Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Crimson Hangout => Topic started by: Anastasia on March 16, 2010, 01:25:45 AM

Title: The B team!
Post by: Anastasia on March 16, 2010, 01:25:45 AM
What do you mean, we don't qualify for the A team?!

This is for the various recruited NPCs, allies and helpers that play a much lesser role in the story. I don't want to make the NPC topic a huge multipage affair, so I'm keeping them here. Consider these the B-listers, no matter how weak or strong. Most of the people here don't regularly level up unless something provokes them to, like Yoshi's bonus HD for being a ranger animal companion. I'll include a small fluff piece with them too. I'm doing them in my baddie writeup style, basically.
Title: Re: The B team!
Post by: Anastasia on March 16, 2010, 01:32:15 AM
Seira, remind me what circlet of int you got to Yoshi and I'll adjust his stats.

Yoshi counts as level -6 as Amaryl's animal companion.

Yoshi, 5 HD Half Green Dragon River Winder.

Size/Type: Large Dragon
Hit Dice: 5d10+15 (45 HP)
Initiative: +8
Speed: 20ft, climb 20 ft, swim 20 ft, fly 40 ft(average)
Armor Class: 21 (-1 size +4 dex, +8 natural)
Base Attack/Grapple: +5/+13
Attack: Claw+13 (1d4+8) or bite+8 (1d6+4+1d6 acid)
Full Attack: Two claws+13 (1d4+8) and bite+8 (1d6+4+1d6)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+4, improved grab, acid, breath weapon
Special Qualities:  Immunity to sleep and paralysis, immunity to acid, evasion, darkvision 60ft, low-light vision, scent
Saves:    Fort +7, Ref +8, Will +2
Abilities: Str 26, Dex 20, Con 14, Int 3, Wis 12, Cha 4
Skills: Balance+13, Climb+16, Hide+12, Listen+10, Spot+10, Swim+17
Feats: Alertness(B), Improved Initiative(1), Toughness(3)
Alignment: Neutral.

Racial and innate powers:
Spoiler: ShowHide


Acid(Ex)

River Winders deal 1d6 acid damage on a successful bite attack.

Breath Weapon(Ex)

6d8 acid, DC 14 half. 1/day.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.


Gear:
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Placeholder


Tactics:
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Bite and constrict and kill! Breath acid! Draaagon!

Okay, this improves once I figure out what it's int should be. Place holder.


Fluff:
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One day, there was a River Winder. It swam along until it met a green dragon! This green dragon was a special green dragon! Boys and girls, it liked to make special friends with everyone, and it did it with the River Winder! Thus came Yoshi, half dragon and all! He was found by the Crimson Guard on an expedition. Seira took an immediate shine to the half dragon and took it home with her. Amaryl warmed to it as well, and in time she took it on as her animal companion.

Yoshi loves dragons and looks up to them. As Seira is a dragon, Yoshi thinks very highly of her. Not to mention the circlet she gave him!
Title: Re: The B team!
Post by: Anastasia on March 16, 2010, 01:44:01 AM
Strength of Light, Astral Deva Fighter 13

Size/Type: Large Outsider (Good, Chaotic)
Hit Dice: 12d8+120+13d10+130 (372 HP)
Initiative: +11
Speed: 50ft, fly 120 ft(perfect)
Armor Class: 39 (+7 dex, +22 natural)
Base Attack/Grapple: +25/+43
Attack: Overwhelm+47 (1d8+37 19-20)
Full Attack: Overwhelm+47/+42/+37/+32 (1d8+37 19-20)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, stun, strength.
Special Qualities: Damage reduction 15/evil and epic, darkvision 120 ft, low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 20 and fire 20, spell resistance 43, tongues, uncanny dodge
Saves: Fort +26, Ref +19, Will +22
Abilities: Str 36, Dex 24, Con 30, Int 20, Wis 16, Cha 25   
Skills:   
Feats: Improved Initiative(1), Power Attack(3), Intimidating Strike(6), Brutal Strike(9), Quicken Spell-like ability(Invisibility)(12), Weapon Focus(Heavy Mace)(F1), Spectral Skirmisher(F2), Endurance(15), Weapon Specialization(F4), Steadfast Determination(18), Melee Weapon Mastery(Bludgeoning)(F6), Crushing Strike(F8), Greater Weapon Focus(F10), Greater Weapon Specialization(F12)
Epic Feats: Great Strength(21), Pulverize(24)
Alignment: Chaotic Good

Racial and innate powers:
Spoiler: ShowHide


Spell-Like Abilities:  At will—aid, continual flame, detect evil, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility (self only), plane shift, remove fear; 7/day—cure light wounds, see invisibility; 1/day—blade barrier, heal. Caster level 25th. The save DCs are Charisma-based.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 35 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue  of at least 29th level. It can flank characters with the uncanny dodge ability as if it were a 25th-level rogue.

Strength (Su)

Strength of Light is angelic strength and might, the essence of Ysgard. This connection gives him the ability to use the strength domain's granted power as if he was a cleric equal to one half of his hit dice. (+12)


Gear:
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Overwhelm: Heavy Mace+5, impact and holy.


Tactics:
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Strength of Light prefers to fight head on. Against weak foes, he overwhelms them one a round, leaving them bloody piles and taking generous heaps of PA. Against more resilient foes, he uses brutal strike and intimidating strike to weaken them, as well as invisibility to take advantage of spectral skirmisher.

At all times Strength of Light tries to be aware of the battlefield. He knows well that combat is a mental exercise as much as it is physical, and letting either go lax leads to defeat. He is not above retreating to fight another day or using ambushes, misdirection or other strategies that other angels may draw away from.


Fluff:
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The strongest of Ysgard are blessed by the plane's direction, becoming great maestros of the endless battles. Strength of Light is one, overseeing daily battles and nightly feasting. He lives in the moment, enjoying every rugged day in Ysgard. On occasion non-evil chaotics and good aligned warriors seek him out for training, something he is happy to give out. As one of the keepers of Ysgard, he has access to several unique challenges.

Recently he has accepted a role in Sylica, the realm of Alicia Reynes and her lover Syala. Perhaps he will be a general of the armies? Perhaps the leading warrior? He is content to train Alicia's starting army and watch her grow. He loves a good battle, but knows full well that he cannot fight too much for now, lest he inhibit Alicia and friend's meteoric growth.

Title: Re: The B team!
Post by: Anastasia on March 16, 2010, 01:44:19 PM
Celebrimbor Drake, Elf Wizard 13/Archmage 1.

Size/Type: Medium Humanoid(Elf)
Hit Dice: 14d4 (36 HP)
Initiative: +2
Speed: 30ft
Armor Class: 12 (+2 dex)
Base Attack/Grapple: +7/+5
Attack: Rod of the Wrathful Drake+7 (1d6+1d6 fire)
Full Attack: Rod of the Wrathful Drake+7/+2 (1d6+1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spells
Special Qualities: Immunity to sleep, fire resistance 10, low light vision, elven weapon proficiencies, mastery of shaping
Saves:    Fort +4, Ref +6, Will +14 (+2 if enchantment)
Abilities: Str 7, Dex 14, Con 10, Int 24, Wis 17, Cha 19
Skills: (10) Concentration+17, Decipher Script+24, Knowledge: Arcana+24, Knowledge: Planes+24, Knowledge: Religion+24, Knowledge: Nobility and Royalty+24, Knowledge: Local(Pallanth)+24, Knowledge: Nature+24, Knowledge: Geography+24, Spellcraft+27.   
Feats: Scribe Scroll(B), Skill Focus(Spellcraft)(1), Spell Focus(Transmutation)(3), Spell Focus(Evocation)(W5), Empower Spell(6), Arcane Thesis(fireball)(9), Energy Substitution(acid)(W10), Maximize Spell(12), Quicken Spell(B), Sudden Maximize(B).
Alignment: Neutral.

Racial and Innate powers:
Spoiler: ShowHide


Elf Traits (Ex)

Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Low-light vision.
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


Wizard powers:
Spoiler: ShowHide


Spells:

Celebrimbor casts as a 14th level wizard. DC is 17+spell level(18 for transmutation and evocation.)

Spells per day:

(0: 4 1: 6 2: 6 3: 6 4: 5 5: 4 6: 3 7: 3) (High Arcana takes 1 sixth level spell slot. This is his 'default' set, do note that ever x days he'll memorize contingency to recast it. The contingency is noted below.)

0: Detect Magic, Ghost Sounds, Prestidigation, Message.
1: Grease, Mage Armor, Magic Missile x2, Expeditious Retreat, Wall of Smoke.
2: Acid Subbed Scorching Ray, Shatter, False Life, Bear's Endurance, Rope Trick, Fog Cloud
3: Manyjaws, Sonorous Hum, Ray of Exhaustion, Slow, Blink.
4: Dimension Door, Acid Subbed Empowered Fireball x2, Greater Invisibility, Resiliant Sphere
5: Empowered Manyjaws, Wall of Force, Teleport x2.
6: Freezing Fog, Empowered Maximized Fireball, Greater Dispel Magic
7: Greater Teleport, Quickened Sonorous Hum, Quickened Empowered Acid Subbed Fireball.
Contingency: Dimension Door away from all foes when HP is reduced by 50% or more.


Archmage powers:
Spoiler: ShowHide


Mastery of Shaping

The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.


Gear:
Spoiler: ShowHide


Rod of the Wrathful Drake: Quarterstaff+2, flaming as well a rod of draconic power. It has 39 charges remaining. It also functions as a rod of metamagic: empowering.
Mantle of the Red Drake: This deep red cloak is an heirloom of the Drake family, owned by tradition by the current family scion. This grants a +2 enhancement bonus to charisma, resistance to fire 10 and the ability to use fly(as per the spell) once per day at CL 12.
Scroll of True Seeing
Scroll of False Lifex2
Scroll of Bear's Endurancex2
Scroll of Teleport
Scroll of Teleport Without Error
Scroll of Wall of Force
Scroll of Summon Monster VIIx5
Scroll of Cloudkill


Tactics:
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Celebrimbor avoids direct combat, being old and fragile. Should it ensue, he gets behind anything or uses magic to protect himself. Thereafter he unleashes powerful offensive barrages, such as acid-fireballs and quickened spells.  While Celebrimbor is not afraid to die, he will not stay around a losing battle unless dire circumstances provoke him to do so.


Fluff:
Spoiler: ShowHide


Scion of House Drake in the Elven Kingdom of Pallanth, Celebrimbor is an accomplished archmage by any standards of the past. The new age has left him somewhat behind, a curiosity of another time when a fireball was a rare and amazing spell. Despite this he still has strong political power, desiring to see Pallanth and the House Drake prosper in his last ebbs of life. He is fond of Seira Aryn and wishes to see her doing well before his time to pass comes.



Title: Re: The B team!
Post by: Anastasia on March 16, 2010, 02:11:02 PM
Engan, Human Fighter 5/Kensai 9

Size/Type: Medium Humanoid(Human)
Hit Dice: 5d10+15+9d10+27 (116 HP)
Initiative: +4
Speed: 30ft
Armor Class: 24 (+4 dex, +6 armor, +4 shield) touch 20 flat-footed 20
Base Attack/Grapple: +11/+16
Attack: Oathblood+24 (1d10+14 and 2d6 holy or 1d10+14+1d6 and 2d6 holy nonlethal)
Full Attack: Oathblood+24/+19/+14
Space/Reach: 5ft/5ft
Special Attacks: Power Surge
Special Qualities: Signature Weapon, Ki Projection
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 20, Dex 18, Con 17, Int 13, Wis 10, Cha 14
Skills: Climb+21, Concentration+20, Diplomacy+27, Intimidate+27, Jump+22, Ride+21
Feats: Apt Learner(Diplomacy and Concentration)(H), Weapon Focus(Bastard Sword)(1), Exotic Weapon Proficiency(Bastard Sword)(F1), Combat Expertise(F2), Power Attack(3), Weapon Specialization(Bastard Sword)(F4), Shield Specialization(6), Shield Ward(9), Melee Weapon Mastery(Slashing)(12)
Alignment: Lawful Neutral(Good tendencies)

Kensai powers:
Spoiler: ShowHide


Power Surge(Ex)

Make a DC 15 concentration check, gain +8 str for 4 rounds. Each time you use it in a 24 hour period, DC rises by 5.

Ki Projection(Ex)

Add class level to bluff, diplomacy, gather information and intimidate checks.

Withstand(Ex)

May use a concentration check in place of a reflex save for radius damage.

Instill(Ex)

Once per day, as a full round action may instill up to class level from his BAB or base save bonuses and add it to the recipient. This lasts for 1 hour. Should the beneficiary die, the Kensai must roll a fort save(5+targets HD) or die as well.


Gear:
Spoiler: ShowHide


Oathblood: Bastard Sword+5, Greater Dispelling, Holy and Merciful.
Mithral Breastplate+1
Heavy Steel Shield+1.


Tactics:
Spoiler: ShowHide


Engan prefers to be at the forefront of a battle, using his finely tuned martial skills to wreck havoc with enemy lines. He relies on combat expertise and withstand to avoid much of the carnage of a typical battlefield and Greater Dispelling to help deal with magic users.


Fluff:
Spoiler: ShowHide


A former servant of Malmuth, Engan fell out of favor with the Ferdi regime. He was declared an outlaw and took off on the run. He was encountered by Demedais and safely returned to Balmuria, where he has served as a teacher for the budding prophet and many young recruits to the Crimson Guard. He is a boisterous, wise, well spoken man of  a rustic nature.
Title: Re: The B team!
Post by: Anastasia on March 20, 2010, 12:20:12 AM
Saul Aryn, Elf Wizard 3/Cleric 3/Mystic Theurge 10

Size/Type: Medium Humanoid(Elf)
Hit Dice: 3d4+16+3d8+16+10d4+50 (136 HP)
Initiative: +1
Speed: 30ft
Armor Class: 11 (+1 dex)
Base Attack/Grapple: +8/+9
Attack: Quarterstaff+10 (1d6+1)
Full Attack:  Quaterstaff+10/+5 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Spells, Turn Undead
Special Qualities: Immunity to Sleep, Low Light Vision, +2 racial on spot, search and listen checks, domain powers
Saves:    Fort +12, Ref +6, Will +20 (+2 vs enchantment)
Abilities: Str 12, Dex 13, Con 20, Int 24, Wis 25, Cha 12  
Skills: Appraise+7, Concentration+24, Decipher Script+18, Diplomacy+5, Handle Animal+6, Heal+10, Knowledge: Arcana+26, Knowledge: History+10, Knowledge: Nature+13, Knowledge: Nobility and Royalty+13, Knowledge: Religion+26, Knowledge: The Planes+26, Profession(Tailor)+14, Ride+2, Sense Motive+26, Spellcraft+26, Swim+2
Feats: Scribe Scroll(B), Practiced Spellcaster(1), Maximize Spell(3), Quicken Spell(6), Extra Turning(9), Extra Turning(12), Divine Metamagic(Maximize)(15)
Alignment: Neutral Good

Wizard powers:
Spoiler: ShowHide


Saul casts as a 13th level wizard.  The DCs for his spells are 17+spell level.

Spell slots: 4/6/6/6/5/4/3/2


Cleric powers:
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Saul casts as a 13th level cleric. The DCs for his spells are 17+spell level.

Spell slots: 6/7+1/7+1/6+1/5+1/4+1/3+1/2+1

Turn Undead (Su)

12/day Saul may turn undead.


Gear:
Spoiler: ShowHide
 

Masterwork Quarterstaff
Circlet of Intellect+4
Periphat of Wisdom+4
Belt of Health+4
Rod of Metamagic(Empower)
Spellbooks
Holy Symbol

Tactics:
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Being a wise, fruitful and well seasoned cleric of Waukeen, Saul stays back and lets his magic do the work. Wounds? That's for the warriors to deal with!


Fluff:
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Seira's father who was captured by Irenes. He has since been freed and has aided the Crimson Guard on occasion. Is now the Scion of the Aryn family and is dealing with the political responsibilities this incurs.
Title: Re: The B team!
Post by: Anastasia on March 22, 2010, 07:33:55 PM
Lady Honeydip, Pixie Marshal 21.

Size/Type: Small Fey
Hit Dice: 21d8+126 (214 HP)
Initiative: +14
Speed: 20ft, fly 60ft(good)
Armor Class: 40 (+1 size, +1 dodge, +1 natural, +6 shield, +11 armor, +10 dex)
Base Attack/Grapple: +21/+22
Attack: Fairywind+37(1d6+15 x3)
Full Attack: Fairywind+37/+32/+27/+22 (1d6+15 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, auras
Special Qualities: Damage reduction 10/cold iron, spell resistance 36, greater invisibility, low light vision,  grant move-action 5/day, hair.
Saves: Fort +18, Ref +16, Will +17
Abilities: Str 13, Dex 30, Con 22, Int 22, Wis 20, Cha 35 
Skills: 24+stat modifier.
Feats: Dodge(B), Skill Focus(Diplomacy)(B), Improved Initiative(1), Power Attack(3), Chaos Devotion(6), Protection Devotion(9), Weapon Finesse(12), Exalted Spell Resistance(15), Knight of Stars(18).
Epic Feats: Improved Weapon Finesse(21).
Alignment: Chaotic Good
Challenge Rating: 22

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: 1/day-Lesser Confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 21st.

Greater Invisibility (Su)

A pixie remains invisible  even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Change Shape (Su)

Lady Honeydip may assume the form of any small or medium humanoid.

Hair(Ex):

Lady Honeydip's hair is possessed by a spirit of chaos. It has several modes of operation; Lady Honeydip may set or change it's function once per round as a swift action. Lady Honeydip's hair is essentially considered it's own unique limb, able to manipulate objects as well as a hand and about as hard as refined steel. Lady Honeydip has it in it's shield formation by default.

Shield: Using her hair as a shield, Lady Honeydip gains a +6 shield bonus to armor class.
Daggers: Lady Honeydip's hair can function as two small daggers(1d3 damage). They may make iterative attacks as normal.
Strangle: Lady Honeydip's hair may grapple one target within ten feet. Lady Honeydip is not considered to be grappling while doing so; her hair uses her normal combat statistics for grappling.
Cocoon: Lady Honeydip may cover herself with her hair. She may take no other actions while doing so, but gains a +6 shield bonus to armor class and damage reduction 15/- while protected.


Marshal powers:
Spoiler: ShowHide


Auras (Ex)

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

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

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

Unless otherwise noted, a marshal's aura affects all allies within 60ft(including himself) who can hear the marshal. An ally must have an intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

A minor aura lets allies add the marshal's charisma bonus to certain rolls.

Minor Auras known:
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bullrush, and sunder attempts.
Demand Fortitude: Bonus on fortitude saves.
Determined Caster: Bonus to rolls to overcome spell resistance.
Force of Will: Bonus on will saves.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Dexterity: Bonus on dexterity checks, dexterity based skill checks and initiative checks.
Watchful Eye: Bonus on reflex saves.

Major Aura grant a +4 bonus to the rolls noted.

Motivate Attack:  Bonus on melee attack rolls.
Motivate Care: Bonus to armor class.
Steady Hand: Bonus on ranged attack rolls.
Motivate Ardor: Bonus on damage rolls.
Resilient Troops: Bonus on all saves.

Grant Move Action (Ex)

Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Five times per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet(but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not effect the allies' initiative count; the round continues normally after the marshal's turn is over.

A character can take only one extra move action per round. If an ally chooses not to take the extra move action, it is lost.


Gear:
Spoiler: ShowHide


Fairywind: Longspear+5, brilliant energy. Three times per day as a free action on a successful hit, Fairywind can emit a gust of fey energy. This manifests as a wind that sends the target 1d6*10 feet. Further, they must make a DC 26 will save or be confused for 1d6 rounds.
Nav's Breastplate: Breastplate+6, grants a +6 enhancement bonus to dexterity and charisma. It has no armor check penalty and only 5% arcane spell failure; it's maximum dexterity adjusts to suit the wearer. This armor draws it's power from a blessing from the Court of Stars; it functions as a plain breastplate+3 for non eladrin/non Knight of Stars wearers.
Amulet of Health+6: +6 enhancement bonus to constitution.


Tactics:
Spoiler: ShowHide


Lady Honeydip is a consummate general and master of her craft.  She makes it her priority to devise a useful plan and settle on which auras will do the most good in any encounter. Once decided she takes to the battle, preferring to lead the charge herself. Most foes will under-estimate a visible pixie, no matter how she sounds and is armed.  She relies on this to score quick edges in battle and overwhelm her foes.  She rarely retreats, not wishing for others to be hurt and often being the last to leave the field of battle.

She has fallen out of the habit of using greater invisibility, due to being an intentional target, desiring to be seen by her allies and most demons strong enough to challenge her can see the unseen regardless. If pressed she will use it, but she no longer considers it an automatically useful option.


Fluff
Spoiler: ShowHide


Lady Honeydip is a Knight of the Stars, an elite soldier serving the heavenly Court of the Stars. Born of normal pixie stock, she displayed an uncommon affinity to warfare, eventually leaving her forest and family to hone her craft. In her travels she met a ghaele eladrin who tutored her in the art of war and as she grew more devoted to righteousness under his training, how to submit herself to the will of the Court of the Stars. Honeydip grew in her chosen craft, gaining renown enough to be invited to the Court of the Stars. Once there she joined the fairy-tale realm, serving as a knight to Queen Morwel.

In later times she devoted herself to the crusade to save the eladrin children of Androlynne, the lost generation. In the outrageous wildflower fields of Androlynne did she prove herself to be one of the best warriors and tacticians in the conflict. She was promoted to general and came to lead one of the main flanks of the defenses of Androlynne.

When the Dark Six affair came to a head with the Crimson Guard, Lady Honeydip availed herself to aid their cause in casting down the Neverborn and his liches. She joined them on the final assault to Bleak Rendor, being present when the Crimson Guard slew the Neverborn. Thereafter she returned to the Court of Stars, where she rests from her centuries long toil in Androlynne, a victorious champion returning to the joy and gratitude of the eladrin.

While all fey are long-lived, her life has lasted long centuries. Being in Queen Morwel's favor and a powerful general, it is not likely she will die anytime soon, if ever. It is possible she is as ageless as the eladrin, but the truth of this matter is not known.
Title: Re: The B team!
Post by: Anastasia on March 25, 2010, 04:37:39 PM
Lady Sanzha, former Padisha of the Marid.

Size/Type: Medium Outsider (Water)
Hit Dice: 23d8+138 (322 HP)
Initiative: +14
Speed: 30ft, swim 160ft
Armor Class: 39 (+15 natural, +10 dex, +4 armor)
Base Attack/Grapple: +23/+30
Attack: Padisha's Glory+33 (1d8+13 plus 2d6 anarchic x3) or Slam+30 (1d6+10)
Full Attack: Padisha's Glory+33/+28/+23/+18 (1d8+13 plus 2d6 anarchic x3) 2 slams+30 (1d6+10)
Space/Reach: 5ft/5ft
Special Attacks: Drench, spell-like abilities.
Special Qualities: Damage reduction 15/epic, darkvision 120ft, spell resistance 33, water mastery, regal power, maharaja of the waves.
Saves: Fort +23, Ref +27, Will +23
Abilities: Str 25, Dex 30, Con 22, Int 23, Wis 21, Cha 25    
Skills:   27+ability modifier
Feats: Iron Will(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Skill Focus(Perform: Keyboard instruments)(18)
Epic Feats: Superior Rapid Swimming(21)
Alignment: Chaotic Neutral

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: At will: Create water, greater teleport, water walk. 1/day: Maelstrom, limited wish, water spout. 1/week: Tsunami. Caster level 23rd.

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(+23 check modifier).

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 HP per hit die and retains damage reduction 15/epic.

Maharaja of the Waves (Ex)

10/day, Lady Sanzha may turn or destroy fire creatures as a cleric of 23rd level. Alternately, she may rebuke water elemental creatures. She may use these turns to fuel her water devotion.


Gear:
Spoiler: ShowHide
 

Padisha's Glory: +3 cold iron anarchic trident. In addition it functions as a staff of the waves with 50 charges.
Aquian: This dress functions as a bracers of armor+4 and a cloak of resistance+4.


Tactics:
Spoiler: ShowHide


Lady Sanzha prefers to avoid combat. Should she have no choice, she uses Create Water and Water Devotion to summon elementals while she stays well away from the fray. Should she be in danger or lose more than 1/3rd of her hit points, Lady Sanzha immediately teleports away. If forced to stay or in a difficult situation, she unleashes Tsunami.


Fluff:
Spoiler: ShowHide


The former Padisha of the Marid, Lady Sanzha lost her position due to a curse Eblis laid on her. She is quiet and thoughtful, her true motives and thoughts kept to herself. For now, she has fallen in with Seira Aryn.

---

Superior Rapid Swimming [Epic]
Prerequisite: Rapid Swimming, Dex 25
Benefit: Your swim speed doubles. This is calculated after the bonus from rapid swimming.
Title: Re: The B team!
Post by: Anastasia on April 06, 2010, 01:52:40 AM
Lumenbur, Huge Fire Elemental Monk of the Burning Way 8.

Size/Type:  Huge Elemental
Hit Dice: 16d8+62+8d8+32 (196 HP)
Initiative: +11
Speed: 80ft
Armor Class: 31 (-2 size, +7 dex, +8 natural, +6 wisdom, +2 monk) 
Base Attack/Grapple:  +20/+36
Attack:  Unarmed Strike+32 (4d8+12 plus 2d8 fire)
Full Attack:  Unarmed Strike+32/+27/+22/+17 (4d8+12 plus 2d8 fire) or Flurry of Blows+31/+31/+26/+21/+16
Space/Reach: 15ft/15ft
Special Attacks: Burn, flurry of blows, ki strike
Special Qualities: Damage reduction 5/-, elemental traits, immunity to fire, vulnerability to cold, evasion, still mind, purity of body, slow fall 40ft, darkvision 60ft, wholeness of body.
Saves: Fort +15, Ref +23, Will +19 (+2 vs enchantment)
Abilities: Str 18, Dex 25 , Con 18, Int 10, Wis 22, Cha 11   
Skills: 27+ability modifier.
Feats: Knight of Zaaman Rul(B), Improved Initiative(B), Weapon Finesse(B), Improved Grapple(1), Power Attack(3), Flying Kick(9), Close Quarters Fighting(12), Scorpion's Grasp(15), Stunning Fist(M1), Versatile Unarmed Strike(18), Combat Reflexes(M2), Improved Trip(M6).
Epic Feats: Improved Weapon Finesse(21), General of the Sacred Flames(24)
Alignment: Lawful Good
Gear: Burning Loincloth.

Racial and innate powers:
Spoiler: ShowHide


Burn (Ex)

A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (DC 26). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Being a trained fire elemental monk, Lumenbur can apply this benefit to his unarmed attacks as well, as well as when grappling an opponent.


Monk powers:
Spoiler: ShowHide


AC Bonus (Ex)

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

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

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.


Gear:
Spoiler: ShowHide


Burning Loincloth: This loincloth functions as a monk's belt, as well as granting a +5 enhancement bonus to his unarmed strikes.


Tactics:
Spoiler: ShowHide


Lumenbur is a fearless combatant, taking to the battle with great vigor and abandon. He uses general melee strikes and burns. Should he be pressed or facing unfavorable odds, he summons a fire monolith then returns to the battle.


Fluff:
Spoiler: ShowHide


A servant of Zaaman Rul, Lumenbur is a Monk of the Burning Way, an elite cadre of fire-styled monks. After a falling out with the master of the monastery, he left and wandered for a time. In these wanderings his path crossed with Zaaman Rul. He was swept away by the impassioned words of the Archomental, finding a purpose and a master to serve.

He has been assigned to assist Seira Aryn in the Cauldron, a duty he executes faithfully.


---

Knight of Zaaman Rul
Prerequisite: Must serve Zaaman Rul
Benefit: You gain a +2 bonus on diplomacy checks against good aligned creatures with the fire subtype.
Special: This feat cannot be selected. It is given as a gift by Zaaman Rul to his chosen champions.

General of the Sacred Flames [Epic]
Prerequisite: Knight of Zaaman Rul, good alignment.
Benefit: Once per day as a full round action, you may summon one fire elemental monolith with the celestial template. It will obey your orders to the best of it's ability and serve for up to one hour. If the monolith is slain, you may not summon another for one week.
Special: The effectiveness of this boon depends on the will of Zaaman Rul. Those who fall out of his favor may find this ability to fail them.
Title: Re: The B team!
Post by: Anastasia on April 27, 2010, 01:38:16 AM
Valar went through a bunch of revisions and possible class combos. Ironically he's somewhat solar like now with how he fights, but oh well.

Valar the Conqueror, Fighter 4/Cleric 15/Master of Radiance 5

Size/Type: Medium Humanoid (Human)
Hit Dice: 4d10+20d8+120 (225 HP)
Initiative: +6
Speed: 30ft
Armor Class: 26 (+1 dex, +15 armor)
Base Attack/Grapple: +18/+22
Attack: Alexandria+28 (2d6+13 plus 2d6 holy 19-20) or Dawn+27 (1d8+12) or Twicegraven+33 (1d8+11 x3)
Full Attack: Alexandria+28/+23/+18/+13 or Dawn +27/+22/+17/+12 or Twicegraven+33/+28/+23/+18.
Space/Reach: 5ft/5ft
Special Attacks: Beam of sunlight, searing light, spells, turn undead.
Special Qualities: Aura, radiant aura.
Saves: Fort +22, Ref +9, Will +24
Abilities: Str 22, Dex 14, Con 20, Int 13, Wis 30, Cha 28
Skills: Concentration+20, Craft(Bowmaking)+18, Handle Animal+16, Intimidate+16, Knowledge(History)+3, Knowledge(Nature)+28, Knowledge(Planes)+3, Knowledge(Religion)+28, Ride+9, Spellcraft+29, Spot+29, Swim+13
Feats: Improved Initiative(H), Power Attack(1), Combat Reflexes(F1), Point Blank Shot(F2), Far Shot(3), Precise Shot(F4), Zen Archery(6), Empower Turning(9), Practiced Spellcaster(12), Exalted Turning(15), Extra Turning(18), Sun Devotion(21)
Epic Feats: Flames of the Sun(24)
Alignment: Neutral Good

Cleric powers:
Spoiler: ShowHide


Valar casts as a 19th level cleric(Caster level 23rd) with access to the Sun and Strength domains.

Turn Undead (Su)

16/day, (20d6*1.5)+24+3d6


Master of Radiance powers:
Spoiler: ShowHide


Radiant Aura (Su)

A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30ft radius around the character, and shadowy illumination for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of the bright aura. In addition, undead creatures within the radius of bright light take a -2 penalty on attack rolls, damage rolls and saving throws.

Activating the radiant aura is a free action that does not provoke AoOs. While her radiant aura is active, a master of radiance casts spells with the light descriptor at +2 caster level.

A master of radiance can use this ability once per day at 1st level, twice per day at 3rd level and three times per day at 5th level. Each use lasts one minute.

The radiant aura is the equivalent of a 5th level spell with the light descriptor for the purpose of interacting with spells and effects with the darkness descriptor.

Searing Light (Sp)

Beginning at 2nd level, a master of radiance can use searing light once per round as a standard action as long as her radiant aura is active. Treat the character's caster level for this effect as equal to her highest divine caster level, including the +2 caster level adjustment for the radiant aura.

Beam of Sunlight (Sp)

A 5th level master of radiance can evoke a dazzling beam of intense light(the equivalent of a beam from the sunbeam spell once per round as a full round action as long as her radiant aura is active. Treat the character's caster level for this effect as equal to her highest divine caster level, including the +2 caster level adjustment for the radiant aura.


Gear:
Spoiler: ShowHide


Alexandria: Greatsword+4, holy and giant bane.
Dawn: Heavy Mace+3. For every successful hit Dawn lands, the wielder gains 10 temporary hit points. These cannot exceed double the user's maximum hit points and expire in one hour's time.
Twicegraven: Longbow+5. By reading one of the two lines of scripture carved into the bow, any arrows fired from the bow deal an extra 2d6 fire and divine damage for 2 rounds. This can be performed twice per day.
Armor of the Hawk's Chains: Full Plate+7. The wearer is constantly able to fly as if a fly spell had been cast on them. This suit bolsters the wearer, granting a +7 enhancement bonus to wisdom and charisma.


Tactics:
Spoiler: ShowHide


Valar prefers fighting from afar, leading men and supporting them with magic and archery. He has a good knowledge of tactics, from footsoldiers to the griffon cavalries to the Chosen of the Skyfather's brigades. He is used to being a leader and will default to this role, selecting spells to enhance many at once and his own archery. If Valar's forces are hard pressed or back-attacked, his old tendencies come to light and he then prefers to engage the enemy directly.


Fluff:
Spoiler: ShowHide


Valar hails from a secluded Prime world, one where the Skyfather(Lathander) and the Oppressor-In-Chains(Bane) do battle for the souls of that world. There he held many duties and many passions, but has chosen to follow Seira Aryn away from this world. He believes that this is the will of the Skyfather, enabling him to better battle the Oppressor-In-Chains.

In his previous life, he was born a simple peasant turned sellsword. He was another brute of the battlefield, waiting for death to claim him. A passing encounter with a cleric of the Skyfather changed him, inspiring him to join the clergy and put his true talents to work.




Title: Re: The B team!
Post by: Anastasia on May 25, 2010, 01:36:01 AM
I've been running Kresset off notes so far without a full sheet. Here he is done properly. Any changes can be written off due to the resurrection he went through. Mechanically, I took the huge earth elemental, added in the powers an elder earth elemental gets, then stacked on some class levels. This is due to the HD bloat that elemental hit dice invite. Fuck 'em.

Anyway, Kresset is a Deepwarden. While he's not a dwarf, it's a dwarf/stone based PrC. It's reasonable enough for an earth elemental to take it as far as I'm concerned.

Size/Type: Huge Elemental (Earth)
Hit Dice: 16d8+96+10d12+60+26+52 (371 HP)
Initiative: +0
Speed: 30ft, earth glide 30ft
Armor Class: 29 (-2 size, +15 natural, +6 constitution.)
Base Attack/Grapple: +22/+39
Attack: Slam+31 (3d8+11 19-20)
Full Attack: 2 slams+31 (3d8+11 19-20)
Space/Reach: 15ft/15ft
Special Attacks: Earth Mastery, Push.
Special Qualities: Damage Reduction 13/-, earth glide 30ft, darkvision 60ft, elemental traits, trap sense+4, stone warden, greater animal messenger, improved uncanny dodge, stubborn mind, sending, swift tracker.
Saves: Fort +23, Ref +10, Will +20
Abilities: Str 33, Dex 10, Con 23, Int 12, Wis 11, Cha 11   
Skills:   Climb+40, Heal+29, Jump+40, Knowledge(Dungeoneering)+30, Survival+30.
Feats: Power Attack(1), Lightning Reflexes(3), Endurance(6), Steadfast Determination(9), Improved Natural Attack(Slam)(12), Improved Critical(Slam)(15), Track(DW1), Toughness(18)
Epic Feats: Damage Reduction(21), Epic Toughness(24)
Alignment: Neutral Good.

Racial and innate powers:
Spoiler: ShowHide


Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex)

An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Earth Glide (Ex)

An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


Deepwarden powers:
Spoiler: ShowHide


Trap Sense (Ex)

A deepwarden has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 at every three deepwarden levels thereafter(4th, 7th, and 10th). Trap sense bonuses gained from multiple classes stack.

Stone Warden (Ex)

Beginning at 2nd level, a deepwarden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character's Constitution bonus is higher. The deepwarden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the deepwarden would still be
considered flat-footed.

Animal Messenger (Sp)

From 3rd level on, a deepwarden can compel a Tiny animal to carry a message to his allies at a spot he designates. This ability functions as the animal messenger spell (see page 198 of the Player's Handbook), with a caster level equal to the deepwarden's class level.

Uncanny Dodge (Ex)

Starting at 4th level, a deepwarden gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus (if any, or his Constitution bonus, if it's higher) to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity (or Constitution) bonus to AC if immobilized. If a character gains uncanny dodge from a different class (a deepwarden with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

Stubborn Mind (Ex)

Starting at 5th level, a deepwarden has a mental resistance to outside influences. If a deepwarden with the stubborn mind ability is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.

Sending (Sp)

Beginning at 6th level, a deepwarden can contact a particular creature with which he is familiar and send a short message of twenty-five words or less. This ability functions as the sending spell (see page 275 of the Player's Handbook), with a caster level equal to the deepwarden's class level.

Swift Tracker (Ex)

Beginning at 7th level, a deep warden can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Improved Uncanny Dodge (Ex)

At 8th level and higher, a deepwarden can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the deepwarden by flanking him, unless the attacker has at least four more rogue levels than the target has deepwarden levels.

If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny
dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Animal Messenger (Sp) 

At 9th level, a deepwarden gains the greater animal messenger ability. This functions as the animal messenger ability (see above), except the deepwarden can use an animal of up to Small size as his messenger.


Tactics:
Spoiler: ShowHide


Kresset, while smart by elemental standards, is still an earth elemental. He glides through stone when possible to outflank enemies, but his basic strategy is to endure abuse and pound them into a fine gravel. When things don't go his way he's more than willing to fall back; recklessness leads to oblivion.


Fluff:
Spoiler: ShowHide


A servant bequeathed to Seira by Entemoch and Sunnis, Kresset serves Seira as ordered. While superior to normal elementals in ambition, training and capacity, he's still very much an Earth Elemental. Where is path will lead him is still a question, but there is no hurry. If nothing else, the earth has patience of the ages.
Title: Re: The B team!
Post by: Anastasia on June 05, 2010, 08:58:45 PM
Romiel, He who sits at the right hand of the light.

Solar paladin 3.

Size/Type: Large Outsider(Good, Lawful)
Hit Dice: 22d8+220+3d10+33 (449 HP)
Initiative: +18
Speed: 50 ft, fly 150 ft (good)
Armor Class: 46 (-1 size, +7 dex, +21 natural, +8 armor)
Base Attack/Grapple: +25/+38
Attack: Greatsword+38 (3d6+18) or Longbow+36 (2d6+12 and bane) or slam+30 (2d8+13)
Full Attack: Greatsword+38/+33/+28/+23 (3d6+18) or Longbow+34/+34/+29/+24/+19 (2d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, smite evil 7/day.
Special Qualities: Damage Reduction 15/silver, epic and evil, immunity to acid, cold and petrification, resistance to electricity and fire 20, spell resistance 38, regeneration 17, protective aura, divine grace, divine health, aura of courage, darkvision 120ft, low light vision, tongues, lay on hands.
Saves: Fort +34, Ref +34, Will +36  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 30
Skills: 28+ability modifier.
Feats: Words of Creation(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Purify Spell(18).
Epic Feats: Superior Initiative(21), Celestial Smiting(24)
Alignment: Lawful Good.
Challenge Rating: 26

Racial and innate powers:
Spoiler: ShowHide


Spells:

Romiel casts as a 20th level cleric with access to the life and good domains.

Spell charges: 6/5+1/5+1/5+1/5+1/5+1/4+1/4+1/4+1/4+1

0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Virtue
1: (Protection from Evil), Bless, Detect Undead, Divine Favor, Sanctuary, Shield of Faith
2: (Lesser Restoration), Bear's Endurance, Cure Moderate Wounds, Hold Person, Shield Other, Status
3: (Plant Growth), Create Food and Water, Cure Serious Wounds, Invisibility Purge, Prayer, Searing Light.
4: (Death Ward), Cure Critical Woundsx2, Freedom of Movementx2, Neutralize Poison.
5: (Dispel Evil), Cure Light Wounds, Mass, Mark of Justice, Righteous Mightx3.
6: (Animate Objects), Bear's Endurance, Mass, Cure Moderate Wounds, Mass, Healx2.
7: (Regenerate), Cure Serious Wounds, Mass, Holy Word, Regenerate, Repulsion.
8: (Animate Plants), Cure Critical Wounds, Mass, Fire Storm, Shield of Law, Summon Monster 8.
9: (Heal, Mass), Heal, Massx2, Miracle, Summon Monster 9.

Spell-Like Abilities: Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 25nd, DC 20+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.

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 angel. 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 angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn.

Creation (Su)

Romiel was given the spark of creation by Celestia. The birth of life can be seen in his eyes, life is his domain to regulate. He gains access to the Life domain as one of his chosen domains. In addition, he may use the Words of Creation as normal without incurring nonlethal damage, or he may use the Words of Creation at triple potency and take the normal nonlethal damage.


Paladin powers:
Spoiler: ShowHide


Note: The Aura of Good and Detect Evil powers have been omitted, due to being completely redundant.

Smite Evil (Su)

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

Romiel may smite evil seven times per day with a +10 bonus to hit and +25 bonus to damage.

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

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

This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex)

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


Gear:
Spoiler: ShowHide


Ast-Create: Greatsword+5, dancing.
String of creation: Longbow+3. Any non-celestial who draws this bow finds it to be a longbow+3 without any other benefit. Any celestial who draws the bow finds that it perfectly matches their strength score. Any arrow fires from it counts as a bane weapon against it's target.
Golden Breastplate: Breastplate+3. This golden breastplate has a maximum dexterity bonus of 7 and no armor check penalty.


Tactics:
Spoiler: ShowHide


Romiel prefers to wade into battle, letting his magic and sword cleave through his foes. When evil is resilient or a direct approach is not possible, Romiel relies on his bow to win the day. Being a master tactician and having seen hundreds of crusades, Romiel can draw from a vast pool of options.


Fluff:
Spoiler: ShowHide


Romiel's days of crusading are currently at a pause. The Holy Mountain Celestia has chosen him to aid Barachiel in the defenses of Lunia. In addition, he oversees several dozen angels in the Prime Material Plane.  He maintains good relations with several friendly powers, often joining them on righteous crusades.
Title: Re: The B team!
Post by: Anastasia on June 21, 2010, 12:57:40 AM
Marigold/Marchalu may or may not make it through her quest, but these are her current stats. Do note that she lacks gear because I forgot to check it, but I wanted to finally post her since she's 99% done. She doesn't need a ton anyway and doesn't carry too much.

Marigold, aka Marchalu, half fiend pixie sorcerer 16.

Size/Type: Small Outsider(Native)
Hit Dice: 16d4+64+16 (124 HP)
Initiative: +11
Speed: 20ft, fly 60ft (good)
Armor Class: (+1 size, +2 natural, +1 dodge,)
Base Attack/Grapple: +8/+4
Attack: Bite+16 (1d4)
Full Attack:  Bite+16 (1d4) and 2 claws +11 (1d3)
Space/Reach: 5ft/5ft
Special Attacks: Smite good, spell-like abilities, spells.
Special Qualities: Low-light vision, darkvision 60ft, immunity to poison, resistance to acid, cold electricity and fire 10,  +2 racial to spot, listen and search checks, damage reduction 10/cold iron and magic, greater invisibility, spell resistance 31
Saves: Fort +9, Ref +12, Will +13
Abilities: Str 10, Dex 25, Con 18, Int 21, Wis 16, Cha 30
Skills: Bluff+29, Concentration+23, Craft(Weaponsmithing)+24, Craft(Clothes)+24, Knowledge(Arcana)+24, Profession(Spy)+24, Profession(Sailor)+24, Spellcraft+24, Tumble+16
Feats: Dodge(B), Weapon Finesse(B), Eschew Material Components(S1), Toughness(1), Improved Initiative(3), Empower Spell(6), Twin Spell(9), Spell Focus(Evocation(12), Spell Penetration(15)
Alignment: Lawful Evil (Lawful Neutral tendencies)
Challenge Rating: 19

Racial and innate powers:
Spoiler: ShowHide


Spell like abilities: 3/day-darkness, poison, unholy aura. 1/day-desecrate, unholy blight, contagion, blasphemy, unhallow, horrid wilting, lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 16th.

Smite Good (Su)

Once per day Marigold can make a normal melee attack to deal extra damage equal to its HD (+16) against a good foe.

Greater Invisibility (Su)

A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.


Sorcerer powers:
Spoiler: ShowHide


Marigold casts as a 16th level sorcerer.

9/8/8/6/6/6/5/3/2

0: Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1: Nerveskitter, Obscuring Mist, Mage Armor, Shield, True Strike.
2: Cat's Grace, Eagle's Splendor, Ghoul Touch, Mirror Image, Web.
3: Displacement, Haste, Protection From Energy, Vampiric Touch.
4: Dimensional Anchor, Enervation, Fire Shield, Summon Monster 4.
5: Blight, Cone of Cold, Feeblemind, Wall of Force.
6: Acid Fog, Chain Lightning, True Seeing.
7: Greater Teleport, Plane Shift.
8: Sunburst.


Tactics:
Spoiler: ShowHide


Marigold avoids direct combat, using invisibility and magic to lay her foes low. Her tactics are meant to be typical for a pixie sorcerer. If she's fighting as Marchalu, she goes for direct and efficient kills using Sunburst, Cones of Cold and Chain Lightning. Beyond that she's not an overly creative fighter. This is not a lack of intelligence, but a desire to end combat as swiftly as she can.


Fluff:
Spoiler: ShowHide


A special agent for the Order of the Lie, Marchalu took the guise of Marigold to slip into Sylica. She has since desired to escape her damnation, gaining the support of the quasi-power Alicia to attempt atonement. Little else is known of her, save that her father was an imp that took a pixie lover.
Title: Re: The B team!
Post by: Anastasia on June 21, 2010, 01:24:51 PM
Gulpan, Water Elemental Scout 10.

I applied the fast movement bonus to Gulpan's swim speed. Considering the design of the monk ACFs in Stormwrack, I feel this is a reasonable change for a water elemental scout. Ditto with flawless stride.

Size/Type:  Huge Elemental (Water)
Hit Dice: 26d8+130+26 (268 hp)
Initiative: +11
Speed: 30 ft, swim 130 ft.
Armor Class: 22 (–2 size, +4 Dex, +9 natural, +1 dodge)
Base Attack/Grapple:  +19/+34
Attack:  Slam +27 melee (3d8+9)
Full Attack:  2 slams +27/+22/+17/+12 melee (3d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Water mastery, drench, skirmish (+3d6/+2 AC), vortex
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, trapfinding, battle fortitude+1, uncanny dodge, fast movement+10ft, trackless step, evasion, flawless stride, camouflage, blindsense 30ft.
Saves: Fort +20, Ref +16, Will +12
Abilities: Str 28, Dex 18, Con 21, Int 14, Wis 13, Cha 11
Skills: Disable Device+18, Escape Artist+33, Hide+33, Listen+30, Move Silently+33, Search+17, Spot+30, Tumble+33
Feats: Improved Initiative(1),  Dodge(3), Toughness(6), Rapidstrike(9), Weapon Focus(slam)(12), Swim-by Attack(15),  Improved Natural Attack(slam)(18), Quick Reconnoiter(S4), Improved Skirmish(S8), Improved Rapidstrike(24)
Epic Feats: Great Strength(21)
Challenge Rating: 18

Racial and innate powers:
Spoiler: ShowHide


Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 26, +26 check modifier).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.


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 discernible 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. At 11th level this bonus increases to +20 ft.

Trackless Step (Ex)

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

Evasion (Ex)

At 5th level and higher, a scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.

Flawless Stride (Ex)

At 6th level, a scout may ignore underwater eddies, currents and other obstacles to swimming, moving at full speed and not taking any damage.

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.

Blindsense (Ex):  At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.


Tactics:
Spoiler: ShowHide


Gulpan relies on skirmishing swim-by attacks for his offense when possible, preferring to use his superb water mobility to lay enemies low. When this doesn't work it draws on it's vortex power or resorts to full attacks, hoping to overwhelm his opponent before it can mount a serious offense.


Fluff:
Spoiler: ShowHide


Gulpan is a servant of Ben-Hadar, loaned to Seira as a sign of the accord between the two powers. He leads Seira's aquatic arm, a capable scout. While indeed capable, he is somewhat reserved and ultimately still a water elemental.

Title: Re: The B team!
Post by: Anastasia on June 22, 2010, 12:24:12 AM
Spawn of Jormugandr, Guardian of the Felic Gate, beguiler 6.

This is recreated from it's old statblock. This is due to me, uh, losing the old stat block. Whoops! Just as well, I tidied it up and rebuilt from the third generation lesser spawn. I may have forgotten a power it had or some such, but it's essentially the same creature.

No, I don't know how it's disguise skill works. Don't ask.


Size/Type: Huge Outsider (Chaotic, Good)
Hit Dice: 17d8+170+6d6+60 (320 hp)
Initiative: +5
Speed: 30ft, burrow 20ft, fly 120ft (average)
Armor Class: 31 (+5 dex, -2 size, +18 natural)
Base Attack/Grapple: +20/+40
Attack: Bite+34 (3d8+21 and poison)
Full Attack: Bite+34/+29/+24/+19 (3d8+21 and poison)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, poison.
Special Qualities: Damage reduction 15/cold iron and epic, immunity to poison, cold and fire resistance 20, trapfinding, armored mage, cloaked casting, surprise casting, advanced learning(Serene Visage, SC)
Saves: Fort +23, Ref +18, Will +18
Abilities: Str 38, Dex 20, Con 30, Int 17, Wis 16, Cha  13
Skills: Bluff+28, Concentration+37, Disguise+28, Gather Information+28, Knowledge(Arcana)+30, Listen+30, Sense Motive+30, Spellcraft+30, Spot+30, Swim+34, Use Magic Device+21
Feats: Awesome Blow(B), Power Attack(1), Ability Focus(Poison)(3), Quicken Breath(6), Rapidstrike(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18), Practiced Spellcaster(21), Silent Spell(B5)
Epic Feats: Epic Practiced Spellcaster(24)
Alignment: Chaotic Good (Chaotic Neutral tendencies)
Challenge Rating: 20

Racial and innate powers:
Spoiler: ShowHide


Breath weapon (Ex)

60ft cone of poison gas, 1d6/4d6 con damage. 1d4 round recharge time. DC 36 fortitude negates. The save DC is constitution based.

Poison (Ex)

Injury(bite), DC 36. 1d6/4d6 con damage.  DC 36 fortitude negates. This ability is inactive while the Spawn of Jorgumandr's breath weapon is recharging.


Beguiler powers:
Spoiler: ShowHide


Spawn of Jormugandr casts spells as a 6th level beguiler(Caster level 14th).

6/6/5/3

(See book for spells available.)

Trapfinding (Ex)

Beguilers can use the search skill to locate traps when the task has a difficulty class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Beguilers can use the disable device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A beguiler who beats a trap's DC by 10 or more with a disable device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked Casting (Ex)

Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a dexterity bonus to AC (whether the target actually has a dexterity bonus or not).

Surprise Casting (Ex)

Starting at 2nd level, when you successfully use the bluff skill to feint in combat, your target is denied its dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

At 6th level you gain the ability to feint in combat as a move action instead of a standard action. If you have the improved feint feat, you can now feint in combat as a swift action.

Advanced Learning (Ex)

At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.


Tactics:
Spoiler: ShowHide


The Spawn is a very direct opponent on the surface. It can breath deadly poison or chew up a foe in melee. However, it is learning how to cast deceptive magic and enhance it's bluffing skill. As a result it relishes fooling and manipulating foes when it can. Between disguise, bluff, feinting and it's magic, it tries to leave opponents confused and reacting to it. There's nothing quite seeing a foe losing its composure as the huge wyrm in the air feints him hard.


Fluff:
Spoiler: ShowHide


One of the many spawns of the serpent Jormugandr, this serpent rolls and hunts in a secluded valley in Ysgard. That is, until Alicia Reynes offered it a place in Sylica, in exchange for Seira teaching it magic. As the spawn desired the same magic that dragons commanded naturally, it accepted this offer. It now resides near the Felic Gate, acting as a powerful guardian to Sylica.

Title: Re: The B team!
Post by: Anastasia on June 25, 2010, 02:09:58 PM
Mia, priestess of Waukeen 8

I break some of my own rules with this sheet. It's not a big deal since it's for a minor NPC who shows up every once in awhile. She's fun and this shouldn't matter much, so I'm not sweating it.

Size/Type: Medium Humanoid(Human)
Hit Dice: 8d8+16 (56 hp)
Initiative: +6
Speed: 30ft
Armor Class: 25 (+2 dex, +5 armor, +4 deflection, +4 natural)
Base Attack/Grapple: +6/+5
Attack: Havyan+8 (1d6+2)
Full Attack: Havyan+8/+3(1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Turn undead, spells.
Special Qualities: -
Saves: Fort +8, Ref +4, Will +13
Abilities: Str 8, Dex 15, Con 14, Int 12, Wis 24, Cha 14  
Skills: Appraise+24, Bluff+15, Diplomacy+30, Knowledge(Religion)+12, Profession(Merchant)+15, Spellcraft+12
Feats: Improved Initiative(H), Silver Palm(1), Negotiator(3), Skill Focus(Diplomacy)(6)
Alignment: Neutral

Cleric of Waukeen powers:
Spoiler: ShowHide


Mia casts as an 8th level cleric with access to the commerce and trade domains.

6/6+1/5+1/5+1/3+1     

Domain granted powers:

Commerce Granted Power: Gain a +10 competence bonus on Profession checks to earn a living (not checks to accomplish specialized tasks). Add Appraise to your list of cleric class skills.

Trade Granted Power (Sp):  Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).

Turn Undead (Su)

Mia turns undead as an 8th level cleric, 8d6 positive energy 5 times per day.


Gear:
Spoiler: ShowHide


Havyan: Quarterstaff+3, defending.
Anointed Robes: Robes of armor+5, grants a +10 competence bonus to appraisal and diplomacy checks.
Amulet of Wisdom+4
Ring of Protection+4 and natural armor+4


Tactics:
Spoiler: ShowHide


Mia isn't a fighter. She'll sweet talk, cajole, tempt, bribe or outright buy a threat away. If all these fails she retreats if at all possible. If not possible, only then will Mia fight. Should she expect a battle, she will hire mercenaries or friends to do so. She's not a fighter, and in the rare occasions she's called on to fight, she stays well away and buffs her defenses.


Fluff:
Spoiler: ShowHide


Mia is a vivacious cleric of Waukeen. She serves with a zest for getting rich and the ambition to go on out there and do it! But despite all this she's not a fighter, avoiding conflict whenever possible. She gets along well with the Crimson Guard while earning quite a lump of lucre with her various schemes, investments and trade deals. She's very well trusted by Gilartal the Prosperous.
Title: Re: The B team!
Post by: Anastasia on July 24, 2010, 10:29:16 AM
Kascha, ghaele wizard.

Kascha is a ghaele with the following changes: Arcane casting instead of divine casting and her wisdom and intelligence scores were swapped. Oh, and she chose her own feats. Also, her skills are a mix of the wizard class list with ghaele racial skills supplementing the remainder.

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 13d8+39+13 (106 HP)
Initiative: +9
Speed: 50 ft, fly 150 ft. (perfect)
Armor Class: 29 (+5 Dex, +14 natural) or 20 (+5 Dex, +5 deflection)
Base Attack/Grapple: +13/+16
Attack: Greatsword+17 (2d6+6 plus 1d6 fire) or Light Ray+18 touch (2d12)
Full Attack:  Greatsword+17/+12/+7 (2d6+6 plus 1d6 fire) or 2 Light Rays+18 (2d12)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to cold 10 and acid 10, spell resistance 26, tongues
Saves: Fort +11, Ref +13, Will +11
Abilities: Str 16, Dex 20, Con 16, Int 20, Wis 16, Cha 19
Skills: 16+modifier. 15 skills. Concentration+19, Decipher Script+21, Escape Artist+21, Handle Animal+20, Hide+21, Knowledge(Arcana)+21, Knowledge(History)+21*, Knowledge(Local: Lost Eastlands)+21, Knowledge(Nature)+21, Knowledge(Religion)+21, Knowledge(Planes)+21, Listen+19, Move Silently+21, Spellcraft+21, Spot+19.
Feats: Combat Expertise(1), Toughness(3), Improved Initiative(6), Empower Spell(9), Quicken Spell(12)
Alignment: Chaotic Good.

Racial and innate powers:
Spoiler: ShowHide


Spell-Like Abilities (Sp)

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 13th. The save DCs are Charisma-based.

Spells

Kascha can cast arcane spells as a 13th level wizard. She must be in humanoid form to cast, must maintain a spellbook and otherwise functions identically to a wizard.

Gaze (Su)

In humanoid form, fear gaze, DC 20 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light Ray (Ex)

A ghaele in globe form can project light rays with a range of 300 feet that deal 2d12 damage. This attack overcomes damage reduction of any type.

Gear:
Spoiler: ShowHide


Greatsword+1, flaming.


Tactics:
Spoiler: ShowHide


Kascha is still a wizard in mind, staying back and firing off magic and spell-like abilities. Should the battle demand it, she engages in melee while taking generous dips of Combat Expertise. As a newly formed Ghaele knight she has a desire to prove herself, tempting her into combat more than her nature would suggest.


Fluff:
Spoiler: ShowHide


Kascha was a young wizardling in the forgotten Eastlands when the Destroyer came. By a fluke of chance she didn't die in it's initial onslaught and stumbled into a basement to hide, which also miraculously survived the Destroyer's wrath. Here she lay with a broken leg; blood poisoning stole her life away. Her soul flew to Arborea, where she merged with the essence of the plane.

Thousands of years later, Seira Aryn stumbled on her body. There she found Kascha's memory pendant and saw her last days. She called the soul of Kascha back, offering her another chance at life. Moved by Seira's act of compassion and wisened by the countless years spent as one with Arborea, she chose to become a ghaele.


*Kascha's knowledge of history is very dated and very focused on  mortal affairs. The last several thousand years are a blank to her.
Title: Re: The B team!
Post by: Anastasia on July 24, 2010, 12:01:16 PM
Na'lith, Githyanki Fighter 18

Githyanki have 'psionics', but they're essentially SLAs so I'm treating them as such.

Size/Type: Medium Humanoid
Hit Dice: 18d10+162+18 (283 hp)
Initiative: +3
Speed: 30ft
Armor Class: 24 (+3 dex, +1 weapon supremacy, +10 armor)
Base Attack/Grapple: +18/+23
Attack: Risette+33 (2d6+19 17-20)
Full Attack: Risette+33/+28/+23/+18 (2d6+19 17-20)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft, spell resistance 23
Saves: Fort +20, Ref +9, Will +17
Abilities: Str 27, Dex 16, Con 28, Int 10, Wis 11, Cha  10 
Skills: Craft(Astral Ships)+21, Intimidate+21, Listen+21, Spot+21
Feats: Endurance(1), Power Attack(F1), Combat Expertise(F2), Steadfast Determination(3), Weapon Focus(Greatsword)(F4), Iron Will(6), Weapon Specialization(Greatsword)(F6), Melee Weapon Mastery(Slashing)(F8), Toughness(9), Greater Weapon Focus(Greatsword)(F10), Quicken Spell-Like Ability(Blur)(12), Greater Weapon Specialization(Greatsword)(F12), Diehard(F14), Indomitable Soul(15), Slashing Flurry(F16), Quicken Spell-Like Ability(Dimension Door)(18), Weapon Supremacy(F18).
Alignment: Neutral Evil.

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: 3/day-Blur, daze, dimension door, mage hand, telekinesis. 1/day-Plane shift. Caster level 18th.


Gear:
Spoiler: ShowHide


Risette: Greatsword+3, keen.
Boneyard Plate: Breastplate+5, moderate fortification.
Iron Belt: Grants a +6 bonus to constitution and strength.


Tactics:
Spoiler: ShowHide


Na'lith is an experienced warrior, but somewhat one dimensional and simplistic. He relies on his martial skill, getting in close and smacking the hell out of things. He disdains archery, using his magic to get close if need be. He does use his innate powers to shield himself and grant him greater mobility, as well as using Plane Shift as an emergency escape card.


Fluff:
Spoiler: ShowHide


Na'lith is a githyanki fugitive. He was stuck in the Blood War for a long time. On his escape and return to the gith, he found the Lich-Queen was ready to devour his soul. Having heard rumors and whisperings to this effect while in the Blood War, he was ready to escape and that he did. He found sanctuary in the Cauldron with Seira Aryn, at least for now.
Title: Re: The B team!
Post by: Anastasia on July 24, 2010, 03:45:06 PM
Ebony, Bard 10/Sublime Chord 8

No notes for once! Yay!

Size/Type: Medium Humanoid (Human)
Hit Dice: 18d6+54+18 (135 hp)
Initiative: +9
Speed: 30ft
Armor Class:  19(+5 dex, +4 armor)
Base Attack/Grapple: +11/+12
Attack: Masterwork Silver Dagger+13 (1d4+1)
Full Attack: Masterwork Silver Dagger+13/+8/+3 (1d4+1)
Space/Reach: 5ft/5ft
Special Attacks: Bardic music 14/day, spells.
Special Qualities: Bardic knowledge+21.
Saves: Fort +12, Ref +18, Will +18
Abilities: Str 13, Dex 20, Con 16, Int 15, Wis 12, Cha  28
Skills: Concentration+19, Gather Information+22, Knowledge(Arcana)+23, Knowledge(Planes)+23, Knowledge(Religion)+23, Listen+22, Perform(Dance)+36, Perform(Song)+36, Perform(String instruments)+36, Profession(Astrologer)+14, Spellcraft+23, Spot+22, Tumble+18, Use Magic Device+22.
Feats: Improved Initiative(H), Eschew Material Components(1), Toughness(3), Captivating Melody(6), Lingering Song(9), Inspire Spellpower(12), Skill Focus(Perform)(15), Spell Focus(Enchantment)(18)
Alignment: Lawful Good

Bard powers:
Spoiler: ShowHide


Spells:

Ebony casts as a 10th level bard/8th level sublime chord.

0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument
1: Alarm, Cure Light Wounds, Grease, Expeditious Retreat
2: Alter Self, Glitterdust, Mirror Image, Silence
3: Charm Monster, Fear, Major Image, Gaseous Form
4: Greater Invisibility, Hold Monster, Modify Memory, Crushing Despair, Enervation, Confusion
5: Greater Dispel Magic, Sending, Song of Dischord, Dominate Person
6: Irresistible Dance, True Seeing, Disintegrate, Greater Shout
7: Spell Turning, Greater Teleport, Greater Shadow Conjuration
8: Greater Shadow Evocation, Iron Body

Bardic Knowledge

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), spell trigger (such as wands), or command word. 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 himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

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. 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 + ½ 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 dependent. Inspire greatness is a mind-affecting ability.


Sublime chord powers:
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Song of Arcane Power (Su)

A sublime chord of 2nd level or higher with 12 ranks in perform learns how to use her bardic music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to it's caster level based on the result of the sublime chord's Perform check:

9 or lower: +0
10-19: +1
20-29: +2
30+: +4

The spell to be enhanced by the song of arcane power must be cast at the end by the end of the sublime chord's next turn, or else the song fades with no effect(other than consuming a use of bardic music.)

Song of Timelessness (Su)

A sublime chord of 6th level or higher with 16 or more ranks in perform knows the song of timelessness. As a standard action, she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target. The subject is entitled to a Will save (DC 10 + Sublime chord level + cha modifier) to negate the effect. If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it wound not even begin to fall. Useful for paladins. A sublime chord can keep her target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far a the creature is concerned, no time seems to have passed.


Gear:
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Masterwork Silver Dagger
Ebony's Corset: This silken corset once belonged to a brachina. It grants a +6 enhancement bonus to charisma, a +4 armor bonus to AC and a +4 resistance bonus to saves.
Ebony's Harp: This harp grants a +5 enhancement bonus to perform checks.
Scroll of Gate


Tactics:
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Ebony is a faux wizard and acts like one. She relies on her magic to carry the day if alone and buffs her allies with bardic music if not. She prefers to avoid combat except when evil is involved, in which case she devotes herself to eradicating it with all prejudice.


Fluff:
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A former follower of Mephistopheles, Ebony broke away from his cold despair. She has strove to reject the coldness that defined her previous life, making amends for all she did wrong. Seeking further sanctuary against Mephistopheles, she has emigrated to Sylica where she has become friends with Alicia, Marie and especially Antenora.  Antenora and Ebony share a special understanding, having both escaped Caina's misery.
Title: Re: The B team!
Post by: Anastasia on July 25, 2010, 02:27:15 AM
Oraga, Fallen Solar placed into a humanoid body.

For Oraga, I took a solar and applied the Fallen template from Gates of Hell. Of note he rolled to replace his cleric casting with arcane casting and he chose to put the two points of wisdom he lost into strength. From there I gave him a special quality to outline his various changes otherwise, see below in recovering. It's impressive how strong Oraga is even with all these negatives, solars are impressively potent epic monsters.

As a side note, this was the roll to see if he lost his cleric casting and gained arcane casting instead. Appropriate for the Abyss, no?
> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 6." [1d100=6]


Size/Type: Large Humanoid(Chaotic, Evil, Elf)
Hit Dice: 22d8+154 (246 hp)
Initiative: +15
Speed: 30 ft, fly 60ft (good)
Armor Class:  (-1 size, +4 dex, +21 natural)
Base Attack/Grapple: +22/+31
Attack: Malchendros+30 (3d6+11 plus 1d6 fire 19-20) or Burning Golmendicoria+30 (2d6+8 plus 1d6 fire x3)
Full Attack:  Malchendros+30/+25/+20/+15 (3d6+11 plus 1d6 fire 19-20) or Burning Golmendicoria+28/+23/+18/+13 (2d6+8 plus 1d6 fire x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage Reduction 15/epic and good, darkvision 120ft, low light vision, immunity to fire, magic circle against good, regeneration 15, spell resistance 35, telepathy 200ft, cursed, recovering.
Saves: Fort +20, Ref +20, Will +22  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 24, Dex 25, Con 26, Int 23, Wis 26, Cha 23
Skills:  Concentration+33, Craft(Weaponsmithing)+31, Diplomacy+31, Escape Artist+31, Hide+31, Intimidate+31, Knowledge(Arcana)+31, Knowledge(Local: Androlynne)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Listen+33, Move Silently+31, Search+33, Spellcraft+31, Spot+33, Survival+33, Use Rope+33.
Feats: Dark Speech(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Corrupt Spell(18).
Epic Feats: Superior Initiative(21).
Alignment: Chaotic Neutral (Chaotic Evil tendencies)

Racial and innate powers:
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Magic Circle against Good  (Su)

A magic circle against good always surrounds Oraga(Caster level 22nd).

Regeneration (Ex)

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

Spell-Like Abilities: Always active-detect good. At will—animate objects, contagion, continual flame, death knell, dimensional anchor, greater dispel magic, greater teleport(self plus 50 points only), imprisonment, invisibility (self only), power word stun, remove curse, remove fear, resist energy, summon monster vii, speak with dead, unholy blight, waves of fatigue; 3/day—blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion; 1/day—power word blind, prismatic spray. Caster level 22nd, DC 16+spell level. The save DCs are Charisma-based.

Spells: Oraga casts as a 13th level sorcerer (Caster level 20th). However, due to his recent transference he cannot access his sorcerer magic.

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.

Cursed (Ex)

Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.

Recovering (Ex)

Oraga is recovering from centuries of being weakened and used as a magic item and joining with a mere mortal body. It has the following effects on him:

- His type changes to humanoid(Elf). He does not gain the normal elf benefits.
- -6 to all ability scores.
- Loss of miracle as an SLA. As an outsider on the outs with almost everyone, he lacks a patron to grant it. The Abyss certainly won't and Seira's not far enough along the path to divinity to do so. Commune is lost using the same logic. Aid is lost as well, though less for this and more because it just doesn't fit a Fallen but isn't explicitly removed by the template.
- Full loss of spellcasting ability. His powers were first damaged and changed by his Fall, then the transference to a mortal vessel has severed them entirely. It is quite possible they may return in time.
- Loss of maximum HP per HD. Confined in an entirely mortal vessel, Oraga suffers the weaknesses of flesh.
- Loss of immunity to poison.
- Land speed reduced to human normal speed, fly speed reduced to two times base land speed.
- Oraga determines skills using his final intelligence modifier here. This technically doesn't make sense, but I'm not going to try and tangle up his skills with his int changing around between incarnations. If he gains his intelligence back down the line, I'll retroactively award him the skill points for it then.


Gear:
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Malchendros: Large Greatsword+1, flaming.
Burning Golmendicoria: Large Longbow+1, flaming.


Tactics:
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Oraga loves to do battle, using any means he has to wreck havoc on the battlefield. He prefers overwhelming displays of furious rage and terrible anger, smiting foes in an overwhelming assault.


Fluff:
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A Fallen from the Court of Stars, Oraga challenged Lsyscrea for control of the Golmendicorian War College. He failed and was crafted into a pair of bracers for Lsyscrea's use. From there he was rescued by Seira Aryn, who is trying to bring light back to his tormented soul.
Title: Re: The B team!
Post by: Anastasia on July 31, 2010, 02:35:07 PM
Dawnhope has gained some experience tromping around and training with Hugo, but she's still just a courre eladrin.

Dawnhope, max HD courre eladrin.

Tiny Outsider (Chaotic, Eladrin, Good)
Hit Dice: 6d8+18+6 (45 hp)
Initiative: +10
Speed: 20 ft, fly 60 ft (perfect)
Armor Class: 30 (+2 size, +10 Dex, +4 natural, +1 dodge, +3 armor)
Base Attack/Grapple: +6/–2
Attack: Tiny dagger+20 (1d2+2)
Full Attack: Tiny dagger+20/+15 (1d2+2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues, evasion.
Saves: Fort +8, Ref +15, Will +7 (+4 vs poison)
Abilities: Str 10, Dex 30, Con 16, Int 14, Wis 14, Cha 16
Skills: Concentration +12, Diplomacy +14, Escape Artist +19, Hide +31, Knowledge (the planes) +12, Listen +11, Move Silently +23, Sense Motive +11, Spot +11, Survival +6 (+8 on other planes), Use Rope +11 (+13 bindings)
Feats: Weapon Finesse(1), Toughness(3), Dodge(6)
Alignment: Chaotic Good

Racial and innate powers:
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Spell-like abilities: At will-Dancing lights, detect evil, detect magic, faerie fire, invisibility, magic missile, sleep.  3/day-Cure light wounds, good hope. Caster level 6th. The save DCs are charisma based.

Alternate Form (Su)

A courre can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor and shields, but deflection bonuses and force effects work normally against them. In this form, a courre always moves silently and cannot be heard with listen checks if it doesn't wish to be. While incorporeal, the courre sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.

Magic Circle against Evil (Su)

A magic circle against evil effect always surrounds the courre, as the magic circle against evil spell, caster level 6th.

Skills: Courres have a +4 racial bonus on hide and move silently checks.

Evasion (Ex)

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


Gear:
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Tiny dagger+2
Bracers of armor+3


Tactics:
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Battle? What's that? I'm just a cute little fairy!

Dawnhope avoids direct battle, aiding as she can but rarely confronting anything but the smallest threat. She knows her own limitations, staying high and far away while flinging magic missiles if she must fight.


Fluff:
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Dawnhope is a courre eladrin freed from the Halls of the Vanquished by Alicia Reynes. She settled into Balmuria and Alicia's house, spending more and more time with the halfbreed Hugo. She now stays with him as he trains in Sylica.
Title: Re: The B team!
Post by: Anastasia on August 23, 2010, 01:57:20 AM
Yandrazrt aka Lagann is being designed in a different mold. While Yandrazrt has the memories and much of the power he possessed long ago, he is still in a body not his own. This didn't work too well with class levels, so I'm doing it without them.

Oh, and you guys finally see a few of the [Gnome] feats. These build on racial abilities already present or added to them by Daa-vid.


Size/Type: Small Construct (Gnome)
Hit Dice: 28d10+10+28+56 (374 hp)
Initiative: +13
Speed: 25ft
Armor Class: 36 (+1 size, +5 dex, +20 natural)
Base Attack/Grapple: +21/+25
Attack: Slam+26 (1d3+6)
Full Attack: 2 slams+26 (1d3+6)
Space/Reach: 5ft/5ft
Special Attacks: Spells
Special Qualities:  Low light vision, darkvision 120ft, see in darkness, spell resistance 38, construct traits, partial gnome traits, constructed toughness, master of metal, vulnerability to water.
Saves: Fort +10, Ref +15, Will +16
Abilities: Str 19, Dex 21, Con -, Int 33, Wis 23, Cha 20  
Skills:  Appraise+42, Concentration+31, Craft(Alchemy)+44, Craft(Armorsmithing)+44, Craft(Weaponsmithing)+44, Craft(Trapmaking)+44, Knowedge(Arcana)+44, Knowledge(Architecture and Engineering)+42, Knowledge(Dungeoneering)+42, Knowledge(Nature)+42, Profession(Blacksmith)+37, Profession(Metallurgist)+37, Profession(Miner)+37, Spellcraft+44, Use Magic Device+36
Feats: Toughness(B), Improved Initiative(1), Superior Gnomish Resistance(3), Empower Spell(6), Searing Spell(9), Quicken Spell(12), Arcane Mastery(15), Heighten Spell(18)
Epic Feats: Epic Toughness(B), Epic Gnomish Resistance(21), Improved Metamagic(24), Epic Spell Capacity(27)
Alignment: Neutral

Racial and innate powers:
Spoiler: ShowHide

Spell-like abilities

At will-detect metal and minerals. Caster level 28th.

Spells

Yandrazrt casts as a 23rd level wizard with access to the Metal domain. Yandrazrt may spontaneously convert any of his prepared spells into spells from the Metal domain.

Constructed Toughness (Ex)

An epic golem gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.

Master of Metal (Ex)

Yandrazrt was trained by the Daa-vid and has become a supreme master of manipulating metal. This grants him access to the Metal domain, as well as allowing him to spontaneously convert any prepared spell into a spell from the Metal domain. He is immune to damage or harm from any metal source. Metal weapons will not hurt him, a wall of iron will part to allow him to pass and so forth. Finally, he is automatically proficient in any weapon or armor made of metal. He can use a bastard sword made of iron as if he was proficient, but a bastard sword made of wood he would treat as non-proficient.

Vulnerability to Water (Ex)

Yandrazrt takes double damage from any spell that uses water to inflict damage.

Partial Gnome Traits (Ex)

Yandrazrt retains his 25ft land speed, see in darkness, reduced arcane spell failure in armor, +2 racial bonus to saves against spells, spell-like abilities and supernatural abilities, +2 racial bonus to spellcraft, knowledge: arcana, knowledge: planes and craft checks.


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Superior Gnomish Resistance [Gnome]
Prerequisite: Gnome, Toughness, int 13
Benefit: Your racial bonus to saves against spells, spell-like abilities and supernatural abilities increases to +4.

Epic Gnomish Resistance [Gnome, Epic]
Prerequisite: Gnome, Superior Gnomish Resistance, int 21
Benefit: You gain spell resistance equal to your hit dice+10.