Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria 3: Planar Suikoden => Topic started by: Anastasia on August 12, 2013, 03:16:03 PM

Title: Coda/Bonus Game sheets
Post by: Anastasia on August 12, 2013, 03:16:03 PM
This is for PC and NPC sheets for the bonus game. Please move your sheet over here and leave the one in the main topic at level 21, Yuth. I'll start moving over selected NPC sheets once you do that.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 13, 2013, 02:38:05 AM
Vivantha

Lillend 26//Bard 4/Battle Dancer 1/Rogue 2/Divine Mind 4/Seeker of the Song 10/Lillend Lyricist 5

Size/Type: Large Outsider (Chaotic, Good, Psionic)
Hit Dice: 21d8+5d10+208+26+5 (355 hp)
Initiative: +11
Speed: 40ft, fly 110ft (good)
Armor Class: 53 (-1 size, +9 dex, +12 natural, +11 cha, +12 armor)
Base Attack/CMB/CMD: +26/+32/62
Attack: Unarmed Strike+31 (1d8+6) or Lillend Echoblade+36 (2d6+14 plus 15 sonic if singing 19-20 x2)
Full Attack: Unarmed Strike+31/+26/+21/+16 (1d8+6) and tail slap+26 (2d6+3 plus improved grab) or Lillend Echoblade+36/+31/+26/+21 (2d6+14 plus 15 sonic if singing 19-20 x2) and tail slap+26 (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+6d6 (sonic), greater dragonsong(song of strength, song of compulsion, song of flight, song of fear, song of healing)
Special Qualities: Darkvision 120ft, immunity to poison, resistance to fire 20, 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, evasion
Saves: Fort +37, Ref +39, Will +32
Abilities: Str 22, Dex 28, Con 26, Int 18, Wis 19, Cha 32 
Skills: Appraise+33, Concentration+37, Craft(Alchemy)+33, Diplomacy+40, Knowledge(arcana)+33, Listen+33, Perform(act)+40, Perform(keyboard instruments)+40, Perform(oratory)+42, Perform(string instruments)+40, Perform(song)+45, Perform(wind instruments)+40, Sense Motive+33, Spot+33, Survival+37, Tumble+38
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), Dragonsong(18)
Epic Feats: Music of the Gods(21), Epic Spell Capacity(24)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


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 22nd. The save DCs are Charisma-based.


Bard powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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).


Lillend Lyricist powers:
Spoiler: ShowHide


Greater Dragonsong (Su)

Once per day per class level, a dragonsong lyrist can use song or poetics to invoke the power of dragonsong. Invoking dragonsong requires a standard action. In the case of effects that require a saving throw, the DC is equal to 10 + lyrist class level + lyrist's Cha modifier. The bonus from the Dragonsong feat also applies to this save DC. In cases where the character continues a greater dragonsong effect over the course of multiple rounds (such as song of strength), the dragonsong lyrist can fight while using greater dragonsong but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Maintaining a greater dragonsong effect does not require concentration. A deaf dragonsong lyrist has a 20% chance to fail when using greater dragonsong. If she fails, the attempt still counts against her daily limit.

Song of Strength

A 1st-level dragonsong lyrist can imbue herself and her allies with great physical power. The dragonsong lyrist and all allies within 30 feet who can hear her gain a +4 morale bonus to Strength for the duration of the lyrist's performance and for 5 rounds thereafter. This is a mindaffecting ability.


Gear:
Spoiler: ShowHide


[Weapon]Lillend Echoblade+5, longsword that deals 1/2 lillend level as sonic damage when attacking with it when singing. +8 weapon total.

[Head]Crown of the Eternal Songstress: Changes bonus damage from lillend inspiration to sonic damage.
[Wrists]Bracers of Armor+12: +12 armor bonus to armor class.
[Ring 1]Ring of Mind Blank: Constant mind blank.
[Ring 2]Ring of Heroism: Grants a +6 enhancement bonus to dexterity, constitution and charisma.

[Metamagic Rod]Greater Empower: 3/day automatically empower a 1-9th level spell.

[Bag of Holding]Bag of Holding 4. Everything below this is kept in the bag.

[Expendable]Wand of Cure Light Wounds, 50 charges.
[Expendable]Wand of Silence, 50 charges.
[Reserve Ring]Ring of Songs: Can maintain concentration on bardic musics for 3 rounds per day.

22916.93 gold


Spells: [spoiler]

Spell-Like Abilities

3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 24th. The save DCs are 21 + spell level.

Vivantha casts as a 26th level bard.

[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, 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.
[5/day]7: Heal, Hiss of SleepSC, Limited Wish, Mass InvisibilitySC
[3/day]8: Lion's RoarSC, Scintillating Pattern, Superior InvisibilitySC

CM - Complete Mage.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 13, 2013, 01:12:27 PM
Kascha

Ghaele 26//Wizard 6/Wyrm Wizard 16/Loremaster 4

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 26d8+156+26+3 (305 hp)
Initiative: +12
Speed: 50ft, fly 150ft (perfect)
Armor Class: 51 (+8 dex, +14 natural, +5 sacred, +8 armor, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +26/+31/57
Attack: Resurgent Flames+32 (2d6+7 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity 19-20 x2)
Full Attack: Resurgent Flames+32/+27/+22/+17 (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 15/epic, evil and cold iron, darkvision 120ft, immunity to electricity and petrification, low-light vision, resistance to acid and cold 20, spell resistance 38, tongues, knowledge of the wyrm, spell research, draconic discovery, convert counterspell, secret, lore(+14).
Saves: Fort +28, Ref +30, Will +27
Abilities: Str 20, Dex 26, Con 22, Int 32, Wis 24, Cha 25
Skills: Concentration+36, Decipher Script+40, Diplomacy+36, Escape Artist+37, Handle Animal+36, Hide+37, Knowledge(arcana)+64, Knowledge(history)+43, Knowledge(local: lost eastlands)+43, Knowledge(nature)+61, Knowledge(planes)+61, Knowledge(religion)+43, Listen+38, Move Silently+37, Ride+37, Spellcraft+56, Spot+38, Survival+36
Feats: Alertness(B), 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: Epic Spell Capacity(21), Improved Metamagic(24), Epic Knowledge of the Wyrm(K:N and K:P)(WW25)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities (Sp)

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

Gaze (Su)

In humanoid form, fear gaze, DC 27 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

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

Natural Attacks (Ex)

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

Flaming Body (Su)

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

Phoenix Cry (Su)

As a full round action, Kascha can emit a cry that causes a channel energy (positive) effect on all creatures within 60ft. Treat Kascha as a cleric of her level to determine the damage and save DC. (14d6; DC 33). Kascha is healed by her phoenix cry, unlike a cleric channeling energy. Additionally, creatures that have been dead one round or less are affected by her cry. If this healing would restore them to 0 or greater hit points, they are restored to life.

The save DC includes a +4 racial bonus.

Protective Aura (Su)

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

Tongues (Su)

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

Berries of the Eternal Heart (Ex)

+1 sacred to intelligence.

Knowledge (Ex)

+3 bonus to knowledge checks.


Wyrm Wizard powers:
Spoiler: ShowHide


Knowledge of the Wyrm (Ex)

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

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

Spell Research (Ex)

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

Inner Beauty (FC1), Life's Grace (SC), Summon Greater Elemental (SC), Righteous Smite(BoED), Surge of Hope (Houserules), Mass Heal (SRD), Miracle of Life (Houserules), Summon Planetar (Houserules).

Draconic Discovery (Ex)

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

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

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

Convert Counterspell (Su)

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

Break Spell Resistance (Su)

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


Loremaster powers:
Spoiler: ShowHide


Secret (Ex)

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


Gear:
Spoiler: ShowHide


[Weapon]Resurgent Flames: Cauldron Steel Greatsword+1. Grants a +2 bonus to the caster level of spells with the fire descriptor when wielded.

[Head]Kascha's Halo: +5 sacred bonus to armor class.
[Neck]Amulet of Health+10: +10 enhancement bonus to constitution.
[Chest]Vest of the Archmagi: +8 armor bonus to AC, +5 resistance bonus to saves, +2 to overcome SR, 3/day swift action recover spell as pearl of power, expend spell slot to heal 5*spell level sacrificed.
[Wrists]Bracers of the Entangling Blast: 3/day, halve damage of next spell to entangle target(s) for 1d3 rounds and deal damage equal to spell level on your turn for those turns.
[Hands]Casting Gloves: As gloves of storing, except you can activate an item within as if you were holding it.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of Arcane Might: +1 bonus to caster level.
[Ioun Stone]Orange Prism Ioun Stone: +1 bonus to caster level.
[Ioun Stone]Dark Blue Rhomboid Ioun Stone: Alertness as a bonus feat.
[Ioun Stone]Brass Lozenge Ioun Stone: 3/day use as a standard action to gain 20 temp hit points.
[Ioun Stone]Clear Cube Ioun Stone: Grants personal immunity to gas and smell-based attacks.
[Ioun Stone]White Sphere Ioun Stone: Can be invoked as a standard action to cast mass heal 1/day, CL 20th.
[Ioun Stone]Red Teardrop Ioun Stone: +2d6 to channel energy, applies to phoenix cry.
[Ioun Stone]Greater Steel Cube Ioun Stone: Increases other ioun stone's hit points to 40, hardness to 20 and armor class to 42.
[Ioun Stone]Diamond Prism Ioun Stone: Grants Kascha's dex mod to ioun stones, immediate action to have one take a melee hit or for her to take one for them.

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

60525 gold


Spells:
Spoiler: ShowHide


Always active: Mind Blank, Superior Resistance.

Spell-like abilities

At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 24th. The save DCs are 17 + spell level.

Kascha casts as a 26th level wizard. (Caster level 29th for spells with the fire descriptor; caster level 28th for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 21 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+1), Maximize Spell (+2), Twin Spell (+3) and Quicken Spell (+3). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken, Greater Fireburst, twin.

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

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

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

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

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

Focus

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


Autobattle Settings:
Spoiler: ShowHide


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 13, 2013, 08:27:42 PM
Hanna, Champion of Gwynharwyf

Planetar 26//Barbarian 7/Champion of Gwynharwyf 16/Wonderworker 3

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 23d12+3d8+200+25 (396 hp)
Initiative: +12
Speed: 80ft, fly 180ft (good)
Armor Class: 55 (-1 size, +8 dex, +19 natural, +12 armor, +7 deflection)
Base Attack/CMB/CMD: +26/+36/58
Attack: Diplomacy+43 (3d6+23 plus 1d6 merciful)
Full Attack: Diplomacy+43/+38/+33/+28 (3d6+23 plus 1d6 merciful)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, mighty rage 5/day, smite evil 6/day, fearsome fury.
Special Qualities: Change shape, damage reduction 15/epic and evil, damage reduction 9/-, darkvision 120ft, low-light vision, immunity to acid, cold, charm, compulsion, petrification and poison,  protective aura, regeneration 12, resistance to electricity 35, resistance to fire 20, spell resistance 40 (+4 vs evil), tongues, improved uncanny dodge, dashing step, detect evil, divine grace, furious casting, tireless rage.
Saves: Fort +40, Ref +42, Will +45 (+2 vs enchantment, +4 resist vs evil, +2 vs evil spells, slas and supernatural abilities)
Abilities: Str 34, Dex 26, Con 26, Int 28, Wis 31, Cha 28
Skills: Climb+61, Concentration+40, Craft(Alchemy)+38, Craft(Stars)+38, Diplomacy+38, Handle Animal+38, Intimidate+38, Knowledge(local: court of stars)+38, Knowledge(nobility and royalty)+38, Knowledge(planes)+38, Knowledge(religion)+38, Listen+39, Sense Motive+39, Spellcraft+38, Spot+39, Survival+39, Swim+41, Tumble+56
Feats: Words of Creation(B), 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), Exalted Protection(WW2), Exalted Spell Resistance(WW3)
Epic Feats: Epic Spell Capacity(21), Great Ability(Strength)(24), Dire Charge(CoG15)
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.


Champion of Gwynharwyf powers:
Spoiler: ShowHide


Detect Evil (Sp)

At will, a champion of Gwynharwyf can use detect evil, as the spell. She can use this ability even while raging.

Rage (Ex)

A champion of Gwynharwyf adds her class levels to her barbarian levels to determine how often she can rage and when she gains the greater rage, tireless rage, and mighty rage barbarian class abilities. She does not gain or improve any other barbarian class abilities.

Smite Evil (Su)

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

A 5th-level champion of Gwynharwyf can smite evil twice per day. At 9th level, she can use this ability three times per day.

Divine Grace (Su)

A 2nd-level champion of Gwynharwyf gains a bonus equal to her Charisma bonus on all saving throws.

Furious Casting (Ex)

Starting at 2nd level, a champion of Gwynharwyf can cast her champion spells even while raging. If she has another spellcasting class, she cannot cast spells from that class while raging, only the spells that she gains from her champion levels.

Damage Reduction (Ex)

Starting at 3rd level, a champion of Gwynharwyf gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the champion takes each time she is dealt damage from a weapon or natural attack. At 6th level, and every 2 levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Resist Enchantment (Su)

At 3rd level, a champion of Gwynharwyf gains a +2 morale bonus on all saving throws against Enchantment spells or effects.

Fearsome Fury (Su)

At 4th level, a champion of Gwynharwyf can strike terror into the hearts of her foes while she rages. When she enters a rage, she makes an Intimidate check. Any enemy that comes within 30 feet of her while she is raging must make a Will save against a DC equal to her Intimidate check result. Those who fail become shaken for 1d4+1 rounds or the duration of the rage, whichever is longer.

Energy Resistance (Su)

At 5th level, a champion of Gwynharwyf grows closer to her eladrin patrons, gaining acid, cold, and electricity resistance 5. This resistance increases to 10 at 10th level.

Immune to Charm and Compulsion (Ex)

A 7th-level champion of Gwynharwyf is completely immune to charm and compulsion spells.


Gear:
Spoiler: ShowHide


[Weapon]Diplomacy: Large adamantine greataxe+5, ghost touch, merciful and transmuting.

[Wrists]Bracers of Epic Armor+12: +12 armor bonus to armor class.
[Ring 1]Ring of Epic Defense+7: +7 resistance bonus to saves and +7 deflection bonus to armor class.
[Waist]Belt of Magnificence+6: +6 bonus enhancement to all ability scores.
[Boots]Boots of Swiftness: +6 enhancement bonus to Dexterity, doubles speed, +20 enhancement Balance, Climb, Jump and Tumble, 3/day CL 20 command word haste on self for 20 rounds.

[Staff]Staff of Rejuvenation (34 charges): Can cast restoration or heal for one charge and fortunate fate for two charges. CL 15 or the CL of the user, if higher.
[Staff]Staff of Mass Rejuvenation (40 charges): Can cast mass lesser vigor for one charge, mass rejuvenation and mass cure critical wounds for two charges and mass heal for three charges. CL 17 or the CL of the user, if higher.

[Skill Booster]Brissael's Hammer: Grants a +15 enhancement bonus to craft(stars) and craft(blacksmithing) checks.

[Reserve Weapon]Paladin's Hammer: Greathammer+1, holy. Grants a +3 sacred bonus to the wielder's attack rolls with it as well as fast healing 3.

20165 gold.



Spells:
Spoiler: ShowHide


Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.

Spell-like abilities

At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 26th. The save DCs are 16 + spell level.

Hanna casts as a 26th level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).

[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[6+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[7+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[7+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.
[5+1/day]10: (Extended Storm of Vengeance), Celestial Valorx2Home, Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
[2+1/day]11: (Extended War's Blessing), Hanna's ChargeHome, Superb Dispellingx2.

BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.

Hanna casts as an 14th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)

[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[3/day]5: Cure Critical Woundsx3
[3/day]6: Healx3

BoED - Book of Exalted Deeds.


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 14, 2013, 06:39:34 PM
Canderella Stormfury

Succubus 26//Warlock 6/Anarch 5/Arcane Duelist 3/Marshal 12

Size/Type: Medium Outsider (Chaotic)
Hit Dice: 21d8+5d10+130+26+52 (331 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: +26/+30/61
Attack: Tomasia+34 (1d10+7 plus 1d4 sonic plus 2d8 sonic on crit plus 30ft fear in wind 19-20 x2)
Full Attack: Tomasia+34/+29/+24/+19 (1d10+7 plus 1d4 sonic plus 2d8 sonic on crit plus 30ft fear in wind 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell-like abilities, invocations, eldritch blast+3d6, smite law 2/day, destructive strike 16/day, turn construct 19/day(1d6; DC 28), chosen weapon, enchant chosen weapon+1, dexterous attack.
Special Qualities: Damage reduction 15/cold iron, epic and lawful, immunity to electricity and sonic, resistance to acid, cold and fire 20, spell resistance 36, darkvision 120ft, telepathy 200ft, change shape, tongues, detect magic, deceive item, aura of chaos, detect law, divine grace, aura of courage, divine health, apparent defense, auras, grant move action 2/day, stand fast 1/day.
Saves: Fort +38, Ref +39, Will +40
Abilities: Str 19, Dex 19, Con 20, Int 26, Wis 21, Cha 42
Skills: Bluff+51, Concentration+34, Craft(Storms)+37, Diplomacy+54, Disguise+45, Gather Information+45, Intimidate+51, Knowledge(Arcana)+43, Knowledge(Nature)+37, Knowledge(Planes)+43, Knowledge(Religion)+43, Listen+34, Perform(Wind Instruments)+45, Profession(Farmer)+34, Spellcraft+37, Spot+34, Tumble+33
Feats: Toughness(1), Dodge(3), Mobility(6), Eschew Materials(9), Divine Vigor(A4), Transdimensional Spell(12), Skill Focus(Diplomacy)(M1), Twin Spell(15), Rapid Metamagic(18)
Epic Feats: Epic Toughness(21), Epic Spell Capacity(24)
Alignment: Chaotic Neutral

Anarch powers:
Spoiler: ShowHide


Stand fast: 1/day add Cha mod to allies saves as immediate action, lasts one round. Must choose one of the three saves. Also 1/day add Cha mod to her CMD. Obsolete since she already adds her Cha to CMD.


Spells:
Spoiler: ShowHide


Canderella casts as a 23rd level sorcerer. Her metamagic options are Transdimensional Spell (+1) and Twin Spell (+4).

0: Acid Splash, Detect Magic, Disrupt Undead, :Light, Mage Hand, Mending, Prestidigitation, Read Magic, Sonic SnapSC
1: Lesser Orb of ElectricitySC, Lesser Orb of SoundSC, Magic Missile, Shocking Grasp, ThunderheadSC
2: Electric LoopSC, Electric VengeancePHB2, Invisibility, Resist Energy, Summon Swarm
3: Displacement, Lightning Bolt, Protection From Energy, Scintillating SphereSC
4: Dimensional Anchor, Energy SpheresSC, Orb of ElectricitySC, Orb of SoundSC
5: Arc of LightningSC Greater Electric VengeanceSC, Lightning LeapSC, MoonbowSC
6: Chain Lightning, Elle's Electric ElevationHome, Veil
7: Control Weather, Greater Teleport, Retributive EnervationCM
8: Chain DispelPHB2, Greater Shout, Lightning RingSC
9: Crushing Fist of TalosHome, Gate, Wish
10: Canderella's Sudden ThunderboltsHome, Energy Immunity, Jaela's Teleport BlockHome
11: Epic Mage Armor.

Canderella uses invocations as a 6th level warlock.

Least: Beguiling Influence, Otherworldly Whispers, See the Unseen
Lesser: Flee the Scene

Canderella manifests auras as an 9th level marshal.

Minor (+16): Art of War, Demand Fortitude, Determined Caster, Over the Top, Watchful Eye
Major (+2): Motivate Ardor, Motivate Attack, Motivate Urgency


Gear:
Spoiler: ShowHide


[Weapon]Tomasia: Pandemonic Silver Bastard Sword+3(+4), screaming burst.

[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.

[Scroll]Scroll of Dominate Monster
[Scroll]Scroll of Hellball
[Scroll]Scroll of Detect Good
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 14, 2013, 09:38:52 PM
Sylvie, Planar Wanderer.

Factotum 26//Swashbuckler 3/Monk 3/Chameleon 16/Exemplar 4

Size/Type: Medium Outsider
Hit Dice: 3d10+23d8+183+26+52 (397 hp)
Initiative: +25
Speed: 40ft, fly 50ft (average)
Armor Class: 56 (+6 dex, +15 int, +4 deflection, +1 monk, +15 armor, +5 natural)
Base Attack/CMB/CMD: +26/+34/70
Attack: Unarmed Strike+46 (3d10+33 plus 1/2 damage as temp hp on crit 19-20 x2)
Full Attack: Unarmed Strike+46/+41/+36/+31 (3d10+33 plus 1/2 damage as temp hp on crit 19-20 x2) or Flurry of Blows+44/+44/+39/+34/+29 (3d10+33 plus 1/2 damage as temp hp on crit 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Arcane dilettante, inspiration (14 points/encounter), stunning fist (8/day, DC 41), cunning strike, opportunistic piety 13/day, insightful strike, aptitude focus 4/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 5/day, ability boon+6, double aptitude, rapid refocus, darkvision 60ft, brains over everything, skill artistry, skill master, share talent(1/2 penalty), cunning mimicry, sustaining presence.
Saves: Fort +42, Ref +30, Will +34
Abilities: Str 18, Dex 23, Con 24, Int 40, Wis 22, Cha 22
Skills: Appraise+49, Bluff+55, Concentration+69, Decipher Script+49, Disguise+54, Forgery+38, Heal+43, Hide+55, Knowledge(arcana)+62, Knowledge(dungeoneering)+62, Knowledge(local: Balmuria)+62, Knowledge(nature)+62, Knowledge(planes)+62, Knowledge(religion)+62, Move Silently+55, Perform(song)+37, Profession(mascot)+33, Sense Motive+58, Spellcraft+55, Tumble+75, Use Magic Device+38
Feats: Font of Inspiration(B), 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), Pharaoh's Fist(9), Pain Touch(12), Improved Natural Attack(15), Diehard(M3), Darkstalker(18), Improved Initiative(E3), Ability Focus(Stunning Fist)(C2; floating feat)
Epic Feats: Epic Spell Capacity(21), Epic Toughness(24), Triple Focus(C14), Source of Inspiration(F24)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Knowledge (Ex)

+3 bonus to Knowledge checks.


Factotum powers:
Spoiler: ShowHide


Inspiration (Ex)

The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.

Cunning Insight (Ex)

Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex)

When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex)

You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Arcane Dilettante (Sp)

At 2nd level, you gain a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the wizard/sorcerer spell list based on your factotum level.  You can choose one spell at 2nd level, and you gain additional spells as shown on the table.  You can select any wizard/sorcerer spell up to that level, but you can only prepare one spell of your maximum level. Your caster level equals your factotum class level. The save DCs are intelligence based.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you can choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot select the same spell more than once during the same day. You must provide the material components as usual.

Brains over Brawn (Ex)

At 3rd level, you gain your intelligence bonus as a modifier on strength checks, dexterity checks, and skill checks based on strength and dexterity, such as jump, hide, move silently and so on.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend one inspiration point to gain your intelligence bonus as a dodge bonus to armor class against one opponent for one round. Using this ability is a free action. You can use this ability even while using medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once per turn on a single foe.

Cunning Strike (Ex)

Starting at 4th level, you can spend 1 inspiration point to gain 1d6 sneak attack. When determining if you can SA something that has uncanny dodge, use your factotum level as your rogue level.

Opportunistic Piety (Su)

Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead—your understanding of divine magic is too rudimentary.

Cunning Move (Su)

Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 10 feet per factotum level. Using this ability is a move action that does not provoke AoOs.

Cunning Breach (Su)

Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target's spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

Cunning Dodge (Ex)

Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.

Cunning Mimicry (Ex)

You can mimic almost any power or ability you see. By spending 4 inspiration points, you can mimic any spell or spell-like ability that has been cast in the last round. This is a standard action. You cannot mimic a spell with a casting time greater than a standard action, though if the casting time is less than a standard action, it becomes a standard action. The spell uses your statistics in place of the creature or object that caused the effect, use your factotum level in place of caster level or hit dice as appropriate. You select targets and set all the other parameters of the spell as normal.



Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

At 2nd level a swashbuckler gains a +1 competence bonus to reflex saves. She loses this bonus if she is wearing medium or heavy armor, or is carrying a medium or heavy load.

Insightful Strike (Ex)

A 3rd level swashbuckler adds her intelligence modifier as a bonus to damage rolls with any weapon finesse-able weapon.


Monk powers:
Spoiler: ShowHide


Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Flurry of Blows (Ex)

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

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

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

AC Bonus (Ex)

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

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

Stunning Fist (Ex)

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Int modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Evasion (Ex)

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


Chameleon Powers:
Spoiler: ShowHide


Aptitude Focus (Ex)

Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. An aptitude focus ability is usable once per day at 1st level, twice per day at 5th level, and three times per day at 10th level. At 5th level, you can change your aptitude focus one time per day, and at 10th level you can change your aptitude focus two times per day. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).

Sylvie uses Arcane Focus and Divine Focus by default right now. This is factored into her stat block. Make the appropriate changes if she switches.

Arcane Focus

+2 competence bonus to K:A and spellcraft, +2 competence to will saves.

Combat Focus

All martial weapons count as proficient, +2 competence to hit/damage rolls, +2 competence to fortitude saves.

Divine Focus

+2 competence K:R, +2 competence fort and will saves.

Stealth Focus

Gain uncanny dodge, +2 competence on disable device, hide, move silently and search checks. +2 bonus to reflex saves.

Wild Focus

Gain wild empathy and woodland stride, +2 competence on climb, jump, handle animal, K:N and survival checks. +2 bonus on fortitude saves.

Mimic Class Feature (Ex)

At 3rd level, you gain the ability to mimic a certain class feature possessed by other characters. Once per day, you can use any of the class features described below. At 6th level, you can use this ability twice per day (either to mimic the same class feature on two different occasions or two different class features at separate times). At 9th level, you can use this ability  three times per day.

Evasion (Ex)

As an immediate action, you can avoid damage from certain attacks with a successful Reflex save. You can activate this ability after you have rolled a successful Reflex save, but before you have taken damage. This ability lasts for 1 minute. See the monk class feature, page 41 of the Player's Handbook.

Rage (Ex)

You can fly into a screaming blood frenzy. See the barbarian class feature, page 25 of the Player's Handbook, except that the duration of the rage is 1 round + 1 round per point of your  (newly improved) Constitution modifier.

Smite (Ex)

You can smite a foe with a normal melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per class level. See the paladin smite evil class  feature, page 44 of the Player's Handbook.

Sneak Attack (Ex)

You can deal an extra 1d6 points of damage per three class levels when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which  must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player's Handbook. Treat your rogue level as equal to your class level for the purpose of defeating improved uncanny dodge.

Turn/Rebuke Undead (Su)

You can turn or rebuke undead creatures (your choice when activating the ability) by channeling the power of your faith through a holy symbol. See Turn or Rebuke Undead, page 159 of the Player's Handbook. Treat your cleric level as equal to your class level.

Ability Boon (Ex)

At 4th level, when choosing an aptitude focus, you also gain a +2 competence bonus to an ability score of your choice. This bonus lasts until you change your aptitude focus. At 7th level this bonus improves to +4, and at 10th level to +6.

Double Aptitude (Ex)

At 7th level, you can adopt two aptitude focuses in the same amount of time it previously took for you to adopt one. For example, you could adopt both the combat focus and the wild focus to mimic a ranger, or the divine focus and arcane focus to mimic a mystic theurge. You can't adopt the same aptitude focus twice simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.

Rapid Refocus (Ex)

At 8th level, you gain the power to change your aptitude focus in only 10 minutes.


Exemplar powers:
Spoiler: ShowHide


Skill Artistry (Ex)

An exemplar is particularly talented in the use of one of her skills. Choose one skill in which the exemplar has at least 13 ranks. She gains a +4 competence bonus on all checks involving that skill. At 4th, 7th, and 10th levels, an exemplar gains this ability again. Each time she selects a different skill to receive the +4 competence bonus, provided she has at least 13 ranks in a skill that she has not yet chosen to benefit from this ability. If not, she gains no benefit from the ability until she has 13 ranks in another skill. She can then immediately apply the benefit of skill artistry to that skill.

Sylvie has chosen concentration and sense motive for Skill Artistry.

Skill Mastery (Ex)

An exemplar is so confident in the use of certain skills that she can use them reliably even under adverse conditions. She selects a number of skills equal to 1 + her Int modifier. When making a check with one of these skills, she can take 10 even if stress and distractions would normally prevent her from doing so. Each time an exemplar gains a class level, she can add another skill to the list of skills with which she has mastery.

Sylvie has chosen tumble, swim, jump, move silently, hide, bluff, concentration, disguise, heal, spellcraft, climb, forgery, sense motive and use magic device for skill mastery.

Lend Talent (Ex)

Starting at 2nd level, an exemplar can lend some of her skill artistry to allies, allowing them to exceed their normal talents. By accepting a penalty on checks using a skill for which she has selected skill artistry, an exemplar grants a competence bonus on checks with that skill to all allies within 30 feet. The penalty can be any number that does not exceed the exemplar's  class level, and the competence bonus is equal to one-half the penalty. Activating this ability is a full-round action,  and the effect lasts for as long as the exemplar remains conscious and within range.


Gear:
Spoiler: ShowHide


[Weapon]Silver studded gloves: Unarmed strikes count as silver. Worn.

[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+4 and Resistance+4: +4 deflection bonus to armor class and +4 resistance bonus to saves.
[Ring 2]Ring of Natural Armor+5: +5 enhancement bonus to natural armor.
[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: +25 competence bonus to tumble checks.

[Skill Booster]Knowledge Prism: +15 competence bonus to all knowledge checks(Barring psionic ones) Carried.

[Bag of Holding]Bag of Holding.
[Reserve Weapon]Dagger+1
[Reserve Weapon]Cold iron studded gloves: Unarmed strikes count as cold iron. Not worn, carried.
[Reserve Weapon]Red Crystal Longbow+1 plus 20 cold iron arrows.
[Reserve Weapon]Rapier+1, keen.
[Staff]Staff of Mass Rejuvenation, 50 charges. Mass lesser vigor for 1 charge, mass restoration and mass cure critical wounds for 2 charges, mass heal for 3 charges.
[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]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]Masterwork Lute: +2 circumstance to perform.
[Misc]Masterwork Flue: +2 circumstance to perform.

[Book]Prophecy Mind Analysis
[Book]Gwinnan's Travel Log 24: Fury's Heart

38308 gold.



Spells:
Spoiler: ShowHide
 

Always active: Greater Mighty Wallop, Endure Elements, Overland Flight.

Sylvie casts as a 16th level chameleon (Caster level 26rd.) Her save DCs are 24 + spell level (arcane) or 15 + spell level (divine). Her spell selection themes are personal power and planar survival.

Arcane casting

[4/day]0: Detect Magicx2, Prestidigitationx2
[8/day]1: Improvisationx3SC, Magic Missilex3, Shieldx2
[8/day]2: Body of the SunSC, Detect Thoughts, Electric LoopSCx2, Resist Energyx2, See Invisibilityx2
[7/day]3: Amorphous FormSC,, Displacement, Greater Mighty Wallopx2RD, Heroism, Sylvie's Speedy AppraisalHome, Vampiric Touch
[7/day]4: Assay Spell ResistanceSC, Attune Formx2SC, Dimensional Anchor, Dimension Door, Enervationx2
[7/day]5: IndomitabilitySC, Overland Flightx2, Teleportx2, Wall of Forcex2.
[7/day]6: Bite of the Weretigerx3SC, Disintegratex2, Greater Heroismx2.
[5/day]7: Bite of the Werebearx2SC, Greater Teleportx2, Limited Wish, Waves of Exhaustion.
[2/day]8: Superior Invisibilityx2SC

RD - Races of the Dragon.
SC - Spell Compendium.

Divine casting

[4/day]0: Create Waterx3, Cure Minor Wounds.
[5/day]1: ConvictionSC, Divine Favorx2, Endure Elements, Foundation of StoneSC, Goodberry
[5/day]2: Aid, Lore of the Godsx3CC, Spiritual Weapon
[5/day]3: BlindsightSC, Cure Serious Woundsx3, Ghost Touch WeaponSC
[5/day]4: Death Wardx2, Divination, Divine Power, Freedom of Movement.
[4/day]5: Plane Shift, Righteous Mightx2, Spell Resistance, Zone of RevelationSC
[4/day]6: Healx4.
[3/day]7: Aura of Vitalityx2SC, Fortunate FateHome, Greater Plane ShiftSC

CC - Complete Champion.
SC - Spell Compendium.

Arcane Dilettante casting. 9 spells with a maximum of level 8. Save DCs are 22 + spell level.

Bite of the Werebear, Cone of Cold, Enervation, Greater Mirror Image, Greater Invisibility, Greater Mighty Wallop, Greater Heroism, Polar Ray, Shield, Wish.


21:
Spoiler: ShowHide


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: -
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 15, 2013, 08:43:03 PM
Elder Magi Tepen

Wizard 26//Expert 18/Paragnostic Apostle 2/Factotum 6

Size/Type: Medium Humanoid (Human)
Hit Dice: 18d6+2d4+6d8+182+26+54 (344 hp)
Initiative: +19
Speed: 30ft
Armor Class: 32 (+5 dex, +12 armor, +5 deflection)
Base Attack/CMB/CMD: +18/+21/41
Attack: Staff of Vithos+29 (1d6+12)
Full Attack: Staff of Vithos+29/+24/+19/+14 (1d6+12)
Space/Reach: 5ft/5ft
Special Attacks: Spells, inspiration (4/encounter), arcane dilettante, cunning strike, opportunistic piety 11/day.
Special Qualities: Restored soul, price of youth, immunity to ability damage and ability drain, aligned spellcaster, eidetic spellcaster, holy texts, knowledge is power(manifest ethos: vs evil, penetrating insight), lore, cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense.
Saves: Fort +22, Ref +26, Will +29
Abilities: Str 17, Dex 21, Con 24, Int 36, Wis 26, Cha 21
Skills: Concentration+35, Craft(Alchemy)+16, Decipher Script+42, Disable Device+18, Handle Animal+34, Heal+37, Knowledge(All 10 standard knowledges)+57, Listen+37, Profession(Scholar)+37, Profession(Teacher)+37, Spellcraft+37, Spot+37
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: Epic Spell Capacity(21), Epic Spell Penetration(W23), Epic Toughness(24), Improved Metamagic(W26)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


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.

Eidetic Spellcaster (Ex)

Tepen no longer needs a spellbook. He obtained this through the wizard mastery book.


Paragnostic Apostle powers:
Spoiler: ShowHide


Holy Texts (Ex)

Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level dependent domain abilities. You do not gain such abilities if you do not already have them, however.

Knowledge Is Power (Ex)

At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.

These benefits apply to warlock invocations as well as spells, where applicable.

Manifest Ethos

Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energybased offensive spell against a creature with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time.

Lore (Ex)

You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.


Gear:
Spoiler: ShowHide


[Weapon]Staff of Vithos: Quarterstaff+3, functions as a staff of evocation with 39 charges left.
[Armor]White Robe: Provides a +12 armor bonus to armor class.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Shoulders]Lifasa's Breath: Grants displacement 15 rounds/day, a +5 resistance bonus to saving throws and greater invisibility(CL7) at will.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.

[Metamagic Rod]Rod of Extend, Lesser

[Reserve Weapon]Dagger+2.



Spells:
Spoiler: ShowHide


Tepen casts as a 4th level factotum.

Magic Missile, Prestidigitation.

Always active: Bibliotheca Arcana, Endure Elements.

Tepen casts as an 26th level wizard (caster level 27th vs evil, caster level 28th vs evil subtype, +6 bonus to caster level to overcome spell resistance). The spell DCs are 23 + spell level. All of Tepen's spells gain the good descriptor. Tepen's spell selection themes are general utility, support magic and planar survival. His metamagic options are Extend Spell (+1), Empower Spell (+2), Chain Spell (+3) and Heighten Spell (Varies).

[4/day]0: Mendingx2, Prestidigationx2.
[10/day]1: Alarm, Ebon EyesSC, Endure Elements, Magic Missilex3, Mount, Identifyx3.
[7/day]2: Arcane Lock, False Life, Fog Cloud, Minor Image, Obscure Object, Portal AlarmSC, See Invisibility.
[7/day]3: Arcane Sight, Deep Slumber, Magic Circle Against Evil, Major Image, Nondetection, Tongues, Wind Wall.
[7/day]4: Detect Scrying, Mass Reduce Person, Minor Creation, Scrying, Secure Shelter, Voice of the DragonSC, Wall of Ice.
[7/day]5: Break Enchantmentx2, Feeblemind, Mirage Arcana, Overland Flight, Planar ToleranceSC, Sending.
[6/day]6: Greater Anticipate Teleport, Greater Dispel Magic, Greater Heroism, Guards and Wards, Interplanar Telepathic Bondx2.
[6/day]7: Banishmentx2, Greater Teleportx2, Mage's Magnificent Mansion, Phase Door.
[6/day]8: Greater Plane Shiftx4SC, Mind Blankx2.
[6/day]9: DragonshapePHB2, Gatex3, Wishx3.
[5/day]10: Bibliotheca ArcanaHome, Extended Dragonshape, Heightened Banishmentx2, Vitrification BombHome
[4/day]11: Epic Mage Armorx2, Fog TrapHome, Superb Dispelling

PHB2 - Player's Handbook 2.
SC - Spell Compendium.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Material Component

A miniature book.


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 17, 2013, 02:59:17 PM
Adrian Barnan

Hagspawn 2/Rogue 17/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 14

Size/Type: Medium Monstrous Humanoid (Dragonblood)
Hit Dice: 26d10+208+26+1 (385 hp)
Initiative: +13
Speed: 30ft
Armor Class: 47 (+10 natural, +5 dex, +15 armor, +5 deflection, +1 dodge, +1 insight)
Base Attack/CMB/CMD: +26/+39/57
Attack: Gaelach+49 (2d6+38 plus 9d6 sneak attack plus 2 str damage plus staggering strike 17-20 x2)(+2 hit/damage when making sneak attacks) or claw+39 (1d3+19 plus 9d6 sneak attack plus 2 str damage plus staggering strike)
Full Attack: Gaelach+49/+44/+39/+34 (2d6+38 plus 9d6 sneak attack plus 2 str damage plus staggering strike 17-20 x2)(+2 hit/damage when making sneak attacks) plus kick+34 (1d6+13 plus 9d6 sneak attack plus 2 str damage plus staggering strike) or 2 claws+39 (1d3+19 plus 9d6 sneak attack plus 2 str damage plus staggering strike)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+9d6, crippling strike, breath weapon(1d6), invocations, sunder portal, breath effect(sickening), draconic aura, spells, opportunist.
Special Qualities: Damage reduction 15/epic, spell resistance 36, darkvision 120ft, low-light vision, trapfinding, improved 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, fast healing 1.
Saves: Fort +35, Ref +24, Will +28 (+5 vs paralysis and sleep, does not fail fort saves on a natural 1)
Abilities: Str 36, Dex 20, Con 26, Int 19, Wis 20, Cha 15
Skills: Appraise+32, Climb+43, Concentration+24, Disable Device+31, Decipher Script+32, Hide+34, Knowledge(Arcana)+12, Knowledge(Planes)+28, Listen+38, Move Silently+34, Sense Motive+34, Spot+40, Swim+42, Use Magic Device+36, Use Rope+33
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), Greater Weapon Specialization(Greatsword)(F12)
Epic Feats: Great Ability(Strength)(21), Pulverize(24), Shared Planar Survival(PC13)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Draconic Aura (Su)

Adrian's draconic aura grants a +4 bonus to spot, listen and initiative checks to himself and all allies within 30ft.


Rogue powers:
Spoiler: ShowHide


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.

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.

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.


Planar Champion powers:
Spoiler: ShowHide


Favored Plane (Ex)

The planar champion has studied the natives of a particular plane extensively. She gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against a native of that plane. Likewise, the planar champion gets the same bonus on weapon damage rolls against creatures native to the favored plane. The planar champion only gets the damage bonus with ranged weapons if the target is within 30 feet. The damage bonus does not apply to creatures immune to critical hits.

The champion chooses only one favored plane, and even identical creatures from other planes are not affected. For example if a planar champion chooses the Nine Hells as her favored plane, she would gain the bonus against devils native to that plane, but not devils from the adjacent plane of Acheron. The planar champion's studies help in noncombat settings as well. The planar champion gets a +1 bonus on Diplomacy and Gather Information checks when interacting with natives of the favored plane. Survival checks get a +1 bonus when performed on the favored plane.

The planar champion gains a second favored plane when reaching 5th level and a third favored plane when reaching 10th level. When gaining a new favored plane, the bonuses for previous favored planes increase by +1. For example, a 5th-level planar champion could choose Acheron as a new favored plane, earning a +1 bonus against its natives, and her bonus against natives of the Nine Hells would increase to +2. The planar champion may not choose her native plane as a favored plane.

The bonuses from this ability stack with the ranger's favored enemy ability. A ranger/planar champion with a favored enemy of devils and a favored plane of the Nine Hells adds both bonuses together when fighting a devil native to the Nine Hells.

See Invisibility (Su)

Upon reaching 2nd level, a planar champion is treated as being under the effect of a see invisibility spell at all times, with a caster level equal to her hit dice. This ability allows her to see (but not affect) ethereal creatures.

Attack Ethereal (Su)

A planar champion of 3rd level or higher weapons are considered to be ghost touch weapons at all times. This allows her to attack ethereal creatures.

Planar Survival (Su)

At 4th level, a planar champion becomes attuned to the nature of the planes she visits and personally immune to their natural planar effects. She is treated as being under a constant a constant avoid planar effects spell with a caster level equal to her hit dice.

Ethereal Jaunt (Su)

A planar champion of 6th level or higher may step onto the Ethereal Plane three times per day. This functions as an ethereal jaunt spell with a caster level equal to her hit dice.

Rip Portal (Sp)

Once per day, a planar champion of 7th level or higher can rip a portal through the Astral Plane to another plane of existence. By tearing a hole in the fabric of the plane she's on, the champion may open a portal onto the Astral Plane or any plane that the Astral Plane touches that the champion has visited before. As per the plane shift spell, the planar champion has no control over the precise destination on whatever plane she rips a portal to. The portal appears as a ragged hole in space adjacent to the planar champion and lasts for 1d4+1 rounds before healing over.

Sunder Portal (Sp)

Once per day, a planar champion of 8th level or higher has the ability to seal a dimensional gate or portal by severing the connection to the destination. She may do with a successful level check (DC 5 + the caster level of the gate or portal). The gate spell is destroyed as if dispelled, while portals are suppressed for 1d6 days.


Dragonfire Adept
Spoiler: ShowHide


Adrian uses invocations as a 1st level dragonfire adept.

Least: Breath of the Night.

Breath Weapon (Su)

At 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. As you gain levels, your breath weapon's damage increases, as shown on Table: The Dragonfire Adept.

You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).

At 10th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.

Breath Effect (Ex)

At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects in Table: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon's damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can't apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can't apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal fire breath weapon every round).


Dragon Devotee powers:
Spoiler: ShowHide


Ignore Spell Failure (Ex)

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


Gear:
Spoiler: ShowHide


[Weapon]Gaelach: Greatsword+6. Powers up in moonlight, see below.
[Sheathe]Adrian's Sheathe: As a swift action when he draws a sword in this sheathe, grant it bless weapon (CL 10th). Also grants a +5 competence bonus to UMD.
[Armor]Mithral Breastplate+7, heavy fortification. Additional +3 armor bonus from epic crafting.
[Reserve Weapon]Masterwork heavy mace.

[Head]Deadman's Helmet: +10 bonus to intimidate and permanent healer's vision(CL 15).
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Shoulders]Cloak of Charisma+4 and Resistance+5: Grants a +4 enhancement bonus to charisma and a +2 resistance bonus to saving throws.
[Ring 1]Ring of Protection+5: Grants a +5 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.

[Ioun Stone]Dusty Rose Ioun Stone: +1 insight to armor class.

[Wand]Wand of Shield, CL1, 46 charges.

[Expendable]3 potions of cure serious wounds.

[Reserve Amulet]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.
[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:
Spoiler: ShowHide


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.


Spells:
Spoiler: ShowHide


Adrian casts as a 2nd level sorcerer. His save DCs are 12 + spell level.

[6/day]0: AmanuensisSC, Arcane Mark, Detect Poison, Mending, Prestidigitation.
[5/day]1: Golem StrikeSC, Lesser Orb of ColdSC.

SC - Spell Compendium.


Autobattle settings:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 17, 2013, 05:30:41 PM
Misalea, nature bard and Lindir-Megil of the Graceful Blow.

Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 16//Bard 15/Sentinel 11

Size/Type: Medium Humanoid (Elf)
Hit Dice: 11d10+13d8+2d6+78+26+52 (285 hp)
Initiative: +8
Speed: 30ft, fly 50ft (good)
Armor Class: 57 (+8 dex, +1 dodge, +8 armor, +11 charisma, +8 wisdom, +5 natural, +5 deflection, +1 insight)
Base Attack/CMB/CMD: +26/+30/74
Attack: Sylis+46 (1d10+16 19-20 x2)
Full Attack: Sylis+46/+41/+36/+31 (1d10+16 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemies(outsider: evil+4, outsider: lawful+2), spells, smite evil 7/day, dexterous attack, turn outsider 13/day (3d6; DC 21), 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, inspire heroics.
Saves: Fort +31, Ref +36, Will +38 (+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 32
Skills: Bluff+20, Concentration+32, Hide+34, Knowledge(Nature)+33, Listen+41, Move Silently+40, Perform(dance)+44, Perform(song)+42, Spot+41, Survival+37, Tumble+38, Use Magic Device+39
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), Extra Smiting(S11)
Epic Feats: Epic Divine Might(21), Greater Mirror Image(AD13), Epic Toughness(24), Improved Enchant Chosen Weapon(AD16)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

1/day-charm person, invisibility, speak with animals, speak with plants. Caster level 14th. The save DCs are charisma based.

Otherworldly Touch (Su)

Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extra-dimensional foes. This ability only functions on planes that have sunrises and sunsets.

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:
Spoiler: ShowHide


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.

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.


Bard powers:
Spoiler: ShowHide


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.


Arcane Duelist powers:
Spoiler: ShowHide


Chosen Weapon (Ex)

Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. If that melee weapon is lost, she can choose another, but it takes seven days for a chosen weapon to bond to the arcane duelist so that she can use it with other powers of this class.

Enchant Chosen Weapon (Ex)

The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level.

Dexterous Attack (Ex)

Because the arcane duelist values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. For example, the arcane duelist who wields a rapier as her chosen weapon can subtract up to 5 points from the damage, since the rapier has a damage potential of 6 points, and add that to her attack bonus. If she were wielding a +3 rapier, she could subtract up to 8 points from damage, since the weapon has a damage potential of 9 points, and add that to her attack bonus. The arcane duelist declares this power before rolling her attack, and the amount subtracted cannot exceed her base attack bonus.

Mirror Image (Sp)

The arcane duelist can activate mirror image effect as the spell cast by a caster of her arcane duelist level.


Sentinel powers:
Spoiler: ShowHide


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.

Resist Fiendish Lure (Su)

At 2nd level, a sentinel gains a +4 sacred bonus to all saving throws against mind-affecting attacks of evil outsiders.

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.

Turn Outsider (Su)

When a sentinel reaches 4th level, he gains the supernatural ability to turn or destroy outsiders by channeling energy. The sentinel can use this ability a number of times per day equal to 3 + his Charisma modifier. The sentinel turns outsiders as a cleric three levels lower would turn undead.


Gear:
Spoiler: ShowHide


[Weapon]Sylis, The Windborn: Bastard Sword+4(+11), grants a +2 enhancement bonus to dexterity and a +10 competence bonus to perform(dance) checks.
[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.
[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.

[Reserve Torso]Ribbon of the Fey Dance: +6 enhancement bonus to charisma and +4 enhancement to constitution.

5012.95 gold.


Autobattle Settings:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.

Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 18, 2013, 12:49:24 PM
Dana Langersun

Fighter 12/Dwarven Defender 13/Ardent 1//Psychic Warrior 18/War Mind 8

Size/Type: Medium Outsider (Native)
Hit Dice: 12d10+13d12+1d8+182+26+26 (392 hp)
Initiative: +5
Speed: 70ft, fly 90ft (good)
Armor Class: 73 (+22 armor, +5 dex, +10 shield, +5 deflection, +4 insight, +7 dodge, +10 natural) (armor and shield bonus apply to touch AC)
Base Attack/CMB/CMD: +26/+33/89
Attack: Royal Rapier+45 (1d6+21 15-20 x2) or Rapier Storm+42 (1d6+21 13-20 x2)
Full Attack: Royal Rapier+45/+40/+35/+30 (1d6+21 15-20 x2) or Rapier Storm+42/+37/+32/+27 (1d6+21 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+4, chain of defensive posture+4, damage reduction 8/-, defensive stance 7/day, improved uncanny dodge, trap sense+3, mobile defense, fast healing 2, toxin removal, immunity to bleeding, damage reduction 10/evil, frost blood.
Saves: Fort +40, Ref +39, Will +31 (does not fail fort saves on a natural 1)
Abilities: Str 24, Dex 20, Con 24, Int 19, Wis 25, Cha 22
Skills: Concentration+36, Climb+36, Intimidate+35, Jump+52, Knowledge(History)+33, Knowledge(Psionics)+33, Swim+51
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), Greater Weapon Specialization(Rapier)(F12), Psionic Body(PW17), Wild Talent(Book)
Epic Feats: Epic Manifesting(21), Shield Barrier(24)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Rapier Storm (Ex)

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

Frost Blood (Su)

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


War Mind powers:
Spoiler: ShowHide


Chain of Personal Superiority (Ex)

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

Chain of Defensive Posture (Ex)

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

Sweeping Strike (Ex)

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

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



Dwarven Defender powers:
Spoiler: ShowHide


AC Bonus (Ex)

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

Defensive Stance (Ex)

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

Uncanny Dodge (Ex)

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

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

Trap Sense (Ex)

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

Mobile Defense (Ex)

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


Gear:
Spoiler: ShowHide


[Weapon]Royal Rapier of Langersun: Solarian Truesteel Rapier+8, keen.
[Armor]Lightblood Stone Full Plate+5, nimbleness: Grants various powers. Max dex+5, +2 armor bonus from epic crafting.
[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]Psicrown of the Evader.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor, -2 cost to psionic powers.
[Shoulders]Willim's Cloak of Resistance+10: +10 resistance bonus to saving throws.
[Ring 1]Ring of Protection+5 and feather falling: +5 deflection bonus and constant feather fall.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Boots]Asskickers: Haste for 10 rounds/day as a free action, +15 competence to Swim checks, permanent fly spell (CL 5) and at will dimension door (CL 7). Equipped with a boot blade (+2 enhancement bonus).

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

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

[Reserve Weapon]Silver Masterwork Bastard Sword.
[Reserve Shield]Royal Shield of Langersun: Mithral Heavy Steel Shield+5.



Spells:
Spoiler: ShowHide


Spell-like abilities

1/day-daylight. Caster level 26th. The save DCs are 16 + spell level.

Dana manifests as a 24th level psychic warrior. The save DCs are 17 + power level. All powers are manifested with a -2 point reduction (minimum 1 power point spent).

Power points: 325

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

A - Power can be augmented.

Dana manifests as a 1st level ardent with access to the pain + suffering and physical power mantles. The save DCs are 17 + spell level.

[1 pp]1: Adrenaline BoostA, DisableA

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

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

Augment

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

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

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

Augment

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

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

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

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

Augment

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


Autobattle Settings:
Spoiler: ShowHide


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: +4 insight str, +4 insight con. Lasts 10 rounds. 3/day uses. Free action.
Defensive Chain: +4 insight AC. Lasts 10 rounds. 3/day uses. Free action.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 18, 2013, 02:40:57 PM
Baleruk, Prismatic Dragon Abomination.

Prismatic Dragon 29//Abomination 29

Size/Type: Huge Dragon (Abomination, Chaotic)
Hit Dice: 29d12+264 (667 hp)
Initiative: +5
Speed: 100ft, fly 280ft (perfect)
Armor Class: 50 (-2 size, +27 natural, +10 deflection, +5 dex)
Base Attack/CMB/CMD: +29/+45/70
Attack: Bite+41 (2d8+14)
Full Attack: Bite+41 (2d8+14) and 2 claws+41/+36/+31/+26 (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 30/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 44, resistance to energy (all) 50, true seeing, telepathy 500ft, regeneration 34, cursed, frightful presence, blindsense 60ft, darkvision 60ft, low-light vision.
Saves: Fort +35, Ref +29, Will +35
Abilities: Str 39, Dex 20, Con 33, Int 30, Wis 32, Cha 30   
Skills: Appraise+42, Balance+37, Bluff+42, Concentration+43, Craft(Jewelry)+42, Decipher Script+42, Diplomacy+42, Forgery+42, Gather Information+42, Heal+43, Intimidate+57, Knowledge(arcana)+42, Knowledge(local: Limbo)+42, Listen+43, Perform(Oratory)+42, Sense Motive+43, Spellcraft+42, Spot+43, Survival+43, Use Rope+37.
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), Improved Rapidstrike(27)
Epic Feats: -
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-Hypnotic pattern, rainbow pattern. 3/day-prismatic sphere, prismatic wall, sunbeam, sunburst. Caster level 29th. The save DCs are charisma based.

Spells

Baleruk casts as a 14th level sorcerer with a caster level of 18th.

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, Chaos Hammer, Scrying, Treasure Scent.
5: Moonbow, Stunning Breath, Vitriolic Sphere.
6: Acid Storm, Imperious Glare.
7: Greater Teleport.

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:
Spoiler: ShowHide

313895.42 gold.
20 rubies: 2000 gold.
20 citrines: 2000 gold.
20 yellow tourmalines: 2000 gold.
20 emeralds: 2000 gold.
20 sapphires: 2000 gold.
20 indigo spinels: 2000 gold.
20 amethysts: 2000 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.
A scale from Tiamat: 10000 gold.
Clay chalice: 5 gold.
Copper chalice: 10 gold.
Silver chalice: 100 gold.
Golden chalice: 500 gold.
Mithral chalice: 1000 gold.
Adamantine chalice: 2500 gold.
Serrenwood chalice: 3000 gold.
Statue of an angel holding a sword to the sky, carved of marble with gold accents, diamond eyes and a faint glow around it: 10000 gold.
Statue of a slaad holding a scythe to the sky, carved of obsidian with silver accents, ruby eyes and a faint glow around it: 10000 gold.
Statue of Afina, gold and hollow: 2000 gold.
A large aquarium made of high quality crystal and gold: 5000 gold.
Pixie Tea Set: This set of pixie sized furniture includes a table, four chairs, a chaise and a tea set. Pixies who spend an hour enjoying a tea and chat gain a +2 bonus to Charisma for 24 hours. The set can only be used this way 3 more times before the magic is exhausted, turning it into a pretty but nonmagical tea set afterwards. 20000 gold.
Blue Sapphire: 600 gold.
Jet: 100 gold.
Peridot: 70 gold.
Red Spinel: 120 gold.
Clear Zircon: 80 gold.

Prismatic ioun stone: +15 competence bonus to intimidation checks.
Huge greatsword+1, prismatic burst.
Set of all seven prismatic veils.
Ring of protection +3/+5 vs ranged

Spell tomes with all spells 1-9 from the PHB, SC and Complete books. Basically an extensive spell library.

21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster.


Autobattle Settings: [spoiler]

Allow PC control: No.
Settings: -
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 18, 2013, 05:34:25 PM
Sage Vul'lath the Twice-Spoken

Githyanki 2/Savant 24//Wizard(Diviner) 8/Loremaster 16/Visionary Seeker 1/Master Specialist 1

Size/Type: Medium Humanoid (Psionic)
Hit Dice: 2d4+24d8+182+26 (322 hp)
Initiative: +7
Speed: 30ft
Armor Class: 47 (+6 dex, +1 dodge, +20 armor, +10 deflection)
Base Attack/CMB/CMD: +24/+26/43
Attack: Kalith+29 (1d4+4 plus 4d6+26 sneak attack 19-20 x2)
Full Attack: Kalith+29/+24/+19/+14 (1d4+4 plus 4d6+26 sneak attack 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Psi-like abilities, sneak attack+4d6+26, spells.
Special Qualities: Darkvision 60ft, power resistance 31, naturally psionic, academic lore, skill assistance(35ft), trapfinding, secret, lore, greater lore, true lore, divination expertise, fast healing 1.
Saves: Fort +24, Ref +25, Will +35 (-2 fear)
Abilities: Str 14, Dex 16, Con 24, Int 30, Wis 21, Cha 19
Skills: Appraise+39, Autohypnosis+36, Concentration+36, Craft(gemcutting)+39, Disable Device+39, Knowledge(arcana)+68, Knowledge(dungeoneering)+68, Knowledge(geography)+68, Knowledge(history)+68, Knowledge(planes)+81, Knowledge(psionics)+63, Knowledge(religion)+68, Profession(Sage)+34, Search+39, Spellcraft+42
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), Spell Focus(Divination)(S17), Skill Focus(Spellcraft)(MS1)
Epic Feats: Epic Spell Capacity(21), Epic Spell Penetration(L13), Epic Master of Knowledge(L16), Epic Skill Focus(Knowledge:Planes)(S24)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


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.


Savant powers:
Spoiler: ShowHide


Academic Lore (Ex)

The savant studies a wide variety of disciplines, from the physiology and lore of plants to the genealogy of ancient noble lines. The savant may make a special academic lore check with a bonus equal to his savant level + his Intelligence modifier to see whether he knows some relevant information about a particular situation, person, item, historical event, or other subject. If the savant fails this check, he must gain at least one level in this class before attempting to use this ability to answer the specific question again.

If the savant has ranks in a Knowledge skill relevant to the situation, he can use both this ability and his normal Knowledge check to answer the same question. A failure with one method has no effect on his attempt with the other. If both checks fail, he cannot attempt another Knowledge or academic lore check on that particular subject until he gains a level in savant or rank in the appropriate Knowledge skill. For example, Delephon the 3rd-level savant has 6 ranks in Knowledge (engineering). He inspects an old ruin to determine if it is structurally sound. His Knowledge (engineering) check fails. He then attempts to use his academic lore ability and succeeds.

Skill Assistance (Ex)

The savant's broad range of talents and insights into dozens of areas of knowledge grant him the ability to lend his knowledge to others. If, for example, a savant sees an approaching ogre, he knows how to deliver a swift warning that alerts his allies before the ogre is upon them. If he and his friends must slip into a blackguard's fortress, his intense study of stealth and reconnaissance allows him to mask the clanks of his paladin ally's armor.

At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the savant selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim.

The savant can choose to replace an ally's skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the savant's skill ranks + the ally's ability score modifier, armor check penalty (if any), and other modifiers. In effect, the ally replaces her ranks in the particular skill with those of the savant and adds all other modifiers as normal. The savant makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20.

The savant can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the savant at 1st level. This range increases by 5 feet each time the savant chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level).

A target of this ability must choose whether to use the savant's result or make his own, and he must choose before he knows the savant's die roll. In any case, the targets of this ability never use their own ranks in addition to the savant's ranks. They must either make a check as normal or substitute the savant's ranks and die result for their own.

The savant cannot use this ability if his allies wish to make a skill check as part of an attempt to aid another's check.

For example, Delephon the savant, Abelard the paladin, and Esmeralda the sorcerer attempt to sneak past a group of orc guards. Neither Abelard nor Esmeralda has ranks in Move Silently. Luckily, Delephon has chosen that skill for his skill assistance ability. Delephon has 8 ranks in Move Silently. He makes one d20 roll for his Move Silently check and the checks for his two companions. The die's result is 12. Delephon resolves his Move Silently check as normal using that roll. His companions resolve their Move Silently checks as if they had 8 ranks in the skill (just like Delephon) and rolled a 12 on the d20, the result of Delephon's roll, to make the skill check. Abelard has a Dexterity of 8 (-1) and wears full plate (armor check penalty -6). Thus, his total Move Silently result is 13 (Delephon's 8 ranks + 12 result on the d20 -1 Dex -6 armor). Esmeralda has a 14 Dexterity (+2) and wears no armor. Her total result is 22 (Delephon's 8 ranks + 12 result on the d20 + 2 Dex).

Trapfinding (Ex)

Savants 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.

Savants 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 savant 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 without disarming it.

Sneak Attack (Ex)

Beginning at 3rd level, if a savant can catch an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.

The savant's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the savant flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every six savant levels thereafter. The savant never multiplies sneak attack damage on a successful critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a savant can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A savant can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The savant 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 savant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Loremaster powers:
Spoiler: ShowHide


Secret

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 loremaster level plus Intelligence modifier determines the secrets from which she can choose. She can't choose the same secret twice.

Vul'lath has selected the following secrets: Secrets of Inner Strength(1), Applicable Knowledge(3), Weapon Trick(5), Dodge Trick(7), More Newfound Arcana(9)

Lore (Ex)

At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Bonus Languages (Ex)

A loremaster can choose any new language at 4th and 8th level.

Greater Lore (Ex)

At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.

True Lore (Ex)

At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.


Visionary Seeker powers:
Spoiler: ShowHide


Divination Expertise (Ex)

A visionary seeker may add his class level to his caster level when casting divination spells. This bonus stacks with the bonus gained for additional spellcasting levels at every odd-numbered class level. For example, a 10th-level wizard/4th-level visionary seeker would cast divinations as a 16th-level caster (10 for wizard levels, 4 for visionary seeker levels, and 2 for the added spellcasting levels gained from visionary seeker class levels).


Gear:
Spoiler: ShowHide


[Weapon]Kalith: Dagger+1. Functions as a greater rod of empower spell.
[Armor]Sage's Robes: Grants a +8 armor bonus to armor class, +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.

[Belt]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Epic Protection+10: +10 deflection bonus to armor class.

[Skill Booster]Knowledge Prism: +5 competence bonus to all knowledge checks(barring psionic ones).

[Reserve Weapon]Falchion+2, keen.

1155.92 gold.


Spells:
Spoiler: ShowHide


Always active: Bibliotheca Arcana, Epic Mage Armor, Many Moments of Prescience.

Psi-like abilities

3/day-Concealing amorpha, far hand, psionic daze, psionic dimension door, telekinetic thrust. 1/day-psionic plane shift. Manifester level 24th The power DCs are 14 + spell level.

Vul'lath casts as a 26th level wizard(diviner). He has given up access to illusion. (Caster level 27th for divinations; +8 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level (DC 21 + spell level for divinations.) His spell selection themes are divinations, information gathering and sneak attack exploitation. His metamagic options are Disrupting Spell (+2), Empower Spell (+2) and Guided Spell (+3).

[4/day]0: Detect Poison, Detect Magicx2, Prestidigitation.
[8/day]1: Comprehend Languages, Detect Secret Doors, Detect Undead, Golem Strikex2SC, Guided ShotSC, Instant SearchSC, True Strikex2.
[8/day]2: Allied FootstepsCM, Chain of EyesSC, Detect AberrationLM, Detect Thoughts, Locate Object, Scorching Rayx2, See Invisibility.
[7/day]3: Analyze PortalSC, Clairaudience/Clairvoyance, Crown of ClarityPHB2, Seira's Unicorn Arrowsx3PHB2(1), Spellcaster's BaneCM.
[7/day]4: Arcane Eye, Assay Spell ResistanceSC, Detect Scrying, Know VulnerabilitiesSC, Locate Creature, Scrying, Treasure ScentSC.
[7/day]5: Contact Other Plane, Empowered Seira's Unicorn Arrowx4, Guided Scorching Ray, Prying Eyes, Telepathic Bond.
[7/day]6: Analyze Dweomerx2, Interplanar Telepathic BondSC, Probe Thoughtsx2SC, Scry LocationCS, True Seeing.
[6/day]7: Greater Arcane Sight, Greater Scryingx2, Guided Enervationx2, Vision.
[6/day]8: Empowered Guided Disrupting Scorching Rayx2, Greater Prying Eyes, Moment of Presciencex2, Polar Ray.
[6/day]9: Foresight, Guided Empowered Enervation, HindsightSC, Reaving DispelSC, Wishx2.
[5/day]10: Bibliotheca ArcanaHome, Empowered Polar Rayx3, Seira's Unicorn Apocalypsex2Home
[2/day]11: Epic Mage Armorx2Home, Many Moments of Presciencex2Home

CM - Complete Mage.
SC - Complete Scoundrel.
LM - Lords of Madness.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
(1) - As Melf's Unicorn Arrow.

Sage Vul'lath casts as a 24th level savant. His save DCs are 20 + spell level (arcane) and 15 + spell level (divine). His spell selection themes are miscellaneous support (arcane) and healing (divine). His metamagic options are Disrupting Spell (+2), Empower Spell (+2) and Guided Spell (+3).

Arcane

1: Feather Fall, Mount, Shieldx4
2: False Lifex3, Knockx2
3: Sleet Stormx3, Tonguesx2.
4: Dimensional Anchorx3, Remove Cursex2.
5: Fabricate, Sending, Teleportx2.

Divine

1: Cure Light Woundsx5
2: Cure Moderate Woundsx4
3: Create Food and Waterx3, Speak With Dead.
4: Divine Powerx2, Freedom of Movementx2
5: Righteous Might


Autobattle Settings: [spoiler]

Allow PC control: No.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 18, 2013, 08:13:41 PM
Ebony the Redeemed

Sylican Angel 26//Sorcerer 6/Exalted Arcanist 5/Sacred Exorcist 10/Singer of the Celestial Choir 5

Size/Type: Medium Outsider (Angel, Good, Lawful)
Hit Dice: 26d8+156+26 (292 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: +26/+30/49
Attack: Silver Dagger+30 (1d4+4 19-20 x2)
Full Attack: Silver Dagger+30/+25/+20/+15 (1d4+4 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, turn undead 13/day (5d6; DC 26), dispel evil 3/week.
Special Qualities: Darkvision 120ft, damage reduction 15/epic, evil and silver, immunity to acid, cold and petrification, resistance to electricity and fire 20, protective aura, tongues, spell resistance 36, bardic music 26/day(inspire courage+6, countersong, fascinate, suggestion, inspire greatness 7 allies, song of freedom, inspire heroics 5 allies, mass suggestion), bardic knowledge, exalted spell list(9th), spell knowledge, faster consecrate, faster purify, sanctified endurance, detect evil, chosen foe(undead)+3, consecrated presence, holy aura 1/day, celestial music (song of life, song of purification, song of holiness), improved words of creation.
Saves: Fort +30, Ref +32, Will +34 (+4 perfection against compulsions, +4 racial vs poison)
Abilities: Str 19, Dex 26, Con 22, Int 22, Wis 23, Cha 32
Skills: Concentration+34, Diplomacy+46, Gather Information+39, Knowledge(Arcana)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+34, Perform(Dance)+44, Perform(Song)+44, Perform(String Instruments)+54, Perform(Wind Instruments)+44, Profession(Astrologer)+33, Profession(Chef)+33, Spellcraft+34, Spot+34, Tumble+36, Use Magic Device+39
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), Song of Cleansing Light(15), Words of Creation(18)
Epic Feats: Epic Spell Capacity(21), Music of the Gods(24), Inspire Excellence(SCC5)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


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.

Bardic Music

Ebony performs as a 23rd level bard.

Knowledge (Ex)

Ebony gains a +3 bonus to Knowledge checks.


Exalted Arcanist powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[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.

[Consumable]Princess Croissant: +2 alchemical to Charisma for 10 minutes.
[Consumable]Muirfinn Special: Heals 4d10 hit points, grants a +2 alchemical bonus to Wisdom and +1 alchemical bonus to caster level checks for 10 minutes.

[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:
Spoiler: ShowHide


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.


Spells:
Spoiler: ShowHide


Ebony casts as an 26th level bard. (Caster level 28th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[7/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[7/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[7/day]7: Heal, Probe ThoughtsSC, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
[3/day]8: Regenerate, Summon Monster 8, Superior InvisibilitySC

Frost - Frostburn.
SC - Spell Compendium.

Ebony casts as a 24th level sorcerer. (Caster level 28th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[9/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[8/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[6/day]10: Canderella's Sudden ThunderboltsHome, Planet DefenderHome, Unseen NeedleHome
[4/day]11: SunlanceHome

BoED - Book of Exalted Deeds.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
(1) - As Voice of the Dragon.


Autobattle Settings:
Spoiler: ShowHide


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, +12.
Bardic music lasts 10 rounds instead of 5 after ending performance. Probably retrain this if she ever gets lasting inspiration.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 19, 2013, 12:30:05 AM
Balyss, Aasimar Cleric 5/Silverstar 16/Divine Oracle 5//Favored Soul 26

Todo: Add bonus spells for +4 wis/cha.

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 26d8+208 (416 hp)
Initiative: +5
Speed: 50ft (60ft without armor), fly 200ft (perfect)
Armor Class: 71 (+18 armor, +3 dex, +12 shield, +11 deflection, +2 insight, +15 natural)
Base Attack/CMB/CMD: +22/+29/70
Attack: Lunarock+35 (1d8+13 plus 3d6 electricity (6d6 on crit) plus 2d6 holy) or Moon Blade+30 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+35/+30/+25/+20 (1d8+13 plus 3d6 electricity (6d6 on crit) plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, turn undead 11/day(15d6; DC 32), moon hand(+6, lightning blast), moonfire 3/day, favored of selune 7/day.
Special Qualities: Damage reduction 15/cold iron, epic and evil, immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, resistance to fire 30, resistance to cold 15, resistance to sonic 10, resistance to acid and electricity 5, regeneration 1, spell resistance 41, darkvision 60ft, moon spells, low-light vision, tears of selune, prophet's sight 4/day, selunite lycanthropy, scry bonus, prescient sense(evasion), trap sense+2, divination enhancement, uncanny dodge.
Saves: Fort +44, Ref +37, Will +51 (+4 vs enchantment, necromancy and illusion, +4 sacred vs evil spells, spell turning)
Abilities: Str 24, Dex 20, Con 26, Int 22, Wis 34, Cha 32
Skills: Concentration+37, Heal+41, Knowledge(Planes)+35, Knowledge(Religion)+38, Sense Motive+37, Spellcraft+35, Survival+37
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: Epic Spell Capacity(21), Automatic Metamagic(Quicken)(FS23), Great Ability(Wisdom)(24), Rapture of the Prophet(SS14), Armor Skin(FS26)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Balyss takes normal damage from cold iron, evil weapons or from spells with the evil descriptor.

Voice of the Deity (Su)

The proxy speaks with the authority of the deity. They gain a +20 circumstance bonus to any Charisma based checks against followers of that deity. In addition, the proxy's word has the weight of the deity's own. The proxy may pass judgment on the faithful, grant atonement, excommunicate the wayward and even take and process the souls of the deity's followers. For the sake of what this may accomplish, consider it the equivalent of a miracle spell (caster level equals the base creature's hit dice).

Divine Shield (Su)

As Selune's. More here later.

Deity's Watch (Su)

A deity is always aware of a proxy's status. The deity is immediately aware of any harm that comes to the proxy, including negative conditions and status. This ability functions anywhere except divine realms (except the deity's own, of course). A deity who detects a proxy in great danger may act as they see fit, including up to sending an avatar to aid them.


Silverstar powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[Weapon]Lunarock: Moonlight mithral heavy mace+4, 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. +3 max dex.
[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.
[Wrist]Moon Ward: 1/day use effulgent eppuration, CL 18th.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[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 Armor]Lunatic's Armor: Mithral Full Plate+5, called and sacred(+1d6 turning).

Sword of the Moon, the Lunar Key.

Once a mere magical sword, this blade is now far more. It has feasted on the death of a demon lord and been bombarded with all the energies of the planes. It is now far more and a true artifact, blessed by Selune and a weapon of prophecy.

Sword of the Moon is a cold iron longsword+2, moonfire blasting and holy. When wielded on the Prime Material, its enhancement bonus rises to +3. When used on the elemental planes or against an elemental on the Prime Material, its enhancement bonus increases to +4. When wielded on the Astral or Ethereal Planes or against natives of those planes, its enhancement bonus increases to +5. On any other plane or against an outsider, its enhancement bonus is +6.

As a weapon blessed by Selune herself, the sword (and its wielder) are protected by a mind blank spell (caster level 61st). Likewise, the wielder can see through any illusion and ascertain the true reality of things. Any attempt to deceive the wielder through illusions, sleight of hand or such trickery automatically fail (unless the source is a deity who succeeds on an opposed rank check against Selune).

However, the nature of the sword is the nature of the Lunatics. It does what must be done, no matter how mad it seems or against any other considerations. The sword wanders and will find its way from the owner's possession, all to be lost and find itself into the hands of another who needs it.

In addition to the negative level for holding a holy weapon, any evil creature that holds the Sword of the Moon takes 20d6 points of damage per round as moonfire immolates them. There is no saving throw against this damage.

Moonfire Blasting

A moonfire blasting weapon sheds silvery moonlight in a 10ft radius when drawn. A moonfire weapon deals an extra 3d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire blasting weapon must make a DC 35 Will save or be immediately returned to their natural form. A moonfire weapon grants spell resistance 35 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +5 bonus. Spells used: moonfire.



Spells:
Spoiler: ShowHide


Always active: Iron Silence, Undetectable Alignment, Mind Blank, Divine Insight.

Spell-like abilities

1/day-daylight. Caster level 26th The save DCs are 19 + spell level.

Balyss casts as a 26th level cleric with access to the Moon, Oracle and Protection domains. (Caster level 27th; caster level 34th for augury and divination; caster level 29th for other divinations.) All of her 0-3rd level spells are automatically quickened. The save DCs are 20 + spell level. Her metamagic option is Quicken Spell (+4). Her spell themes are lunar magic and miscellaneously useful spells.

[6/day]0: Cure Minor Woundsx6
[8+1/day]1: (Identify), Bless Water, Comprehend Languages, Detect Undeadx2, Healer's VisionCS, NightshieldSC, Remove Fear, SignSC.
[8+1/day]2: (MoonbeamSC), Close Woundsx2SC, Consecrate, Find Traps, Iron SilenceSC, Make Whole, Status, Undetectable Alignment.
[7+1/day]3: (Moon BladeSC), Create Food and Water, Selune's GraceSC(1), Locate Object, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead.
[7+1/day]4: (Fear), Assay Spell Resistancex2SC, Control Water, Discern Lies, Divine Powerx2, Neutralize Poison.
[6+1/day]5: (Moon PathSC), Atonement, Commune, Hallow, Quickened Divine Favorx2, Righteous Mightx2.
[6+1/day]6: (Legend Lore), Greater Dispel Magicx6
[5+1/day]7: (Insanity), Control Weather, Greater Restoration, Holy Word, Quickened Mass Aid, Word of Chaos.
[5+1/day]8: (Mind Blank), Earthquake, Fierce Pride of the BeastlandsSC, Heat Drainx2SC, Summon Monster 8.
[4+1/day]9: (Foresight), Gatex2, Quickened Dragon's BreathSC, Quickened Life's GraceSC, Quickened MoonwebPTGF
[4+1/day]10: (Moonrise), Miracle of HealthHome, Quickened Healx3.
[3+1/day]11: (Quickened Insanity), Quickened Holy Word, Quickened Lunatic's LightHomex2

CS - Complete Scoundrel.
PTGF - Player's Guide to Faerun.
SC - Spell Compendium.
(1) - As Grace.

Balyss casts as a 26th level favored soul. (Caster level 27th, 29th for divinations, 34th for augury and divination.) All of her 0-3rd level spells are automatically quickened. Her save DCs are 19 + spell level.

[6/day]0: AmanuensisSC, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Virtue.
[9/day]1: Bless, Divine Favor, Entropic Shield, HandfirePGTF, Moon LustSC, Shield of Faith.
[8/day]2: Augury, Divine InsightSC, Divine ProtectionSC, Healing LorecallSC, Lesser Restoration, Zone of Truth.
[8/day]3: Cloak of BraverySC, Invisibility Purge, Mass AidSC, Mass Align WeaponSC, Mass Resist EnergySC, Moon BladeSC.
[8/day]4: Divination, Fear, Mass Shield of FaithSC, Moon BoltSC, Sheltered VitalitySC, Wall of MoonlightPGTF.
[8/day]5: Life's GraceSC, Mass SanctuarySC, Moon PathSC, MoonwebPGTF, Zone of RespiteSC, Zone of RevelationSC.
[7/day]6: Banishment, Bolt of GlorySC, Heal, Lucent LanceSC, Vigorous CircleSC, Visage of the DeitySC.
[7/day]7: Bastion of GoodBoED, Holy StarSC, Insanity, Lunatic's LightHome, Mass Spell ResistanceSC, Rejuvenating LightCC.
[7/day]8: Chain DispelPHB2, Holy Aura, Dimensional Lock, Maddening WhispersSC, Mass Death WardSC.
[7/day]9: Greater Visage of the DeitySC, Mass Heal, Miracle, Undeath's Eternal FoeSC.
[6/day]10: Circle of Spiritual ProtectionHome, Curse of InadequacyHome, Energy ImmunityHome, Mass Freedom of MovementHome, Miracle of LifeHome, Selune's ShieldHome
[5/day]11: Lunar HealingHome, Moonlight RevelationHome, Selune's RejectionHome, Selune's SightHome, Superb Dispelling

CC - Complete Champion.
Home - Homebrew.
PGTF - Player's Guide to Faerun.
SC - Spell Compendium.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Heal, support and turn. Stay out of direct melee when possible or not using Moon Blade.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 19, 2013, 04:29:30 PM
Simmer, pyrodryad.

Dryad 4/Half Fire Elemental 3/Barbarian (Hunter variant) 19//Sorcerer 5/Lord of the Bright Fires 16/War Mage 5

Size/Type: Medium Outsider (Fire)
Hit Dice: 4d8+1d4+2d6+19d12+208+26 (383 hp)
Initiative: +10
Speed: 40ft
Armor Class: 54 (+10 dex, +4 natural, +10 deflection, +20 armor)
Base Attack/CMB/CMD: +22/+25/55
Attack: Afir Masifel+39 (1d8+9 plus 3d6(9d6 on crit) fire x3)
Full Attack: Afir Masifel+39/+34/+29/+24 (1d8+9 plus 3d6(9d6 on crit) fire x3) or Rapidshot +37/+37/+32/+27/+22 (1d8+9 plus 3d6(9d6 on crit) fire x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy (outsider(water)+8, outsider(cold)+2, undead+2, elementals+2), spells, elemental fury, elemental wrath 9/day, burn the heretic.
Special Qualities: Damage reduction 5/-, 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+6, metamagic specialist 9/day, greater essence of fire, living fire, pyrosynthesis, energy vulnerability, shield of fire, arcane aegis 3 allies, battle magic+3 (10/day), armored spellcasting -10%.
Saves: Fort +29, Ref +31, Will +25
Abilities: Str 16, Dex 30, Con 26, Int 22, Wis 22, Cha 30
Skills: Concentration+36, Escape Artist+39, Knowledge(arcana)+35, Knowledge(nature)+35, Listen+35, Search+35, Spellcraft+35, Spot+35, Use Magic Device+28
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: Improved Metamagic(21), Epic Spell Capacity(LBF13), Ignore Material Components(24), Enhance Spell(LBF16)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[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.
[Reserve Weapon]Longbow+1, can use power attack with it and don't need the feat.

[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.

[Weapon]Dagger+1, flaming.
[Weapon]Heavy Mace+1, flaming.

[Staff]Staff of Fire, 50 charges.

[Wand]Wand of Cure Light Wounds, 50 charges.
[Wand]Wand of Fireball, CL 10th. 50 charges.
[Wand]Wand of Wall of Fire, 50 charges.

[Psicrown]Psicrown of Fiery Ruin.

[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)
[Consumable]3 doses of fire essence poison, increased to DC 26.

[/spoiler]

Spells:
Spoiler: ShowHide


Always active: Epic Mage Armor, Superior Resistance.

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, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 26th. The save DCs are 19 + spell level.

Simmer casts as a 25th level sorcerer. (Caster level 33rd for lingering flames; caster level 31st for fire descriptor spells; caster level 26th for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 20 + spell level. (DC 21 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1), Maximize Spell (+2) and Enhance Spell (+3). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 6 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.

Simmer casting flowchart:[spoiler]

1. Select spell.
2. Apply metamagic if desired.
3. If metamagic is applied, decide if metamagic specialist will be used.
4. Apply maximize metamagic rod if desired.
5. Apply battle spell if desired.
6. Apply overwhelming spell if desired.
7. Apply mystic fire gauntlets if desired (swift action).
8. Apply spellguard ring as a free action if desired.
9. Cast spell.
10. Heal hit points equal to level of spell cast.
11. Apply dazed from overwhelming spell if a reflex save is failed.
12. Apply elemental fury.


[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.
[9/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
[8/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[7/day]10: Create Living SpellHome, Simmer's Contagious FireburstHome, True Meteor StormHome
[3/day]11: Epic Mage Armor,Volcanic GenesisHome

CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.[/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!
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 19, 2013, 06:20:54 PM
Ellese

Fiendtainted 9/Fiend-Blooded 12/Death Delver 1/Ranger 1//Sorcerer 23

Size/Type: Medium Outsider (Augmented Elf, Native)
Hit Dice: 21d4+2d8+322+23 (445 hp)
Initiative: +7
Speed: 30ft
Armor Class: 30 (+7 dex, +2 natural, +11 armor)
Base Attack/CMB/CMD: +17/+21/38
Attack: Bite+22 (1d6+5)
Full Attack: Bite+22 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smiting spell 3/day, channel negative energy 10/day(1d6; DC 19), favored enemy(outsider(evil)+2).
Special Qualities: Immunity to acid, fear, 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, wild empathy.
Saves: Fort +23, Ref +14, Will +33 (+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+34, Concentration+39, Hide+33, Knowledge(Arcana)+31, Knowledge(Planes)+31, Move Silently+33, Spellcraft+31, Use Rope+33
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), Track(R1)
Epic Feats: Epic Spell Capacity(21), Specialized Metamagic(Energy Admixture)(S23)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


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.


Fiend-Blooded powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.


Spells:
Spoiler: ShowHide


Ellese casts as a 21st level sorcerer. The save DCs are 18 + spell level. Her metamagic options are Empower Spell (+2), Energy Substitution(Acid) (+0), Energy Admixture (+1) and Maximize Spell (+3). Once per day she may automatically maximize any spell. Twice per day she may declare a spell a smiting spell, dealing an extra 13 points of damage.

[6/day]0: Acid Splash, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Resistance.
[8/day]1: AberrateBoVD, Protection from Good, Seething EyebaneBoVD, C, Shocking Grasp, StuporBoVD.
[8/day]2: Darkness, Devil's TongueBoVD, C, Mirror Image, Scorching Ray, Summon Swarm.
[8/day]3: Devil's EyeBoVD, Lightning Bolt, Love's PainBoVD, C, Rage.
[8/day]4: Absorb StrengthBoVD, C, Black Tentacles, Damning DarknessBoVD, Wall of Ice.
[7/day]5: Call Lemure HordeBoVD, Cone of Cold, Feeblemind, Morality UndoneFC1, Wall of OozeBoVD.
[7/day]6: Acid Fog, Chain Lightning, Freezing Sphere, Harm.
[7/day]7: Delayed Blast Fireball, Fiendish ClarityFC1, Rapture of RuptureBoVD, Whirlwind of TeethBoVD 
[7/day]8: Create Greater Undead, Fire Storm, Horrid Wilting, Polar Ray.
[6/day]9: Apocalypse from the SkyBoVD, Eternity of TortureBoVD, MindrapeBoVD, UtterdarkLoM.
[4/day]10: Body SofteningHome, Gathgorian's FireballHome, Simmer's Contagious FireburstHome, True Meteor SwarmHome

BoVD - Book of Vile Darkness.
C - Corrupted spell. No corruption cost is noted as Ellese is immune to corruption costs.
FC1 - Fiendish Codex 1.
LoM - Lords of Madness.

Gathgorian's Fireball
Evocation [Evil, Fire, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil.
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Area: 40ft spread.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.

This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.

Ellese casts as a 1st level death delver. The save DCs are 15 + spell level. Her metamagic options are Empower Spell (+2), Energy Substitution(Acid) (+0), Maximize Spell (+3) and Energy Admixture (+3). Once per day she may automatically maximize any spell. Twice per day she may declare a spell a smiting spell, dealing an extra 13 points of damage.

[1/day]1: Lesser Restorationx2


Gear:
Spoiler: ShowHide


[Wrists]Bracers of Armor+11: +11 armor bonus to armor class.
[Belt]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

7940.4 gold


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No since she's bugfuck insane right now.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on November 11, 2015, 09:01:29 AM
Crystal, fey knight.

Pixie 4/Ranger (Mounted Combat style variant) 22//Paladin of Freedom 14/Defender of the Natural World 12 with the eladrin hero template.

Size/Type: Small Eladrin (Chaotic, Good)
Hit Dice: 26d10+182+26+104 (444 hp)
Initiative: +13
Speed: 20ft, fly 60ft (good)
Armor Class: 47 (+1 size, +1 dodge, +8 natural, +12 dex, +10 armor, +5 deflection)(100% fortification)(1 over dex cap)
Base Attack/CMB/CMD: +26/+39/65
Attack: Gwyncleddyf+42 (1d6+18 plus 2d6 holy plus 2d6 anarchic plus +2/+2d6 vs evil outsiders 19-20 x2) or Hywlythtor+44 (1d6+18 plus 2d6 holy plus +2/+2d6 vs evil outsiders plus 2d6 on charge 19-20 x4) or slam+34 (1d6+7)
Full Attack: Gwyncleddyf+42/+37/+32/+27 (1d6+18 plus 2d6 holy plus 2d6 anarchic plus +2/+2d6 vs evil outsiders 19-20 x2) or Hywlythtor+44/+39/+34/+29 (1d6+18 plus 2d6 holy plus +2/+2d6 vs evil outsiders plus 2d6 on charge 19-20 x4) or 2 slams+34 (1d6+7)
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+6, Dragons+2, Constructs+2).
Special Qualities: Damage reduction 20/cold iron, epic and evil, greater invisibility, spell resistance 39, immunity to electricity and petrification, resistance to cold and fire 20, fast healing 5, low-light vision, darkvision 60ft, aura of good, detect illusions, divine grace, lay on hands(182 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-4th level), camouflage, natural blessings, hide in plain sight, smite favored enemy, combined spells, tongues, hero of the story, alternate form (courre ball of light).
Saves: Fort +39, Ref +43, Will +36 (+4 vs poison)
Abilities: Str 24, Dex 37, Con 24, Int 24, Wis 26, Cha 36
Skills: Concentration+35, Diplomacy+42, Handle Animal+42, Knowledge(Nature)+37, Knowledge(Nobility and Royalty)+35, Knowledge(Religion)+35, Ride+42, Sense Motive+36, Survival+36, Swim+35, Use Rope+42
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), Toughness(24)
Epic Feats: Epic Toughness(B), Epic Toughness(B), Epic Spell Capacity(21)
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


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-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.

Hero of the Story (Su)

The Court of the Stars is all about stories where figures are cast larger than life, taking part in the grand performance that is life in Queen Morwel's court. This allows the eladrin hero to perform above and beyond when it is the focus of current events. In a situation where the eladrin hero would be the lead of the situation it is in, he gains several benefits as detailed below. The creature must be acting of its own free will and doing something it cares deeply about. The situation must also be suitably dramatic. Examples of good situations are the eladrin hero confronting an evil dragon in its lair or crossing swords with its archenemy.

The eladrin hero gains the following benefits when this ability is active:

- A +4 sacred bonus to armor class.
- A +4 sacred bonus to attack rolls, weapon damage rolls, checks and saving throws.
- Hero's Resolve: If the eladrin hero is reduced to zero hit points or less, it is instead reduced to 1 hit point. It cannot be reduced below 1 hit point until the beginning of its next turn. This ability functions once per day.
- Hero's Valor: Any critical threats the eladrin hero rolls are automatically confirmed.

Misc

Crystal has a +2 racial bonus to Knowledge (Nature) checks.


Paladin powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma 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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[Weapon]Gwyncleddyf: Small Longsword+5, holy, anarchic and evil outsider bane.
[Weapon]Hywlythtor: Small shiftsilver lance+6, holy, evil outsider bane, keen and charging. Has an x4 critical hit multiplier.

[Armor]Brygncas: Small mithral breastplate+5, blueshine, styptic, ghost ward and heavy fortification. Has a maximum Dex cap of 12. 100% chance to negate sneak attack or critical hit damage. Enhancement bonus of armor applies to touch AC.

[Head]Crown of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Ring of Deflection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of the Savior: At will panacea, CL 10th.

[Bag of Holding]Portable Hole, increased to being 20ft deep.

[Hope's Gear]Amulet of Natural Armor+2.

[Reserve Medallion]Contact Medallion: Allows telepathic communication with one target.
[Reserve Weapon]Medium Mithral Holy Avenger.
[Reserve Weapon]Masterwork Small Longsword.

[Potion]Potion of cure moderate wounds.

77824.95 gold.



Spells:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect law. At will-chaos hammer, delayed blast fireball, empowered righteous smite, gate, greater heroism, haste, holy smite, holy word, time stop, word of chaos. 1/day-confusion, dancing lights, detect chaos, detect good, detect thoughts, dispel magic, entangle, miracle, permanent image. Caster level 26th. The save DCs 24 + spell level.

Crystal casts as a 26th level paladin and 22nd level ranger. The save DCs are 28 + spell level. All of her paladin and ranger spells are automatically quickened. She may memorize paladin spells in ranger slots and vice versa.

[12/day]1: Divine Favorx3, Lesser Restorationx4, LightfootSC, Rhino's Rushx4SC.
[10/day]2: Barkskinx5, Eagle's Splendor, Fell The Greatest Foex3SC, Mirror ImageFP.
[10/day]3: Brilliant EmanationBoED, S(1d3 str), Heal Mountx4, Righteous Furyx5SC.
[11/day]4: Freedom of Movementx3, Greater Mirror Imagex5FP, Holy Swordx2, SunmantleBoED, S(1d4 str)
[9/day]5: Divine Agilityx2SC, Inner Beautyx2FC1, Owl's Insightx2SC, Righteous Mightx3.
[3/day]6: Bolt of GlorySC, Heal, Unicorn HeartCM

BoED - Book of Exalted Deeds.
FC1 - Fiendish Codex 1.
FP - Extra spell granted by fey paladin.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.

Autobattle Settings: [spoiler]

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.

Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on November 11, 2015, 03:28:57 PM
Hope, Crystal's Mount.

Celestial Fairy Dragon 31

Size/Type: Medium Dragon
Hit Dice: 31d12+248+31+114 (619 hp)
Initiative: +14
Speed: 50ft, fly 100ft (perfect), swim 50ft
Armor Class: 55 (+10 dex, +34 natural, +1 dodge)
Base Attack/CMB/CMD: +32/+44/64
Attack: Bite+43 (1d6+12)
Full Attack: Bite+43/+38 (1d6+12) and 2 claws+38 (1d4+6)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, smite evil, frightful presence 50ft.
Special Qualities: Damage reduction 15/epic, spell resistance 36, immunity to sleep and paralysis, resistance to acid, cold and electricity 20, darkvision 120ft, low-light vision, water breathing, empathic link, improved evasion, share spells, share saving throws, command creatures, link, devotion, multiattack, fast healing 3.
Saves: Fort +23, Ref +25, Will +20 (+4 vs enchantment)
Abilities: Str 34, Dex 31, Con 26, Int 17, Wis 21, Cha 22
Skills: Bluff+40, Diplomacy+40, Hide+44, Knowledge(Arcana)+37, Listen+39, Move Silently+44, Sense Motive+39, Spot+36, Survival+36, Swim+51
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), Armor Skin(24), Epic Toughness(27), Epic Toughness(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


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 35 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:
Spoiler: ShowHide


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 06, 2015, 01:58:32 AM
Mirima, Mistress of the Graceful Blow

Fighter 16/Sorcerer 10//Scout 6/Arcane Duelist 16/Champion of Corellon Larethian 4

Size/Type: Medium Outsider (Native)
Hit Dice: 6d8+20d10+156+26 (332 hp)
Initiative: +11
Speed: 50ft
Armor Class: 50 (+10 dex, +13 cha, +1 dodge, +6 armor, +5 deflection, +5 natural)(+4 vs PA)
Base Attack/CMB/CMD: +24/+40/72
Attack: Woven Gold+55 (1d10+42 plus 2d6 (4d6) skirmish 15-20 x2)
Full Attack: Woven Gold+55/+50/+45/+40 (1d10+42 plus 2d6 (4d6) skirmish 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, skirmish+2d6/+1 AC(+4d6/+3 AC), enchant chosen weapon+6, 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, fast healing 3.
Saves: Fort +34, Ref +38, Will +31
Abilities: Str 22, Dex 30, Con 22, Int 19, Wis 17, Cha 31
Skills: Diplomacy+40, Knowledge(religion)+20, Listen+34, Perform(song)+44, Search+34, Spot+34, Tumble+39
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), Rapid Blitz(CCL4), Sudden Maximize(S10), Greater Weapon Focus(Elven Courtblade)(F12), Greater Weapon Specialization(Elven Courtblade)(F14), Improved Critical(Elven Courtblade)(F16)
Epic Feats: Great Ability(Charisma)(21), Fast Healing(AD13), Great Ability(Charisma)(24), Greater Blur(AD16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[Weapon]Woven Gold: Elven Courtblade+7(+13). 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.
[Reserve Weapon]Masterwork trident
[Reserve Weapon]Masterwork longspear
[Reserve Weapon]Heartguard: Wood dagger+1, +2 enhancement to Charisma. Hard as steel.

[Scroll]Scroll of Orb of Fire.
[Expendable]4 potions of cure serious wounds.



Spells:
Spoiler: ShowHide


Always active: False Life, Greater Mage Armor.

Spell like abilities

1/day-scorching ray. Caster level 24th. The save DCs are 20 + spell level.

Mirima casts as a 9th level sorcerer. The save DCs are 20 + spell level.

[6/day]0: Acid Splash, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Resistance.
[9/day]1: Endure Elements, Fist of StoneSC, Magic Missile, Shield, Weapon ShiftSC.
[8/day]2: False Life, Ray of WeaknessSC, Resist Energy, Whirling BladeSC.
[7/day]3: False GravitySC, Fly, Greater Mage ArmorSC.
[7/day]4: Greater Invisibility, Orb of Force
[5/day]5: Wall of Force

SC - Spell Compendium.


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 09, 2015, 10:09:18 PM
Morniel, Planar Diplomat.

Throne Archon 26//Psychic Rogue 5/Master Ambassador 16/Justicar of Tyr 5

Size/Type: Large Outsider (Good, Lawful)
Hit Dice: 26d8+312 (433 hp)
Initiative: +10
Speed: 40ft, fly 80ft (good)
Armor Class: 41 (-1 size, +5 dex, +15 natural, +9 armor, +3 deflection)
Base Attack/CMB/CMD: +26/+40/63
Attack: Vigorous Debate+40 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Full Attack: Vigorous Debate+40/+35/+30/+25 (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 20/epic, evil and silver, spell resistance 38, immunity to electricity and petrification, resistance to fire and electricity 20, darkvision 120ft, protective aura, uncanny dodge, trapfinding, evasion, danger sense, favored embassy (Highest Sun+2, Shra'kt'lor+2, Citadel of Ten Thousand Pearls+2, Aurora+4, Court of Stars+2), insightful acclimation, bonus languages, detect chaos, bureaucratic knowledge, axiomatic spellcasting+1, maimed god's boon.
Saves: Fort +28, Ref +26, Will +35 (+13 vs chaotic spells and outsiders)
Abilities: Str 38, Dex 36, Con 34, Int 30, Wis 31, Cha 36
Skills: Bluff+58, Concentration+51, Diplomacy+80, Forgery+49, Gather Information+56, Intimidate+61, Knowledge(nobility and royalty)+52, 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)+29, Knowledge(planes)+54, Knowledge(religion)+54, Listen+49, Perform(Oratory)+59, Sense Motive+71, Spot+49 (+10 competence to all skills, factored in)
Feats: Words of Creation(B), Master of Knowledge(1), Wanderer's Diplomacy(3), Master Manipulator(6), Skill Focus(Diplomacy)(MA2), Inside Connection(Bringers of Hope)(9), Skill Focus(Sense Motive)(MA5), Improved Initiative(12), Negotiator(MA8), Smooth Talk(15), Charming(18)
Epic Feats: Epic Skill Focus(Diplomacy)(21), Epic Reputation(MA13), Epic Master of Knowledge(24), Epic Skill Focus(Sense Motive)(AD16)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


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 34.

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 34) 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:
Spoiler: ShowHide


[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.
[Ring 1]Ring of Protection+3: +3 deflection bonus to armor class.

3000 gold.


Spells:
Spoiler: ShowHide


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 24th. The save DCs are 23 + spell level.

Morniel manifests as a 10th level psychic rogue. His save DCs are 20 + power level.

Power points: 70

[1 pp]1st: Attraction, Conceal Thoughts, Empathy.
[3 pp]2nd: Cloud Mind, Detect Hostile Intent, Psionic Tongues.
[5 pp]3rd: Escape Detection, Greater Concealing Amorpha.


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 11, 2015, 10:40:15 AM
Mirajane

Favored Soul 10/Divine Oracle 16//Sentinel 25/Barbarian 1

Size/Type: Medium Outsider (Good, Angel)
Hit Dice: 25d10+1d12+182 (330 hp)
Initiative: +7
Speed: 60ft, fly 100ft (good)
Armor Class: 46 (+17 natural, +7 dex, +2 insight, +9 armor, +1 helm)
Base Attack/CMB/CMD: +26/+33/51
Attack: Sharp Sunshine+39 (1d12+15 x4)
Full Attack: Sharp Sunshine+39/+34/+29/+24 (1d12+15 x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, turn undead 10/day(11d6; DC 26), spells, smite evil 6/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 36, protective aura, tongues, darkvision 120ft, low-light vision, foresight, visions, deity's favor, scry bonus, prescient sense, trap sense+5, divination enhancement, improved uncanny dodge, immune to surprise, aura of good, detect evil, divine grace, alight gaze, aura of courage, heavenly purity, atonement 5/week.
Saves: Fort +31, Ref +31, Will +33 (+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 25
Skills: Concentration+36, Diplomacy+36, Handle Animal+36, Hide+36, Knowledge(Planes)+36, Knowledge(Religion)+40, Listen+36, Move Silently+36, Sense Motive+36, Spellcraft+36, Spot+40, Survival+36, Swim+36
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: Epic Spell Capacity(21), Permanent Emanation(Cloak of Bravery)(DO13), Epic Divine Might(24), Great Smiting(S23), Spectral Strike(DO16)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

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. As an immediate action, Mirajane can gain any one of the following three bonuses. The bonuses from this ability last for three rounds. This ability may be used once per hour.

- A +7 insight bonus to Bluff, Diplomacy and Sense Motive checks.
- A +7 insight bonus to armor class and saving throws.
- A +7 insight bonus to attack rolls and weapon damage rolls.

Acid Blood (Ex)

1d6 acid damage on melee attacker within 10ft.



Favored Soul powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[Weapon]Sharp Sunshine: Longspear+5, holy. Deals a base of 1d12 damage and deals quadruple damage on a critical hit. Due to the composition of the spear head, it deals both piercing and slashing damage. Three times per day as a standard action, the wielder can invoke the spear to cast a consecrated, maximized searing light spell (caster level 20th).
[Armor]Breastplate+3, soulfire. +4 max dex bonus, +1 armor.

[Head]Helm of the Hero. Grants a +1 bonus to armor class and attack rolls. Each day it is worn, it grants the wearer 2d12+12 temporary hit points. These hit points last for 24 hours or until the helmet is removed. The wearer is immune to fear and paralysis.
[Neck]Amulet of natural armor+3: +3 enhancement bonus to natural armor.

[Reserve Weapon]Masterwork Halberd

6400 gold


Spells: [spoiler]

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 24th. The save DCs are 17 + spell level.

Mirajane casts as a 26th level favored soul with access to the oracle domain. The save DCs are 17 + spell level.

0: AmanuensisSC, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy SymbolCC
1: Conviction, Divine Favor, Ray of HopeBoED, Shield of Faith, SignSC, Twilight LuckBoED
2: Close WoundsSC, Divine InsightSC, Eagle's Splendor, Hold Person, Lesser Restoration, Lore of the GodsCC
3: Cure Serious Wounds, Fell the Greatest FoeSC, GraceSC, Prayer, RefreshmentBoED, Speak with Dead
4: Assay Spell ResistanceSC, Dimensional Anchor, Freedom of Movement, Greater Magic Weapon, Moon BoltSC, Stars of ArvandorBoED
5: Crown of FlameBoED, Greater Command, Greater Vigor, Mass Cure Light Wounds, Righteous Might, Sacred GuardianBoED
6: Antilife Shell, Bolt of GlorySC, Harm, Heal, Lucent LanceSC Stone BodySC
7: Blood to WaterSC, Fortunate FateSC, Greater Plane ShiftSC, Greater Scrying, Planar BubbleSC, Radiant AssaultSC
8: Earthquake, Greater Planar AllySC, Lion's RoarSC, Mass Death WardSC, Righteous HaloHome
9: Gate, Mass Heal, Miracle, Sublime RevelryBoED
10: Celestial ValorHome, Mass Freedom of MovementHome, Miracle of HealthHome, Miracle of LifeHome, Mirajane's RevelationHome, Summon Monster XHome
11: Hanna's ChargeHome, Latha's SunmantleHome, Summon PlanetarHome, StigmaHome, Superb Dispelling

Mirajane casts as a 25th level sentinel with access to the oracle domain. The save DCs are 17 + spell level.

1: Blessx2, Divine Favorx3
2: Lesser Restorationx5
3: Righteous Furyx5
4: Break Enchantment, Cure Serious Wounds, Freedom of Movement, Neutralize Poison
5: Cure Critical Woundsx2, Life's Gracex2
6: Heal
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 12, 2015, 12:50:35 AM
Arrel, Giant Eagle.

Giant Eagle 15/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 14/Fighter 6

Size/Type: Large Dragon
Hit Dice: 5d12+15d8+6d10+182+26+7 (398 hp)
Initiative: +14
Speed: 20ft, fly 120ft (perfect)
Armor Class: 37 (-1 size, +6 dex, +13 natural, +1 dodge, +4 charisma, +4 wisdom)
Base Attack/CMB/CMD: +24/+38/55
Attack: Claw+36 (4d8+13 plus 5 momentum)
Full Attack: 2 claws+36/+31/+26/+21 (4d8+12 plus 5 momentum) and bite+36 (2d8+19 plus 5 momentum)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon(16d8 fire; 1d4 rounds; DC 29), smite evil, spell-like abilities, flurry of blows, stunning fist 9/day(DC 26), momentum+5, power dive, swoop, terrifying shriek, ki strike(magic).
Special Qualities: Damage reduction 10/adamantine and epic,  immunity to aging, disintegration, fire, paralysis, petrification, polymorph and sleep, resistance to acid, cold and electricity 20, spell resistance 39, low-light vision, darkvision 120ft, improved evasion, preternatural grace, death from above+3, range increase, slow fall 20ft, blindsight 240ft.
Saves: Fort +26, Ref +25, Will +20 (+2 vs enchantment)
Abilities: Str 36, Dex 22, Con 24, Int 16, Wis 19, Cha 18
Skills: Appraise+32, Balance+35, Concentration+35, Escape Artist+35, Hide+35, Jump+46, Knowledge(Local:Ysgard)+32, Listen+33, Move Silently+35, Spot+37, Survival+33, Swim+42, Tumble+35 
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), Improved Flyby Attack(9), Improved Natural Attack(claw)(12), Rapidstrike(claw)(15), Power Attack(F1), Combat Expertise(F2), Improved Rapidstrike(claw)(18), Improved Initiative(F4), Toughness(F6)
Epic Feats: Vision of the Skies(21), Superior Initiative(24), Epic Vision of the Skies(AA14)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-freedom of movement. 3/day: animate breath, heal. Caster level 23rd.

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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


27513.98 gold

27 gold ingots worth 500 gold each.


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 13, 2015, 02:09:35 PM
Tannin Darkbrooke

Rogue 5/Vigilante 16/Spellfilch 5//Fighter 2/Battle Dancer 24

Size/Type: Medium Outsider (Native)
Hit Dice: 2d10+24d8+130+26+52 (313 hp)
Initiative: +13
Speed: 70ft, fly 70ft (average)
Armor Class: 43 (+5 dex, +10 cha, +4 battle dancer, +7 armor, +5 deflection, +2 natural)
Base Attack/CMB/CMD: +26/+32/67
Attack: Unfettered Justice+33 (1d6+6 15-20 x2) or Unarmed Strike+32 (4d8+6)
Full Attack: Unfettered Justice+33/+28/+23/+18 (1d6+6 15-20 x2) or Unarmed Strike+32/+27/+22/+17 (4d8+6)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+3d6, spells, smite the guilty 4/day, dancer's strike(magic, good, silver), signature spell 2/day(glibness).
Special Qualities: Darkvision 60ft, resistance to acid and fire 5, trapfinding, evasion, penetrating strike, uncanny dodge, detect evil, streetwise+6, 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, evasion), dance of the soaring eagle, dance of death's embrace, regeneration 1
Saves: Fort +20, Ref +27, Will +20
Abilities: Str 22, Dex 20, Con 20, Int 20, Wis 15, Cha 30
Skills: Concentration+28, Bluff+52, Gather Information+58, Hide+34, Intimidate+40, Knowledge(Arcana)+20, Knowledge(Local: Purinn)+33, Listen+33, Move Silently+34, Search+35, Sense Motive+31, Spellcraft+21, Spot+33, Tumble+34
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: Epic Spell Capacity(21), Superior Initiative(V13), Epic Skill Focus(Gather Information(24), Epic Toughness(BD23), Epic Ability Focus(Bluff)(V16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

1/day: entropic shield. Caster level 19th.

Regeneration (Su)

Tannin takes lethal damage from evil weapons or spells with the evil descriptor.


Rogue powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[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+5: Grants a +5 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.

3120.63 gold


Spells:
Spoiler: ShowHide


Spell-like abilities

2/day-glibness. 1/day-entropic shield. Caster level 20th. The save DCs are 19 + spell level.

Tannin casts as an 14th level vigilante. The save DCs are 19 + spell level. His metamagic option is Silent Spell (+1).

[7/day]1: Comprehend Languages, Detect Secret Doors, Feather Fall, Undetectable Alignment.
[7/day]2: Alter Self, BladeweaveSC, Detect Thoughts, Tactical PrecisionSC.
[6/day]3: Glibness, Haste, Scrying, See Invisibility.
[6/day]4: Freedom of Movement, Greater Invisibility, Legend Lore, Rainbow Pattern.
[5/day]5: Greater Dispel Magic, Mirage Arcana, Mislead, Persistent Image.
[3/day]6: Greater Scrying, Veil.

SC - Spell Compendium.


Autobattle Settings:
Spoiler: ShowHide


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 14, 2015, 01:43:05 PM
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/Marshal 2/Psychic Warrior 2/Sorcerer 1/Mariner 1/Psion 1//Swashbuckler 3/Ninja 3/Ardent Dilettante 10/Phasic Priest 10

Size/Type: Medium Outsider (Native, Psionic)
Hit Dice: 5d10+18d8+1d6+2d12+156+26+52+2 (350 hp)
Initiative: +13
Speed: 50ft
Armor Class: 59 (+7 dex, +9 cha, +8 wis, +8 armor, +5 deflection, +5 natural, +7 shield)
Base Attack/CMB/CMD: +26/+32/71
Attack: Unarmed Strike+39 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Full Attack: Unarmed Strike+39/+34/+29/+24 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, smite evil 3/day, spells, turn undead 12/day (1d6; DC 18), favored enemy(elemental+2), rage 3/day, sneak attack+4d6, ki power 8/day, arcane channeling, psionics.
Special Qualities: Darkvision 60ft, resistance to acid, cold and electricity 5, aura of good, detect evil, divine grace, lay on hands (18 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 30ft, death holds no mysteries, arcane attunement, armored mage(light), new moon, auras, waxing moon, waxing moon to full moon, full moon, full moon to waning moon, sailor lore, seamanship+1, waning moon to new moon.
Saves: Fort +34, Ref +34, Will +28 (+4 sacred ref when raging.)
Abilities: Str 23, Dex 24, Con 22, Int 22, Wis 26, Cha 29
Skills: Bluff+39, Concentration+33, Diplomacy+39, Escape Artist+34, Intimidate+36, Knowledge(planes)+33, Listen+44, Perform(oratory)+36, Profession(chef)+22, Spot+46, Swim+33, Tumble+49
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), Skill Focus(Diplomacy)(M1), Improved Sunder(PW1), Focused Sunder(PW2), Eschew Materials(S1), Weapon Focus(Unarmed Strike)(S1), Quick-Thinking(MA1), Wounding Attack(P1)
Epic Feats: Epic Toughness(21), Epic Divine Might(24)
Alignment: Anarchic Good

Paladin of Freedom powers:
Spoiler: ShowHide


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.


Battle Dancer powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


Stille casts as a 1st level fatemaker.

Spells per day: 2

1: Charm Person, True Strike.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma 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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[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.
[Reserve Weapon]Ithea: Glaive+1, flaming and keen.
[Reserve Weapon]Deep Crystal Warhammer+2, manifester.

[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, flight 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.
[Staff]Staff of Celestial Valor: 50 charges. 1 charge for celestial valor or might of the solar; 2 charges for radiant storm. CL 27th or Stille's CL, whichever is higher.

[Misc]Copper Bracelet: 8 sp.

38574.38 gold


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No. Stille's enough of a headache to keep everything straight. I wouldn't force this on one of you.


Spells: [spoiler]

Spell-like abilities

1/day-daylight. Caster level 26th. The save DCs are 18 + spell level.

Stille casts as a 18th level cleric with access to the Chaos and Moon domains. (Caster level 22nd for divination and augury, caster level 20th for Moon Bolt.) The save DCs are 18 + spell level. His spell selection themes are lunar magic and whatever caught his fancy.

Always active: Divine Insight.

[6/day]0: Create Waterx3, Cure Minor Woundsx3
[7+1/day]1: (Protection from Law), Divine Favorx2, HandfirePGTF, Moon Lustx2SC, Omen of PerilSC, SignSC.
[7+1/day]2: (MoonbeamSC), Auguryx2, Divine Insightx3SC, Lesser Restorationx3
[7+1/day]3: (Magic Circle Against Law), Divinationx2, Moon Bladex3SC, Prayerx2.
[7+1/day]4: (Fear), Moon Boltx7SC
[5+1/day]5: (Dispel Law), Moon Pathx2SC, Moonwebx2PGTF, Righteous Mightx2.
[5+1/day]6: (Permanent Image), Healx5.
[4+1/day]7: (Insanity), Greater Harmx4HoH.
[4+1/day]8: (Cloak of Chaos), Earthquakex2, Lion's RoarSC, Mass Death WardSC
[3+1/day]9: (Moonfire), Mass Heal, Miraclex2

HoH - Heroes of Horror.
PGTF - Player's Guide to Faerun.
SC - Spell Compendium.

Stille casts as a 1st level fatemaker. The save DCs are 18 + spell level.

[3/day]1: Charm Person, True Strikex2.

Stille casts as a 3rd level duskblade. The save DCs are 16 + spell level.

[5/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue.
[6/day]1: Blade of Blood, Chill Touch, Shocking Grasp, Stand.

Stille casts as a 1st level sorcerer. The save DCs are 18 + spell level.

[5/day]0: Flare, Light, Prestidigitation, Read Magic
[6/day]1: Critical Strike

Stille manifests auras as a 2nd level marshal.

Minor auras(+9): Motivate Charisma.
Major auras(+1): Motivate Ardor.

Stille manifests as a 2nd level psychic warrior.

PP: 14

[1 pp]1: Adrenaline Boost, Vigor.

Stille manifests as a 1st level psion (nomad).

PP 14

[1 pp]1: Crystal Shard, Detect Teleport, Entangling Ectoplasm.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on December 16, 2015, 02:06:48 PM
Master of the Fists of War

God Blooded(Tempus) 1/Monk 25//Battle Dancer 11/War Dancer 5/Shou Disciple 5/Monk of the Enabled Hand 5

Size/Type: Medium Outsider (Native)
Hit Dice: 16d8+10d10+144 (339 hp)
Initiative: +9
Speed: 140ft, fly 140ft (perfect)
Armor Class: 72 (+10 dex, +12 wis, +9 cha, +1 dodge, +6 monk, +3 battle dancer, +3 shou disciple, +8 armor, +5 deflection, +5 natural)
Base Attack/CMB/CMD: +25/+36/95
Attack: Unarmed strike+40 (4d8+14)
Full Attack: Unarmed strike+40/+40/+40/+35/+30/+25 (4d8+14)
Space/Reach: 10ft/10ft
Special Attacks: Stunning fist 25/day (DC 37), ki strike(epic, lawful, adamantine), martial flurry(any), mind over hand, reverse hand, empty hand, dragon tail slap.
Special Qualities: Damage reduction 15/adamantine and epic, improved evasion, slow fall(any), immunity to non-magical disease, immunity to poison, wholeness of body(44 hp), abundant step, spell resistance 35, mastery of the stunning fist, timeless body, tongue of the sun and the moon, empty body, perfect self, dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the furious unicorn, no thought, blood of Tempus, dance of divine might 2/day (empower).
Saves: Fort +24, Ref +34, Will +31 (+2 vs enchantment, +4 vs spells and slas)
Abilities: Str 18, Dex 30, Con 23, Int 16, Wis 34, Cha 28
Skills: Balance+63, Hide+53, Jump+78, Knowledge(religion)+31, Listen+42, Move Silently+53, Spot+42, Spellcraft+19, Tumble+38     
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), Infinite Deflection(24), Improved Ki Strike(M23)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


[Weapon]Dark Battlefield: ????

[Head]Earrings of Stealth: +15 enhancement bonus to Hide and Move Silently.
[Neck]Amulet of Natural Armor+5 and attacks+5: +5 natural armor bonus to armor class and a +5 enhancement bonus to natural attacks/unarmed strikes.
[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. Swift action to spend 1 stunning fist to heal double his monk level.
[Feet]Boots of the Sure Feet: These boots give you supernatural balance and movement abilities. As a swift action, you can always take 10 on a Balance, Climb, Jump, Swim or Tumble check, even if distracted or in danger. You may use your Dexterity modifier in place of your Strength modifier for Jump checks. As a swift action, you can stand from prone, this doesn't provoke AoOs. You gain a +25 competence bonus to balance checks. Finally, you are under a permanent accelerated movement spell (CL20), which allows you to make Balance, Climb, Hide, Move Silently and Tumble checks with no penalty for moving your full speed.

[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.
[Reserve Weapon]Illusion Dancer: Scimitar+2. Each time you successfully hit and deal damage to a creature with Illusion Dancer, you gain a single image. This image functions as an image from the mirror image spell and stacks with that spell. You can have a maximum of three images at a time from Illusion Dancer. 31,250 gold.

36495.5 gold.


Custom Material:
Spoiler: ShowHide


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: -
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on January 05, 2016, 03:02:34 PM
Meillarberyl, Voice of the Triune.

Elf Warlock 26//Paladin of Freedom 5/Enlightened Spirit 7/Voice of the Triune 10/Eldritch Disciple 1/Fighter 2/Battle Dancer 1

Size/Type: Medium Humanoid (Elf)
Hit Dice: 7d10+5d6+14d8+138+23+46+26+13+20 (502 hp)
Initiative: +12
Speed: 30ft, fly 30ft (good)
Armor Class: 51 (+8 dex, +12 exalted, +4 deflection, +3 natural, +2 sacred, +12 cha)(holy aura defense)
Base Attack/CMB/CMD: +26/+28/64
Attack: Eldritch Blast+41 ranged touch (15d6+7 plus 3d6 vs evil (5d6 on crit) plus 2d6 vs evil outsiders)
Full Attack: Eldritch Blast+41 ranged touch (15d6+7 plus 3d6 vs evil (5d6 on crit) plus 2d6 vs evil outsiders) or Eldritch Glaive+41/+36/+31/+26 touch (15d6+7 plus 3d6 vs evil (5d6 on crit) plus 2d6 vs evil outsiders)
Space/Reach: 5ft/5ft
Special Attacks: Exalted strike+7/silver, invocations, eldritch blast+15d6, smite evil 2/day, channel energy 13/day (DC 22; 2d6), words of the triune(benediction, freedom, love, retreat, glory).
Special Qualities: Immunity to pain and sleep, low-light vision, endure elements, greater sustenance, ability score enhancement, mind shielding, damage reduction 15/cold iron, epic and evil, resistance to acid and fire 20, resistance to cold and electricity 15, freedom of movement, regeneration, detect magic, deceive item, celestial resilience 8, imbue item, aura of good, detect evil, divine grace, lay on hands(60 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, gift of the divine patron(healing blast), holy wake, holy aura.
Saves: Fort +42, Ref +35, Will +46 (+2 vs enchantment)
Abilities: Str 15, Dex 26, Con 22, Int 16, Wis 21, Cha 35
Skills: Concentration+35, Diplomacy+41, Disguise+41, Knowledge(Arcana)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Sense Motive+34, Spellcraft+32, Use Magic Device+41 (+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), Endurance(18), Exalted Endurance(VoP18), Ilmater's Resolve(VoP20), Toughness(F1), Improved Initiative(F2), Improved Unarmed Strike(BD1)
Epic Feats: Epic Vow of Poverty(21), Epic Toughness(VoP23), Epic Invocations(W23), Holy Blast(24), Great Ability(Charisma)(VoP26), Extra invocations(W26)
Alignment: Chaotic Exalted

Racial powers:
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Divine Blood (Ex)

Mei was gifted a drop of Sehanine Moonbow's blood, which has granted her maximum hit points per hit die.

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: +10 charisma, +8 constitution, +6 dexterity, +4 wisdom, +2 strength.

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:
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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:
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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:
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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:
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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.


Spells:
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Mei casts as a 12th level paladin. Her spell DCs are 22 + spell level. Her spell themes are protection and boosting.

Check spells per day.

[4/day]1: Divine Favor, True Strike, Lesser Restorationx2
[4/day]2: Divine Protectionx4SC
[4/day]3: Righteous Furyx4SC

SC - Spell Compendium.

Mei uses invocations as a 23rd 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: Eldritch Cone, Eldritch Line, Heavenly Endurance, Holy Blast, Penetrating Blast, Vitriolic Blast.
Holy: Caster's Lament, Eladrin Form, Impenetrable Barrier, Steal Summoning.
Epic: Heavenly Blessing, Heavenly Grace



Custom Material:
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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).

Eladrin Form
Holy; 7th.
You can use eladrin form as the spell of the same name.

Heavenly Grace
Epic; 9th
You are protected by the forces of righteousness and safe from death. You are immune to negative energy, energy drain, ability damage and ability drain for 24 hours. Creatures who use these against you suffer 7d6 points of damage each time they do.

Heavenly Blessing
Epic; 10th
You and all allies within 30ft gain temporary hit points equal to double 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).

Salvation
Epic; 10th
You can give forgiveness for sin and wash away moral failings. This is identical to an atonement spell, except that it is also effective against effects that atonement would normally cover, but instead require a wish or miracle spell to undo. Any minimum caster level or caster level check is still required. This ability also removes curses cast by an evil spellcaster or cursed evil magical items.

Holy Blast is +1 per damage die, essence.

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:
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Allow PC control: No for now for various reasons.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on January 08, 2016, 08:51:25 PM
Lady Rosa Unchuar

Rogue 10/Skullclan Hunter 16//Fighter 25/Cleric 1 

Size/Type: Medium Humanoid (Elf)
Hit Dice: 25d10+1d8+96+24+96 (372 hp)
Initiative: +10
Speed: 30ft
Armor Class: 72 (+17 armor, +10 shield, +10 dex, +4 insight, +7 deflection, +1 dodge, +12 natural, +1 sacred)
Base Attack/CMB/CMD: +26/+33/73
Attack: Leire+44 (1d8+18 plus 11d6 sneak attack plus +2/+2d6 vs undead plus 1d6 deadly strike plus undo resistance 19-20 x2)(1/3rd of success on full attack to next attack, see below.)
Full Attack: Leire+44/+39/+34/+29 (1d8+18 plus 11d6 sneak attack plus +2/+2d6 vs undead plus 1d6 deadly strike plus undo resistance 19-20 x2)(1/3rd of success on full attack to next attack, see below.)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+11d6, 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, spell resistance 37, improved uncanny dodge, armored savant, bonded armor, armor of god+16, track undead, protection from evil, defensive roll, reliable redistribution, eldritch juggernaut.
Saves: Fort +27, Ref +45, Will +29 (+2 vs enchantment)
Abilities: Str 24, Dex 30, Con 18, Int 20, Wis 22, Cha 22 
Skills: Balance+39, Bluff+35, Climb+36, Concentration+33, Gather Information+35, Intimidate+35, Knowledge(religion)+34, Listen+37, Profession(officer)+35, Search+36, Spot+37, Use Magic Device+35
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), Greater Weapon Specialization(Longsword)(F20)
Epic Feats: Epic Toughness(21), Epic Toughness(F22), Shield Barrier(24), Sword of Twilight(SCH14), Epic Weapon Focus(Longsword)(F24)
Alignment: Chaotic Good

Racial powers:
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Reliable Redistribution (Ex)

When you make a full attack and successfully strike a foe, note by how much your attack roll exceeded the target's armor class. Your next attack in the full attack gains a bonus equal to 1/3rd of that. For example, if your attack roll was 30 and the target's armor class was 20, you could gain a +3 bonus to the next attack.



Rogue powers:
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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:
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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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.

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:
Spoiler: ShowHide


[Weapon]Leire: Cold Iron Longsword+5, deadly precision.
[Armor]Desarel: Mithral Full Plate+7, nimbleness and heavy fortification. +5 max dex and +1 armor bonus.
[Shield]Desarel II: Heavy Steel Shield+7, grants a +5 resistance bonus to saving throws.

[Neck]Amulet of Natural Armor+7: Grants a +7 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+7: Grants a +7 deflection bonus to armor class.

[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.
[Reserve Weapon]Longbow+1, flaming.
[Reserve Ring]Desarel III: Quadruples the amount of water created by the spell Create Water when worn.

[Consumable]Potion of Cure Moderate Wounds.

83128 gold.


Autobattle Settings:
Spoiler: ShowHide


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on February 03, 2016, 01:27:34 PM
Moonlight, favored servant of Lathander

Sentinel 26//Fighter 10/Occult Slayer 16

Size/Type: Medium Outsider (Good)
Hit Dice: 26d10+182+26 (458 hp)
Initiative: +7
Speed: 30ft, fly 70ft (perfect)
Armor Class: 45 (+7 dex, +13 armor, +5 natural, +5 deflection, +5 sacred)
Base Attack/CMB/CMD: +26/+34/61
Attack: Moonlight's Mace+43 (1d10+21 plus 4d6 weapon bond plus +2/+2d6 mage bane plus 2d6 holy 19-20 x3)
Full Attack: Moonlight's Mace+43/+43/+37/+33/+28 (1d10+21 plus 4d6 weapon bond plus +2/+2d6 mage bane plus 2d6 holy 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 12/day, turn outsider 18/day (10d6; DC 29), dispel evil 5/week, weapon bond+4d6, vicious strike.
Special Qualities: Perfected one, aura of good, detect evil, divine grace, aura of courage, celestial fortitude, celestial minion, auravision, mind over magic 5/day, nondetection cloak, blank thoughts, antimagic field.
Saves: Fort +33, Ref +28, Will +30 (+5 vs spells and spell-likes, +4 sacred vs evil outsider mind-affecting, +2 sacred vs evil outsider spells and evil spells)
Abilities: Str 26, Dex 24, Con 24, Int 24, Wis 24, Cha 30
Skills: Craft(Armorsmithing)+51, Craft(Poisonmaking)+54, Craft(Weaponsmithing)+51, Knowledge(Arcana)+36, Knowledge(Planes)+36, Knowledge(Religion)+36, Listen+36, Sense Motive+36, Spellcraft+36, Spot+36, Survival+36
Feats: Apt Learner(K:A and Spellcraft)(1), Power Attack(H), Weapon Focus(Heavy Mace)(F1), Combat Reflexes(F2), Mage Slayer(3), Weapon Specialization(Heavy Mace)(F4), Extra Smiting(S4), Divine Might(6), Toughness(F6), Melee Weapon Mastery(Bludgeoning)(F8), Extra Smiting(S8), Vampire Hunter(9), Greater Weapon Focus(Heavy Mace)(F10), Extra Smiting(S11), Skill Focus(Craft:Poisonmaking)(12), Pierce Magic Concealment(OS4), Extra Turning(S14), Crushing Strike(15), Sun Devotion(18), Pierce Magical Protections(OS8)
Epic Feats: Magic Bane(21), Holy Strike(S23), Great Ability(Strength)(24), Spellcasting Harrier(OS14), Great Smiting(S23)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Perfected One (Ex)

Moonlight is one in a million, a perfect specimen of mortalkind's highest potential. All of her base ability scores are 18 and she gains maximum hit points per hit die.


Gear:
Spoiler: ShowHide


[Weapon]Moonlight's Mace: Adamantine heavy mace+5, keen and speed. Has a reach of 10ft and may be freely used against adjacent enemies as well. Deals a base of 1d10 damage and deals triple damage on a critical hit.
[Armor]Perfected One's Armor: Mithral full plate+5, has a maximum dexterity bonus of +10. Grants a +6 enhancement bonus to ability scores. This armor does not reduce the wearer's movement speed.

[Head]Circlet of Ravages: +15 competence to craft poisonmaking, immunity to poison.
[Shoulders]Moonlight's Muse: This cloak grants Moonlight a +15 competence bonus on Craft checks. It only functions for Moonlight and cannot be further enchanted or improved.
[Ring 1]Moonlight's Ring of Defense: Grants a +5 deflection bonus to armor class, a +5 enhancement bonus to natural armor and a +5 sacred bonus to armor class.
[Feet]Perfected One's Boots: Grants a fly speed of 70ft (perfect).

29003 gold
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on March 10, 2016, 03:59:38 PM
Cresiel

Solar 26//Knight 10/Hellreaver 16

Size/Type: Large Outsider (Angel, Good)
Hit Dice: 10d12+16d10+286+26 (596 hp)
Initiative: +14
Speed: 50ft, fly 150ft (perfect)
Armor Class: 44 (-1 size, +5 dex, +21 natural, +5 shield, +4 armor)(+4 deflection vs evil)(2 over dex cap)
Base Attack/CMB/CMD: +26/+36/58
Attack: Masterwork warhammer+35 (2d6+9 x3) or slam+34 (2d8+13)
Full Attack: Masterwork warhammer+35/+30/+25/+20 (2d6+9 x3) or 2 slams+34 (2d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, knight's challenge(fighting challenge+2, test of mettle, call to battle), holy fury(24 points), furious strike+12/+6d6.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 16, resistance to electricity and fire 20, spell resistance 39, tongues, knight's code, shield block+1, bulwark of defense, armor mastery(heavy), vigilant defender, shield ally, divine succor(50 points), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, divine judgment.
Saves: Fort +27, Ref +28, Will +28 (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 30
Skills: Balance+39, Concentration+40, Diplomacy+38, Intimidate+38, Gather Information+38, Handle Animal+38, Knowledge(Arcana)+37, Knowledge(Dungeoneering)+37, Knowledge(History)+37, Knowledge(N&R)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+40, Perform(Song)+38, Profession(Historian)+40, Profession(Knight)+40, Ride+38, Sense Motive+40, Spellcraft+37, Spot+40, Swim+38
Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Shield Specialization(Heavy Steel Shield)(3), Shield Ward(K5), Improved Initiative(6), Shieldmate(9), Improved Shieldmate(K10), Arch-Angel's Mystery(12), Toughness(15), Improved Flight(18)
Epic Feats: Epic Shieldmate(21), Soothing Presence(24), Spread Holy Fury(H15)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

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

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster 7, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion. 1/day-greater restoration, power word blind, prismatic spray, miracle. Caster level 24th. The save DCs are 20 + spell level. Any of Cresiel's always active abilities may be dispelled, but he can reactive them as a free action on his turn.

Spells

Cresiel casts as a 20th level cleric with access to the Courage, Good, Healing and War domains (caster level 24th). The save DCs are 22 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Cure Light Wounds), Entropic Shieldx2, Light of Luniax2SC, Shield of Faithx2, Signx2SC
[8+1/day]2: (Spiritual Weapon), Bear's Endurance, Close Woundsx2SC, Delay Poisonx2, Divine ProtectionSC, Shield Other, Silence
[8+1/day]3: (Cloak of Bravery), Attune FormSC, Mass ConvictionSC, Mass Resist EnergySC, Protection from Energy, Shield of Wardingx4SC
[8+1/day]4: (Cure Critical Wounds), Death Wardx2, Dimensional Anchor, Freedom of Movementx2, Recitationx3SC
[7+1/day]5: (Valiant Fury), Divine Agilityx7SC
[6+1/day]6: (Blade Barrier), Bolt of Gloryx3SC, Healx3
[6+1/day]7: (Greater Heroism), Greater Plane ShiftSC, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Lion's Roar), Dimensional Lockx3, Mass Death Wardx3SC,
[5+1/day]9: (Greater Cloak of Bravery), Gate, Mass Healx3, Miracle

Change Shape (Su)

Cresiel can assume the form of any Small or Medium humanoid.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Warhammer. Can deal bludgeoning or piercing damage.
[Shield]Masterwork Heavy Steel Shield. Has no armor check penalty and a base armor bonus of +3.

[Reserve Weapon]Large masterwork greatsword, +2 bonus to attack rolls.
[Reserve Armor]Large masterwork chain shirt, +5 max dex and no armor check penalty.

160.67 gold in debt.



Custom Material: [spoiler]

Arch-Angel's Mystery [Exalted]
Prerequisite: Knowledge (Planes) 15 ranks, Words of Creation, int 17, cha 17
Benefit: You study the secret lessons of the 77+7 arch-angels of Elysium and learn how to hide yourself from detection. This allows you two ways to use the Words of Creation, ways pioneered by them as they sought to escape the notice of all.

Obscurity: You can hide yourself from the detections of others, creating an effect that shields you while allowing the glories of others to be humbly seen instead. This is identical to a nondetection spell with a caster level equal to your hit dice. Using the Words of Creation in this way deals 14d4 points of nonlethal damage to you.
Invisibility: You can create a cloak that turns aside the eyes of the wicked. This is equivalent to an invisibility spell, except that it only affects evil creatures. Using the Words of Creation in this way deals 7d4 points of nonlethal damage to you.

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on May 31, 2016, 11:45:31 AM
Bubbles

Nymph 26//Rogue 5/Temptress 15/Duelist 6

Size/Type: Medium Fey
Hit Dice: 20d6+6d10+104+26+52 (298 hp)
Initiative: +13
Speed: 30ft, swim 20ft
Armor Class: 38 (+7 dex, +9 cha, +6 deflection, +1 dodge, +5 armor)
Base Attack/CMB/CMD: +24/+27/60
Attack: Sweet Sorrow+34 (1d4+3 plus 8d6+26 sneak attack plus 1d6 precise strike plus 2 str 19-20 x2)
Full Attack: Sweet Sorrow+34/+34/+29/+24/+19 (1d4+3 plus 8d6+26 sneak attack plus 1d6 precise strike plus 2 str 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Blinding beauty, spell-like abilities, spells, stunning glance, sneak attack+8d6+26, temptation (25/encounter; DC 34; all), precise strike+1d6, crippling strike.
Special Qualities: Damage reduction 20/bludgeoning, cold iron and epic, low-light vision, unearthly grace, wild empathy, trapfinding, evasion, penetrating strike, uncanny dodge, tempting body, passionate aura, eternal control, enhanced mobility, acrobatic charge, improved reaction, canny defense, grace+1.
Saves: Fort +23, Ref +29, Will +29 (-2 vs fear)
Abilities: Str 16, Dex 24, Con 18, Int 22, Wis 24, Cha 28
Skills: Bluff+39, Concentration+32, Diplomacy+37, Gather Information+37, Knowledge(Nature)+34, Knowledge(Planes)+34, Listen+36, Perform(Oratory)+37, Profession(Stylist)+34, Spellcraft+34, Spot+35, Swim+39, Tumble+35
Feats: Persuasive(1), Dodge(3), Mobility(6), Weapon Finesse(9), Toughness(12), Improved Initiative(15), Craven(18)
Epic Feats: Epic Spell Capacity(21), Epic Toughness(24), Improved Temptations(T14)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-dimension door. Caster level 22nd. The save DCs are 18 + spell level.

Blinding Beauty (Su)

Any humanoid within 30ft of Bubbles that looks directly at her must succeed on a DC 29 Fortitude save or be permanently blinded. Bubbles can suppress or resume this ability as a free action. The save DC is Charisma based.

Stunning Glance (Su)

As a standard action, Bubbles can glare at any creature within 30ft. They must succeed on a DC 29 Fortitude save or be stunned for 2d6 rounds. The save DC is Charisma based.

Unearthly Grace (Su)

Bubbles adds her Charisma modifier as a bonus to her saving throws and as a deflection bonus to her armor class.

Wild Empathy (Ex)

As a 22nd level druid, Bubbles has a +6 racial bonus to the check.


Rogue powers:
Spoiler: ShowHide


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.

Trap Sense (Ex)

At 3rd level, a rogue 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 made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

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.


Temptress powers:
Spoiler: ShowHide


Temptation

A temptress is a master of manipulating, charming and controlling her foes. This ability is represented by temptation points. At the start of each encounter, a temptress gains temptation points equal to her temptress level + her Charisma modifier. They may be used to power the various abilities below. If a saving throw is allowed by any power, it equals 10 + 1/2 the temptress's hit dice + the temptress's Charisma modifier. If the temptation mimics a spell, the caster level is equal to the temptress's hit dice.

Honeyed Words (Su)

As a swift action, the temptress may spend 1 temptation point to gain a bonus to a Bluff, Diplomacy or Gather Information check equal to one half of her temptress level (round up, not down, to determine the total bonus). She may use this ability as often as she has temptation points to power it, but if she fails a Charisma based skill check against a creature when using honeyed words, she suffers a -5 penalty to any further Charisma based skill checks against them for the rest of the encounter.

Charm (Sp)

As a standard action, the temptress may spend 2 temptation points to affect a creature as if by a charm monster spell. A creature that succeeds on the save is immune to further charm attempts from that temptress for the rest of the encounter.

Suggestion (Sp)

As a standard action, the temptress may spend 3 temptation points to affect a creature as if by a suggestion spell. A creature that has been successfully charmed by the temptress suffers a -2 penalty to the saving throw.  A creature that succeeds on the save is immune to further suggestion attempts for the rest of the encounter.

Adjust Morality (Sp)

As a standard action, the temptress may spend 4 temptation points to affect a creature as if by a morality undone spell. Unlike a normal morality undone spell, the creature's alignment changes to that of the temptress, including the law/chaos axis. The alignment descriptor of the spell changes to match the alignment of the temptress. A creature that has been charmed or that is under a suggestion from the temptress suffers a -2 penalty to the saving throw (these stack to -4 if the creature is under both). A creature that succeeds on the save is immune to further adjust morality attempts for the rest of the encounter.

Domination (Sp)

As a standard action, the temptress may spend 5 temptation points to affect a creature as if by a dominate monster spell. A creature that has been charmed, under a suggestion from the temptress or has had its morality adjusted by the temptress suffers a -2 penalty to the saving throw (these stack, to a maximum of -6). A creature that succeeds on the save is immune to further domination attempts for the rest of the encounter.

Sneak Attack (Ex)

This is identical to the rogue ability of the same name. Sneak attack from this class and other classes stack.

Tempting Body (Ex)

A temptress is a master of using her looks to distract her foes. She may apply her Charisma modifier as a bonus to armor class.

Passionate Aura (Su)

Creatures the temptress manipulates enjoy the experience, so enthralled by her charms. When a creature affected by any of the temptress's temptations fights with her as an ally and is within 30ft of the temptress, they gain a +2 morale bonus to attack rolls, weapon damage rolls and saving throw.

Eternal Control (Ex)

A master temptress can enthrall a creature forever, caught in a web of manipulation that allows no escape. She must spend 1 hour with a creature already affected by her charm, adjust morality or domination ability, plying them with the sweetest words and promises. At the end of this, the creature is allowed a second save against the temptation(s) they are under. If they succeed, the temptations end. If they fail, the duration of the temptations becomes permanent.

A temptress can use this ability at will, but can only have up to two creatures affected at a time. If she affects a third with this, one of the other two (chosen at random) is released from the effect of the temptations they are under. A temptress can release a creature from eternal control as full round action. The temptress must be in the creature's presence to do so.

A creature is allowed only one save no matter how many temptations they are affected by. This save covers success or failure for all of the temptations they are under.


Duelist powers:
Spoiler: ShowHide


Enhanced Mobility (Ex)

When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Acrobatic Charge (Ex)

A duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Reaction (Ex)

At 2nd level, a duelist gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex)

When not wearing armor or using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Grace (Ex)

At 4th level, a duelist gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

This bonus increases to +2 at 7th level and +3 at 10th level. If you possess the grace class feature from swashbuckler, the bonuses stack. Add them together to determine your total competence bonus to Reflex saves.

Precise Strike (Ex)

At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.


Gear:
Spoiler: ShowHide


[Weapon]Sweet Sorrow: Dagger+3, speed.

[Wrists]Bracers of Armor+5: +5 armor bonus to armor class.
[Ring 1]Xana: Grants a +6 enhancement bonus to all ability scores.
[Ring 2]Xene: Grants a +2 bonus to the caster level of spells with the water descriptor.

[Reserve Weapon]Cold iron dagger
[Reserve Weapon]Adamantine dagger
[Reserve Weapon]Alchemical silver dagger
[Reserve Weapon]Bronze dagger

[Expendable]Potion of bless
[Expendable]Potion of heroism



Spells: [spoiler]

Spell-Like Abilities

At will-dimension door. Caster level 26th. The save DCs are 18 + spell level.

Bubbles casts as a 26th level druid. The save DCs are 17 + spell level.

[6/day]0: Creater Waterx3, Cure Minor Woundsx3
[7/day]1: Cure Light Woundsx7
[7/day]2: Barkskinx7
[7/day]3: Corona of ColdSC, Neutralize Poison, Poison, Protection from Energyx3, SinkSC
[7/day]4: Control Water, Flame Strikex2, Planar Tolerancex3SC, Rusting Grasp
[6/day]5: Cloak of the SeaSC, Panaceax3SC, Wind Tunnelx2SC
[5/day]6: Antilife Shell, Extract Water Elementalx3SC, Tortoise ShellSC
[5/day]7: Animate Plants, Aura of VitalitySC, Control Weather, Creeping Doom, Heal
[5/day]8: Bombardmentx2SC, StormrageSC, Sunburst, Superior VigorHome
[4/day]9: Greater WhirlwindSC, Phantom Bearx2SC, UndermasterSC
[3/day]10: Mass Healx3, Telay's Ice HorrorHome
[3/day]11: Call the Wild HoundHome, Fog TrapHome, Power of the HuntressHome
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on July 11, 2016, 04:28:54 PM
Queen Ilsenine

Pixie 4/Noble 16/Battle Dancer 1/Wild Defender 1/Marshal 1/Contemplative 3/Beguiler 26

Size/Type: Small Fey
Hit Dice: 7d6+19d8+130+26+104 (371 hp)
Initiative: +15
Speed: 20ft, fly 60ft (good)
Armor Class: 50 (+1 size, +1 natural, +1 dodge, +11 dex, +9 wis, +1 monk, +6 shield, +10 cha)
Base Attack/CMB/CMD: +19/+21/55
Attack: Unarmed Strike+30 (1d6+3)
Full Attack: Unarmed Strike+30/+25/+20/+15 (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, inspire confidence 4/day, inspire greatness 2/day, spells, smite evil 1/day.
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 (+3 DC, automatically overcome spell resistance), surprise casting, advanced learning, natural lore, wild empathy, auras, bonus domain(renewal), divine health, divine wholeness(12 hp).
Saves: Fort +20, Ref +29, Will +27
Abilities: Str 16, Dex 32, Con 20, Int 35, Wis 29, Cha 30
Skills: Bluff+39, Concentration+34, Diplomacy+52, Disguise+39, Gather Information+39, Hide+44, Knowledge(arcana)+41, Knowledge(nature)+43, Knowledge(nobility and royalty)+41, Knowledge(religion)+41, Listen+38, Move Silently+44, Sense Motive+38, Spellcraft+41, Spot+38, Use Magic Device+39
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), Improved Unarmed Strike(BD1), Skill Focus(Diplomacy)(M1)
Epic Feats: Epic Toughness(21), Improved Metamagic(B23), Epic Toughness(24), Epic Skill Focus(Diplomacy(B26)
Alignment: Chaotic Good (Chaotic Neutral tendencies)

Racial powers:
Spoiler: ShowHide


+2 sacred to saves from Medi's potions.

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:
Spoiler: ShowHide


[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.

22833.33 gold in debt.


Spells:
Spoiler: ShowHide


Ilsenine casts as a 20th level beguiler (caster level 26th, +2 bonus to caster level checks). Her metamagic options are Silent Spell (+1), Still Spell (+1), Reach Spell (+1) and Twin Spell (+3). The save DCs are 22 + spell level.

Ilsenine's advanced learning spells are: Power Word Pain (1st), Ray of Dizziness (3rd), Shadow Evocation (5th), Freezing Glance (6th), Mass Charm Monster (8th)

Ilsenine has two bonus spells from a blessing from Yggdrasil: Mass Snake's Swiftness (2nd) and Aura of Vitality (7th)

Ilsenine has bonus spells from the Renewal domain. They are: Charm Person (1st), Lesser Restoration (2nd), Remove Disease (3rd), Reincarnate (4th), Atonement (5th), Heroes Feast (6th), Greater Restoration (7th), Clone (8th) and Freedom (9th).

0: 6
1: 9
2: 9
3: 9
4: 9
5: 8
6: 8
7: 8
8: 8
9: 7

Ilsenine manifests auras as a 1st level marshal.

Minor Auras(+10): Motivate Dexterity.

Ilsenine casts as a 4th level wild defender. The save DCs are 19 + spell level.

1: Towering Oakx2SC
2: Summon Nature's Ally 2

Placeholder.


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 15, 2016, 04:25:35 PM
Finnegan

Fighter 26//Ranger 8(Moon-Warded Ranger)/Occult Slayer 5/Wildrunner 5/Divine Champion 5/Divine Agent 3

Size/Type: Medium Humanoid (Elf)
Hit Dice: 26d10+200 (356 hp)
Initiative: +13
Speed: 40ft, fly 60ft (good)
Armor Class: 51 (+9 dex, +10 wis, +1 ws, +10 armor, +6 deflection, +5 natural)
Base Attack/CMB/CMD: +26/+34/70
Attack: Val+48 (1d8+31 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters plus 4d6 on crit 19-20 x3)(+6 on AoOs)
Full Attack: Val+48/+43/+38/+33 (1d8+31 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters plus 4d6 on crit 19-20 x3)(+6 on AoOs)
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 3 rounds/day, menacing aura (DC 26), godly gift(fly 1/day).
Saves: Fort +36, Ref +36, Will +29 (+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+37, Hide+58, Jump+41, Knowledge(Arcana)+33, Knowledge(Nature)+33, Listen+41, Move Silently+58, Profession(Blacksmith)+39, Spellcraft+33, Spot+41, Survival+39.
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), Overwhelming Critical(F26)
Alignment: Neutral Good

Ranger powers:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.

[Head]Greater Angelhelm: Cast the following spells at CL 9 1/day each: cure critical wounds, dispel evil (DC 17) and resist energy (acid or cold only). Weapons count as good to defeat damage reduction. Grants a +15 bonus to Listen and Spot, as well as true seeing at all times.
[Neck]Finnegan's Amulet: Grants a +5 enhancement bonus to natural armor. Has 3 charges per day, can be spent as a swift action to gain 12/18/24 temp hit points. Grants immunity to harmful vapors and gasses, allows breathing anywhere. Grants immunity to disease.
[Hands]Finnegan's Gauntlets: +2 bonus to AoO attack rolls, 2/day immediate action to take an AoO when you're out of them. At will create a mundane dagger for 3 rounds. Has 5 charges/day, 1 upgrades it to a +3 dagger, 3 to a +3 dagger of seeking, 5 to a +3 bane (choice at creation) dagger of seeking. +5 bonus to the Concentration DC to maintain spell concentration when Finnegan hits then while casting. +1 bonus to weapon damage rolls.
[Feet]Winged Boots, permanent CL5 fly at all times.

[Misc]Bottle of Air

[Expendable]4 potions of cure serious wounds.

76247.77 gold.


Notes:
Spoiler: ShowHide


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.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on August 30, 2016, 01:27:05 PM
Goldanariux

Gold Dragon 26//Sorcerer 26

Size/Type: Huge Dragon (Fire)
Hit Dice: 26d12+156 (306 hp)
Initiative: +0
Speed: 60ft, swim 60ft, fly 200ft (poor)
Armor Class: 58 (-2 size, +25 natural, +20 armor, +5 deflection)
Base Attack/CMB/CMD: +26/+40/55
Attack: Bite+36 (2d8+12)
Full Attack: Bite+36/+31/+26/+21 (2d8+12) and 2 claws+36 (2d6+6) and 2 wings+36 (1d8+6) and tail slap+36 (2d8+18)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, breath weapon (14d10 fire or 7 str; DC 29), spells.
Special Qualities: Damage reduction 10/magic, immunity to fire, paralysis and sleep, vulnerability to cold, spell resistance 25, blindsense 60ft, darkvision 120ft, alternate form, water breathing, luck bonus, frightful presence, keen senses, metamagic specialist 8/day.
Saves: Fort +26, Ref +20, Will +25
Abilities: Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 26
Skills: Appraise+44, Balance+29, Concentration+35, Craft(Blacksmithing)+44, Craft(Gemcutting)+44, Craft(Stonework)+44, Craft(Woodworking)+44, Knowledge(Arcana)+34, Knowledge(A&E)+34, Knowledge(Local: Mineral)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+34, Spellcraft+34, Spot+34
Feats: Brew Potion(B), Scribe Scroll(B), Multattack(1), Eschew Materials(S1), Improved Multiattack(3), Craft Wondrous Item(S5), Rapidstrike(Bite)(6), Arcane Strike(9), Craft Rod(S10), Power Attack(12), Embed Spell Focus(15), Forge Ring(S15), Improved Rapidstrike(Bite)(18), Craft Staff(S20)
Epic Feats: Dire Charge(21), Epic Spell Capacity(S23), Epic Crafting(24), Ignore Material Components(S26)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Gold casts as a 26th level sorcerer. The save DCs are 18 + spell level.

Always Active: Epic Mage Armor, Golden Aura, Energy Immunity (Cold), Mind Blank, Superior Resistance, Crafter's Friend, Greater Anticipate Teleport.

[6/day]0: Acid Splash, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Prestidigitation, Read Magic, Resistance, Virtue
[8/day]1: Divine Favor, Hoard GulletDM, Magic Missile, Shield, True Strike
[8/day]2: Aid, Blur, Cure Moderate Wounds, Giltterdust, Shatter
[8/day]3: Fireball, Haste, Prayer, Suppress Breath WeaponSC
[8/day]4: Fabricate, Major Creation, Sheltered VitalitySC, Stoneskin
[7/day]5: Crafter's FriendHome, Planar ToleranceSC, Righteous Might, Zone of RespiteSC
[7/day]6: Greater Anticipate TeleportSC, HardeningSC, Superior ResistanceSC
[7/day]7: Bite of the WerebearSC, Mass RestorationSC, Justice of the Wyrm KingDM
[7/day]8: Chain DispelPHB2, Greater Plane ShiftSC, Mind Blank
[6/day]9: Greater Visage of the DeitySC, Mass Heal, Wish
[6/day]10: Dragon's Grace*, Energy ImmunityHome, Golden AuraHome
[4/day]11: Epic Mage ArmorHome, Goldanariux's WrathHome, Superb DispellingHome

DM - Dragon Magic
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium

* As Wizard's Grace.

Golden Aura
Abjuration/Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level

This spell surrounds you with a gentle golden aura. The light of the aura grants you a +6 enhancement bonus to Charisma, while the force it emanates grants you a +5 deflection bonus to armor class. Creatures that come in contact with you or that strike you with melee attacks (including reach weapons) are outlined in golden light. Treat this as a faerie fire spell with a duration of one hour per caster level. Unlike normal faerie fire, spell resistance does not apply.

Material Component

Gold ingots worth 4,000 gold.

Goldanariux's Wrath
Transmutation
Level: Sor/Wiz 11
Components: S, B, M
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous

This spell functions as breath weapon admixture and dispelling breath. Treat the dispel as greater dispel magic with a maximum dispel modifier of +25.

Material Component

A small figurine made of gold, worth 1,500 gold.

Crafter's Friend
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By tapping into the knowledge of smiths who came before, you gain a +10 insight bonus to Appraise and Craft checks.

Material Component

A tiny gold book worth 100 gold.


Gear:
Spoiler: ShowHide


As a dragon, Goldanariux does not use equipment. However, he has the focus for greater anticipate teleport embedded into his scale via his embed spell focus feat.



Aurora Hoard: [spoiler]

500 gold.
1 anti magic stone.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on February 26, 2017, 11:46:40 PM
Prince Westwind

Djinn 26//Raging Monk 2/Fighter 8/Scythe Master 16

Size/Type: Large Outsider (Air)
Hit Dice: 2d8+24d10+234 (490 hp)
Initiative: +16
Speed: 40ft, fly 150ft (perfect)
Armor Class: 62 (-1 size, +12 dex, +7 wis, +17 natural, +6 armor, +6 shield, +5 deflection)
Base Attack/CMB/CMD: +26/+40/74
Attack: Windpolis+52 (2d8+33 plus trip plus 6d6 on crit 18-20 x7)
Full Attack: Windpolis+52/+47/+42/+37 (2d8+33 plus trip plus 6d6 on crit 18-20 x7)
Space/Reach: 10ft/10ft (15ft with scythe)
Special Attacks: Air mastery, spell-like abilities, whirlwind, rage 1/day, horrific critical (DC 38).
Special Qualities: Damage reduction 20/adamantine and epic, immunity to acid, spell resistance 39, plane shift, telepathy 200ft, grand caliph, evasion, focus, scytheblock+6, reaper's fall+6, circle cut, scythe mastery, finishing strike, ultimate focus.
Saves: Fort +27, Ref +29, Will +24
Abilities: Str 37, Dex 35, Con 28, Int 22, Wis 25, Cha 25
Skills: Appraise+35, Balance+41, Bluff+38, Concentration+38, Diplomacy+51, Knowledge(N&R)+35, Knowledge(Planes)+35, Knowledge(Religion)+35, Listen+36, Perform(Oratory)+51, Ride+41, Sense Motive+36, Spot+36, Swim+42, Tumble+41
Feats: Improved Initiative(B), Combat Reflexes(1), Improved Unarmed Strike(M1), Combat Expertise(M1), Improved Trip(M2), Dirty Fighting(3), Weapon Focus(Scythe)(F1), Power Attack(F2), Knock Down(6), Whirlwind Attack(F4), Improved Critical(Scythe)(F6), Broken Fist Mastery I(9), Melee Weapon Mastery(Slashing)(F8), Weapon Specialization(Scythe)(SM1), Broken Fist Mastery II(12), Flyby Attack(15), Greater Weapon Focus(Scythe)(SM6), Mindsight(18), Greater Weapon Specialization(Scythe)(SM8)
Epic Feats: Overwhelming Critical(Scythe)(21), Devastating Critical(Scythe)(SM13), Epic Trip(24), Epic Weapon Focus(Scythe)(SM16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-create food and water, create wine, gaseous form, greater invisibility, greater whirlwind, major creation, mirage arcana, persistent image, wind walk. 3/day-grant up to three wishes (to nongenies only).

Air Mastery (Ex)

Airborne creatures take a -4 penalty to attack rolls and damage rolls against the base creature.

Whirlwind (Su)

The base creature can use their whirlwind ability at will for as long as they wish without limit. They have a +7 racial bonus instead of a +3 racial bonus and can choose to double the size of the whirlwind if they wish. They must choose the size of the whirlwind when they assume that form, changing it requires transforming back first. Finally, the Concentration check to cast within the whirlwind is 40 + spell level.

Grand Caliph (Su)

A grand caliph has the blessings and the blood of the Whirlwind Throne, either by birth or a ritual that marks a worthy noble djinn as the greatest of their race. This marks them as a grand caliph, worthy to rule over countless lesser caliphs all the nobles beneath them, and perhaps one day to claim the Whirlwind Throne. The base creature is treated as divine rank 0 for the sake of effects, though the creature has no actual divine rank.


Gear:
Spoiler: ShowHide


[Weapon]Windpolis: Large adamantine scythe+6, sweeping. Windpolis deals a base of 2d8 damage and has an x5 critical hit multiplier. Whenever the wielder successfully trips a creature, they can choose to have winds move them up to 30ft in any direction. This happens after the bonus attack from improved trip and any other riders from a successful trip.
[Armor]Bracers of Armor+6: +6 armor bonus to armor class.

[Neck]Cheer: This necklace grants immunity to fear. Grants a +6 enhancement bonus to ability scores.
[Ring 1]Joviality: This ring grants the wearer a +15 competence bonus to Diplomacy checks and Perform (Oratory) checks.
[Ring 2]Splendor*: This ring grants a +5 deflection bonus to armor class. Once per year as a standard action, the ring can be invoked to create 1d100*100 gold pieces. The gold created is real and permanent.
[Feet]Rapidity: These boots function as boots of striding and springing, boots of the winterland, boots of speed and boots of teleportation. The bonuses of these are enhanced: the enhancement bonus to land speed is 20ft, the bonus to Jump checks is +10, the wearer can walk up sharply sloped iced surfaced or even vertical iced services, the boots of speed can grant up to 20 rounds of haste per day and the boots of teleportation allow greater teleport five times per day.

*Splendor is a minor artifact.


Trip Notes: [spoiler]

- Trip CMB modifier is +81.
- Windblast on successful trip.
- Free attack on successful trip.
- Save on damage after free attack on a successful trip.
- Free trip when attack deals 10 or more damage.
- Counts as huge for trips.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on May 12, 2017, 11:24:51 PM
Lisa

Light Wolf 24 with no gestalt yet.

Size/Type: Large Magical Beast
Hit Dice: 24d8+96+24 (226 hp)
Initiative: +7
Speed: 50ft
Armor Class: 32 (-1 size, +3 dex, +20 natural)
Base Attack/CMB/CMD: +18/+19/32
Attack: Bite+26 (1d8+13)
Full Attack: Bite+26 (1d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Eyes of light, smite evil, trip.
Special Qualities: Damage reduction 15/epic, resistance to acid, cold and electricity 20, spell resistance 29, darkvision 60ft, low-light vision, scent.
Saves: Fort +17, Ref +16, Will +14
Abilities: Str 26, Dex 16, Con 18, Int 5, Wis 12, Cha 10 
Skills: Listen+45, Spot+45, Survival+35
Feats: Track(B), Alertness(1), Improved Initiative(3), Weapon Focus(Bite)(6), Skill Focus(Survival)(9), Skill Focus(Listen)(12), Skill Focus(Spot)(15), Toughness(18)
Epic Feats: Epic Skill Focus(Listen)(21), Epic Skill Focus(Spot)(24)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Eyes of Light (Sp)

At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.

Trip (Ex)

When Lisa hits with her bite attack, she can attempt to trip her opponent as a free action and without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Lisa.

Smite Evil (Su)

Once per day, Lisa can make a normal melee attack that deals +20 damage versus evil creatures.


Gear:
Spoiler: ShowHide


Nothing.

Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on May 16, 2017, 12:09:13 PM
27.

Outsider 32//Herald of Ygorl 32

Size/Type: Large Outsider (Chaotic)
Hit Dice: 32d8+160+32+64 (684 hp)
Initiative: +11
Speed: 80ft, burrow 40ft, fly 160ft (average)
Armor Class: 76 (-1 size, +11 dex, +32 natural, +24 armor, +1 dodge)
Base Attack/CMB/CMD: +32/+38/59
Attack: Fang+42 (8d8+11 plus 6d6 on crit 15-20 x4)
Full Attack: 2 fangs+42/+37/+32/+27 (8d8+11 plus 6d6 on crit 15-20 x4) and tongue+37 (4d4+5)
Space/Reach: 5ft/5ft (80ft reach with tongue)
Special Attacks: Spell-like abilities, burst of chaos.
Special Qualities: Protection from law, exposed heart, darkvision 120ft, low-light vision, damage reduction 32/cold iron and axiomatic, spell resistance 42, immunity to sonic and confusion, resistance to acid, cold, electricity and fire 40, chaos devotion, change size.
Saves: Fort +35, Ref +35, Will +29
Abilities: Str 32, Dex 32, Con 32, Int 13, Wis 17, Cha 15   
Skills: Knowledge(Local: Limbo)+36, Listen+38, Spot+38
Feats: Chaos Devotion(B), Improved Rapidstrike(B), Rapidstrike (Fang)(B), Dodge(1), Weapon Focus(Fang)(3), Toughness(6), Improved Critical(Fang)(9), Improved Flier(12), Iron Will(15), Ability Focus(Burst of Chaos)(18)
Epic Feats: Epic Toughness(21), Overwhelming Critical(Fang)(24), Devastating Critical(Fang)(27), Epic Ability Focus(Burst of Chaos)(30)
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-chaos hammer, cloak of chaos, confusion, insanity, greater shout, word of chaos. 1/day-wish. Caster level 32nd.

Burst of Chaos (Su)

As a standard action, 27 can release a wave of pure, primal entropic chaos from him that affects all creatures within 80ft. This deals 32d6 points of damage and confuses (as the spell) anyone who takes damage from it for 1d8 rounds. A successful DC 53 Fortitude save halves the damage and negates the confusion. The save DC is Constitution based and includes a +8 racial bonus.

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 +24 armor bonus to armor class.

Chaos Devotion (Ex)

27 gains Chaos Devotion as a bonus feat. He may use it a number of times a day equal to his Constitution modifier.

Change Size (Su)

At will as a standard action, 27 can change his size to Small, Medium or Large.


Gear:
Spoiler: ShowHide


[Cloak]Cloak of Resistance+8.

[Misc]Chaos Diamond
[Misc]Decanter of Endless Water


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No.
Settings: -
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on May 18, 2017, 01:21:39 AM
Ram

Half-Celestial 4/Paladin 6/Blessed Hand 16//Monk 26

Size/Type: Medium Outsider
Hit Dice: 19d8+6d10+208+26 (367 hp)
Initiative: +8
Speed: 110ft, fly 140ft (good)
Armor Class: 46 (+8 dex, +1 natural, +8 wisdom, +5 monk, +14 armor)(100% fortification)
Base Attack/CMB/CMD: +26/+34/65
Attack: Unarmed Strike+40 (4d8+8 plus 4d6 holy)
Full Attack: Flurry of Blows+40/+40/+40/+35/+30/+25 (4d8+8 plus 4d6 holy) or TWF Flurry of Blows+38/+38/+38/+33/+28/+23 (4d8+8 plus 4d6 holy) and +38/+33/+28 (4d8+4 plus 4d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, smite evil 1/day (racial), smite evil 8/day (paladin), turn undead 15/day (2d6; DC 23), greater flurry of blows, ki strike (magic, lawful, adamantine, good), smiting flurry(damage, attack bonus), favored enemy (evil outsider+10, dragon+2, undead+2, aberrations+2, oozes+2).
Special Qualities: Damage reduction 15/adamantine and epic, immunity to disease, resistance to acid, cold and electricity 10, spell resistance 36, darkvision 60ft, aura of good, detect evil, divine grace, lay on hands (400 hp), aura of courage, divine health, stand fast 1+1/day, remove disease 1/week, improved evasion, purity of body, wholeness of body (48 hp), diamond body, abundant step, diamond soul, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, perfect self, armored monk(all), diamond hands, diamond aura, fast healing 3.
Saves: Fort +38, Ref +35, Will +37 (+4 vs poison, +2 vs enchantment)
Abilities: Str 26, Dex 27, Con 26, Int 21, Wis 26, Cha 34
Skills: Balance+37, Concentration+37, Craft(Armorsmithing)+34, Diplomacy+41, Escape Artist+37, Knowledge(Religion)+34, Listen+37, Sense Motive+37, Spot+37, Swim+37, Tumble+37 
Feats: Weapon Focus(Unarmed Strikes)(1), Two-Weapon Fighting(H), Improved Unarmed Strike(M1), Deflect Arrows(M2), Toughness(3), Improved Two-Weapon Fighting(6), Improved Disarm(M6), Extra Smiting(9), Greater Two-Weapon Fightning(12), Improved Natural Attack(15), Divine Might(18)
Epic Feats: Great Smiting(21), Holy Strike(BH13), Blinding Speed(M23), Great Ability(Dexterity)(24), Fast Healing(BH16), Improved Ki Strike(M26)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-daylight. 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, resurrection, summon monster 9 (celestials only)


Gear:
Spoiler: ShowHide


[Armor]Mithral Breastplate+8, nimbleness, heavy fortification and soulfire. No ACP, max dex of 10, +1 to base armor class bonus.

[Neck]Necklace of Natural Attacks+5, holy.
[Waist]Belt of Magnificence+6.
Title: Re: Coda/Bonus Game sheets
Post by: Anastasia on June 02, 2017, 12:07:30 AM
Jetina Jerara

Paladin 10/Pious Templar 16//Healer 26

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 26d10+182+26 (353 hp)
Initiative: +5
Speed: 30ft, fly 30ft (perfect)
Armor Class: 53 (+1 dex, +15 armor, +10 shield, +10 sacred, +7 deflection)
Base Attack/CMB/CMD: +26/+33/71
Attack: The Lost+43 (1d8+18 plus 4d6 holy plus +2/+2d6 vs evil outsiders plus +2/+2d6 vs favored enemies 19-20 x2)
Full Attack: The Lost+43/+38/+33/+28 (1d8+18 plus 4d6 holy plus +2/+2d6 vs evil outsiders plus +2/+2d6 vs favored enemies 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite evil 7/day, smite 4/day, favored enemy(undead+9, monstrous humanoids+5, evil outsiders+5), channel energy 14/day (12d6; DC 29), positive energy ray (1d4+7).
Special Qualities: Damage reduction 6/-, aura of good, detect evil, divine grace, aura of courage, divine health, healing hands+23, effortless healing, lingering healing (10 hp, 24 rounds), unicorn companion, panacea unlimited/day, overflowing energy, emergency healing 3/day, life's caress, true calling, brilliant apotheosis, fast healing 5, darkvision 60ft, positive adaptation, positive energy aura, mettle.
Saves: Fort +41, Ref +33, Will +43
Abilities: Str 24, Dex 20, Con 24, Int 21, Wis 30, Cha 24
Skills: Concentration+36, Diplomacy+36, Handle Animal+36, Heal+42, Knowledge(N&R)+34, Knowledge(Religion)+34, Listen+39, Ride+34, Sense Motive+39, Spellcraft+34, Spot+39
Feats: Serenity(1), Shield Specialization(H), Skill Focus(Heal)(H2), Extra Turning(3), Divine Vigor(P4), Weapon Focus(Longsword)(6), Extra Smiting(P8), True Believer(9), Divine Shield(12), Weapon Specialization(Longsword)(PT3), Shield Ward(PT4), Improved Favored Enemy(15), Toughness(18), Melee Weapon Mastery(Slashing)(PT8)
Epic Feats: Bonus Domain(Courage)(21), Great Smiting(PT13), Epic Spell Capacity(H23), Bane of Enemies(24), True Panacea(H26), Holy Strike(PT16)
Alignment: Lawful Exalted

Gear:
Spoiler: ShowHide


[Weapon]The Lost: Longsword+5, holy and evil outsider bane.
[Armor]Full Plate+7.
[Shield]Heavy Steel Shield+7

[Shoulders]Cloak of Resistance+5
[Ring 1]Ring of Defense+2.
[Waist]Belt of Magnificence+6

7750 gold


Spells: [spoiler]

Jetina casts as a 16th level pious templar with access to the courage domain. The save DCs are 20 + spell level.

[5/day]1: Divine Favorx5
[5/day]2: Divine Insightx5
[4/day]3: Prayerx4
[4/day]4: Holy Swordx4
[4/day]5: Righteous Mightx4
[4/day]6: Spiritual Guardianx4

Jetina casts as a 26th level healer with access to the courage domain. The save DCs are 20 + spell level.

6/9/9/8/8/8/8/7/7/7/6/5

0:create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd: aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd: create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th: blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th: atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th: celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th: aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th: antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th: antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
10th: energetic healing, energy immunity, greater true seeing, mass freedom of movement, miracle of health, miracle of life, miracle of uncursing, naeys' life font, wizard's grace.
11th: lunar healing, mass regenerate, superb dispelling.

Courage: remove fear, aid, cloak of bravery, heroism, valiant fury, heroes' feast, greater heroism, lion's roar, greater cloak of bravery, mass valiant fury, 11th level placeholder.