The NPC topic. If it's Suikoden, you know there's going to be a fair few characters. No one's here yet, but I figure I'll get a jump on things.
Adrian Barnan
Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 4//Fighter 10/Planar Champion 10
Size/Type: Medium Monstrous Humanoid (Dragonblood)
Hit Dice: 20d10+160+20+1 (303 hp)
Initiative: +12
Speed: 30ft
Armor Class: 34 (+5 natural, +5 dex, +10 armor, +3 deflection, +1 dodge)
Base Attack/CMB/CMD: +20/+30/45
Attack: Gaelach+40 (2d6+25 plus 6d6 sneak attack plus 2 str damage 17-20 x2)(+2 hit/damage when making sneak attacks) or claw+30 (1d3+10 plus 6d6 sneak attack plus 2 str damage)
Full Attack: Gaelach+40/+35/+30/+25 (2d6+25 plus 6d6 sneak attack plus 2 str damage 17-20 x2)(+2 hit/damage when making sneak attacks) or 2 claws+30 (1d3+10 plus 6d6 sneak attack plus 2 str damage)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+6d6, crippling strike, breath weapon(1d6), invocations, sunder portal, breath effect(sickening), draconic aura, spells.
Special Qualities: Spell resistance 31, darkvision 60ft, damage reduction 10/magic, trapfinding, evasion, penetrating strike, improved uncanny dodge, favored plane(Baator+3, Hades+2, Abyss+1), see invisibility, attack ethereal, planar survival, ethereal jaunt, rip portal, ignore spell failure.
Saves: Fort +30, Ref +19, Will +23 (+5 vs paralysis and sleep, does not fail fort saves on a natural 1)
Abilities: Str 30, Dex 20, Con 26, Int 19, Wis 20, Cha 14
Skills: Appraise+26, Climb+34, Concentration+18, Disable Device+25, Decipher Script+26, Hide+28, Knowledge(Arcana)+7, Knowledge(Planes)+22, Listen+32, Move Silently+28, Sense Motive+28, Spot+32, Swim+33, Use Magic Device+25, Use Rope+27
Feats: Endurance(1), Weapon Focus(Greatsword)(F1), Power Attack(F2), Telling Blow(3), Weapon Specialization(Longsword)(F4), Steadfast Determination(6), Improved Initiative(F6), Melee Weapon Mastery(Slashing)(9), Improved Critical(Greatsword)(12), Dragontouched(DFA1), Draconic Aura(Senses)(15), Staggering Strike(18), Toughness(DD2), Greater Weapon Focus(Greatsword)(F8), Combat Reflexes(F10), Dodge(DD4)
Epic Feats: -
Alignment: Neutral
Racial powers:
Draconic Aura (Su)
Adrian's draconic aura grants a +3 bonus to spot, listen and initiative checks to himself and all allies within 30ft.
Rogue powers:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Improved Evasion (Ex)
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Crippling Strike (Ex)
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Dragonfire Adept
Adrian uses invocations as a 1st level dragonfire adept.
Least: Breath of the Night.
Gear:
[Weapon]Gaelach: Greatsword+6. Powers up in moonlight, see below.
[Armor]Mithral Breastplate+5, light fortification.
[Reserve Weapon]Masterwork heavy mace.
[Head]Deadman's Helmet: +10 bonus to intimidate and permanent healer's vision(CL 15).
[Neck]Mother's Amulet: Grants a +6 enhancement bonus to constitution a +4 enhancement bonus to strength. Said to contain the soul of Adrian's mother.
[Shoulders]Cloak of Charisma+4 and Resistance+2: Grants a +4 enhancement bonus to charisma and a +2 resistance bonus to saving throws.
[Ring 1]Ring of Protection+3: Grants a +3 deflection bonus to armor class.
[Ring 2]Geal: +2 enhancement bonus to Gaelach, see below in notes.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Feet]Winged Boots: On command, fly for 5 minutes per day, three times per day.
[Wand]Wand of Shield, CL1, 46 charges.
[Expendable]3 potions of cure serious wounds.
[Reserve Weapon]Mace of Terror.
[Reserve Clothing]Royal Outfit: Wearing this outfit makes you look good. You gain a +3 circumstantial bonus to diplomacy and bluff checks against nobility and royalty.
Notes:
Gaelach
This sword's origins are lost in the mists of ancient planar times. In the last several eons it has been in the hands of Mistfall, a Shard of Selune. This blade looks to be made of mithral. It is of fine quality but possesses no visible identification marks. There is an invisible symbol engraved on the pommelstone, a symbol from a forgotten language that has been translated to roughly mean silvercloud.
Gaelach functions as a greatsword+4. It strikes as a silvered weapon but does not inflict a -1 penalty to damage. When fighting in moonlight with Gaelach, the bearer gains a +5 bonus to attack rolls, weapon damage rolls, saving throws, armor class, skill checks and ability checks. In addition a cloud of silvery dust surrounds the bearer. This cloud resembles a silvery glitterdust effect, and indeed it foils invisibility for the bearer. However, these silver motes invariably show the bearer the truth of things around them, stripping away illusion and showing reality. This grants the bearer true seeing within a 30ft radius.
This ring is designed to be used with Gaelach. When worn by the bearer of Gaelach, it increaes the enhancement bonus of the blade by +2. When Gaelach is exposed to moonlight, it causes the bearer to glow with pure moonlight. This radiance is blinding to any who attempt to do the holder of Gaelach harm, granting them total concealment against attacks. This light does not hinder allies or the bearer of Gaelach.
Autobattle settings:
Allow PC control: Yes.
Settings: Favor attack and as much PA as looks reasonable. Ideally should try to flank but often will try and engage a solo enemy that was neglected by the party, so it doesn't take advantage of free reign.
Notes:
Sneak Attack
SA on normal conditions, critical hit.
Staggering Strike on sneak attack, Fort DC to resist=damage dealt.
Can use penetrating strike for half SA damage. Can use Golem Strike to sneak attack constructs for one round.
All that remains here is a faded inscription, reading: Annalise, vampire sorceress. She was dissolved in the unyielding light of 21, forever destroyed.
These are the golems that protect the main hall. While they have a glimmer of intellect, they are at best animal like. They follow all instructions from Elena or Galariel to the letter. They are dedicated solely to defending Medicant as an extra layer of defense.Medicant golem
Size/Type: Large Construct
Hit Dice: 20d10+30+20 (250 hp)
Initiative: +4
Speed: 30ft
Armor Class: 34 (-1 size, +25 natural)
Base Attack/CMB/CMD: +15/+26/36
Attack: Slam+30 (1d10+15 plus 2d6 cold plus 2d6 holy)
Full Attack: 2 slam+30/+25 (1d10+15 plus 2d6 cold plus 2d6 holy)
Space/Reach: 10ft/10ft
Special Attacks: Injector system.
Special Qualities: Construct traits, low-light vision, darkvision 60ft, fast healing 5, immunity to magic, damage reduction 15/adamantine.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 40, Dex 11, Con -, Int 2, Wis 11, Cha 2
Skills: Listen+23, Spot+23
Feats: Power Attack(1), Toughness(3), Improved Initiative(6), Rapidstrike(9), Improved Sunder(12), Weapon Focus(slam)(15), Brutal Strike(18)
Epic Feats: -
Alignment: Neutral
Racial powers:
Injector System (Ex)
A medicant golem has myriad hidden needles over its hands, pricking any foe that takes damage from its slam attack. This injects a cool, clear blue gel that deals an additional 2d6 points of cold damage and 2d6 points of holy damage. This gel, a product of blue ice, holy water and other reagents, is self replenishing within the golem. If exposed to air the gel dries out and loses all power in four rounds. Destroying the golem generally causes systemic damages that cause air exposure.
Immunity to Magic (Ex)
A medicant golem is immune to any spell, spell-like ability or supernatural ability.
Autobattle Settings:
Allow PC control: Yes.
Settings: Smash anyone that threatens Medicant. They're simple things.
All that remains here is a faded inscription, reading: Elrisa, Knight of the Graceful Blow. Her soul passes on, to reincarnation or the welcoming arms of the Seldarine.
Misalea, nature bard and Lindir-Megil of the Graceful Blow.
Star Elf Fey Bloodline 3/Ranger 7 (Moon Warded Ranger Variant)/Arcane Duelist 10//Bard 12/Sentinel 8
Size/Type: Medium Humanoid (Elf)
Hit Dice: 8d10+10d8+2d6+60+20 (176 hp)
Initiative: +8
Speed: 30ft, fly 50ft (good)
Armor Class: 56 (+8 dex, +1 dodge, +8 armor, +10 charisma, +8 wisdom, +5 natural, +5 deflection, +1 insight)
Base Attack/CMB/CMD: +20/+24/67
Attack: Sylis+34 (1d10+10 19-20 x2)
Full Attack: Sylis+34/+29/+24/+19 (1d10+10 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemies(outsider: evil+4, outsider: lawful+2), spells, smite evil 4/day, dextrous attack, turn outsider 13/day (1d6; DC 20), dispel evil 1/week, flurry of swords.
Special Qualities: Immunity to sleep, low-light vision, otherworldly touch, fey affinity+6, wild empathy, woodland stride, bardic knowledge, countersong, fascinate, inspire courage+4, inspire competence, suggestion, inspire greatness, chosen weapon, enchant chosen weapon, aura of good, detect evil, apparent defense, divine grace, resist fiendish lure, armor of the senses, damage reduction 2/-(conditional), aura of courage, celestial fortitude, resistance to fire 30, damage reduction 5/cold iron, blur, false keenness, mirror image, song of freedom.
Saves: Fort +28, Ref +33, Will +35 (+2 vs enchantment, +4 sacred vs mind-effecting of evil outsiders, +2 vs evil outsiders and evil spells)
Abilities: Str 19, Dex 26, Con 16, Int 16, Wis 26, Cha 30
Skills: Bluff+13, Concentration+26, Hide+28, Knowledge(Nature)+27, Listen+35, Move Silently+34, Perform(dance)+37, Perform(song)+35, Spot+35, Survival+31, Tumble+31, Use Magic Device+33
Feats: Iron Will(FB2), Alertness(FB8), Toughness(1), Track(R1), Dodge(3), Endurance(R3), Snowflake Wardance(R4), Mobility(6), Exotic Weapon Proficiency(Bastard Sword)(9) Divine Fervor(12), Power Attack(S4), Divine Might(15), Song of the Heart(18), Extra Smiting(S8)
Epic Feats: -
Alignment: Neutral Good
Racial powers:
Spell-like abilities
1/day-charm person, invisibility, speak with animals, speak with plants. Caster level 14th. The save DCs are charisma based.
Fey Affinity (Ex)
You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey.
Ranger powers:
Misalea casts as a 7th level ranger.
1: Rhino's Rushx2
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Bard powers:
Bardic Knowledge (Ex)
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Gear:
[Weapon]Sylis, The Windborn: Bastard Sword+1(+5), grants a +2 enhancement bonus to dexterity and a +10 enhancement bonus to perform(dance) checks. Readied.
[Armor]Fey Dancing Dress: Grants a +8 armor bonus to armor class. In addition, you may make a perform(dance) check in place of a balance, jump or tumble check.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Torso]Ribbon of the Fey Dance: +6 enhancement bonus to charisma and +4 enhancement to constitution.
[Hands]Gauntlets of Ogre Strength+6 and War: +6 enhancement bonus to strength and +1 bonus to melee weapon damage.
[Ring 1]Engagement Ring: +5 deflection bonus to armor class and resistance to fire 30.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Feet]Boots of the Battle Charger: 2/day treat a charge as a standard action instead of a full action. Swift action to activate.
[Ioun Stone]Ioun Stone: +1 insight bonus to armor class.
[Skill Booster] Masterwork Mandolin: +2 competence bonus to perform(string instruments) checks.
4909.32 gold.
Autobattle Settings:
Allow PC control: Yes.
Settings: Misalea has shifted to a melee focused style. She relies on blink or mirror image to supplement her defense, and tries to land blows when she can. Smite evil and snowflake wardance allow her to augment her attack rolls. She pursues this unless otherwise impossible.
Notes:
Typical buffs
+4 damage to evil outsiders.
+2 damage to lawful outsiders. Doesn't stack with the above.
+10 hit and +8 damage from smite evil.
-x to damage for +y to hit.
+4 morale attack, damage and saves vs fear when inspire courage is up.
+10 to hit while in snowflake wardance.
+4 dodge to AC against AoOs from moving.
+2 to one stat for 1 minute as a free action 1/day.
+10 to damage from divine might.
22 point 'luck' pool from Improvisation, can add up to +5 luck to any attack rolls, skill checks and ability checks
+2 morale attack, saves and skills from Heroism.
+4 sacred cha and dex from Inner Beauty.
Dana Langersun
Fighter 10/Dwarven Defender 10//Psychic Warrior 15/War Mind 5
Size/Type: Medium Outsider (Native)
Hit Dice: 9d10+10d12+170+20 (292 hp)
Initiative: +5
Speed: 30ft
Armor Class: 54 (+15 armor, +2 dex, +10 shield, +5 deflection, +1 insight, +6 dodge, +5 natural) (armor and shield bonus apply to touch AC)
Base Attack/CMB/CMD: +20/+27/76
Attack: Royal Rapier+36 (1d6+16 15-20 x2) or Rapier Storm+33 (1d6+16 13-20 x2)
Full Attack: Royal Rapier+36/+31/+26/+21 (1d6+16 15-20 x2) or Rapier Storm+33/+28/+23/+18 (1d6+16 13-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, psionics, sweeping strike.
Special Qualities: Darkvision 60ft, resistance to acid and electricity 5, resistance to cold 50, chain of personal superiority+2, chain of defensive posture+2, damage reduction 7/-, defensive stance 5/day, improved uncanny dodge, trap sense+2, mobile defense, fast healing 2, toxin removal, immunity to bleeding, damage reduction 10/evil.
Saves: Fort +33, Ref +22, Will +24 (does not fail fort saves on a natural 1)
Abilities: Str 24, Dex 20, Con 24, Int 19, Wis 24, Cha 22
Skills: Concentration+30, Climb+30, Intimidate+29, Jump+30, Knowledge(History)+27, Knowledge(Psionics)+27, Swim+30
Feats: Endurance(1), Dodge(F1), Mobility(PW1), Toughness(F2), Shield Specialization(PW2), Steadfast Determination(3), Shield Ward(F4), Focused Shield(PW5), Protection Devotion(6), Weapon Focus(Rapier)(F6), Stand Still(9), Weapon Specialization(Rapier)(PW8), Heavy Armor Optimization(12), Melee Weapon Mastery(Piercing)(PW11), Deflective Armor(15), Greater Heavy Armor Optimization(PW14), Power Attack(18), Psionic Dodge(F8), Greater Weapon Focus(Rapier)(F10), Wild Talent(Book)
Epic Feats: -
Alignment: Neutral
Racial powers:
Rapier Storm (Ex)
When you make an attack or full attack with a rapier, you may choose to suffer a -3 penalty to your attack rolls until the beginning of your next turn. If you do, increase your critical hit range by two points and add a +4 bonus to critical confirmation rolls. The two point bonus to critical hit range is added after any bonus from a keen weapon or improved critical.
Psychic Warrior powers:
Dana manifests as a 18th level psychic warrior. The save DCs are 16 + power level.
Power points: 157+2 (159 total)
[1 pp]1: Defensive PrecognitionA, Offensive PrescienceA, VigorA.
[3 pp]2: Body AdjustmentA, Dimension SwapA, Strength of My EnemyA.
[5 pp]3: Breath BarrierA, Dimension SlideA, Greater Concealing Amorpha.
[7 pp]4: Energy AdaptationA, Psionic Freedom of Movement, Steadfast Perception.
[9 pp]5: Empower Weapon, Oak BodyA, Perfect RiposteA
[11 pp]6: Breath of the Black DragonA, Form of DoomA, Personal Mind Blank.
A - Power can be augmented.
War Mind powers:
Chain of Personal Superiority (Ex)
At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.
Chain of Defensive Posture (Ex)
At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.
Sweeping Strike (Ex)
At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.
Dwarven Defender powers:
AC Bonus (Ex)
The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Defensive Stance (Ex)
When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex)
Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Trap Sense (Ex)
At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.
Mobile Defense (Ex)
At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.
Gear:
[Weapon]Royal Rapier of Langersun: Solarian Truesteel Rapier+5, keen.
[Armor]Lightblood Stone Full Plate+5, nimbleness: Grants various powers.
[Shield]Bulwark of the Great Dragon, Silver: Heavy steel shield+6. 3/day can emit a 20d6 damage cone of cold. Grans cold resistance 50.
[Head]Helmet of Disguise: Allows disguise self at will.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Shoulders]Willim's Cloak of Resistance+5: +5 resistance bonus to saving throws.
[Ring 1]Ring of Protection+5 and feather falling: +5 deflection bonus and constant feather fall.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ioun Stone]Dusty Rose Ioun Stone: +1 insight bonus to armor class.
[Reserve Weapon]Silver Masterwork Bastard Sword.
[Reserve Shield]Royal Shield of Langersun: Mithral Heavy Steel Shield+5.
77399.67 gold.
Autobattle Settings:
Allow PC control: Yes.
Settings: Get in close, use defensive stance and try and soak up as much damage as possible. She's not as suicidal as she was in Ysgard, but she has no problem entering into danger. Use psionics aggressively to powerup.
Notes: [spoiler]
Typical buffs
Defensive Stance: +2 str, +4 con, +4 dodge AC. 5ft steps only while in use. Lasts 12 rounds. 5/day uses. Free action on turn. (+2 resistance to saves omitted, as it overlaps.)
Offensive Chain: +2 insight str, +2 insight con. Lasts 10 rounds. 3/day uses. Free action.
Defensive Chain: +2 insight AC. Lasts 10 rounds. 3/day uses. Free action.
Living Spell, 18 HD Moonfire spell.
Size/Type: Huge Ooze
Hit Dice: 18d10+72 (175 hp)
Initiative: +3
Speed: 20ft
Armor Class: 20 (-2 size, +9 deflection, +3 dex)
Base Attack/CMB/CMD: +13/+19/41
Attack: Slam+15 (1d8+4 and spell effect)
Full Attack: 2 slams+15 (1d8+4 and spell effect)
Space/Reach: 15ft/15ft
Special Attacks: Moonfire, engulf.
Special Qualities: Ooze traits, damage reduction 15/cold iron and magic, spell resistance 28.
Saves: Fort +19, Ref +18, Will +18
Abilities: Str 19, Dex 16, Con 19, Int -, Wis 16, Cha 19
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral
Racial powers:
Moonfire (Su)
DC 23; damage as a Moonfire spell. Target also glows silver-white for one round as if in the area of a Moonfire spell and all the effects that brings.
Engulf (Ex)
A living moonfire can flow around a Huge or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 23 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the moonfire spell (see above) each round on the living spell's turn, and are considered to be grappled.
Autobattle Settings: [spoiler]
Allow PC control: No. It's mindless so I'd rather just handle its extremely limited set of options.
Settings: -
Tannin Darkbrooke
Cansin 1/Rogue 4/Vigilante 10/Spellfilch 4//Fighter 2/Battle Dancer 17
Size/Type: Medium Outsider (Native)
Hit Dice: 2d10+17d8+95+18 (187 hp)
Initiative: +9
Speed: 60ft, fly 60ft (average)
Armor Class: 39 (+5 dex, +9 cha, +4 battle dancer, +7 armor, +2 deflection, +2 natural)
Base Attack/CMB/CMD: +19/+25/55
Attack: Unfettered Justice+26 (1d6+6 15-20 x2) or Unarmed Strike+25 (4d8+6)
Full Attack: Unfettered Justice+26/+21/+16/+11 (1d6+6 15-20 x2) or Unarmed Strike+25/+20/+15/+10 (4d8+6)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+2d6, spells, smite the guilty 3/day, dancer's strike(magic, good), signature spell 2/day(glibness).
Special Qualities: Darkvision 60ft, resistance to acid and fire 5, trapfinding, evasion, penetrating strike, uncanny dodge, detect evil, streetwise+4, quick search, speak with dead, quick hide, dimensional anchor, dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the furious unicorn, mettle, dance of the crushing python, spellwise(skills, sneak attack), dance of the soaring eagle.
Saves: Fort +17, Ref +24, Will +17
Abilities: Str 22, Dex 20, Con 20, Int 20, Wis 15, Cha 28
Skills: Concentration+21, Bluff+34, Gather Information+38, Hide+27, Intimidate+32, Knowledge(Arcana)+13, Knowledge(Local: Purinn)+24, Listen+26, Move Silently+27, Search+28, Sense Motive+24, Spellcraft+14, Spot+26, Tumble+27
Feats: Alertness(1), Improved Initiative(F1), Power Attack(F2), Skill Focus(Gather Information)(3), Improved Natural Attack(6), Chaos Devotion(9), Toughness(12) Silent Spell(15), Exotic Weapon Proficiency(Whip)(S1), Quicken Spell-Like Ability(Glibness)(18)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Spell-like abilities
1/day: entropic shield. Caster level 19th.
Rogue powers:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Penetrating Strike (Ex)
Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Gear:
[Weapon]Unfettered Justice: Rapier+1, keen. Readied.
[Armor]Bracers of Armor+7: +7 armor bonus to armor class.
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+2: +2 enhancement bonus to natural armor.
[Waist]Monk's Belt.
[Ring 1]Ring of Protection+2: Grants a +2 deflection bonus to armor class.
[Ring 2]Unseen Ring: Provides a constant mind blank effect.
[Feet]Boots of the Quick Escape: Plane shift 1/day.
[Expendable]4 potions of cure serous wounds.
2732.21 in debt
Custom Material:
Alternate Class Feature: Dance of the Furious Unicorn
With a mighty charge, you emulate the piercing power of a charging unicorn.
Class: Battle Dancer.
Level: 11th.
Replaces: If you select Dance of the Furious Unicorn, you do not get Dance of the Springing Tiger.
Benefit: An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of charging unicorn. When charging, she can attempt a DC 20 Tumble check. If she succeeds, her first attack at the end of the tumble deals double damage.
Autobattle Settings:
Allow PC control: Yes.
Settings: Use greater invisibility plus Dance of the Furious Unicorn or sustained assaults. He prefers his rapier when using Dance of the Furious Unicorn for the crit chance, and otherwise prefers unarmed strikes for known crit immune foes and all other instances. Avoids staying around too long where his limited HP can be depleted.
Arrel, Giant Eagle.
Picture:
(http://i.imgur.com/oTIDG.jpg)
Giant Eagle 10/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Fighter 5
Size/Type: Large Dragon
Hit Dice: 5d12+9d8+5d10+133+19 (301 hp)
Initiative: +10
Speed: 20ft, fly 110ft (perfect)
Armor Class: 37 (-1 size, +6 dex, +13 natural, +1 dodge, +4 charisma, +4 wisdom)
Base Attack/CMB/CMD: +17/+30/47
Attack: Claw+28 (4d8+12 plus 3 momentum)
Full Attack: 2 claws+28/+23/+18/+13 (4d8+12 plus 3 momentum) and bite+27 (2d8+18 plus 3 momentum)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon(12d8 fire 1d4 rounds; DC 26), smite evil, spell-like abilities, flurry of blows, stunning fist 5/day(DC 23), momentum+3, power dive, swoop, terrifying shriek, ki strike(magic).
Special Qualities: Low-light vision, improved evasion, darkvision 60ft, immunity to sleep, paralysis, aging, disintegration, polymorph, petrification, immunity to fire, damage reduction 10/magic and adamantine, resistance to acid, cold and electricity 10, spell resistance 32, preternatural grace, death from above+2, range increase, slow fall 20ft.
Saves: Fort +23, Ref +22, Will +17 (+2 vs enchantment)
Abilities: Str 34, Dex 22, Con 24, Int 16, Wis 19, Cha 18
Skills: Appraise+25, Balance+28, Concentration+28, Escape Artist+28, Hide+28, Jump+38, Knowledge(Local:Ysgard)+25, Listen+26, Move Silently+28, Spot+30, Survival+26, Swim+34, Tumble+28
Feats: Multiattack(B), Improved Multiattack(B), Dodge(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Mobility(3), Flyby Attack(AA1), Maximize Breath(6), Toughness(9), Improved Natural Attack(claw)(12), Rapidstrike(claw)(15), Power Attack(F1), Combat Expertise(F2), Improved Rapidstrike(claw)(18), Improved Initiative(F4)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Spell-like abilities
At will-freedom of movement. 3/day: animate breath, heal. Caster level 18th.
Breath Weapon (Su)
60ft cone of fire every 1d4 rounds for 12d8 damage, DC 23 reflex to halve. The save DC is constitution based.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Improved Evasion (Ex)
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Preternatural Grace (Ex)
A monster of legend gains its charisma modifier as a deflection bonus to armor class, as well as one half of its charisma modifier as a resistance bonus to saving throws.
Monk powers:
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Hoard:
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Use great mobility and keep airborne. Swoop and Terrifying Shriek work well together, and a maximized breath can be good when tactically feasible. Never stay in full attack range unless required by the situation.
Elder Magi Tepen
Wizard 20//Expert 18/Paragnostic Apostle 2
Size/Type: Medium Humanoid (Human)
Hit Dice: 18d6+2d4+140+20 (223 hp)
Initiative: +6
Speed: 30ft
Armor Class: 20 (+5 dex, +5 armor)
Base Attack/CMB/CMD: +14/+17/32
Attack: Staff of Vithos+25 (1d6+12)
Full Attack: Staff of Vithos+25/+20/+15 (1d6+12)
Space/Reach: 5ft/5ft
Special Attacks: Spells.
Special Qualities: Restored soul, price of youth, immunity to ability damage and ability drain, holy texts, knowledge is power(manifest ethos: vs evil, penetrating insight), lore.
Saves: Fort +15, Ref +18, Will +22
Abilities: Str 17, Dex 21, Con 24, Int 35, Wis 26, Cha 21
Skills: Concentration+30, Decipher Script+35, Handle Animal+28, Heal+31, Knowledge(All 10 standard knowledges)+35, Listen+31, Profession(Scholar)+31, Profession(Teacher)+31, Spellcraft+30, Spot+31
Feats: Insightful Reflexes(H), Toughness(1), Scribe Scroll(W1), Spell Penetration(3), Extend Spell(W5), Greater Spell Penetration(6), Improved Initiative(9), Chain Spell(W10), Extraordinary Concentration(12), Knowledge Devotion(15), Heighten Spell(W15), Great Fortitude(18), Empower Spell(W20)
Epic Feats: -
Alignment: Neutral Good
Racial powers:
Restored Soul (Ex)
With a fully restored soul augmented by the Water of Life, Elder Magi Tepen has gained a +4 bonus to constitution. In addition, he is immune to ability damage and ability drain.
The Price of Youth (Ex)
As a result of using the Waters of Youth, Elder Magi Tepen has lost 5 skill points. He has lost 5 ranks of spellcraft.
Wizard powers:
Tepen casts as an 18th level wizard.
0: Mendingx2, Prestidigationx2.
1: Alarm, Magic Missilex2, Nerveskitterx2, Shieldx2.
2: False Life, Fog Cloud, Minor Image, Mirror Imagex2, Searing Lesser Orb of Fire, See Invisibility.
3: Deep Slumber, Empowered Magic Missile, Fireball, Magic Circle Against Evil, Vampiric Touchx2, Wind Wall.
4: Chained Charm Personx2, Enervation, Mass Reduce Person, Empowered Searing Rayx2, Wall of Ice.
5: Chained Misdirection, Chained Resist Energy, Cloudkill, Empowered Fireball, Feeblemind, Overland Flight.
6: Chain Lightningx2, Chained Suggestion, Greater Dispel Magicx3.
7: Banishmentx2, Empowered Cone of Coldx2, Phase Door.
8: Mind Blankx2, Power Word Stunx2, Prismatic Wall.
9: Etherealness, Gate, Wish.
Gear:
[Weapon]Staff of Vithos: Quarterstaff+3, functions as a staff of evocation with 39 charges left.
[Armor]White Robe: Provides a +5 armor bonus to armor class.
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Metamagic Rod]Rod of Extend, Lesser
[Reserve Weapon]Masterwork dagger.
7378.52 gold.
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Stay safely away from battle and buff up with avoid direct battles. Use magic to damage and disrupt as much as possible, but prioritize safety.
Jarl Bigansdir, master of the Soothing Wind
Cloud Giant 19//Healer 19
Size/Type: Huge Giant (Air)
Hit Dice: 19d8+162 (257 hp)
Initiative: +4
Speed: 40ft (50 without armor)
Armor Class: 33 (-2 size, +1 dex, +12 natural, +1 dodge, +8 armor)
Base Attack/CMB/CMD: +14/+28/42
Attack: Gigas Hammer+33 (4d8+28) or slam+27 (3d6+15)
Full Attack: Gigas Hammer+33/+28/+23/+18 (4d8+28) 2 slams+27 (3d6+15)
Space/Reach: 15ft/15ft
Special Attacks: Rock throwing, spell-like abilities, spells, turn undead 11/day(10d6+14, DC 21)
Special Qualities: Low-light vision, oversized weapon, rock catching, scent, healing hands, aura of protection, effortless healing, lingering healing, unicorn companion, panacea, overflowing energy, emergency healing, life's caress, damage reduction 3/-, true calling, resistance to electricity 10.
Saves: Fort +23, Ref +10, Will +22
Abilities: Str 41, Dex 19, Con 29, Int 16, Wis 27, Cha 19
Skills: Concentration+31, Climb+37, Heal+33, Intimidate+26, Jump+45, Listen+30, Spot+30, Swim+37
Feats: Power Attack(1), Skill Focus(Heal)(H2), Improved Bull Rush(3), Exotic Weapon Proficiency(Fullhammer)(6), Iron Will(9), Extra Turning(12), Dodge(15), Augment Healing(18)
Epic Feats: -
Alignment: Neutral Good
Racial powers:
Spell-Like Abilities
3/day—levitate (self plus 2,000 pounds), obscuring mist; 1/day—fog cloud. Caster level 19th.
Rock Throwing (Ex)
The range increment is 140 feet for a cloud giant's thrown rocks.
Oversized Weapon (Ex)
A cloud giant can wield Gargantuan weapons in two hands without penalty.
Gear:
[Weapon]Gigas Hammer: Huge Fullhammer+6, sundering. Grants a +3 bonus to CMB for sunder.
[Armor]Admantine Full Plate: +8 armor bonus.
[Waist]Girdle of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Minor Energy Resistance, Electricity.
8968.2 in debt.
Autobattle Settings [spoiler]
Allow PC control: Yes.
Settings: Hit or throw rocks, heal otherwise. He's pretty simple.
Lief, pixie survivor.
Pixie 4/Survivor 5/Fighter 9//Ranger 8/Rogue 4/Dread Commando 5/Avenger 1
Size/Type: Small Fey
Hit Dice: 6d8+3d6+9d10+126+18 (244 hp)
Initiative: +21
Speed: 20ft, fly 60ft (good)
Armor Class: 33 (+1 size, +1 natural, +8 dex, +1 dodge, +5 deflection, +7 armor)
Base Attack/CMB/CMD: +17/+17/45
Attack: Defiance+40 (1d6+22 plus 6d6 sneak attack plus +2/2d6 evil outsider bane x3)
Full Attack: Defiance Rapidshot+40/+40/+35/+30/+25 (1d6+22 plus 6d6 sneak attack +2/2d6 evil outsider bane x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy (evil outsiders+4+4, construct+2+4), spells, distracting attack, sneak attack+6d6, disruptive attack, paralyzing attack.
Special Qualities: Low-light vision, damage reduction 10/cold iron, damage reduction 5/-, greater invisibility, spell resistance 33, improved uncanny dodge, improved evasion, wild empathy, trapfinding, feign death, penetrating strike, woodland stride, swift tracker, team initiative bonus+5, armored ease 4, poison use.
Saves: Fort +28, Ref +36, Will +22
Abilities: Str 12, Dex 34, Con 24, Int 23, Wis 27, Cha 25
Skills: Bluff+28, Disguise+12, Concentration+28, Escape Artist+33, Handle Animal+28, Hide+37, Knowledge(Nature)+27, Listen+29, Move Silently+33, Search+27, Spot+29, Survival+29, Use Magic Device+28, Use Rope+29
Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Track(R1), Rapid Shot(R2), Point Blank Shot(3), Endurance(R3), Weapon Focus(Longbow)(6), Manyshot(R6), Deadeye(9), Improved Rapid Shot(F1), Improved Initiative(F2), Mobility(12), Precise Shot(F4), Darkstalker(15), Weapon Specialization(Longbow)(F6), Ranged Weapon Mastery(Piercing)(F8), Woodland Archer(18)
Epic Feats: -
Alignment: Neutral
Racial and innate powers:
Greater Invisibility (Su)
A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities
1/day—lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 16th. The save DCs are Charisma-based.
Ranger powers:
Spells
Lief casts as a 8th level ranger.
1: Sniper's Shotx3
2: Fell the Greatest Foe
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.
This ability has no effect on creatures that can't be flanked.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Rogue powers:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex)
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Gear:
[Weapon]Defiance: Longbow+5, ghost touch, hunting and evil outsider bane. Readied.
[Weapon]Masterwork Shortsword. Readied.
[Armor]Leafweave Leather Armor+5, nimbleness: +7 armor bonus to armor class.
[Shoulders]Cloak of Resistance+5: +5 resistance bonus to saves.
[Wrists]Greater Bracers of Archery: +2 competence bonus to bow attacks and +1 competence to damage.
[Ring 1]Ring of Protection+5: +5 deflection to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
7910.32 gold
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Stay invisible at all times, pester enemies with arrows. Use distracting and disruptive attack to aid allies.
27.
Outsider 16//Herald of Ygorl 16
Size/Type: Medium Outsider (Chaotic)
Hit Dice: 16d8+80+16 (164 hp)
Initiative: +5
Speed: 60ft, burrow 20ft, fly 120ft (average)
Armor Class: 54 (+5 dex, +24 natural, +16 armor)
Base Attack/CMB/CMD: +16/+20/35
Attack: Fang+23 (8d8+8 15-20 x3)
Full Attack: 2 fangs+23/+18/+13/+8 (8d8+8 15-20 x3) and tongue+18 (4d4+4)
Space/Reach: 5ft/5ft (60ft reach with tongue)
Special Attacks: Spell-like abilities.
Special Qualities: Protection from law, exposed heart, darkvision 120ft, low-light vision, damage reduction 16/cold iron and axiomatic, spell resistance 26, immunity to sonic and confusion, resistance to acid, cold, fire and electricity 26.
Saves: Fort +15, Ref +15, Will +15
Abilities: Str 20, Dex 20, Con 20, Int 11, Wis 15, Cha 13
Skills: Knowledge(Local: Limbo)+16, Listen+27, Spot+27
Feats: Rapidstrike (Fang)(B), Improved Rapidstrike(Fang)(B), Chaos Devotion(1), Weapon Focus(Fang)(3), Toughness(6), Improved Critical(Fang)(9), Improved Flier(12), Iron Will(15)
Epic Feats: -
Alignment: Anarchic Neutral
Racial and innate powers:
Spell-like abilities
At will-Chaos hammer, confusion, insanity, shout, word of chaos. 1/day-greater shout. Caster level 16th.
Protection from Law (Su)
The exposed heart of 27 bestows a constant protection from law effect to 27.
Exposed Heart (Ex)
The heart of 27 is exposed, rendering it vulnerable to fatal blows. Any critical threats against 27 gain a +5 circumstance bonus to confirm. However his heart has toughened to compensate, having a layer of armor-like material around it. This grants him a +16 armor bonus to armor class.
Gear:
[Misc]Chaos Diamond
[Misc]Decanter of Endless Water
Autobattle Settings:
Allow PC control: No.
Settings: -
Crystal, fey knight.
Picture:
(http://i.imgur.com/DL4PZ.jpg)
Pixie 4/Ranger (Mounted Combat style variant) 15//Paladin of Freedom 14/Defender of the Natural World 5
Size/Type: Small Fey
Hit Dice: 19d10+95 (190 hp)
Initiative: +11
Speed: 20ft, fly 60ft (good)
Armor Class: 34 (+1 size, +1 dodge, +4 natural, +8 dex, +5 armor, +5 deflection)
Base Attack/CMB/CMD: +19/+21/47
Attack: Masterwork Longsword+32 (1d6+11 19-20 x2)
Full Attack: Masterwork Longsword+32/+27/+22/+17 (1d6+11 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, spells, favored enemy(Fey+4, Evil Outsiders+4, Lawful Outsiders+2, Evil+4, Dragons+2).
Special Qualities: Low-light vision, damage reduction 10/cold iron, greater invisibility, spell resistance 34, aura of good, detect illusions, divine grace, lay on hands(168 hp), aura of resolve, divine health, illusion magic, fairy dragon mount, remove disease 3/week, wild empathy, animal companion, woodland stride, swift tracker, evasion, spellcasting synergy(1st-2nd level), camouflage, natural blessings.
Saves: Fort +31, Ref +35, Will +27
Abilities: Str 20, Dex 32, Con 20, Int 22, Wis 21, Cha 32
Skills: Concentration+27, Diplomacy+37, Handle Animal+33, Knowledge(Nature)+28, Knowledge(Nobility and Royalty)+28, Knowledge(Religion)+28, Ride+33, Sense Motive+27, Survival+27, Swim+27, Use Rope+34
Feats: Dodge(B), Weapon Finesse(B), Mounted Combat(1), Sacred Vow(3), Track(R1), Devoted Tracker(6), Ride-By Attack(R2), Endurance(R3), Battle Blessing(9), Spirited Charge(R6), Natural Bond(12), Fey Knight(15), Trample(R11), Celestial Mount(DNW1), Nemesis(Evil)(18)
Epic Feats: -
Alignment: Chaotic Exalted
Racial and innate powers:
Greater Invisibility (Su)
A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities
1/day—lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 17th. The save DCs are Charisma-based.
Berry of the Eternal Heart (Ex)
+1 sacred bonus to charisma.
Paladin powers:
Spells
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 Illusions (Sp)
A Fey Paladin is able to discern reality from illusion with ease. This functions as detect evil with the following modifications.
1st Round
Presence or absence of illusions.
2nd Round
Number of illusions in the area and the spell level of the most potent illusion present.
3rd Round
The spell level and location of each illusion. If an illusion is outside your line of sight, then you discern its direction but not its exact location.
Smite Evil (Su)
Once per day, 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.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of 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.
Illusion Magic (Ex)
The fey paladin adds the following spells to her spell list:
1st
Color Spray, Silent Image.
2nd
Hypnotic Pattern, Mirror Image.
3rd
Major Image, Misdirection.
4th
Greater Mirror Image, Rainbow Pattern.
Remove Disease (Sp)
At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Ranger powers:
Spells
Crystal casts as a 13th level ranger.
1: Lightfoot, Rhino's Rush.
2: Barkskinx2.
3: Brilliant Emanation
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Camouflage (Ex)
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Defender of the Natural World powers:
Companion Mount (Ex)
Levels of Defender of the Natural World stack with either your paladin levels for the sake of your special mount or your ranger level for the sake of your animal companion. Choose which on taking the first level of this class. Once you have chosen, this choice cannot be undone.
Spellcasting Synergy (Ex)
As you devote yourself equally to the natural world and holy orders, your magic blends together just as equally. At 2nd level you gain the ability to memorize paladin spells in your ranger spell slots, and ranger spells in your paladin spell slots. This applies only to 1st level spells. At 4th level this applies to 2nd level spells, 3rd level spells at level 6 and 4th level spells at level 8.
Natural Blessings (Ex)
At 5th level, your spells have blended together enough to be able to apply the blessings of your paladin spells to your ranger spells. Your Battle Blessing feat now applies to both your ranger and your paladin spells.
Gear:
[Weapon]Masterwork Small Longsword. Readied.
[Armor]Millennium Chainmail, healing and commanding: Chainmail+1, max dex cap +8. Heals 2d8+5 HP if reduced to -1 to -9 HP. +2 competence bonus to diplomacy, +1 morale bonus to will saves of allies within 30ft.
[Head]Crown of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+3: +3 enhancement bonus to natural armor.
[Ring 1]Ring of Deflection+5: +5 deflection bonus to armor class.
[Hope's Gear]Amulet of Natural Armor+2.
[Reserve Medallion]Contact Medallion: Allows telepathic communication with one target.
[Reserve Weapon]Medium Mithral Holy Avenger.
[Potion]Potion of cure moderate wounds.
878.52 gold.
58607.62 in debt!
Custom Material
Fey Knight [General]
Prerequisite: Fey type, Weapon Finesse, dex 17, proficiency with martial weapons, must have been knighted by fey royalty.
Benefit: When using a longsword, rapier or lance you may use your dexterity modifier instead of your strength modifier on attack and damage rolls.
Autobattle Settings:
Allow PC control: Yes.
Settings: Crystal relies on charges to do damage combined with spirited charge and various buffing spells, shared with her mount. She is fearless and resolute in battle, even against foes that dwarf her size.
Hope, Crystal's Mount.
Celestial Fairy Dragon 23 (Note: Along with summons and called creatures, mounts and animal companions do not gestalt.)
Picture:
(http://i.imgur.com/RD2Vv.jpg)
Size/Type: Medium Dragon
Hit Dice: 23d12+161+23 (350 hp)
Initiative: +13
Speed: 50ft, fly 100ft (perfect), swim 50ft
Armor Class: 44 (+9 dex, +24 natural, +1 dodge)
Base Attack/CMB/CMD: +23/+31/51
Attack: Bite+32 (1d6+9)
Full Attack: Bite+32/+27 (1d6+9) and 2 claws+27 (1d4+6)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, smite evil, frightful presence 50ft.
Special Qualities: Darkvision 120ft, damage reduction 10/magic, spell resistance 25, immunity to sleep and paralysis, resistance to acid, cold and electricity 10, low-light vision, water breathing, empathic link, improved evasion, share spells, share saving throws, command creatures, link, devotion, multiattack.
Saves: Fort +20, Ref +22, Will +18 (+4 vs enchantment)
Abilities: Str 29, Dex 29, Con 25, Int 15, Wis 21, Cha 22
Skills: Bluff+32, Diplomacy+32, Hide+35, Listen+31, Move Silently+35, Sense Motive+31, Spot+28, Survival+28, Swim+40
Feats: Weapon Finesse(B), Improved Initiative(1), Dodge(3), Improved Speed(6), Power Attack(9), Toughness(12), Ability Focus(Breath Weapon)(15), Awaken Frightful Presence(18)
Epic Feats: Great Ability(Constitution)(21)
Alignment: Chaotic Good
Racial powers:
Breath Weapon (Su)
A fairy dragon has one type of breath weapon, a 20-foot cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 24 Will save or become dazed for 1d3 rounds. The save DC is constitution based.
Water Breathing (Ex)
A fairy dragon can breath water as easily as air.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Mount powers:
Empathic Link (Su)
The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount's eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the paladin's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The mount's speed increases by 10 feet.
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + ½ paladin's level + paladin's Cha modifier) to negate the effect.
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
Devotion (Ex)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.'
Multiattack
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Gear: [spoiler]
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
Drena, great-grandson of Chan.
Picture:
(http://i.imgur.com/hBaET.jpg)
Large Air Elemental 15/Half Celestial 4//Favored Soul 10/Contemplative 9
Size/Type: Large Elemental (Air)
Hit Dice: 15d8+4d6+171+19 (259 hp)
Initiative: +18
Speed: Fly 105ft (perfect)
Armor Class: 42 (-1 size, +14 dex, +9 natural, +1 wind, +4 armor, +5 deflection) (20% miss chance vs physical ranged attacks)
Base Attack/CMB/CMD: +13/+20/50
Attack: Slam+27 (2d6+6) or Gale Blast+31 (1d8+13)
Full Attack: 2 slams+27 (2d6+6) or Gale Blast+31/+26/+21/+16 (1d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Air mastery, whirlwind, smite evil 1/day, spell-like abilities, spells, turn undead 12/day(5d6 DC 20)
Special Qualities: Damage reduction 5/-, immunity to disease, resistance to fire, acid, cold, electricity and sonic 10, spell resistance 28, darkvision 60ft, elemental traits, daylight, wind's shield, bonus domains, divine health, slippery mind, divine wholeness, divine health, divine soul, eternal body.
Saves: Fort +24, Ref +26, Will +24 (+4 vs poison)
Abilities: Str 28, Dex 39, Con 28, Int 16, Wis 22, Cha 22
Skills: Concentration+31, Listen+28, Knowledge(planes)+25, Knowledge(religion)+25, Spellcraft+25, Spot+28
Feats: Improved Initiative(B), Weapon Finesse(B), Air Devotion(1), Augment Summons(3), Wind Guided Arrows(6), Summon Elemental(9), Elemental Spellcasting (Air)(12), Toughness(15), Extra Turning(18)
Epic Feats: -
Alignment: Neutral Good (Neutral Exalted tendencies)
Racial powers:
Spell-like abilities
3/day-Holy aura, protection from evil. 1/day-aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite, holy word, mass charm monster, neutralize poison, remove disease.
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su)
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Daylight (Su)
Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su)
Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Gear:
[Weapon]Gale Blast. Longbow+4. Deals extra damage in winds. Moderate winds: +1d6 Strong winds: +2d6 Severe winds: +3d6 Windstorm: +5d6 Hurricane: +7d6 Tornado: +10d6.
[Armor]Garb of the Wind Lord: Grants a +4 armor bonus and a +6 enhancement bonus to dexterity.
[Neck]Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Misc]Iron chain necklace decorated with a hanging heron: 100 gold.
17378.52 gold.
Custom Material:
Alternate Class Feature: Wind's Shield.
The air you worship rises in defense of you, granting you safety and well being.
Class: Favored Soul.
Level: 3rd.
Replaces: If you select Wind's Shield, you do not get Deity's Weapon Focus or Deity's Weapon Specialization.
Benefit: An aegis of wind protects you, granting you a +1 bonus to armor class and a 20% miss chance against physical ranged attacks. At 12th level, this bonus increases to +2 and 50%, respectively.
Autobattle Settings:
Allow PC control: Yes.
Settings: Drena focuses on wind magic to ensure victory, mixed in with healing and other spells as needed. He prefers to avoid melee combat when possible, summoning air elementals with magic to take that role instead.
Kascha
Ghaele 20//Wizard 6/Wyrm Wizard 10/Loremaster 4
Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 20d8+80+20+3 (194 hp)
Initiative: +12
Speed: 50ft, fly 150ft (perfect)
Armor Class: 47 (+8 dex, +14 natural, +1 sacred, +8 armor, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +20/+25/47
Attack: Resurgent Flames+26 (2d6+7 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity 19-20 x2)
Full Attack: Resurgent Flames+26/+21/+16/+11 (2d6+7 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze, break resistance.
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60ft, immunity to electricity and petrification, low-light vision, resistance to cold 10 and acid 10, spell resistance 32, tongues, knowledge of the wyrm, spell research, draconic discovery, convert counterspell, secret, lore(+14).
Saves: Fort +24, Ref +28, Will +24
Abilities: Str 20, Dex 26, Con 18, Int 31, Wis 23, Cha 25
Skills: Concentration+27, Decipher Script+33, Diplomacy+30, Escape Artist+31, Handle Animal+30, Hide+31, Knowledge(arcana)+47, Knowledge(history)+33, Knowledge(local: lost eastlands)+33, Knowledge(nature)+33, Knowledge(planes)+33, Knowledge(religion)+33, Listen+29, Move Silently+31, Ride+31, Spellcraft+44, Spot+29, Survival+29
Feats: Chaos Devotion(B), Improved Initiative(1), Scribe Scroll(W1), Toughness(3), Empower Spell(W5), Maximize Spell(6), Quicken Spell(9), Spell Penetration(12), Skill Focus(Knowledge: Arcana)(15), Greater Spell Penetration(18), Twin Spell(L3)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Spell-Like Abilities (Sp)
At will—aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning, prismatic spray, wall of force. Caster level 17th. The save DCs are Charisma-based.
Spells
Kascha casts as a 17th level wizard. (Caster level 18th, 20th for spells with the fire descriptor)
Gaze (Su)
In humanoid form, fear gaze, DC 21 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.
Alternate Form (Su)
A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Light Ray (Ex)
A ghaele in globe form can project light rays with a range of 300 feet that deal 2d12 damage. This attack overcomes damage reduction of any type.
Protective Aura (Su)
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)
Tongues (Su)
Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Berries of the Eternal Heart (Ex)
+1 sacred to intelligence.
Loremaster powers:
Secret (Ex)
At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can't choose the same secret twice.
Gear:
[Weapon]Resurgent Flames: Cauldron Steel Greatsword+1. Grants a +2 bonus to the caster level of spells with the fire descriptor when wielded.
[Head]Kascha's Halo: +1 sacred bonus to armor class.
[Chest]Vest of the Archmagi: +8 armor bonus to AC, +5 resistance bonus to saves, +2 to overcome SR, 3/day swift action recover spell as pearl of power, expend spell slot to heal 5*spell level sacrificed.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ioun Stone]Orange Ioun Stone: +1 bonus to caster level.
[Misc]Angel Statuette: 28 sp.
Autobattle Settings:
Allow PC control: Yes.
Settings: Kascha uses her magic to aid in battle in whatever way seems most expedient. She avoids melee combat, but will join it if she must.
Master of the Fists of War
Picture:
(http://i.imgur.com/U2d2c.jpg)
God Blooded(Tempus) 1/Monk 20//Battle Dancer 10/War Dancer 1/Shou Disciple 5/Monk of the Enabled Hand 5
Size/Type: Medium Outsider (Native, Augmented Human)
Hit Dice: 15d8+6d10+126 (286 hp)
Initiative: +9
Speed: 110ft
Armor Class: 69 (+9 dex, +12 wis, +9 cha, +1 dodge, +5 monk, +2 battle dancer, +3 shou disciple, +8 armor, +5 deflection, +5 natural)
Base Attack/CMB/CMD: +21/+32/88
Attack: Unarmed strike+33 (4d8+11)
Full Attack: Unarmed strike+33/+33/+33/+28/+23/+18 (4d8+11)
Space/Reach: 10ft/10ft
Special Attacks: Stunning fist(DC 34, 21/day), ki strike(magic, lawful, adamantine), martial flurry(any), mind over hand, reverse hand, empty hand, dragon tail slap.
Special Qualities: Improved evasion, slow fall(any), immunity to non-magical disease, immunity to poison, wholeness of body(40 hp), abundant step, spell resistance 30, mastery of the stunning fist, timeless body, tongue of the sun and the moon, empty body, perfect self, damage reduction 15/epic and adamantine, dance of reckless bravery, dance of the vexing snake, dance of the floating step, no thought, blood of Tempus.
Saves: Fort +22, Ref +31, Will +29 (+2 vs enchantment)
Abilities: Str 18, Dex 29, Con 23, Int 16, Wis 34, Cha 28
Skills: Balance+33, Hide+33, Jump+60, Knowledge(religion)+27, Listen+38, Move Silently+33, Spot+38, Spellcraft+15, Tumble+33
Feats: Alertness(H), Iron Will(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Combat Expertise(3), Dodge(6), Improved Disarm(M6), Darkstalker(9), Weapon Focus(Unarmed Strike)(12), Combat Reflexes(SD2), Improved Natural Attack(15), Power Attack(SD4), Pain Touch(18)
Epic Feats: Exceptional Deflection(21)
Alignment: Neutral
Racial powers:
Blood of Tempus (Ex)
The Master of the Fists of War was blessed with a droplet of the blood of Tempus. This has given him the ability to pursue his martial craft to the utmost, in disregard for law and chaos. For the sake of monk, battle dancer or any other monk or unarmed fighting style class, he may ignore any alignment qualifications along the law/chaos axis.
Gear:
[Weapon]Dark Battlefield: ????
[Neck]Amulet of Natural Armor+5: +5 natural armor bonus to armor class.
[Wrists]Bracers of Armor and Stunning+8: +8 armor bonus to armor class, +2 bonus to stunning fist save DC.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Monk's Belt.
[Slotless]Dragon Tattoo: This tattoo is filled to the brim with the energy of a devoted spirit, augmenting the Master's abilities. This tattoo grants him a +6 enhancement bonus to all ability scores and a +2 enhancement bonus to his unarmed strikes.
[Reserve Weapon]Baatorian Greensteel Falchion+1, hellfire.
21826.87 gold.
Custom Material:
Mastery of the Stunning Fist
Class: Monk.
Level: 15th.
Replaces: If you select this alternate class feature, you do not gain quivering palm.
Benefit: Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however.
Autobattle Settings: [spoiler]
Allow PC control: No.
Settings: -
Baleruk, Prismatic Dragon Abomination.
Picture:
(http://i.imgur.com/ITCVQ.jpg)
Old: [spoiler](http://i.imgur.com/p7ldP.jpg)
[/spoiler]
Prismatic Dragon 24//Abomination 24
Size/Type: Huge Dragon (Abomination, Chaotic)
Hit Dice: 24d12+264 (552 hp)
Initiative: +5
Speed: 100ft, fly 280ft (perfect)
Armor Class: 45 (-2 size, +22 natural, +10 deflection, +5 dex)
Base Attack/CMB/CMD: +24/+40/65
Attack: Bite+36 (2d8+14)
Full Attack: Bite+36 (2d8+14) and 2 claws+36/+31 (2d6+7) and 2 wings+36 (1d8+7) and tail slap+36 (2d6+21)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, breath weapon, spells, cold iron bite.
Special Qualities: Immunity to light and blindness, damage reduction 25/epic, adamantine and colorless, immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, immunity to sleep and paralysis, spell resistance 39, resistance to energy (all) 50, true seeing, telepathy 500ft, regeneration 29, cursed, frightful presence, blindsense 60ft, darkvision 60ft, low-light vision.
Saves: Fort +34, Ref +28, Will +34
Abilities: Str 39, Dex 20, Con 33, Int 30, Wis 32, Cha 30
Skills: Appraise+37, Balance+32, Bluff+37, Concentration+38, Craft(Jewelry)+37, Decipher Script+37, Diplomacy+37, Forgery+37, Gather Information+37, Heal+38, Intimidate+52, Knowledge(arcana)+37, Knowledge(local: Limbo)+37, Listen+38, Perform(Oratory)+37, Sense Motive+38, Spellcraft+37, Spot+38, Survival+38, Use Rope+32.
Feats: Multiattack(1), Improved Multiattack(3), Practiced Spellcaster(6), Hover(9), Improved Maneuverability(12), Improved Maneuverability(15), Improved Maneuverability(18), Recover Breath(21), Rapidstrike(claw)(24)
Epic Feats: -
Alignment: Anarchic Neutral
Racial powers:
Spell-like abilities
At will-Hypnotic pattern, rainbow pattern. 3/day-prismatic sphere, prismatic wall, sunbeam, sunburst. Caster level 24th. The save DCs are charisma based.
Spells
Baleruk casts as a 12th level sorcerer with a caster level of 16th.
6/9/9/8/8/7/5
0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Resistance.
1: Breath Flare, Nerveskitter, Mage Armor, Rot of Ages, Shield.
2: Acid Arrow, Earthbind, Mindless Rage, Rainbow Beam, Soul of Anarchy.
3: Avoid Planar Effects, Haste, Manyjaws, Rainbow Blast.
4: Blinding Breath, Scrying, Treasure Scent.
5: Stunning Breath, Vitriolic Sphere.
6: Imperious Glare.
Breath Weapon (Su)
A prismatic dragon has two breath weapons. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are constitution based.
Immune to Light and Blindness (Ex)
Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.
Cursed (Ex)
Prismatic Dragons are the true creation of Tiamat, holding the power of all the colors of the spectrum. Each one has the potential for divinity, the ultimate expression of draconic superiority. However, each suffers under the twin curses of Bahamut and Tiamat, as they are creatures forbidden since the sundering of platinum and prismatic dragons.
By Tiamat's greed they are forever forbidden from dragon adoration, no matter how much they desire it. They crave worship by their lesser kin, seeking adoration and yet forever unable to find it. Prismatic dragons cannot gain benefit from being worshiped by dragons nor can they grant spells to them. This extends to any creature of the dragon type, the dragonblood subtype or any other dragon related subtypes. At best, they can attempt to get worship from the inferior, non dragon creatures they once scorned.
Bahamut turns his light away from that dragon, turning the tides of light and luck away from them. From Bahamut's sanction they find that those dragons who oppose them gain great power. When another dragon uses its breath weapon on the prismatic dragon, it takes 125% damage and suffers a -7 luck penalty to any saving throw it allows. In addition, any follower of a true dragon god gains a +7 luck bonus to attack rolls versus the prismatic dragon.
Damage Reduction (Ex)
A prismatic dragon's damage reduction can be bypassed by epic, adamantine weapons that are colorless.
Regeneration (Ex)
A prismatic dragon takes lethal damage from attacks that penetrate its damage reduction.
Cold Iron Bite (Ex)
Due to having consumed a Hellfire Engine, Baleruk's teeth are coated in cold iron. His bite attack counts as cold iron to overcome damage reduction.
Hoard:
99016.02 gold.
10 rubies: 1000 gold.
10 citrines: 1000 gold.
10 yellow tourmalines: 1000 gold.
10 emeralds: 1000 gold.
10 sapphires: 1000 gold.
10 indigo spinels: 1000 gold.
10 amethysts: 1000 gold.
Huge easel made of gold with multicolored gemstone shards: 3000 gold.
Statue of a death slaad wearing red, green and purple: 1500 gold.
Bolt of blue Elysian silk: 500 gold.
A full sized kettle pot made entirely of gold with platinum accents: 5000 gold.
77 tiny gold angel statues: 2000 gold.
Prismatic ioun stone: +15 competence bonus to intimidation checks.
Autobattle Settings: [spoiler]
Allow PC control: No.
Settings: -
Hanna, Champion of Gwynharwyf
Picture:
(http://i.imgur.com/QvOFM.jpg)
Planetar 20//Barbarian 7/Champion of Gwynharwyf 10/Wonderworker 3
Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 17d12+3d8+100+19 (247 hp)
Initiative: +12
Speed: 40ft, fly 90ft (good)
Armor Class: 33 (-1 size, +5 dex, +19 natural) (+4 deflection vs evil)
Base Attack/CMB/CMD: +20/+26/41
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, greater rage 5/day, smite evil 5/day, fearsome fury.
Special Qualities: Change shape, damage reduction 10/evil, damage reduction 6/-, darkvision 60ft, low-light vision, immunity to acid, cold, charm, compulsion and petrification, protective aura, regeneration 10, resistance to electricity 20, resistance to fire 10, spell resistance 34(+4 vs evil), tongues, improved uncanny dodge, dashing step, detect evil, divine grace, furious casting, tireless rage.
Saves: Fort +25, Ref +27, Will +30 (+4 vs poison, +2 vs enchantment, +4 resist vs evil)
Abilities: Str 26, Dex 26, Con 20, Int 22, Wis 24, Cha 22 (30 to 24 for bonus spells lost)
Skills: Climb+31, Concentration+31, Craft(Alchemy)+29, Craft(Stars)+29, Diplomacy+29, Handle Animal+29, Intimidate+29, Knowledge(local: court of stars)+29, Knowledge(nobility and royalty)+29, Knowledge(planes)+29, Knowledge(religion)+29, Listen+30, Sense Motive+30, Spellcraft+29, Spot+30, Survival+30, Swim+31, Tumble+27
Feats: Knight of the Stars(1), Righteous Wrath(3), Power Attack(6), Improved Initiative(9), Extend Spell(12), Extra Smiting(15), Consecrate Spell(WW1), Weapon Focus(Greataxe)(Book), Toughness(18), Words of Creation(WW2), Exalted Spell Resistance(WW3)
Epic Feats: -
Alignment: Chaotic Exalted
Racial powers:
Spell-Like Abilities
Always active—detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day—blade barrier (DC 22), flame strike (DC 21), power word stun, waves of fatigue; 1/day—earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
Spells
Hanna casts as a 15th level cleric with access to the War and Wrath(BoED) domains.
0: Create Waterx6.
1: (Doom), Divine Favor, Ray of Hope, Shield of Faithx3, Twilight Luckx2
2: (Spiritual Weapon), Close Wounds, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
3: (Affliction), Cure Serious Woundsx2, Prayerx2, Refreshment, Telepathy Tap.
4: (Radiant Shield), Blood of the Martyr, Dimensional Anchor, Extended Prayer, Freedom of Movement, Stars of Arvandor.
5: (Righteous Might), Dancing Web, Greater Commandx3, Sacred Guardian.
6: (Extended Righteous Might), Antilife Shell, Heal, Extended Righteous Mightx2.
7: (Power Word Blind), Extended Exalted Raiment, Rain of Embers.
8: (Power Word Stun), Lion's Roar.
Regeneration (Ex)
A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Change Shape (Su)
A planetar can assume the form of any Small or Medium humanoid.
Barbarian powers:
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Uncanny Dodge (Ex)
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Dashing Step (Ex)
You do not take a -2 penalty to Armor Class when charging. Furthermore, you add one-third of your barbarian level to your AC against attacks of opportunity when charging.
Improved Uncanny Dodge (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Greater Rage (Ex)
At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Gear:
Nada. See loot for Hanna's old gear before the lava bath.
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Rage and attack+smite+power attack, or buffing and healing. One roll or the other, as she can't access her cleric casting while in a rage. Once she commits to a rage, she's raging for the rest of the battle.
Sylvie, Planar Wanderer.
Factotum 20//Swashbuckler 3/Monk 3/Chameleon 10/Exemplar 4
Size/Type: Medium Humanoid (Human)
Hit Dice: 3d10+17d8+140+20 (268 hp)
Initiative: +24
Speed: 40ft, fly 50ft (average)
Armor Class: 49 (+6 dex, +14 int, +3 deflection, +1 monk, +15 armor)
Base Attack/CMB/CMD: +20/+28/62
Attack: Unarmed Strike+36 (3d10+28 plus 1/2 damage as temp hp on crit 19-20 x2) or Red Crystal Longbow+32 (1d8+9 x3)
Full Attack: Unarmed Strike+36/+31/+26/+21 (3d10+28 plus 1/2 damage as temp hp on crit 19-20 x2) or Flurry of Blows+34/+34/+29/+24/+19 (3d10+28 plus 1/2 damage as temp hp on crit 19-20 x2) or Red Crystal Longbow+32/+27/+22/+17 (1d8+9 x3)
Space/Reach: 5ft/5ft
Special Attacks: Arcane dilettante, inspiration (12 points/encounter), stunning fist (6/day, DC 38), cunning strike, opportunistic piety 9/day, insightful strike, aptitude focus 3/day, cunning breach, 21.
Special Qualities: Cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense, evasion, grace+1, cunning move, cunning dodge, mimic class feature 3/day, ability boon+6, double aptitude, rapid refocus, darkvision 90ft, brains over everything, skill artistry, skill master, share talent(1/2 penalty), cunning brilliance, sustaining presence.
Saves: Fort +35, Ref +27, Will +31
Abilities: Str 18, Dex 23, Con 24, Int 38, Wis 21, Cha 22
Skills: Appraise+37, Bluff+43, Concentration+57, Decipher Script+43, Disguise+42, Forgery+31, Heal+31, Hide+43, Knowledge(arcana)+52, Knowledge(dungeoneering)+52, Knowledge(local: Balmuria)+52, Knowledge(nature)+52, Knowledge(planes)+52, Knowledge(religion)+52, Move Silently+43, Perform(song)+25, Profession(mascot)+21, Sense Motive+46, Spellcraft+48, Tumble+58, Use Magic Device+26.
Feats: Jack of All Trades(H), Kung-Fu Genius(1), Weapon Finesse(S1), Knowledge Devotion(3), Stunning Fist(M1), Improved Unarmed Strike(M1), Combat Reflexes(M2), Skill Focus(Concentration)(Book), Toughness(6), Font of Inspiration(9), Pain Touch(12), Improved Natural Attack(15), Diehard(M3), Darkstalker(18), Improved Initiative(E3), Ability Focus(Stunning Fist)(C2; floating feat)
Epic Feats: -
Alignment: Neutral
Gear:
[Weapon]Silver studded gloves: Unarmed strikes count as silver. Worn.
[Weapon]Masterwork Red Crystal Longbow plus 20 cold iron arrows. Prepared.
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Face]Librarian's Glasses: +15 competence bonus to decipher script and spellcraft and a +5 competence bonus to forgery. Grants true seeing at all times, CL 10th.
[Neck]Necklace of Natural Attacks+5, bodyfeeding and impact: +5 enhancement bonus to attack and damage rolls with unarmed strikes.
[Wrists]Bracers of Armor+15 and Constitution+6: +15 armor bonus to armor class and +6 enhancement bonus to constitution.
[Hands]Ki Straps of Dexterity+6: +2 bonus to stunning fist DC and +6 enhancement bonus to dexterity.
[Ring 1]Ring of Protection+3 and Resistance+3: +3 deflection bonus to armor class and +3 resistance bonus to saves.
[Belt]Monk's Belt: Unarmed strike and monk's armor bonus are treated as being five levels higher, and allows one extra use of stunning fist per day.
[Feet]Tumbler's Boots: +15 competence bonus to tumble checks.
[Bag of Holding]Bag of Holding.
[Reserve Weapon]Dagger: 1d4 damage, can be weapon finessed. Carried.
[Reserve Weapon]Cold iron studded gloves: Unarmed strikes count as cold iron. Not worn, carried.
[Holy Symbol]1 silver holy symbol of Oghma. Carried.
[Holy Symbol]3 wooden holy symbols of Oghma. Carried.
[Skill Booster]Merchant's Scale: +2 circumstance bonus to appraise checks that involve weighing, including precious metals. Carried.
[Skill Booster]Knowledge Prism: +15 competence bonus to all knowledge checks(Barring psionic ones) Carried.
[Skill Booster]Masterwork Flute: +2 circumstance bonus to perform checks involving playing it. Carried.
[Expendable]Healer's Kit: +2 circumstance bonus to heal checks, 9 uses left. Carried.
[Misc]Elysian Silk opera gloves.
[Misc]Book of the scriptures and tactics of the Red Knight.
[Misc]A fiery treatise on why homosexuality is destroying elven birth rates and thus the entire race.
[Misc]A puzzle-book revolving around Mechanus styled logic.
[Misc]Plain iron ring with the brand of house Roth of Kelara.
[Misc]Gwinnan's Travel Logs, Volume 1: The Silver Sea.
[Misc]Parsali's Secrets of Transmutative Alchemy.
[Misc]The Narrative Guide to the Styx.
[Misc]Lost Lore of the Abyss: Kelvezu demons.
[Misc]The Hidden Blade of Elysium.
[Misc]Biological Functions of Lemures.
[Misc]Nephilim, Children of the Fallen.
[Misc]The Bloodeye Ritual.
[Misc]Gwinnan's Travel Logs, Volume 2: Air.
[Misc]Numerological Concepts in the Planes.
[Misc]Lost Lore of the Abyss: Scanda Pax.
[Misc]Revelations from the Truth.
[Misc]Regrets of the Well-Worn Inevitable.
[Misc]Burning Hands, variants on the classic.
[Misc]Dancing with Mechanus.
[Misc]The Divided Mind.
[Misc]Gwinnan's Travel Logs, Volume 8: Ooze.
[Misc]Gwinnan's Travel Logs, Volume 9: Limbo.
[Misc]Cheeses of the Outer Planes.
[Misc]99 Baatorian Proverbs.
[Misc]Collected Poems of the Third Way.
[Misc]Atlas of the Bechspect Spires.
[Misc]Diary of L. M. Yehakus, Blessed Inquisitor.
[Misc]The Ballad of Jahn Winters.
8098.85 gold.
[Other]Janson's things. I'm keeping them elsewhere and off sheet, so as not to clutter.
21:
21 is a tool created by the Three Incarnations in an attempt to understand Evil and as a weapon against Evil. It has several powers related to this, of which the following are known.
- The bearer cannot lie. They speak the truth, often bluntly. Even mere deflections are difficult. However, they can detect any lie spoken, regardless of bluff checks, any known magic or even other artifacts, save perhaps those also created by the Three. This is automatic and occurs at all times. This can have deleterious effects on the bearer of 21, as it shatters any self-illusions and forces them to face the truth of everything they are.
- The bearer sees the sins of any creature it looks on. This is a free and automatic action. While this can provide some insight to a creature, it requires time to study them to fully divine information. This is also stressful on the bearer, especially when looking onto fiends or other vile creatures.
- The bearer will find that 21 takes a form suited to them within three weeks of obtaining 21. The exact form and mechanics vary, but this is always a weapon to destroy evil. In Sylvie's case, she may summon 21 as a book and read three profound words from it. This unleashes a torrent of white energy that functions as a 30ft wide beam that reaches up to 210ft from Sylvie. Any evil creatures within the beam take 21d12+21 points of damage. This damage bypasses damage reduction, spell resistance and any known forms of defense, including prismatic effects. This damage always counts as lethal damage against regenerating creatures. Creatures that are not evil are not affected by this ability. The targeted creatures are allowed a reflex save (DC 21 + 1/2 hit dice + highest ability modifier) to halve the damage.
- 21 can destroy even Gods and Powers themselves. If 21 is used to slay a deity, the bearer is allowed a special opposed rank check. The bearer rolls 1d20 + the divinity's rank + 3. Further, this check ignores strata modifiers. For example, if used to slay a rank 14 deity, the deity would roll 1d20+14 to oppose true destruction, and the bearer of 21 would roll 1d20+17. Even if the deity wins the check, any penalties and recovery times caused by its defeat are tripled.
Autobattle Settings: [spoiler]
Allow PC control: No.
Settings: -
Morniel, Planar Diplomat.
Picture:
(http://i.imgur.com/ET10n.jpg)
Tome Archon 20//Psychic Rogue 5/Master Ambassador 10/Justicar of Tyr 5
Size/Type: Large Outsider (Good, Lawful)
Hit Dice: 20d8+220 (316 hp)
Initiative: +10
Speed: 40ft, fly 80ft (good)
Armor Class: 38 (-1 size, +5 dex, +15 natural, +9 armor)
Base Attack/CMB/CMD: +20/+34/57
Attack: Vigorous Debate+34 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Full Attack: Vigorous Debate+34/+29/+24/+19 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities, sneak attack+2d6, psionics, smite anarchy 2/day.
Special Qualities: Damage reduction 15/evil and silver, spell resistance 32, immunity to electricity and petrification, resistance to fire and electricity 10, darkvision 60ft, protective aura, uncanny dodge, trapfinding, evasion, danger sense, favored embassy (Highest Sun+2, Shra'kt'lor+2, Citadel of Ten Thousand Pearls+2, Aurora+2), insightful acclimation, bonus languages, detect chaos, bureaucratic knowledge, axiomatic spellcasting+1, maimed god's boon.
Saves: Fort +26, Ref +24, Will +33 (+13 vs chaotic spells and outsiders)
Abilities: Str 38, Dex 36, Con 33, Int 30, Wis 31, Cha 36
Skills: Bluff+41, Concentration+34, Diplomacy+60, Forgery+33, Gather Information+39, Intimidate+51, Knowledge(nobility and royalty)+32, Knowledge(local: arborea, arcadia, aurora, astral plane, mount celestia, cold, earth, elysium, eternus, final rest, fire, limbo, mechanus, nature's heart, seelie court, union bank, water, wind, ysgard)+15, Knowledge(planes)+34, Knowledge(religion)+34, Listen+33, Sense Motive+55, Spot+33, Survival+33
Feats: Master of Knowledge(1), Wanderer's Diplomacy(3), Master Manipulator(6), Skill Focus(Diplomacy)(MD2), Inside Connection(Bringers of Hope)(9), Skill Focus(Sense Motive)(MD5), Improved Initiative(12), Negotiator(MD8), Smooth Talk(15), Charming(18)
Epic Feats: -
Alignment: Lawful Good
Racial powers:
Spell-like abilities
Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 20th. The save DCs are charisma based.
Aura of Menace (Su)
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
The save DC for a Throne Archon's Aura of Menace is 32.
Penitentiary Gaze (Su)
Any nonlawful good creature within 30 feet of a throne archon that meets the creature's glowing blue eyes must succeed on a Will saving throw (DC 32) or temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.
The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).
Law/Chaos Axis
Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.
Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.
Good/Evil Axis
Neutral:Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 15 points of damage.
Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 30 points of damage.
Gear:
[Weapon]Vigorous Debate: Greatsword+1, merciful. Grants a +15 competence bonus to intimidation checks.
[Armor]Golden Words: Breastplate+5. Grants a +15 competence bonus to diplomacy and sense motive checks.
[Head]Circlet of Persuasion: +3 competence bonus to charisma based checks.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
50000 in debt.
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Avoid melee, use spell like abilities to aid the battle. If he must join it, flank so that he can use his sneak attack dice.
Queen Ilsenine
Pixie 4/Noble 16//Beguiler 20
Size/Type: Small Fey
Hit Dice: 4d6+16d8+100+20 (209 hp)
Initiative: +15
Speed: 20ft, fly 60ft (good)
Armor Class: 40 (+1 size, +1 natural, +1 dodge, +11 dex, +9 wis, +1 monk, +6 shield)
Base Attack/CMB/CMD: +14/+16/40
Attack: Unarmed Strike+25 (1d6+3)
Full Attack: Unarmed Strike+25/+20/+15/+10 (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, inspire confidence 4/day, inspire greatness 2/day, spells.
Special Qualities: Low-light vision, damage reduction 10/cold iron, greater invisibility, spell resistance 35, bonus class skill (knowledge:nature), favor+4, coordinate+3, armored mage, trapfinding, cloaked casting (+2 DC, automatically overcome spell resistance), surprise casting, advanced learning.
Saves: Fort +16, Ref +25, Will +23
Abilities: Str 16, Dex 32, Con 20, Int 35, Wis 29, Cha 30
Skills: Bluff+33, Concentration+28, Diplomacy+33, Disguise+33, Forgery+35, Gather Information+33, Hide+38, Knowledge(arcana)+35, Knowledge(nature)+35, Knowledge(nobility and royalty)+35, Listen+32, Move Silently+34, Sense Motive+32, Spellcraft+35, Spot+32, Use Magic Device+33
Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Combat Charm(3), Silent Spell(B5), Improved Initiative(6), Darkstalker(9), Still Spell(B10), Twin Spell(12), Reach Spell(15), Spell Penetration(18)
Epic Feats: -
Alignment: Chaotic Good (Chaotic Neutral tendencies)
Racial powers:
Greater Invisibility (Su)
A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities
1/day—lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 20th. The save DCs are Charisma-based.
Gear:
[Shield]Airguard II: Heavy Steel Shield+4, animated.
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Waist]Monk's Belt: AC and unarmed strike ability of a 5th level monk.
50000 in debt.
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: If the battle is not serious and she has allies, allow them to handle the battle and withdraw. In the event of a serious battle, attempt to end it as swiftly as possible using her magic while invisible.
Mirima, Mistress of the Graceful Blow
Celadrin 1/Fighter 10/Sorcerer 8//Scout 6/Arcane Duelist 10/Champion of Corellon Larethian 3
Size/Type: Medium Outsider (Native)
Hit Dice: 6d8+13d10+114+19 (242 hp)
Initiative: +11
Speed: 40ft
Armor Class: 47 (+10 dex, +10 cha, +1 dodge, +6 armor, +5 deflection, +5 natural)(+4 vs PA)
Base Attack/CMB/CMD: +17/+30/59
Attack: Woven Gold+40 (1d10+33 plus 2d6 (4d6) skirmish 18-20 x2)
Full Attack: Woven Gold+40/+35/+30/+25 (1d10+33 plus 2d6 (4d6) skirmish 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, skirmish+2d6/+1 AC(+4d6/+3 AC), enchant chosen weapon+4, dexterous attack, elegant strike, flurry of swords.
Special Qualities: Elven blood, darkvision 60ft, resistance to fire 30, immunity to sleep, trapfinding, battle fortitude+1, uncanny dodge, trackless step, evasion, flawless stride, chosen weapon, apparent defense, blur, false keenness, corellon's blessing(10 hp), mirror image, superior defense+1.
Saves: Fort +28, Ref +32, Will +26
Abilities: Str 22, Dex 30, Con 22, Int 19, Wis 17, Cha 26
Skills: Diplomacy+30, Knowledge(religion)+13, Listen+27, Perform(song)+34, Search+27, Spot+27, Tumble+32
Feats: Apt Learner(Diplomacy and Perform)(1), Dodge(F1), Mobility(3), Weapon Finesse(F2), Combat Expertise(SC4), Exotic Weapon Proficiency(Elven Courtblade)(F4), Improved Skirmish(6), Eschew Materials(S1), Weapon Focus(Elven Courtblade)(9), Weapon Specialization(Elven Courtblade)(CCL1), Extend Spell(S5), Arcane Strike(12), Melee Weapon Mastery(F6), Spring Attack(15), Bounding Assault(F8), Toughness(F10), Mighty Are Fallen(18)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Spell like abilities
1/day-scorching ray. Caster level 18th.
Elven Blood (Ex)
For all special abilities and effects, a celadrin is considered an elf. Celadrins, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.
Melodious Voice (Ex)
A celadrin has a captivating voice, capable of influencing NPC attitudes. A celadrin receives a +1 racial bonus on Diplomacy checks made to influence the attitude of a non-player character or on wild empathy checks made to influence the attitude of an animal or magical beast. This bonus rises to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.
Gear:
[Weapon]Woven Gold: Elven Courtblade+6. Increases apparent defense AC bonus by 2. Quickens mirror image 3/day.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Vinco Proeliator: +1 to saves and CMB/CMD per fighter bonus feat.
[Ring 2]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Reserve Weapon]Masterwork cold iron longsword.
[Scroll]Scroll of Orb of Fire.
[Expendable]4 potions of cure serious wounds.
4673.11 gold.
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Dance around the battlefield, using spring attack+bounding assault to land blows and avoid AoOs. Skirmish+arcane strike damage dice are the priority.
Canderella Stormfury, servant of Talos.
Picture:
(http://i.imgur.com/LEPM0.jpg)
Succubus 18/Anarch 2//Warlock 5/Thunderborn 10/Stormcaster 2/Arcane Duelist 2/Marshal 1
Size/Type: Medium Outsider (Chaotic)
Hit Dice: 18d8+2d10+60+20 (193 hp)
Initiative: +4
Speed: 60ft, fly 80ft (average)
Armor Class: 62 (+4 dex, +20 natural, +1 dodge, +4 deflection, +16 charisma, +7 armor)
Base Attack/CMB/CMD: +20/+24/55
Attack: Claw+24 (1d6+4) or Storm+25 (1d10+5)
Full Attack: 2 claws+24 (1d6+4) or Storm+25/+20/+15/+10 (1d10+5)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell like abilities, eldritch blast+3d6, invocations, spells, summon storm elemental, smite law 1/day.
Special Qualities: Damage reduction 11/cold iron and lawful, darkvision 60ft, immunity to electricity and sonic, resistance to acid 10, cold 10 and fire 10, spell resistance 30, telepathy 100 ft, change shape, tongues, detect magic, deceive item, lightning adept, emissary of change, thunderous endurance, chaotic storm, storm mantle, storm spell power, thunderclap, chosen weapon, enchant chosen weapon, aura of chaos, detect law, apparent defense, divine grace, auras.
Saves: Fort +40, Ref +38, Will +40
Abilities: Str 19, Dex 19, Con 19, Int 26, Wis 21, Cha 42
Skills: Bluff+44, Concentration+26, Craft(storms)+30, Diplomacy+47, Disguise+38, Escape Artist+26, Gather Information+38, Intimidate+44, Knowledge(arcana)+30, Knowledge(nature)+30, Knowledge(planes)+30, Knowledge(Religion)+22, Listen+35, Perform(wind instruments)+38, Profession(farmer)+27, Spellcraft+30, Spot+35, Survival+27
Feats: Toughness(1), Conductivity(3), Dodge(6), Eschew Materials(9), Born of the Three Thunders(T5), Twin Spell(12), Mobility(15), Transdimensional Spell(18), Skill Focus(Diplomacy)(M1)
Epic Feats: -
Alignment: Chaotic Neutral
Racial powers:
Energy Drain (Su)
A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 34 Will save to negate the effect of the suggestion.
Spell-Like Abilities
At will—charm monster (DC 22), detect law, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), suggestion, greater teleport (self plus 50 pounds of objects only). Caster level 17th. The save DCs are Charisma-based.
Change Shape (Su)
An succubus can assume the form of any Small or Medium humanoid.
Tongues (Su)
A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.
Gear:
[Weapon]Storm: Masterwork Bastard Sword(+1).
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Body]Shirt of Charisma+8: +8 enhancement bonus to charisma.
[Wrists]Bracers of Armor+7: +7 armor bonus to armor class.
[Feet]Cocoze: +30 enhancement bonus to movement speed.
[Wand]Wand of Cure Serious Wounds, 19 charges.
[Wand]Wand of Water Breathing, 14 charges.
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Stay back and unleash the thunder and lightning. Canderella is aware she's not the toughest, so she strives to avoid outright combat.
Sage Vul'lath the Twice-Spoken
Picture:
(http://i.imgur.com/pCzNQ.jpg)
Githyanki 2/Savant 17//Wizard(Diviner) 8/Loremaster 10/Visionary Seeker 1
Size/Type: Medium Humanoid
Hit Dice: 2d4+17d8+108+19 (215 hp)
Initiative: +7
Speed: 30ft
Armor Class: 25 (+6 dex, +1 dodge, +8 armor)
Base Attack/CMB/CMD: +17/+19/36
Attack: Kalith+22 (1d4+4 19-20 x2)
Full Attack: Kalith+22/+17/+12/+7 (1d4+4 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Psi-like abilities, power resistance 24, sneak attack+3d6+17, spells.
Special Qualities: Darkvision 60ft, naturally psionic, academic lore, skill assistance(25ft), trapfinding, secret, lore, greater lore, true lore, divination expertise.
Saves: Fort +15, Ref +17, Will +26 (-2 fear)
Abilities: Str 14, Dex 16, Con 23, Int 27, Wis 21, Cha 19
Skills: Appraise+30, Autohypnosis+27, Concentration+28, Craft(gemcutting)+30, Disable Device+30, Knowledge(arcana)+36, Knowledge(dungeoneering)+36, Knowledge(geography)+36, Knowledge(history)+36, Knowledge(planes)+39, Knowledge(psionics)+31, Knowledge(religion)+36, Profession(sage)+27, Search+30, Spellcraft+30
Feats: Improved Initiative(1), Scribe Scroll(W1), Disrupting Spell(3), Skill Focus(Knowledge: Planes)(S2), Empower Spell(W5), Toughness(6), Point-Blank Shot(S7), Precise Shot(9), Master of Knowledge(L3), Craven(12), Guided Spell(S12), Spell Penetration(15), Greater Spell Penetration(18), Insightful Divination(S17)
Epic Feats: -
Alignment: Neutral
Racial powers:
Psi-like abilities
3/day-Concealing amorpha, far hand, psionic daze, psionic dimension door, telekinetic thrust. 1/day-psionic plane shift.
Naturally Psionic (Ex)
Githyanki gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
The Price of Youth (Ex)
As a result of using the Waters of Youth, Vul'lath has lost 5 skill points. He has lost 5 ranks of TBA.
Gear:
[Weapon]Kalith: Dagger+1. Functions as a greater rod of empower spell.
[Armor]Sage's Robes: Grants a +8 armor bonus to armor class.
[Belt]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Skill Booster]Knowledge Prism: +5 competence bonus to all knowledge checks(barring psionic ones).
4878.52 gold.
Autobattle Settings: [spoiler]
Allow PC control: No.
Gisfal, Firre Eladrin Warlord of Ysgard
Picture:
(http://i.imgur.com/5v7Lm.jpg)
Firre Eladrin 10/Battleguard of Tempus 10//Marshal 20
Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 10d8+10d10+100+20 (224 hp)
Initiative: +5
Speed: 30ft, fly 90ft (perfect)
Armor Class: 35 (+1 dex, +12 natural, +13 armor) (+2 deflection vs evil)
Base Attack/CMB/CMD: +20/+32/49
Attack: Storseier+33 (2d4+25 15-20 x2)
Full Attack: Storseier+33/+28/+23/+18 (2d4+25 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Gaze, spell-like abilities, spells, weapon of choice(Storseier), enchant weapon+3.
Special Qualities: Alternate form, damage reduction 15/cold iron and evil, immunity to electricity and petrification, magic circle against evil, outsider traits, resistance to acid 10 and cold 10, song, spell resistance 39, tongues, arms lore, battleforger, identify arms, analyze arms dweomer, auras, grant move action 5/day.
Saves: Fort +16, Ref +17, Will +19 (+4 vs poison, +4 vs fear, +2 resistance vs evil)
Abilities: Str 26, Dex 20, Con 21, Int 23, Wis 26, Cha 26
Skills: Balance+28, Bluff+31, Concentration+28, Craft(Armorsmithing)+31, Craft(Weaponsmithing)+31, Handle Animal+31, Knowledge(Arcana)+29, Knowledge(Local:Ysgard)+29, Listen+30, Ride+28, Sense Motive+30, Sleight of Hand+28, Spot+30, Spellcraft+29, Use Rope+28
Feats: Combat Casting(1), Skill Focus(Diplomacy)(M1), Weapon Focus(Falchion)(3), Toughness(6), Power Attack(9), Improved Critical(Falchion)(12), Practiced Spellcaster(15), Diehard(BT7), Holy Warrior(18)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Gisfal casts as a 15th level cleric (caster level 19th) with access to the Army, Chaos, Fire and War domains. Highest level spell must be war domain.
0: Create Waterx3, Cure Minor Woundsx3
1: (Burning Hands), Blessx3, Entropic Shieldx3
2: (Produce Flame), Quick Marchx3, Zone of Truthx3
3: (Prayer), Mass Aidx3, Mass Align Weapon, Prayerx2.
4: (Wall of Fire), Divinationx2, Greater Blindsightx3
5: (Easy March), Mass Curse of Ill Fortune, Mass Sanctuary, Zone of Revelationx2
6: (Fire Seeds), Mass Bear's Endurancex3
7: (Fire Storm), Mass Restorationx2
8: (Power Word Stun), Mass Death Ward
Spell-Like Abilities
At will—detect thoughts, fireball, greater invisibility, persistent image, see invisibility, wall of fire; 1/day—prismatic spray. Caster level 10th. The save DCs are Charisma-based.
Gaze (Su)
In humanoid form, the firre can gaze at a target within 60 feet and cause it to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 28 Fortitude save negates the blindness. The DC is Charisma-based.
Alternate Form (Su)
A firre can shift between its humanoid and fiery forms as a standard action. In humanoid form, it cannot fly or use its fiery slam attacks, but it can use its haze attack and spell-like abilities, make weapon attacks, sing, and cast spells. In the form of a pillar of fire, it can fly, make slam attacks, and use spell-like abilities, but cannot sing, cast spells, or use its gaze attack.
A firre remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a firre revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.
Magic Circle against Evil (Su)
A magic circle against evil effect always surrounds firres.
Song (Su)
A firre may use bardic music as a 20th level bard. Unlike a bard, however, a firre can sing as often as it likes.
Battleguard of Tempus:
Arms Lore (Ex)
At 1st level, a battleguard develops a wealth of knowledge about weapons and armor (including shields, helmets, and gauntlets). This ability works exactly like the bardic knowledge ability of the bard class, but only to facts relating to arms and armor. The knowledge check bonus is equal the character's battleguard level + his Intelligence modifier. If a battleguard has bard levels (or levels in another class with a similar ability, such as loremaster), his battleguard levels and his levels in the other appropriate class stack for the purposes of using bardic knowledge in matters involving armor and weapons.
Weapon of Choice (Ex)
At 1st level, the battleguard must choose a weapon with which he has the Weapon Focus feat. The battleguard must then consecrate the weapon to Tempus in a lengthy ceremony of meditation and fasting, which takes a tenday. Should the battleguard's weapon of choice be lost, stolen, or destroyed, the battleguard must reconsecrate another weapon. A ranged weapon cannot be chosen as a weapon of choice.
Enchant Weapon (Su)
At 2nd level, a battleguard can temporarily enhance his weapon of choice (see above) to achieve a specific effect. The effect lasts for 1 minute per level, and the battleguard can create the effect once per day. The battleguard can choose from any special ability (including an enhancement bonus) with a +1 equivalent market price modifier. The effect ends if the weapon leaves the battleguard's grasp.
This ability improves at 6th level and 10th level, allowing the battleguard to choose weapon special abilities equivalent to a +2 or +3 modifier respectively.
Battleforger (Ex)
Battleguards are master smiths and, beginning at 3rd level, receive a +2 competence bonus to all Craft (armorsmithing) and Craft (weaponsmithing) checks.
Identify Arms (Sp)
At 5th level, a battleguard can determine the single most basic function of any weapon or piece of armor, as per the identify spell, a number of times per day equal to the battleguard's Charisma bonus (minimum 1 per day).
Analyze Arms Dweomer (Sp)
At 9th level, a battleguard can discern the magical properties of any piece of armor (including shields, helms, and gauntlets) or weapon, as per the analyze dweomer spell, a number of times per day equal to the battleguard's Charisma bonus (minimum 1 per day).
Marshal powers:
Gisfal emits auras as a 20th level marshal. Minor auras grant his charisma modifier as a bonus to the noted roll and major auras grant a +4 bonus to the noted roll. Gisfal has Accurate Strike and Motivate Attack active normally, these are factored into his stat block.
Minor auras known: Accurate Strike(Critical hit confirmation rolls), Art of War(CMB), Demand Fortitude(Fort saves), Master of Tactics(Damage rolls when flanking), Motivate Charisma(Charisma based rolls and checks), Motivate Dexterity(Dexterity based rolls and checks), Over the Top(Damage rolls on charges), Watchful Eye(Reflex saves)
Major auras known: Draconic Power(Spell resistance checks), Motivate Attack (Attack rolls), Motivate Care(Armor class), Resilient Troops(Saves).
Gear:
[Weapon]Storseier: Adamantine Falchion+5, dragonbane.
[Armor]Fearless Warlord Plate: Full Plate Armor+6. Grants a +4 bonus to saving throws against fear.
[Shoulders]Mantle of the Battleguard: Grants a +8 enhancement bonus to charisma.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Reserve Weapon]Beacon: Silver Mace+1, anarchic. Glows with bright light when drawn and held within an 80ft radius.
[Reserve Weapon]Bewoven: Dagger+8.
[Reserve Weapon]Bite: Cold Iron Dagger+1, keen.
[Reserve Weapon]Blaze: Adamantine Dagger+1, flaming.
[Reserve Weapon]Blitz: Longbow+1, shocking.
[Reserve Weapon]Burr: Sap+1, frost.
[Reserve Weapon]Burn: Adamantine Scimitar+1, flaming.
32621.48 in debt
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Get those troops rallied and lead them in to lay a righteous war on any foe in their way. Support the troops with magic and auras as needed.
Ebony the Redeemed
Picture:
(http://i.imgur.com/luUpE.jpg)
Bard 20//Sorcerer 6/Exalted Arcanist 5/Sacred Exorcist 7/Angel 2
Size/Type: Medium Outsider (Good, Lawful, Angel)
Hit Dice: 11d6+9d8+120+20 (214 hp)
Initiative: +8
Speed: 30ft, fly 70ft (good)
Armor Class: 37 (+8 dex, +7 armor, +11 natural, +1 sacred) (+4 deflection vs evil)
Base Attack/CMB/CMD: +17/+21/40
Attack: Silver Dagger+21 (1d4+4 19-20 x2)
Full Attack: Silver Dagger+21/+16/+11/+6 (1d4+4 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, turn undead 13/day (4d6; DC 22), dispel evil 2/week.
Special Qualities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage+5, suggestion, inspire greatness 5 allies, song of freedom, inspire heroics 3 allies, mass suggestion, exalted spell list(9th), spell knowledge, faster consecrate, faster purify, sanctified endurance, detect evil, chosen foe(undead)+2, consecrated presence, darkvision 60ft, immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues, spell resistance 30.
Saves: Fort +23, Ref +31, Will +34 (+4 perfection against compulsions, +4 racial vs poison)
Abilities: Str 19, Dex 26, Con 22, Int 22, Wis 22, Cha 31
Skills: Concentration+29, Diplomacy+40, Gather Information+33, Knowledge(Arcana)+29, Knowledge(Planes)+29, Knowledge(Religion)+29, Listen+29, Perform(Dance)+38, Perform(Song)+38, Perform(String Instruments)+48, Perform(Wind Instruments)+38, Profession(Astrologer)+28, Profession(Chef)+28, Spellcraft+29, Spot+29, Tumble+31, Use Magic Device+33
Feats: Consecrate Spell(1), Eschew Materials(S1), Lingering Song(3), Purify Spell(S5), Song of the Heart(6), Skill Focus(String Instruments)(9), Sacred Vow(EA3), Vow of Obedience(EA5), Toughness(12), Versatile Performer(15), Song of Cleansing Light(18)
Epic Feats: -
Alignment: Lawful Exalted
Racial powers:
Protective Aura (Su)
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.)
Tongues (Su)
All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.
Bard powers:
Ebony casts as an 18th level bard.
4/7/6/6/6/5/3
0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory.
5: Greater Dispel Magic, Mass Cure Light Wounds, Song of Discord, Summon Monster 5
6: Mass Charm Monster, Mass Cure Moderate Wounds, Veil.
Bardic Knowledge (Ex)
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.
Inspire Heroics (Su)
A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Sorcerer powers:
Ebony casts as a 17th level sorcerer.
0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of Heaven.
2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
4: Holy Smite, Perfect Summons, Sunmantle, Sword of Conscience, Voice of the Archon.
5: Dismissal, Hallow, Heavenly Lightning, Sending, Sicken Evil.
6: Aspect of the Deity, Bolt of Glory, Storm of Shards.
7: Greater Teleport, Holy Word, Righteous Smite.
8: Greater Planar Ally, Polar Ray.
Exalted Arcanist powers:
Exalted Spell List (Ex)
An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters' spell lists. The exalted arcanist's spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list. She does not automatically know these spells, but can choose them as spells known.
Spell Knowledge (Ex)
At 1st and 5th level, an exalted arcanist learns two new arcane spells of any level up to the maximum spell level she can cast. These can be spells from her normal spell list or from the exalted spell list that appears below.
Faster Consecrate (Ex)
At 2nd level, an exalted arcanist can spontaneously cast spells with the Consecrate Spell feat without extending the spell's casting time.
Faster Purify (Ex)
At 4th level, an exalted arcanist can spontaneously cast spells with the Purify Spell feat without extending the spell's casting time.
Sanctified Endurance (Ex)
At 5th level, the Exalted Arcanist reduces the ability score damage or drain from casting sanctified magic by 2, to a minimum of 1.
Sacred Exorcist powers:
Turn Undead (Su)
Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.
Detect Evil (Sp)
At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.
Chosen Foe (Ex)
At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.
Dispel Evil (Sp)
Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.
Consecrated Presence (Su)
At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.
Gear:
[Weapon]Masterwork Silver Dagger
[Head]Ebony's Halo: Grants spell resistance equal to 10+hit dice and +1 sacred to armor class. Rises to +4 when she performs bardic music.
[Neck]Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
[Shoulders]Perseverance: Grants a constant death ward effect, +4 CL vs dispel, ring of mind shielding effect.
[Torso]Vest of Legends: +5 competence to diplomacy and perform, +5 level bonus for bardic music.
[Waist]Ebony's Corset: Grants a +6 enhancement bonus to ability scores, a +7 armor bonus to armor class and a +7 resistance bonus to saving throws.
[Ring 1]Ageless Will: +2 will saves, 1/day spend an immediate action to gain mettle of will for one save.
[Ring 2]Ring of Arcane Might: +1 caster level.
[Metamagic Rod]Rod of Greater Empower. Empower any 1-9 spell 3/day.
[Skill Booster]Dove's Harp(change): Fast healing 3 for 1 minute after using bardic music, 60ft/all allies. +15 competence to perform(strings) checks.
[Skill Booster]Ebony's Harp: Grants a +5 enhancement bonus to perform checks.
Custom Material:
Song of Cleansing Light [Bardic, Exalted]
Prerequisite: Bardic music, turn undead.
Benefit: As a standard action, you may expend one use of your bardic music ability and one use of your turn undead ability to grant your allies within 60ft bonus damage against undead. They deal an extra 2d6 points of damage on weapon damage rolls, including natural weapons. This damage rises by 1d6 to 3d6 when you reach level 10, as well as by 1d6 to 4d6 when you reach level 20. This effect lasts for as long as you play and for 5 rounds thereafter.
Autobattle Settings:
Allow PC control: Yes.
Settings: Ebony can attack or buff as desired, and chooses whichever one is needed. She is not shy of melee, but she understands she is not the most enduring warrior and is not suicidal.
Notes: [spoiler]
Inspire Courage with WoC 3d4 nonlethal, +10.
Bardic music lasts 10 rounds instead of 5 after ending performance. Probably retrain this if she ever gets lasting inspiration.
Stille, Aasimar Paladin of Freedom 2/Cleric of Selune 1/Battle Dancer 2/Fatemaker 1/Fighter 2/Ranger 3/Barbarian 2/Rogue 3/Duskblade 3//Swashbuckler 3/Ninja 3/Ardent Dilettante 10/Phasic Priest 3
Picture:
(http://i.imgur.com/j3nCD.jpg)
Size/Type: Medium Outsider (Native)
Hit Dice: 5d10+11d8+1d6+2d12+114+19 (231 hp)
Initiative: +11
Speed: 50ft
Armor Class: 58 (+7 dex, +8 cha, +8 wis, +8 armor, +5 deflection, +5 natural, +7 shield)
Base Attack/CMB/CMD: +19/+25/63
Attack: Unarmed Strike+31 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Full Attack: Unarmed Strike+31/+26/+21/+16 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, spells, turn undead 11/day (1d6; DC 18), favored enemy(elemental+2), rage 3/day, sneak attack+4d6, ki power 8/day, arcane channeling.
Special Qualities: Darkvision 60ft, resistance to acid, cold and electricity 5, aura of good, detect evil, divine grace, lay on hands (16 hp), dance of reckless bravery, wild empathy, uncanny dodge, trapfinding, improved evasion, penetrating strike, grace+1, insightful strike, ghost step(invisible), poison use, lore, enthrall, joie de vivre, sense link, scent, seen it before, see it again, blindsense 10ft, death holds no mysteries, arcane attunement, armored mage(light), new moon.
Saves: Fort +29, Ref +30, Will +23 (+4 sacred ref when raging.)
Abilities: Str 23, Dex 24, Con 22, Int 22, Wis 26, Cha 27
Skills: Bluff+32, Concentration+27, Diplomacy+29, Escape Artist+28, Intimidate+29, Knowledge(planes)+27, Listen+38, Perform(oratory)+29, Profession(Chef)+16, Spot+38, Swim+27, Tumble+43
Feats: Skill Focus(Bluff)(1), Weapon Finesse(S1), Exotic Weapon Proficiency(Greatspear)(3), Improved Unarmed Strike(BD1), Chaos Devotion(6), Improved Initiative(F1), Toughness(F2), Divine Might(9), Track(R1), Extra Smiting(AD4), Power Attack(R2), Endurance(R3), Obscure Lore(12), Extra Rage(AD7), Initiate of Selune(15), Strong Stomach(AD10), Improved Natural Attack(18), Combat Casting(D2)
Epic Feats: -
Alignment: Anarchic Good
Racial powers:
Spell-like abilities
1/day-Daylight. Caster level 17th.
Paladin of Freedom powers:
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 (Su)
Once per day, 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.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Cleric powers:
Stille casts as a 11th level cleric with access to the Chaos and Moon domains. (Caster level 14th for Moon Bolt, Caster level 16th for divinations.)
0: Create Waterx3, Cure Minor Woundsx3
1: (Protection from Law), Divine Favorx2, Handfire, Moon Lustx2, Omen of Peril, Sign.
2: (Moonbeam), Auguryx2, Divine Insightx2, Lesser Restorationx2
3: (Magic Circle Against Law), Divinationx2, Moon Bladex3, Prayer.
4: (Fear), Moon Boltx4
5: (Dispel Law), Moon Path, Moonweb, Righteous Might.
6: (Permanent Image), Heal.
Battle Dancer powers:
Dance of Reckless Bravery (Su)
A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.
Fatemaker powers:
Stille casts as a 1st level fatemaker.
Spells per day: 2
1: Charm Person, True Strike.
Ranger powers:
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Barbarian powers:
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Uncanny Dodge (Ex)
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Rogue powers:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex)
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Swashbuckler powers:
Grace (Ex)
A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Insightful Strike (Ex)
At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Ninja powers:
Ki Power (Su)
A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.
As long as a ninja's ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.
A ninja's ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.
Trapfinding (Ex)
A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Ghost Step (Su)
Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
Poison Use (Ex)
At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
Ardent Dilettante powers:
Heightened Senses (Su)
An ardent dilettante gains a competence bonus on Listen and Spot checks equal to 1 + one-half her class level.
Lore (Ex)
As the Loremaster ability of the same time.
Enthrall (Sp)
Starting at 2nd level, an ardent dilettante can recount one of her many adventures or experiences, capturing the attention of an audience as with an enthrall spell. An ardent dilettante can use this ability once per day for every two class levels she has. Caster level equals character level; save DC 12 + Cha modifier.
Joie de Vivre (Sp)
An ardent dilettante of 3rd level or higher takes such obvious pleasure in life that she can influence those around her to feel the same way, as with a good hope spell. An ardent dilettante can use this ability once per day for every three class levels she has. Caster level equals character level; save DC 12 + Cha modifier.
Sense Link (Sp)
At 4th level, an ardent dilettante becomes able to establish a link with another creature within 30 feet, gaining the benefit of a clairaudience/clairvoyance spell centered on that creature's position. Unwilling targets receive a saving throw against the spell; if the saving throw is successful, the effect is centered on the current position of the creature, but does not move with it. Once the link is established, distance is not a factor (though it works only on the plane you and the target currently occupy). Caster level equals ardent dilettante level; save DC 13 + Cha modifier.
Scent (Ex)
At 5th level, an ardent dilettante's sense of smell becomes so acute that she gains the scent special quality.
Seen It Before (Su)
Beginning at 6th level, an ardent dilettante can make a Will save to identify an illusion by perceiving it with any of her senses, even if the illusion provides sensory input for that sense. The DM should make this save in secret, to avoid alerting players that the character is witnessing an illusion. If the save fails, the ardent dilettante doesn't get another one until she interacts with the illusion.
See It Again (Su)
Once per day, when targeted by or in the area of a spell effect, an ardent dilettante of 8th level or higher can use her next action (if it is made within 1 round of the casting) to duplicate the casting of the spell, with all aspects identical. For instance, an ardent dilettante subjected to a dominate person spell cast by a 12th-level sorcerer can use an identical dominate person effect in the next round. The duplicated effect has the same save DC, range, and duration as if the original caster had cast it. The ardent dilettante automatically knows all relevant information about the spell in question (its name, effect, save DC, and so on).
Blindsense (Ex)
At 9th level, an ardent dilettante's senses become so attuned to her surroundings that she gains blindsense out to 10 feet.
Death Holds No Mysteries (Ex)
When a 10th-level ardent dilettante is brought back from the dead by such magic as raise dead and resurrection, the ardent dilettante gains a +25% bonus to her resurrection chance roll. In addition, she ignores the penalty for being brought back from the dead more than once.
Duskblade powers:
Stille casts as a 1st level duskblade.
3/4
0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue.
1: Blade of Blood, Stand.
Arcane Attunement (Sp)
You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex)
Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
Phasic Priest powers:
Lunar Magic (Ex)
The first lesson Phasic Priests learn is to call on the moon to strengthen them. Whenever she is under the light of the moon, she gains a +1 bonus to caster level.
Gear:
[Shield]Airguard III: Heavy Steel Shield+5, animated.
[Reserve Weapon]Desperation: Scythe+1, keen.
[Reserve Weapon]Cold Iron Longsword+1, flaming.
[Reserve Weapon]Flowsteel Blade: Masterwork longsword.
[Neck]Dragonart: +5 enhancement bonus and the wounding quality to special attacks. Applies the Deadly Blow class ability of Initiates of the Draconic Mysteries to all natural weapons.
[Waist]Angel's Belt: +6 enhancement bonus to ability scores.
[Wrists]Bracers of Armor+8: +8 armor bonus to armor class.
[Hands]Moongloves: 3/day automatically maximizes a casting of moonbolt. Grants a +3 bonus to caster level for moonbolt.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of Natural Armor+5: +5 enhancement bonus to natural armor.
[Feet]Cat's Fancy: +15 tumble, +5 jump, +10 enhancement to move speed, fight 3/day by command, 5 minute duration each.
[Staff]Staff of Rejuvenation: 44 charges. 1 charge for heal or restoration; 2 charges for fortunate fate. CL 15 or Stille's CL, whichever is higher.
[Reserve Weapon]Deep Crystal Warhammer+2, manifester.
[Misc]Copper Bracelet: 8 sp.
5562.47 gold
Autobattle Settings: [spoiler]
Allow PC control: No. Stille's enough of a headache to keep everything straight. I wouldn't force this on one of you.
Balyss, Aasimar Cleric 5/Silverstar 10/Divine Oracle 5//Favored Soul 20
Picture:
(http://i.imgur.com/zULxZ.jpg)
Size/Type: Medium Outsider (Native)
Hit Dice: 20d8+120 (210 hp)
Initiative: +3
Speed: 20ft (30ft without armor), fly 60ft (good)
Armor Class: 49 (+18 armor, +2 dex, +12 shield, +5 protection, +2 insight)
Base Attack/CMB/CMD: +16/+21/56
Attack: Lunarock+24 (1d8+8 plus 1d6 electricity plus 1d10 electricity on critical hit plus 2d6 holy) or Moon Blade+22 melee touch (1d8+8 plus 1d6 electricity plus 1d10 electricity on critical hit (2d8+17 plus 1d6 electricity plus 1d10 electricity on critical hit vs undead))
Full Attack: Lunarock+24/+19/+14/+9 (1d8+8 plus 1d6 electricity plus 1d10 electricity on critical hit plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, turn undead 11/day(13d6; DC 28), moon hand(+2, shocking burst), moonfire, favored of selune 5/day.
Special Qualities: Darkvision 60ft, resistance to cold 15, resistance to fire and sonic 10, resistance to acid and electricity 5, moon spells, low-light vision, tears of selune, prophet's sight, selunite lycanthropy, scry bonus, prescient sense(evasion), trap sense+2, divination enhancement, uncanny dodge, damage reduction 10/cold iron and evil, regeneration 1.
Saves: Fort +29, Ref +22, Will +35 (+2 vs enchantment, necromancy and illusion, +4 sacred vs evil spells, spell turning)
Abilities: Str 20, Dex 16, Con 22, Int 18, Wis 28, Cha 27
Skills: Concentration+29, Heal+32, Knowledge(Planes)+27, Knowledge(Religion)+30, Sense Motive+43, Spellcraft+27, Survival+28
Feats: Blind-Fight(1), Divine Shield(C1), Initiate of Selune(3), Empower Turning(6), Skill Focus(Knowledge:Religion)(9), Quicken Turning(12), Silvery Moon Blade(15), Quicken Spell(18)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Spell-like abilities: 1/day-Daylight. Caster level 20th.
Regeneration (Ex)
Balyss takes normal damage from cold iron, evil weapons or from spells with the evil descriptor.
Cleric powers:
Balyss casts as a 16th level cleric with access to the Moon, Oracle and Protection domains. (Caster level 17th, 19th for divinations, 24th for augury and divination.)
0: Cure Minor Woundsx6
1: (Identify), Bless Water, Comprehend Languages, Detect Undead, Nightshield, Remove Fear, Signx2.
2: (Moonbeam), Close Wounds, Consecrate, Find Traps, Iron Silence, Make Whole, Status, Undetectable Alignment.
3: (Moon Blade), Create Food and Water, Selune's Grace*, Locate Object, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead.
4: (Fear), Assay Spell Resistancex2, Control Water, Discern Lies, Divine Power, Neutralize Poison.
5: (Moon Path), Atonement, Commune, Hallow, Righteous Mightx2.
6: (Legend Lore), Greater Dispel Magicx4
7: (Insanity), Control Weather, Greater Restoration, Holy Word, Word of Chaos.
8: (Mind Blank), Fierce Pride of the Beastlands, Heat Drain, Summon Monster 8.
* As Grace, SC.
Silverstar powers:
Moon Spells (Ex)
A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spell slot equal to it's level on the Moon domain list. For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.
Lunar Sight (Ex)
At 2nd level a silverstar gains low-light vision.
Moon's Hand (Su)
Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.
Tears of Selune (Sp)
A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell(torches or will o' the wisps only) at will.
Prophet's Sight (Sp)
Once per day at 5th level, a Silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.
Selunite Lycanthropy (Ex)
Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.
Moonshield (Su)
At 7th level, a silverstar learns how to better resist the dark magic of the Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.
Moonfire (Sp)
Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.
Divine Oracle powers:
Scry Bonus (Su)
A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.
Divination Enhancement (Ex)
Beginning at 3rd level, the divine oracle may roll twice and take the better result for divination and augury.
Favored Soul powers:
Balyss casts as a 16th level favored soul. (Caster level 17th, 19th for divinations, 24th for augury and divination.)
6/8/8/8/8/7/7/6/4
0: Amanuensis, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Virtue.
1: Bless, Divine Favor, Entropic Shield, Handfire, Moon Lust, Shield of Faith.
2: Augury, Divine Insight, Divine Protection, Healing Lorecall, Lesser Restoration, Zone of Truth.
3: Cloak of Bravery, Invisibility Purge, Mass Aid, Mass Align Weapon, Mass Resist Energy, Moon Blade.
4: Divination, Fear, Mass Shield of Faith, Moon Bolt, Sheltered Vitality, Wall of Moonlight.
5: Life's Grace, Mass Sanctuary, Moon Path, Moonweb, Zone of Respite, Zone of Revelation.
6: Banishment, Heal, Lucent Lance, Vigorous Circle, Visage of the Deity.
7: Holy Star, Insanity, Lunatic's Light, Mass Spell Resistance.
8: Holy Aura, Maddening Whispers, Mass Death Ward.
Favored of Selune (Sp)
You gain the ability to use Moon Blade as a spell-like ability. You may use this ability a number of times per day equal to your favored soul level divided by three(minimum one, round down). When you manifest your Moon Blade, you may choose to make it fully corporeal. If you do, your Moon Blade is not subject to spell resistance. However, it now makes normal melee attacks instead of melee touch attacks.
At 12th level, you may cast your Moon Blade spell-like ability as a swift action instead of a standard action. In addition, your Moon Blade's bonus damage is no longer limited to +10 to living creatures or +20 to undead. It has no cap and may rise as high as your caster level permits.
The benefits of this ability apply to any normal castings of Moon Blade you cast as a normal spell.
Gear:
[Weapon]Lunarock: Moonlight mithral heavy mace+3, holy, shocking burst. Readied. (Base weapon of +3, moonhand+moonlight mithral boost it)
[Armor]Lunar Air: Full Plate+10, nimbleness, sacred, angelic and calling. AC bonus applies to touch AC.
[Shield]Lunatic's Shield: Heavy Steel Shield+10, great reflection.
[Head]Phylactery of Undead Turning: +2d6 to turn undead.
[Neck]Moonlight Mithral Holy Symbol of Selune: Grants a +1 bonus to caster level.
[Shoulders]Mooncloak: +5 resistance bonus to saving throws, allows water walk and levitate 1/day on self.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of the Full Moon: +15 competence bonus to diplomacy, sense motive and gather information checks.
[Ring 2]Ring of the New Moon: Invisible to darkvision, +5 deflection bonus to armor class.
[Feet]Boots of Haste: Free action haste for 10 rounds a day.
[Staff]Staff of Planar Might.
[Ioun Stone]Red Moon: +2 insight bonus to armor class.
[Misc]Moon Mote: 1/day can use dancing lights under command of holder.
[Expendable]1 scroll of cure critical wounds
[Expendable]2 moonfire salves: Works as a targeted dispel magic, fly, darkvision, greater mage hand or cure serious wounds.
[Reserve Weapon]Sword of the Moon: Cold iron longsword+2, moonfire blasting and holy.
[Reserve Armor]Lunatic's Armor: Mithral Full Plate+5, called and sacred(+1d6 turning).
1 gold
Autobattle Settings:
Allow PC control: Yes.
Settings: Heal, support and turn. Stay out of direct melee when possible or not using Moon Blade.
Simmer, pyrodryad.
Dryad 4/Half Fire Elemental 3/Barbarian (Hunter variant) 13//Sorcerer 5/Lord of the Bright Fires 10/War Mage 5
Picture:
(http://i.imgur.com/zcycG.jpg)
Size/Type: Medium Outsider (Fire)
Hit Dice: 4d8+1d4+2d6+13d12+120+20 (256 hp)
Initiative: +10
Speed: 40ft
Armor Class: 40 (+10 dex, +4 natural, +10 deflection, +6 armor)
Base Attack/CMB/CMD: +16/+19/49
Attack: Afir Masifel+33 (1d8+9 plus 3d6(9d6 on crit) fire x3)
Full Attack: Afir Masifel+33/+28/+23/+18 (1d8+9 plus 3d6(9d6 on crit) fire x3) or Rapidshot +31/+31/+26/+21/+16 (1d8+9 plus 3d6(9d6 on crit) fire x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy (outsider(water)+6, outsider(cold)+2, undead+2), spells, elemental fury, elemental wrath 9/day, burn the heretic.
Special Qualities: Damage reduction 5/cold iron, damage reduction 3/-, immunity to cold, fire, disease, negative energy damage and energy drain, wild empathy, orphaned, darkvision 60ft,
vulnerability to cold(suppressed), improved uncanny dodge, spell sense+4, metamagic specialist 9/day, greater essence of fire, living fire, pyrosynthesis, energy vulnerability, shield of fire, arcane aegis 3 allies, battle magic+3 (9/day), armored spellcasting -10%.
Saves: Fort +26, Ref +29, Will +23
Abilities: Str 16, Dex 30, Con 22, Int 22, Wis 22, Cha 29
Skills: Concentration+29, Escape Artist+33, Knowledge(arcana)+29, Knowledge(nature)+29, Listen+29, Search+29, Spellcraft+29, Spot+29, Use Magic Device+21
Feats: Toughness(1), Eschew Materials(S1), Combat Casting(3), Searing Spell(S5), Weapon Focus(Longbow)(6), Fiery Spell(9), Rapidshot(B2), Spell Penetration(12), Manyshot(B6), Fey Bloodline(15), Empower Spell(WM2), Arcane Thesis(Lingering Flames)(18), Improved Precise Shot(B11), Maximize Spell(WM4)
Epic Feats: -
Alignment: Chaotic Neutral
Racial powers:
Spell-like abilities
3/day-charm person, deep slumber 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, produce flame, suggestion, wall of fire. Caster level 17th. The save DCs are charisma-based.
Wild Empathy (Ex)
This power works like the druid's wild empathy class feature, except that the dryad has a +6 racial bonus on the check.
Orphaned (Ex)
As a result of a ley-line surge, pure fire energy consumed Simmer and her tree. Her tree was charred to ash, which is normally fatal to a dryad. Ambient fire energies filled the void left by the death of Simmer's tree, which allowed her to survive. She is no longer bound to her tree and may travel freely, however, she suffers a -2 penalty to constitution to reflect the physical trauma this has inflicted on her. Further, she has lost her tree stride, tree shape, speak with plants and entangle spell-like abilities.
Barbarian powers:
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Uncanny Dodge (Ex)
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Sorcerer powers:
Add fey bloodline spells in, sub out wail. +2 class, +1 item.
Simmer cast as a 16th level sorcerer.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[6/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB
[4/day]8: Greater Arcane FusionCM, Irresistible DanceFB
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
Metamagic Specialist (Ex)
You can apply metamagic feats that you know to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat.
You can use this class feature a number of times per day equal to 3 + your Int modifier (minimum 1). This is an extraordinary ability.
Lord of the Bright Fires powers:
Essence of Fire (Su)
By channeling your own elemental nature, you strengthen your fire magic. You cast spells with the fire descriptor at +1 caster level.
Living Fire (Ex)
You represent fire and life entwined, always vital and always sustaining even as it burns away old life to make way for new life. You lose access to any spell that causes energy drain or inflicts negative energy damage, these spells are removed from your spell lists.
Pyrosynthesis (Su)
The purifying and vital power of positive energy laced fire suffuses your being. Whenever you cast a spell with the fire descriptor, you heal hit points equal to it's spell level. For example, casting fireball heals you three hit points. You cannot go above your maximum hit points with this ability.
Energy Vulnerability (Sp)
You can use Energy Vulnerability (PHB2 p113) as the spell once per day. You can only make your target vulnerable to fire.
Elemental Fury (Su)
Through the living fury of fire, you can cause your foes to burn even after your spell concludes, imbued with a tiny fragment of life. Any time you deal damage to a target with a spell with the fire descriptor, they catch ablaze. This deals 1d6 damage per round(no save) until the flames are extinguished. Unlike a normal fire, these flames do not cease until put out directly. This may be done by mundane means such as water or rolling on the ground, as well as by dispel magic. Treat this ability as a spell effect equal to the caster level of the Lord of the Bright Fires for the sake of dispel magic.
Greater Essence of Fire (Su)
Your mastery of the flames increases. Your bonus to your caster level when casting spells with the fire descriptor rises by 1, to a total of +2. In addition, the DC of any spells you cast with the fire descriptor rises by 1.
Elemental Wrath (Su)
Through the overwhelming energy of positive fire, you are able to overwhelm your foes. A number of times a day equal to your main casting stat(Intelligence for wizards, charisma for sorcerers, for example), you may designate a spell with the fire descriptor, that deals damage and allows a saving throw for partial/no effect as overwhelming. An overwhelming spell leaves the victim dazed for one round if the saving throw is failed, due to being overwhelmed with the raw elemental vitality of fire.
Burn the Heretic! (Su)
At 8th level your touch can cause some of the creature's lifeforce to explode into fire. Once per day you may make a melee touch attack against a creature. If successful you deal 10d10 points of fire damage, as lifeforce is transformed into white flames that explode out of the victim's body in all directions. If you fail to hit, this ability is not expended. Non-living creatures such as undead and constructs are immune to this ability.
Shield of Fire (Su)
At 9th level the Lord of the Bright Fires is constantly surrounded by vibrant white flames. This raw life force shields her own vitality, rendering her immune to energy drain and negative energy damage.
Fiery Life (Ex)
At 10th level your constant conduit to fire has further bolstered you. Your constitution rises by 2 points.
War Mage powers:
Arcane Aegis (Su)
The war mage may designate one ally within 30ft and add the the war mage's charisma modifier as a morale bonus to the ally's AC. Doing so is a free action. At 3rd and 5th level, the war mage may protect a second and third ally.
Gear:
[Weapon]Afir Masifel: Longbow+6, fiery blast.
[Metamagic Rod]Rod of Greater Maximize: 3/day maximize any 1-9 spell.
[Neck]Ten Petal Necklace: Grants a +10 deflection bonus to armor class.
[Wrists]Bracers of Soothing Flames: Grants a +3 competence bonus to caster level of fire descriptor spells. 6 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast. 2 chargers, gain immunity to cold for one minute.
[Ring 1]Ring of Energy Immunity(Cold): Immunity to cold.
[Ring 2]Ring of Arcane Power: +1 bonus to caster level.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Spell Booster]Arcanum XII. See below.
[Reserve Ring]Spellguard Ring(Gold): 3/day as a free action when casting a spell, render wearer of the matching ring immune to your spells for 1 round.
[spoiler]
Arcanum XII
Arcanum XII is a powerful tome that can enhance arcane magic. To gain any benefit from Arcanum XII, it must be read for eight hours. At the conclusion of this time, the reader must make a DC 18 intelligence check. Failure results in the time being wasted to no gain. The reader may try again, but the DC rises by 3 for each failure. Success allows the reader to call on the power of Arcanum XII. Three times per day as a swift action while holding Arcanum XII, the holder may read a passage and weave it into her own spellcraft. This may provide any one of the following benefits, but each benefit may be called on only once per day. The bonus applies only the spell being cast.
- +3 bonus to caster level.
- Increase the die size of spell by one. d12s become 2d6. This applies only spells that deal damage, such as magic missile or fireball. Spells such as ray of enfeeblement and enervation are not affected.
- Spontaneously change the energy type of the spell. This applies only to spells with the fire, cold, electricity, acid or sonic descriptors. A fireball turned to cold would deal cold damage instead of fire damage, for example.
- Apply any one metamagic with a spell level adjustment of 3 or less. This metamagic is free and does not affect the level of the spell at all.
- Spell overload. This option applies all four benefits to one spell. It can only be used if all three of Arcanum XII's daily uses have not been expended. This causes an energy backlash, dealing 3d6 points of damage per level of the spell overloaded.
[Bag of Holding]Simmer's Emergency Supply Closet of Fire.
[Staff]Staff of Fire, 50 charges.
[Wand]Wand of Cure Light Wounds, CL 1.
[Consumable]Potion of Resist Energy(Cold) 30.
[Consumable]5 flasks of alchemist's fire.
[Consumable]2 flasks of liquid embers.
[Consumable]7 scrolls of summon elemental monolith (fire)
2370.5 gold[/spoiler]
Autobattle Settings: [spoiler]
Allow PC control: Yes.
Settings: Burn, burn, burn. Burn them all! Burn them more! If all else fails, shoot 'em full of arrows. If that fails, burn them again!
Meillarberyl, Voice of the Triune.
Elf Warlock 19//Paladin of Freedom 5/Enlightened Spirit 4/Voice of the Triune 10
Size/Type: Medium Humanoid (Elf)
Hit Dice: 5d10+2d6+10d8+76 (171 hp)
Initiative: +7
Speed: 30ft, fly 30ft (good)
Armor Class: 33 (+7 dex, +10 exalted, +3 deflection, +2 natural, +1 sacred)
Base Attack/CMB/CMD: +19/+20/41
Attack: Eldritch Blast+30 ranged touch (10d6+4 plus 1d6 vs evil plus 2d6 vs evil outsiders)
Full Attack: Eldritch Blast+30 ranged touch (10d6+4 plus 1d6 vs evil plus 2d6 vs evil outsiders) or Eldritch Glaive+29 touch (10d6+4 plus 1d6 vs evil plus 2d6 vs evil outsiders)
Space/Reach: 5ft/5ft
Special Attacks: Exalted strike+4, invocations, eldritch blast+10d6, smite evil 4/day, turn undead 12/day (DC 20; 1d6), words of the triune(benediction, freedom, love, retreat, glory).
Special Qualities: Immunity to sleep, low-light vision, endure elements, greater sustenance, ability score enhancement, mind shielding, damage reduction 10/evil and cold iron, resistance to fire and cold 10, resistance to acid and electricity 5, freedom of movement, regeneration, detect magic, deceive item, celestial resilience 5, imbue item, aura of good, detect evil, divine grace, lay on hands(45 hp), aura of resolve, divine health, domain paladin(elf), aura of courage, aura of menace, blessed silence, words of creation, silent grace, true seeing, tongues.
Saves: Fort +32, Ref +28, Will +37 (+2 vs enchantment, +2 vs despair)
Abilities: Str 13, Dex 24, Con 19, Int 16, Wis 19, Cha 30
Skills: Concentration+26, Diplomacy+32, Disguise+32, Knowledge(Arcana)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Sense Motive+26, Spellcraft+25, Use Magic Device+32 (+8 to spot/listen)
Feats: Sacred Vow(1), Vow of Poverty(3), Vow of Silence(VoP4), Point Blank Shot(P5), Precise Shot(6), Words of Creation(VoP6), Purify Spell-Like Ability(Eldritch Blast)(VoP8), Devoted Warlock(9), Gift of Grace(VoP10), Empower Spell-Like Ability(Eldritch Blast)(12), Nimbus of Light(VoP12), Exalted Eldritch Blast(VoP14), Maximize Spell-Like Ability(Eldritch Blast)(15), Exalted Warlock(VoP16), Extra Smiting(18), Gift of Faith(VoP18)
Epic Feats: -
Alignment: Chaotic Exalted
Racial powers:
AC Bonus (Su)
A 1st-level ascetic receives a +4 exalted bonus to his Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore this bonus. This does not stack with an armor bonus.
Endure Elements (Ex)
A 3rd-level ascetic is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide).
Exalted Strike (Su)
At 4th level, an ascetic gains a +1 enhancement bonus on all his attack and damage rolls. In effect, any weapon the character wields becomes a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level. At 10th level, any weapon damage the character deals is also considered to be good-aligned, so that it can bypass the damage reductions of some evil outsiders.
Sustenance (Ex)
A 5th-level ascetic doesn't need to eat or drink.
Deflection (Su)
A 6th-level ascetic receives a +1 deflection bonus to his Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.
Resistance (Ex)
At 7th level, an ascetic gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
Ability Score Enhancement (Ex)
At 7th level, an ascetic gains a +2 enhancement bonus to one ability score. At 11th level, he gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, he gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, he gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score. Current stat modifications: +8 charisma, +6 constitution, +4 dexterity, +2 wisdom.
Natural Armor (Ex)
At 8th level, an ascetic gains a +1 natural armor bonus, or his existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.
Mind Shielding (Ex)
Also at 8th level, an ascetic character becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Damage Reduction (Su)
An ascetic gains damage reduction 5/magic at 10th level. At 15th level, this improves to 5/evil, and at 19th level to 10/evil.
Greater Sustenance (Ex)
Once he attains 12th level, an ascetic character doesn't need to breathe.
Energy Resistance (Ex)
At 13th level, an ascetic gains resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.
Freedom of Movement (Ex)
At 14th level, an ascetic can act as if continually under the effect of a freedom of movement spell.
Regeneration (Ex)
At 17th level, an ascetic heals 1 point of damage per level per hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.
True Seeing (Su)
At 18th level, an ascetic gains a continuous true seeing ability, as the spell.
Warlock powers:
Invocations
Mei uses invocations as a 17th level warlock.
Least: All Seeing Eyes, Eldritch Glaive, Otherworldly Whispers.
Lesser: Baneful Blast(Evil Outsiders), Celestial Flight, Eldritch Chain, Spirit Blast, Wall of Light.
Greater: Heavenly Endurance, Penetrating Blast, Vitriolic Blast.
Holy: Caster's Lament, Impenetrable Barrier.
Eldritch Blast (Sp)
The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.
A warlock can use eldritch blast at will.
Detect Magic (Sp)
Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.
Damage Reduction (Su)
Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Warlock.
Deceive Item (Ex)
At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Celestial Resilience (Su)
Beginning at 8th level, a warlock knows the trick of celestial resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
At 13th level, a warlock's celestial resilience improves. When in his celestial resilience state, he gains fast healing 2 instead. At 18th level, a warlock's celestial resilience improves to fast healing 5.
Energy Resistance (Su)
At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.
Imbue Item (Su)
A warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Paladin powers:
Mei casts as a 10th level paladin.
4/3
1: Divine Favor, True Strike, Lesser Restorationx2
2: Divine Protectionx3
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 (Su)
Once per day, 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.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of 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.
Turn Undead (Su)
When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Enlightened Spirit powers:
Aura of Courage (Su)
You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Aura of Menace (Su)
A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a -2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.
Spirit Blast (Sp)
This invocation (Lesser; 4th; Eldritch Essence) allows you to change your eldritch blast into a spirit blast. The blast deals an extra 1 point of damage per die to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.
Eldritch Blast (Sp)
At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by 1d6 points.
Tongues (Su)
Beginning at 4th level, you can speak any language. This ability works as the tongues spell does, except that it is continuously active. You can suppress or resume the effect as a free action.
Voice of the Triune:
Blessed Silence (Su)
Your studies of the Voice of the Triune grant her the ability to cast magic without a word. She does not need to recite verbal components to cast a spell, as if the Silent Spell metamagic had been applied to them. However, this adds somatic and divine focus components to all your spells, even if they did not require them before. This ability only works for divine spells and not any other spellcasting you possess.
Words of Creation (Ex)
You may use the Words of Creation without breaking your Vow of Silence. Speaking them does not violate your Vow of Silence, as long as they are only used to cause special effects. Attempting to use the Words of Creation to communicate or otherwise bypass your Vow of Silence counts as an intentional violation of your vow. This ability does not allow you to use other abilities that would violate your vow in conjunction with the Words of Creation. For example, you could not use bardic music via song, even if you used the Words of Creation to boost its effect.
Words of the Triune (Su)
The Voice of the Triune maintains her silence, all while studying sacred texts describing the vocal power of holy words. With the proper training, this allows the Voice of the Triune to unleash powerful effects. As these are special, sanctified words based in the Words of Creation, using these abilities does not count as a violation of your Vow of Silence. Unlike using the Words of Creation, these words do not cause nonlethal damage to you. The Voice of the Triune may use Words of the Triune a number of times per day equal to 1/2 her Voice of the Triune class level plus her charisma modifier. As supernatural abilities, the Words are not subject to spell resistance, even though they mimic certain spells. However, they allow any saving throws that the normal spells would grant, if applicable. The save DCs of the Words of the Triune is 13 + 1/2 hit dice + charisma modifier.
Unless noted otherwise, using the Words of the Triune is a standard action that does not provoke attacks of opportunity. To use the Words of the Triune, you must be able to speak and be heard. A silence effect prevents the words from being used, as does anything that would prevent the verbal components of a spell from being spoken.
Words of Benediction
At 2nd level, the Voice of the Triune is able to speak the words best describing the resolute, combined good that Angharradh represents. This functions as a consecrate spell (caster level equals the Voice of the Triune's hit dice). If these words are used in a location that is hallowed to Angharradh or one of her three component deities, all followers within the hallow effect gain a +3 sacred bonus to armor class. This benefit lasts as long as the consecrate effect does.
Words of Freedom
At 4th level, the Voice of the Triune is able to speak one of the true names of Aerdrie Faenya, granting all who hear it freedom. This ability functions as freedom of movement (caster level equals the Voice of the Triune's hit dice), and affects the Voice of the Triune plus one ally per three Voice of the Triune class levels. All allies to be affected must be within 30ft.
Words of Love
At 6th level, the Voice of the Triune is able to speak one of the true names of Hanali Celanil, bringing love and peace. This ability functions as a combined charm monster and calm emotions effect (caster level of both effects equals the Voice of the Triune's hit dice) and affects 1 creature, plus another creature per three class levels of Voice of the Triune. All creatures to be affected must be within 30ft of the Voice of the Triune. This is a mind-affecting ability.
Words of Retreat
At 8th level, the Voice of the Triune is able to speak one of the true names of Sehanine Moonbow, bringing safe retreat from danger. This ability functions as a combined dimension door and cure critical wounds spell (caster level of both effects equals the Voice of the Triune's hit dice), and affects the Voice of the Triune plus one ally per three Voice of the Triune class levels. All allies to be affected must be within 30ft. All allies and the Voice of the Triune are transported to the same point, which is of the Voice of the Triune's choosing.
Words of Glory
At 10th level, the Voice of the Triune is able to speak the three true names as one, bringing about the full power of Angharradh. This ability has three effects, which occur at the same time. These effects are holy word, which affects all enemies within a 30ft radius of the Voice of the Triune, holy aura, which affects all allies within a 30ft radius of the Voice of the Triune, and greater visage of the deity, which affects the Voice of the Triune. All three abilities have a caster level equal to the Voice of the Triune's hit dice.
Improved Aural Defenses (Ex)
At 3rd level, the perfection bonus that Vow of Silence grants against sonic and language dependent spells and effects rises by 1. At 5th, 7th and 9th level this bonus again increases by 1. These bonuses stack.
Silent Grace (Su)
At 10th level, you are fully warded by your Vow of Silence, protected by the noise and manipulation of sounds. You gain immunity to sonic and language-dependent effects, including sonic damage.
Custom Material:
Wall of Light
Lesser; 3rd.
You can use wall of light as the spell of the same name.
Heavenly Endurance
Greater; 5th.
You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).
Devoted Warlock [General]
Prerequisite: Smite Evil, Eldritch Blast.
Benefit: If you have levels in paladin and warlock those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and the total damage of your eldritch blast ability. In addition, you may smite evil with your eldritch blast. This functions as normal, adding your charisma modifier to hit and your paladin level to damage.
The first part of the feat doesn't apply to this game, but I put it there for the sake of completeness. Mei does gain the ability to smite evil with her eldritch blast.
Exalted Eldritch Blast [Exalted]
Prerequisite: Eldritch Blast.
Benefit: Your eldritch blast ability is treated as being good aligned, allowing it to deal lethal damage to certain types of regenerating evil outsiders. In addition, you deal an extra 1d6 points of damage with your eldritch blast against evil creatures.
Exalted Warlock [Exalted]
Prerequisite: Eldritch Blast, Vow of Poverty.
Benefit: You may apply your exalted strike ability to your eldritch blast.
Autobattle Settings:
Allow PC control: No for now for various reasons.
Lady Rosa Unchuar
Rogue 9/Skullclan Hunter 10//Fighter 18/Cleric 1
Picture:
(http://i.imgur.com/wQQws.jpg)
Size/Type: Medium Humanoid (Elf)
Hit Dice: 18d10+1d8+57+19 (183 hp)
Initiative: +10
Speed: 30ft
Armor Class: 50 (+14 armor, +8 shield, +5 dex, +2 insight, +5 deflection, +1 dodge, +5 natural)
Base Attack/CMB/CMD: +19/+26/59
Attack: Leire+35 (1d8+16 plus 9d6 sneak attack plus 1d6 deadly strike plus undo resistance 19-20 x2)
Full Attack: Leire+35/+30/+25/+20 (1d8+16 plus 9d6 sneak attack plus 1d6 deadly strike plus undo resistance 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+9d6, penetrating strike, spells, turn undead 13/day(1d6, DC 13), counterattack, overpowering attack, divine strike, sword of light, sword of darkness.
Special Qualities: Immunity to sleep, undead based fear, paralysis, disease, ability drain, ability damage and energy drain, low-light vision, trapfinding, evasion, improved uncanny dodge, armored savant, bonded armor, armor of god+16, track undead, protection from evil.
Saves: Fort +24, Ref +34, Will +27 (+2 vs enchantment)
Abilities: Str 24, Dex 30, Con 16, Int 20, Wis 22, Cha 22
Skills: Balance+32, Bluff+28, Climb+29, Concentration+25, Gather Information+28, Intimidate+28, Knowledge(religion)+27, Listen+30, Profession(officer)+28, Search+29, Spot+30, Use Magic Device+28
Feats: Dodge(1), Shield Specialization(F2), Protection Devotion(C1), Shield Ward(3), Weapon Focus(Longsword)(F4), Extra Turning(6), Weapon Specialization(Longsword)(F6), Toughness(9), Melee Weapon Mastery(Slashing)(12), Undo Resistance(15), Efficient Defender(F14), Divine Vigor(18), Greater Weapon Focus(Longsword)(F18)
Epic Feats: -
Alignment: Chaotic Good
Rogue powers:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex)
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Fighter powers:
Armored Savant (Su)
At 1st level, you show an inborn mastery for wearing bulky armors in such a way that they do not hinder you. You ignore the weight of your armor for the purpose of calculating encumbrance and your armor slows you as if it were one category lighter than it is (so medium armor does not slow you and heavy armor slows you as if it were medium armor). In addition, the maximum Dexterity bonus for any armor you wear improves by +1 and the arcane spell failure chance of any armor you wear is half normal. This is a supernatural ability.
Bonded Armor (Su)
Starting at 8th level, you can form an eldritch bond with a specific suit of armor, providing you with greater protection. Bonding requires you to wear the same specific suit of heavy armor every day for at least 30 days (for at least 8 hours per day), followed by a 24-hour-long ritual involving 100 gp worth of incense and magical components. The act of bonding makes the armor a part of you, allowing you to don or remove it as full-round action. In addition, as long as you are awake and can move freely, the armor grants you a +1 insight bonus to your Armor Class. While worn, this bonus increases by an additional +1 at 14th and 20th levels (to +2 and +3, respectively). This is a supernatural ability.
Armor of God (Su)
As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. Armor of god is a supernatural ability.
Counterattack (Ex)
At 12th level, you learn to hold back some of your offensive prowess to enable a potent counterattack. As a full-round action, make one melee attack at your highest base attack bonus. At any time before the start of your next turn, you can use an immediate action to make a melee attack (using your highest base attack bonus) against an enemy that attacks you in melee.
Overpowering Attack (Ex)
At 16th level, you can focus your attention in combat to deliver a single deadly attack. As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.
Cleric powers:
Rosa casts as a 1st level cleric with access to the Knowledge domain.
[4/day]0: Create Waterx4
[3+1/day]1: (Detect Secret Doors), Divine Favorx2, Entropic Shield
Skullclan Hunter powers:
Track Undead (Ex)
A skullclan hunter gains the ability to track undead (only) as if using the Track feat. A skullclan hunter uses his Knowledge (religion) skill modifier instead of his Survival modifier for the skill checks associated with this feat.
Divine Strike (Ex)
Due to his specialized skill, training, and connection with the forces of light, a skullclan hunter of 2nd level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows him to deal extra damage to undead as though making a sneak attack. Divine strike damage applies to any sneak attack dice the skullclan hunter already has, as well as those gained through advancement in this class.
Immunities (Ex)
As he grows in power, a skullclan hunter develops immunities to special attacks that are common among undead creatures.
At 3rd level, he gains immunity to all fear-based effects and spells from undead.
At 4th level, he gains immunity to disease (regardless of the source).
At 7th level, he gains immunity to paralysis.
At 8th level, he gains immunity to ability drain or damage.
At 10th level, he gains immunity to energy drain.
Sneak Attack (Ex)
At 3rd level, a skullclan hunter's sneak attack damage increases by 1d6. This extra damage stacks with the sneak attack damage he already deals.
At 6th level, his sneak attack damage increases to 2d6. At 9th level, it increases to 3d6.
Protection from Evil (Su)
Starting at 4th level, a skullclan hunter benefits from a permanent protection from evil effect upon himself.
Sword of Light (Su)
Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 5th level or higher overcomes the damage reduction of any undead creature.
Sword of Darkness (Su)
Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 9th level or higher counts as a ghost touch weapon, allowing it to hit incorporeal creatures without the usual 50% miss chance for such attacks.
Gear:
[Weapon]Leire: Cold Iron Longsword+5, deadly precision.
[Armor]Desarel: Mithral Full Plate+5, nimbleness and heavy fortification.
[Shield]Desarel II: Heavy Steel Shield+5, grants a +5 resistance bonus to saving throws.
[Neck]Amulet of Natural Armor+5: Grants a +5 enhancement bonus to natural armor.
[Torso]Rogue's Vest: +2 competence hide, move silently and reflex saves. +1d6 SA.
[Waist]Belt of Magnificence+6: Grants a +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+5: Grants a +5 deflection bonus to armor class.
[Ring 2]Desarel III: Quadruples the amount of water created by the spell Create Water when worn.
[Reserve Weapon]Clarity: Glassteel Heavy Mace+4, Evil Outsider Bane and Righteous.
[Reserve Weapon]Abidas: Longspear+3, keen. +3 to next attack after a crit threat wasted due to immunity. -30 penalty to target's miss chance on the next attack after Abidas misses a target due to miss chance.
Autobattle Settings:
Allow PC control: Yes.
Settings: Use protection devotion and armor of God to jack AC up up up up up. Try and take as many attacks as possible.
Ellese
Fiendtainted 9/Fiend-Blooded 10/Death Delver 1//Sorcerer 20
Size/Type: Medium Outsider (Augmented Elf, Native)
Hit Dice: 19d4+1d8+280+20 (380 hp)
Initiative: +7
Speed: 30ft
Armor Class: 19 (+7 dex, +2 natural)
Base Attack/CMB/CMD: +15/+19/36
Attack: Bite+20 (1d6+5)
Full Attack: Bite+20 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smiting spell 2/day, rebuke undead 10/day
Special Qualities: Immunity to acid, poison, pain and sleep, polluted magic, regeneration 5, resistance to electricity, fire and cold 5, mettle, darkvision 60ft, acid blood, metamagic specialist 8/day, fiendish heritage, fiendish sorcery, blood of fiends, fiendish exultation, damage reduction 10/magic, deathsense,
Saves: Fort +22, Ref +13, Will +32 (+2 vs fiends, +2 vs enchantment, does not auto-fail fort saves on a natural 1)
Abilities: Str 21, Dex 25, Con 38, Int 21, Wis 20, Cha 26
Skills: Bluff+31, Concentration+36, Hide+30, Knowledge(Arcana)+28, Knowledge(Planes)+28, Move Silently+30, Spellcraft+28, Use Rope+30
Feats: Deformity(Skin)(B), Deformity(Teeth)(B), Improved Natural Attack(Bite)(B), Toughness(1), Eschew Materials(S1), Blood Calls to Blood(3), Empower Spell(S5), Endurance(6), Arcane Mastery(9), Energy Substitution(Acid)(S10), Elven Spell Lore(12), Easy Metamagic(Energy Admixture)(15), Sudden Maximize(S15), Steadfast Determination(18), Maximize Spell(S20)
Epic Feats: -
Alignment: Lawful Evil (Lawful Neutral tendencies)
Racial powers:
Fiendtainted grants the following benefits. See below for details as appropriate.
- +9 profane bonus to constitution.
- Polluted magic.
- Acid blood.
- Immunity to acid, poison and pain.
- Regeneration 5.
- Mettle.
- Outsider with the native subtype.
- Maximum hit points per hit die
Regeneration
Ellese takes lethal damage from good-aligned weapons and from spells and effects with the good descriptor.
Polluted Magic (Ex)
The spells of Ellese are invariably tainted with evil due to the torments she endured. Any spell Ellese casts gains the evil descriptor, often manifesting in grotesque and disturbing fashion. Spells that already possess the evil descriptor are cast at +2 caster level and with a +2 bonus to the DC. However, this taint renders Ellese unable to cast spells with the good descriptor. These spells are removed from her spell lists.
In addition, Ellese is able to cast corrupt magic regardless of her alignment. She does not pay corruption costs when casting these spells. She qualifies as a fiend and as a devil for the sake of casting spells.
Acid Blood (Ex)
The corrupted blood of Ellese is acidic, burning any who are close when she bleeds. Any time Ellese takes damage that would draw blood (such as by a slashing or piercing weapon, or certain spells), a 15ft cone of acidic blood bursts out at her attacker. This deals 2d6 points of acid damage with no saving throw to all within the cone.
Sorcerer powers:
Ellese casts as a 17th level sorcerer.
[6/day]0: Acid Splash, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Resistance.
[7/day]1: AberrateBoVD, Protection from Good, Seething EyebaneBoVD, C, Shocking Grasp, StuporBoVD.
[7/day]2: Darkness, Devil's TongueBoVD, C, Mirror Image, Scorching Ray, Summon Swarm.
[7/day]3: Devil's EyeBoVD, Lightning Bolt, Love's PainBoVD, C, Rage.
[7/day]4: Absorb StrengthBoVD, C, Black Tentacles, Damning DarknessBoVD, Wall of Ice.
[6/day]5: Call Lemure HordeBoVD, Cone of Cold, Feeblemind, Morality UndoneFC1, Wall of OozeBoVD.
[6/day]6: Acid Fog, Chain Lightning, Freezing Sphere, Harm.
[6/day]7: Delayed Blast Fireball, Fiendish ClarityFC1, Rapture of RuptureBoVD, Whirlwind of TeethBoVD
[5/day]8: Fire Storm, Horrid Wilting, Polar Ray.
[3/day]9: UtterdarkLoM.
BoVD - Book of Vile Darkness.
C - Corrupted spell. No corruption cost is noted as Ellese is immune to them.
FC1 - Fiendish Codex 1.
LoM - Lords of Madness.
Fiend-Blooded powers:
Fiendish Heritage (Ex)
You draw strength from your fiendish ancestor's essence as you gain increased mastery over your lineage. At 1st level, a subtle toughening of your physical form grants you a +1 natural armor bonus to AC. At 3rd level, you gain a +1 boost to your Charisma score. At 5th level, you gain a +1 boost to your Intelligence score. At 7th level, you gain a +1 boost to your Dexterity score. At 9th level, you gain a +1 boost to your Constitution score.
Fiendish Sorcery (Ex)
You gain insight into the power of your fiendish heritage, and this insight strengthens your spellcasting prowess. At 2nd level, and again at 4th, 6th, 8th, and 10th level, add one additional spell to your spells known list. Each new spell must be of a level that you can cast but can be any spell having the fire descriptor or any spell from the schools of enchantment, illusion, or necromancy. Thus, you could add fireball (a fire spell) or speak with dead (a necromancy spell) to your 3rd-level spells known (even though you are an arcane caster and speak with dead is normally a divine spell), but not lightning bolt (which neither carries the fire descriptor nor belongs to one of the three specified schools).
Blood of Fiends (Ex)
Upon reaching 3rd level, you gain a +1 bonus on saves against poison. You also reduce any damage taken from poison (whether hit point or ability damage) by 1 point. Starting at 6th level, your fiendish essence grants you resistance to cold and fire 5. Upon reaching 9th level, you have unlocked much of the power of your fiendish lineage, gaining resistance to acid and electricity 5.
Smiting Spell (Su)
If you are a fiend-blooded of at least 4th level, you can as a free action, once per day, invest a portion of your fiendish power into any damaging spell you cast. The resulting spell will deal an additional number of hit points of damage equal to your fiend-blooded class level + Charisma modifier to all within the spell's area. Starting at 8th level, you can use smiting spell twice per day.
Death Delver powers:
Deathsense (Ex)
You have the infallible ability to detect the presence and condition of nearby life. This ability functions as the spell deathwatch (see page 217 of the Player's Handbook) but can be invoked at will, with no cost, as a swift action.
Gear:
[Belt]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
50000 in debt.
Autobattle Settings:
Allow PC control: No since she's bugfuck insane right now.
Finnegan
Fighter 25//Ranger 8(Moon-Warded Ranger)/Occult Slayer 5/Wildrunner 5/Divine Champion 5/Divine Agent 2
Size/Type: Medium Humanoid (Elf)
Hit Dice: 25d10+200 (342 hp)
Initiative: +13
Speed: 40ft
Armor Class: 46 (+9 dex, +10 wis, +1 ws, +10 armor, +6 deflection)
Base Attack/CMB/CMD: +25/+33/69
Attack: Val+47 (1d8+30 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters 19-20 x3)
Full Attack: Val+47/+42/+37/+32 (1d8+30 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(humanoid(orc)+2, outsider(evil)+4), spells, weapon bond+1d6, primal scream 8/day(shaken), smite infidel 1/day, divine wrath.
Special Qualities: Immunity to sleep, low-light vision, wild empathy, moon warded senses, solitary hunting, damage reduction 2/-(conditional), woodland stride, swift tracker, mind over magic 2/day, auravision, nondetection cloak, blank thoughts, trackless step, scent, endure elements, hide in plain sight, lay on hands (seladrin only, 20 hp), granted domain(travel), contact, resistance to fire, acid, cold, sonic and electricity 30, travel domain 2 rounds/day.
Saves: Fort +35, Ref +35, Will +28 (+2 racial vs enchantment, +3 vs spells/slas, +2 divine spells/slas/sus of outsiders)
Abilities: Str 27, Dex 28, Con 26, Int 19, Wis 31, Cha 20
Skills: Concentration+36, Hide+57, Jump+40, Knowledge(Arcana)+32, Knowledge(Nature)+32, Listen+40, Move Silently+57, Profession(Blacksmith)+38, Spellcraft+32, Spot+40, Survival+38.
Feats: Combat Reflexes(1), Improved Initiative(F1), Track(R1), Weapon Focus(Longspear)(F2), Hold the Line(3), Endurance(R3), Weapon Specialization(Longspear)(F4), Supernatural Instincts(6), Power Attack(F6), Melee Weapon Mastery(Piercing)(F8), Deft Opportunist(9), Greater Weapon Focus(Longspear)(F10), Close-Quarters Fighting(12), Improved Critical(Longspear)(F12), Greater Weapon Specialization(Longspear)(F14), Driving Attack(15), Pike Hedge(F16), Darkstalker(18), Weapon Supremacy(Longspear)(F18), Short Haft(F20), Combat Expertise(DC2), Quick Draw(DC4)
Epic Feats: Dire Charge(21), Epic Weapon Focus(Longspear)(F22), Spellcasting Harrier(24), Epic Weapon Specialization(Longspear)(F24)
Alignment: Neutral Good
Ranger powers:
Finnegan casts as a 9th level ranger with access to the Travel domain.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Armor of the Senses (Su)
At 2nd level, a moon-warded ranger adds her Wisdom bonus (if any) to her AC. This bonus only applies when the ranger wears light armor or no armor. This bonus to AC applies even against touch attacks and when the ranger is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor greater than light, or when she carries a medium or heavy load.
This ability replaces the standard ranger's combat style ability.
Skin of the Moon (Su)
At 6th level, a moon-warded ranger gains damage reduction 2/- at night, regardless of whether or not the moon is visible. This damage reduction increases to 3/- under the unobscurred light of the moon. This ability stacks with damage reduction of the same type from other sources (such as a barbarian's DR).
This ability replaces the standard ranger's improved combat style ability.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Occult Slayer powers:
Magical Defense (Ex)
An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and to +3 at 5th level.
Weapon Bond (Su)
An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else - no adventuring) to create a new weapon bond.
Mind over Magic (Su)
Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.
Vicious Strike (Ex)
At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.
Auravision (Su)
At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.
Nondetection Cloak (Su)
Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.
Blank Thoughts (Ex)
At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.
Wildrunner powers:
Trackless Step (Ex)
You cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.
Primal Scream (Su)
At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling scream. Releasing a primal scream is a free action that does not provoke attacks of opportunity. A primal scream induces a state of feral frenzy that lasts for a number of rounds equal to 3 + your Con modifier (minimum 1). You can use your primal scream ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Using a primal scream always requires you to shout, so you cannot use a primal scream if you cannot speak.
In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack takes a –5 attack penalty (or –2 with the Multiattack feat).
In addition to these effects, a primal scream confers additional benefits as you gain levels, as described below. All effects are cumulative.
Enemies Shaken
Starting at 4th level, your primal scream makes enemies within 30 feet shaken when you activate the ability. This is a sonic, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + your class level + your Cha modifier). On a failed save, a creature is shaken for a number of rounds equal to your class level. Creatures with more Hit Dice than you are immune to this effect.
Divine Champion powers:
Lay on Hands (Su)
As the paladin class ability, except that you may only heal those who follow your faith. This does not stack with the paladin ability of the same name.
Smite Infidel (Su)
Once per day, a divine champion may attempt to smite a creature with a different patron deity (or no patron deity at all) with one normal melee attack. She adds her Charisma bonus to the attack roll and deals 1 extra point of damage per divine champion level. If the divine champion accidentally smites someone of the same patron, the smite has no effect but is still used up for that day.
Divine Wrath (Su)
Once per day, the divine champion can gain a +3 sacred bonus to attack rolls, damage and saving throws, as well as damage reduction 5/-. This lasts for a number of rounds equal to his charisma modifier.
Divine Agent powers:
Travel Domain
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).
Contact (Su)
A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent's normal actions.
Gear:
Val, the spear of Finnegan
This longspear appears made of silver, and indeed strikes as a silver weapon. It functions as a longspear+8, holy power and defending. At will as a standard action, the wielder can launch a torrent of tiny stars of light towards a single target. This functions as the spell Stars of Arvandor, except it launches 20 stars, all the stars are launched immediately, the stars require only one ranged touch roll to determine if they hit or miss, it does not allow spell resistance and is treated as empowered against targets with the evil subtype. These starts have a range of 120ft.
As Val and Finnegan are one and the same, Val cannot be disarmed from Finnegan. If he is not in possession of Finnegan, he may call it to himself as a swift action. This works at any distance but not across planar boundaries.
Val counts as a major artifact.
Finnegan's Robes
These cloth robes are well tailored and impeccably kept, filled to the brim with magic from a lifetime of harrowing adventures and blessed with the blood of the Eternal Triarch. They provide a +10 armor bonus to armor class, a +8 resistance bonus to saving throws, a +6 bonus to all ability scores, a +6 deflection bonus to armor class, a +20 competence bonus to hide and move silently checks and resistance 30 to all elements. Further, Finnegan's Robes improve the powers of the Divine Champion prestige class. It allows him to count all of his hit dice to determine the extra damage from smite infidel and doubles the benefits of divine wrath.
Finnegan's Robes count as a minor artifact.
[Expendable]4 potions of cure serious wounds.
Notes:
AoO cheat sheet
+4 on all AoOs, +4 more on spell/sla triggered AoOs.
Things that trigger AoOs due to feats: Charging into a square he threatens, supernatural abilities, grapple attempts(including via improved grab or other things that negate grapple's AoO), spells/slas.
Triple damage on braced for a charge.
Smite infidel is +5 hit and +25 damage.
Divine wrath is +6 hit, damage, saves and dr 10/- for 5 rounds.
Vivantha
Lillend 20//Bard 4/Battle Dancer 1/Rogue 1/Divine Mind 4/Seeker of the Song 10
Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 14d8+5d10+160+20 (274 hp)
Initiative: +14
Speed: 40ft, fly 110ft (good)
Armor Class: 48 (-1 size, +8 dex, +12 natural, +11 cha, +8 armor)
Base Attack/CMB/CMD: +20/+26/55
Attack: Unarmed Strike+25 (1d8+6)
Full Attack: Unarmed Strike+25/+20/+15/+10 (1d8+6) and tail slap+20 (2d6+3 plus improved grab)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d6+6, improved grab, spells, spell-like abilities, bardic music, sneak attack+1d6, lillend inspiration+5d6 (sonic).
Special Qualities: Darkvision 60ft, immunity to poison, resistance to fire 10, bardic knowledge, trapfinding, mantle, psychic aura 10ft(+2 morale init, spot, listen), divine grace, rapture of the song (+2 AC and saves, damage reduction 2/-, freedom of movement), seeker music, combine songs, subvocalize.
Saves: Fort +36, Ref +37, Will +31
Abilities: Str 22, Dex 27, Con 26, Int 18, Wis 19, Cha 32
Skills: Appraise+27, Concentration+31, Craft(Alchemy)+27, Diplomacy+34, Knowledge(arcana)+27, Listen+27, Perform(act)+34, Perform(keyboard instruments)+34, Perform(oratory)+34, Perform(string instruments)+34, Perform(song)+37, Perform(wind instruments)+34, Sense Motive+27, Spot+27, Survival+31, Tumble+31
Feats: Skill Focus(Perform:Song)(1), Lillend Inspiration(3), Improved Unarmed Strike(BD1), Toughness(6), Wild Talent(DM1), Extend Spell(9), Song of the Heart(12), Subsonics(15), Improved Initiative(18)
Epic Feats: -
Alignment: Chaotic Good
Racial powers:
Constrict (Ex)
A lillend deals 2d6+6 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.
Improved Grab (Ex)
To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spell-like abilities
3/day—darkness, hallucinatory terrain, knock, light; 1/day—charm person, speak with animals, speak with plants. Caster level 20th. The save DCs are Charisma-based.
Spells
Vivantha casts as a 19th level bard.
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort SpeechSC, Hideous Laughter, MimicryCM
[7/day]2: CaterwaulCM, Harmonic ChorusSC, Shatter, Sonorous HumSC, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening BlastCM, Hymn of PraiseSC, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
CM - Complete Mage.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
Bard powers:
Bardic Knowledge (Ex)
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.
Inspire Heroics (Su)
A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Rogue powers:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex)
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Divine Mind powers:
Psychic Aura (Su)
All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as given on Table: The Divine Mind. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you chose which aura to manifest when you meditate. You can spend an hour in meditation to change your aura.
At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras.
Attack: You and all allies within your aura gain a +1 morale bonus on attack rolls and damage rolls. This bonus increases by 1 for every five class levels you have.
Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have.
Perception: You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have.
Mantle (Ex)
At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity's assigned mantles, picking one that he adopts and learns to manifest powers from.
You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not immediately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle's list of powers. At 6th level, you gain a second mantle; at 12th, you gain your third and final mantle. The mantles and their aura powers are given below.
Vivantha has chosen the Freedom mantle.
Seeker of the Song powers:
Rapture of the Song (Su)
A seeker of the song is so in tune with the power of the primal music that she gains special insight, physical fortitude, and resistance to magic while in the throes of her song.
A seeker gains a +2 insight bonus to Armor Class whenever she uses her bardic music ability, seeker music, or a similar ability.
At 4th level and higher, a seeker also gains a +2 insight bonus on saving throws whenever she uses her bardic music ability, seeker music, or a similar ability.
At 7th level and higher, a seeker also gains damage reduction 2/— whenever she uses her bardic music ability, seeker music, or a similar ability.
At 10th level, a seeker gains these abilities and also acts as though affected by a freedom of movement spell whenever she uses her bardic music ability, seeker music, or a similar ability.
Seeker Music:
A seeker of the song can use music or poetics to produce magical effects. Seeker music follows the same rules as bardic music (see page 29 of the Player's Handbook). Each use of seeker music costs one daily use of bardic music to activate. Seeker of the song levels stack with bard levels for purposes of determining how many daily uses of bardic music and seeker music the character has.
Some seeker music effects include a secondary effect, called a refrain. In any round when a seeker concentrates on a seeker music effect and expends another use of bardic music, she can activate the refrain associated with that seeker music effect. Using a refrain is a swift action (see page 86) that does not provoke attacks of opportunity. The original effects of the song do not end; the seeker can maintain the song and activate the refrain simultaneously.
Burning Melody (Su)
A seeker of the song with 14 or more ranks in a Perform skill can gather a glimmer of the power of the primal music and gain some control over fire through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to fire 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Burning Melody, Refrain
When she uses the refrain with her burning melody, a seeker shoots a 30-foot cone of fire from her fingertips. The cone deals 6d6 points of fire damage to creatures in its area. A successful Reflex save (DC 10 + the seeker's ranks in the Perform skill) halves the damage.
Song of Unmaking (Su)
At 2nd level and higher, a seeker with 15 or more ranks in a Perform skill can turn a fragment of the primal music's power against constructs. She can expend a use of bardic music and make a Perform check to deal 1d8 points of damage per seeker level to all constructs within a 30-foot burst of the seeker (no save).
Dirge of Frozen Loss (Su)
A seeker of the song of 3rd level or higher with 16 or more ranks in a Perform skill can gather the power of the primal music to gain control over cold energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to cold 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Dirge of Frozen Loss, Refrain
When she uses the refrain with her dirge of frozen loss, a seeker shoots a 60-foot line of cold energy from her fingertips. The line deals 10d6 points of cold damage to any creature it hits and causes any creature damaged by it to become fatigued. A successful Fortitude save (DC 10 + the seeker's ranks in the Perform skill) halves the damage and negates the fatigue.
Song of Life (Su)
A seeker of the song of 4th level or higher with 17 or more ranks in a Perform skill can use fragments of the primal music to protect and heal her allies. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain immunity to poison and disease. An ally benefits from this effect for as long as it can hear the seeker sing.
Song of Life, Refrain
When she uses the refrain with her Song of Life, a seeker can make a Perform check to heal a living creature of an amount of hit point damage equal to the check result (up to the creature's full normal hit point total). She must touch the affected ally to use this ability. The touch is a standard action, although activating the refrain is still a swift action. The refrain has no effect on undead or nonliving creatures.
Anthem of Thunder and Pain (Su)
A seeker of the song of 5th level or higher with 18 or more ranks in a Perform skill can gather the power of the primal music and gain some control over electrical energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to electricity 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Anthem of Thunder and Pain, Refrain
When she uses the refrain with her anthem of thunder and pain, a seeker shoots a ray of electricity from her fingertips. The ray has a range of 20 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of electricity damage to a creature it hits. The seeker can then cause the electricity to arc to additional foes, all of whom must be within 20 feet of the first creature struck. Each secondary ray requires another ranged touch attack to hit and deals half as much damage as the initial ray. A seeker can create one secondary ray for every three seeker class levels (one when the song becomes available at 5th level, two at 6th level, and three at 9th level). No creature can be affected by more than one arc in a single round.
Hymn of Spelldeath (Su)
A seeker of the song of 6th level or higher with 19 or more ranks in a Perform skill can turn the power of the primal music against magic effects. Any creature that can hear the seeker perform must make a Concentration check opposed by the seeker's Perform check in order to cast a spell. If the Concentration check fails, the spell is lost and has no effect. If the Concentration check succeeds, the spell is cast as normal.
Hymn of Spelldeath, Refrain
When she uses the refrain with her hymn of spelldeath, a seeker can attempt to dispel magic. This ability works just like the area version of dispel magic, except the effect is centered on the seeker. At her option, a seeker can exclude herself and her allies from this effect, but the effect must still be centered on her. The seeker makes a level check just as if she were a spellcaster using the dispel magic spell, using the total of her bard levels and seeker of the song levels as her modifier for the check.
Ballad of Agony Reborn (Su)
A seeker of the song of 7th level or higher with 20 or more ranks in a Perform skill can gather the power of the primal music to gain control over acid energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to acid 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Ballad of Agony Reborn, Refrain
When she uses the refrain with her ballad of agony reborn, a seeker shoots a ray of acid from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of acid damage to a creature it hits, and another 10d6 points of acid damage 1 round later.
Aria of Everywhere (Sp)
A seeker of the song of 8th level or higher with 21 or more ranks in a Perform skill can pull the power of the primal music into herself and move short distances instantaneously. She can expend a use of bardic music or seeker music to instantly transport herself to any other spot within 25 feet + 5 feet/level. This ability otherwise functions as the dimension door spell, except that the seeker can't bring along additional creatures with this ability.
Dirge of Songdeath (Su)
A seeker of the song of 9th level or higher with 22 or more ranks in a Perform skill can gather the power of the primal music to gain control over sonic energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to sonic 15. An ally benefits from this effect for as long as it can hear the seeker sing. In addition, as long as the seeker is singing a dirge of songdeath, other creatures within 30 feet cannot easily use bardic music, seeker music, or similar abilities. To use such an ability, a creature within the area must make a Perform check opposed by the seeker's Perform check. If the check is successful, the creature can use the ability as desired. If the check fails, the ability has no effect, but a daily use of the music ability must be expended normally.
Dirge of Songdeath, Refrain
When she uses the refrain with her hymn of spelldeath, a seeker shoots a ray of sonic energy from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 15d6 points of sonic damage to a creature it hits.(No Save)
Note of Solitude (Su)
Upon reaching 10th level, a seeker of the song with 23 or more ranks in a Perform skill can use the power of the primal music to temporarily sever some creatures' tie with other planes. Extraplanar creatures within 60 feet of a seeker who activates this ability must make a Will saving throw (DC 10 + the seeker's ranks in the Perform skill). Creatures affected by this ability get a bonus on this saving throw equal to their Hit Dice. Any creature that fails this saving throw is instantly sent to its home plane. Unlike other musical abilities and affects, a note of solitude has a duration of instantaneous and cannot be maintained, though the seeker can activate it again on subsequent rounds by spending additional uses of bardic music or seeker music.
Combine Songs (Ex)
A seeker of the song of 2nd level or higher can combine two types of bardic music or seeker music to provide the benefits of both. The seeker chooses two music abilities and activates both using the same standard action. If either or both require concentration, the seeker can maintain concentration on both by using one standard action each round to concentrate. The normal stacking rules for bonus types apply to music abilities combined with this ability.
Subvocalize (Ex)
At 5th level and higher, a seeker of the song can begin a new bardic music or seeker music song as a swift action (see page 86). A seeker can use this ability only if he already has one (and only one) bardic music or seeker music ability already active. A seeker can use this ability in conjunction with the combine songs ability to start a second song and then maintain both as a standard action each round (as per the combine songs ability).
Gear: [spoiler]
[Head]Crown of the Eternal Songstress: Changes bonus damage from lillend inspiration to sonic damage.
[Wrists]Bracers of Armor+8: +8 armor bonus to armor class.
[Ring 1]Ring of Songs: Can maintain concentration on bardic musics for 3 rounds per day.
[Ring 2]Ring of Heroism: Grants a +6 enhancement bonus to dexterity, constitution and charisma.
Mirajane
Favored Soul 10/Divine Oracle 10//Sentinel 19/Barbarian 1
Size/Type: Medium Outsider (Good, Angel)
Hit Dice: 19d10+1d12+140 (255 hp)
Initiative: +7
Speed: 60ft, fly 100ft (good)
Armor Class: 33 (+14 natural, +7 dex, +2 insight)
Base Attack/CMB/CMD: +20/+27/44
Attack: Masterwork Halberd+28 (1d10+11 x3)
Full Attack: Masterwork Halberd+28/+23/+18/+13 (1d10+11 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, turn undead 10/day(10d6; DC 26), spells, smite evil 4/day, rage 1/day.
Special Qualities: Damage reduction 15/epic and evil, immunity to acid, cold and petrification, resistance to electricity and fire 30, spell resistance 32, protective aura, tongues, darkvision 120ft, low-light vision, foresight, visions, deity's favor, scry bonus, prescient sense, trap sense+3, divination enhancement, improved uncanny dodge, immune to surprise, aura of good, detect evil, divine grace, alight gaze, aura of courage, heavenly purity, atonement 3/week.
Saves: Fort +29, Ref +29, Will +31 (+4 racial vs poison, +2 sacred fort vs evil outsiders and evil spells)
Abilities: Str 24, Dex 24, Con 24, Int 24, Wis 24, Cha 24
Skills: Concentration+30, Diplomacy+30, Handle Animal+30, Hide+30, Knowledge(Planes)+30, Knowledge(Religion)+33, Listen+30, Move Silently+30, Sense Motive+30, Spellcraft+30, Spot+34, Survival+30, Swim+30
Feats: Skill Focus(Knowledge:Religion)(1), Power Attack(3), Divine Might(6), Battle Blessing(9), Extend Spell(12), Combat Reflexes(15), Supernatural Instincts(18)
Epic Feats: -
Alignment: Neutral Good
Racial powers:
Spell-like abilities
Always active-detect evil, discern lies, true seeing. At will-blade barrier, consecrate, dispel evil, flame strike, greater dispel magic, holy aura, holy smite, holy word, remove curse, remove disease, remove fear. 1/day-heal, vision. Caster level 20th. The save DCs are Charisma based.
Foresight (Su)
Mirajane is under the effects of a constant Foresight spell. This grants a +2 insight bonus to armor class and reflex saves. In addition, Mirajane is never surprised or caught flatfooted.
Visions (Su)
Mirajane has the ability to see the truth and potential futures. This ability can grant any one of the following three bonus sets: A +7 insight bonus to bluff, diplomacy and sense motive checks, a +7 insight bonus to armor class and saving throws or a +7 insight bonus to attack rolls and weapon damage rolls. The bonuses from this ability last for three rounds. Using this ability is an immediate action that may be used in response to another creature's action. For the sake of armor class and saving throws, this ability must be used before attack rolls or saving throws are rolled.
This ability may be used once per hour.
Favored Soul powers:
Deity's Favor (Ex)
Beginning at 3rd level, whenever you cast a favored soul spell, you can choose any one ally affected by that spell (including yourself) to gain temporary hit points equal to three times the spell's level. These temporary hit points last for up to 1 minute per level of the spell. If the spell would also grant temporary hit points, use only the larger value and its duration.
If you use this ability on a creature that is still under the effect of a previous use, the new temporary hit points overlap (do not stack with) the temporary hit points the creature had remaining.
Beginning at 12th level, you can choose to grant these temporary hit points to any number of allies affected by the spell.
Divine Oracle powers:
Scry Bonus (Su)
A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.
Prescient Sense (Ex)
Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon's fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.
Trap Sense (Ex)
At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8.
Divination Enhancement (Ex)
Beginning at 3rd level, a divine oracle may roll twice and take the better result when using divination spells such as augury or divination.
Uncanny Dodge (Ex)
Starting at 4th level, a divine oracle gains the ability to react to danger before her senses would normally allow her to do so. The divine oracle retains her Dexterity modifier to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity modifier to AC if immobilized.)
Improved Uncanny Dodge (Ex)
At 6th level and higher, the divine oracle can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is when an attacker has at least 4 more rogue levels than the target has divine oracle levels.
If a character already has levels of a class that could gain uncanny dodge, the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Immune to Surprise (Ex)
At 10th level, the divine oracle's sensitivity to danger is so great that she is never surprised. She can always take a standard action during a surprise round, unless she is physically restrained from doing so. If there is no surprise round then this ability doesn't help.
Sentinel powers:
Aura of Good (Ex)
The power of a sentinel's aura of good (see the detect good spell) is equal to his sentinel level, just like the aura of a cleric of a good deity.
Detect Evil (Sp)
At will, a sentinel can detect evil, as the spell.
Smite Evil (Su)
A sentinel's smite targets all evil creatures, which functions as the paladin ability of the same name.
Divine Grace (Su)
A sentinel gains this ability at 2nd level, which functions as the paladin ability of the same name.
Alight Gaze (Su)
Your eyes softly glow with otherworldly light, guiding you into seeing where evil hides. You gain a +4 sacred bonus to Spot checks. In addition, whenever you attempt to notice an invisible creature near you and it is a fiend, you automatically succeed on your Spot check.
Aura of Courage (Su)
A sentinel gains this ability at 3rd level, which functions as the paladin ability of the same name.
Celestial Fortitude (Su)
At 3rd level, a sentinel's endurance and fortitude are enhanced against fiendish attacks. He gains a +2 sacred bonus to all Fortitude saving throws against effects from evil outsiders and evil spells. Additionally, if he makes a successful Fortitude saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successful save, he instead takes no damage and suffers no partial effects.
Heavenly Purity (Su)
Your body is connected to all that is right and good in Creation. The energies forever purify your body, removing all that is foul and impure. You gain immunity to poison and disease.
Redemption (Sp)
Through your long struggles and hard earned wisdom, you can aid mortals in atoning from the shadow of evil. You may use Atonement as a spell like ability once per week. This replaces your Dispel Evil class feature; whenever you would gain another use of Dispel Evil you instead gain another use of Atonement.
Barbarian powers:
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Gear:
[Weapon]Masterwork Halberd
Destickying this on request.