Team Tryll's Stats

Started by Anastasia, April 14, 2018, 01:08:21 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Anastasia

Okay. Claim the posts you need for any PC sheets with placeholders, Yuth. Once you do that I'll post Dana when I get to her.
<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?

Yuthirin

#1
Character
Name: Tryll
Class: Unbodied 4/Psion 31//Monstrous Humanoid 4/Sorcerer 2/Cognition Thief 7/Master Mentalist 5/Archpsion 5/Paragon 12
Race: Unbodied   
Medium Monstrous Humanoid (incorporeal, psionic)
Faith: Queen Morwell
Alignment: Chaotic Good
Gender: Male
Age: 2,064,982

Stats
HP: 856
Ability Scores:
     Str: --
     Dex: 32 (+11)
     Con: 26 (+8)
     Int: 38 (+14)
     Wis: 28 (+9)
     Cha: 34 (+12)
Initiative: 10
Saves: Fort 25
       Ref  31
       Will 34
AC: 45
  Touch: 45
  Flat-footed: 34
BAB: 21
CMD: 65
CMB: 21
Speed: Fly 120ft, Good maneuverability
Languages: Common, Auran, Celestial, Infernal, Abyssal, Draconic, Ignan, Terran, Aquan, Elven, Sylvan, Dwarven, Orcish, Goblin, Aboleth, Gnomish, Giant, Halfling, Gnoll, Irglish
Wealth: 54,399g
Power Points: 1193 (1128)
Caster Level: 39
   Vs. Spell Resistance: +6
   For SLA/PLAs: +3
Damage Reduction: 10/epic
Spell Resistance: 49
Fast Healing: 45

Attacks
Ranged Touch: 33

Psionics


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

Sorcerer Spells Per Day
0: 6
1: 6

Magic DCs
1: 23
2: 24


Skills
Spoiler: ShowHide

Class Skills


   

   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc=Total
Acrobatics (Dex)
11
1
Appraise (Int)
38
14
1
53
Autohypnosis (Wis)
38
9
0
47
Bluff (Cha)
38
12
1
51
Craft - Crystalworking (Int)
10
14
6
30
Diplomacy (Cha)
38
12
3
53
Disable Device (Int)
14
Disguise (Cha)
38
12
3
53
Escape Artist (Dex)
11
Intimidate (Cha)
38
12
3
53
Knowledge (arcana/psionics) (Int)
38
14
3
55
Knowledge (architecture & engineering) (Int)
16
14
1
31
Knowledge (local) (Int)
14
1
Knowledge (dungeoneering) (Int)
38
14
1
53
Knowledge (geography) (Int)
14
1
Knowledge (history) (Int)
14
1
Knowledge (nature) (Int)
15
14
1
32
Knowledge (nobility & royalty) (Int)
15
14
1
29
Knowledge (religion) (Int)
38
14
1
53
Knowledge (the planes) (Int)
38
14
1
53
Linguistics (Wis)
9
3
Perception (Wis)
38
9
1
48
Perform (Cha)
12
Sense Motive (Wis)
38
9
1
48
Sleight of Hand (Dex)
11
Spellcraft/Psicraft (Int)
38
14
5
57
Use Magic/Psionic Device (Cha)
20
12
1
33
* scrolls only


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

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

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

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


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

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

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

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

Class Abilities
Psion
-Discipline (Telepathy)

Sorcerer
-Familiar

Cognition Thief
-Read Thoughts 3/day, DC 40
-Confusion 2/day, DC 39
-Mind Probe 1/day, DC 39
-Bonus Powers: Charm, aversion, hostile empathic transfer, dominate, mind probe, psychic chirurgery

Master Mentalist
-Discipline Study (Shaper)
-Reciprocal Boost
-Bonus Power: Astral Seed
-Bonus Power: Ectoplasmic Cocoon
-Discipline Mastery (Shaper)

Archpsion
-High Psykana: Psychic Force
-High Psykana: Mental Whiplash
-High Psykana: Mastery of Shaping
-High Psykana: Escalating Power
-High Psykana: Escalating Power[/spoiler]

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


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

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

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

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

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

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

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

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


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

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

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

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

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


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

Current weight carried: 0 lbs


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

HP: 124 (class HD) + 32 (racial HD) - 35 (mind tonic) + 420 (paragon bonus) + 280 (ability) + 35 (feat)

     Str: --
     Dex: 17+ 2 race + 6 prgn + 6 stone + 1 point
     Con: 11+ 2 race + 6 prgn + 6 stone +1 point
     Int: 18+ 4 race + 6 prgn + 1 book + 6 stone + 3 point
     Wis: 11+ 4 race + 6 prgn + 6 stone + 1 point
     Cha: 16+ 4 race + 6 prgn + 6 stone + 2 point

Saves: Fort 13 (base) + 8 ability + 3 luck + 1 stone
       Ref  16 (base) + 11 ability +3 luck + 1 stone
       Will 21 (base) + 9 ability + 3 luck + 1 stone

AC: 10 + 1 stone + 11 luck + 11 ability + 12 deflection

Ability point spread:
Dex +1
Con +1
Int +3
Wis +1
Cha +2

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

Lifasa's Gratitude

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

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

Shopping List
?

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

HP Rolls
No Longer Relevant

Rolls
[/spoiler]
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Yuthirin

#2
Wind-Princess Calleigh Summerbreeze
Coure Eladrin


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Tiny Outsider (Chaotic, Extraplanar, Good, Eladrin, Psionic)
Hit Dice:35 HD (498 hp)
Initiative:+12
Speed:20 ft., Fly 60 ft. (perfect)
Armor Class:35 (+2 size, +4 natural, +8 dex, +5 deflection, +5 bracers, +1 dodge), touch 35, flat-footed 25
Base Attack/CMB/CMD:21
Attack:Ranged touch: 29
Tiny dagger, +13 melee, 1d2-2
+2 tiny short bow (holy, evil outsider bane, +31/26/21 ranged, 1d2+2 (+4 vs. evil outsiders)
Space/Reach:2.5 ft./0 ft.
Special Attacks:Spell-like abilities
Special Qualities:Alternate Form, eladrin subtype, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues, resist acid 10 and cold 10, psionics (nomad)
Familiar Qualities:Share Spells, Empathic Link, Improved Evasion, Deliver Touch Spells
Feats:Weapon Finesse, Dodge, Improved Initiative, Psionic Body, Toughness, Great Fortitude, Psymbiot, Iron Will
Psionic Powers Known1: Attraction, Entangling Ectoplasm, Grease, Matter Agitation, Defensive Precognition, Offensive Precognition, Synchronicity
2: Amethyst Burst, Damp Power, Detect Hostile Intent, Swarm of Crystals
3: Dimension Swap, Realized Potential, Time Hop
4: Correspond, Gemstone Breath, Wall of Ectoplasm
Power Points66
Saves:Fort 22 (+4 vs. poison), Ref 29, Will 29
Abilities:Str 8, Dex 26, Con 14, Int 14, Wis 12, Cha 16
Skills:
Spoiler: ShowHide



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc=Total
Appraise (Int)
38
2
0
41
Autohypnosis (Wis)
38
1
0
39
Bluff (Cha)
38
3
0
41
Craft - Crystalworking (Int)
10
2
0
12
Diplomacy (Cha)
38
3
0
41
Disguise (Cha)
38
3
0
41
Intimidate (Cha)
38
3
0
41
Knowledge (arcana/psionics) (Int)
38
2
0
40
Knowledge (architecture & engineering) (Int)
16
2
0
18
Knowledge (dungeoneering) (Int)
38
2
0
40
Knowledge (nature) (Int)
15
2
0
17
Knowledge (nobility & royalty) (Int)
15
2
0
17
Knowledge (religion) (Int)
38
2
0
40
Knowledge (the planes) (Int)
38
2
0
40
Perception (Wis)
38
1
0
39
Sense Motive (Wis)
38
1
0
39
Spellcraft/Psicraft (Int)
38
2
0
40
Use Magic/Psionic Device (Cha)
20
3
0
23
* scrolls only

AlignmentChaotic Good
GearPsicrown if the Astral Legion (800pp), Bracers of Armor +5, Ring of Protection +5, Cloak of Resistance +5, Pixie-sized Bag of Holding, Tiny Belt of Magnificence +4, Gloves of Storing

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

Permanent Effects
Mind Blank, CL 70 as cast by Zaphkiel

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

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

Calleigh's Pack
Wand of Death Ward 45/50
Wand of Greater Invisibility 49/50
Wand of Silence 18/50
Wand of Attune Form 50/50
Wand of Shatter 50/50
Wand of Cure Critical Wounds (10th level) 37/50
Wand of Heroism 50/50
Wand of Summon Monster 1 50/50
Power Stone: Time Hop (single use)
Dorje of Entangling Ectoplasm 50/50
Dorje of Concealing Amorpha 50/50
Dorje of Force Screen 50/50
Dorje of Energy Conversion 50/50
Dorje of Mind Blank 50/50
Dorje of Stygian Conflagration 50/50
Dorje of Tornado Blast 50/50
Dorje of Energy Current 50/50
Dorje of Dispelling Buffer 50/50
9th level cognizance crystal X 4
Feather Token (tree) x 5
Feather Token (whip) x5

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



What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

#3
Dana Langersun

Fighter 12/Dwarven Defender 25/Monk 1//Psychic Warrior 30/War Mind 8

Size/Type: Medium Outsider (Native, Psionic)
Hit Dice: 12d10+25d12+1d8+267+38+38+228 (807 hp)
Initiative: +9
Speed: Speed: 70ft, fly 90ft (good)
Armor Class: 85 (+26 armor, +5 dex, +14 shield, +5 deflection, +4 insight, +11 dodge, +10 natural) (armor and shield bonus apply to touch AC)
Base Attack/CMB/CMD: +38/+45/120
Attack: Royal Rapier+57 (1d12+21 15-20 x2) or Rapier Storm+51 (1d12+21 13-20 x2)
Full Attack: Royal Rapier+57/+52/+47/+42 (1d12+21 15-20 x2) or Rapier Storm+54/+49/+44/+39 (1d12+21 13-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, psionics, sweeping strike, rage 1/day.
Special Qualities: Darkvision 60ft, resistance to acid and electricity 5, resistance to cold 60, chain of personal superiority+4, chain of defensive posture+4, damage reduction 20/-, defensive stance 13/day, improved uncanny dodge, trap sense+6, mobile defense, fast healing 2, toxin removal, immunity to bleeding, damage reduction 10/evil, frost blood, evasion.
Saves: Fort +38, Ref +41, Will +37 (does not auto fail fort on a natural 1)
Abilities: Str 25, Dex 20, Con 24, Int 19, Wis 32, Cha 22
Skills: Acrobatics+48, Climb+51, Intimidate+47, Knowledge(History)+45, Knowledge(Psionics)+45, Psicraft+45, Swim+63
Feats: Skill Focus(Climb)(B), Endurance(1), Dodge(F1), Mobility(PW1), Toughness(F2), Shield Specialization(PW2), Steadfast Determination(3), Shield Ward(F4), Focused Shield(PW5), Protection Devotion(6), Weapon Focus(Rapier)(F6), Stand Still(9), Weapon Specialization(Rapier)(PW8), Heavy Armor Optimization(12), Melee Weapon Mastery(Piercing)(PW11), Deflective Armor(15), Greater Heavy Armor Optimization(PW14), Power Attack(18), Psionic Dodge(F8), Improved Unarmed Strike(M1), Improved Initiative(M1), Greater Weapon Focus(Rapier)(F10), Greater Weapon Specialization(Rapier)(F12), Psionic Body(PW17), Improved Shield Bash(PW20), Wild Talent(Book)
Epic Feats: Epic Manifesting(21), Shield Barrier(24), Shield Evasion(27), Epic Toughness(DD15), Epic Heavy Armor Optimization(30), Epic Toughness(PW23), Great Ability(Wisdom)(33), Bulwark of Defense(DD20), Dire Charge(PW26), Great Ability(Wisdom)(36), Damage Reduction(DD25), Epic Toughness(PW30)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Rapier Storm (Ex)

When you make an attack or full attack with a rapier, you may choose to suffer a -3 penalty to your attack rolls until the beginning of your next turn. If you do, increase your critical hit range by two points and add a +4 bonus to critical confirmation rolls. The two point bonus to critical hit range is added after any bonus from a keen weapon or improved critical.

Frost Blood (Su)

Whenever Dana takes damage from a slashing or piercing melee attack, a spray of her freezing blood deals 2d6 points of damage to the attacker.


War Mind powers:
Spoiler: ShowHide


Chain of Personal Superiority (Ex)

At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.

Chain of Defensive Posture (Ex)

At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.

Sweeping Strike (Ex)

At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.

A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.



Dwarven Defender powers:
Spoiler: ShowHide


AC Bonus (Ex)

The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Defensive Stance (Ex)

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex)

Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex)

At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Mobile Defense (Ex)

At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Gear:
Spoiler: ShowHide


[Weapon]Royal Rapier of Langersun: Solarian Truesteel Rapier+8, keen.  Masterwork bonus of +3, base damage of 1d12.
[Armor]Lightblood Stone Full Plate+6, nimbleness: Grants various powers. Max dex+5, +2 armor bonus from epic crafting.
[Shield]Bulwark of the Great Dragon, Silver: Heavy steel shield+7. 3/day can emit a 40d6 damage cone of cold. Grants cold resistance 60. Shield bonus +3 from epic crafting.

[Head]Psicrown of the Evader.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor, -2 cost to psionic powers.
[Shoulders]Willim's Cloak of Resistance+10: +10 resistance bonus to saving throws.
[Ring 1]Ring of Protection+5 and feather falling: +5 deflection bonus and constant feather fall.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Boots]Asskickers: Haste for 10 rounds/day as a free action, +15 competence to Swim checks, permanent fly spell (CL 5) and at will dimension door (CL 7). Equipped with a boot blade (+2 enhancement bonus).

[Ioun Stone]Dusty Rose Ioun Stone: +4 insight bonus to armor class.

[Consumable]Dwarven Whiskey: +2 alchemical bonus Constitution for 10 minutes.

[Reserve Weapon]Silver Masterwork Bastard Sword.
[Reserve Shield]Royal Shield of Langersun: Mithral Heavy Steel Shield+5. +3 bonus to shield AC from epic crafting.
[Reserve Treasure]Golden chest full of heart shaped rubies: 77,777 gold.



Spells:
Spoiler: ShowHide


Spell-like abilities

1/day-daylight. Caster level 30th. The save DCs are 16 + spell level.

Dana manifests as a 30th level psychic warrior. The save DCs are 18 + power level. All powers are manifested with a -2 point reduction (minimum 1 power point spent).

Power points: 427

[1 pp]1: Defensive PrecognitionA, Offensive PrescienceA, VigorA.
[3-2 pp]2: Body AdjustmentA, Dimension SwapA, Energy Stun*A, Strength of My EnemyA.
[5-2 pp]3: Breath BarrierA, Dimension SlideA, Greater Concealing Amorpha.
[7-2 pp]4: Energy AdaptationA, Psionic Freedom of Movement, Steadfast Perception.
[9-2 pp]5: Dana's Concussive MovementA, Empower Weapon, Perfect RiposteA
[11-2 pp]6: Breath of the Black DragonA, Form of DoomA, Inconstant LocationA, Personal Mind Blank, Stygian TouchA
[13-2 pp]7: Dana's AdjustmentA, Dana's CounterA
[15-2 pp]8: Dana's EnduranceA, Dana's Fuck You BreathA
[17-2 pp]9: Dana's Stygian BodyA

A - Power can be augmented.
* - Bonus power known.

Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 9

This spell unleashes a burst of concussive force 15ft in radius, centered on you. All creatures within it suffer 9d6 points of force damage and are knocked back 15ft. A successful Fortitude save halves the damage and negates the movement.

You are subject to this spell, except you are not allowed a saving throw or power resistance. However, you can use the force to move 50ft in any direction. If you collide with an object, you take 5d6 points of damage, while if you collide with a creature, you and the creature both take this damage. You can move less than 50ft if you wish, but you must move at least 10ft.

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.

Dana's Adjustment
Psychometabolism (Healing)
Level: Psychic Warrior 7
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13

Dana's vigorous studies in her own body and ways to damage it have given her great insight. She can channel this insight into a powerful restorative burst that heals almost any malady. By manifesting this power, she heals 6d12 points of damage. She recovers any lost extremities as if she was subject to restore extremity. Her overall health is restored, giving her the benefits of psionic restoration.

Augment

For every 2 additional power points Dana spends, this power heals an additional 1d12 points of damage.

Dana's Counter
Clairsentience
Level: Psychic Warrior 7
Power Points: 13

As perfect riposte, except as noted here. You can make the attack of opportunity even if the attack hits you. You gain a +1 bonus to the attack roll and weapon damage roll per 10 points of damage you suffered from the attack (maximum +5). Resolve the attack of opportunity after the attack that triggers it deals damage to you.

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.

Dana's Endurance
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 15

You manifest a burst of power that grants you 75 temporary hit points, fast healing 8 and a +5 bonus to Fortitude saving throws. As an immediate action, you can end this spell to gain mettle for a Fortitude save. You must do this after the Fortitude save is called for but before you roll it.

You retain the +5 bonus to Fortitude saves for the save you gain mettle for.

Augment

For every additional power point you spend, the number of temporary hit points you gain increases by 5 and the fast healing increases by 1.

Dana's Fuck You Breath
Psychometabolism [Sonic]
Level: Psychic Warrior 8
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex halves
Power Resistance: Yes
Power Points: 15

You emit a cone of pure sonic scorn that deals 17d6 sonic damage to any targets within the area.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Dana's Stygian Body
Psychometabolism
Level: Psychic Warrior 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 17

Your entire body and all your possessions become as pitch black as you make yourself a conduit for the forces of death. Any creature that touches you or strikes you in combat with a melee weapon suffers a negative level. For each negative level you bestow with this power, you gain 5 temporary hit points. These hit points lasts until expended or for one hour, whichever comes first. Negative levels bestowed by this power expire after 20 hours and never become permanent negative levels.

Undead creatures that strike you heal 5 points and you take 5 hit points of damage.

Augment

For every 10 additional power points you spend, you increase the negative levels you bestow by one.



Notes: [spoiler]

Typical buffs

Defensive Stance: +2 str, +4 con, +4 dodge AC. 5ft steps only while in use. Lasts 12 rounds. 5/day uses. Free action on turn. (+2 resistance to saves omitted, as it overlaps.)
Offensive Chain: +4 insight str, +4 insight con. Lasts 10 rounds. 3/day uses. Free action.
Defensive Chain: +4 insight AC. Lasts 10 rounds. 3/day uses. Free action.
<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
Miranda

Valkyrie 38//Ranger 32/Focused Hunter 6

Size/Type: Medium Outsider (Chaotic, Good, Psionic)
Hit Dice: 38d8+347+38 (576 hp)
Initiative: +16
Speed: 30ft, fly 60ft (good)
Armor Class: 47 (+12 dex, +13 natural, +12 armor)(Favored enemy bonus applies to AC)
Base Attack/CMB/CMD: +38/+45/67
Attack: Shaundakul's Fancy+57 (2d6+19 plus +2/+2d6 bane plus favored enemy 19-20 x3) or Wild Color+53 (2d6+18 plus +2/+2d6 bane plus favored enemy 19-20 x2)
Full Attack: Shaundakul's Fancy+57/+57/+57/+52/+47/+42 (2d6+19 plus +2/+2d6 bane plus favored enemy 19-20 x3) or Wild Color+53/+48/+43/+38 (2d6+18 plus +2/+2d6 bane plus favored enemy 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Call to battle, counterattack, spell-like abilities, favored enemies (arcanists+29, evil outsiders+17, undead+17, dragons+17, elemental+17, fey+17, aberration+17), spells, greater dispelling shot (+38).
Special Qualities: Damage reduction 25/cold iron, epic and evil, immunity to cold and fire, resistance to acid and electricity 20, spell resistance 48, darkvision 120ft, aura of courage, wild empathy, solitary hunting, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, favored fearlessness, hunter's grace, hunter's skill 1/day.
Saves: Fort +27, Ref +30, Will +25 (+4 vs poison)(+7 vs favored enemies)
Abilities: Str 24, Dex 34, Con 28, Int 14, Wis 25, Cha 24
Skills: Appraise+43, Acrobatics+53, Diplomacy+48, Intimidate+48, Knowledge(Arcana)+43, Knowledge(Dungeoneering)+43, Knowledge(Local:Ysgard)+43, Knowledge(N&R)+43, Knowledge(Planes)+43, Perception+48, Perform(Oratory)+48, Sense Motive+48, Stealth+53, Survival+48
Feats: Improved Initiative(B), Power Attack(B), Wild Talent(B), Words of Creation(B), Point Blank Shot(1), Track(R1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Improved Favored Enemy(6), Manyshot(R6), Improved Rapid Shot(9), Improved Precise Shot(R11), Favored Dodge(Arcanists)(12), Improved Critical(Longbow)(15), Toughness(18), Favored Power Attack(FH2), Hunter's Insight(FH6)
Epic Feats: Epic Rapidshot(21), Bane of Enemies(R23), Epic Favored Dodge(24), Improved Favored Enemy(R26), Epic Spell Capacity(27), Improved Favored Enemy(R29), Improved Favored Enemy(30), Improved Favored Enemy(R32), Great Ability(Constitution)(33), Improved Favored Enemy(36)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-consecrate, greater magic weapon, hallow, holy smite, magic vestment, mind blank, spiritual weapon. 3/day-blade barrier, cure critical wounds, divine power, flame strike. 1/day-power word stun, power word blind. Caster level 30th.

The save DCs are 13 + spell level.

Call To Battle (Su)

As a full round action, Miranda can inspire all allies (including herself) within 60ft with a stirring speech to join battle. This grants a +4 morale bonus to attack rolls and weapon damage rolls. Additionally, they may make an extra attack at their full base attack bonus when they make a full attack, as if hasted. This bonus attack does not stack with other sources of extra attacks, such as haste or flurry of blows. It does, however, stack with Miranda's epic rapidshot feat. These bonuses last until the end of the encounter.

Counterattack (Ex)

As an immediate action, Miranda can make a single melee attack against a creature that attacked her in melee. This ability is used after the attack resolves and before any further attacks from the creature.

Aura of Courage (Su)

This ability is identical to the paladin ability of the same name.

Valkyrie Archer (Ex)

Miranda has mastered the art of battle archery. She never provokes an attack of opportunity for making ranged attacks. She may use power attack with ranged weapons and gains power attack as a bonus feat. For each point of penalty she takes with power attack, her ranged attacks gain a +1 bonus to damage.

Note this rises to 2 points per point against her favored enemies.


Ranger powers:
Spoiler: ShowHide


Miranda casts as a 30th level ranger. The save DCs are 17 + spell level.

[5/day]1: Rhino's Rushx5SC
[5/day]2: Hunter's Eyex5PHB2
[5/day]3: Arrow Stormx5SC
[4/day]4: Cure Serious Woundsx4
[4/day]5: Cure Critical Woundsx4
[4/day]6: Mass Cure Light4
[2/day]7: Healx2



Gear:
Spoiler: ShowHide


[Weapon]Shaundakul's Fancy: Longbow+7. Always matches the user's Strength score. Allows the user to use Dexterity in place of Strength on ranged attacks with it.  Increases the wielder's favored enemy bonuses by 2, it does not need to be in hand for this, only on person. +3 masterwork bonus, base damage of 2d6.
[Weapon]Wild Color: Greatsword+8. Enemies struck are affected as if by a prismatic spray spell (No SR allowed, saves as normal, caster level 21st). Grants a +10 enhancement bonus to Dexterity and a +6 enhancement bonus to all other stats besides Intelligence. It does not need to be in hand for this, only on person.
[Armor]Cold Embrace: Blue ice breastplate+6. Max Dexterity cap of 23 and a +1 increase to the base armor bonus of the armor.

133631.76 gold



Custom Material: [spoiler]

Epic Favored Dodge [Epic]
Prerequisite: Favored Dodge, at least four favored enemies
Benefit: The benefits of your favored dodge feat apply to all of your favored enemies. You use the bonus for each favored enemy for that respective type of favored enemy.
<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
Benyen

Fighter 38//Paladin 6/Fist of Raziel 26/Incandescent Champion 5

Size/Type: Medium Human (Humanoid, Incarnum, Psionic)
Hit Dice: 38d10+266+38+228 (750 hp)
Initiative: +6
Speed: 50ft, fly 60ft (perfect)
Armor Class: 49 (+16 armor, +6 dex, +5 deflection, +1 ws, +11 natural)
Base Attack/CMB/CMD: +38/+46/68
Attack: Hell Striker+59 (2d10+29 plus 6d6 holy plus 1d6 fire plus 2d6 axiomatic plus +2/2d6 vs undead plus 2d6 on crit 15-20 x3)
Full Attack: Hell Striker+59/+54/+49/+44 (2d10+29 plus 6d6 holy plus 1d6 fire plus 2d6 axiomatic plus +2/2d6 vs undead plus 2d6 on crit 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 24/day (good aligned, confirming, holy, fiendsmite, chain), turn undead 15/day (2d6; DC 23), spells, sunder evil item, holy martial strike, incandescent strike.
Special Qualities: Aura of good, immunity to electricity*, detect evil, divine grace, lay on hands (78 hp), aura of courage, divine health, charging smite, remove disease 1/week, magic circle, fast healing (self), unbearable countenance, incarnum overload 1/day, fast healing 3.
Saves: Fort +43, Ref +36, Will +33
Abilities: Str 26, Dex 23, Con 24, Int 16, Wis 17, Cha 37
Skills: Acrobatics+61, Diplomacy+53, Intimidate+53, Knowledge(Religion)+43, Knowledge(Planes)+43, Perception+43, Sense Motive+43
Feats: Wild Talent(B), Azure Toughness(1), Toughness(F1), Servant of the Heavens(H), Weapon Focus(Falchion)(F2), Sapphire Smite(3), Weapon Specialization(Falchion)(F4), Cobalt Charge(6), Power Attack(F6), Melee Weapon Mastery(Falchion)(F8), Battle Blessing(9), Divine Might(12), Greater Weapon Focus(Falchion)(F12), Greater Weapon Specialization(Falchion)(F14), Sanctify Martial Strike(FoR4), Awesome Smite(15), Improved Critical(Falchion)(F16), Extra Smiting(18), Weapon Supremacy(Falchion)(F18), Exalted Weapon Mastery(F20)
Epic Feats: Great Ability(Strength)(21), Epic Weapon Focus(Falchion)(F22), Epic Toughness(24), Epic Weapon Specialization(Falchion)(F24), Great Smiting(FoR14), Dire Charge(F26), Epic Spell Capacity(27), Epic Toughness(F28), Holy Strike(FoR18), Fast Healing(30), Epic Toughness(F30), Armor Skin(F32), Spectral Strike(FoR22), Great Ability(Charisma)(33), Armor Skin(F34), Great Ability(Charisma)(36), Overwhelming Critical(Falchion)(F36), Devastating Critical(F38), Armor Skin(FoR26)
Alignment: Lawful Exalted

Paladin powers:
Spoiler: ShowHide


Benyen casts as a 26th level paladin. The save DCs are 20 + spell level. All of her paladin spells are automatically quickened.

Concentration+32

[6/day]1: Bless, Lesser Restorationx5
[6/day]2: Divine PresenceCCx2, Divine ProtectionSCx2, Remove Paralysis, Undetectable Alignment
[5/day]3: Remove Blindness/Deafness, Remove Curse, Righteous FurySCx3
[5/day]4: Death Wardx3, Greater Angelskinx2Home
[5/day]5: Cure Critical Wounds, Life's Gracex2SC, Plane Shiftx2
[3/day]6: Healx3

Aura of Good (Ex)

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

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su)

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

Charging Smite (Ex)

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

Remove Disease (Sp)

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


Fist of Raziel powers:
Spoiler: ShowHide


Magic Circle (Su)

A 1st level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist's character level.

Smite Evil (Su)

Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is non evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on below.

If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain. In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.

Good-Aligned

An 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of overcoming damage reduction, as if she had the Exalted Smite feat.

Confirming

An 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful (so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits, unlike the similar effect of the bless weapon spell.

Holy

An 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the extra damage she deals from the smite. However, in does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

Fiend Smite

An 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.

Chain

An 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Cha modifier) reduces the damage by half.

Sunder Evil Item (Su)

An 6th level, whenever a fist of Raziel attacks an object that is evil (such as an unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.

Holy Martial Strike (Su)

Any weapon that a 10th level fist of Raziel wields is treated as a holy weapon, dealing an extra 2d6 points of damage to evil creatures, even when she is not smiting evil. This additional damage does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.


Incandescent Champion powers:
Spoiler: ShowHide


Incandescent Strike (Su)

You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage roll equal to the number of points of essentia invested in this ability.

Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell.

Fast Healing (Su)

When you reach 2nd level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability. This fast healing is usable for a number of rounds per day equal to your incandescent champion level. For example, a 5th-level incandescent champion who invests 2 points of essentia in this ability gains fast healing 2 for a maximum of 5 rounds per day. Activating this ability requires no action, but investing essentia in it requires a swift action, as normal.

At 9th level, each ally who is adjacent to you when you activate the ability gains fast healing at the same rate and for the same duration as you do.

Unbearable Countenance (Su)

When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mindaffecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. This ability is always active.

Incarnum Overload (Ex)

At 4th level, you can temporarily boost the maximum essentia capacity of any soulmeld, incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action.

At 7th level, you can use this ability twice per day; at 10th level, you can use it three times per day.



Incarnum:
Spoiler: ShowHide


Benyen has 7 essentia to invest (4 incandescent champion + 1 azure toughness + 1 sapphire smite + 1 cobalt charge). He can invest up to 6 essentia in any one soulmeld, chakra, feat or other source of essentia.

Azure Toughness: 0 (3 temp hit points per day per point invested; 0 temp HP)
Sapphire Smite: 6 (+1 smite/day and +1 damage per smite per point invested; +6 smites/day and +6 damage smites)
Cobalt Charge 0 (+1 attack roll/damage charges per point invested; +0 attack roll/damage charges)
Incandescent Strike 1 (+1 damage melee attacks per point invested; +1 damage melee attacks)
Fast Healing 0 (+1 fast healing per point invested; fast healing 0)
Incandescent Ray 0 (1d8 ranged damage per point invested; 0d8 damage)


Gear:
Spoiler: ShowHide


[Weapon]Hell Striker: Falchion+5, holy, flaming, axiomatic and undead bane. Fire damage ignores resistance/immunity of evil outsiders. Can rage 3/day as a barbarian, but without losing the ability to cast spells or use skills. Can use Wall of Fire 1/day in a circle around the wielder. 1/month can take control of the wielder if they are mentally incapacitated. +3 masterwork bonus, base 2d10 damage.
[Armor]Heroic Armor: Full Plate+7. Has no ACP or maximum dex. +6 enhancement bonus to all ability scores. +1 armor bonus.

[Head]Heroic Barbute: Grants darkvision 120ft. Wearer can see invisible creatures and gains a +4 bonus to disbelieve illusions. Grants a +2 enhancement bonus to Intelligence.
[Shoulders]Heroic Cloak: Grants a +5 resistance bonus to saving throws and allows dimension door (CL15) 3/day.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of Heroic Acrobatics: +15 competence bonus to Acrobatics checks and immunity to electricity.
[Feet]Heroic Boots: Allows flight at will, 60ft (perfect). Increases land movement speed by 20ft.

[Storage]Bag of Holding, type III. Everything below here is kept in the bag.

[Consumable]Wand of Cure Moderate Wounds
[Consumable]Potion of Cure Serious Woundsx5
[Consumable]Potion of Haste
[Consumable]Potion of Remove Paralysis

[Money]A write of credit to Brightwater worth 9,777 gold.



Misc: [spoiler]

Hell Striker
- Falchion +5 Holy, Flaming, Axiomatic, Undead Bane. Fire damage ignores immunity/resistance of Outsiders with the Evil subtype. Allows wielder to Rage twice per day as a Barbarian, but without losing the ability to cast spells or use skills. Can cast Wall of Fire 1/day in a circle around the wielder. Once per month can take possession of wielder if mentally incapacitated. Caster level 21.
Alignment: Lawful Good, Communication: Telepathy, Mission: Fighting evil at all costs
Senses: 60ft sight/hearing, 30ft detect alignment
Abilities: Int 19, Wis 12, Cha 14, Skills: Spot +8, Listen +8, Knowledge (Planes) +11
<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
Jayne

Phoenix 38//Paladin of Freedom 35/Battle Dancer 1/Fighter 2

Size/Type: Medium Magical Beast (Fire, Human)
Hit Dice: 38d10+380+38+76 (874 hp)
Initiative: +6
Speed: 30ft, fly 80ft (perfect)
Armor Class: 61 (+6 dex, +10 deflection, +24 natural, +11 cha)
Base Attack/CMB/CMD: +38/+46/83
Attack: Claw+47 (1d8+8 plus 3d6 fire plus 2d6 holy)
Full Attack: 2 claws+47/+42/+37/+32 (1d8+8 plus 3d6 fire plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Phoenix cry, rise from the ashes, spell-like abilities, smite evil 16/day, channel energy 12/day, charging smite.
Special Qualities: Damage reduction 25/cold, epic and evil, immunity to fire and poison, resistance to acid and electricity 30, spell resistance 51, fast healing 70, vulnerability to cold, see in darkness, flaming body, unearthly grace, detect evil, aura of good, phoenix's grace, lay on hands (385 hp), aura of resolve, divine health, aura of banishment.
Saves: Fort +39, Ref +29, Will +34
Abilities: Str 26, Dex 23, Con 30, Int 18, Wis 20, Cha 32
Skills: Appraise+45, Escape Artist+47, Handle Animal+52, Heal+46, Knowledge(Nature)+45, Knowledge(Religion)+45, Perception+46, Profession(Bird)+46, Survival+46, Use Magic Device+52
Feats: Snatch(B), Power Attack(1), Toughness(3), Divine Might(P4), Rapidstrike(6), Extra Smiting(P8), Improved Natural Attack(9), Extra Smiting(P11), Flyby Attack(12), Extra Smiting(P14), Weapon Focus(Claw)(15), Improved Rapidstrike(18), Improved Unarmed Strike(21), Quicken Spell-Like Ability(Heal)(27), Extra Smiting(BD1), Combat Expertise(F1), Improved Disarm(F2)
Epic Feats: Great Smiting(P23), Great Ability(Charisma)(24), Holy Strike(P26), Dire Charge(P29), Great Ability(Charisma)(30), Epic Divine Might(P32), Legendary Wrestler(33), Persistent Divine Might(P35), Epic Toughness(36)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cure critical wounds*, dispel evil, fireball*, greater dispel magic, hallow, holy aura, holy word, neutralize poison, remove blindness/deafness, remove curse, remove disease, remove paralysis. 3/day-heal, greater restoration, rain of embers*, regenerate, resurrection. Caster level 38th. The save DCs are 18 + spell level.

* Treat as maximized, as if by the Maximize Spell feat.

Flaming Body (Su)

A phoenix deals an extra 3d6 points of fire damage with its natural attacks. Creatures that strike it with melee attacks suffer the same damage per strike, while those that grapple it take 10d6 points of fire damage per round.

Unearthly Grace (Su)

A phoenix adds its Charisma modifier as a bonus to its saving throws and a deflection bonus to armor class.

Phoenix Cry (Su)

As a full round action, a phoenix can emit a cry that causes a channel energy (positive) effect on all creatures within 60ft. Treat it as a cleric of its level to determine the damage and save DC. (18d6; DC 40). A phoenix is healed by its phoenix cry, unlike a cleric channeling energy. Additionally, creatures that have been dead one round or less are affected by its cry. If this healing would restore them to 0 or greater hit points, they are restored to life.

The save DC includes a +4 racial bonus.

See in Darkness (Ex)

The burning eyes of a phoenix can see normally in any darkness, even magical darkness.

Rise from the Ashes (Su)

A phoenix that is slain immediately resurrects in a burst of fire. When the phoenix dies, its body burns away to ash. 1d4 rounds later it rises from the ashes (or the spot where it died if the ashes are scattered or destroyed). Any creature within 60ft of the phoenix when it rises from the ashes suffers 456 points of fire damage (DC 44 Reflex halves). This fire damage ignores resistance to fire and deals half damage to creatures immune to fire. The phoenix acts immediately after its resurrection.

The means to permanently kill a phoenix are not known, though petrification can stop one.

The save DC is Constitution based and includes a +4 racial bonus.

Ko note for this: Damage is 1d8 per level, maximized and empowered. That's the formula the baseline phoenix uses.


Gear: [spoiler]

Nothing as of yet.
<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?