, Int 59, Wis 28, Cha 28
Skills: Acrobatics+106, Appraise+67, Bluff+76, Climb+74, Craft(Bookbinding)+67, Disable Device+76, Disguise+76, Escape Artist+76, Heal+76, Intimidate+76, Knowledge(All)+102, Perception+76, Perform(Act)+76, Perform(Song)+76, Perform(Wind Instruments)+76, Profession(Mascot)+76, Profession(Sage)+76, Ride+76, Sense Motive+76, Sleight of Hand+76, Spellcraft+82, Stealth+76, Survival+76, Swim+74, Use Magic Device+76
Feats: Font of Inspiration(B), Iron Will(B), Power Attack(B), Kung-Fu Genius(1), Jack of All Trades(H), Weapon Finesse(S1), Knowledge Devotion(3), Stunning Fist(M1), Improved Unarmed Strike(M1), Combat Reflexes(M2), Toughness(6), Pharaoh's Fist(9), Insightful Reflexes(12), Improved Natural Attack(15), Diehard(M3), Darkstalker(18), Improved Initiative(E3), Master of Knowledge(36), Ability Focus(Stunning Fist)(C2; floating feat)
Epic Feats: Aura of Inspiration(B), Improved Cunning Insight(B), Improved Cunning Knowledge(B), Source of Inspiration(B), Epic Spell Capacity(21), Epic Toughness(24), Triple Focus(C14), Epic Font of Inspiration(F24), Great Ability(Intelligence)(27), Epic Ability Boon(C18), Improved Cunning Insight(F28), Epic Toughness(30), Epic Font of Inspiration(C22), Swift Refocus(C32), Great Ability(Intelligence)(33), Epic Font of Inspiration(F36), Epic Master of Knowledge(C26)
Salient Divine Abilities: Divine Aptitude, Divine Factotum, Divine Recall(Books Written), Extra Domain(Mentalism), Increased Spell Resistance, Know Secrets
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Book's Gift (Ex)

Sylvie has a +3 bonus to Concentration checks.

Legacy of 21 (Ex)

As a result of exposure to 21, Sylvie has maximum hit points per hit die.


Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Sylvie 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. Sylvie can use limited wish when doing so can help her promote the mind, competition and learning. Note that in the situation where Sylvie 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

Competition: +1 bonus to opposed checks.
Knowledge: +1 bonus to caster level of divinations.
Mentalism: 2/day as a standard action, grant a +37 resistance bonus to its next Will save.
Mind: +2 bonus to Bluff, Intimidate and Sense Motive.

Divine Aura (Ex)

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

Immunities (Ex)

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

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

Communication: Sylvie 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, Sylvie 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 dry teacher's voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Sylvie can create any wondrous item with power related to knowledge, insight and competition; the maximum is 4,500 gold.

Portfolio Sense: Sylvie is aware of any act of competition, learning and the mind that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


[Weapon]Silver studded gloves: Unarmed strikes count as silver. Worn.

[Head]Sylvie's Circlet: +6 enhancement bonus to ability scores, +15 competence bonus to Spellcraft. Grants true seeing at all times, CL 21st. Has a knowledge prism fused that grants Sylvie a +15 competence bonus to all knowledge checks.
[Neck]Sylvie's Necklace+5, bodyfeeding and impact: +5 enhancement bonus to attack and damage rolls with unarmed strikes, as well as the bodyfeeding and impact special abilities.
[Wrists]Sylvie's Bracers: +15 armor bonus to armor class, +2 bonus to stunning fist DC as ki straps.
[Ring 1]Ring of Natural Armor+5: +5 enhancement bonus to natural armor.
[Belt]Monk's Belt: Unarmed strike and monk's armor bonus are treated as being five levels higher, and allows one extra use of stunning fist per day.
[Feet]Tumbler's Boots: +30 competence bonus to tumble checks.

[Bag of Holding]Bag of Holding.
[Staff]Staff of Mass Rejuvenation, 50 charges. Mass lesser vigor for 1 charge, mass restoration and mass cure critical wounds for 2 charges, mass heal for 3 charges.
[Holy Symbol]1 silver holy symbol of Oghma. Carried.
[Holy Symbol]3 wooden holy symbols of Oghma. Carried.

[Reserve Ring]Ring of Defense+4: +4 resistance bonus to saves and +4 deflection bonus to armor class.



Spells: 
Spoiler: ShowHide


Sylvie has 14 arcane dilettante spells per day with a maximum spell level of 11th. She can quicken a spell for an additional 3 inspiration.

Bite of the Werebear, Canderella's Sudden Thunderbolts, Cone of Cold, Energy Drain, Greater Mirror Image, Greater Heroism, Jaela's Teleport Block, Polar Ray, Shield, Superb Dispelling, Superior Invisibility, Superior Mighty Wallop, Sylvie's Mental Peak, Time Stop, Wish

Always Active: Bibliotheca Arcana, Lore of the Gods, Superior Mighty Wallop, Sylvie's Mental Peak.

Sylvie casts as a 24th level chameleon (caster level 34th). The save DCs are 31 + spell level (arcane) and 16 + spell level (divine).

Arcane

0: [4/day] Detect Magicx2, Prestidigitationx2
1: [9/day] Improvisationx3SC, Magic Missilex3, Shieldx3
2: [9/day] Body of the SunSC, Detect Thoughtsx2, Electric Loopx2SC, Resist Energyx2, See Invisibilityx2   
3: [9/day] Amorphous FormSC, Displacement, Fireballx2, Heroismx2, Sylvie's Speedy Appraisal[/sup]Home[/sup], Vampiric Touchx2
4: [8/day] Assay Spell ResistanceSC, Attune Formx2SC, Dimensional Anchorx2, Dimension Door, Enervationx2
5: [8/day] IndomitabilitySC, Overland Flightx3, Wall of Forcex4
6: [8/day] Disintegratex4, Greater Heroismx4
7: [8/day] Danatha's Improvisationx3Home, Greater Improvisationx3Home, Greater Teleportx2
8: [7/day] Chain Dispelx3SC, GhostformSC, Mind Blank, Superior Invisibilityx2
9: [7/day] Gatex2, Time Stopx2, Sylvie's Mental Peakx2SCWishx2
10: [4/day] Bibliotheca ArcanaHome, Moore's Modified Spell TheftHome, Superior Mighty Wallopx2Home

Divine

0: [4/day] Create Waterx3, Cure Minor Wounds
1: [6/day] Convictionx3SC. Divine Favorx2, Endure Elements
2: [6/day] Lore of the Godsx6CC
3: [5/day] BlindsightSC, Cure Serious Woundsx3, Ghost Touch WeaponSC
4: [5/day] Divine Powerx5
5: [5/day] Righteous Might3, Spell Resistance, Zone of RevelationSC
6: [5/day] Healx5
7: [4/day] Aura of Vitalityx2SC, Fortunate Fatex2SC
8: [4/day] Dimensional Lock, Superior Vigorx3Home
9: [4/day] Greater Visage of the DeitySC, Mass Healx2, Miracle
10: [1/day] Summon Monster XHome



Custom Material:
Spoiler: ShowHide


Sylvie's Mental Peak
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

Your mind reaches a new pinnacle, sharpening it and expanding your competence. You gain a +4 insight bonus to Intelligence and can take 10 on any Intelligence, Wisdom or Charisma based skill, even if you would not be able to otherwise.

This spell is known by Sylvie alone.


Notes:
Spoiler: ShowHide


Side 2 for BAB/saves.

Cunning knowledge can be used 3/day on each skill. Bonus is +36 untyped.

Cunning insight is +27 competence. This overlaps with her +6 competence bonus to attacks/damage for a net of +21 and +27 without that for saves. Currently it is Int bonus + 4.

DIVINE FACTOTUM
The deity is the epitome of the factotum and has abilities that far surpass that of mortal factotums.
Prerequisites: Factotum level 20th, Font of Inspiration
Benefit: The deity gains Aura of Inspiration, Improved Cunning Insight, Improved Cunning Knowledge and Source of Inspiration as bonus feats. She gains extra inspiration points per encounter equal to her divine rank.

DIVINE APTITUDE
Prerequisite: Swift Refocus, Chameleon level 20th, int 39
Benefit: The deity can change her aptitude focuses as a swift action. Unlike a mortal chameleon, if the deity chooses the arcane or divine focuses, she instantly has her spells prepared. She change change her aptitude an unlimited number of times per day. Whenever you change your aptitude focus, you can change your chameleon bonus feat as well.
Notes: The deity only has one allotment of arcane and divine spells from those focuses, no matter how many times she changes her focus in a 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?