Restarting the Sun

Started by Carthrat, October 29, 2006, 10:35:33 AM

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Carthrat

SOMEBODY HAS TURNED OUT THE LIGHTS.

Only one day has past, but the riots are already starting, the plants are already dying, and if someone doesn't find a way to bring back the sun, the World, as we know it, is pretty much ruined. Especially when you consider the armies of vampires that sprung up literally overnight, and are starting to pillage everything in sight.

To make matters worse, everyone they kill returns as vampire spawn, increasing the size of their ever-hungry army.

Then there's the sheer glee with which Nightstalkers are prowling the land.

Not to mention the fact that nobody is going to be able to grow food, so they'll all die that way if nothing is done.

This isn't a task for neophyte newbies.

This isn't a task for hardened mercenaries (for a value of 'slightly less brittle than glass').

This isn't even a task for archmages, blademasters, and divine channelers.

This is a task for EPIC heroes.

"Restarting The Sun" is an epic-level game that begins at level 25- and probably ends about two sessions later. I intend for it to be a short burst of lunacy.

The game begins at the Last Shrine of The Sun God, which is rumoured to transport a band of foolhardy fools to the centre of the glowing orb itself. If there's a problem, that's where it has to be!

The game ends when everyone dies. You can't go back to town at all in this joint, and your chances of eventual success are slim. This is downright unfair- but at least you'll have 500 HP to lose before you die!

THIS IS NOT A JOKE.

I WILL SERIOUSLY RUN THIS GAME.

JUST NOT FOR VERY LONG.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Laggy

I hate you. Char sheet in progress. Move this if you need to, it's a sticker for me right now.
EDIT: Done. Poke me if you need clarification, Rat.


Youmu Konpaku
Lawful Neutral 1st Level Monk/14th Level Fighter/10th Level Konpaku Swordmaster

(Summary/cheatsheet section)
Attack: +45 melee primary (base 23/18/13/8, +10 str, +6 feats, +5 enhancement, +1 ioun stone)
Charge w/ slashing flurry: +40/+35 melee primary, +43 offhand
Full Attack w/ haste: +44/+44/+39/+34/+29 (17-20 x2, autoconfirm against evil) melee primary, +44/+39/+34 (17-20 x2, autoconfirm against evil) melee offhand
Full Attack w/ haste and slashing flurry: +39/+39/+39/+34/+29/+24 (17-20 x2, autoconfirm against evil) melee primary, +39/+34/+29 (17-20 x2, autoconfirm against evil) melee offhand
Damage (primary): 1d10+21+2d10 (+10 str, +6 feats, +5 enhancement, +1d10 icy burst, +1d10 shocking burst)
Damage (offhand): 1d8+16 plus 2d6 against evil (+5 str, +6 feats, +5 enhancement, +2d6 holy)
Charge damage: 1d10+26+2d10 (primary), 1d8+16 plus 2d6 against evil (offhand)

HP: 306
AC: 49 (50 w/ haste), 42 flatfooted, 29 touch
BAB/Grapple: +23/+37
Saves: Fort +28 (+30 vs evil), Ref +25 (+27 vs evil), Wil +21 (+23 vs evil)
Speed: 60 ft
Initiative: +11

Str 20 (30) [+10] (+4 inherant, +6 equipment)
Dex 14 (24) [+7] (+4 inherant, +6 equipment)
Con 14 (24) [+7] (+4 inherant, +6 equipment)
Wis 14 (24) [+7] (+4 inherant, +6 equipment)
Int 14 (14) [+2]
Cha 10 (10) [+0]

Hit Points: 306 (base 131, +175 con)
Armor Class: 49 (10, +7 dex, +7 wis, +8 armor, +5 natural, +7 shield, +5 deflect)
Base attack bonus: +23/+18/+13/+8
Fortitude save: +28 (base 15, +7 con, +5 cloak of resistance, +1 ioun stone)
Reflex save: +25 (base 12, +7 dex, +5 cloak of resistance, +1 ioun stone)
Will save: +21 (base 8, +7 wis, +5 cloak of resistance, +1 ioun stone)
Base speed: 60 ft (base 30 ft)
Initiative: +11 (+7 dex, +4 improved initiative)

Level Progress
1st Monk (Monk 1)
2nd-10th Fighter (Monk 1/Fighter 9)
11th-20th Konpaku Swordmaster (Monk 1/Fighter 9/Konpaku Swordmaster 10)
21st-25th Fighter (Monk 1/Fighter 14/Konpaku Swordmaster 10)

Feats
1st (human) - Skill Focus (Concentrate) (+3 bonus to Concentration checks)
1st (monk 1st) - Improved Unarmed Strike (considered armed with unarmed strike)
1st (monk 1st) - Improved Grapple (do not provoke AOO when attempting to grapple, +4 bonus on all grapple checks)
1st (level) - Power Attack (take a penalty to attack roll for equal bonus on damage roll, capped by BAB)
2nd (fighter 1st) - Exotic Weapon Proficiency (katana)
3rd (fighter 2nd) - Two-Weapon Fighting (reduces penalties with two weapons to -4/-2, -2/-2 if offhand is light)
3rd (level) - Improved Initiative (+4 to initiative roll)
5th (fighter 4th) - Weapon Focus (katana) (+1 to attack rolls w/ katana)
6th (level) - Leap Attack (clear 10 ft horizontally with a Jump check on a charge to double Power Attack's benefits)
7th (fighter 6th) - Weapon Specialization (katana) (+2 to damage rolls w/ katana)
9th (fighter 8th) - Melee Weapon Mastery (slashing) (+2 to attack and damage rolls w/ slashing weapons)
9th (level) - Improved Two-Weapon Fighting (get an extra attack with off-hand weapon at -5 penalty)
12th (level) - Improved Critical (katana) (doubles threat range of katanas to 17-20)
15th (level) - Slashing Flurry (standard attack can be split up into two attacks, with -5 and -10 penalty respectively; full attack can gain additional extra attack for -5 penalty to all attacks that round)
18th (level) - Greater Two-Weapon Fighting (get an extra attack with off-hand weapon at -10 penalty)
21st (fighter 10th) - Greater Weapon Focus (katana) (+1 to attack rolls w/ katana)
21st (level, epic) - Epic Weapon Focus (katana) (+2 to attack rolls w/ katana)
23rd (fighter 12th) - Greater Weapon Specialization (katana) (+1 to damage rolls w/ katana)
24th (level, epic) - Dire Charge (full attack on charge on first/surprise round round of combat)
25th (fighter 14th) - Weapon Supremacy (katana) (+4 bonus against disarm attempts, +1 bonus to AC, can take 10 on an attack roll once per round, and +5 bonus to any attack roll after the first on a full attack when using a katana)

Class Abilities
- AC Bonus (when unarmored and unencumbered, add Wisdom bonus to AC)
- Flurry of Blows (extra attack in a full attack for -2 penalty to attack rolls, unarmed strike/monk weapons only)
- Unarmed Damage (unarmed strike deals 1d6 damage)
- Delusion of Enlightenment (make a Concentration check with +10 competence bonus as a standard action to gain +1 insight bonus to attack rolls and AC per 5 on the check result till end of next round)
- Flashing Sword Formation (treat primary weapon as two-handed weapon and off-hand weapon as one-handed primary weapon when doing a charge with two weapons)
- Ageless Obsession (as Delusion of Enlightenment, but only +1 insight bonus for every 10 on check result, suffer cumulative -10 penalty to Concentration afterwards; uses a swift action)
- Five Signs of the Deva (full attack action with all attacks treated as ranged touch to beat enemy AC, range 100 ft, damage dealt is force damage; once per day)

Skills
Balance: +53 (23 ranks + 7 dex + 20 boots of swiftness + 1 ioun stone + 2 synergy)
Concentration: +66 (25.5 ranks + 7 con + 1 ioun stone + 3 skill focus + 10 insight + 20 competence)
Intimidate: +28 (28 ranks + 0 cha)
Jump: +61 (28 ranks + 10 str + 20 boots of swiftness + 1 ioun stone + 2 synergy)
Profession (gardener): +30 (23 ranks + 7 wis)
Sense Motive: +12 (4 ranks + 7 wis + 1 ioun stone)
Tumble: +53 (23 ranks + 7 dex + 20 boots of swiftness + 1 ioun stone + 2 synergy)

Ye Equipment and Gear
- Roukanken, the Tower Watching Sword (+5 adamantite ghost touch icy shocking burst Medium katana) [203,335 gp]
- Hakurouken, the White Tower Sword (+5 cold iron holy Small katana) [98,670 gp]
- Myon (+5 animated mithral heavy shield of moderate fortification and greater fire resistance) [167,170 gp]
- Hairband of Wisdom +6 (+6 enhancement bonus to Wis) [36,000 gp]
- Contact lenses of magical adeptness (+20 competence bonus to Use Magic Device) [40,000 gp]
- Cloak of resistance +5 (+5 bonus to all saving throws) [25,000 gp]
- Amulet of natural armor +5 (+5 natural bonus to AC) [50,000 gp]
(no armor)
- Gardener uniform of the half-ghost (fly at will with 60 ft good maneuverability; go ethereal as ethereal jaunt up to ten minutes a day; wearer doesn't need food, water or air; 2 hours of rest counts as effectively 8; continual protection from evil effect; can cast bless weapon via command word, always assumed to be on) [228,750 gp]
- Vestment of greater displacement (constantly grants displacement effect for continual 50% concealment miss chance) [144,000 gp]
- Bracers of armor +8 (+8 armor bonus to AC) [64,000 gp]
- Gauntlets of giant Strength +6 (+6 enhancement bonus to Str) [36,000 gp]
- Ring of inner focus (+20 competence bonus to Concentration checks) [40,000 gp]
- Ring of protection +5 (+5 deflection bonus to AC) [50,000 gp]
- Belt of health +6 (+6 enhancement bonus to Con) [36,000 gp]
- Boots of swiftness (+6 enhancement bonus to Dex, doubled base speed, grants evasion, +20 competence bonus to Balance, Climb, Jump, Tumble; casts haste 3/day with a duration of 20 rounds each) [256,000 gp]

Items on demand
- Ioun stone, pale green prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) [30,000 gp]
- Rod of cancellation (negates magic items and destroys various magical effects) [11,000 gp]
- Wand of restoration (dispels negative levels, restores all ability damage, fatigue and exhaustion) [26,000 gp]

Consumed items
- Two (2) scrolls of permanency (1000 XP included, caster level 29th) (makes various spells permanent) [16000 gp]
- Scroll of darkvision (grants darkvision, combined with permanency scroll) [150 gp]
- Scroll of see invisibility (grants ability to see invisible creatures and objects, combined with permanency scroll) [150 gp]
- Manual of bodily health +4 (grants +4 inherant bonus to Constitution) [110,000 gp]
- Manual of gainful exercise +4 (grants +4 inherant bonus to Strength) [110,000 gp]
- Manual of quickness of action +4 (grants +4 inherant bonus to Dexterity) [110,000 gp]
- Tome of understanding +4 (grants +4 inherant bonus to Wisdom) [110,000 gp]

Remaining 25 gp

-------
Konpaku Swordmaster Prestige Class



Prerequisites
BAB: +6
Feats: Weapon Focus (katana), Weapon Specialization (katana), Two-Weapon Fighting, Improved Two-Weapon Fighting, Skill Focus (Concentrate)
Concentrate: 6 ranks

Hit Die: d8
Skill Points: 4 + Int modifier
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Profession, Swim, Tumble

Quote
LV BAB For Ref Wil Ability
01 -  +1 -  +2  +2  +0 -  Fighter progression
02 -  +2 -  +3  +3  +0 -  Delusion of enlightenment
03 -  +3 -  +3  +3  +1
04 -  +4 -  +4  +4  +1  
05 -  +5 -  +4  +4  +1  
06 -  +6 -  +5  +5  +2 -  Flashing sword formation
07 -  +7 -  +5  +5  +2  
08 -  +8 -  +6  +6  +2  
09 -  +9 -  +6  +6  +3 -  Ageless obsession
10 - +10 - +7  +7  +3 -  Five signs of the deva

Fighter Progression: Every two Konpaku Swordmaster class levels are treated (and stack with) as a single fighter class level for the purposes of meeting feat prerequisites (i.e. a 7th level Fighter/8th level Konpaku Swordmaster would be considered a 11th level fighter in this regard).

Delusion of Enlightenment (Ex): Youmu's most notable trait in her style of swordfighting is her intense concentration that preludes her strikes; such that time seems to literally slow down in the process. As a standard action, she can make a Concentration check; the result grants a +1 insight bonus to her attack rolls and AC for every 5 points of the check (+1 for 5, +2 for 10, +3 for 15, ad nauseum...) which lasts until the end of the next round. Youmu adds her class levels to this check as an insight bonus (up to +10 at 10th level).

Flashing Sword Formation (Ex): A quick and lightning-fast strike across a battlefield does not necessarily belie hastiness or lack of strength; Youmu specializes in making blazing fast, brutally strong charges. When making a charge, Youmu can get the extra attack from her off-hand weapon in addition to the single normal attack with her primary. Additionally, Youmu can treat her primary weapon as a two-handed weapon (Strx1.5) and off-hand weapon as a one-handed primary weapon (Strx1) on this charge.

Ageless Obsession: When concentrating under Delusion of Enlightenment, Youmu can instead use it as a swift action by accepting only effectively half the normal result (+1 insight bonus to attack rolls for every 10 on the check rather than 5). This amount of effort is taxing, however, and impedes a cumulative -10 penalty to her Concentration checks for the duration of the encounter whenever it is implemented.

Five Signs of the Deva (Su): Youmu's strongest attack; she summons the spirits of swordsmen long past and fires bursts of multifaceted energy from the tip of her blades, the range of destruction wide and threatening. Five Signs of the Deva is a full attack action that grants a range increment of 100 ft on every attack and can target each iterative individually. All attacks are treated as ranged touch attacks for the purposes of beating enemy AC, but are otherwise rolled and function mechanically as normal melee attack rolls; damage dealt is converted to force damage. Usuable once per day.

Ebiris

So help me, I'm interested in this.

Don't know if there's any convenient timing for it, but if it's only going to be a couple of sessions I'm sure we can swing it!

Carthrat

I actually already have four people, which is headachy enough. If it's totally awesome I might run another one later, though! >_>
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Dracos

Good luck!

Roll 1d100 versus a save of 92 to hit with poison!

Dracos
Well, Goodbye.

Ranmilia


Ran Yakumo
Lawful Neutral 24th level Druid/1st Level Monk
Race: uh we'll consider it human for mechanics.  Bonus feat rocks.

(Summary/cheatsheet section)
Melee Attacks:
- Bite +35 2d8+17 (+18 base +12 Str +5 magic; damage 2d8 +12 Str +5 magic; threat range 19-20 x2)
- Two Claws +35 2d6+11 (+18 base +12 Str +5 magic; damage 2d6 +6 Str +5 magic)
- Two large tails +35 1d8+11 (+18 base +12 Str +5 magic; damage 1d8 +6 Str +5 magic)
- Nine Tail Slap +35 2d6+23 (+18 base +12 Str +5 magic; damage 2d6 +18 Str +5 magic)

Full Attack:
Bite +35 2d8+17
Claw +30 2d6+11
Claw +30 2d6+11
Tail +30 1d8+11
Tail +30 1d8+11
Nine Tail Slap +30 2d6+23

With Flurry, add a second Bite attack at +35, then take a -2 penalty to all attacks.
All attacks are magical silver good weapons that automatically confirm criticals against evil foes, claws and bite are +5 enhanced.

HP: 275/275
AC: 63, 58 flatfooted (never flatfooted due to Foresight), 28 touch
BAB/Grapple: +18/+37
Saves: Fort +27, Ref +15, Will +29
Speed: 60 ft, fly 250 ft poor
Initiative: +7

Str 10 (35) [+12] (29 base +6 equipment)
Dex 10 (16) [+3] (10 base +6 equipment)
Con 14 (33) [+11] (23 base +6 equipment +4 inherent)
Wis 22 (32) [+11] (+4 inherant, +6 equipment)
Int 14 (14) [+2]
Cha 14 (14) [+2]

Hit Points: 275 (base 100, +175 con)
Armor Class: 63 (10 +3 Dex +11 Wis +8 armor +22 natural +5 Barkskin +4 deflection -2 size +2 insight)
Base attack bonus: +18/+13/+8
Fortitude save: +27 (base 14, +9 Con +4 resistance)
Reflex save: +17 (base 8, +3 Dex +4 resistance +2 insight)
Will save: +29 (base 14, +11 Wis +4 resistance)
Base speed: 60 ft (fly speed 250 ft, poor, teleport at will, standard action)
Initiative: +7 (+3 dex, +4 Imp Init)
SR: 40
DR: 10/magic
Size: Huge

Level Progress
1st-24th Druid
25th Monk

Feats
1st (fox) - Cosmopolitan (Tumble) (Tumble is a class skill and gets a +2 bonus)
1st (level) - Power Attack (take a penalty to attack roll for equal bonus on damage roll, capped by BAB)
3rd (level) - Extend Spell (can prepare spell at x2 duration for +1 level)
6th (level) - Natural Spell (can cast spells while in wild shape)
9th (level) - Persistent Spell (can prepare 24-hour duration spells at +6 level)
12th (level) - Improved Initiative (+4 to initiative)
15th (level) - Combat Expertise (Reverse Power Attack!!)
18th (level) - Improved Trip (no AoO for trip, +4 to trip attempts, extra attack on sucessful trip)
21st (level, epic) - Improved Spell Capacity (Gain 1 10th level slot)
24th (level, epic) - Improved Spell Capacity (gain 1 11th level slot)
24th (druid epic bonus) - Kitsune Wild Shape (can wild shape into kitsune (as wyrmling prismatic dragon))
25th (monk 1st) - Improved Grapple (+4 to grapple checks, no AoOs from grappling)

Class Abilities
- Nature Sense (+2 to Knowledge: Nature and Survival checks)
- Wild Empathy (Can use Diplomacy on animals)
- Woodland Stride (Can move through underbrush and terrain without impediment and at full speed)
- Trackless Step (Leaves no trail from movement)
- Resist Nature's Lure (+4 on saving throws vs Fey supernatural abilities)
- Venom Immunity (Immune to all poisons)
- 1000 Faces (Can change appearance at will (for game purposes, explains the fox look))
- Timeless Body (Does not accrue aging penalities)
- Wild Shape (7/day, elemental 3/day, can shapeshift into any animal, plant or magical beast of Tiny to Colossal size, or any elemental of small to Huge size)
- AC bonus (Wisdom to AC when unarmored and unencumbered)
- Flurry of Blows (May make 1 extra attack at highest BAB but all attacks -2 that round)

Primary Wildshape abilities:

At the start of every day, Ran wild shapes into a kitsune (statted as wyrmling prismatic dragon with flavor changes) and remains in this form unless otherwise necessary (wild shape's duration is 24 hours).

- Breath Weapon: Prismatic Spray, 50 ft cone, effect as spell, DC 27, useable each 1d4 rounds
- DR 10/magic
- Cha to deflection bonus to AC (overridden by ring's higher deflection bonus)
- Immune to light and blindness effects
- Frightful presence: DC 26 Will when a dramatic action is taken within 30 feet, affects things of less than 25 HD, shakened for 4d6 rounds

(-2 on attacks, saves, skill checks)
- Natural attacks: 1 bite 2d8, 2 claws 2d6, 2 large tails 1d8, 1 nine-tail slap 2d6, (1 crush 2d8, 1 tail sweep 2d4)
- Crush allows a flying or jumping Ran to land on opponents of small or less size.  Ref 27 or autopin and take 2d8+18 each round.
- Tail Sweep allows an auto tail attack, ref save for half, vs all small or less foes in a 30' radius.
- Immunity to sleep and paralysis
- Blindsense 60 feet, darkvision 120 feet

Active spells (the following are always active unless dispelled)
- Foresight (+2 insight to reflex and AC, warnings of danger to self and Chen)
- Silvered Claws (all natural weapons count as silver)
- Barkskin (+5 enhancement to natural armor)
- Greater Magic Fang (claw) and (bite) and (long tails) and (nine tails) (all are +5 enhanced magic weapons)
- Freedom of Movement (free movement at all times, negates grapples, paralysis, etc)
- Death Ward (immune to death effects, negative energy, level and ability drain)
- Water Breathing (breath in water.  Hey, you never know.)

Spellcasting
Spells per day:  Caster level 24th
0 - 6
1 - 8
2 - 8
3 - 8 (3 taken up by Extended Barkskin, 4 taken up by Greater Magic Fang, 1 taken up by Water Breathing)
4 - 7
5 - 7
6 - 6
7 - 6 (1 taken up by Persistent Silvered Claws)
8 - 5 (1 taken up by Persistent Cat's Grace for Chen)
9 - 5
10 - 2 (1 taken up by Persistent Freedom of Movement, 1 taken up by Extended Foresight (used on self and Chen))
11 - 2 (1 taken up by Persistent Death Ward, 1 taken up by Extended Foresight (used on self and Chen after the first wears off))

Useable Spells Prepared:
0 - Light x2, Detect Magic x2, Read Magic x2
1 - Obscuring Mist, Pass Without Trace, Speak with Animals x2, Hide from Animals x2, Detect Animals or Plants x2
2 - Lesser Restoration x4, Gust of Wind x4
3 - see above
4 - Reincarnate x2, Neutralize Poison x2, Extended Protection from Energy x3
5 - Cure Critical Wounds x7
6 - Extended Animal Growth x2, Greater Dispelling x4
7 - Heal x5
8 - Heal x4
9 - Shapechange x2, Foresight x2, Mass Cure Critical Wounds
10 - See above
11 - See above

Skills
Concentration: +39 (28 ranks +11 Con)
Knowledge: Nature: +32  (28 ranks +2 Nature Sense +2 Int)
Spellcraft: +30 (28 ranks +2 Int)
Diplomacy: +30 (28 ranks +2 Cha)
Handle Animal: +30 (28 ranks +2 Cha)
Listen: +39 (28 ranks +11 Wisdom)
Tumble: +31 (28 ranks +3 Dex)

Ye Equipment and Gear
- The Ranhat (Hat of Wisdom +6; remains in all forms) [76,000 gp]

- Immortal Vestment of Izuna Gongen (Mantle of Epic Spell Resistance, grants SR 40, remains in all forms) [330,000 gp]
- The Protection of Zenki (Ring of Adamant Law, grants permanent Shield of Law: +4 deflection to AC, +4 resistance to saves, SR 25 vs chaos, blocks all possession and mental influence, chaotic creature striking Ran with a melee attack must make a DC 29 (18+wis) Will save or be Slowed, remains in all forms) [290,000 gp]
- The Protection of Gouki (Ring of Greater Universal Energy Resistance, grants resistance 30 to all energy types, remains in all forms) [348,000 gp]
- Chen's Cateyes (As Gem of True Seeing, but infinitely useable; worn as contacts in the glasses slot; remains in all forms) [165,000 gp]
- Tenko-hime's Slippers (as Boots of Teleportation, but at will infinite uses; useable in all forms) [122,000 gp]
- Shikigami's Service (Bracers of Armor +8; effect remains in all forms) [104,000 gp]
- Vigor of the Kitsune (Amulet of Con +6, all forms) [76k gp]
- Might of the Kitsune (Belt of Str +6, all forms) [76k gp]
- Speed of the Kitsune (Gloves of Dex +6, all forms) [76k gp]
- Shirt Chen Likes To Sleep On (Shirt of Sustenance, all forms (why not)) [42,500 gp]
- Daikini's Heavenly Possession (grants Bless Weapon effect on natural weapons, nat weapons are good and autoconfirm crits vs evil foes, remains in all forms, takes no slot) [56,000 gp]

Consumables
- Scroll of Mass Heal x3 (caster level 25)

1,625 gp remain

Consumed items
- Tome of understanding +4 (grants +4 inherant bonus to Wisdom) [110,000 gp]
- Manual of Bodily Health +4 (grants +4 inherent bonus to Con) [110,000]




Animal Companion

Chen

Hyperactive Monster Cat (Dire Lion)
Druid level with relation to Chen's abilities: 15 (24-9)  (10 bonus HD, +10 Natural Armor, +5 Str/Dex, +6 tricks, all abilities)

Huge Animal
18 HD
HP: 187/187   (79 base + 108 Con)

Stats
Str 38 [+14]
Dex 18 (22) [+6]
Con 23 [+6]
Int 2  [-4]
Wis 12 [+1]
Cha 10 [0]

AC: 38 (10 +6 Dex +17 natural +5 Barkskin +2 insight -2 size), 16 touch, never flatfooted
BAB: +13
Fort Save: +17 (+11 base +6 Con)
Ref Save: +19 (+11 base +6 Dex +2 insight) (improved evasion)
Will Save: +7 (+6 base +1 Wis (+4 morale vs enchantment))
Initiative: +10 (+6 dex +4 Improved Init)
Speed 40 feet (200 feet run speed)
Size/Reach 15/10

Attacks:
2 claws +31 2d6+19 (+13 BAB +14 Str +1 feat +5 magic -2 size; damage is 2d6 base +14 str +5 magic)
Bite +30 2d6+12 (+13 BAB +14 Str +5 magic -2 size; damage is 2d6 base +1/2 str +5 magic)
Rake +43 2d6+12 (+13 BAB +14 Str +12 rake +1 feat +5 magic -2 size; damage is 2d6 base +1/2 str +5 magic)

All attacks are silver +5 magical weapons.

Full Attack:
Claw +31 2d6+19
Claw +31 2d6+19
Bite +28 2d6+12
Rake +41 2d6+12 (when charging)
Rake +41 2d6+12 (when charging)

Special Abilities:
- Low Light Vision (can see in dim light)
- Scent (can detect creatures within 30 feet by smell)
- Improved Grab (if Chen hits with her bite, she can then attempt to grapple as a free action without AoO. If she wins the grapple check, she establishes a hold and can rake.
- Rake (two +12 bonus melee claw attacks vs foe grappled at start of turn)
- Pounce (can make full attack plus two rake attacks on a charge)
- Link (can be handled by Ran as a free action, pushed as move action, Ran gets +4 to Handle Animal and Wild Empathy with Chen)
- Share Spells (shares spells Ran casts on herself; used for spells below)
- Improved Evasion (against Ref saves, success = no damage and failure = half)
- Devotion (+4 morale to will saves vs enchantments)
- Multiattack (free feat, secondary natural attacks take only -2 penalty instead of -5)

Feats:
- Alertness (+2 to Spot and Listen)
- Run (x5 movement speed on running, retains dex bonus on running, +4 to running Jump checks)
- Weapon Focus (claw) (+1 to claw attacks)
- Improved Initiative (+4 to init)
- Power Attack (can take penalty on attack rolls to add to damage)
- Improved Trip (+4 to trips, no AoO on trip attempt)
- Improved Natural Attack (claw) (claw base damage increases to 1d8)

Skills:
- Hide +23 (21 ranks +6 dex +4 racial -8 size) (+4 more in underbrush)
- Move Silently +31 (21 ranks +6 dex +4 racial)

Tricks: (6 base possible + 7 bonus)
- Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track.

Effects Active:
- Barkskin (shared spell from Ran, +5 natural armor enhancement)
- Foresight (shared spell from Ran, +2 insight to Ref and AC, never flatfooted, alerts of danger to Ran or Chen)
- Greater Magic Fang (shared spell from Ran, all claw and bite attacks become +5 magic weapons)
- Silvered Claws (shared spell from Ran, all natural weapons count as silver)
- Freedom of Movement (shared spell from Ran, can always move freely, negates grapples etc)
- Death Ward (shared spell from Ran, immune to death attacks, negative energy, level and ability drain)
- Water Breathing (breathe in water.  Hey, you never know.)
- Cat's Grace (shared spell from Ran, +4 Dex)

Carthrat

VAMPIRES

-Vampires aren't quite as you're used to them, forget all the usual stuff about coffins.
-When 'slain', a vampire doesn't return to a place of it's choice. It's soul is bound to it's sire, who controls all vampires she has created, as well as all vampires THEY have created, unto the lowest generation.
-Their souls return to her, which she can then use to re-craft them and thus hold them in service for eternity.
-Killing a vampires sire slays them, as well (insofar as any are 'slain'; all really just return to the host.)
-It's thought that all vampires are descended from a single, cursed creature...

Generic Vampire

Size/Type: Medium Undead
Hit Dice: 20d12 (150 hp)
Initiative: +11
Speed: 30ft
Armour Class: 35 (+6 Dex, +3 Natural, +3 Deflection, +13 Armour)
Base Attack/Grapple: +20/+26
Attack: Slam, +32, 1d6+12 (Energy Drain) +3 Unholy Greatsword, +36, 2d6+21 (+2d6 vs. Good)
Full Attack: Slam, +32, 1d6+12 (Energy Drain) +3 Unholy Greatsword, +36/+31/+26/+21 2d6+21 (+2d6 vs. Good)
Space/Reach: 5ft/5ft
Special Attacks: Rage 6/Day, Lunging Strike
Special Qualities: Fast Movement, Trap Sense +6, Damage Reduction 5/-, Indomitable Will, Mighty Rage, +2 turn resistance (+4), darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +12, Refl +13, Will +6
Abilities: Str 34, Dex 24, Con -, Int 10, Wis 10, Cha 12
Skills: who cares
Feats (8): Power Attack, Weapon Focus (Weapon of Choice), Improved Toughness, Improved Initiative, Instantaneous Rage, Heavy Armour Proficiency, Lunging Strike, Vexing Flanker

Equipment: +3 Unholy Longsword, Belt of Giant Strength +4, Amulet of Natural Armour +3, Ring of Protection +3, Mithril Full Plate +5

Rage: +8 Str, +4 on Will Saves, -2 AC

Modified Rage Stats

Will: +10
Attack: Slam, +36, 1d6+15, +3 Unholy Greatsword, +40, 2d6+27 (+2d6 vs. Good)
Full Attack: Slam, +36, 1d6+16, +3 Unholy Greatsword, +40/+35/+31/+26, 2d6+27 (+2d6 vs. Good)
AC: 33
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin



Momo, Champion of Bahamut
LG Human
Paladin lvl5/Pious Templar lvl1/Fist of Raziel lvl10, divine spell progression: Pious Templar/Divine Crusader lvl9, Good cleric domain

Str: 26 (8)
Dex: 24 (7)
Con: 20 (5)
Wis: 30 (10)
Int: 8 (-1)
Cha: 26 (8)

BAB: 22
MAB (Scythe): 41/36/31/26
MAB: 33
RAB: 32
Unarmed/Talon: 19/19/19/14

Damage (Scythe): 2d4+2d6vicious+2d6holy
Damage (Unarmed): 1d10+8 (considered magic/lawful for passing DR)

Fort: 40
Ref: 30
Will: 38
*immunity to fear
*immunity to diseases

AC: 60
AC (touch): 52
(AC: 68 with Divine Shield on, duration 12 rounds, standard action to activate, touch AC: 60)
DR: 10/evil
HP: 253
(HP: 303 with Divine Vigor on, duration 8 minutes, standard action to activate)

Languages: Common, Celestial, Abyssal
Base speed: 60ft

Divine Spells:

Paladin (DC=22): 3 lvl1 spells
Pious Templar (DC=21+spell level): 5 lvl1 spells, 3 lvl2 spells, 5 lvl3 spells, 3 lvl4 spells (paladin list)
Divine Crusader (DC=20+spell level): 6 lvl1 spells, 6 lvl2 spells, 5 lvl3 spells, 5 lvl4 spells, 5 lvl5 spells, 4 lvl6 spells, 3 lvl7 spells, 2 lvl8 spells, 1 lvl9 spell (Good cleric domain)



Momo's Shinigami Ballad:

Intelligent Lawful Good Scythe of Smiting the Losers Who Put Out the Sun (Int: 19, Wis: 19, Cha: 10)
Lesser Powers: Detect Magic at will, Cure Moderate Wounds (2d8+3) on wielder 9/day (same power times three)
Greater Power: Haste on wielder 3/day
Dedicated Powers: 10d6 fireball, Wielder gets +2 luck bonus on attacks, saves and checks
Reads all languages, speaks Common +4 more languages (Aquan, Auran, Ignan and Terran), can Read Magic, can talk or communicate telepathically, 120ft darkvision, blindsense and hearing. Ego: 35

Vicious Jumping +5 Aurorum Scythe of Brilliant Energy (+10 bonus, BoED page 38 for Aurorum, Spellblade/Banishment

PGtF page 121, Jumping MoF page 141): 404,868gp




Daniel, glamered into a winged black cat that follows Momo around:

Intelligent Lawful Good Animated Shield of Seeking Out the Losers Who Put Out the Sun (Int: 19, Wis: 19, Cha: 10)

Lesser Powers: Deathwatch continuously active, Cure Moderate Wounds (2d8+3) on wielder 9/day (same power times three)
Greater Powers: Detect Undead at will, Haste on wielder 3/day
Dedicated Power: Dimension Door on itself and wielder
Reads all languages, speaks Common +4 more languages (Abyssal, Infernal, Undercommon and Celestial), can Read Magic, can talk or communicate telepathically, 120ft darkvision, blindsense and hearing. Ego: 33

Animated Heavy Aurorum Shield +3 of Heavy Fortification (+10 bonus, Glamor): 204,120gp


Skills:

Craft (Painting): (20) 22
Concentration: (1) 10
Diplomacy: (5) 18
Intimidate: (1) 14
Knowledge (the Planes): (10) 12
Knowledge (Religion): (10) 12
Speak Language: Celestial, Abyssal
Ride: (15) 25


Feats:

True Believer (lvl1, complete divine)
Weapon Focus: Scythe (lvl1, PHB)
Power Attack (lvl3, PHB)
Servant of the Heavens (lvl6) (+1 luck bonus to any roll, 1/day, BoED, page 40)
Shield Specialization (lvl9, PHB2) +1 to shield bonus
Shield Ward (lvl12, PHB2) shield bonus applies to touch ac and bull rush/trip/disarm/grapple/overrun
Divine Shield (lvl15, complete warrior)
Divine Vigor (lvl18, complete warrior)
Sanctify Martial Strike (from Fist of Raziel, BoED)
Exalted Smite (from Fist of Raziel, BoED)
Weapon Specialization: Scythe (from Divine Crusader, PHB feat)
Epic Weapon Focus: Scythe (lvl21)
Epic Weapon Specialization: Scythe (lvl24)


Special:

Fist of Raziel:
Any weapon wielded is Holy and Good-aligned, deals 2d6 extra damage to evil creatures.
Evil undead or outsiders are dealt 2d8 damage on a smite.
All critical hits on a smite are automatically confirmed.

Paladin:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good is equal to her paladin level (25).
Detect Evil (Sp): At will.
Smite Evil (Su): Charisma bonus (10) to the attack roll and (25) points of damage. Can be used 7 times/day.
Divine Grace (Su): Charisma bonus (10) on all saving throws.
Lay on Hands (Su): Up to 60hp per day with a touch. Using lay on hands is a standard action. Aura of Courage (Su): A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Divine Health (Ex): A paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): 13 uses of it as a Cleric of level 2.
Charging Smite (Su): A paladin that smites evil on a charge attack deals an extra 2 points of damage per paladin level (50) to any evil creature hit (in addition to normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

Pious Templar:
Mettle (Su): for spells with a saving throw entry of 'Will partial', 'Fortitude half' and similar, when the Pious Templar makes a successful Fortitude or Will save, there is no damage taken whatsoever.

Divine Crusader:
Darkvision (Ex): divine crusaders receive darkvision 30ft.

Items:
Bracers of Armor +8
Mantle of Epic Spell Resistance (SR40)
Belt, Monk's (x2, applies against Touch and when flat-footed)
Gauntlet of the Talon (Relic: Bahamut, complete divine page 98, stacks with monk's belt)
Helm, Platinum (Relic: Bahamut, complete divine page 99)
Pale Green Prism Ioun Stone: +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Vestment of Resistance +5 (x1.5)
Ring of Protection +5
10 uses of Moonblood, gives +2 sacred bonus to AC for a day after applied (for an hour) and the DC22 of Craft (Painting) is passed. Lasts a day, any evil creature touching moonblood takes 1d6 damage. (BoED, page 38)
+6 Periat of Wisdom, +6 Boots of Dexterity, +6 Robe of Charisma, +6 Belt of Constitution
+6 Ring of Strength (x1.5)
Broom of Flying
Iridescent Spindle Ioun Stone: Sustains creature without air
Pearl of Power I
Pearl of Power II
Pearl of Power III
Pearl of Power IV
Scarab, Golembane (x2)

Used:
Manual of Gainful Exercise +5
Manual of Quickness of Action +4
Tome of Leadership and Influence +5
Tome of Understanding +5

<Steph> I might have made a terrible mistake

Dracos

How'd this turn out anyhow?  Or still waiting to run?

Dracos
Well, Goodbye.

Sunhawk

I'm kind of curious too -- would've been fun to play, I think (no RPing -- pure endurance slugfest :-p)