Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria 3: Planar Suikoden => Topic started by: Anastasia on August 10, 2011, 06:45:11 PM

Title: PCs sheets!
Post by: Anastasia on August 10, 2011, 06:45:11 PM
FINAL SHEETS ONLY!

If you put beta sheets here I will give you that really mean DM look and whimper a lot. Yes.
Title: Re: PCs sheets!
Post by: Ebiris on August 10, 2011, 06:50:49 PM
Name: Afina Devilsbane
Class: Sorcerer 6/Swiftblade 10/Firesoul Mage 5///Pixie 4/Half-Fire Elemental 3/Half-Water Elemental/Battle Dancer 1/Scout 10
Deity: None
Alignment: Chaotic Good
Race: Steam Pixie
Gender: Female
Age: 358
Height: 2'4"
Weight: 29lb
Eyes: Silver
Hair: White

Description
Spoiler: ShowHide

(http://i.imgur.com/SJscC.jpg)
Afina is an androgenous looking pixie with short white hair typically floating about her face in an unruly bob. With her short hair and slim boyish figure it's not hard to mistake her for a male pixie, thus she takes pains to dress herself in feminine styles, typically done in garishly loud colours befitting a minstrel or harlequin. In motion she moves with a painstakingly calculated grace that's almost eerie to behold - the reason for this becomes plain when she enters battle and reveals the terrifying extent of her true speed, flitting from enemy to enemy in naught but a brightly coloured blur that leaves screams and corpses in her wake.

Looking into the fairy's blankly silver eyes, it's all but impossible not to come away with the conclusion that she's a natural killer. While she was once somewhat more gregarious, she's always been more cold and aloof than the pixie stereotype. The subjugation of Lifasa only heightened this trait, leaving her prone to maudlin mood swings and an extremely fragile grip on her oft vicious temper.

Despite her poor seeming attitude, a genuinely kind spirit still hides behind the fearful facade she presents. A group in need of protection from unjust attack can find few better protectors, and the sight of honest folk struggling through poverty and shunning greed will always move her to render assistance of some form or another.


Background
Spoiler: ShowHide

If any part of Lifasa was positioned to weather foreign attack it would surely have been the Gloaming Wood. Atop a high plataeu far from civilisation, the primeval forest was inhabited by ancient fey who remained clinging to the old ways rather than mingling with the elves as most of their fellows across Lifasa had. Jealously guarding their privacy, they kept interlopers far away by hiding behind complex illusions and enchantments, powerful guardian spirits, and determined and implacable hunters. Few even knew the Gloaming Wood truly existed outside of legend, far less had ever laid their eyes upon its boughs.

When the sun rose red upon the forest, fearful whispers were exchanged - had one of the younger races gone too far in their meddling with the natural order? Was this a portent of weal or woe? The wounded sense of wrongness from the land felt by all fey signified for certain it was to be woeful indeed. When one of the great eagles flying high above the treetops sighted a vast pillar of flame rise up from one of the human towns far on the Eastern horizon, the inhabitants of the Gloaming Wood prepared for war.

They had too little time by far to prepare, as all through the forest trees toppled and the ground was rent asunder. From these dark crevasses underfoot poured forth a multitude of spongey-fleshed shambling man-things driven forward by the lashes of cruel bearded fiends. From the portals formed under the arches of fallen trees came insectoid horrors that froze very air around them wherever they passed. The devils were everywhere, but so were the fey. They had not guarded their home for so long against all interlopers to allow this transgression - all over the forest giant spirit animals trampled the hordes of hell, invisible pixies flitted swarming over enormous fiends to kill by a thousand cuts, lightning called from the sky by vengeful nymphs felled scores of baatezu elite, all the while the wise old women of the forest contrived to perform a grand ritual to awaken the very essence of Lifasa, unleashing a living god that would punish those who dared taint Her soil.

The first wave was beaten back, though many had fallen the defenders who remained were all the more hardened from the fierce combat and knowledge that this battle would determine the fate of a world. But the devils too had learned - when the next wave came, gigantic black steeds ridden by horned demons charged to meet the spirit animals, diabolical maguses warded their soldiers against the crackling fury of the sky, and when invisible pixies sought to sow confusion and pain among the mighty warriors, they were in turn hunted by angels of death who saw through every illusion and trick.

Afina was one of those pixies. As an official entertainer and unofficial assassin for Queen Ilsenine, she was pressed with slaying commanders of the invading army, but as she slit the throat of a commanding skeletal fiend, she suddenly came under attack from an angel with wings of flame, her invisibility useless and only saved from sudden death by her preternatural speed. It was here she met her match, this devil able to almost match her speed while backing it up with significantly more strength.

The two battled ferociously, though Afina found herself more and more forced onto the defensive, while all around the air grew heavier with the thrum of magic from the grand ritual being performed... perhaps if it had been completed it may very well have turned the tide, for the Gloaming Wood and even all of Lifasa. But before it could come to pass, Abigor set foot on Lifasa and in an instant every plant, every tree, shrivelled and died. The screams of the dryads were heard all throughout the forest as they too died, the balance of the ritual shattered and loosing forth the gathered magic in catastrophic fashion.

The portals no longer spat out baatezu reinforcements, instead they turned inwards and redirected, forming vortexes that sucked all nearby through on hurricane force winds, spreading them to all corners of the planes. Afina watched as her nemesis was pulled away an instant from a killing blow on the distracted fairy, through a portal that showed naught but endless twisting chaos. The pixie herself was drawn downwards, towards a volcanic hellscape of choking ash and fiery brimstone.

She later learned the place was called Gehenna, though during her stay she was quite happy to think of it as Hell. Having little trouble avoiding the hostile denizens of this place when it suited her, Afina entertained herself by decapitating baatezu Blood War detachments whenever she spotted them. Preferably just as tana'ri were sighted on the horizon. It was a bitter and brutal existence, but it felt apt after what had happened to her home. It was only when she found a lost soul who wept for Lifasa that her curiousity was piqued. Slaying the yugoloth who was carrying the maggot-like being, she agreed to carry his request by bringing him to Arvandor so he might rest peacefully. It was a perilous journey, especially for one ignorant of the planes, but eventually Afina and Celiam arrived in the home of the Seldarine, where the deceased elf was granted the healthy body of a petitioner and allowed to join the honoured dead of elvenkind.

While Afina herself was uncomfortable in the forests of Arborea and keen to leave quickly thanks to memories of her own home's last moments, the journey nonetheless kindled a sense of hope in her. The planes were vast, they were places were truly anything could happen... perhaps even a soul who tried and hoped hard enough might find a way to restore Lifasa? She was determined to find out, no matter how many devil bodies she had to step over.


Small Outsider (Fire, Water)
HP: 182
Initiative: +25
Speed: 50 (swim 50, fly 90, good)
AC: 55 (+1 size, +12 dex, +13 cha +8 natural armour, +3 dodge, +6 armour, +2 circumstance) touch 41, flat-footed 25 (+4 dodge when moving 20 feet)
Base attack/CMB/CMD: +18/+27(+32 for light weapons)/59
Attack: Hywelbane II +41 1d4+20 19-20/x2, (+2d6 holy, +2d6 if evil outsider, +5d6 skirmish and +2d6 swift if moving 20 feet) or Afame +41 1d4+20 19-20/x2 (+5d6 vs devils or creatures from beyond, +6d6 skirmish and +2d6 swift if moving 20 feet))
Full attack: Hywelbane II +40/+35/+30/+25 touch 1d4+11 19-20/x2 (+2d6 holy, +2d6 if evil outsider) or Afame +40/+35/+30/+25 1d4+11 19-20/x2 (+5d6 vs devils or creatures from beyond)
Space/Reach: 5/5
Special Attacks: Unarmed Strike (1d4), Skirmish (+3d6 +2AC), Swift Surge (+2d6), Burning Touch (1d6, DC 30), Flame Savant
Special Abilities: Low-light Vision, Damage Reduction 10/cold iron, Spell Resistance 36, Greater Invisibility, Immunity to Fire and Disease and Water, Metamagic Focus (11/day), AC Bonus (charisma), Battle Fortitude +1, Uncanny Dodge, Fast Movement +20, Trackless Step, Evasion, Flawless Stride, Camouflage, Swift Surge (+2 attack/AC/reflex, +30 speed), Blurred Alacrity (50%), Sudden Casting, Arcane Reflexes, Evasive Celerity (50%), Fortified Hustle, Diligent Rapidity, Fiery Soul, Burning Focus, Blindsense 30
Saves: Fort: +21 (+25 vs poison), Ref: +33, Will: +30
Abilities: STR 19, DEX 34, CON 23, INT 30, WIS 26, CHA 37
Skills: Concentration +30, Craft (Weapons) +34, Craft (Armour) +34, Craft (Sculpting) +34, Escape Artist +36, Hide +40, Knowledge (Arcana) +34, Knowledge (Nature) +36, Listen +34, Move Silently +36, Perform (Dance) +21, Search +36, Spellcraft +36, Spot +34, Survival +32, Swim +32 Tumble +36
Feats: Dodge(B), Weapon Finesse(B), Eschew Materials(B), Spring Attack(B), Bounding Assault(B), Anarchic Bloodline(B), Mobility, Searing Spell, Craft Wondrous Items(S5), Arcane Strike, Practiced Spellcaster, Improved Skirmish(S4), Energy Substitition (Fire), Darkstalker(S8), Craft Magic Arms And Armour, Craft Construct
Epic Feats: Epic Crafting
Languages: Common, Sylvan, Elven, Gnome, Auran, Aquan, Infernal, Ignan, High Maridi


Spell like Abilities
Spoiler: ShowHide

1/day Dancing Lights, Detect Chaos, Detect Law, Detect Thoughts, Dispel Magic, Entangle, Permanent Image, Burning Hands, Obscuring Mist, Produce Flame, Fog Cloud, Flaming Sphere, Water Breathing, Wall of Fire, Control Water, Fire Shield, Ice Storm, Fire Seeds, Cone of Cold, Firestorm, Acid Fog, Incendiary Cloud, Horrid Wilting, Elemental Swarm(fire), Elemental Swarm(water), Plane Shift(fire), Plane Shift(water)
At will Detect Evil


Sorcerer Spells
Spoiler: ShowHide

Caster level 21 (+23 vs SR for fire spells), DC 23 + spell level (25 for fire spells)
0: (6) Acid Splash, Detect Poison, Detect Magic, Dancing Lights, Ray of Frost, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Prestidigitation
1: (10) Shield, True Strike, Floating Disk, Endure Elements, Lesser Orb of Fire (SpC 151), Colour Spray
2: (9) Resist Energy, See Invisibility, Alter Self, Repair Moderate Damage (SpC 173), Flame Dagger (SpC 94), Hideous Laughter
3: (9) Haste, Greater Mage Armour (SpC 136), Control Temperature (Fburn 92), Magic Circle against Evil, Rage
4: (9) Dimension Door, Orb of Fire (SpC 151), Ray of Deanimation (SpC 166), Confusion, Dimensional Anchor
5: (9) Ball Lightning (SpC 23), Shadow Form (Spc 183), Mind Fog, Fabricate, Greater Fireburst (SpC 94)
6: (8) Greater Heroism, Mislead, Planar Binding, Disintegrate
7: (8) Prismatic Spray, Limited Wish, Delayed Blast Fireball, Scalding Touch (MoE 101), Planar Bubble (SpC 158)
8: (5) Maze, Moment of Prescience, Prismatic Wall, Deadly Lahar (CM 101)
9: (5) Weird, Iceberg (FF 101)


Inventory
Spoiler: ShowHide

5,583.07gp

Hat - It functions as a belt of magnificence+6 as well as slippers of battledancing. In addition, three times per day it can function as a greater metamagic rod of blistering spell. (PHB2).

Hywelbane II - Shiftsilver small short sword +5, holy, evil outsider bane

Afame - Adamantine/linthrum small short sword +5, skirmishing
[spoiler]
- Afina is constantly feels warm and damp, like in gloriously moist fires. This gives her the benefits of Avoid Planar Effects and Endure Elements spell. This ability is always active as long as the sword is held.
- Against creatures anathema to Afina (devils) and to Creation (creatures from beyond), this sword deals an extra 5d6 points of damage per strike.
- Part of Afina's natural world is speed and dodging. As a swift action, she may grant herself a +4 dodge bonus to armor class while holding this sword. This may be used at will.
- Once per day, Afina may bestow some of her elemental energies to a willing creature by touch. This is a full round action. Doing so grants that creature the half fire or water elemental template (Afina's choice). This lasts for 24 hours. Doing so takes some of Afina's life energy, and she suffers a -2 penalty to constitution during this time. This penalty cannot be removed until the 24 hours pass.


Phase Spider's Dress - +2 touch AC
Cloak of Resistance +5
Amulet of Natural Armour +5
Skirmisher's Boots
Spellguard Ring
Quilium Gloves (not worn)

Entertainer's Outfit
Chess board made of walnut and white gold (400gp)
Angel feather

Quilium Armor (broken): This set of armor is difficult to look at - the eyes slide over it, and it seems always out of focus. It provides a +10 armor bonus to armor class when worn, 10% arcane spell failure, a maximum dexterity cap of 5 and -3 armor check penalty, as well as a 20% miss chance, but these are not its main powers. By wearing the Quilium Armor, the wearer can safely handle unmatter.

[/spoiler]

Base Skills
Spoiler: ShowHide



Concentration +24
Craft (Weapons) +24
Craft (Armour) +24
Craft (Sculpting) +24
Escape Artist +24
Hide +24
Knowledge (Arcana) +24
Knowledge (Nature) +24
Listen +24
Move Silently +24
Perform (Dance) +8
Search +24
Spellcraft +24
Spot +24
Survival +24
Swim +20
Tumble +24



Special traits
Spoiler: ShowHide

Enlightenment (Elysium): Lose Lesser Confusion and Detect Good spell-like abilities. Detect Evil spell-like ability usable at will.

Spirit of War (Ysgard): +2 insight bonus to attack and damage.

Curse of Bahamut (Celestia): Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it.

Chaos Magic (Limbo): Gain Anarchic Bloodline as bonus feat.


HP Rolls: 4 + 3 + 3 + 1 + 2 + 4 + 2 + 1 + 5 + 5 + 2 + 1 + 3 + 1 + 5 + 3 + 1 + 4 + 4 +5
Title: Re: PCs sheets!
Post by: Corwin on August 10, 2011, 06:53:24 PM
Jaela [lvl21, Half Celestial 4/Paladin of Freedom 5/Divine Crusader 1/Sovereign Speaker 5/Ordained Champion 5/Scarlet-Patterned Armored Knight 1//Favored Soul 21]
Chaotic Good Aasimar [Native Outsider]
Gender: Female, Height: 5'7'', Weight: 154lbs, Age: 20

Elven ears and silver, almost metallic in appearance feather wings are the most obvious signs of Jaela's heritage. The rest of her, however, is quite atypical to either side of her parentage. Jaela has straight crimson hair that goes all the way down to her knees; from the front, she leaves shoulder-length bangs that cover the left side of her face and the black eyepatch covering her regenerated left eye. The visible eye is brown, and more often than not gazes sternly at anyone she is facing. A combination of anti-devil spells and her heritage has her practically glow with a soft holy light that fiends and undead alike find painful to be around. Her bearing tends to be very businesslike and professional, as befitting one of Aurora's generals. Except in rare occasions, she strives to be diplomatic while aiming for an attitude that is cordial to her allies and reserved to her troops. Also, no one could not accuse Jaela of being underdressed; it is a rare occasion that she is out in public without her armor. She seems to be adopting a pragmatic attitude.

Hit Dice 272hp [+21hp with Righteous Might, +42hp with Holy Transformation]
Init: +12 [No Gear/Under Antimagic: +6] (+4 with Sign)
Speed: 40ft (land)/60ft (flight, good maneuverability) [30ft land/40ft flight in medium/heavy armor, 10ft enhancement from Longstrider]
Armor Class: 26 touch with Ghost Ward/Magic Vestment, 28 vs incorporeal with Astral Driftmetal shield, 44 normal with Magic Vestment x2. [6 from dex/-6 when flat footed, 10 armor from Millennial Chainmail/Magic Vestment, 6 from natural armor, 7 shield from animated shield/Magic Vestment (5/enhancement bonus to touch AC), +5 sacred with Shield of Warding, +5 deflection with Shield of Faith, +3 luck from Recitation]
Armor Class/Astral Driftmetal Fullplate: 22 touch, 38 normal with Magic Vestment, 37 vs incorporeal.
Righteous Might/Combat Modifiers: -1 to touch AC, +1 to AC, size becomes Large [3 from natural armor]
Holy Transformation/Combat Modifiers: +4 to deflection touch AC vs Evil, size becomes Medium [4 from deflection]
[No Gear/Under Antimagic: 13 touch AC, 14 normal AC with no gear/19 normal AC under antimagic]

Base Attack: +19/+14/+9/+4
CMB: 19+8=+27
CMD: 10+27+5+5=47
Righteous Might/Combat Modifiers: +1 to attack, +3 to damage, +3 to CMB/CMD, spear/lance damage changes from 1d8 to 2d6, size becomes Large.
Holy Transformation/Combat Modifiers: +2 to attack, +3 to damage, +2 to CMB/CMD, size becomes Medium.
Full Attack (Gae Bolg): +31/+26/+21/+16, 1d8+17/1d8+17/1d8+17/1d8+17, x3/20, 20ft [Shiftsilver: +2 damage to creatures with DR/silver]
Full Attack (Gae Bolg, GMW, Haste, HW): +36/+36/+31/+26/+21, 1d8+30, x3/20, 20ft [+6/+6+10d6 vs devils (+2 damage vs DR/silver); +2/+2+4d6 vs evil outsiders, +2/+2+4d6 vs lawful outsiders, +2d6 vs undead, +2d6 vs lawful, +1d6 vs incorporeal/gauntlets, +13 Divine Might, silver+good+anarchic; Anarchic Evil Outsider Bane Lawful Outsider Bane Sacred +1]
Full Attack (Gae Dioltas, GMW, Haste, HW): +37 charge/+50 charging smite, 3d8+80, x3/20 [4d8+112 diving charge, 3d8+165 charging smite, 4d8+218 diving charge smite; x3 on charge/x4 on diving charge, +2/+2+2d6 vs Evil Outsiders, +1d6 vs incorporeal/gauntlets, +13 Divine Might; silver/silver+good on a smite, epic vs Evil Outsiders; +1 Smite Evil/day, +2 attack/damage on a smite; Valorous Mighty Smiting Evil Outsider Bane +1]
Full Attack (Gae Trocaire, GMW, Haste, HW): +36/+36/+31/+26/+21, 1d8+30+1d6 non-lethal, x3/20, 20ft [+2 damage vs DR/silver, +1d6 vs incorporeal/gauntlets, +13 Divine Might, silver/bypasses any DR next round after successful hit for 10 rounds; Merciful Transmuting +1]
Full Attack (Gae Dearg, GMW, Haste, HW, vs undead only): +37/+37/+32/+27/+22, 1d8+32+2d6, x3/20, 20ft [+1d6 vs incorporeal/gauntlets, +13d6 for 1 round if spending 1 Turning attempt, +2 damage vs DR/silver, +13 Divine Might; silver+epic vs Undead; Divine Wrath Undead Bane +1]
Full Attack (Gae Bolg, GMW, Haste, HW, K:D, vs devils only): +45/+45/+40/+35/+30, 1d8+39+8d6, x3/20, 20ft [+2 damage vs DR/silver, +2d6 vs undead, +1d6 vs incorporeal/gauntlets, +13 Divine Might, silver+good+anarchic+epic; Anarchic Evil Outsider Bane Lawful Outsider Bane Sacred +1]
Space/Reach: 5ft/5ft [10ft reach with longspear/lance, +5ft Space/Reach with Righteous Might, +10ft reach with Bracers of Battle as Swift]

Special Attacks: Turn Undead (Su) 16/day for 12d6 Will DC34 [10+half CL+Cha mod; Holy Symbol], Smite Evil 5/day for +13 to hit/+30 damage on a charge [1/day racial Smite Evil +0 to hit/+21 damage; +3 morale to hit and to damage for a minute after successful smite/Boots], Channel Spell (Su), Lunging Impalement (Ex), 6 AoOs per round.
Special Qualities: Aura of Good (Ex), Aura of Chaos (Ex), Divine Grace (Su), Lay on Hands (Su) 65hp, Fire Resistance 10, Cold Resistance 10, Acid Resistance 20, Electricity Resistance 10, Sonic Resistance 10, Damage Resistance 20/Magic and Evil and Cold Iron, Spell Resistance 31 (39 vs Evil spells), Blindsight 60ft, Darkvision 60ft, Aura of Resolve (Su), Divine Health (Ex), Holy Warrior/ACF [CC p49], Charging Smite/ACF [PHB2], Aura (Ex), Divine Bulwark (Su), Pool of Healing/ACF (Su) 273hp, Fist of the Gods (Su), Rapid Spontaneous Casting/War Domain (Ex), Fast Healing 3 (Ex)/Millennial Chainmail, Armor Mastery/Light (Ex), Improved Goad (Ex), Holy Warrior (Su), War Caster (Ex).
SLAs: Bless (Sp) 1/day, Detect Evil (Sp) at will, Protection from Evil (Sp) 3/day, Aid (Sp) 1/day, Cure Serious Wounds (Sp) 1/day, Daylight (Su) at will, Remove Disease (Sp) 1/day, Neutralize Poison (Sp) 1/day, Holy Smite (Sp) 1/day, Discern Lies (Sp) at will, Hallow (Sp) 1/day, Dispel Evil (Sp) 1/day, Holy Word (Sp) 1/day, Holy Aura (Sp) 3/day, Mass Charm Monster (Sp) 1/day, Summon Monster IX 1/day (celestials only), Resurrection 1/day [CL21].

Saves: Fort +46, Ref +39, Will +47 [No Gear: Fort +34, Ref +27, Will +35 | Under Antimagic: Fort +25, Ref +18, Will +26]
Abilities: STR 26 (+8), DEX 22 (+6), CON 27 (+8), INT 24 (+7), WIS 29 (+9), CHA 36 (+13)
[No Gear/Under Antimagic: STR 20 (+5), DEX 15 (+2), CON 22 (+6), INT 18 (+4), WIS 23 (+6), CHA 28 (+9) no gear/ CHA 26 (+8) antimagic/CHA 24 (+7) no gear and antimagic]
Languages: Common, Celestial, Elven, Infernal, Sylvan

Skills: Bluff (5) +11, Concentration (16) +25, Diplomacy (24) +53 [+2 with elves], Gather Information (12) +25, Heal (1) +10, Intimidate (18) +33, Knowledge/Arcana (24) +31, Knowledge/Dungeoneering (5) +12, Knowledge/History (7) +14, Knowledge/Nature (0) +9, Knowledge/Nobility&Royalty (5) +12, Knowledge/Religion (24) +31, Knowledge/The Planes (24) +31, Listen (0) +11, Sense Motive (13) +22, Sleight of Hand (1) +6, Spellcraft (24) +33, Spot (0) +13, Survival (15) +24 [+2 when on other planes, +2 when underground], Tumble (5) +11

Feats: *Initiate of Angharradh, Divine Defiance (lvl3), Weapon Focus/Spear (B, FS3/lvl3), Goad (lvl6), Power Attack (B, Pal4/lvl8), Divine Might (B, Pal4/lvl8), Quicken Spell (lvl9), Improved Initiative (B, SS1/lvl11), Weapon Specialization/Spear (B, FS12/lvl12), Melee Weapon Mastery/Piercing (lvl12, PHB2 p82), Holy Warrior (lvl15, CC p60), Combat Reflexes (B, OC1/lvl15), Jaela's Gambit (B, OC1/lvl15, PHB2 p82), Weapon Focus/Longbow (B, War domain granted power, OC1/lvl15), Anarchic Bloodline (B, Renbuu, lvl15), Diehard (B, OC2/lvl16), Knowledge Devotion (B, FS17), Rapid Metamagic (lvl18).
Epic Feats: Specialized Metamagic/Quicken (lvl2)].
Domains: Water, Time, Magic, Renewal, Travel, War, Knowledge, Protection

Items: CASH 10,152.44gp, Gauntlets of Ghost Fighting +2 [Left/Armor Storing, Right/Weapon Storing] (26,700gp/52,000gp), Circlet of Magnificence +6 (50,000gp/200,000gp), Accelerated Boots of the Bringer of the White (60,375gp/138,500gp), Quilium Thread Cloak, Eyepatch of Power [15,625gp/62,500gp], Amulet of Natural Armor +5 [12,500gp/50,000gp]
Ring of Deflection +6, Blessed Holy Symbol, Bracers of Battle [10,675gp/42,700gp], Ioun Stones, Dispelling Cord +5, Bead of Karma, Ring of Diplomacy +10 (2,500gp/10,000gp), Ring of Counterspelling (Greater Dispel) [1,000gp/4,000gp], Bag of Holding IV (4,250gp/10,000gp), Scroll of Cat's Grace, component for True Seeing, Golden Bracelets (Hidden Dawn) (http://www.soulriders.net/forum/index.php/topic,101729.msg1041342.html#msg1041342).

Misc Items:
Spoiler: ShowHide

Angelfeather Stone: This stone enables the combination magic 'Twin Gambit.'
Twin Gambit
Users: One creature that has the feat Robilar's gambit and one creature with combat reflexes.
Positioning: Users must be adjacent to one another.
Duration: 1 round.
Saving Throw: None.
On using this combination magic, the user with combat reflexes moves into the same square(s) as the user with Robilar's gambit. The users must be the same size, with the sole exception of small and medium creatures. These two types of creatures may use this ability together. Both creatures offer up Robilar's gambit, and both gain an AoO whenever Robilar's gambit is triggered on either of them. If one of the users is dropped during this combination magic, the other keeps the benefits of Robilar's gambit for the rest of the round, including gaining an AoO against the creature who dropped the other use. This combination magic may be repeated each round as the users wish. When the users cease to use it, the user with combat reflexes must immediately leave the other user's square.

Blessed Holy Symbol: Given from the Book of Faith. When worn (a slotless item), this holy symbol grants a +1 sacred bonus to the caster level of divine spells and a bonus 1d6 to turn undead. Increases the effective caster level of Protection Domain spells and Abjuration spells by +1.
Quilium Thread Cloak: This cloak grants a 20% miss chance when worn. [equipped]
Dispelling Cord MkII +5. (http://www.soulriders.net/forum/index.php/topic,101784.msg1031865.html#msg1031865) (10,625gp/25,000gp)
Accelerated Boots of the Bringer of the White: Boots of Temporal Acceleration (As a swift action 1/day, act under Time Stop for two rounds, become Shaken for one round after use.) tacked on top (http://www.soulriders.net/forum/index.php/topic,101784.msg1033056.html#msg1033056) of Boots of the Bringer of the White (When worn by a paladin, these boots grant an extra Smite Evil per day. In addition, whenever you successfully smite evil, you gain a +3 morale bonus to attack and damage rolls for the next minute.). [60,375gp/138,500gp]
Feminine Girdle: This minor artifact grants a +2 bonus to charisma when worn by a woman. When worn by a man, it has the effects of the Girdle of Greater Sex Change on them. They gain a +4 bonus to charisma and the Apparent Defense ability from the Arcane Duelist prestige class. (If they already possess this ability or another way to apply charisma to armor class, it does not stack.)
Eyepatch of Power: +5 insight bonus to AC [15,625gp/62,500gp]
Helm of Righteous War: +2 insight bonus to Initiative and Spot checks; 5/day as a Swift action that costs 1 Turning attempt you can pinpoint the location of all enemies within 10ft of you, even if invisible. [3,125gp/12,500gp; slotless]
Gauntlets of Ghost Fighting +2 [Left/Armor Storing, Right/Weapon Storing]: Attacks and spells ignore the 50% miss chance of incorporeal creatures, melee attacks deal 1d6 more damage to incorporeal creatures. MIC p216.
Bracers of Battle (http://www.soulriders.net/forum/index.php/topic,101784.msg1037055.html#msg1037055): Armbands of Might p72 [+2 on Str checks/skills, +2 damage if using PA -2 or more], Bracers of Opportunity p81 [+2 competence on AoOs, 2/day extra AoO past limit as Immediate], Counterstrike Bracers p90 [2/day extra AoO past limit if enemy missed you as Immediate], Greatreach Bracers p108-109 [3/day gives +10ft reach for 1 round as Swift], Reciprocal Bracers p120 [2/day turn a melee hit against an enemy that scored a critical hit or sneak attacked you since your last turn into a critical threat as Immediate].
Cloak of Resistance +5 [15,625gp/62,500gp; slotless]
Amulet of Natural Armor +5 [12,500gp/50,000gp]
Ring of Deflection: This ancient ring creates ambient fields of deflective force around the wearer, granting a +6 deflection bonus to armor class. [not worn]
Ioun Stones (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones)
Clear: Sustains creature without food or water [1,000gp/4,000gp]
Iridescent: Sustains creature without air [4,500gp/18,000gp]
Pearly White: Regenerate (http://www.d20srd.org/srd/specialAbilities.htm#regeneration) 1 point of damage per hour, works like a ring of regeneration. [5,000gp/20,000gp]
Orange: +1 caster level [7,500gp/30,000gp]
Bead of Karma: 1/day as a Standard action you can active the bead to casts your spells at +4 caster level. The effect lasts 10 minutes. [5,000gp/20,000gp]
Books
A book depicting nymphs finding love with each other instead of with travelers: 690 gold.
Metamagic: The myths, the legends and the cold facts (http://www.soulriders.net/forum/index.php/topic,101729.msg1033092.html#msg1033092): 300 gold.
The shocking truth of fey decadence! (http://www.soulriders.net/forum/index.php/topic,101729.msg1033093.html#msg1033093): 150 gold.
My life as a male pleasure slave: a story of the wild women of Jannath (http://www.soulriders.net/forum/index.php/topic,101729.msg1036127.html#msg1036127): 300 gold.
A list of 77 archangels (http://www.soulriders.net/forum/index.php/topic,101729.msg1036129.html#msg1036129): 700 gold.
Rituals of Mineral: 350 gold.
Stop! That's no female elf! How to avoid the trap of ambiguous elven appearances (http://www.soulriders.net/forum/index.php/topic,101729.msg1036131.html#msg1036131): 400 gold.
Funeral dirges for the second death (http://www.soulriders.net/forum/index.php/topic,101729.msg1036132.html#msg1036132): 800 gold.
Greataxe Mastery (http://www.soulriders.net/forum/index.php/topic,101729.msg1037686/topicseen.html#msg1037686): 5,000 gold.
Happy Hands (http://www.soulriders.net/forum/index.php/topic,101729.msg1037924.html#msg1037924): 500 gold.
A Chronicle of Rokasai, the Golden Land (http://www.soulriders.net/forum/index.php/topic,101729.msg1037925.html#msg1037925): 400 gold. (Hecatoncheires (http://www.soulriders.net/forum/index.php/topic,101729.msg1037935.html#msg1037935))
Tome of the Regenerator: 500 gold.
Cleric's Vestments (5gp), Silver Holy Symbol (25gp), Disguise Kit (50gp), Spell Components Pouch (5gp)
One old book of Torm's scriptures before his Fall.
Fey-Nip: This item has mildly intoxicating effects on fey, bringing feelings of contentment and happiness. Fey who are exposed to this often fall into revel and stay in the area they were exposed in for some time. There is no saving throw against this effect, though there is no compulsion to do anything but feel happy on being exposed to it. This has no effect on non-fey. 50 gold.
Royal gown + jewelry (http://i40.tinypic.com/358djyh.jpg) (500gp)
A statuette of Jaela, Contingency focus (1,500gp)
An hourglass, Greater Anticipate Teleport focus (1,000gp)


Items (Gauntlet'd):
Spoiler: ShowHide

Gae Bolg MkIII: Anarchic Evil Outsider Bane Lawful Outsider Bane Sacred Shiftsilver Longspear +1 [501.67 + 81,700*0.25 (+6, 50%)] Default Spear of Righteous War
Gae Dioltas MkIV: Valorous Mighty Smiting Evil Outsider Bane Shiftsilver Lance +1 [503.33 + 31,700*0.25 (+4, 50%)]
Gae Trocaire MkII: Merciful Transmuting Longspear +1 [503.33 + 31,700*0.25 (+4, 50%)]
Gae Dearg MkIV: Divine Wrath Undead Bane Shiftsilver Longspear +1 [503.33 + 17,700*0.25 (+3, 50%)]
Gae Ardaigh MkII: Longspear+1, wounding and valorous. This is an intelligent weapon. Chaotic Good, int 18, wis 18, cha 10. Can communicate with speech. It has 10 ranks in sense motive (+14 total modifier). It can use light 3/day as an spell like ability. It can use clairvoyance and dimensional anchor 3/day as an SLA. Caster level 15th.
Spellstaff [Might of the Planetar via Miracle, CL26]

---

Magic-Eating Millennial Chainmail, dedicated to the Triune Goddess (9,427.5gp/26,300gp, functions as a +1 mithral chainmail; +6 to ac, max dex +8, -2 ACP, light armor; sacrificing a lvl4 spell gives you Fast Healing 3 in brighter than shadowy illumination, MIC p20; when making a successful saving throw against a spell that targets you, you heal the amount of spell levels, Magic Eating is MIC p12)

Brokion: Hide Armor+4. Whenever the wearer takes 20 points or more damage in a single strike, he gains a +2 bonus to constitution for 10 minutes. This stacks with itself up to +10. This is the hide of a powerful dire bear. 40,000gp.

Astral Driftmetal Full Plate +1 of Displacement and Nimbleness [6,750gp/22,500gp (+3, 50%)], Displacement is MIC p10, Nimbleness is MIC p13. (+8 to ac, max dex +2, -4 ACP, 12 hardness/30 hp per inch, heavy armor; Astral Driftmetal lets you add your armor/shield's entire bonus to AC to your touch AC vs Incorporeal as well; Displacement lets you use it 1/day as a swift action to get Displacement for 5 rounds; Nimbleness reduces ACP by 2 and increases max dex by 1.)

Animated Death Ward Ghost Ward Heavy Astral Driftmetal Shield +1 [10,256.67gp/37,020gp (+5, 50%)], Astral Driftmetal is from the Planar Handbook p70, Death Ward is MIC p10, Ghost Ward is MIC p11. (+2 to AC, -2 ACP, heavy shield; Death Ward lets you ignore one death effect/energy drain/negative energy effect 1/day as an Immediate mental action; Ghost Ward allows you to add the enhancement bonus only of the shield/armor to your touch AC.) Default Bastion of Righteous War

Robe of the Lifebringer: Grants a +8 armor bonus to armor class, a +5 resistance bonus to saving throws and -1 sacred bonus to the total level of metamagicked spells. This bonus only applies to the total spell level adjustment, not to each metamagic applied. The total metamagic modifier cannot go below 0. Default (along with Specialized Metamagic reduces Quicken spell to an overall +1)


Various Notes:
Divine Might: Free action activation, spends 1 turning attempt, +13 to damage, duration 1 round.
Holy Warrior: Add a bonus to weapon damage rolls equal to level of highest-level War spell available to cast [+9 from Foresight]. +1 competence bonus to Force spells CL.
Gambit: Attackers get +4 to hit and to damage against you, you get AoOs against them after they attack, regardless of success.
Knowledge Devotion: 15- (+1), 16-25 (+2), 26-30 (+3), 31-35 (+4), 36+ (+5)
Boots of the Bringer of the White: When worn by a paladin, these boots grant an extra Smite Evil per day. In addition, whenever you successfully smite evil, you gain a +3 morale bonus to attack and damage rolls for the next minute. As a swift action 1/day, act under Time Stop for two rounds, become Shaken for one round after use.
Divine Defiance: Counter spell as an immediate action, costs 1 turning attempt, requires spell to counter with.
Improved Goad: Use Goad is a swift action. You may goad an opponent that has line of sight to you, can hear you and has an Intelligence of 3 or higher. When the goaded opponent starts its next turn, if it has line of sight to you, it must make a Will saving throw at DC 33 (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. This is a mind-affecting effect and an extraordinary ability.
Bracers of Battle: You get a +2 bonus on attack rolls when making attacks of opportunity.
Helm of Righteous War: +2 insight bonus to Initiative and Spot checks; 5/day as a Swift action that costs 1 Turning attempt you can pinpoint the location of all enemies within 10ft of you, even if invisible.
Spear of Righteous War: As a free action that costs 1 Turning attempt you can add +4 to your confirmation roll for a critical threat.
Bastion of Righteous War: As an immediate action that costs X Turning attempts you can negate a critical hit upon you before the threat is confirmed and take only normal damage from the attack; X stands for the critical multiplier of the attacking weapon -1 (so it would be 1 for x2 weapons, 2 for x3 weapons and so on).
Regalia of Righteous War: As an immediate action that costs 1 Turning attempt you can make an Attack of Opportunity (past normal AoO limits) with the Spear of Righteous War against any enemy that successfully struck an ally in melee. You must be able to threaten said enemy.

Magic:
Spoiler: ShowHide

Spells Known/Favored Soul:
lvl0 [DC23]: 9
lvl1 [DC24]: 6
lvl2 [DC25]: 6
lvl3 [DC26]: 6
lvl4 [DC27]: 6
lvl5 [DC28]: 6
lvl6 [DC29]: 6
lvl7 [DC30]: 6
lvl8 [DC31]: 5
lvl9 [DC32]: 4

Spells Per Day/Favored Soul [CL23]:
lvl0 [Amanuensis, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy Symbol (CC p128)]: 6
lvl1 [Cure Light Wounds, Divine Favor, Sign (SC p189), Shield of Faith, Conviction (SC p52), Resurgence (SC p174-175), (B) Color Spray]: 10 (6+4)
lvl2 [Resist Energy, Lesser Restoration, Divine Insight (SC p70), Lore of the Gods (CC p124), Close Wounds (SC p48, immediate), Turn Anathema (CC p129), (B) Aid, (B) Hideous Laughter] : 9 (6+3)
lvl3 [Grace (SC p107), Divine Retaliation (PHB2 p111, swift), Fell the Greatest Foe (SC p90), Knight's Move (SC p129, swift), Shield of Warding (SC p188), Magic Vestment, (B) Rage]: 9 (6+3)
lvl4 [Recitation (SC p170), Dimensional Anchor, Moon Bolt (SC p143), Greater Magic Weapon, Celestial Brilliance (BoED), Assay Spell Resistance (SC p17), (B) Good Hope, (B) Confusion]: 7 (6+3-1-1)
lvl5 [Wall of Stone, Crown of Flame (BoED), Righteous Might, True Seeing, Greater Vigor (SC p229), Meteoric Strike (PHB2 p121), (B) Mind Fog]: 9 (6+3)
lvl6 [Harm, Heal, Stone Body (SC p207), Lucent Lance (SC p134), Greater Dispel Magic, Bolt of Glory [SC p35-37], (B) Greater Heroism, (B) Mislead]: 8 (6+2)
lvl7 [Greater Plane Shift (SC p159), Radiant Assault (SC p164), Holy Transformation/Movanic Deva (http://www.soulriders.net/forum/index.php/topic,101729.msg1026277.html#msg1026277), Fortunate Fate (SC p100), Blood to Water (SC p33), Planar Bubble (SC), (B) Prismatic Spray]: 8 (6+2)
lvl8 [Greater Spell Immunity, Mass Death Ward (SC p61), Lion's Roar (SC p133), Righteous Halo (http://www.soulriders.net/forum/index.php/topic,102135.0.html), (B) Greater Planar Ally, Chain Dispel (PHB2), (B) Maze]: 8 (6+2)
lvl9 [Miracle, Mass Heal, Sublime Revelry (BoED), Gate, (B) Weird]: 8 (6+2)

Spells Per Day/Divine Crusader [CL20]:
lvl1 [Obscuring Mist, True Strike, Magic Aura, Charm Person, Longstrider, Magic Weapon, Sanctuary]: 7 (3+4)
lvl2 [Fog Cloud, Gentle Repose, Identify, Lesser Restoration, Locate Object, Spiritual Weapon, Shield Other] : 6 (3+3)
lvl3 [Water Breathing, Haste, Dispel Magic, Remove Disease, Fly, Magic Vestment, Protection from Energy]: 7 (3+3+1)
lvl4 [Control Water, Freedom of Movement, Imbue with Spell Ability, Reincarnate, Dimension Door, Divine Power, Spell Immunity]: 5 (2+3)
lvl5 [Ice Storm, Permanency, Spell Resistance, Atonement, Teleport, Flame Strike, Spell Resistance]: 6 (3+3)
lvl6 [Cone of Cold, Contingency, Antimagic Field, Heroes's Feast, Find the Path, Blade Barrier, Antimagic Field] 4 (2+2)
lvl7 [Acid Fog, Moment of Prescience, Spell Turning, Greater Restoration, Greater Teleport, Power Word Blind, Repulsion] 4 (2+2)
lvl8 [Horrid Wilting, Foresight, Protection from Spells, Clone, Phase Door, Power Word Stun, Mind Blank] 3 (1+2)
lvl9 [Elemental Swarm (water only), Time Stop, Mage's Disjunction, Freedom, Teleportation Circle, Foresight, Prismatic Sphere] 2 (0+2)

http://www.dandwiki.com/wiki/Water_Domain
http://www.dandwiki.com/wiki/SRD:Time_Domain
http://www.dandwiki.com/wiki/Magic_Domain
http://www.dandwiki.com/wiki/SRD:Travel_Domain
http://www.dandwiki.com/wiki/War_domain
http://www.dandwiki.com/wiki/SRD:Protection_Domain

-1 lvl4 spell per day/Pool of Healing ACF
-1 lvl4 spell per day/Millennial Chainmail Relic power

Ring of Counterspelling/Greater Dispel
Permanency/Greater Blindsight (self-cast) CL27
Permanency/Mantle of Good (self-cast) CL27
Permanency/Prestidigitation


Special Notes:
Spoiler: ShowHide

Elysium: Within you, you feel your heritage blossom. You gain the ability to cast discern lies at will as a spell-like ability. However, you cannot easily lie and thus suffer a -7 penalty to bluff checks.
A golden apple, preserved in some sort of foul smelling, clear liquid. - Heavenly Seed. This apple is a cored-out apple of Idun, used as a time and decay resistant prison, surrounded by a magical liquid that enhances these properties. When the golden seed within is consumed, it has effects varying on whom consumed it. An evil creatures takes 10d12 points of damage with no save, and must make a DC 30 fortitude save or be nauseated for 1 hour. A neutral creature on the good/evil axis must make a DC 25 fortitude save or be nauseated for 30 minutes. A good aligned creature gains damage reduction 5/evil. Creatures with damage reduction that does not include that descriptor gain it. A creature who already has evil as a descriptor instead gains an additional 5 points of damage reduction.
Strength of Light's training: Damage reduction now becomes 15/magic, evil and cold iron.
+1 Sacred to Wisdom (calculated in) from Sylica.
Lunging Impalement (Ex): As a full round action while wielding a longspear, you may make a single attack at your full base attack bonus against a single target. You gain a +10ft bonus to your reach for this attack. If you successfully hit, you deal a deep wound that deeply weakens your opponent. You deal 1 point of constitution damage on a successful Lunging Impalement in addition to your normal damage. You may use Lunging Impalement while stationary or at the end of a charge.

Various:
Knowledge Devotion: Knowledge/Dungeoneering is a class skill for all your classes. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table:
Check          Bonus
Result         Granted
15 or below  +1
16-25          +2
26-30          +3
31-35          +4
36 or higher +5

Initiate of Angharradh
Prerequisites:
Cleric or Paladin level 1st, patron deity Angharradh
Benefit:
You gain +2 bonus to diplomacy with elves. Also, add the following spells to your cleric spell list:
2nd level Spells:
-Aid
4th level Spells:
-Good Hope
6th level Spells:
-Greater Heroism
8th level Spells:
-Greater Planar Ally

Gauntlet of Weapon Storing/Gauntlet of Armor Storing

This device is a simple metal gauntlet. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the gauntlet, the item reappears. The gauntlet is capable of containing the following:

-Up to sixty objects of the same general size and shape as an arrow.
-Up to eighteen objects of the same general size and shape as a javelin.
-As many as six objects of the same general size and shape as a bow (spears, staffs, or the like).

Storing or retrieving any item is a free action. The items are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored items appears instantly. The wearer can choose which of them to hold; the rest drop to the ground around him.

http://www.soulriders.net/forum/index.php/topic,101729.msg1023450.html#msg1023450

This device is a simple metal gauntlet. By speaking the proper command word, you can summon armor from it. While stored, the armor has negligible weight. With a snap of the fingers wearing the gauntlet, the armor reappears. If it were stored along with the suit of armor, a shield appears on the proper arm unless that arm cannot hold it.

If you aren't wearing armor at the time, a suit of stored armor appears on your body, as though you had donned it in the normal fashion. [Activation: Swift].
If you are wearing other armor at the time, it is stored into the gauntlet at the same time the new suit of armor appears on your body [Activation: Move].
If you are wearing armor, you may send it away into the gauntlet [Activation: Swift].

The gauntlet is capable of holding up to six suits of armor and six shields. The armors are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored armors appears instantly. If the wearer is not currently in armor, he can choose which of them to don; the rest drop to the ground around him.

http://www.soulriders.net/forum/index.php/topic,101729.msg1023450.html#msg1023450
http://www.soulriders.net/forum/index.php/topic,101784.msg1032649.html#msg1032649

Curse of Bahamut (Ex)
Cursed by Bahamut, you suffer the wrath of dragons. Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. Most will react with considerable hostility. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it. If need be the letters will appear on the material over your forehead.

Blessing of Renbuu (Ex)
You may choose the following feats as a bonus feat:
Anarchic Bloodline (Applies to whatever type of spellcasting you choose, spontaneous casting only. You gain all the spells it grants immediately.)
Aura of Chaos (Ex): As the result of taking an anarchic feat, you have an aura of chaos equal to your HD.

http://www.soulriders.net/forum/index.php/topic,101729.msg1029663.html#msg1029663

Aasimar:
Daylight (Sp) 1/day
+2 racial bonus on Spot and Listen
Darkvision 60ft
Resistance to Acid 5, Cold 5, Electricity 5
Automatic Languages: Common, Celestial

Half Celestial:
+1 Natural Armor
Daylight (Su) at will
Smite Evil (Su) 1/day [normal attack, +HD to damage]
Darkvision 60ft
Immunity to Disease
Resistance to Acid 10, Cold 10, Electricity 10
DR 10/magic
Natural weapons count as magic weapons
SR 30 (HD+10, up to SR35)
+4 racial bonus on Fortitude saves against poison

Favored Soul:
Resistance to Fire 10, Sonic 10, Acid 10 (stacks with racial Acid 10)
Weapon Focus (spear)
Weapon Specialization (spear)
Turn Undead (Su): 1d6 damage to undead/1d6 healed to the living, 30ft radius [10d6] +1d6 from Blessed Holy Symbol. A successful Will save of DC34 (10+half CL+Cha mod) halves the damage. Does not affect you.
Pool of Healing ACF: Sacrifice 1 lvl4 spell slot per day, gain Lay of Hands based off Favored Soul level [20x13=260hp].
Wings ACF: Domain Granted Power and Domain spells/exchanged for Knowledge Devotion.
Damage Reduction ACF: Increases existing DR by +5.

Paladin of Freedom:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil 2/day (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.
Charging Smite (Su): Paladin lvl5 alternate class feature. +13 to hit/+30 to damage on a charge attack with a smite; if you miss, the smite is not considered used. Replaces Special Mount. [stacks with Ordained Champion/house rules]
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: Standard action activation, Paladin levels x Charisma modifier = 65hp
Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Divine Might as a bonus feat, replaces Turn Undead.
Holy Warrior (Ex): Paladin lvl4 alternate class feature. Replaces paladin spells with fighter bonus feats from a special list.

Divine Crusader:
Aura (Ex): equivalent and stacking with paladin/cleric Aura of Good.
Renewal Domain/Granted Power: Sacrificed with Ordained Champion.
House Rule/Divine Crusader: Their caster level equals twice their class level, maximum of 20 at level 10. This does not effect spells known, but merely keeps their casting competitive. This fast advancement does not continue into epic, resuming a normal 1 CL per level pace.

Sovereign Speaker:
Time Domain/Granted Power: You gain Improved Initiative as a bonus feat.
Magic Domain/Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Water Domain/Granted Power: Sacrificed with Ordained Champion.
Extra Domain Slot: You gain an extra 3rd level domain spell slot.
Travel Domain/Granted Power (Su): For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Protection Domain/Granted Power (Su): Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Ordained Champion:
War Domain/Granted Power: Weapon Focus/Lonbgow as a bonus feat.
Combat Feat: Renewal Domain Granted Power sacrificed for Deft Opportunist.
Combat Feat: Water Domain Granted Power sacrificed for Jaela's Gambit.
Bonus Feat: Diehard.
Smite (Su): +2 smites per day (lvl2, lvl4). Ordained Champion and Paladin levels stack for the purpose of smite damage.
Channel Spell (Su): As a move action, channels any spell you can cast with a casting time no greater than a standard action into a melee weapon. Saving throws and SR still apply, if relevant. The channeled spell will affect the next target successfully attacked by that weapon. The channeled spell is lost if not used within 8 hours.
Divine Bulwark (Su): You can sacrifice a prepared spell as a swift action to gain DR 1+spell level/Lawful for a number of rounds equal to your Ordained Champion level [4].
Fist of the Gods (Su): You can sacrifice a prepared spell as a swift action to gain a damage bonus of 1+spell level for a number of rounds equal to your Ordained Champion level [4].
Rapid Spontaneous Casting/War Domain (Ex): War domain spells that you cast are quickened without the change in spell level.
Holy Warrior (Su): You can use Charisma instead of Strength (for attack/damage) for 5 rounds by spending a Turn Undead charge as a swift action.
War Caster (Ex): You gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.

Scarlet-Patterened Armored Knight:
Armor Mastery/Light (Ex): The Knight is able to wear her armor like a second skin.
Improved Goad (Ex): Goad is a swift action.

Elven Pantheon/Seldarine (Faiths and Pantheons):
    Aerdrie Faenya, intermediate deity of the wind [Domains  Air, Animal, Chaos, Elf, Good, Storm] (quarterstaff)
    Angharradh, greater deity and consort to Corellon [Domains    Chaos, Elf, Good, Knowledge, Plant, Protection, Renewal] <-- (shortspear, longspear)
    Corellon Larethian, greater deity leader of the Seldarine [Domains    Chaos, Elf, Good, Magic, Protection, War] (longsword)
    Deep Sashelas, intermediate deity of the seas [Domains    Chaos, Elf, Good, Knowledge, Ocean, Water] (trident)
    Erevan Ilesere, intermediate deity of trickery [Domains    Chaos, Elf, Luck, Trickery] (short sword)
    Fenmarel Mestarine, lesser deity of outcasts [Domains    Animal, Chaos, Elf, Plant, Travel] (dagger)
    Hanali Celanil, intermediate deity of love [Domains    Chaos, Charm, Elf, Good, Magic, Protection] (dagger)
    Labelas Enoreth, intermediate deity of longevity [Domains    Chaos, Elf, Good, Knowledge, Time] (quarterstaff)
    Rillifane Rallathil, intermediate deity of nature [Domains    Chaos, Elf, Good, Plant, Protection] (quarterstaff)
    Sehanine Moonbow, intermediate deity of the moon [Domains    Chaos, Elf, Good, Illusion, Knowledge, Moon, Travel] (quarterstaff)
    Shevarash, demipower of vengeance [Domains    Chaos, Elf, Retribution, War] (longbow)
    Solonor Thelandira, intermediate deity of hunting [Domains    Chaos, Elf, Good, Plant, War] (longbow)
http://forgottenrealms.wikia.com/wiki/Seldarine


Code of Chivalry:
Spoiler: ShowHide

The code of honor and service for any member of the Melding of the Three, a paladin order serving the Triune Goddess, is based around the following truths each member holds to be self-evident.

-To never lay down arms
-To seek after wonders
-To never do outrage
-To fight for the safety of one's country
-To give one's life for one's countrymen
-To give mercy unto him that asketh mercy
-To never break faith for any reason
-To always flee treason
-To grant hospitality to anyone, according to your best ability
-To favor truth over all, whether in honor or disgrace
-When called upon, to defend the rights of the weak with all of one's strength


Background
Spoiler: ShowHide

History
[spoiler]
Jaela always showed signs of her heritage, be is with her silvery, almost metallic wings or with the elven ears peeking from behind her dark red hair. Raised on Lifasa, however, it was hardly a unique sight, especially when one lived as close to the Great Tree as the orphanage Jaela grew up in. She always intended to one day become a soldier to serve her land and protect the peace. Her religious studies came first, but once she was of age, Jaela was to take her oath of service.

Abigor's invasion wrecked those plans. As the world reeled and the heroes rallied, Jaela was lucky enough to be close to one of those strongholds. It was her first sight of a real battle, and she cowered with the rest of the rescued, shell-shocked civilians rescued by the last cohesive elven fighting force. They kept repelling waves upon waves of ever-stronger invaders, always at a greater cost than before, while the archmages attempted to come up with a solution or, at least, some sort of answer for the question of 'why'.

The line broke, already pushed back again and again, and when a devil with a rusted glaive and sick leer charged at her, Jaela found it within herself to step into the breach and help push that wave back just as others had been before that. Her case was a rare one, however, and with no meaningful reinforcements even the last line of the Great Tree's outer defenses began to crumble.

Abigor brought that stronghold down personally, Jaela later heard in stories, but she was not there to see it. Her own battle ended when elite devil troops replaced the waves of fodder and lesser fiends, and Jaela found herself facing off against a hulking, slouched beast with wicked barbs all over its body. They dueled, she and it, and while Jaela emerged victorious, it was at the cost of grave injuries, including the loss of her left eye. Out of the battle for the count, Jaela once more rejoined the civilians, and it was then that she truly realized the scale of the disaster, for they were being Gated far, all the way across to Arborea.

She did not stay long. To say that she felt unworthy of being in heaven after the loss of her world and her inability to stop it would be an understatement, and Jaela went on her own way as soon as her body recovered from the stress the battle put it through. The others have abandoned all hope; were happy, in fact, to do so and adapt to their new lives. And deep down, Jaela resented the part of her that agreed. Thus, she found herself leaving them all behind, to prevent herself from being reminded of her shortcomings.  It didn't matter whether it was mere whimsy that chose her path, or the whispers of her patron goddess; Jaela simply wanted to find a worthy cause to die for, and until she had it, she was going to do her utmost to oppose devils and their oppression wherever across the planes her travels took her.

(http://i55.tinypic.com/34e2o2f.jpg)


Jaela was once part of the core group of desperate Lifasans that discovered the ancient lost fortress, Medicant. At present, she is one of the Aurora's five generals. Even though it doesn't suit her, she tries her best to act as a diplomat and gather allies to their cause. She has come a long way from being challenged by a cornugon, and even though a Nessian pit fiend destroyed her during their first meeting she is confident about her chances in any future rematch.

(http://i45.tinypic.com/2ykyttl.jpg)
[/spoiler]

Build:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Half Celestial/Favored Soul
HC1:
+0   +0   +0   +0
FS1:
+0   +2   +2   +2

Lvl2: Half Celestial/Favored Soul
HC2:
+0   +0   +0   +0
FS2:
+1   +1   +1   +1

Lvl3: Half Celestial/Favored Soul
HC3:   
+0   +0   +0   +0
FS3:   
+1   +0   +0   +0

Lvl4: Half Celestial/Favored Soul
HC4:   
+0   +0   +0   +0
FS1:
+1   +1   +1   +1

Lvl5: Paladin/Favored Soul
Pal1:   
+1   +2   +0   +0
FS5:   
+0   +0   +0   +0

Lvl6: Paladin/Favored Soul
Pal2:   
+1   +1   +0   +0
FS6:   
+1   +1   +1   +1

Lvl7: Paladin/Favored Soul
Pal3:
+1   +0   +1   +1
FS7:
+1   +0   +0   +0

Lvl8: Paladin/Favored Soul
Pal4:
+1   +1   +0   +0
FS8:
+1   +1   +1   +1

Lvl9: Paladin/Favored Soul
Pal5:
+1   +0   +0   +0
FS9:
+0   +0   +0   +0

Lvl10: Divine Crusader/Favored Soul
DC1:
+0   +2   +0   +2
FS10:
+1   +1   +1   +1

Lvl11: Sovereign Speaker/Favored Soul
SS1:
+0   +0   +0   +2
FS11:
+1   +0   +0   +0

Lvl12: Sovereign Speaker/Favored Soul
SS2:
+1   +0   +0   +1
FS12:
+1   +1   +1   +1

Lvl13: Sovereign Speaker/Favored Soul
SS3:
+1   +1   +1   +0
FS13:
+0   +0   +0   +0

Lvl14: Sovereign Speaker/Favored Soul
SS4:
+1   +0   +0   +1
FS14:
+1   +1   +1   +1

Lvl15: Ordained Champion/Favored Soul
OC1:
+1   +2   +0   +2
FS15:
+1   +0   +0   +0

Lvl16: Ordained Champion/Favored Soul
OC2:
+1   +1   +0   +1
FS16:
+1   +1   +1   +1

Lvl17: Ordained Champion/Favored Soul
OC3:
+1   +0   +1   +0
FS17:
+0   +0   +0   +0

Lvl18: Ordained Champion/Favored Soul
OC4:
+1   +1   +0   +1
FS18:
+1   +1   +1   +1

Lvl19: Armored Knight/Favored Soul
AK1:
+1   +2   +0   +2
FS19:
+1   +0   +0   +0

Lvl20: Ordained Champion/Favored Soul
OC5:
+1   +0   +0   +0
FS20:
+1   +1   +1   +1

Lvl21: Sovereign Speaker/Favored Soul
SS5:
+0
FS21:
+0

BAB: +19
Fort: +2+1+0+1+2+1+0+1+0+2+0+1+1+1+2+1+0+1+2+1 =20+13cha+9con+5res =47
Ref:  +2+1+0+1+0+1+1+1+0+1+0+1+1+1+0+1+1+1+0+1 =15+13cha+6dex+5res =39
Will: +2+1+0+1+0+1+1+1+0+2+2+1+0+1+2+1+0+1+2+1 =20+13cha+9wis+5res =47
Touch AC: 10+6dex+5insight eyepatch+5ghost ward shield =26
AC: 26+10millennial armor+1nat armor+2shield =39


Transformations:
Spoiler: ShowHide

Init: -2 SB
Armor Class/SB: [-2 from dex]

Saves: Fort +46, Ref +39, Will +46 [-2 Ref/SB, +2 Fort and +4 sacred all saves and +4 resistance all saves vs Evil/HT, +1 Fort/RM]
Abilities: STR 26 (+8), DEX 22 (+6), CON 27 (+8), INT 24 (+7), WIS 27 (+8), CHA 36 (+13) [+4 sacred to str and +4 sacred to con/HT, +4 size to str and +2 size to con/RM, +4 enhancement to str and -4 enhancement to dex/SB]

Stone Body: DR 10/adamantine. Immunity to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning and all spells or attacks that affect your physiology or respiration. If you are targeted with Transmute Rock to Mud, you are Slowed for 2d6 rounds with no saving throw. A Transmute Mud to Rock heals you of all your lost hit points. A Stone to Flesh spell cast on you automatically ends this spell.

Righteous Might: All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Holy Transformation/Movanic Deva: You assume the physical appearance and many of the qualities and abilities of a movanic deva (http://www.soulriders.net/forum/index.php/topic,101746.msg1024888.html#msg1024888). While under the effect of the spell, your creature type changes to outsider (good) and your size changes to Medium. You have the space and reach of a movanic deva (5ft/5ft). Anyone within ten feet of you gains a +4 deflection bonus to AC and a +4 resistance bonus to saves against attacks made or effects created by evil creatures.



HP rolls:
Spoiler: ShowHide

8 (lvl1, full) + 3 (lvl2, FS) + 1 (lvl3, FS) + 4 (lvl4, FS) + 1 (lvl5, paladin) +5 (lvl6, paladin) +4 (lvl7, paladin) +10 (lvl8, paladin) +5 (lvl9, paladin) +1 (lvl10, favored soul) +8 (lvl11, favored soul) +1 (lvl12, favored soul) +3 (lvl13, favored soul) +3 (lvl14, favored soul) +8 (lvl15, favored soul) +6 (lvl16, favored soul) +3 (lvl17, favored soul) +8 (lvl18, favored soul) +12 (lvl19, armored knight) +1 (lvl20, favored soul) +6 (lvl21, favored soul) + 8x21 (con lvl01-21)
<Kotono> The water is cool and fresh, not a hint of being brackish. Going down Jaela's throat it soothes her body thrice over, like waves of light and healing into her! Then she feels her mind relax, tension and painful memories momentarily fading...and then in her heart, she feels the pain within soften for a few moments, as if being gently hugged. Then the sensation leaves Jaela entirely. OOC: +3 max HP.

[22:23] <Henrietta> roll 8+7d8+5d10
[22:24] * Hatbot --> "Henrietta rolls 8+7d8+5d10 and gets 50." [7d8=3, 1, 4, 1, 8, 1, 3][5d10=1, 1, 4, 10, 5]
[22:27] <Kotono> Wooow.
[22:27] <Kotono> That's horrible.
[22:27] <Kotono> Well, you can reroll the second d10 since that's 2 1s in a row.
[22:27] <Kotono> That might ge tyou a few more HP at leas.t
[22:27] <Kotono> Time to invest in toughness.
[22:28] <Henrietta> roll 1d10 reroll
[22:28] * Hatbot --> "Henrietta rolls 1d10 reroll and gets 5." [1d10=5]


Ferrum Incensia quest hook (http://www.soulriders.net/forum/index.php/topic,101729.msg1036528.html#msg1036528)
The Blackguard's Hammer quest hook (http://www.soulriders.net/forum/index.php/topic,101729.msg1037052.html#msg1037052)
Title: Re: PCs sheets!
Post by: Yuthirin on August 12, 2011, 06:59:36 PM
Character
Name: Muirfinn of the Shellscale tribe
Class: Druid 20/Dragonheart Shapeshifter 1//Half-Water Elemental 3/Monk 7/Ardent Dilettante 4/Hierophant 5/Shen 2/
Race: Half-Water Elemental Tortle
Medium Outsider (Water)
Faith: Mother Ocean
Alignment: Neutral Good
Gender: Male
Age: 205
Height: 5'
Weight: 200
Eyes: Sapphire
Skin: Green

Stats
HP: 289
Ability Scores:
Str:24(+7)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:31(+10)
Cha:24(+7)
Initiative: 12
Saves: Fort 34 (Immune to poison, disease, & exhaustion) [+6 with Superior Resistance]
          Ref 24 (No damage on save) [+6 with Superior Resistance]
          Will 32 [+6 with Superior Resistance]
AC:  43 (10+4NA+5Dex+3Shield+10Wis+1insight+8Armor+2Monk) [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 27
  Flat-footed: 38 (10+4NA+3Shield+10Wis+1insight+8Armor+2Monk)
BAB: 18
CMD: 53 [+4 with Halo of Sand, +5 with Owl's Insight]
CMB: 27
Land Speed: 40ft
Swim Speed: 30ft
Languages: Common, Tortle, Druidic, Aquan, Auran, Draconic, Celestial, Infernal, Terran
Wealth: 30,481g

Attacks
Attack: +28, 2d6+7 Improved Unarmed Strike
Full Attack: +28/+23/+18
Flurry: +26/+26/+21/+16

Ranged Touch: +25

Shapeshift Forms
Spoiler: ShowHide
Draconic Ravager
[spoiler]Attack: +40, 2d6+7 Improved Unarmed Strike
Full Attack
  Bite: 4d8+24
  Claw: 2x4d6+12 secondary
  Wing: 2x2d8+12 secondary
  Tail Slap: 4d6+36 secondary
Crush: 4d8+36
Tail Sweep: 2d8+36STR, all within 40ft half-circle. Ref DC 21
Flurry: +39/+39/+33/+29
Breath Weapon: 21d6 DC 29
Colossal Dragon
Reach: 20ft/30ft with bite
Ranged Touch: +40
Ability Scores:
Str:42(+16)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:31(+10)
Cha:24(+7)
Initiative: 12
Saves: Fort 40       (Immune to poison, disease, & exhaustion) [+6 with Superior Resistance]
          Ref 24 (No damage on save) [+6 with Superior Resistance]
          Will 32 [+6 with Superior Resistance]
AC:  63 (10+24NA+5Dex+3Shield+10Wis+1insight+8Armor+2Monk) [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 27
  Flat-footed: 58 (10+24NA+3Shield+10Wis+1insight+8Armor+2Monk)
BAB: 18
CMD: 52 [+4 with Halo of Sand, +5 with Owl's Insight]
CMB: 26
Land Speed: 60ft
Fly Speed:  250ft (clumsy)
Swim Speed: 30ft

Immunities based on form taken


Elemental Fury Form
Spoiler: ShowHide
Full Attack: +37 2 slams (count as magic/silver/good), 2d6+4+14 (+2d6 vs. evil creatures, 1 CON damage)
Elemental Flurry: +37/+37/+32/+27 Improved Unarmed Strike (count as magic/silver/good), 4d10+5+14 (+2d6 vs. evil creatures, 1 CON damage)
Huge Elemental
Reach: 15 ft
Ability Scores:
Str:38(+14)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:31(+10)
Cha:24(+7)
Initiative: 12
Saves: Fort 38 [+6 with Superior Resistance]
          Ref  28 [+6 with Superior Resistance]
          Will  36 [+6 with Superior Resistance]
AC: 57 (10+20NA+5Dex+3Shield+10Wis+1insight+8Armor+1Monk)  [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 26
  Flat-footed: 53
BAB: 18
CMD: 61 [+4 with Halo of Sand, +5 with Owl's Insight]
CMB: 34

Immune to critical hits and one energy type associated with form.

Bonus Feat: Great Cleave


Forest Avenger Form
Spoiler: ShowHide
Full Attack: +33 2 slams, 1d8+4+11
Large Plant
Reach: 10 ft
Ability Scores:
Str:32(+11)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 5
Saves: Fort 37 [+6 with Superior Resistance]
          Ref  23 [+6 with Superior Resistance]
          Will  35 [+6 with Superior Resistance]
AC: 51 (10+16NA+5Dex+3Shield+9Wis-2Size+1insight+8Armor+1Monk) DR 5/slashing [+4 with Halo of Sand, +5 with with Owl's Insight]
  Touch: 23
  Flat-footed: 51
BAB: 18
CMD: 55 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 30

Feat: Improved Overrun


Ferocious Slayer Form
Spoiler: ShowHide
Full Attack: +31 1 bite, 1d8+4+9; +26 2 claws, 1d6+4+9
Large Animal
Reach: 5ft
Ability Scores:
Str:28(+9)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 5
Saves: Fort 37 [+6 with Superior Resistance]
          Ref  23 [+6 with Superior Resistance]
          Will  31 [+6 with Superior Resistance]
AC: 48 (10+12NA+5Dex+3Shield+10Wis-1Size+1insight+8Armor+1Monk)  [+4 with Halo of Sand, +5 with Owl's Insight]
  Touch: 24
  Flat-footed: 48
BAB: 18
CMD: 53 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 28
Land Speed: 60ft

Feats: Improved Critical (bite), Improved Critical (claw)


Aerial Form
Spoiler: ShowHide
Full Attack: +30 1 talon, 1d6+4+7
Medium Animal
Reach: 5ft
Ability Scores:
Str:24(+7)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 5
Saves: Fort 33 [+6 with Superior Resistance]
          Ref  25 [+6 with Superior Resistance]
          Will  31 [+6 with Superior Resistance]
AC: 43 (10+6NA+5Dex+3Shield+9Wis+1insight+8Armor+1Monk)  [+4 with Halo of Sand, +4 with Owl's Insight]
  Touch: 25
  Flat-footed: 43
BAB: 18
CMD: 50 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 25
Flight Speed: 60ft

Feats: Flyby Attack


Predator Form
Spoiler: ShowHide
Full Attack: +29 1 bite, 1d6+4+7
Medium Animal
Reach: 5ft
Ability Scores:
Str:24(+7)
Dex:20(+5)
Con:28(+9)
Int:23(+6)
Wis:28(+9)
Cha:23(+6)
Initiative: 5
Saves: Fort 33 [+6 with Superior Resistance]
          Ref  23 [+6 with Superior Resistance]
          Will  31 [+6 with Superior Resistance]
AC: 55 (10+8NA+5Dex+3Shield+9Wis+1insight+8Armor+2Monk+9Con)  [+4 with Halo of Sand, +4 with Owl's Insight]
  Touch: 26
  Flat-footed: 55
BAB: 18
CMD: 51 [+4 with Halo of Sand, +4 with Owl's Insight]
CMB: 24
Land Speed: 70ft

Feats: Mobility
[/spoiler]

Feats
Spoiler: ShowHide
Feats From Levels
-Power Attack
-Weapon Focus (unarmed strike)
-Mighty Shapeshift
-Spell Focus (conjuration)
-Augment Summoning
-Ashbound (http://dndtools.eu/feats/eberron-campaign-setting--12/ashbound--131/)
-Improved Natural Attack (Unarmed Strike)
-Unnamed Feat
-Epic Spellcasting

Racial Feats
-Endurance

Class Feats
Monk: Stunning Fist, Combat Reflexes, Improved Trip
Shen: Great Fortitude


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Low-light Vision
-Swim Speed 10 ft.
-Immune to Disease & Water effects

Class Abilities
Druid
-Animal Companion
-Nature Sense
-Woodland Stride
-Trackless Step
-Resist Nature's Lure
-Shapeshift
-Venom Immunity (Immune to Poison)
-A Thousand Faces (Limited Alter Self)
-Timeless Body (Do not age)

Monk
-Stunning Fist DC 30 [+5 with Owl's Insight] (9/day)
-Flurry of Blows
-Improved Unarmed Strike (2d6)
-AC bonus (Wisdom to AC)
-AC Bonus +2
-Combat Reflexes
-Evasion
-Still Mind
-Ki Strike (magic)

Ardent Dilettante
-Heightened Senses (+2 to Listen, Search, Sense Motive, & Spot)
-Lore (1d20+4+6)
-Enthrall (as Enthrall, 1/day. DC 19)
-Joie de Vivre (As Good Hope, 1/day) [range 300ft. 20 min. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Compulsion, mind-affecting.]
-Bonus Feat (Skill Focus (Perform: Oratory))
-Sense Link (At-will clairaudience/clairvoyance on creature 30 yards or less away. Once established, distance does not matter. Will DC 19 negates. CL 20.)

Hierophant
-Divine Reach 1
-Aura of Vitality as SLA
-Heal as SLA
-Gate as SLA
-Time Stop as SLA

Shen
-Class levels count as Monk levels for purposes of unarmed damage and AC bonuses.
-Shen ability (Great Fortitude bonus feat)
-Ki Strike (silver)


Magic (http://www.soulriders.net/forum/index.php/topic,101754.msg1031277.html#msg1031277)
Spoiler: ShowHide
Druid Spells Per Day
Caster Level: 20th


   
   
   
   
   
   
   
   
   
   
   
   
Spell LevelSpells Per DayBonus Spells
0
6
-
1
5
3
2
5
3
3
5
2
4
5
2
5
5
2
6
5
2
7
4-2
1
8
4
1
9
4-2
1
10
1
1

Spell-like Abilities


   
   
   
   
   
   
   
   
   
   
   
   
Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm)1/day
Fog Cloud (http://www.d20srd.org/srd/spells/fogCloud.htm)1/day
Water Breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm)1/day
Control Weather (http://www.d20srd.org/srd/spells/controlWeather.htm)1/day
Ice Storm (http://www.d20srd.org/srd/spells/iceStorm.htm)1/day
Cone of Cold (http://www.d20srd.org/srd/spells/coneOfCold.htm)1/day
Acid Fog (http://www.d20srd.org/srd/spells/acidFog.htm)1/day
Horrid Wilting (http://www.d20srd.org/srd/spells/horridWilting.htm)1/day
Elemental Swarm (http://www.d20srd.org/srd/spells/elementalSwarm.htm)1/day
Heal (http://www.d20srd.org/srd/spells/heal.htm)2/day
Gate (http://www.d20srd.org/srd/spells/gate.htm)2/day
Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm)2/day


Animal Companion
Spoiler: ShowHide
Chok


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Medium Animal
Hit Dice:16d8+48 (117 hp)
Initiative:+6
Speed:50ft
Armor Class:44 (+6 Dex, +18 natural, +1 dodge, +5 enhancement, +4 barding), touch 18, flat-footed 37
Base Attack/CMB/CMD:+12/+18/35
Attack:+22 melee (1d6+7+3 and poison)
Full Attack:2 claws +22/+17 melee (1d6+7+3 plus poison) and bite +22/+17 melee (1d8+3+3) and tail +22 melee (1d6+3+3 plus poison)
Space/Reach:5ft/5ft
Special Attacks:Leaping pounce, poison, rake 1d6+7+3
Special Qualities:Low-light vision, scent, link, share spells, improved evasion, devotion
Saves:Fort +13, Ref +16, Will +6 [+6 with Superior Resistance]
Abilities:Str 24, Dex 26, Con 16, Int 2, Wis 14, Cha 12
Skills:Hide +30*, Jump +33
Feats:Improved Natural Attack (claw), Track, Multiattack, Improved Multiattack, Rapidstrike (claw), Rapidstrike (bite), Improved Natural Attack (bite)

Tricks Known:Attack, Come, Defend, Fetch, Guard, Heel, Seek, Track, Stay, Down, Fight, Hide, Flank

Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker's incredible jumping ability makes its leaping pounce particularly deadly. When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent. If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker's square, but it is not grappled or pinned.

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.

Rake (Ex): Attack bonus +19 melee, damage 1d6+6+3.

Skills: Fleshrakers have a +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in forested areas.

Items Worn: Amulet of Mighty Fists +3, +5 Light Mithral Chain Barding of Sneakiness


Skills
Spoiler: ShowHide

Class Skills


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc/
  Syn
=Total
Appraise (Int)
0
6
1
0
Autohypnosis(Wis)
1
10
3
14
Balance (Dex)
0
5
1
0
Bluff (Cha)
0
7
4
0
Climb (Str)
0
7
1
0
Concentration (Con)
23
9
1
33
Craft (Int)
0
6
1
0
Decipher Script (Int)
0
6
1
0
Diplomacy (Cha)
24
7
8
39
Disable Device (Int)
0
6
1
0
Disguise (Cha)
0
7
4
0
Escape Artist (Dex)
0
5
1
0
Forgery (Int)
0
6
1
0
Gather Information (Cha)
15
7
4
26
Handle Animal (Cha)
10
7
4
21
Heal (Wis)
0
10
1
0
Hide (Dex)
0
5
1
0
Intimidate (Cha)
3
7
4
14
Jump (Str)
0
7
0
0
Knowledge (arcana) (Int)
15
6
1
22
Knowledge (architecture & engineering) (Int)
0
6
1
0
Knowledge (local) (Int)
0
6
1
0
Knowledge (dungeoneering) (Int)
15
6
1
22
Knowledge (geography) (Int)
0
6
1
0
Knowledge (history) (Int)
5
6
1
12
Knowledge (nature) (Int)
24
6
5
35
Knowledge (nobility & royalty) (Int)
0
6
1
0
Knowledge (religion) (Int)
17
6
1
24
Knowledge (the planes) (Int)
15
6
1
22
Listen (Wis)
18
10
3
31
Move Silently (Dex)
0
5
1
0
Perform (oratory) (Cha)
18
7
4+3
32
Ride (Dex)
0
5
3
0
Search (Int)
5
5
3
13
Sense Motive (Wis)
13
10
3
26
Sleight of Hand (Dex)
0
5
1
0
Speak Language (Celestial)
Speak Language (Infernal)
Speak Language (Terran)
Spellcraft (Int)
23
6
18
50
Spot (Wis)
18
10
18
46
Survival (Wis)
3
10
3
16
Swim (Str)
4
7
9
20
Tumble (Dex)
7
5
1
13
Use Magic Device (Cha)
0
7
4
0
Use Rope (Dex)
0
5
1
0

Skill Tricks
Swift Concentration


Weapons & Gear
Spoiler: ShowHide
Weapons
-Ironwood Quarterstaff
-Megalodon, Grips of the Mother's Pride (+1 Ironwood Holy Warning Wounding gauntlets) [Wilding Clasp]

Shield
-Animated Black Dragonhide Spiked Heavy Shield +1

Head
-Circlet of Persuasion

Face
-Depthsight (True Seeing, +15 to Spot checks) [Wilding Clasp]

Arms
-Bracers of Armor +8 [Wilding Clasp]

Rings
-Mother Ocean's Wisdom (Ring of the Beast, +15 to Spellcraft checks)
-Ring of Mighty Summons

Back/Shoulders
-Monk's Robe [Wilding Clasp]

Waist
-Belt of Magnificence +6 [Wilding Clasp]

Feet
-Sandals of the Vagabond [Wilding Clasp]

Miscellaneous
-Orange Ioun Stone (+1 caster level)
-Pale Green Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks)
-Dusty Rose Ioun Stone (+1 insight bonus to AC)
-Coral Holy Symbol
-Leaf of Yggdrasil

Belt pouch
-Money
-Silk Rope

Efficient Quiver
-Greater Metamagic Rod, Empower Spell
-Greater Metamagic Rod, Extend Spell
-Wand of Attune Form (CL 17) 50 charges [5 creatures touched, 24 hours. Negates harmful & negative planar effects.]
-Wand of Cure Critical Wounds (CL 17) 24 charges [touch. Heals 4d8+17 hit points]
-Wand of Halo of Sand (CL 12) 49 charges [120 min. Swirling sand adds +4 deflection to AC, does not obscure vision.]
-Wand of Thornskin (CL 10) 50 charges [10 rounds. Deal extra 1d6 piercing damage with all natural/Unarmed Strike attacks. Attackers with natural/UA attacks

take 5 piercing.]
-Wand of Crumble (CL 10) 43 charges [range 200ft, deals 10d8 damage to objects & constructs. Ignores hardness. Fort 22 halves. SR.]
-Staff of the Elemental Lords (50 charges)

Handy Haversack
-Decanter of Endless Water
-Pearl of Speech
-2x Pepperbread

Spell Component Pouch
-5x tourmaline
-5x aquamarine
-5x pearl
-5x garnet
-5x everburning kindling
-5x fairy dust
-Acorn of Far Travel


Background
Spoiler: ShowHide
Not too long ago, there were small and isolated tribes of tortles on the warm shores of Lifasa's beaches. These tribes traded with each other, but for the most part were entirely self-sufficient. These tribes lived in harmony with the environment, worshiping the elements as benevolent dieties and keeping to themselves. Muirfinn was a spiritual leader for his tribe, the Shellscales. His tasks were simple rites on holidays and spiritual advice to members of his tribe. When the sky turned red and the world went mad, the tortles did what they do best and evacuated through a portal to the Elemental Plane of Water. From there they moved to Earth, Elysium, and then finally to a prehistoric Prime with resources and warmth in abundance. On an occasional trading trip through Brightwater, word was heard of Aurora and their fight to free Lifasa. After much deliberation, the chieftain of the the Shellscale tribe chose to send Muirfinn to act as an ambassador to both request and offer aid to those fighting so bravely to free their home.


Description & Personality
Spoiler: ShowHide
Muirfinn is cheerful and pleasant, always happy to give advice or to help out a friend. Calm, deliberate, and slow, he takes time to enjoy simple pleasures in life and seeks to find harmonious solutions to problems.

Muirfinn is short at 5 feet tall with green wrinkled skin and ocean-blue orbs for eyes. His shell is inlaid with delicate pink and blue coral filligree and pearl studs around the apex of each shell segment.


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 233 lbs
Medium Load: Max 466 lbs
Heavy Load: Max 700 lbs
Lift Over Head: 700 lbs
Lift Off Ground: 1400 lbs
Push or Drag: 3500 lbs

Current weight carried: 30 lbs


Odd Maths & Notes
Spoiler: ShowHide
Battle Knowledge: +1 insight to attack rolls
Fruit of the Eternal Heart: +1 sacred bonus to Charisma

Leaf

This leaf appears to be an oak leaf, but further examination reveals that the finer details are wrong. This leaf appears to be invulnerable to destruction, including the effects of the Negative Energy Plane. When held by a living creature, leaf grants fast healing 1. When held by a druid or a creature capable of casting druidic magic, it grants several powers.

- The holder gains fast healing equal to 1 + highest level of druidic magic they can cast. For example, a druid with 5th level druid casting gains fast healing 6 as long as the leaf is held.
- +4 bonus to fortitude saves against poison, disease and level drain (when appropriate).
- A competence bonus to knowledge (nature) rolls equal to 5 + the highest level of druidic magic the holder can cast.
- Leaf is capable of being used as a druid's focus to cast druidic magic. When used as such, all spells cast are treated as energized, as if by the Energize Spell feat.

Of note, fey feel an attraction to the leaf. A fey that holds the leaf feels an indescribable sensation likened to nostalgia. It is not recommended to allow fey to freely hold the leaf, as they are unwilling to part with it, even under duress or mind-affecting magic. Only force can remove the leaf from a fey's possession.

HP Rolls & Progression
[spoiler]HP Rolls
[15:48] * +Hatbot --> "Michaelangelo rolls 15d8 and gets 70." [15d8=3, 8, 8, 1, 6, 4, 5, 6, 2, 2, 3, 6, 6, 2, 8]
[17:43] * +Hatbot --> "Muirfinn rolls 1d8 and gets 3."  [1d8=3]
[14:06] * +Hatbot --> "blarg rolls 1d8 and gets 7." [1d8=7]

Progression
Druid 1//Half-Water Elemental 1
Druid 2//Half-Water Elemental 2
Druid 3//Half-Water Elemental 3
Druid 4//Monk 1
-Stunning Fist
Druid 5//Monk 2
-Combat Reflexes
Druid 6//Monk 3
Druid 7//Monk 4
Druid 8//Monk 5
Druid 9//Monk 6
Druid 10//Ardent Dilettante 1
Druid 11//Ardent Dilettante 2
Druid 12//Ardent Dilettante 3
Druid 13//Hierophant 1
-Divine Reach
Druid 14//Hierophant 2
-Spell Power
Druid 15//Hierophant 3
-Heal as SLA 2/day
Druid 16//Hierophant 4
-Gate as SLA 2/day
Druid 17//Heirophant 5
-Time Stop as SLA 2/day
Druid 18//Shen 1
Druid 19//Shen 2

[/spoiler]
Title: Ithea
Post by: Merc on August 22, 2011, 02:00:40 AM
Name: Ithea
Class: Spellwarped 3/Catfolk 1/Rogue 13/Factotum 4 // Duskblade 21
Race/Type: Catfolk/Aberration [Augmented-Catfolk]
Alignment: Chaotic Good

About:
Spoiler: ShowHide



(http://i53.tinypic.com/23rn95f.jpg)Gender: Female, Age: 19, Height: 4'11", Weight: 136 lbs.
Hair: Light Gray, Eyes: Orange, Fur: Pale brown, with dark gray stripes.

Background:
[spoiler]
The catfolk of Lifasa weren't much like those found in other material realms, not only because of the strange magical abilities they held, but because they had given up the nomadic and shamanistic lifestyle of most of their brethen. While many renown hunters and protectors of nature could be found amongst them, most of the catfolk of Lifasa enjoyed mingling with others, and lived primarily in cities, thriving while adopting new cultures into their own.

A lot of this was because they had not originally been a race native to Lifasa. Not much is known about their origins, just that many clans of them arrived one day seeking sanctuary in Lifasa. They were welcomed and more, given food, land and opportunities by a world in the cusp of being paradise. They've been repaying the debt ever since.

Perhaps that's why they fought so hard when Abigor and the forces of Baator invaded, why they threw themselves into battle so fiercely, why so many of them died, why so many were left broken at the sight of their failures if they survived.

Ithea is amongst those many would consider broken by the ordeal, though she herself would hiss and pop someone in the nose with her fist if they said so to her face. If anything, she considers herself focused on her goal to seeing Lifasa freed and that its oppressors pay in full, one way or another.

The duskblade had long been raised as if she was some sort of genius amongst her kind, with a lot of expectations made of her, but when Lifasa's moment of doom came, she had been frozen in fear as things started, and only acting once it was too late to be of any help, her own attempts at helping seeming to be more obstructive than helpful until she was finally forced through one of the portals.

She's been living in shame, embarrasment and anger since then, working her butt off to get stronger and try and actually live up to the expectations that had been placed on her, the ones that she had previously failed so badly to live up to. The problem is that no matter how strong she's managing to get, freeing Lifasa still looks to be so far away...


Personality:
Spoiler: ShowHide

Ithea's defining characteristic is her pride, though that's unfortunately taken a large beating after the events involving the last days of Lifasa. She's trying to live up to expectations she can't really match as she's long since elevated those beyond those formerly placed on her shoulders in her own mind. Instead, she continually sets unreasonable goals for herself, one after the other, in her attempts to get strong enough to try and save Lifasa, even if she has to do it on her own somehow. Most of all, she hates how broken the rest of her family and friends seem to have become, as if there really was no hope left for Lifasa.

Even though she's plagued with those same doubts and fears, she refuses to let them get to her, she just doesn't want to be someone who lives her life so innocently and falsely proud when she's lost so much. She's afraid, yes, but not as much as she hates being weak. Somehow, one day, she'll make everyone proud, and Lifasa's paradise will shine once more.
[/td]
[/tr]
[/table]
[/spoiler]

Stats:
HP: 293/293
AC/Touch/Flat-Footed: 49/34/49 [10+5(armor)+7(armor enh)+6(dex)+8(natural)+5(deflection)+2(shield)+6(shield enh)]

BAB/CMB/CMD: +21/+41/62 (+4 CMD vs trip, overrun, bullrush)
Melee Attack: Seiryu+33 (d10+16, 19-20/x3, slashing), Rengui+32 (2d4+16, 20/x3, piercing), Mace+37 (d8+21, 20/x2, bludgeoning)
Melee Full Attack: Seiryu+33/+28/+23/+18/+13
Ranged Touch Attacks: +27

Abilities: Str 31 (+10), Dex 22 (+6), Con 28 (+9), Int 30 (+10), Wis 23 (+6), Cha 20 (+5)
Saves: Fort +33, Ref+28, Will+30
Speed: 40ft
Init: +20

Special Qualities:
Race/Template/Other
Spoiler: ShowHide

Spellwarped Template (http://www.realmshelps.net/monsters/templates/spellwarped.shtml): SR 32 (11+level), Type changes to Aberration (grants Darkvision), NA+2, str+4,dex+2, con+4, int+4.
Catfolk: 40ft speed, dex+4, cha+2, NA+1, lowlight vision, racial skills.

Healing Touch (Sp): Use Cure Critical Wounds (http://www.d20srd.org/srd/spells/cureCriticalWounds.htm), as the spell once per day. This ability also results in a -1 penalty to attack rolls. (4d8+20)

Anarch (Ex): You are naturally talented at controlling Limbo. Your creations can be far more complex than normal and you gain a +8 competence bonus to wisdom checks to control Limbo.

Curse of Bahamut (Ex): You suffer the wrath of dragons. Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. Most will react with considerable hostility. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it. If need be the letters will appear on the material over your forehead.

Blessing of Renbuu (Ex): You receive Chaos Devotion as a bonus feat.

Luna Tear: Gain DR 10/silver.

Rogue
Spoiler: ShowHide

Martial Rogue: Sneak Attack ACF (from UA), grants bonus feats at levels where sneak attack would have been gotten.
Mimic (EoE): Trapfinding ACF, can use disguise self 1/day as SLA.
Evasion: Take no damage on successful reflex save for attacks that normally deal half damage on a successful save.
Minor Lore (RoE): Trap Sense ACF, gain +4 bonus on all Knowledge checks (though this bonus doesn't change an untrained check to a trained check). In addition, whenever the rogue successfully aids another character's Knowledge check, that character can apply this bonus on his check result (in addition to the normal bonus granted by the rogue's aid another attempt).
Uncanny Dodge: Replaces Improved Uncanny Dodge, due to grabbing DA. Retain Dex if caught flat-footed.
Uncanny Bravery: IUD ACF, gain immunity to the frightful presence of dragons. You gain a +4 morale bonus on saving throws against all other forms of fear.
Special Ability:
-Opportunist (Ex), once per round can make an AoO against an opponent who has just been struck for damage in melee by another character.
-Skill Mastery, Can 'take 12' with the following skills regardless of situation: Balance, Bluff, Concentration, Diplomacy, Gather Information, Hide, Listen, Move Silently, Spellcraft, Spot, Tumble, Use Magic Device

Factotum
Spoiler: ShowHide

Inspiration: 5

Cunning Insight: Spend 1 inspiration for a +INT competence bonus to attack, damage or save roll.
Cunning Knowledge: Spend 1 inspiration for a +4 (factotum level) competence bonus to a skill check. Can only spend 1 point per particular skill per day.
Trapfinding: Can find traps with skills I haven't gotten points in. Haha.
Arcane Dilettante: Can prepare two level 0-1 sorc/wiz spell at start of day (default: Nerveskitter (http://therafimrpg.wikidot.com/nerveskitter) and Scholar's Touch (http://dndtools.eu/spells/races-of-destiny--81/scholars-touch--3038/)). Cast as level 4 caster.
Brains over Brawn: Add +INT to str/dex checks and skills.
Cunning Defense: Spend 1 inspiration for a +INT dodge bonus to AC vs one opponent for one round. Can spend multiple times in same round, but only against multiple opponents.
Cunning Strike: Trade inspiration point for 1d6 sneak attack damage.

Duskblade
Spoiler: ShowHide

Arcane Attunement: 12/day, use SLAs (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic).
Armored Mage: No arcane spell failure when using light/medium armor or shields.
Arcane Channeling: Deliver touch spell through melee attack as either standard or full attack action.
Quick Cast: Cast 4/day spells as swift action as long as normal cast time is standard or less.
Spell Power: Gain +6 to CL check to overcome spell resistance on a target that you've injured with a melee attack.

Spells:
0) 6/day - Acid Splash (http://www.d20srd.org/srd/spells/acidSplash.htm), Disrupt Undead (http://www.d20srd.org/srd/spells/disruptUndead.htm), Ray of Frost (http://www.d20srd.org/srd/spells/rayOfFrost.htm), Touch of Fatigue (http://www.d20srd.org/srd/spells/touchOfFatigue.htm)
1) 23/day - Chill Touch (http://www.d20srd.org/srd/spells/chillTouch.htm), Ray of Enfeeblement (http://www.d20srd.org/srd/spells/rayOfEnfeeblement.htm), Resist Energy (http://www.d20srd.org/srd/spells/resistEnergy.htm), Shocking Grasp (http://www.d20srd.org/srd/spells/shockingGrasp.htm), Swift Expeditious Retreat (http://dndtools.eu/spells/complete-adventurer--54/expeditious-retreat-swift--421/), True Casting  (http://dndtools.eu/spells/complete-mage--58/true-casting--805/), True Strike (http://www.d20srd.org/srd/spells/trueStrike.htm)
2) 23/day - Dimension Hop (http://dndtools.eu/spells/players-handbook-ii--80/dimension-hop--2921/), See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm), Swift Invisibility (http://dndtools.eu/spells/champions-of-valor--28/invisibility-swift--323/), Touch of Idiocy (http://www.d20srd.org/srd/spells/touchOfIdiocy.htm)
3) 22/day - Blink (http://www.d20srd.org/srd/spells/blink.htm), Greater Magic Weapon (http://www.d20srd.org/srd/spells/magicWeaponGreater.htm), Ray of Exhaustion (http://www.d20srd.org/srd/spells/rayOfExhaustion.htm), Regroup (http://dndtools.eu/spells/players-handbook-ii--80/regroup--2934/), Vampiric Touch (http://www.d20srd.org/srd/spells/vampiricTouch.htm)
4) 18/day - Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm), Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm), Enervation (http://www.d20srd.org/srd/spells/enervation.htm), Shout (http://www.d20srd.org/srd/spells/shout.htm)
5) 8/day - Chain Lightning (http://www.d20srd.org/srd/spells/chainLightning.htm), Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm), Misery Bottle (http://www.soulriders.net/forum/index.php/topic,102135.msg1032552.html#msg1032552), Polar Ray (http://www.d20srd.org/srd/spells/polarRay.htm), Waves of Fatigue (http://dndtools.eu/spells/players-handbook-v35--6/waves-of-fatigue--2771/)
Notes: Cast with +2CL (CL 23), Add +1 CL to Lightning spells, Add +2 CL to overcome SR (on top of spell power)


Feats:
Spoiler: ShowHide

Non-Epic - Weapon Focus (Glaive) (http://dndtools.eu/feats/players-handbook-v35--6/weapon-focus--3105/), Knowledge Devotion (http://dndtools.eu/feats/complete-champion--57/knowledge-devotion--1727/), Arcane Strike, Versatile Spellcaster (http://dndtools.eu/feats/races-of-the-dragon--83/versatile-spellcaster--3057/), Font of Inspiration, Savvy Rogue (http://dndtools.eu/feats/complete-scoundrel--60/savvy-rogue--2518/), Obtain Familiar (http://dndtools.eu/feats/complete-arcane--55/obtain-familiar--2078/)
Duskblade - Combat Casting (http://dndtools.eu/feats/players-handbook-v35--6/combat-casting--391/)
Rogue - Combat Reflexes (http://dndtools.eu/feats/players-handbook-v35--6/combat-reflexes--403/), Deft Opportunist (http://dndtools.eu/feats/complete-adventurer--54/deft-opportunist--572/), Expert Tactician (http://dndtools.eu/feats/complete-adventurer--54/expert-tactician--994/), Improved Initiative (http://dndtools.eu/feats/players-handbook-v35--6/improved-initiative--1512/), Improved Critical (Glaive) (http://dndtools.eu/feats/players-handbook-v35--6/improved-critical--1463/), Power Attack (http://dndtools.eu/feats/players-handbook-v35--6/power-attack--2208/), Cleave (http://dndtools.eu/feats/players-handbook-v35--6/cleave--354/)
Misc - Chaos Devotion (http://dndtools.eu/feats/complete-champion--57/chaos-devotion--323/) (Renbuu's Blessing)

Epic - Automatic Quick Cast

Note: See house rules for arcane strike/font of inspiration (the feats were modified/detailed there).
Automatic Quick Cast: 1st and 2nd level duskblade spells are automatically quickened (Does not use up Quick Cast ability). See house rules for more details.


Skills:
Spoiler: ShowHide

Note: Add +1 to all unlisted skill checks or ability checks (ioun stone)
(+26) Balance 7
(+6) Bluff 5 [+5 without bracers]
(+26) Climb 5
(+31) Concentration 21 [+4 when casting spell/using SLA]
(+29) Diplomacy 24 [+5 without bracers]
(+25) Gather Information 24 [+5 without bracers]
(+46) Hide 4 [-5 without bracers]
(+3) Intimidate 0 [+5 without bracers]
(+23) Jump 0
(+39) Knowledge (arcana) 24
(+16) Knowledge (architecture&engineering) 1
(+31) Knowledge (dungeoneering) 16
(+39) Knowledge (planes) 24
(+39) Knowledge (nature) 24
(+39) Knowledge (religion) 24
(+50) Listen 19
(+56) Move Silently 9 [-5 without bracers]
(+12) Sense Motive 5
(+19) Sleigh of Hand 0
(+37) Spellcraft 24 [+2 with scrolls]
(+50) Spot 21
(+43) Tumble 24
(+25) Use Magic Device 24 [+2 with scrolls/+5 without bracers]

Speak Language (5): Aquan, Terran, Celestial, Ignan, Abyssal

Skill Tricks (6):
Back on your Feet: If you fall prone for any reason, you can stand up as an immediate action without provoking AoO.
Collector of Stories: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Nimble Charge: You can run or charge across a difficult surface without needing to make a Balance check.

Languages Known: Common, Feline, Draconic, Sylvan, Elven, Abyssal, Infernal, Aquan, Terran, Celestial, Ignan


Gear:
Spoiler: ShowHide
Carried - Seiryu, Rengui, Sunnishard Mace (http://www.soulriders.net/forum/index.php/topic,101784.msg1039270/topicseen.html#msg1039270), CLW Wand/45 charges, Potion of CSW, Gate of Counter Ithea's Luck (http://www.soulriders.net/forum/index.php/topic,101784.msg1039999.html#msg1039999)
Worn - Belt of Magnificence+6, Cloak of the Forest Hunter (elven god's gift), Ithea's Armor, Vest of Resistance+6, Cat's Eye, Third Eye [Penetrate], Unseen Enemy (Minor Artifact, bracers), Counter Gloves, Steadfast Boots of Speed, Ring of Protection+5, Spell Component Pouch, Scroll of Sending
Floating - Moon Disc II, Ioun Stones (Orange & Pale Green)
Pouch - Misery Bottle focus, other components

Home Base - Wealth: 13,549.97 gold
Scroll of Sending x3


Other Notes:
Familiar - Rukkig (Pyro Cat)
Spoiler: ShowHide

Hit Die/Hit Points: 146/146
AC: 25, touch 14, flat-footed 23

BAB/CMB/CMD: +21/+15/27
Attack: Claw+25 (1d2-4, 20/x2, slashing)
Full Attack: 2 claws+25 (1d2-4, 20/x2, slashing) and bite+19 (1d3-4, 20/x2, piercing)

Abilities: Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 16 (+4), Wis 12 (+1), Cha 7 (-2)
Saves: Fort+17, Ref+19, Will+18
Speed: 30ft
Init: +2

Feats: Darkstalker (http://dndtools.eu/feats/lords-of-madness--72/darkstalker--512/), Weapon Finesse (http://www.d20srd.org/srd/feats.htm#weaponFinesse).

Special Qualities:
Race/Template/Other
[spoiler]-Immmunity to fire.
-Telepathy 100ft.
- Base int score of 10, though this should be subsumed by the int boost from being a familiar anyway.
- Energy Source (Su) Rukkig is created of chaotic magic and fire. When within 30ft of Ithea, she gains a +2 bonus to the caster level of spells with the fire or chaotic descriptor. Allies of Ithea can likewise gain this benefit if Ithea chooses. This doesn't doesn't stack for spells that have both chaotic and fire descriptors.

Familiar
Spoiler: ShowHide
Alertness: Bonus feat for Ithea while Rukkig is within reach.
Improved Evasion: On spells that typically allow for reflex save for half damage, instead take half damage on failed reflex save, no damage on successful save.
Share Spells: Spells Ithea casts on self can be shared with Rukkig if he's within 5ft.
Empathic Link: Share empathic link up to 1 mile apart.
Deliver Touch Spells: Can deliver touch spells for Ithea as if Rukkig were Ithea.
Speak with Master: Can talk with Ithea though nobody else can understand.
Speak with Animals of its Kind: Rukkig can talk to other felines and fire creatures.
Spell Resistance: Spell resistance 26 (HD+5)
Scry on Familiar: 1/day Ithea can use scrying (http://www.d20srd.org/srd/spells/scrying.htm) on Rukkig.
Familiar Spell (Disintegrate): 1/day Rukkig can use Disintegrate as a spell-like ability, with Ithea's CL.


Skills:
Spoiler: ShowHide
Use Ithea's ranks in skills, with Rukkig's ability modifiers and the following racial mods:
+4 racial to Climb, Hide (+8 in tall grass or heavy undergrowth), Move Silently
+8 racial to Balance and Jump
Use Dex instead of Str for climb and jump checks.

Note: Some skills may be limited/not useful due to being a magical beast instead of a humanoid.


Gear: None.

Chargen
Spoiler: ShowHide
Your familiar functions as a cat (http://www.d20srd.org/srd/monsters/cat.htm) familiar with the following additions:
-Immmunity to fire.
-Telepathy 100ft.
- Base int score of 10, though this should be subsumed by the int boost from being a familiar anyway.
- Energy Source (Su) Rukkig is created of chaotic magic and fire. When within 30ft of Ithea, she gains a +2 bonus to the caster level of spells with the fire or chaotic descriptor. Allies of Ithea can likewise gain this benefit if Ithea chooses. This doesn't doesn't stack for spells that have both chaotic and fire descriptors.
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Equipment
Spoiler: ShowHide
Seiryu, the Morning Guardian:
[spoiler]
This weapon normally behaves like a +1 ghost touch, holy power[epic], shiftsilver glaive, but because of the method used in its construction, it holds a few draconic secrets. Overall, Seiryu counts as a +12 glaive.

As a swift action, by sacrificing a level 1 or 3 arcane spell, Seiryu's shiftsilver blade gains the ability to transform into metallic 'skeletal wing-bones' with rainbow colored light flashing between them, resembling dragon wings. While in this form, the weapon's wielder gains the ability to fly with speed 60 and good maneuverability.

Seiryu automatically returns to glaive form when any attack or combat manuever is made with it, if the weapon is dropped, or with a mental command as a free action. The ability lasts until 1 minute has passed if a level 1 spell was sacrificed, or 15 minutes if a level 3 spell was sacrificed. If the weapon's wielder is up in the sky when this ability ends, they slowly begins to fall as if by Feather Fall for one round. After that, however, they fall at whatever rate is normal for the location.

In addition to granting it's wielder limited flight capability, Seiryu has an affinity for lightning magic. When using any spell or spell-like ability with the [electricity] descriptor in conjunction with this weapon, the spell does 50% more damage. Furthermore, twice per day as a free action, any spells or spell-like abilities that deals damage and are used in conjunction with this weapon can be modified so that they gain the [electricity] descriptor for one round.

Because of this affinity, special abilities involving electricity (such as shock, shocking burst, and energy surge) can be added at a 10% discount.

Rengui, the Dusk's Hunter
Spoiler: ShowHide
+1 shattermantle impaling dragonbane ranseur

Ithea's Armor II:
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Glamered Nimbleness Ghost Ward Mithral Breastplate+7

Moon Disc II:
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Moon Disc is an Animated Heavy Ghost Ward Steel Shield +6

Counter Gloves:
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Counter Gloves combine the effects of:
Counterstrike Bracers - 2/day free AoO when enemy misses
Greatreach Bracers - 3/day Add +10ft reach for 1 round
Reciprocal Bracers - 2/day as immediate action auto threat after being crit or sneak attacked

Unseen Enemy:
Spoiler: ShowHide

These brown leather bracers look unremarkable, barely worth a second glance. A particularly observant or persistent fellow may notice they are exceptionally well made in spite of being so uninteresting. In reality, this pair of bracers is designed to subtly augment the reach of the wearer. Treated with water from the river Styx, they are the weapon of a cunning assassin. When worn they grant a +5ft bonus to reach for the wearer, as his strikes seem to reach impossibly far. As a side effect of the stealth magic on them, the wearer gains a +5 bonus to hide and move silently checks, but a -5 penalty to charisma based skills.

Cloak of the Forest Hunter:
Spoiler: ShowHide
These cloaks of elvenkind are dedicated to Solonor Thelandira, elven god of the hunt. When worn, a Cloak of the Forest Hunter grants a +20 competence bonus to hide, listen, move silently, spot and survival checks. In addition, the wearer gains the benefits the following spells at all times: easy trail, endure elements and pass without trace. These cloaks only function for non-evil wearers; any evil creature that puts the cloak on suffers 10d6 points of damage and 3 negative levels.

Due to the conditions of obtaining it, the cloak cannot be removed. Fortunately, water doesn't seem to damage it at all.

Steadfast Boots of Speed:
Spoiler: ShowHide
Boots combines effects of:
Boots of Speed - Haste effect, free action, 10 rounds
Steadfast Boots - Add +4 CMD vs trip/overrun/bullrush, and auto-ready weapon against charges

Cat's Eye:
Spoiler: ShowHide
Amulet combines effects of:
Amulet of Natural Armor+5
Hand of Glory - Use Daylight and See Invisibility 1/day each.
Mighty Wizard Ring - Combines Rings of Wizardry I, III, and IV.

Ring of Arcane Storms:
Spoiler: ShowHide
Ring combines effects of:
Ring of Arcane Might - Add +1 Caster Level
Ring of Mystic Lightning - Add +1 Caster Level when casting electric spell and 3/day add +2d6 damage when using an electric spell

[/spoiler]

Chargen/Leveling:
Spoiler: ShowHide

HP Rolls: [12d8=7, 3, 4, 2, 5, 8, 4, 5, 1, 3, 5, 6]
Level-Up rolls: [d8=5,3,8,8,7,7,1,4]
Ability Score Modifiers: (template+race+level+base score+item+misc)
[14:55] <Hatbot> Merc: 17, 16, 16, 14, 12, 9
Level bonuses: (4) Dex , (8) Str, (12) Str, (16) Str, (20) Int
Str: 31=4+0+3+17+6+1
Dex: 22=2+4+1+9+6
Con: 28=4+0+0+16+6+2
Int: 28=4+0+1+14+6+3
Wis: 22=0+0+0+16+6+1
Cha: 20=0+2+0+12+6

Draught of the Volcanoes: Add permanent +1 to Strength.
Water from Dralicus the Demented's Fountain: Add permanent +1 to Constitution.
Fruit of the Eternal Heart: Add permanent +1 sacred to Constituation.
Tome of Intelligence: Add permanent +3 to Intelligence.
Manifestation of the Elven Tree: Add permanent +1 to Wisdom.
Medi's Permanent Potion: Add permanent +2 to Intelligence.

Skills: (2+4+4)x7+(8+4+4)x11+(6+4+4)x3+(8+4+6)x2+(6+4+6)=70+176+42+36+16=340 skill points
Note - Gain +6 per level instead of +4 from int starting from level 19 due to in-game increase.

Base Saves: (at level 20) Fort+17, Ref+15, Will+17

In-Game Effects:
  • <Kotono> You gain the ability to cast cure critical wounds once per day as a spell-like ability. However, this new devotion to healing comes at the cost of some of your skill. You suffer a -1 penalty to attack rolls.
  • See Anarch
  • Orb-Blade of the Arcane: When studied by a duskblade, it allows them to add a single 1st and 3rd level spell to their spells known from the sorc/wizard spell list. Once used the orb-blade is expended. 70,000 gold. (Picked True Casting and Blink, blank orb used in construction of Seiryu)
  • See Curse of Bahamut/Blessing of Renbuu.

Other:
<Ithea> Out of curiosity, how much time does it take to put on/take off the unseen bracers? I typically have them on, but I figure if I'm specifically out to do do something involving diplomacy, gather info, or the like and not a fight, I'd take them off.
<Kotono> Normal time to take off bracers, unless said otherwise. Standard action.
Title: Re: PCs sheets!
Post by: Anastasia on November 21, 2015, 12:35:52 AM
Unstickying.