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Seira and Allies

Started by Anastasia, April 14, 2018, 10:55:20 PM

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Anastasia

For Seira and her NPCs. Go ahead and claim as many posts as you need and then I'll start posting NPCs.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Corwin

#1
Seira Aryn

Gender: Female, Height: 5'1, Weight: 122lbs, Age: 39, Base Form: Half-elf with golden dragon wings, Eyes: Turquoise, Hair: Rainbow-colored, waist-length, Ears: Pointy!
Appearance: Seira wears form-fitting pants in her signature red leather, with a matching mantelet draped over a silk shirt made with Seira's favorite color. Exaggerated black pauldrons perform their decorative task, on top of fastening Seira's cloak to her -- bright red scales on the inside, the same black as the pauldrons on the outside. She is always ready for travel, having a sensible belt complete with the sheet for Dragon's Grace and serviceable gloves and boots, with the only concession to fashion being her golden earrings. Completing the outfit are the prominent gems adorning it, fiery rubies inset in the back of her gloves, as a clasp to secure her cloak and serving as a belt buckle.

Rogue 10/Marshal 1/Monk 11/Ordained Champion 5/Swashbuckler 3/Sentinel 5/PRISMATIC DRAGON 3//Wizard10/Arcane Trickster26/War Wizard2

Size/Type: Medium Dragon (Fire, Good)
Divine Rank: 6 (One, Anarch)
Hit Dice: 1050hp
Supreme Initiative: (+21 vs DvR6)
Speed: 100ft, Flight: 230ft (perfect maneuverability)
Armor Class: 105 (Touch AC 84)
Base Attack/CMB/CMD: +34/+73/157
Melee/Ranged Attack: +63 [Good, Lawful and Epic] (Haste, K:D +5, DvR6, Luck +3, Enchantment NOT included)
Full Attack/Unarmed: +73/+73/+73/+73/+68/+63/+58 (2d8+94) and bite +68 (1d8+87) and claws +68/+68 (1d6+87) and wings +68/+68 (1d4+87) [19-20 x2]
Full Attack/Unarmed (flanking): +77/+77/+77/+77/+72/+67/+62 (2d8+117) and bite +72 (1d8+110) and claws +72/+72 (1d6+110) and wings +72/+72 (1d4+110) [19-20 x2, +23d6 and 2 Str damage]
Full Attack (Flame Whips 15ft reach): +73/+73 touch (6d6+94) and bite and wings [19-20 x2]
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack +22d6 and 2 Str damage and +1d6 Armbands of the Spark, penetrating strike +11d6 (half normal SA), smite evil 4/day (+23 attack, +10 damage;2pal+2oc), impromptu sneak attack 6/day (target loses Dex to AC vs single attack), stunning fist 18/day Fort DC54 (uses: 11monk+27/4other+1belt, DC: 10+HD/2+23int+2ki straps), improved unarmed strike, turn undead 26/day (23int+3), insightful strike, holy warrior/ordained champion, master of tactics 60ft, greater flurry (+2 attacks), holy strike +1d6 vs evil (ki strike/magic acf), ki strike (lawful, good), arcane spells, divine spells 19/day (half CL), channel spell, breath weapon 20d10 fire+4d10holy (60ft cone, 120ft line) Ref DC49 half (DC: 10+HD/2+16con+4fire), prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC45 (energy, 5x half hd)/prismatic spray (60ft cone) DC45 (depending on the result of d8), frightful presence 240ft Will DC44 (DC: 10+HD/2+15cha), Dispel/Counterspell at +10, goldenfire, crippling strike, sneak attack of opportunity, Attacks of Opportunity 15/round (14dex+1), spotaneous widen spell (23int+1).
Special Qualities: Damage reduction 20/adamantine and epic and colorless, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 53, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles, divine traits, dragonshape (red dragon wyrm, 38HD, G), lay on hands (still mind acf), slow fall 50ft, purity of body, wholeness of body, diamond body, fast movement +30ft, grace +1, trapfinding, improved evasion, improved uncanny dodge, aura of good, divine grace, lay on hands (paladin), aura of courage, stand fast 1/day immediate/defensive (special mount/celestial minion acf), resist fiendish lure, celestial fortitude, spell reflection, divine bulwark, fist of the gods, rapid spontaneous casting/war, war caster, paladin spells/holy warrior (complete champion), wizard familiar/metamagic feat (custom), ranged legerdemain 7/day (user disable device or sleight of hand at range of 30ft, raises DC by 5), prismatic immunities, prismatic cloak, 12 regeneration (hd/3, bypassed by epic, adamantine weapons that are colorless).
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). A deity is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.
Saves: Fort +84, Ref +80, Will +82
Abilities: STR 36+2 (13+1), DEX 38 (14), CON 36+6 (13+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Skills: Acrobatics (38) +64, Appraise (38) +93, Bluff (38) +80/82 vs men, Craft/Elementals (38) +93, Craft/Metalworks (38) +93, Craft/Traps (38) +93, Craft/Writing (35) +90, Diplomacy (38) +83/85 vs men (skill focus), Disable Device (38) +93, Disguise (38) +80, Escape Artist (38) +64, Handle Animal (21) +63, Intimidate (38) +80, Knowledge/Arcana (38) +93, Knowledge/Dungeoneering (38) +93, Knowledge/Geography (5) +60, Knowledge/Engineering (5) +60, Knowledge/History (0) +55, Knowledge/Local (1) +56, Knowledge/Nature (38) +93, Knowledge/Nobility (5) +60, Knowledge/Planes (38) +93, Knowledge/Religion (38) +93, Perception (38) +83, Perform/Dance (38) +80, Perform/Oratory (38) +80, Perform/Sing (38) +80, Perform/String Instruments (10) +52, Profession/General (38) +88 (helm), Profession/Merchant (35) +80, Profession/Researcher (38) +83, Sense Motive (38) +83, Sleight of Hand (38) +64, Spellcraft (38) +93, Stealth (38) +64, Survival (10) +55, Swim (2) +28, Use Magic Device (38) +80. [+3 for class skills calculated in, +6 DvR calculated in, +3 luck from Hope Diamond calculated in, +20 competence from Philosopher's Staff calculated in for Wis/Int, +15 competence from Commander's Helm calculated in for Cha, +15 insight from Bibliotheca Arcana/Divine Insight NOT calculated in]
Feats: Empower Spell (B, metamagic book), Maximize Spell (B, familiar, lvl1/wiz1), Scribe Scroll (B, lvl1/wiz1), Darkstalker (lvl1), Southern Magician (lvl3), Skill Focus/Diplomacy (B, lvl4/marshal1), Stunning Fist (B, lvl5/monk1), Twin Spell (B, lvl5/wiz5), Combat Reflexes (B, lvl6/monk2), Draconic Aura: Energy/Fire (lvl6), Widen Spell (lvl9), Improved Trip (B, lvl10/monk6), Arcane Strike (lvl12), Easy Metamagic: Twin Spell (lvl15), Toughness/Hope (B, lvl16/oc1), Vexing Flanker/Dragon (B, lvl16/oc1), Diehard (B, lvl17/oc2), Purify Spell (lvl18), Quicken Spell (B, lvl20/wiz10), Weapon Finesse (B, lvl21/swashbuckler1), Holy Warrior Reserve Feat/Holy Warrior ACF (B, lvl27/pal4), Robilar's Gambit/Holy Warrior ACF (B, lvl28/pal5), Weapon Focus/Short Sword (B, War Domain), Knowledge Devotion (B, Knowledge Domain), Fire Devotion (B, Fire Domain), Improved Initiative (B, Time Domain)
Epic Feats: Blinding Speed (lvl21, 25 rounds of haste, can be AT bonus feat), Improved Metamagic (B, at14/lvl24, -1L to all metamagic), Epic Spell Capacity (lvl24, can be AT bonus feat), Multiaction (lvl27, second swift action), Improved Metamagic (B, at18/lvl28, -1L to all metamagic), Enhance Spell (lvl30), Spell Stowaway/Time Stop (B, at22/lvl32, Time Stop emulation for 300ft radius), Easy Metamagic/Enhance Spell (lvl33), Epic Toughness (lvl36), Specialized Metamagic/Twin Spell (B, at26/lvl36), Specialized Metamagic/Enhance Spell (B, ww2/lvl38), Improved Sneak Attack x3 (B, via SDA), Sneak Attack of Opportunity (B, via SDA), Lingering Damage (B, via SDA), Epic Counterspell (B, via SDA).
Salient Divine Abilities: Automatic Metamagic (SLAs, Quicken), Battle Metamagic, Dragon Ascension [Seira], Extra Domain (Fire), Golden Flames [Seira], Golden Mind [Seira], Instant Counterspell, Divine Sneak Attack, Supreme Initiative, Goldenfire Magic [Seira], Extra Domain (Dragon)
Domains: Hope, Knowledge, War, Good (B), Fire (SDA), Time, Dragon (SDA)
Alignment: Neutral Good

Combat Modes
Spoiler: ShowHide

Resist Fiendish Lure(Su): 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.

Spell Reflection: You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack).If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).

Fire Devotion, swift action activation, 10 rounds duration, each use beyond the first costs 2 Turnings
+7 fire damage to melee attacks

Holy Warrior, swift action activation, 5 rounds duration, each use costs a Turning
Int over Str for attack and damage
+9 attack and damage to melee attacks

Fist of the Gods, swift action activation, 5 rounds duration, each use costs a prepared spell/spell slot
+Sacrificed spell level +1 to melee damage

Armband of the Spark, swift action activation, 10 rounds duration, 5 uses a day
Deal critical hits and precision damage to creatures normally immune to such

Holy Strike, always on
+1d6 melee damage vs evil

Impromptu Sneak Attack, free action activation, 6 uses a day
Target loses Dex to AC vs single attack

*Dragon Shape, swift action activation, indefinite duration, unlimited uses per day
*Changes to physical stats to STR50, DEX23, CON42; gargantuan size; tail attack

Arcane Strike, free action activation, 1 round duration, each use costs a prepared spell/spell slot
+Sacrificed spell level to melee attack, +sacrificed spell level times d4 damage to melee attack

Soothsayer's Spite, free action activation, spell cast next round effect, 3 uses a day
+4 to spell DC, +1 to spell damage per dice

Ruby Eye Talismans, free action activation, single spell, 1 use a day
Can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level.

Metamagic staff (fiery and searing), free action activation, single spell of lvl1-6, 3 uses a day
Adds +1 fire per damage dice, bypasses fire resistance altogether; fire-immune creatures still take half damage

Nova
[spoiler]
Time Stop

1 swift: Fire Devotion
1 swift: Dragonfire Wrath
1 move: move to full attack range
1 standard (swift): Armband of the Spark

2 swift: Holy Warrior/Dragon Shape
2 swift: Fist of the Gods
2 move: Channel Chain Dispel
2 standard: True Strike

[/spoiler]

Racial Powers
Spoiler: ShowHide

Golden Fire (Su)
Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. The flames of her breath weapon ignore resistance and immunity to fire. Likewise, her spells with the fire descriptor ignore resistance and immunity to fire.

+1 charisma from Scandamalonax's feast

Kossuth:
+1 CL bonus to all fire-typed spells; once per day, you can change any spell to deal half fire damage and half of its original damage.

Lathander:
You've unlocked the ability to improve golden fire into an SDA as well as step into Elemental Lord (Fire) SDA when you have an open SDA slot. To be clear, both require an open SDA slot so this is for the future, so make a note of this on your sheet for now.
For Amaryl: She'll hold onto it as an IOU sort of thing since she's just getting started and used to her basic domains. Make a note that Lathander owes her one on your sheet, too.

Deck of Many Cards:
- Once per day you gain dismissal as a spell like ability. You heal 2 hit point per hit die of the creature banished in this way. You feel full of life and vitality. Around you, things are sharper, outsiders dimmer (15ft radius).
- Knowledge/History. Ranks of that are gone and you can't get any more, you gain a +10 bonus which-must-not-be-named once a week. It doesn't overwrite the other one, but they don't stack on the same roll. (Same bonus type.)

Carnival:
+2 bonus to Diplomacy/Bluff checks against men

Deep Ethereal (mist):
You gain a +1 dodge bonus to armor class.

Frightful Presence:
A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Fire Subtype:
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Good Subtype:
A subtype usually applied only to outsiders  native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment  affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned.

Astral Dragons:
Draconic Might: Your breath weapon dice improved to d10s from d8s and follows draconic progression for red dragons (12d10 golden fire now). The save DC is calculated as normal breath weapons (1/2 HD+con mod+10).
Dragon Shape.

Prismatic Dragon template:
Spell-Like Abilities: At will-hypnotic pattern, rainbow pattern. 3/day-sunbeam (Adult), sunburst (Old), prismatic wall (Ancient), prismatic sphere (Great wyrm). Caster level equal to the base creature's hit dice. The save DCs are Charisma based. The abilities are gained upon reaching the indicated age category of the base creature.
Prismatic Breath (Su): A prismatic dragon has two breath weapons on top of any breath weapon the base creature has. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are Constitution based.
Prismatic Immunities (Ex): Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.
Prismatic Cloak (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.
Damage Reduction (Ex): A prismatic dragon's damage reduction changes from the base creature's. It can now only be bypassed by epic, adamantine weapons that are colorless. If the base creature did not have damage reduction, it gains damage reduction 10/epic, adamantine weapons that are colorless. If the base creature's damage reduction was below 10, it becomes 10.
Regeneration (Ex): A prismatic dragon gains regeneration equal to its hit dice divided by three. A prismatic dragon takes lethal damage from weapons that successfully defeat its damage reduction.

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


Divine Powers
Spoiler: ShowHide

Salient Divine Abilities
[spoiler]
AUTOMATIC METAMAGIC
The deity can apply a particular metamagic feat to spells she can cast or to her spell-like abilities with no spell slot adjustment.
Prerequisite: Spellcaster level 21st.
Benefit: The deity chooses one non-epic metamagic feat. As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that depend on making the spell's level higher, such as heighten spell, do not work with this ability. A deity can have this ability multiple times, choosing a metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time.
Suggested Portfolio Elements: Knowledge, magic.
(Automatic Metamagic/Quicken SLAs)

BATTLE METAMAGIC
The deity is particularly adept with using spells and spell-like abilities in army battles.
Prerequisite: Spellcaster level 21st, Widen Spell.
Benefit: When the deity casts a spell modified by Widen Spell, the deity can choose to enhance the spell area of Widen Spell applied to her spells and spell-like abilities up to a mile per her Divine Rank rather than by 100%.
Suggested Portfolio Elements: Knowledge, Magic, War

DIVINE SNEAK ATTACK
The deity's sneak attacks are devastating.
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity gains Improved Sneak Attack x3, Sneak Attack of Opportunity, and Lingering Damage as bonus feats. In addition, she can flank or catch flat-footed any opponent whose divine rank does not exceed the deity's and can sneak attack that opponent.
Suggested Portfolio Elements: Thieves.

DRAGON ASCENSION
Prerequisite: Must have nurtured and awakened a draconic spark within your soul.
Benefit: Seira has nurtured the draconic nature within her, gaining the power of a true dragon. Her type changes to dragon and she gains all the benefits and drawbacks of that type. She also gains the fire subtype and all the traits of it. The main benefit of this ability is that Seira now has a draconic form - that of a red dragon. She may transform as a swift action and may stay in either form indefinitely. This transformation follows the rules of the polymorph subschool except as follows. She transforms into a red dragon of an age category matching her hit dice. For example, at 36 hit dice, her transformation is that of an ancient red dragon. Seira may cast spells freely in this form and gains the benefit of the eschew materials feat while in it. Seira retains all of her class abilities, only limited by abilities that would not work in dragon form. In all respects, this transformation is treated as being Seira's natural form. A true seeing spell shows both her normal and dragon forms.

EXTRA DOMAIN
The deity gains an extra domain.
Prerequisite: Divine rank 1.
Benefit: The deity chooses one domain to add to her list of domains. This domain is treated just like any of her other domains.
Notes: A deity can have this ability multiple times, choosing a new domain each time.
Suggested Portfolio Elements: Any.
(Fire Domain)

GOLDEN FLAMES
Prerequisite: Good alignment, must have been taught by Lathander or Kossuth
Benefit: Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. She can use these in three unique ways.
Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. The flames she controls, including those of her breath weapon or her spells with the fire descriptor ignore resistance and immunity to fire.
Golden flames can be added to Seira's melee attacks, dealing an extra 15 points of fire damage.
Once per minute Seira can unleash a blast of golden flames as a standard action. This is a radius burst centered on Seira with a range of 20ft per divine rank (120ft). These flames heal good creatures 1d8 points of damage per two hit dice (17d8) and deal the same as damage to evil creatures. Evil creatures are allowed a Reflex save DC of 10 + 1/2 the deity's hit dice + the deity's Charisma bonus + the deity's divine rank (DC 46). Neutral creatures are not affected.

GOLDEN MIND
Prerequisites: Int 31, Knowledge Domain
Benefits: Seira's mind is her greatest weapon, a marvelously trained tool that applies her intellect to many and varied pursuits. She may use her Intelligence modifier in place of her Wisdom and Charisma modifiers for various class based abilities and powers, such as spellcasting, a monk's AC bonus to armor class or a cleric's channel energy. This does not apply otherwise and does not apply to feats (except for the stunning fist feat). Additionally, this ability can't be used to apply Intelligence to an ability more than once (such as applying a monk's AC bonus and a battle dancer's AC bonus).

INSTANT COUNTERSPELL
The deity can counterspell as a free action.
Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells.
Suggested Portfolio Elements: Magic.

SUPREME INITIATIVE
The deity always goes first in the initiative order. This is an extraordinary ability.
Prerequisites: Dex 29, Improved Initiative.
Benefit: The deity goes first in the initiative order, no matter what her initiative result is or what initiative result anyone else in an encounter or battle has.
Notes: Determine initiative normally among any beings who don't have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes her initiative as normal. The deity also can refocus, thereby resuming her position at the beginning of the initiative order.
If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position and so on. Other beings then go in order after the last deity with the Supreme Initiative ability.
If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.

GOLDENFIRE MAGIC
Prerequisite: Divine rank 6, Fire domain, able to cast 9th level spells, Golden Flames
Benefit: Seira's magic is fueled by the purest fires of Creation. When those golden flames are used to form a spell or a spell-like ability, they strike down the wicked and spare the righteous. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. Goldenfire damage inflicted in this manner can only be healed in areas sanctified by a Good-aligned deity and with a DC 46 caster level check or a successful opposed rank check against Seira.

EXTRA DOMAIN
The deity gains an extra domain.
Prerequisite: Divine rank 1.
Benefit: The deity chooses one domain to add to her list of domains. This domain is treated just like any of her other domains.
Notes: A deity can have this ability multiple times, choosing a new domain each time.
Suggested Portfolio Elements: Any.
(Dragon Domain)

When a salient divine ability allows a saving throw, the kind of save is noted in the descriptive text. Most saving throws have DCs of 10 + 1/2 the deity's hit dice + the deity's relevant ability modifier + the deity's divine rank. The actual DC is listed in the deity's description.


Divine Characteristics
Spoiler: ShowHide

Alter Reality (Su):
Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.
Demigods and lesser deities can use limited wish with regard to their portfolios. This ability does not place any strain on a deity's body, unlike a mortal using such magic, and takes a standard action to use. A deity can effectively mimic any mortal spell effect, so long as it fits with the deity's portfolio. This limits the exact applications of this ability, as a deity cannot use this ability to do something against what they represent. In a situation where two deities try and alter reality in opposition to each other, an opposed rank check determines how reality is actually altered.

Domain Powers: A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to one half her hit dice for this purpose.

Spell-Like Abilities: A deity can use any domain spell she can grant as a spell-like ability at will. This ability does not extend past ninth level magic; epic level spells are not gained as spell-like abilities in this manner. Her effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.

Travel: A deity of rank 1 or higher can use greater teleport as a spell-like ability at will at a caster level equal to her hit dice. A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will at a caster level equal to her hit dice.

Special Qualities:

Damage Reduction: A deity has damage reduction 20/epic and adamantine.

Divine Aura (Ex):
The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, her aura power effectively becomes non-functional. When auras from two more deities cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. A deities divine aura can extend as far as 100ft/rank.
The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until she dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. The deity can choose from the following effects each round as a free action.
Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Resolve: The deity's allies receive a +4 morale bonus on attack rolls, saves, and checks, while her foes receive a –4 morale penalty on attack rolls, saves, and checks.
All divine aura effects are mind affecting abilities. Other creatures, including deities of lower rank, can resist the aura's effects with successful Will saves (DC 10 + deity's rank + deity's Charisma modifier). Deities are immune to the auras of others of equal or lower rank. Any creature that makes a successful saving throw against a deity's aura becomes immune to that aura power for 24 hours.

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. A deity does not age, and she does not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. She risks permanent destruction if slain on her divine realm and if the attacker succeeds in an opposed rank check against her. Otherwise, the deity reforms within her divine realm in 6 hours.

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).
Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
These immunities can be overcome by another deity who succeeds on an opposed rank check against the deity.

Spell Resistance: A deity has spell resistance equal to 15 + hit dice.

Saving Throws: A deity's character levels determine her base saving throw bonuses. She gains a bonus equal to her divine rank as a divine bonus on all saving throws. In addition she gains a resistance bonus to all saving throws equal to her Charisma modifier.

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

Deities of rank 1 or higher do not automatically fail an attack roll or saving throw on a natural 1. Lesser deities may take 10 on any check, provided they need to make a check at all.

Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.

Remote Communication: As a standard action, the deity can send a communication to a remote location. She can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity's voice can seem to issue from the air, the ground, or from some object of her choosing (but not an object or locale dedicated to another deity of equal or higher rank). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity's communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until she decides to end the communication. A deity can carry on as many remote communications at one time as she can remotely sense (see remote sensing, below).

Create Items: A deity of rank 1 or higher can create magic items related to her portfolio without item creation feats or other prerequisites. The maximum item value a deity can create is 30,000 gold. If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved.

Grant Spells: A deity automatically grants spells and domain powers to divine spellcasters who pray to her. All deities can grant spells from divine spell lists, unless they possess an alignment descriptor opposed to the deity's own alignment. A deity can withhold spells from any particular creature at will; once a spell has been granted, however, it remains in the creature's mind until expended.

Portfolio Sense: Demigods have a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people. The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people.

When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it. If a greater deity senses an event in the future that is subsequently stopped from happening, she is aware it was stopped, though further details are not known.

Senses: Deities of rank 1 or higher have incredibly sensitive perception. Such a deity's senses (including darkvision and low-light vision, she has them) extend out to a radius of one mile per divine rank. Perception is limited to the senses she possesses. A deity cannot see through solid objects without using her remote sensing ability or some sort of x-ray vision power.

Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of her worshipers, holy sites, or other objects or locales sacred to her. This supernatural effect can also be centered on any place where someone speaks the deity's name or title for up to 1 hour after the name is spoken, and at any location when an event related to her portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in salient divine abilities), another deity's divine realm, or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, mind blank or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend her senses to 5 remote locations at once (depending on her divine rank) and still sense what's going on nearby.

Once a deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until the location is blocked somehow.

Block Sensing: As a standard action, a deity of rank 1 or higher can block the sensing ability of other deities of her rank or lower. This power extends for a radius of one mile per rank of the deity, or within the same distance around a temple or other locale sacred to her, or the same distance around a portfolio-related event. The deity can block two remote locations at once, plus the area within one mile of herself. The blockage lasts 1 hour per divine rank.

[/spoiler]

Gear
Spoiler: ShowHide

Weapons
[spoiler]
Powerbow: Longbow+5, "Power". When used to shoot arrows, the user may use Power Attack for those shots, converting hit and BAB to damage potential. This works as the trait of the same name. Effectively a +6 weapon.
Greatsword+7, fiery blast. This weapon's flames are pure gold, ignoring fire resistance and halving fire immunity(As if the flames were searing.) It is made of a material like gold, but far harder. Celestial runes cover the blade, calling on the wrath of Raziel to smite evil.
Crystalvein Greatsword. This greatsword functions as a greatsword+6, keen and wounding. This greatsword ignores any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by this greatsword, any force effects active on them or force spells being maintained by them are treated as being targeted by a dispel magic effect with a dispel modifier of +21.
Crystalvein Dagger x2. This dagger functions as a dagger+6, keen and wounding. These daggers ignore any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by one of the daggers, any force effects on them or force spells being maintained are treated as being targeted by a dispel magic effect with a dispel modifier of +21.
Weave's Gentle Tears: Large greatsword +7. As an immediate action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. An absorbed spell heals the wielder for 5 hit points per level of the spell. 350,000 gold.

Razalim
This blade, in Seira's hands, is of remarkable power. It is a scimitar+12. Any creature of 20 or less hit dice that views Razalim must make a DC 48 Will save or be hypnotized by the blade. Such creatures take no actions save to watch Razalim. This effect lasts as long as the creature can see Razalim or until the wielder of Razalim attacks them. During this time, anything the bearer of Razalim says is treated as a suggestion, as the spell with a save DC of 48. Creatures that succeed on the initial saving throw are immune to Razalim's hypnotic powers for 24 hours. There is no limit to the number of creatures that can be hypnotized by Razalim at any one time, so long as they can all see the scimitar. Creatures with 21 or more hit dice are not at risk of hypnosis, but must make the same Will save or be distracted by scimitar. This inflicts a -4 penalty on attack rolls against the wielder, as well as a -4 penalty to armor class against attacks with Razalim. Both types of hypnosis are mind-affecting effects.
In addition to the above powers, Razalim grants a +30 competence bonus to Charisma based skill checks. Razalim counts as silver for the sake of bypassing damage reduction, but does not inflict the -1 penalty to damage that alchemical silver does.
Against natives of Fire or creatures with the fire subtype, Razalim acts as a dread weapon with a critical hit range of 18-20 and with a x4 critical hit multiplier. Such creatures are subject to critical hits from Razalim even if they are otherwise immune to them.
Razalim's magic is far more active in Seira's hands. However, it seems to hypnotize and allure her when held, even in spite of her divine nature. Elle notes she isn't sure how far this runs, but it may be possible that it could completely compromise Seira.


Major
Spoiler: ShowHide

Wildaros, the Lifestone

Once an artifact to the destruction of magic, this has become something different due to its time within the greatest of all tarrasques. When carried on person, this grants a +2 bonus to the caster level of antimagic field, dispel magic and similar spells, as well as a +2 bonus to dispel checks as well as counterspelling.

For each spell that you dispel or counter, you gain 5 temporary hit points, to a maximum of 100. When 100 hits points is reached, there is a 5% chance that the bearer of Wildaros converts those hit points to a permanent +1 bonus to maximum hit points. A creature can gain as many bonus maximum hit points as their Constitution score.

Finally, the bearer of Wildaros gains immunity to negative energy and negative levels.

Ethereal Aegis of the Tarrasque (Animated):

These artifact shields are made from hundreds of flattened layers of the Tarrasque's shell woven together with the strongest smith-work and searing fire. They are then polished with powdered diamond and the blood of a demigod. Once completed each shield is perfectly reflective, never needing to be polished or buffed.

The Aegis of the Tarrasque counts as an animated heavy steel shield +6. When carried the user gains some of the impossible endurance of the Tarrasque. They gain a +4 bonus to constitution and are treated as having the Endurance and Diehard feats. If the user already possesses Endurance, the benefits are tripled. If the user already possesses Diehard, they do not die until -30 hit points.

The most powerful aspect of the shield is its ability to reflect lines, cones and rays. Any such attack targeted at the user has a 50% chance of being harmlessly deflected away. As this is not an illusion or displacement effect, True Seeing has no effect on this miss chance. Normal ranged attacks like arrows are not affected.

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Armbands of the Spark: +10 Keen Deadly Precision Shattermantle Armbands of the Spark, a pair of black armbands that turn the wearer's unarmed attacks or natural weapons into +10 keen (19-20 crit threat range), deadly precision (+1d6 SA) and shattermantle (cumulative -2 to target's SR for a round on a hit) weapons. The wearer's unarmed strikes and natural weapons also count as adamantine, silver and epic to overcome damage reduction. Further, they allow the user to channel life energy. Five times per day, they may activate that power as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. [worn]

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Nevaeaf: This ring grants the wearer damage reduction 5/-, or damage reduction 10/- if they are of the blood of the Daoin. Unlike normal types of item granted damage reduction, those with the blood of Daoin can stack this damage reduction with a permanent impenetrable damage reduction.

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Bright Scale Cloak [95,000gp]: Adds 4d10 holy damage to any breath weapon used by the wearer. [worn]

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Ring of Wizardry I-XIV [1,315,000gp/2,630,000gp] [worn]

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Underground Choker:

This choker is mad by tempering a rare gray stone with the blood and blessing of Ogremoch. It is inlaid with Earthbone Steel and black diamonds, the work of Ogremoch, though not tainted by his evil - it's merely a thing of Earth. It grants the strength of stones, the wearer gains a +2 insight bonus to Strength.

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Soothsayer's Spite:

This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains.  When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.

Soothsayer's Spite may be used three times per day. Incorrect uses count against its daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.

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Seira's Diadem

This wrough reddish-gold diadem appealing and simple, well made. It grants a +15 competence bonus ot Charisma based skills and a +6 enhancement bonus to Charisma. The wearer's voice is clear and powerful, able to be heard clearly for 100ft per hit die of the wearer. Yet the greatest function of the diadem is future seeing, allowing the wearer to have an instinctive grasp of which of her strategies are wise. This grants a +20 competence bonus to any check related to leading soldiers and planning battles, as well as the ability to 'sense' flawed plans. This works through powerful divination magic, able to foil any non epic protections to provide this, even if a plan would appear sound with the information the wearer has on hand.

Seira's Diadem is a minor artifact.

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Philosopher's Spectacles

These darkwood, gold and glass spectacles grant a a +20 competence bonus to Intelligence and Wisdom based skill checks when worn. The holder's mental abilities expand with the reflections of the ages, granting a +6 bonus to Intelligence and Wisdom. Finally, the spectacles may cast sequester once per day (caster level 30th), except that the target does not become comatose.

Philosopher's Spectacles are a minor artifact.

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Book of What May Have Been

Once a day, this book can show you a history that never was. It grows hazier the further in the past the point of departure is and around extremely powerful entities.

Sword of Yesterday

This greatsword+1 becomes a greatsword+8, keen and temporal banishing when in the past instead of the Present. A temporal banishing weapon that strikes a time traveler forces them to make a Will save (DC30) or be forced back to the time they came from.

Orb of Yesterday

This orb allows yesterday to be seen, all within 20ft of it. Any creatures that touches it sees the last 24 hours around the orb instantly.

Shield of Yesterday

This shield is a heavy steel shield+2 in the present. When in the past, it becomes a heavy steel shield+8, temporal fortress. A temporal fortress weapon grants a +6 bonus to saves versus chronomancy.


The Hope Diamond
Spoiler: ShowHide

Greater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks.
Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory.
Divine Fervor [90,000gp/180,000gp]: Grants a +3 luck bonus to attack and damage. This is a slotless accessory.
Pearls of Power I-VII [70,000gp/140,000gp]
Orange Ioun Stone [30,000gp] : +1CL
Clear Ioun Stone [4,000gp]: Sustains creature without food or water
Cord of Dispelling +10 [115,000gp/230,000gp]
Bead of Karma [10,000gp/20,000gp]
Ki Straps [+2 to Stunning Fist DC]


Minor
Spoiler: ShowHide

Oulil Boots of Speed: Boots of Speed [25,000gp]: Speed (Haste) enchantment 20rnd/day (free) + Oulil Anklet: +10ft bonus to land movement speed: (3,000 gold x1.5 = 4,500gp). [worn]
Rogue's Vest [18,000gp] : page 130 of the MIC. +2 competence on Move Silently and on Hide, +2 competence on Reflex, +1d6 SA. [worn]
Gauntlets of Heartfelt Blows [20,000gp]: +Cha to melee damage as fire damage [worn]
Eladrin gown (black, tinted with a fiery red): This gown or formal wear is of fine make beyond that of mortal tailors. When worn, it grants a +6 enhancement bonus to charisma. It takes up the armor slot. [not worn]
Fancy of Music: This baton can be waved to create any music the user can imagine. A DC 10 charisma check is required to use it. [14,000gp]
Slender Book titled Estorica:  Grants a +5 bonus on knowledge: arcana checks. It must be consulted for 2 hours to grand this bonus on a check; the check is made at the end of the reading. [3,000gp]
Blessed Book [2x12,500gp] : 2,000 scribing-free pages
+Wilding Clasp [4,000gp per clasp]

Funds for purchases: 5,000gp

Epic scrolls:
Scroll of Polar Howl: A normal spell scroll of the spell the blue ice dragon attempted to cast on you.
Scroll of Iosodaelanaja's Endless Sight
Scroll of Danatha's Improvisation
Scroll of Sorrow's Touch
Scroll of Lightning's Rise


Metamagic and Magic Boosters
Spoiler: ShowHide

Ruby Eye Talismans: These gems are infused with fire magic, granting Seira a +3 bonus to her caster level with spells of the fire descriptor. By drawing on the magic within the four gems worn by Seira on the back of her gloves, upon her belt buckle and on the clasp of her cloak, Seira can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level. [slotless]
Firebond Ring: Grants a +1 bonus to the caster level of spells with the fire descriptor.
Mage's Friend: Once per day as a swift action, this ring grants you a +1 insight bonus to the save DC and caster level of the next spell you cast this turn. 15000 gold.
Metamagic staff, fiery and searing: This works a a mid level (1-6) metamagic rod that applies both the fiery and searing metamagic feats to 3 spells per day. It basically makes fire -way- hotter and meaner. [custom] (adds +1 fire per damage dice, bypasses fire resistance altogether; fire-immune creatures still take half damage)
Bright Scale Tonic (five remaining) [5,000gp]: When drank as part of using a breath weapon, it converts the breath weapon's damage to untyped holy damage. This increases the damage by 1.5 on evil, halves it against neutrals and negates it against good. 1,000gp each.
Vial of Godsblood (epic poison, Fort DC 70 or 3d6 damage on all mental abilities, secondary damage is permanent brain death)
Scrolls (on the Cauldron Magic page)


Magic Items on the Body
Spoiler: ShowHide

(Head) Commander's Helmet
(Eyes) --
(Neck) Underground Choker [Soothsayer's Spite as backup]
(Torso) Rogue's Vest
(Body) --
(Waist) --
(Shoulders) Bright Scale Cloak
(Arms) Armband of the Spark
(Hands) Gauntlets of Heartfelt Blows
(Rings) Ring of Wizardry I-IX; Firebond Ring
(Feet) Oulil Boots of Speed

[/spoiler]

Fluff
Spoiler: ShowHide


Borrowing it from here.

Seira Aryn of House Aryn
The Dragon Princess, The Golden Flame, Mistress of the Cauldron, The Liberator
Lesser Deity
Symbol: A triangular shield with a golden dragon emblazoned upon it
Home Plane: The Cauldron (Cauldron Prime on Shurrock)
Alignment: Neutral Good
Portfolio: Good, abolitionism, countering death, elemental balance, magical research, investment, the future
Worshipers: Mages, knights, adventurers, unarmed fighters, dragons seeking enlightenment, nonevil elementals, idealists
Cleric Alignments: LG, NG, CG
Domains: Hope, Knowledge, War, Good, Fire, Time, Dragon
Favored Weapon: Dragon's Grace (short sword), monks following Seira may flurry with her favorite weapon

Seira is a young deity in any meaning of the term, as is her faith. First and foremost, she stands for change. Seira strongly believes that evil can not only be beaten back, but wiped out altogether as had happened in the final battle for Androlynne. It was not the only case where Seira had witnessed the world change for the better with the power of unity, friendship and effort, and she tries to share that hope for a better future with the rest of Creation. Among her other interests is the pursuit of knowledge, and Seira especially appreciates kindred souls that seek as complete a mastery of their knowledge as possible. After all, knowledge is power.

Seira supports all those who wish to build a better world with her, treating every person who chooses to follow her as a precious ally. She appeals to all mortals regardless of race or birth to forge a strong, exalted society by coming together in the world they live in. Seira doesn't require sacrifices or offerings, nor is she seeking out ritual prayer. Instead, she places high value on the pursuit of education, and on chasing down every bit of relevant information before making an informed choice as it is one she believes will always tilt towards Good. The balance between what is lawful and what is right, between the state and the individual, between free will and the potential to cause harm to others. These and many other dilemmas have no easy answer by definition, and they are the matters Seira wishes those following her path to consider. With education and guidance from her ministers, and the strength of will on the part of her knights, Seira wishes to be the light of hope leading towards an ideal, pure world for mortal-kind to live in.

For those beyond mortal-kind, Seira offers paths to enlightenment that emphasize cooperation. Elementals are guided towards a better understanding of other elements, and through that, of their own nature. They are encouraged to learn, and through this draw long-term goals for themselves. Dragons, on the other hand, are offered the prismatic path on their way to seeking perfection, in the course of which they are shown the superiority of Seira's teachings over Tiamat and Bahamut's way as they are helped further along the path bidden to all dragons by Io. Celestials drawn to her cause do so because they wish to see Creation free of slavery and when they wish for more action that changes Creation's status-quo for the better.

Typical worshipers would not offer prayers to Seira in the hope of her direct assistance; a true follower is none other than a fellow traveler of Seira's, sharing in her ideas and ideals. They are nomadic. The large cities are where yet another deity preaching openness, education and coexistence is hardly needed. The places where they can do the most good are smaller communities that don't have the luxury to build temples, the lengthy roads so often dangerous to travel without an armed escort, the hotspots desperately in need of salvation. Those who do choose the city life end up being very involved in the running of a transportation network on their world that boosts travel and trade while ensuring the swift delivery of aid and relief during difficult times, or in public works that seek to educate the populace through the creation of libraries and school, or eliminate hunger via magical advances.

Seira wishes to honor the days where change was brought into the world for the better. The laying of the cornerstone for the portal network, the erection of the Balmuria Spellpool, the day her project for the reclamaton of the Wastes was started on the ground, the establishment of a Mythal-guarded modern city on that land. In recent years, the days when Benfal and Lifasa were saved joined the holy occasions of her faith, along with the God-King's judgement, the day the Abolition War on the Inner Planes started and the restoration of the gnomish pantheon on Bytopia. Such days would be what Seira would suggest that her faithful honor, for they represent auspicious beginnings and reflect her hope for the future of the world.

History/Relationships:

Hailing from the elven empire of Pallanth, Seira made her way to the human world at a young age, eventually ending up in the barony of Balmuria. First training and then joining the ranks of the Crimson Guard, Seira protected her adoptive land, strived towards a lasting peace between the United Baronies and their neighbors and worked to spread Waukeen's faith. On her world of birth, her noted accomplishments in the diplomatic field included bringing Pallanth out of its self-imposed isolation and promoting peace and unity where once mistrust and war ruled. In the field of knowledge and magic, Seira has opened the first magical academy her world had seen in over two thousand years, working throughout the known world to allow those with the talent for magic or the wish to learn it to attend it without discrimination. Devoted to Waukeen's ideals, Seira had established and financed temples to Waukeen throughout the lands, and later connected them through a two-way portal network. Seira has also negotiated a treaty allowing Waukeen and herself to operate in elven lands, and has successfully discharged Waukeen's commandment to publish a new scripture realigning her closer to Good on the cosmic scale.

After the Golden Lady's paradigm shift, their destiny had been more entwined than ever, to a degree that Seira views Waukeen as a close and dear mentor. Waukeen had officiated Seira's marriage with Amaryl, and is a beloved aunt for Seira's daughters. Lliira and the rest of the powers of Brightwater form a natural fount of allies as well. Seira's greatest friend amongst the deities is Alicia Reynes. She and Demedais are considered close family to Seira. Their respective patrons, Mystra and Helm, are likewise seen in good regard. Sylica's pantheon are likewise so close they may well be family.

Other close allies are Queen Morwel and the Court of the Stars and the Seldarine, where Hanali Celanil is counted as a true friend. Seira also remains a natural ally to Celestia and its resident powers such as the House of the Triad, albeit due to an unforgiveable offense Bahamut is the sole exception to this. Lathander is another true friend, and Seira is very favorable to Selune and Empress Sulia. There is a great deal of mutual respect between Seira and Kossuth, which translates to favorable relations and Seira being free to act on Fire as a native would.

A close alliance exists between the princes and princesses of elemental good and Seira, embodied by their desire to see their mutual enemies destroyed. More recently, they worked together to abolish slavery across the Inner Planes, pushing the efreet, the dao and Imix back and cementing this alliance further with positive goals that push it beyond a mere mutual-defense pact between friendly powers. Seira has shared her divine powers over her realm of the Cauldron with Amaryl Gaial-Aryn upon their wedding day. Since then the Cauldron has become the divine realm of their pantheon, which consists of Sanzha, Kascha, Donald, Elle and Ranbar.

Chief amongst Seira's enemies from deities advancing Evil and suffering are Shar, Pale Night and Asmodeus, with Imix, Lixer and Bel trailing them quite a distance behind.

Dogma:

Seek to estabish a just utopia for all. A healthy mind in a healthy body, a happy society from a healthy economy. Earn money honestly and use some of that wealth to support the less fortunate to open new opportunities before them and raise the standard of living throughout the land. Encourage trade, as it leads to getting one's neighbors better and thus creates stronger ties between people, preventing xenophobia and isolation. Unity and cooperation are important, compromise should be sought out first and foremost. The only exception is when it means compromising one's principles, for one must be vigilant against Evil and its servants and seek to stop it where it is encountered. Mortals can still be saved by showing them a better path, so no mortal should be considered beyond reach. Never remain content with your understanding of Creation, and constantly seek knowledge to further educate yourself. Share it with others, as that will improve their lives and might even save them.

Clergy and Temples:

Seira has established the Order of the Golden Flame in the year 401 DK on her world of birth. Gradually being restricted from direct interference in mortal affairs due to her Ascension, Seira made a contract with her erstwhile comrade, Hellman Oberuth. In him, she entrusted the completion of her mission, and with him she shared her will, sponsoring him as her Knight in that confrontation she was now barred from affecting directly. Hellman was the first of her Order, a group of like-minded individuals who would rise up against injustice, seeking to purify the world and abolish evil from the universe even after Hellman has left the Prime Material behind. The Church of the Golden Flame adds ministers to assist the knights, and to spread their shared ideals across to the people of the world, to guide them and educate those they can, to bring about greater harmony amongst all people and help turn the world into the pure vision the knights fight so valiantly for.

In the year 420 DK, the clergy underwent a restructuring. From the sole temple explicitly dedicated to Seira, the Temple of the Golden Flame, found on the lower levels of the divine realm of the Cauldron, Seira bid her mortal servants to expand. Fresh temples are constructed in the population hubs, connected via a magical portal network and seeking to provide transportation services, boost trade and facilitate the spread of knowledge and information. Other servants construct libraries, where information gathered by Seira's apprentice Abagail about the Prime and its wonders is shared. Others still establish magical wonders in a plot to eliminate global hunger.

Much of the clergy, however, still operates the Order of the Golden Flame as it travels the countryside and aids the smaller communities where it can, regardless of how remote they are. Waukeen shares her temples with the Order of the Golden Flame due to the close link between Seira and Waukeen, just as the Order ensures the safety of the roads for Waukeen's caravans and any travelers besieged by banditry or monsters. This close cooperation remains even through the restructuring.


History/Upkeep:


Build Notes:
Spoiler: ShowHide

Lvl38 Build: Rogue 10/Marshal 1/Monk 11/Ordained Champion 5/Swashbuckler 3/Sentinel 5/PRISMATIC DRAGON 3//Wizard10/Arcane Trickster26/War Wizard2

HP up to lvl38:
Quote
Wizard, Arcane Trickster: d4
Rogue: d6
Monk, Marshal, Ordained Champion: d8
Sentinel, Swashbuckler: d10
PRISMATIC DRAGON: d12

01-03 x 6 => 3x6
04-20 x 8 => 17x8
21-28 x 10 => 8x10
29-35 x 6 => 7x6
36-38 x 12 => 3x12
=> 10x6 + 17x8 + 8x10 + 3x12 = 60 + 136 + 80 + 36 = 312

38xCon + 312 + Toughness + Epic Toughness + 1xCon (Wildaros) = 38x16 + 312 + 38 + 76 + 16 = 1050

DvR0 Avatar: -3x38 Con (-6DvR) = -114
DvR0 Avatar: 936hp

Speed up to lvl38:
Quote
Base (Medium Deity): 60biped + 30monk + 10oulil boots =>100ft
Flight (Medium Deity): 100quadraped x2 + 30monk => 230ft (perfect maneuverability)
Burrow/Swim (Medium Deity): 60biped+30monk =>90ft
Climb (Medium Deity): 60biped /2 +30monk => 60ft

Base Dragon (Gargantuan Deity): 160quadraped + 30monk + 10oulil boots => 200ft
Flight Dragon (Gargantuan Deity): 160quadraped x2 + 30monk => 350ft (perfect maneuverability)
Burrow/Swim Dragon (Gargantuan Deity): 120biped + 30monk =>150ft
Climb Dragon (Gargantuan Deity): 120biped /2 + 30monk => 90ft

Base Dragon (Colossal Deity): 180quadraped + 30monk + 10oulil boots => 220ft
Flight Dragon (Colossal Deity): 180quadraped x2 + 30monk => 390ft (perfect maneuverability)
Burrow/Swim Dragon (Colossal Deity): 140biped + 30monk =>170ft
Climb Dragon (Colossal Deity): 140biped /2 + 30monk => 100ft

DvR0 Avatar: same speed

Armor Class up to lvl38 DvR6:
Quote
Touch AC: 10 + Dex +6 DvR + Cha deflection (deity) + 1 dodge (deep ethereal bonus) + Int (monk) +3 (monk effective lvl16) +3 luck (Hope Diamond) +1 dodge (haste) +8 shield (Ethereal Aegis) + 0 (medium size)
=>
Touch AC: 10 + 14 + 6 + 15 + 1 + 23 + 3 + 3 + 1 + 8 + 0 = 84

Armor Class: Touch AC + (15+6DvR) natural armor (deity)
=>
Armor Class: Touch AC + 21 = 105

DvR0 Avatar Touch AC: Touch AC -3 Dex (-6DvR) -6DvR -3 Cha (-6DvR) -3 Int (-6DvR) = Touch AC -15
DvR0 Avatar Touch AC: 84-15 = 69
DvR0 Avatar Armor Class: DvR0 Avatar Touch AC + (15+0DvR) natural armor (deity)
DvR0 Avatar Armor Class: 69+15 = 84

Gargantuan Dragon Touch AC: Touch AC - Dex change (ancient red dragon) - 4 (gargantuan size) = Touch AC -10
Gargantuan Dragon Touch AC: 84-10 = 74
Gargantuan Dragon Armor Class: Gargantuan Dragon Touch AC + 30 natural armor (ancient red dragon)
Gargantuan Dragon Armor Class: 74+30 = 104

Gargantuan Dragon DvR0 Avatar:  Touch AC -3 Dex (-6DvR) -6 Dex change (ancient red dragon) -6DvR -3 Cha (-6DvR) -3 Int (-6DvR) -4 (gargantuan size) = Touch AC -25
Gargantuan Dragon DvR0 Avatar Touch AC: 59
Gargantuan Dragon DvR0 Avatar Armor Class: Gargantuan Dragon DvR0 Avatar Touch AC + 30 natural armor (ancient red dragon)
Gargantuan Dragon DvR0 Avatar Armor Class: 59+30 = 89

Attacks up to lvl38:
Quote
Base Attack:
01-03: +2 (rogue 3)
04: 0 (marshal)
05-15: +11 (monk)
16-20: +5 (ordained champion)
21-23: +3 (swashbuckler)
24-28: +5 (paladin)
29-35: +5 (rogue 10)
36-38: +3 (PRISMATIC DRAGON 3)
=>
+2+0+11+5+3+5+5+3 = +34

Attack: Base Attack + DvR + Str/Dex + Haste + Knowledge Devotion + 3 luck (Hope Diamond) + 0 (medium size) //// + 10 (enhancement)
=>
34+6+14+1+5+3+0 = 63 [Good, Lawful and Epic]

Damage: Str + Int (insightful strike, swashbuckler) + Cha (gauntlets of heartfelt blows) + 15 (golden flames SDA) + 5 insight Knowledge Devotion + 9 (lvl9 War spell, Holy Warrior feat) + 3 luck (Hope Diamond) //// + 10 (enhancement)
=>
14+23+15+15+5+9+3 = 84

Attack/Unarmed: Attack + 10 (enhancement) /// +4 (flanking)
=>
63+10 = 73
Damage/Unarmed: 2d8 + Damage + 10 (enchantment) /// +23 (marshal aura, flanking) +23d6 (sneak attack) +2 Str damage (crippling strike)
=>
2d8 +84+10 = 2d8 + 94

*Attack/Dragon's Grace: Attack + 7 (enhancement) + 1 (weapon focus) /// +4 (flanking)
=>
62+7+1 = 70
*Damage/Dragon's Grace: 1d6 + Damage + 7 (enchantment) /// +23 (marshal aura, flanking) +24d6 (sneak attack) +2 Str damage (crippling strike)
=>
1d6 +84+7 = 1d6 + 91

Secondary Attack: Attack -5 (secondary attack)
Secondary Damage: Damage - 1/2 Str (secondary attack)

Abilities: STR 36+2 (13+1), DEX 38 (14)
Red Dragon Wyrm Abilities DvR6: STR 57+2 (23+1), DEX 26 (8)

Attack/Unarmed Gargantuan Dragon: Attack + Str change (ancient red dragon) - 4 gargantuan size + 4 Dragon form BAB change (BAB=HD) + 10 (enhancement) /// +4 (flanking)
=>
63+10-4+4+10 = +83
Damage/Unarmed Gargantuan Dragon: 6d10 + Damage + Str change (ancient red dragon) + 10 (enchantment) /// +23 (marshal aura, flanking) +23d6 (sneak attack) +2 Str damage (crippling strike)
=>
6d10 +84+10+10 = 6d10 + 104

Secondary Attack/Gargantuan Dragon: Attack -5 (secondary attack)
Secondary Damage/Gargantuan Dragon: Damage - 1/2 Str (secondary attack)

Gargantuan Dragon Base Natural Weapons Damage:
Bite (4d6), Claw (2d8), Wing (2d6), Tail Slap (2d8, +Str)

DvR0 Avatar Attack: Attack -6 DvR -3 Dex (-6DvR) = Attack -6-3 = 63 - 9 = +54 //// + 10 (enhancement)
DvR0 Avatar Damage: Damage -3 Int (-6DvR) -3 Cha (-6DvR) = Damage -3-3 = 84 - 6 = +78 //// + 10 (enhancement)

DvR0 Avatar Attack/Unarmed Gargantuan Dragon: DvR0 Avatar Attack + Str change (ancient red dragon) - 4 gargantuan size + 4 Dragon form BAB change (BAB=HD) + 10 (enhancement) /// +4 (flanking)
=>
54+10-4+4+10 = +74
DvR0 Avatar Damage/Unarmed Gargantuan Dragon: 6d10 + DvR0 Avatar Damage + Str change (ancient red dragon) + 10 (enchantment) /// +23 (marshal aura, flanking) +23d6 (sneak attack) +2 Str damage (crippling strike)
=>
6d10 +78+10+10 = 6d10 + 98

Secondary Attack/Gargantuan Dragon: Attack -5 (secondary attack)
Secondary Damage/Gargantuan Dragon: Damage - 1/2 Str (secondary attack)

Monk damage for Huge/Gargantuan/Colossal sizes:
http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460

CMB/CMD up to lvl38:
Quote
CMB: Base Attack + DvR + Str + Haste + Knowledge Devotion + 3 luck (Hope Diamond) + 0 (medium size) + 10 (enhancement)
=>
34+6+14+1+5+3+0+10 = +73

CMD: 10 + CMB + Dex + DvR (divine) + Cha deflection (deity) + 1 dodge (deep ethereal bonus) + Int (monk) +3 (monk effective lvl16) +3 luck (Hope Diamond) +1 dodge (haste) +8 shield (Ethereal Aegis)
=>
10+73+14+6+15+1+23+3+3+1+8 = 157

Abilities: STR 36+2 (13+1), DEX 38 (14)
Red Dragon Wyrm Abilities DvR6: STR 57+2 (23+1), DEX 26 (8)

Gargantuan Dragon CMB: Medium CMB + Str change (ancient red dragon) + 4 gargantuan size + 4 Dragon form BAB change (BAB=HD)
=>
73+10+4+4 = +91
Gargantuan Dragon CMD: Medium CMD + Str change (ancient red dragon) + Dex change (ancient red dragon) + 4 gargantuan size + 4 Dragon form BAB change (BAB=HD)
=>
157+10-6+4+4 = 169

DvR0 Avatar CMB: -6 DvR -3 Str (-6DvR) = -9
DvR0 Avatar CMB: 73-9 = +64

DvR0 Avatar CMD: -CMB changes -3 Dex (-6DvR) -6 DvR -3 Cha (-6DvR) -3 Int (-6DvR) = -9-3-6-3-3 = -24
DvR0 Avatar CMD: 157-24 = 133

DvR0 Avatar Gargantuan Dragon CMB: DvR0 Avatar Medium CMB + Str change (ancient red dragon) + 4 gargantuan size + 4 Dragon form BAB change (BAB=HD)
=>
64+10+4+4 = +82
DvR0 Avatar Gargantuan Dragon CMD: DvR0 Avatar Medium CMD + Str change (ancient red dragon) + Dex change (ancient red dragon) + 4 gargantuan size + 4 Dragon form BAB change (BAB=HD)
=>
133+10-6+4+4 = 145

*Magical Attacks up to lvl36:
Quote
Attack: Base Attack + DvR + Dex (Weapon Finesse) + Haste + Knowledge Devotion + 3 luck (Hope Diamond) + 0 (medium size) [Enchantment NOT included]
=>
32+6+14+1+5+3+0 = 61 [Good, Lawful and Epic]
Damage: Str + DvR + Int (insightful strike, swashbuckler) + Cha (gauntlets of heartfelt blows) + 15 (golden flames SDA) + 5 insight Knowledge Devotion + 9 (lvl9 War spell, Holy Warrior feat) + 3 luck (Hope Diamond) [Enchantment NOT included]
=>
14+6+23+15+15+5+9+3 = 90

Flame Whips Attack: +71/+71 touch [+10 Enchantment on natural weapons]
Flame Whips Damage: 6d6 + 100 fire [+10 Enchantment on natural weapons]

Whirling Blade Attack: Base Attack + DvR + Int + Haste + Knowledge Devotion + 3 luck (Hope Diamond) + 0 (medium size) //// + 6/7 (enhancement) + 0/1 Weapon Focus + special weapon effects
=>
32+6+23+1+5+3+0 = +70
Whirling Blade Damage: Base Damage + Int + DvR + Int (insightful strike, swashbuckler) + Cha (gauntlets of heartfelt blows) + 15 (golden flames SDA) + 5 insight Knowledge Devotion + 9 (lvl9 War spell, Holy Warrior feat) + 3 luck (Hope Diamond) //// + 6/7 (enchantment) +1/2 Int (two-handed weapons) + special weapon damage
=>
Base Damage +23+6+23+15+15+5+9+3 = Base Damage + 99

Dragon's Grace Whirling Blade Attack: 70+7+1 = +78 [short sword, +7 weapon]
Dragon's Grace Whirling Blade Damage: 1d6 +99+7+0 = 1d6 +106

Crystalvein Greatsword Whirling Blade Attack: 70+6+0 = +76 [greatsword, +6 weapon, 17-20/x2, ignores any armor bonuses granted by force effects such as shield or mage armor]
Crystalvein Greatsword Whirling Blade Damage: 2d6 +99+6+11  = 2d6 + 116 +1 Con

Golden Greatsword Whirling Blade Attack: 70+7+0 = +77 [greatsword, +7 weapon, 19-20/x2]
Golden Greatsword Whirling Blade Damage: 2d6 +99+7+11 = 2d6 + 117 + 3d6 searing fire

Gargantuan Dragon 36HD: +4 attack boost for Flame Whips, Whirling Blade since BAB is higher; +9 attack and damage boost for Flame Whips, Whirling Blade from Str difference [more damage for Whirling Blade with two-handed weapons]

Saves up to lvl38:
Quote
Fort:  = 14base +6epic +Con +6DvR +Int (paladin) +Cha resistance (deity) +3 luck (Hope Diamond) +1 special*
Ref: 11base +6epic +Dex +6DvR +Int (paladin) +Cha resistance (deity) +1 competence (swashbuckler) +3 luck (Hope Diamond) +1 special*
Will: 14base +6epic +Wis +6DvR +Int (paladin) +Cha resistance (deity) +3 luck (Hope Diamond) +2 special*
*+1 fort, +1 ref, +2 will bonus
=>
Fort: 14+6+(13+3)+6+(20+3)+15+3+1 = 84
Ref: 11+6+14+6+(20+3)+15+1+3+1 = 80
Will: 14+6+(10+3)+6+(20+3)+15+3+2 = 82
Saves: Fort +84, Ref +80, Will +82

Gargantuan Dragon Saves: Con, Dex changed; Wis, Int, Cha unchanged
Fort: 84+5 = 89
Ref: 80-6 = 74
Will: 82
Gargantuan Dragon Saves: Fort +89, Ref +74, Will +82

DvR0 Avatar Saves: Saves -6DvR -3 Cha (-6DvR) -3 Int (-6DvR), -3 Con (-6DvR), -3 Dex (-6DvR), -3 Wis (-6DvR) = Saves -6-3-3-3 Con/Dex/Wis = Saves -12
Fort: 84-12 = 72
Ref: 80-12 = 68
Will: 82-12 = 70
DvR0 Avatar Saves: Fort +72, Ref +68, Will +70

DvR0 Avatar with Dragon Princess spells: DvR0 Avatar Saves +2 Int (Dragon Princess) +2 Cha (Dragon Princess) +2 Con/Dex/Wis (Dragon Princess) = DvR0 Avatar Saves +2+2+2 = DvR0 Avatar Saves  + 6
DvR0 Avatar Fort: 72+6= 78
DvR0 Avatar Ref: 68+6 = 74
DvR0 Avatar Will: 70+6 = 76
DvR0 Avatar with Dragon Princess spells: Fort +78, Ref +74, Will +76

Gargantuan Dragon DvR0 Avatar Saves: DvR0 Avatar Saves, +5 Con change (red dragon wyrm), -6 Dex change (red dragon wyrm)
Gargantuan Dragon DvR0 Avatar Fort: 72+5 = 77
Gargantuan Dragon DvR0 Avatar Ref: 68-6 = 62
Gargantuan Dragon DvR0 Avatar Will: 70
Gargantuan Dragon DvR0 Avatar Saves: Fort +77, Ref +62, Will +70

Gargantuan Dragon DvR0 Avatar with Dragon Princess spells Saves: Gargantuan Dragon DvR0 Avatar Saves +2 Int (Dragon Princess) +2 Cha (Dragon Princess) +2 Con/Dex/Wis (Dragon Princess) = Gargantuan Dragon DvR0 Avatar Saves +2+2+2 = Gargantuan Dragon DvR0 Avatar Saves + 6
Gargantuan Dragon DvR0 Avatar Fort: 77+6 = 83
Gargantuan Dragon DvR0 Avatar Ref: 62+6 = 68
Gargantuan Dragon DvR0 Avatar Will: 70+6 = 76
Gargantuan Dragon DvR0 Avatar with Dragon Princess and Recitation spells Saves: Fort +83, Ref +68, Will +76

Abilities up to lvl38:
Quote
Abilities: STR 36+2 (13+1), DEX 38 (14), CON 36+6 (13+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)

+1 con: lvl24
+1 int: lvl28
+1 int: lvl32
+1 con: lvl36
+1 cha: Scandamalonax's feast
+6 con: Aegis after Node upgrade+green gem
+6 int: Philosopher's Spectacles after Node upgrade
+6 wis: Philosopher's Spectacles after Node upgrade
+2 str: Underground Choker (insight bonus)
+4 wis: Prismatic Dragon template
+4 int: Prismatic Dragon template
+4 cha: Prismatic Dragon template
+16 all: DvR6

DvR0 Avatar: STR 30+2 (10+1), DEX 32 (11), CON 30+6 (10+3), WIS 24+6 (7+3), INT 44+6 (17+3), CHA 35 (12)
DvR0 Avatar with Dragon Princess spells: STR 34+2 (12+1), DEX 36 (13), CON 34+6 (12+3), WIS 28+6 (9+3), INT 48+6 (19+3), CHA 39 (14)

Red Dragon Wyrm (SRD) 38HD: STR 41, DEX 10, CON 31, WIS 24, INT 25, CHA 24
Red Dragon Wyrm Adjustment: STR 41+16+2 (deity enhancement and underground choker), DEX 10+16 (deity enhancement), CON 31+16+6 (deity enhancement and aegis)
Red Dragon Wyrm Abilities DvR6: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Red Dragon Wyrm Abilities DvR0 Avatar with Dragon Princess spells: STR 55 (22), DEX 24 (7), CON 45+6 (17+3), WIS 28+6 (9+3), INT 48+6 (19+3), CHA 39 (14)

Skills up to lvl38:
Quote
2 for wizard, ordained champion and paladin
4 for monk, swashbuckler, marshal and arcane trickster
6 for dragon
8 for rogue

01-03 x 8+4+Int => 3x12
04-28 x 4+4+Int => 25x8
29-35 x 8+4+Int => 7x12
36-38 x 6+4+Int=>3x10
=> 38xInt + 10x12 + 25x8 + 3x10

23x38 + 120 + 200 + 30 = 1,224

DvR0 Avatar: -38x3 Int (-6DvR) = -114
DvR0 Avatar: 1,110 (remove 3 maxed out skills)
<Steph> I might have made a terrible mistake

Corwin

#2
Seira's Avatar

Key Changes from DvR6 to DvR0:
Spoiler: ShowHide

*-spell slots
-3 Int (-6DvR) spell DC
-1 lvl1st spell, -1 lvl2nd spell, -1 lvl3rd spell, -1 lvl5th spell, -1 lvl6th spell, -1 lvl7th spell, -1 lvl9th spell, -1 lvl10th spell, -1 lvl11th spell, -1 lvl13th spell, -1 lvl14th spell, -1 lvl15th spell
No Battle Metamagic at DvR0
-6DvR -3 Cha (-6DvR) = -9 to save DCs of Domain Spell SLAs
No Granted Domain Powers at DvR0
DR 10/adamantine and epic and colorless
No Divine Aura at DvR0
Immortality: 24 hour reformation time
-6DvR divine to ability checks and caster level checks
No item creation at DvR0
No remote sensing at DvR0
Senses are darkvision 120ft, low-light vision at DvR0


Size/Type: Medium Dragon (Fire, Good)
Divine Rank: 0
Hit Dice: 828hp
Supreme Initiative: (+15 vs DvR0)
Speed: 100ft, Flight: 230ft (perfect maneuverability), Burrow/Swim: 90ft, Climb: 60ft
Armor Class: 84 (Touch AC 69)
Base Attack/CMB/CMD: +32/+62/131
Attack: +52 [Good, Lawful and Epic] (Haste, K:D +5, Enhancement NOT included)
Full Attack/Unarmed: +62/+62/+62/+62/+57/+52/+47 (2d8+88) and bite +57 (1d8+83) and claws +57/+57 (1d6+83) and wings +57/+57 (1d4+83) [19-20 x2]
Full Attack/Unarmed (flanking): +66/+66/+66/+66/+61/+56/+51 (2d8+108) and bite +61 (1d8+103) and claws +61/+61 (1d6+103) and wings +61/+61 (1d4+103) [19-20 x2, +23d6 and 2 Str damage]
Full Attack (Flame Whips 15ft reach): +63/+63 touch (6d6+88) and bite and wings [19-20 x2]
Space/Reach: 5ft/5ft
Special Attacks: Stunning fist 18/day Fort DC45, breath weapon 20d10 fire+2d10holy (60ft cone, 120ft line) Ref DC43 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC39(energy, 5x half hd)/prismatic spray (60ft cone) DC39 (depending on the result of d8), frightful presence 240ft Will DC40.
Saves: Fort +69, Ref +66, Will +68
Abilities: STR 30 (10), DEX 32 (11), CON 30+2 (10+1), WIS 24+3 (7+1), INT 44+3 (17+1), CHA 35 (12)
Skills: -9 each (from DvR6 sheet)

Gargantuan Dragon
Spoiler: ShowHide

Armor Class: 89 (Touch AC 59)
Base Attack/CMB/CMD: +36/+75/128
Attack: +58 [Good, Lawful and Epic] (Haste, K:D +5, Enhancement NOT included)
Full Attack/Unarmed: +68/+68/+68/+68/+63/+58/+53 (6d10+97) and bite +63 (1d8+88) and claws +63/+63 (1d6+88) and wings +63/+63 (1d4+88) and tail slap +63 (2d8+107) [19-20 x2]
Full Attack/Unarmed (flanking): +72/+72/+72/+72/+67/+62/+57 (6d10+117) and bite +67 (4d6+108) and claws +67/+67 (2d8+108) and wings +67/+67 (2d6+108) and tail slap +67 (2d8+127) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +73, Ref +60, Will +68
<Steph> I might have made a terrible mistake

Corwin

#3
Seira Aryn's Dragonform, Ancient Red Dragon (37 HD)

Size/Type: Gargantuan Dragon (Fire, Good)
Divine Rank: 6
Hit Dice: 1018hp
Initiative: Supreme Initiative (+12 vs DvR 6)
Speed: 200ft, Flight: 350ft (perfect maneuverability), Burrow/Swim: 150ft, Climb: 90ft
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Full Attack (Flame Whips 15ft reach): +82/+82 touch (6d6+104) and bite, wings and tail slap [19-20 x2]
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)

Dragon Abilities
Spoiler: ShowHide

Bite
Bite attacks deal the indicated damage plus the dragon's Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.

Claw
Claw attacks deal the indicated damage plus ½ the dragon's Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a -5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to -2).

Wing
The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus ½ the dragon's Strength bonus (round down) and are treated as secondary attacks.

Tail Slap
The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1½ times the dragon's Strength bonus (round down) and is treated as a secondary attack.

Crush (Ex)
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
A crush attack deals the indicated damage plus 1½ times the dragon's Strength bonus (round down).

Tail Sweep (Ex)
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1½ times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Size    Space/Reach    1 Bite    2 Claws    2 Wings    1 Tail Slap    1 Crush    1 Tail Sweep
Gargantuan    20 ft./15 ft. (20 ft. with bite)    4d6    2d8    2d6    2d8    4d6    2d6
Colossal    30 ft./20 ft. (30 ft. with bite)    4d8    4d6    2d8    4d6    4d8    2d8
A dragon's bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon's size.

Grappling
Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.

Breath Weapon (Su)
Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon's age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + ½ dragon's HD + dragon's Con modifier.
Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon's size.

Dragon Breath Weapons
Dragon Size    Line1 (Length)    Cone2 (Length)
Gargantuan    120 ft.    60 ft.
1.    A line is always 5 feet high and 5 feet wide.
2.    A cone is as high and wide as its length.

Frightful Presence (Ex)
A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex)
All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.

Blindsense  (Ex)
Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Keen Senses (Ex)
A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
<Steph> I might have made a terrible mistake

Anastasia

#4
Amaryl Gaial

Scout 21/Dragonbreath Archer 17//Ranger 10/Dragon Devotee 5/Sorcerer 23

Size/Type: Medium Outsider (Dragonblood, Good)
Divine Rank: 1
Domains: Celerity, Community, Elf, Good
Hit Dice: 38d8+380+31 (715 hp)
Initiative: +29; always goes first
Speed: 160ft, fly 270ft (perfect)
Armor Class: 64 (+17 dex, +11 armor, +16 natural, +9 deflection, +1 divine)(+4 vs Sharrans)(51% miss chance)
Base Attack/CMB/CMD: +32/+38/75
Attack: Heaven's Joy+68 (1d8+38 plus skirmish/dragonfire strike 19-20 x3) or claw+38 (1d3+6)
Full Attack: Heaven's Joy+68/+64/+58/+54 (1d8+38 plus skirmish/dragonfire strike 19-20 x3) or Manyshot+60/+60/+60/+60/+60/+60/+60 (1d8+37 plus skirmish/dragonfire strike 19-20 x3) or 2 claws+38 (1d3+6)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish+8d6/+8 AC(+10d6/+10 AC 20ft move), dragonfire strike+7d6, dragon's heat, searing dragonfire strike, explosive flames(DC 38), lingering flames, favored enemies (+4 elementals, +2 undead, +4 evil outsiders), spells.
Special Qualities: Damage reduction 15/cold iron and epic, immunity to fire and cold, spell resistance 53, divine traits, trapfinding, battle fortitude+3, uncanny dodge, trackless step, improved evasion, flawless stride, camouflage, blindsight 60ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, ignore spell failure, darkvision 120ft, low-light vision, wilderness companion, champion of fire.
Saves: Fort +35, Ref +45, Will +36 (+5 vs enchantment, +4 vs paralysis, +4 vs Sharrans)
Abilities: Str 23, Dex 44, Con 31, Int 26, Wis 27, Cha 29
Skills: Acrobatics+59, Climb+48, Craft(Bowmaking)+50, Craft(Metalworking)+50, Diplomacy+63, Disable Device+50, Escape Artist+59, Handle Animal+51, Intimidate+53, Knowledge(Arcana)+50, Knowledge(Geography)+50, Knowledge(Nature)+50, Knowledge(N&R)+50, Perception+54, Ride+59, Sense Motive+50, Spellcraft+50, Stealth+102, Survival+50, Swim+48 
Feats: Point Blank Shot(B), Weapon Focus(Longbow)(1), Track(R1), Rapidshot(R2), Nemesis(Evil Outsiders)(3), Endurance(R3), Far Shot(R4), Skill Focus(Stealth)(S4), Dead Eye(6), Manyshot(R6), Improved Critical(Longbow)(R8), Precise Shot(S8), Greater Manyshot(9), Woodland Archer(12), Swift Hunter(S12), Dragonfire Strike(15), Improved Initiative(S16), Eschew Materials(SO1), Rapid Metamagic(18), Improved Skirmish(S20), Quicken Spell(SO5), Easy Metamagic(Quicken)(SO10), Extend Spell(SO15), Maximize Spell(SO20)
Epic Feats: Emergency Skirmish(B), Epic Blindsight(B), Epic Skirmishx3(B), Energy Resistance(Fire)(21), Blinding Speed(24), Improved Manyshot(DBA3), Multiaction(27), Bane of Enemies(DBA6), Specialized Metamagic(Quicken)(30), Superior Initiative(DBA9), Epic Spell Capacity(33), Distant Shot(DBA12), Epic Skill Focus(Stealth)(36), Widen Explosive Flames(DBA15), Ignore Material Components(SO23)
Salient Divine Abilities: Alter Size, Divine Dodge, Divine Radiance, Divine Scout, Supreme Initiative
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Amaryl has a +10 competence bonus to Diplomacy checks.

Champion of Fire (Ex)

Good aligned creatures of Fire instinctively recognize you are one of their defenders. This grants you a +4 bonus on Charisma based checks against them.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, antipathy, blade barrier, bless, blur, cat's grace, commune with nature, dispel evil, expeditious retreat, find the path, haste, heroes feast, holy aura, holy smite, holy word, improved blink, liveoak, mage's magnificent mansion, magic circle against evil, mass cat's grace, mass heal, prayer, protection from evil, refuge, snare, status, summon monster 9 (good creatures only), sunburst, telepathic bond, time stop, tongues, tree stride, true strike, wind walk. Caster level 29th. The save DCs are 29 + spell level.

Alter Reality (Su)

Amaryl 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. Amaryl can use limited wish when doing so can help her promote the communities, elves and swiftness. Note that in the situation where Amaryl 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

Celerity: +10 bonus land speed.
Community: Calm emotions 1/day as an SLA and +2 diplomacy.
Elf: Point Blank Shot as a bonus feat.
Good: +1 caster level for good spells.

Divine Aura (Ex)

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

Immunities (Ex)

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

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

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

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

Portfolio Sense: Amaryl is aware of any act of elves, community or swiftness that involves 1,000 or more people.


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Dragonbreath Archer powers:
Spoiler: ShowHide


Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.

Lingering Flames (Su)

At 10th level, the flames of the dragonbreath archer burn on after the initial strike. After a successful dragonfire strike on a target, they catch ablaze. Unless this fire is put out before your next turn, they take extra damage equal to your dragonfire strike bonus damage. After that turn ends the flames fade away. A target can only take damage from lingering flames once a round, no matter how many times the dragonbreath archer struck them the previous round.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

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

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Dragon Devotee powers:
Spoiler: ShowHide


Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 17th level sorcerer. The save DCs are 18 + spell level. Amaryl's metamagic options are Extend Spell (+1), Split Ray (+2) and Quicken Spell (+1)

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[8/day]1: Arrow MindSC, Golem StrikeSC, Lesser Orb of AcidSC, Shield, Sniper's ShotSC
[8/day]2: Essence of the DragonRotD, False Life, Heroic AspirationsHome, See Invisibility, Sure StrikePHB2
[8/day]3: DragonskinSC, Haste, Seira's Unicorn ArrowsPHB2, Vision of the Omniscient EyeDM, Amaryl's Slumber ArrowCM
[8/day]4: Dragon BreathSC, Greater Mirror ImagePHB2, Greater Invisibility
[7/day]5: Amaryl's Greater Arrow MindHome, Break Enchantment, Dance of BladesPHB2, Undying Vigor of the DragonlordsDM,
[7/day]6: Disintegrate, Greater Dispel Magic, Surge of HopeHome
[7/day]7: Antimagic RaySC, Bite of the WerebearSC, Elemental BodySC
[5/day]8: Beauty of the Dragon PrincessHome, Moment of Prescience

DM - Dragon Magic
Home - Homebrew
PHB2 - Player's Handbook 2
RoTD - Races of the Dragon
SC - Spell Compendium


Gear:
Spoiler: ShowHide


[Weapon]Heaven's Joy: Longbow+12. Defeats any damage reduction that has evil (unless supreme damage reduction is in play). Fiends or similar creatures must make DC 70 will on being hit or lose any soul pacts, claims or trapped souls. Deities are immune but take an extra 21 damage instead. See below.
[Armor]Lumenvolo: Chainmail+6, no maximum dex bonus or ASF. -1 ACP. As a swift action it may do any of the following. Smiting: +4 bonus to attack rolls versus evil and chaotic creatures for one round. Usable 1/day. Wings: Allow flight as a flight spell with doubled speed. Up to 10 minutes a day, the duration may be broken up as desired and dismissing the wings is a free action. Dragonfire: Breath flame or electricity in a 60ft line, 14d8 damage, DC 45 Reflex halves. 1/day.

[Head]Crystal Helmet: +6 insight bonus Will saves.
[Shoulders]Qualles: This cloak of elvenkind grants a +30 competence bonus to Stealth checks and a +6 enhancement bonus to Dexterity. When worn by an elf, they gain a +2 bonus to Dexterity (stacks with the enhancement bonus), a +2 to attack rolls with long swords or longbows and a +5 bonus to saves against enchantment spells and effects.
[Wrists]Bracers of Sublime Archery: +3 competence bonus to ranged attack and damage rolls. Reduces the penalty for Manyshot to -1 per arrow.
[Ring 1]Ring of Entropic Defiance: +4 bonus to armor class and saving throws vs Sharrans, including shadows and similar servants.
[Ring 2]Sorcerer's Insight: +2 DC and +1 CL of sorc spells, 3/day swift action to regain a spell just cast, 1/day get a +5 CL to one spell and -5 to any dispels against it.

[Reserve Weapon]Sun Blade.
[Reserve Weapon]Cauldron's Blast: Longbow+10, force and force generation. 3/day summon 1d4+1 celestial ellder elementals or 1 celestial elemental monolith.
[Reserve Cloak]Greater Cloak of Elvenkind: +20 competence to Hide and Move Silently checks.
[Misc]10 potions of cat's grace.

[Misc]Bowl of Taking: This bowl can steal treasures from up to seven creatures per round as a full round action. It steals one object from each creature that the wielder chooses (or the most valuable otherwise, though artifacts cannot be taken by this). Items taken are absorbed into the bowl and can be retrieved with the proper command word. The bowl can hold up to 100 objects at a time. Used in Cauldron's defenses.

200,000 gold.

This is a longbow+12. Any arrow shot from it defeats any damage reduction that has evil as a component of it, save for deities who have the Supreme Damage Reduction salient divine ability. Any fiend or similar creatures injured by the bow must make a Will save (DC 70). Failure results in any souls they have a claim on and have not yet collected being freed of this claim. Any souls they hold, such as inside of a gemstone from a trap the soul spell, are instantly freed. Any soul freed by this will travel onto their proper afterlife, this cannot be diverted by any means short of a greater deity's direct intervention. Deities are not subject to this ability, but evil deities instead suffer an extra 21 points of damage per attack with Heaven's Joy.
<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
Lady Sanzha, former Padisha of the Marid

Marid 38//Bard 24/Madalani 14

Size/Type: Medium Outsider (Chaotic, Water)
Divine Rank: 2
Domains: Air, Chaos, Nobility, Ocean, Water
Hit Dice: 38d8+494+38+36 (872 hp)
Initiative: +26
Speed: 60ft, fly 200ft (perfect), swim 440ft
Armor Class: 79 (+16 dex, +16 natural, +9 armor, +11 cunning, +15 deflection, +2 divine)
Base Attack/CMB/CMD: +38/+47/101
Attack: Padisha's Glory+60 (1d8+26 plus 2d6 anarchic plus +2/+2d6 vs fire outsiders x3) or Grand Finale+60 (1d6+20 19-20 x2)
Full Attack: Padisha's Glory+60/+55/+50/+45 (1d8+26 plus 2d6 anarchic plus +2/+2d6 vs fire outsiders x3) or Grand Finale+60/+55/+50/+45 (1d6+20 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Drench+38, channel elements 18/day(18d6; DC 43), spell-like abilities.
Special Qualities: Damage reduction 25/axiomatic, cold iron and epic, immunity to acid and cold, resistance to electricity and fire 30, spell resistance 53, water mastery, regal power, maharaja of the waves, cauldron research, telepathy 200ft, bardic music, bardic knowledge, countersong, fascinate, inspire courage+22, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, melody of water (flow, surge, gush, rain, depths, ripple, trickle, rise), padisha's cunning, divine traits.
Saves: Fort +48, Ref +51, Will +46
Abilities: Str 37, Dex 42, Con 37, Int 35, Wis 33, Cha 40
Skills: Appraise+55, Bluff+69, Climb+56, Craft(Alchemy)+75, Craft(Elements)+75, Diplomacy+69, Intimidate+69, Knowledge(All)+55, Perception+54, Perform(Oratory)+58, Perform(Keyboard Instruments)+58, Perform(Song)+58, Sense Motive+65, Spellcraft+55, Swim+64
Feats: Melody of the Winds(B), Toughness(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Song of the Heart(18), Extra Spell(24)
Epic Feats: Group Inspiration(B), Lasting Inspiration(B), Music of the Gods(B), Rapid Inspiration(B), Reactive Countersong(B), Superior Rapid Swimming(21), Epic Inspiration(B23), Epic Spell Capacity(27), Inspire Excellence(M4), Superior Initiative(30), Epic Inspiration(M8), Great Ability(Constitution)(33), Flood(36), Epic Inspiration(M12)
Salient Divine Abilities: Divine Air Mastery, Divine Bard, Divine Water Mastery, Eldritch Knowledge, Extra Domain(Air), Queen of Madalani
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-see invisibility. At will-create water, control water, detect evil, detect good, gaseous form, greater invisibility, plane shift, purify food and drink, solid fog, tsunami, water breathing. 1/day-wish. Caster level 26th. The save DCs are 21 + spell level.

Drench (Ex)

Sanzha's presence puts out torches, campfires, lanterns and other sources of fire that are large sized or smaller. Any nonmagical fire is automatically put out, magical sources of fire are treated as being dispelled (+37 check modifier).

Unlike lesser creatures, Lady Sanzha may choose to suppress this ability as she sees fit. She may be selective with it as she pleases.

Water Mastery (Ex)

Lady Sanzha gains a +4 bonus to attack and damage rolls if both her and her opponent are touching water. If the opponent or Lady Sanzha is touching the ground, she takes a -4 penalty on attack and damage rolls.

Regal Power (Ex)

Lady Sanzha was once the Padisha of the Marid. While the large majority of her power from that time has been lost, she retains a few fragments of it. Lady Sanzha gains maximum hit points per hit die. She is treated as having divine rank zero for the sake of effects, though she has no actual divine rank.

Maharaja of the Waves (Ex)

Lady Sanzha may channel energy that destroys fire and bolsters water. This is identical to a cleric's channel energy, except that it deals damage to creatures with the fire subtype and heals creatures with the aquatic or water subtype. These may be used to fuel her water devotion feat.

Cauldron Research (Ex)

Lady Sanzha has worked with Seira Aryn's Cauldron and its efforts to obtain elemental harmony. He research has granted her a great deal of knowledge as well as several concrete benefits.

Lady Sanzha gains a +10 competence bonus to Knowledge checks relating to elementals and the various elemental planes. She gains resistance to acid, cold, electricity and fire 30. She is capable of using spells with the fire descriptor, something beyond water elementals and most other maridi.

Channel Elements (Su)

Lady Sanzha can choose to channel earth, fire, water or air. Each heals creatures with the corresponding subtype (such as channel air healing creatures with the air subtype) and harms creatures with the opposing subtype (such as channel air harming creatures with the earth subtype). 

Padisha's Cunning (Ex)

Lady Sanzha's guile has been honed by millennia of combat, both violent and verbal. She adds her Intelligence modifier as a bonus to armor class, as well as to Bluff, Diplomacy and Sense Motive checks.



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Lady Sanzha 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. Lady Sanzha can use limited wish when doing so can help her promote water, nobility or the oceans. Note that in the situation where Lady Sanzha 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

Air: Channel air 18/day, redundant with channel elements.
Chaos: +1 CL chaotic spells.
Nobility: 2/day as a standard action, inspire allies to grant a +2 morale bonus to attacks, damage, ability and skill checks and saving throws.
Ocean: Water breathing that's redundant.
Water: Channel water 18/day, redudant with channel elements.

Divine Aura (Ex)

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

Immunities (Ex)

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

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

Communication: Lady Sanzha 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, Lady Sanzha 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 murmur of rushing waters. In this case, anyone within earshot of the sound can hear it.

Create Items: Lady Sanzha can create any wondrous item with power related to water, air or oceans; the maximum is 4,500 gold.

Portfolio Sense: Lady Sanzha is aware of any act of nobility, chaos or the oceans that involves 1,000 or more people.



Bard powers:
Spoiler: ShowHide


Lady Sanzha casts as a 26th level bard. The save DCs are 21 + spell level.

[4/day]0: Detect Magic, Flare, Mage Hand, Mending, Prestidigitation, Summon Instrument
[7/day]1: Cure Light Wounds, Detect Secret Doors, Grease, Identify, Silent Image
[7/day]2: Alter Self, Blur, Heroism, Shatter, Tongues
[7/day]3: Confusion, Glibness, Haste, Phantom Steed, Slow
[6/day]4: Dimension Door, Hallucinatory Terrain, Rainbow Pattern, Shadow Conjuration, Zone of Silence
[6/day]5: Greater Dispel Magic, Mislead, Persistent Image, Shadow Evocation, Song of Discord
[6/day]6: Analyze Dweomer, Irresistible Dance, Greater Scrying, Veil
[6/day]7: Greater Shadow Conjuration, Heal, Sequester, True Seeing
[6/day]8: Greater Shadow Evocation, Scintillating Pattern, Summon Monster 8, Superior Invisibility
[5/day]9: Dominate Monster, Foresight, Mass Hold Monster, Wish
[1/day]10: Mass Heal

Bardic Knowledge (Ex)

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

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). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

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. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting 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 himselfs), 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.

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. Certain uses of this ability are infeasible. 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.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent 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 that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

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.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Gear:
Spoiler: ShowHide


[Weapon]Grand Finale: Deep Crystal Rapier+7, crystal echoblade. 1/day can use 4 bardic music uses to deal 1d8+1 sonic damage per effective bard level to all enemies within 100ft, DC 44 Fort halves.
[Weapon]Padisha's Glory: Cold iron trident+7, anarchic and fire outsider bane. No penalties for wielding it in water. It may be used as a staff of the waves with 10 charges per day, these charges refill each day at dawn. Adds the spells from the staff of the waves to Lady Sanzha's bard spell list. 3/day the weapon can deal an extra 3d6 of acid, cold, electricity or fire damage as a swift action, lasts 1 minute.
[Armor]Aquian: Functions as bracers of armor+9 and a cloak of resistance+6. Grants resistance 30 to acid, cold, electricity and fire damage.

[Head]Crown of Dreams: Immune to sleep and sleep disruption. +8 enhancement bonus to Wisdom, constant true seeing.

[Reserve Head]Marid Queen's Earrings: +8 enhancement bonus to Charisma and +4 enhancement bonus to her other ability scores.
[Reserve Head]Diadem of Alchemy: Provides a +20 competence bonus to Craft (Alchemy) checks.


Melody of Water: [spoiler]

Charisma modifier+2 to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha+2.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+38 temp HP.
+4 all ability scores.

QUEEN OF MADALANI
Prerequisite: Melody of Water (Rise), cha 31, con 31
Benefit: Lady Sanzha is the first madalani to obtain true divinity, and as such, she is far more than other madalani. She is no longer subject to ability burn from Melody of Water. She counts her Charisma modifier as 2 points higher for the sake of Melody of Water's benefit.
<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
Kascha

Ghaele 38//Wizard 6/Wyrm Wizard 28/Loremaster 4

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 1
Domains: Chaos, Good, Healing, Knowledge, Magic, Renewal
Hit Dice: 38d8+228+38+228+3+23 (824 hp)
Initiative: +15
Speed: 60ft, fly 200ft (perfect)
Armor Class: 65 (+10 dex, +16 natural, +6 sacred, +8 armor, +1 dodge, +10 deflection, +3 insight, +1 divine)
Base Attack/CMB/CMD: +38/+45/83
Attack: Resurgent Flames+49 (2d6+13 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity plus 2d6 holy 19-20 x2)
Full Attack: Resurgent Flames+49/+44/+39/+34 (2d6+13 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity plus 2d6 holy 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze, break resistance.
Special Qualities: Alternate form, damage reduction 20/cold iron, epic and evil, darkvision 120ft, immunity to electricity, fire and petrification, low-light vision, resistance to acid and cold 20, spell resistance 53, tongues, knowledge of the wyrm, spell research, draconic discovery, convert counterspell, secret, lore(+14), divine traits.
Saves: Fort +35, Ref +39, Will +39
Abilities: Str 25, Dex 31, Con 23, Int 41, Wis 30, Cha 30
Skills: Acrobatics+52, Appraise+57, Climb+49, Craft(Gemcutting)+57, Craft(Pottery)+57, Craft(Woodworking)+57, Diplomacy+57, Disguise+52, Escape Artist+52, Handle Animal+52, Knowledge(All)+60, Knowledge(Arcana)+103, Knowledge(Nature)+90, Knowledge(Planes)+90, Perception+54, Ride+52, Sense Motive+57, Spellcraft+84, Stealth+52, Survival+52, Swim+49
Feats: Alertness(B), Chaos Devotion(B), Toughness(B), Improved Initiative(1), Scribe Scroll(W1), Spell Mastery(3), Empower Spell(W5), Maximize Spell(6), Quicken Spell(9), Spell Penetration(12), Skill Focus(Knowledge: Arcana)(15), Greater Spell Penetration(18), Twin Spell(L3)
Epic Feats: Epic Skill Focus(Knowledge:Arcana)(B), Epic Spell Capacity(21), Improved Metamagic(24), Epic Knowledge of the Wyrm(K:N and K:P)(WW15), Epic Spell Penetration(27), Epic Toughness(30), Improved Metamagic(WW20), Epic Toughness(33), Shatter Spell Resistance(WW25), Epic Toughness(36)
Salient Divine Abilities: Automatic Metamagic(Quicken), Divine Recall(Births and Rebirths), Divine Shield, Extra Domain(Magic), Gift of Life
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Gaze (Su)

In humanoid form, fear gaze, DC 35 Will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

Kascha can shift between her humanoid and phoenix forms as a standard action. In phoenix form, she cannot cast spells, but she gains the following abilities. Her size becomes Huge while in phoenix form. Kascha remains in her chosen form until she chooses to assume the other one. Her forms cannot be dispelled, nor does she revert to a particular form when killed. A true seeing spell reveals both forms simultaneously.

Natural Attacks (Ex)

Kascha has two claw attacks that serve as her primary natural attack. She can make a bite attack and a tail slap as secondary natural attacks.

Flaming Body (Su)

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

Phoenix Cry (Su)

As a full round action, Kascha can emit a cry that causes a channel energy (positive) effect on all creatures within 60ft. Treat Kascha as a cleric of her level to determine the damage and save DC. (18d6; DC 42). Kascha is healed by her phoenix cry, unlike a cleric channeling energy. Additionally, creatures that have been dead one round or less are affected by her cry. If this healing would restore them to 0 or greater hit points, they are restored to life.

Kascha may use this ability no matter the form she is in.

The save DC includes a +4 racial bonus.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)

Tongues (Su)

Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Berries of the Eternal Heart (Ex)

+1 sacred to intelligence.

Knowledge (Ex)

+3 bonus to knowledge checks.

Insightful (Ex)

Kascha enjoys a +5 competence bonus to Sense Motive checks.

Diplomatic (Ex)

Kascha enjoys a +5 competence bonus to Diplomacy.



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Kascha 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. Kascha can use limited wish when doing so can help her promote knowledge, rebirth or healing. Note that in the situation where Kascha 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

Chaos: +1 CL chaotic spells.
Good: +1 CL good spells.
Healing: +1 CL healing spells.
Knowledge: +1 CL divinations.
Magic: Use wizard items as a 8th level wizard.
Renewal: 1/day, heal 1d8+10 hp if reduced to 0 or less, but not slain.

Divine Aura (Ex)

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

Immunities (Ex)

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

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

Communication: Kascha 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, Kascha 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 crackle of flame. In this case, anyone within earshot of the sound can hear it.

Create Items: Kascha can create any wondrous item with power related to rebirth, magic or knowledge; the maximum is 4,500 gold.

Portfolio Sense: Kascha is aware of any act of good, restoration or lore that involves 1,000 or more people.



Wyrm Wizard powers:
Spoiler: ShowHide


Knowledge of the Wyrm (Ex)

You spend a great deal of time exploring the depths of a dragon's magical knowledge, giving you a distinct advantage over spellcasters who do not have draconic tutelage. Starting at 1st level, by spending at least 1 hour doing nothing but performing research, you can add your class level as an insight bonus to knowledge: arcana checks made for the next eight hours. You need not consult with a dragon to gain this bonus, but if you do, the bonus rises by 2.

At 5th level you gain the same benefit for spellcraft checks, for the same duration.

Spell Research (Ex)

One of the greatest advantages you gain from studying draconic lore is the ability to unlock magical secrets denied to other wizards.  Starting at 2nd level, select any one spell from any one one class's spell list(including divine spells) of a level equal or lower to the highest arcane level spell you can prepare and cast. You can add this spell to your arcane spell list as a spell of the same level; all other aspects of this spell remain unchanged. At every even numbered level thereafter, you gain knowledge of another spell in this manner. 

Inner Beauty (FC1), Life's Grace (SC), Summon Greater Elemental (SC), Righteous Smite(BoED), Surge of Hope (Houserules), Mass Heal (SRD), Miracle of Life (Houserules), Summon Planetar (Houserules), Wrath of the Elder Treant (Houserules), Morwel's Blessing (Houserules), Moon Barrage (Houserules), Final Penance (Houserules), Feed the Inferno (Houserules)

Draconic Discovery (Ex)

At 3rd level, you make startling discoveries into the nature of magic thanks the unique insight of your dragon mentors. Select any arcane spell of up to 2nd level that you are capable of preparing and casting, and any one metamagic feat you know (with a maximum spell slot adjustment of four). Once per day, you can apply the effect of that metamagic feat to the chosen spell without adjusting the spell slot or preparing it ahead of time.

At 6th level, you can select a second arcane spell (of up to 4th level) to gain this benefit (choosing either the same or a different metamagic feat you know). At 9th level, you can select a third arcane spell (of up to 6th level) to gain this benefit, again selecting the same or a different metamagic feat you know.

Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken; Righteous Smite, twin; Greater Fireburst, quicken, Celestial Valor, quicken, Glorious Rally, quicken.

Convert Counterspell (Su)

Starting at 7th level, you can identify the components of an incoming spell instantaneously and convert stored arcane energy into a counterspell. You can lose any preparedspell of 3rd level or higher in order to cast dispel magic as a counterspell, or you can lose any prepared spell of 6th level or higher to cast greater dispel magic as a counterspell. This ability does not allow you convert spells for general use of dispel magic and only applies to counterspelling. The normal rules for a counterspell still apply.

Break Spell Resistance (Su)

At 10th level, you gain great insight into the way creatures naturally resist magic by studying the magical defenses of dragons. Whenever you succeed on a caster level check to overcome a target's spell resistance, you can lose a prepared spell as a free action to negate the target's spell resistance. The target loses its spell resistance for a number of rounds equal to the level of the spell you expended.


Loremaster powers:
Spoiler: ShowHide


Secret (Ex)

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can't choose the same secret twice.


Gear:
Spoiler: ShowHide


[Weapon]Resurgent Flames: Cauldron Steel Greatsword+3, holy. Grants a +2 bonus to the caster level of spells with the fire descriptor when wielded.

[Head]Kascha's Halo: +6 sacred bonus to armor class.
[Neck]Amulet of Health+10: +10 enhancement bonus to Constitution.
[Chest]Vest of the Archmagi: +8 armor bonus to AC, +5 resistance bonus to saves, +2 to overcome SR, 3/day swift action recover spell as pearl of power, expend spell slot to heal 5*spell level sacrificed.
[Wrists]Bracers of the Entangling Blast: 3/day, halve damage of next spell to entangle target(s) for 1d3 rounds and deal damage equal to spell level on your turn for those turns.
[Hands]Casting Gloves: As gloves of storing, except you can activate an item within as if you were holding it.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of Arcane Might: +1 bonus to caster level.
[Ioun Stone]Orange Prism Ioun Stone: +1 bonus to caster level.
[Ioun Stone]Dark Blue Rhomboid Ioun Stone: Alertness as a bonus feat.
[Ioun Stone]Brass Lozenge Ioun Stone: 3/day use as a standard action to gain 20 temp hit points.
[Ioun Stone]Clear Cube Ioun Stone: Grants personal immunity to gas and smell-based attacks.
[Ioun Stone]White Sphere Ioun Stone: Can be invoked as a standard action to cast mass heal 1/day, CL 20th.
[Ioun Stone]Red Teardrop Ioun Stone: +2d6 to channel energy, applies to phoenix cry.
[Ioun Stone]Greater Steel Cube Ioun Stone: Increases other ioun stone's hit points to 60, hardness to 30 and armor class to 44.
[Ioun Stone]Diamond Prism Ioun Stone: Grants Kascha's dex mod to ioun stones, immediate action to have one take a melee hit or for her to take one for them.
[Ioun Stone]Dusty Rose Prism Ioun Stone: +3 insight bonus to armor class.

[Misc]Angel Statuette: 28 sp.
[Misc]Black Rose Seeds: These seeds are for black roses said to be native to the Deep Ethereal plane. Grow them and who knows what magic they'll have.
[Misc]Two antimagic stones 1/day, CL 11.

5525 gold


Spells:
Spoiler: ShowHide


Always active: Mind Blank, Superior Resistance.

Spell-like abilities

At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 30th. The save DCs are 17 + spell level.

Kascha casts as a 30th level wizard. (Caster level 33th for spells with the fire descriptor; caster level 32th for other spells. +8 caster level bonus to overcome spell resistance.) The save DCs are 21 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+1), Maximize Spell (+1), Twin Spell (+2) and Quicken Spell (+2). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken, Greater Fireburst, twin, Celestial Valor, quicken.

[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Maximized Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Maximized Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Maximized Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Empowered Maximized Seira's Unicorn Arrow.
[5/day]8: Dimensional Lock, Maximized Twinned Greater Fireburst, Quickened Twinned Maximized Scorching Ray, Mind Blankx2.
[5/day]9: Quickened Twinned Maximized Enervation, Mass Heal, Twinned Empowered Maximized Greater Fireburst, Maximized Empowered Righteous Smite, Wish
[5/day]10: Celestial ValorHome, Energy Immunityx2Home, Miracle of LifeHome, Seira's Unicorn ApocalypseHome
[5/day]11: Maximized Empowered Quickened Twinned Cone of Cold, Might of the SolarHome, Summon PlanetarHome, Superb Dispellingx2
[4/day]12: Glorious RallyHome, Greater Fire StormHome, Maximized Twinned Energy Drain, Wrath of the Elder TreantHome
[1/day]13: Morwel's BlessingHome

BoED - Book of Exalted Deeds.
FC1 - Fiendish Codex 1.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SR - Bonus spell from spell research.
(1) - As Melf's Unicorn Arrow.

Seira's Unicorn Apocalypse
Conjuration
Level: Sor/Wiz 10
Components: V, S, F
Range: Medium (100ft + 10ft/level)
Area: 150ft by 150ft cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a blanketing barrage of unicorn arrows. The caster makes a ranged touch attack that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a unicorn arrow. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+24 damage. Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place, such as being flat-footed.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus

An ivory replica of an eagle riding a unicorn worth 2,500 gold.

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

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

Anastasia

#7
Elle Stronger

Wizard 38//Sorcerer 1/Dragon Shaman 9/Dragon Disciple 28

Size/Type: Medium Dragon (Good)
Divine Rank: 1
Domains: Artifice, Craft, Creation, Good, Passion, Spell       
Hit Dice: 1d4+9d10+28d12+380+38+76+2+31 (982 hp)
Initiative: +17
Speed: 60ft, fly 200ft (average)
Armor Class: 89 (+8 dex, +30 natural, +9 deflection, +11 shield, +20 armor, +1 divine)
Base Attack/CMB/CMD: +28/+36/64
Attack: Mythical Cast+45 (1d8+16 plus 2d6 holy 19-20 x2) or claw+38 (1d6+10)
Full Attack: Mythical Cast+45/+40/+35/+30 (1d8+16 plus 2d6 holy 19-20 x2) or 2 claws+38 (1d6+10) and bite+32 (1d8+5)
Space/Reach: 5ft/5ft
Special Attacks: Spells, breath weapon(4d6; DC 22 OR 14d8; DC 38)
Special Qualities: Immunity to fire and electricity, spell resistance 53, damage reduction 15/adamantine and epic, darkvision 60ft, low-light vision, blindsense 60ft, aligned spellcaster, school mastery (evocation+38), auras, totem dragon(Seira), draconic aura, draconic adaptation(treasure seeker), draconic resolve, touch of vitality(126 hp), fast healing 10, divine traits.
Saves: Fort +39, Ref +37, Will +37 (+3 vs fire)
Abilities: Str 30, Dex 27, Con 31, Int 43, Wis 23, Cha 29
Skills: Appraise+66, Bluff+54, Craft(Alchemy)+62, Craft(Flying Shops)+58, Craft(Jewelry)+65, Craft(Pottery)+62, Diplomacy+51, Intimidate+51, Knowledge(All)+58, Perception+48, Profession(Shopkeeper)+48, Sense Motive+48, Spellcraft+98
Feats: Skill Focus(Craft:Jewelry)(B), Skill Focus(Spellcraft)(B), Craft Rod(B), Craft Wondrous Item(B), Twin Spell(B), Improved Initiative(1), Toughness(H), Scribe Scroll(W1), Eschew Materials(S1), Martial Weapon Proficiency(Longsword)(S1), Weapon Focus(Longsword)(S1), Spell Penetration(3), Skill Focus(Appraise)(DS2), Quicken Spell(W5), Greater Spell Penetration(6), Empower Spell(9), Skill Focus(Bluff)(DS8), Craft Rod(W10), Maximize Spell(12), Silent Spell(15), Forge Ring(W15), Insightful Reflexes(18), Craft Staff(W20)
Epic Feats: Great Ability(Intelligence)(21), Epic Spell Capacity(W23), Great Ability(Intelligence)(24), Epic Toughness(DD14), Epic Crafting(W26), Improved Metamagic(27), Great Ability(Constitution)(DD18), Ignore Material Components(W29), Improved Metamagic(30), Armor Skin(DD22), Enhance Spell (W32), Superior Initiative(33), Epic Spell Penetration(W35), Epic Skill Focus(Spellcraft)(36), Armor Skin(DD26), Intensify Spell(W38)
Salient Divine Abilities: Automatic Metamagic(Twin), Craft Artifact, Create Object, Extra Domain(Creation), Extra Domain(Passion)
Alignment: Neutral Good

Wizard powers:
Spoiler: ShowHide


Always Active: Epic Mage Armor.

Elle casts as 30th level wizard (+4 bonus to overcome spell resistance). All of Elle's non-evil spells have the good descriptor and gain a +1 caster level bonus against evil (+2 against evil subtype). She deals +30 damage with evocations. The save DCs are 23 + spell level. Her metamagic options are Empower Spell (+1), Maximize Spell (+1), Silent Spell (+1) and Quicken Spell (+2).

Note to self, 7th level spells are off due to a quirk of the bonus spells in dragon disciple. Just the way it worked out.

[4/day]0: Detect Magicx3, Prestidigitation.
[8/day]1: Magic Missilex2*, Sandalphon's Unerring Projectilex2*Home, Shieldx2, Sonic Blastx2*SC
[7/day]2: Elle's Shocker*Home, Essence of the DragonRotD, Glitterdust, Helical Miragex2Home, See Invisibilityx2
[7/day]3: Fireball*, Haste, Umut's Greater Magic Missile*Home, Maximized Elle's Shocker*, Quickened Sandalphon's Unerring Projectile*,  Ray of Dizzinessx2SC
[7/day]4: Assay Spell Resistancex2SC, Dimension Door, Maximized Lightning Boltx2*, Teleportation Scramblerx2*Home
[7/day]5: Greater Fireburst*SC, Moonbow*x2Home, Planar ToleranceSC, Quickened Haste, Quickened Lightning Bolt*, Wall of Force*
[8/day]6: Acid Fog, Chain Lightning*, Elle's Electric Elevationx2Home, Empowered Maximized Silent Lightning Bolt*, Greater Dispel Magic, Quickened Dimension Doorx2
[7/day]7: Banishmentx2, Greater Arcane Sightx2, Might of the PlanetarHome, Quickened Greater Fireburst* Quickened Wall of Force*
[8/day]8: Endurance of the Dragon PrincessHome, Greater Flight, Mind Blankx2, Polar Ray*, Quickened Maximized Moonbowx3*
[8/day]9: Gate, Prismatic Sphere, Quickened Empowered Maximized Greater Fireburst*, Quickened Empowered Maximized Moonbowx2*, Time Stop, Wish
[8/day]10: Greater Cone of Coldx2*, Hellball*, Maximized Empowered Polar Ray*, Quickened Mind Blank, Ravaging TouchHome, Summon Monster XHome, Unseen NeedleHome
[8/day]11: Epic Mage Armorx3Home, Maximized Greater Cone of Cold*, Maximized Ravaging Touch, Queen's Displeasurex2*Home, Sunlance*Home
[8/day]12: Empowered Sunlancex2*, Maximized Queen's Displeasurex2*, Maximized Empowered Hellball*, Quickened Unseen Needle, Rain of Desolationx2*Home
[3/day]13: Dispater's Iron SheatheHome, Greater Polar Ray*Home, Quickened Sunlance*.

* - Evocation spell, +30 damage if the spell deals damage.

Home - Homebrew.
RotD - Races of the Dragon.
SC - Spell Compendium.


Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Elle 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. Elle can use limited wish when doing so can help her promote passion, creation or magic. Note that in the situation where Elle 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

Artifice: +4 competence Craft checks. +1 CL for creation spells.
Craft:  +1 CL for creation spells and skill focus(jewlery).
Creation: +1 CL for creation spells.
Good: +1 CL good spells.
Passion: 17 rounds/day act as if under a rage spell, free action to enter.
Spell: +2 to concentration and spellcraft checks.

Divine Aura (Ex)

The save DC against Elle's divine aura is 20 and the radius is 10ft.

Immunities (Ex)

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

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

Communication: Elle 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, Elle 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 confident call. In this case, anyone within earshot of the sound can hear it.

Create Items: Elle can create any wondrous item with power related to spells or desires; the maximum is 4,500 gold.

Portfolio Sense: Elle is aware of any act of creation, spells or artifice that involves 1,000 or more people. 



Sorcerer powers:
Spoiler: ShowHide


Elle casts as a 1st level sorcerer (+4 bonus to overcome spell resistance). All of Elle's non-evil spells have the good descriptor and gain a +1 caster level bonus against evil (+2 against evil subtype). She deals +30 damage with evocations. The save DCs are 17 + spell level. Her metamagic options are Empower Spell (+1), Maximize Spell (+1), Silent Spell (+1) and Quicken Spell (+2).

[5/day]0: Acid Splash, Detect Magic, Prestidigitation, Read Magic
[5/day]1: Shield


Dragon Shaman powers:
Spoiler: ShowHide


Elle manifests auras as a 9th level dragon shaman.

Auras (+2): Energy Shield, Power, Presence, Resistance, Senses, Toughness, Vigor.


Gear:
Spoiler: ShowHide


[Weapon]Mythical Cast: Adamantine Longsword+6, holy. It has double the hardness and quadruple the hit points as normal. Functions as a greater rod of metamagic, maximize. Grants a +25 competence bonus to Spellcraft checks.
[Shield]Elle's Shield: Heavy Mithral Shield+9, great spell resistance (+10). No ACP or ASF. Can momentarily animate itself when Elle needs both hands for spellcasting, but is not a true animated shield.

[Neck]Heartscale Necklace: Grants Elle a +8 enhancement bonus to her natural armor and fast healing 10, grants a +5 bonus to Concentration checks.
[Wrists]Searing Blast Bracers: +3 saves vs fire, can sacrifice a spell when you cast a fire spell for +1d4 fire damage per spell level.
[Ring 1]Ring of Defense+8: +8 deflection bonus to armor class and +8 resistance bonus to saving throws.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to all ability scores.
[Feet]Endless Travels: These shoes allow greater teleport and greater plane shift at will, caster level 30th.

[Staff]Staff of Evocation, 50 charges.

[Misc]Ring of the Stalker: Grants a +15 competence bonus to Stealth checks and the ability to use greater invisibility (CL10th) once per day. 44,500 gold.



Custom Material: [spoiler]

Elle's Shocker
Evocation [Electricity]
Level: Sor/Wiz 2
Components: M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

With a minute release of magical energy around the coil, you channel a small bolt of lightning at a single target, which deals 1d10 electricity damage per caster level (maximum 5d10).

Material Component

A small iron coil worth 5 gold.
<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

#8
Donald Smurth

Duskblade 38//Fighter 20/Dragon Disciple (Copper) 14/Prismatic Dragon 4

Size/Type: Medium Dragon (Chaotic, Good)
Divine Rank: 1
Domains: Chaos, Good, Luck, Protection, Strength
Hit Dice: 24d10+14d12+418+38+76+33 (971 hp)
Initiative: +8
Speed: 60ft, fly 200ft (perfect)
Armor Class: 83 (+7 dex, +18 armor, +11 shield, +1 ws, +5 perfection, +10 deflection, +16 natural, +4 luck, +1 divine)
Base Attack/CMB/CMD: +38/+57/106
Attack: Guardianil+80 (1d10+51 19-20 x2) or claw+60 (1d4+22)
Full Attack: Guardianil+80/+75/+70/+65 (1d10+51 19-20 x2) and bite+56 (1d6+13)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, quick cast unlimited/day, spell power+9, breath weapon(8d8 acid, 1d4 rounds, DC 34).
Special Qualities: Damage reduction 15/adamantine, colorless and epic, immunity to acid, blindness, light, paralysis and sleep, spell resistance 53, regeneration 11, darkvision 60ft, low light vision, armored mage(medium armor, heavy shield), arcane attunement, blindsense 60ft, luck of the fool, unkillable, mettle, prismatic cloak, evasion, divine traits.
Saves: Fort +42, Ref +43, Will +44
Abilities: Str 48, Dex 25, Con 33, Int 34, Wis 23, Cha 30
Skills: Acrobatics+54, Appraise+54, Climb+61, Craft(Religious Icons)+54, Knowledge(All)+54, Perception+48, Ride+49, Spellcraft+54, Swim+61   
Feats: Blind-Fight(B), Fey Heritage(B), Iron Will(B), Endurance(1), Exotic Weapon Proficiency(Bastard Sword)(F1), Protection Devotion(H), Combat Casting(D2), Toughness(F2), Power Attack(3), Weapon Focus(Bastard Sword)(F4), Steadfast Determination(6), Weapon Specialization(Bastard Sword)(F6), Melee Weapon Mastery(Slashing)(F8), Extra Spell(9), Greater Weapon Focus(Bastard Sword)(F10), Arcane Strike(12), Greater Weapon Specialization(Bastard Sword)(F12), Shield Specialization(F14), Shield Ward(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Bastard Sword)(F18), Slashing Flurry(F20)
Epic Feats: Shield Barrier(21), Epic Weapon Focus(Bastard Sword)(24), Dire Charge(D24), Epic Weapon Specialization(Bastard Sword)(27), Epic Spell Capacity(D28), Epic Toughness(30), Blinding Speed(D32), Shield Evasion(33), Great Ability(Strength)(D14), Pulverize(36), Multiaction(D36)
Salient Divine Abilities: Divine Duskblade, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Indomitable Strength
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Luck of the Fool (Su)

It's said that Tymora watches over fools. Donald is certainly lucky, gaining a +4 luck bonus to armor class and saving throws.

Unkillable (Ex)

If an effect or attack would reduce Donald to 0 HP or below, he is allowed a DC 10 Constitution check. Success prevents him from going below one HP. For each check after the first per day, the DC goes up by 3.

Acrobatics (Ex)

Donald enjoys a +5 competence bonus to Acrobatics checks.

Prismatic Breath (Su)

A prismatic dragon has two breath weapons on top of any breath weapon the base creature has. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are Constitution based.



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Donald 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. Donald can use limited wish when doing so could help him promote luck, strength or protection. Note that in the situation where Donald 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

Chaos: +1 CL chaotic spells.
Good: +1 CL good spells.
Luck: 1/day grant a +2 luck bonus to attack rolls, armor class and skill checks for 1 minute.
Protection: 1/day grant a +18 resistance bonus to next save by touch, lasts for 1 hour.
Strength: 1/day grant self a +18 enhancement bonus to strength (net +7), free action, lasts 1 round.

Divine Aura (Ex)

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

Immunities: Donald 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: Donald gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

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

Communication: Donald 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, Donald 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 laughing, jovial call. In this case, anyone within earshot of the sound can hear it.

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

Portfolio Sense: Donald is aware of any act of strength, luck or protection that involves 1,000 or more people.



Duskblade powers:
Spoiler: ShowHide


Donald casts as a 30th level duskblade. His spell DCs are 16 + spell level. All of Donald's 0-4th level spells are automatically quickened. He may quicken any 5th level or higher spell as a free action 5 times per day.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*.
[12/day1: Blade of BloodPHB2, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
[12/day]2: Animalistic Power, Scorching Ray, See Invisibility, Touch of Idiocy*.
[12/day]3: Dispelling TouchPHB2*, Greater Magic Weapon, Ray of Exhaustion, Vampiric Touch*.
[9/day]4: Enervation, Fire Shield, Interposing Hand, Shout.
[9/day]5: Chain Lightning, Disintegrate, Polar Ray, Sonic ShieldPHB2
[10/day]6: Black Ice TouchHome*, Greater Dispel Magic, Swift EtherealnessPHB2, Waves of Exhaustion
[9/day]7: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm
[3/day]8: Energy Drain, Magic Disjunction

* Can be used with arcane channeling.

PHB2 - Player's Handbook 2

Arcane Attunement (Sp)

You can use the spell like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per ady at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Gear:
Spoiler: ShowHide


[Weapon]Guardianil: Bastard sword+8, grants a +5 perfection bonus to armor class to the wielder and all allies within 30ft when unsheathed. Shining Defense: Use as a free action when fighting defensively or using total defense, grants damage reduction 20/- and 70 temporary hit points. Both last for one round.
[Armor]Armor of Swiftness: Mithral full plate+10, maximum dex of +7, arcane spell failure of 15% and an ACP of 2. Can bestow up to 15 rounds of haste per day spread out as the user wants. Additionally, this haste grants Donald the ability to cast two quickened spells per round when active.
[Shield]Donald's Shield: Heavy Steel Shield+8. 3/day as a free action, sacrifice shield bonus for one round, breath weapon's damage dice and DC rise by the AC bonus during that time.

[Head]Angel's Helm: +5 deflection bonus to AC and +5 resistance bonus to saves. Attacks are good aligned to overcome damage reduction. Grants the following 1/day SLAs: cure critical wounds, dispel evil, holy word, protection from energy, resist energy and restoration.
[Waist]Titan's Belt: +10 enhancement bonus to Strength, +6 other ability scores except Wisdom. 3/day as free action, make weapon deal damage as two size categories larger for one round.

<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

Amaryl Avatar

Spoilered so I don't use this one by mistake when it's not needed.

Spoiler: ShowHide


Scout 21/Dragonbreath Archer 10//Ranger 10/Dragon Devotee 5/Sorcerer 16

Size/Type: Medium Outsider (Dragonblood, Good)
Divine Rank: 0
Hit Dice: 20d8+11d6+279 (505 hp)
Initiative: +26; always goes first
Speed: 160ft, fly 270ft (perfect)
Armor Class: 57 (+15 dex, +8 armor, +16 natural, +8 deflection)(50% miss chance)
Base Attack/CMB/CMD: +25/+31/64
Attack: Cauldron's Blast+49 (1d8+29 plus skirmish/dragonfire strike 19-20 x3) or claw+32 (1d3+6)
Full Attack: Cauldron's Blast+49/+44/+39/+34 (1d8+29 plus skirmish/dragonfire strike 19-20 x3) or Manyshot+44/+44/+44/+44/+44 (1d8+29 plus skirmish/dragonfire strike 19-20 x3) or 2 claws+31 (1d3+6)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish+8d6/+8 AC(+10d6/+10 AC 20ft move), dragonfire strike+5d6, dragon's heat, searing dragonfire strike, explosive flames(DC 33), lingering flames, favored enemies (+4 elementals, +2 undead, +4 evil outsiders), spells.
Special Qualities: Damage reduction 10/cold iron and epic, immunity to fire and cold, spell resistance 46, divine traits, trapfinding, battle fortitude+3, uncanny dodge, trackless step, improved evasion, flawless stride, camouflage, blindsight 60ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, ignore spell failure, darkvision 120ft, low-light vision, wilderness companion.
Saves: Fort +34, Ref +34, Will +30 (+2 vs enchantment, +4 vs paralysis)
Abilities: Str 22, Dex 41, Con 28, Int 25, Wis 26, Cha 26 need to lower dex and int
Skills: Acrobatics+49, Climb+40, Craft(Bowmaking)+41, Craft(Metalworking)+41, Diplomacy+49, Disable Device+41, Escape Artist+49, Handle Animal+42, Intimidate+42, Knowledge(Arcana)+41, Knowledge(Geography)+41, Knowledge(Nature)+41, Knowledge(N&R)+41, Perception+47, Ride+49, Sense Motive+42, Spellcraft+41, Stealth+62, Survival+42, Swim+40
Feats: Point Blank Shot(B), Weapon Focus(Longbow)(1), Track(R1), Rapidshot(R2), Nemesis(Evil Outsiders)(3), Endurance(R3), Far Shot(R4), Skill Focus(Stealth)(S4), Dead Eye(6), Manyshot(R6), Improved Critical(Longbow)(R8), Precise Shot(S8), Greater Manyshot(9), Woodland Archer(12), Swift Hunter(S12), Dragonfire Strike(15), Improved Initiative(S16), Eschew Materials(SO1), Rapid Metamagic(18), Improved Skirmish(S20), Quicken Spell(SO5), Extend Spell(SO10), Split Ray(SO15)
Epic Feats: Emergency Skirmish(B), Epic Blindsight(B), Epic Skirmishx3(B), Energy Resistance(Fire)(21), Blinding Speed(24), Improved Manyshot(DBA3), Multiaction(27), Bane of Enemies(DBA6), Specialized Metamagic(Quicken)(30), Superior Initiative(DBA9)
Salient Divine Abilities: Alter Size, Divine Dodge, Divine Radiance, Divine Scout, Supreme Initiative
Alignment: Neutral Exalted

Racial powers: [spoiler]

Amaryl has a +5 competence bonus to Diplomacy checks.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, antipathy, blade barrier, bless, blur, cat's grace, commune with nature, dispel evil, expeditious retreat, find the path, haste, heroes feast, holy aura, holy smite, holy word, improved blink, liveoak, mage's magnificent mansion, magic circle against evil, mass cat's grace, mass heal, prayer, protection from evil, refuge, snare, status, summon monster 9 (good creatures only), sunburst, telepathic bond, time stop, tongues, tree stride, true strike, wind walk. Caster level 29th. The save DCs are 29 + spell level.

Alter Reality (Su)

Amaryl 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. Amaryl can use limited wish when doing so can help her promote the communities, elves and swiftness. Note that in the situation where Amaryl 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

Celerity: +10 bonus land speed.
Community: Calm emotions 1/day as an SLA and +2 diplomacy.
Elf: Point Blank Shot as a bonus feat.
Good: +1 caster level for good spells.

Divine Aura (Ex)

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

Immunities (Ex)

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

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

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

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

Portfolio Sense: Amaryl is aware of any act of elves, community or swiftness that involves 1,000 or more people.


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Dragonbreath Archer powers:
Spoiler: ShowHide


Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.

Lingering Flames (Su)

At 10th level, the flames of the dragonbreath archer burn on after the initial strike. After a successful dragonfire strike on a target, they catch ablaze. Unless this fire is put out before your next turn, they take extra damage equal to your dragonfire strike bonus damage. After that turn ends the flames fade away. A target can only take damage from lingering flames once a round, no matter how many times the dragonbreath archer struck them the previous round.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

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

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Dragon Devotee powers:
Spoiler: ShowHide


Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 17th level sorcerer. The save DCs are 18 + spell level. Amaryl's metamagic options are Extend Spell (+1), Split Ray (+2) and Quicken Spell (+1)

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[8/day]1: Arrow MindSC, Golem StrikeSC, Lesser Orb of AcidSC, Shield, Sniper's ShotSC
[8/day]2: Essence of the DragonRotD, False Life, Heroic AspirationsHome, See Invisibility, Sure StrikePHB2
[8/day]3: DragonskinSC, Haste, Seira's Unicorn ArrowsPHB2, Vision of the Omniscient EyeDM, Amaryl's Slumber ArrowCM
[8/day]4: Dragon BreathSC, Greater Mirror ImagePHB2, Greater Invisibility
[7/day]5: Amaryl's Greater Arrow MindHome, Break Enchantment, Dance of BladesPHB2, Undying Vigor of the DragonlordsDM,
[7/day]6: Disintegrate, Greater Dispel Magic, Surge of HopeHome
[7/day]7: Antimagic RaySC, Bite of the WerebearSC, Elemental BodySC
[5/day]8: Beauty of the Dragon PrincessHome, Moment of Prescience

DM - Dragon Magic
Home - Homebrew
PHB2 - Player's Handbook 2
RoTD - Races of the Dragon
SC - Spell Compendium


Gear:
Spoiler: ShowHide


[Weapon]Cauldron's Blast: Longbow+5, force and force generation. 1/day summon 1d4+1 celestial greater elementals.
[Armor]Lumenvolo: Chainmail+3, no maximum dex bonus or ASF. -1 ACP.

[Head]Crystal Helmet: +3 insight bonus Will saves.
[Shoulders]: Greater Cloak of Elvenkind: +10 competence to Hide and Move Silently checks.
[Wrists]Bracers of Sublime Archery: +3 competence bonus to ranged attack and damage rolls. Reduces the penalty for Manyshot to -1 per arrow.

[Reserve Weapon]Sun Blade.
[Misc]10 potions of cat's grace.

[/quote]
<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

#10
Ranbar of Aryn

Cloistered Cleric 38//Factotum 5/Perfectus 28/Magical Factotum 5

Size/Type: Medium Outsider (Good)
Divine Rank: 0
Domains: Good, Hope, Knowledge, War
Hit Dice: 33d8+5d6+304+38+228+26 (890 hp)
Initiative: +19
Speed: 60ft, fly 200ft (perfect)
Armor Class: 58 (+8 dex, +10 armor, +7 deflection, +22 natural, +1 divine)
Base Attack/CMB/CMD: +26/+32/53
Attack: Ghost Spear+53 (1d8+26 plus +2+/2d6 vs undead plus 1 con 19-20 x3)
Full Attack: Ghost Spear+53/+48/+43/+38 (1d8+26 plus +2+/2d6 vs undead plus 1 con 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Arcane dilettante, cunning strike, channel energy 14/day(16d6; DC 37), spells.
Special Qualities: Resistance to acid, cold and electricity 5, damage reduction 15/adamantine and epic, spell resistance 73, darkvision 60ft, daylight, inspiration (34/encounter), cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense, exalted dilettante, exalted inspiration+7, cunning energy, cunning save 6/day, cunning paragon, holy magic, quick energy, perfect inspiration, cunning spellpower, expanded access, cunning breach, lore+50, divine traits.
Saves: Fort +26, Ref +33, Will +39
Abilities: Str 24, Dex 27, Con 27, Int 33, Wis 37, Cha 24
Skills: Appraise+53, Craft(Bookbinding)+53, Diplomacy+49, Knowledge(All)+53, Perception+57, Spellcraft+55, Swim+59
Feats: Easy Metamagic(Barrage Spell)(B), Weapon Focus(Short Sword)(B), Magical Aptitude(1), Consecrate Spell(C1), Intuitive Attack(3), Twin Spell(6), Knowledge Devotion(9), Font of Inspiration(12), Toughness(15), Maximize Spell(18), Energize Spell(MF4)
Epic Feats: Epic Spell Capacity(21), Vivacious Spell(C23), Epic Font of Inspiration(P13), Improved Intuitive Attack(24), Improved Metamagic(C26), Improved Cunning Insight(P16), Epic Toughness(27), Improved Metamagic(C29), Improved Cunning Insight(P19), Epic Toughness(30), Barrage Spell(C32), Epic Font of Inspiration(P22), ?(33), ?(C35), Epic Font of Inspiration(P25), Epic Toughness(36), Armor Skin(C38), Epic Font of Inspiration(P28)
Salient Divine Abilities: Automatic Metamagic(Twin Spell), Battlesense, Increased Spell Resistance, Know Secrets, Perfect Save
Alignment: Neutral Exalted

Cleric powers:
Spoiler: ShowHide


Ranbar casts as a 32nd level cleric (caster level 33rd for good spells or for divinations). The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1), Twin Spell (+1), Maximize Spell (+1), Energize Spell (+1), Vivacious Spell (+1) and Barrage Spell (+1). Her domains are Good, Hope and Knowledge.

[6/day]0: Create Water, Cure Minor Woundsx2, Detect Magic, Light, Read Magic
[8+1/day]1: (Protection from Evil), Convictionx4, Signx4
[8+1/day]2: (Detect Thoughts) Barraged Divine Favorx4, Divine Insightx3, Lore of the Gods
[7+1/day]3: (Barraged Aid), Mass Lesser Vigorx7
[7+1/day]4: (Barraged Heroism), Mystic Aegisx7
[7+1/day]5: (Barraged Holy Smite), Barraged Divine Powerx7
[6+1/day]6: (Atonement). Barraged Righteous Mightx6
[5+1/day]7: (Barraged Greater Heroism), Barraged Healx2, Greater Plane Shiftx3
[5+1/day]8: (Barraged Vivacious Twinned Maximized Holy Smite), Barraged Holy Starx3, Mass Death Wardx2
[5+1/day]9: (Miracle), Gatex2, Greater Visage of the Deity, Miraclex2
[5+1/day]10: (Greater True Seeing), Seira's Glorious Visage, Barraged Vivacious Twinned Maximized Lucent Lancex4
[4+1/day]11: (Summon Planetar), Barraged Vivacious Twinned Maximized Righteous Smitex4
[4+1/day]12: (Burst of Glory), Barraged Superb Dispelling, Barraged Vivacious Cleansing Rain, Barraged Vivacious Twinned Maximized Ranbar's Smitex2
[3+1/day]13: (Vivacious Burst of Glory), Barraged Vivacious Twinned Star Explosion, Barraged Seira's Majestic Visage, Barraged Twinned Vivacious Cleansing Rain

Domains

Good: +1 CL good spells.
Hope: +4 1/day to an attack, saving throw or skill.
Knowledge: All knowledge skills as cleric class skills, +1 CL divinations.



Factotum powers:
Spoiler: ShowHide


Ranbar has 15 arcane dilettante spells per day with a maximum spell level of 12th. She may memorize exalted spells and spells from the good domain in addition to sorcerer/wizard spells.

Barraged Maximized Twinned Vivacious Magic Missile, Barraged Haste, Barraged Beauty of the Dragon Princess, Barraged Endurance of the Dragon Princess, Barraged Mind Blank, Barraged Mind of the Dragon Princess, Barraged Moment of Prescience, Barraged Strength of the Dragon Princess, Barraged Superior Invisibility, Barraged Celestial Valor, Barraged Unseen Needle, Barraged Titan's Surge, Barraged Bibliotheca Arcana, Many Moments of Prescience, Seira's Draconic Visage



Gear:
Spoiler: ShowHide


Ghost Spear: This is a longspear+8, ghost touch, undead bane and wounding. It has a critical hit range of 19-20 and deals triple damage on a critical hit. When in the hands of a character that can channel positive energy (as the cleric class feature for good aligned clerics), the cleric can replenish daily uses of channel energy by defeating incorporeal creatures. Each incorporeal creature restores one daily use that's been expended, to a maximum of five daily uses recovered. Additionally, the wielder's damage for channel energy rises by 2d6 and the DC rises by 3.

[Weapon]Talorinum: Longspear+7, holy, flaming, frost, fire outsider bane.
[Armor]Bracers of Armor+10: +10 armor bonus to armor class and +6 enhancement to ability scores.

[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saves.
[Ring 2]Albar's Ring: Grants a +1 bonus to inspiration per encounter and a +1 bonus to cunning insight and cunning knowledge.



Notes:
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Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.



Custom Material: [spoiler]

Barrage Spell [Epic, Metamagic]
Prerequisite: Maximize Spell, Twin Spell
Benefit: When you cast a barrage spell, you may choose another spell that is also modified by this feat. You may cast both spells at the same time, with no increase in the casting time of the first spell or any extra actions required. The spells must have the same casting time to be cast together with this feat. You cannot apply barrage spell to a spell with a casting time of a swift or immediate action (including spells modified by the quicken spell feat or other such feats), nor can you cast a spell with a casting time of a swift action on a turn you cast a barrage spell. A barrage spell uses up a spell slot three levels higher than the spell's actual level.

Ranbar's Smite
Evocation
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell calls down a blast of power to smite your foes, dealing 1d6 points of damage per caster level (maximum 20d6), with a successful Will save halving the damage. Sharrans and creatures that serve Shar (such as shadows) suffer a -5 penalty to the saving throw.

PERFECT SAVE
Prerequisite: Cunning Save, Good Domain, wis 31
Benefit: Ranbar is skilled in the art of saving others, far more than mortal warriors. She adds her divine rank as a bonus to the number of times per day she may use cunning save. She may use it at a range of 70ft rather than only on adjacent creatures.

Useful, unique and makes that ability more useable. Moreso because it also guides her to a new domain at DvR2.
[/quote]
<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?