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Old character sheets

Started by Anastasia, February 05, 2015, 12:25:28 AM

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Anastasia

The sheets for those that shall face the slaad's wrath. Good luck!
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Yuthirin

#1
Character
Name: Pavel Serafim
Class: Domovoi 2/Fey 2/Monk 1/Malconvoker 4//Archivist 9
Race: Domovoi
Small Fey
Alignment: Chaotic Neutral
God: Oghma
Gender: Male
Height: 2'
Weight: 45 lbs
Eyes: Brown
Skin: Charcoal

Stats
HP: 67
Ability Scores:
Str:8(-1)
Dex:16(+3)
Con:16(+3)
Int:24(+7)
Wis:20(+5)
Cha:24(+7)
Initiative: 3
Saves: Fort 6+3
          Ref 3+3
          Will 6+5
AC:  10+2 NA+1 Size+5 Wis
  Touch: 10
  Flat-footed:
BAB: 4
CMD:
CMB:
Land Speed: 20ft
Languages:  Common, Ignan, Sylvan, Celestial, Infernal, Abyssal, Auran, Aquan, Terran
Wealth: 2221.05

Attacks
Attack: +3
Full Attack: +3
Ranged Touch: +7

Feats
Spoiler: ShowHide
Feats From Levels
-Spell Focus (Conjuration)
-Augment Summoning
-Fiendish Summoning Specialist


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Low-light Vision
-Natural Armor Bonus +2
-Fire Subtype
-Slippery: +2 racial bonus on any Escape Artist checks or grapple checks

Class Features & Abilities
Archivist
-Dark Knowledge 6/day (DC always 15)
-Tactics (+1 attack vs specified race, +2 if over 10, +3 if over 20)
-Puissance (+1 saves vs. specific creature, +2 if over 10, +3 if over 20)
-Foe (+1d6 damage vs specific creature, +2d6 if over 10, +3d6 if over 20)
-Scribe Scroll
-Lore Mastery (Arcana)
-Lore Mastery (The Planes)
-Still Mind (+2 vs. enchantment effects)

Malconvoker
-Deceptive Summons
-Unrestricted Conjuration
-Planar Binding Series(where available)
-Skill Focus (Bluff)
-Deceptive summons (fury)   

Monk
-Improved Grapple
-Flurry of Blows
-Unarmed Strike
-AC Bonus


Magic
Spoiler: ShowHide
Known
Divine Spells Known
0: Everything
1: Summon Monster I, Bless, Obscuring Mist, Lesser Vigor, Sanctuary, Identify, Mage Armor, Warning Shout, Winged Watcher
2: Summon Monster II, Lore of the Gods, Bear's Endurance, Spiritual Weapon, Creeping Cold, Mass Snake's Swiftness
3: Summon Monster III, Dispel Magic, Magic Vestment, Mass Conviction, Haste, Summon Undead 3
4: Summon Monster IV, Mass Shield of Faith, Sheltered Vitality, Panacea, Good Hope, Enervation, Shadow Conjuration, Glibness, Dimension Door, Slow, Dismissal, Blast of Sand, Vortex of Teeth
5: Lesser Planar Binding, Summon Monster V, Righteous Might, Wall of Iron, Teleport, Shadow Evocation, Control Winds, True Seeing, Righteous Wrath of the Faithful, Summon Nature's Ally V, Phantom Stag, Cloak of the Sea

Spells Prepared
0: Detect Magicx4
1: SM 1, SM 1, Bless, Winged Watcher, Obscuring Mist, Mage Armor, Warning Shout
2: SM 2, SM 2, SM 2, Lore of the Gods, Bear's Endurance, Spiritual Weapon, *
3: SM 3, SM 3, SM 3, SM 3, Mass Conviction, Haste
4: SM 4, SM 4, SM 4, Mass Shield of Faith
5: SM 5, SM 5, *



   
   
   
   
   
   
   
Spell LevelSpells Per DayBonus Spells
0
4
1
5
2
2
5
2
3
4
2
4
3
1
5
2
1

SLAs
At will: Produce Flame, Pyrotechnics
3/day: Flaming Sphere


Skills
Spoiler: ShowHide

Class Skills


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc/
  Syn
=Total
Bluff (Cha)
12
7
13
32
Concentration (Con)
12
3
15
Craft (Alchemy)(Int)
8
7
15
Decipher Script (Int)
12
7
2
21
Diplomacy (Cha)
12
7
10
29
Gather Information (Cha)
12
7
19
Heal (Wis)
12
5
17
Knowledge (Arcana) (Int)
12
7
19
Knowledge (Architecture & Engineering) (Int)
12
7
19
Knowledge (Dungeoneering) (Int)
12
7
19
Knowledge (Nature) (Int)
12
7
19
Knowledge (Religion) (Int)
12
7
19
Knowledge (The Planes) (Int)
12
7
19
Profession (Int)
Search (Int)
12
7
19
Spellcraft (Int)
12
7
19

Cross-Class Skills


Weapons & Gear
Spoiler: ShowHide
Weapons
-

Armor
-

Head
-Headband of Intellect +2

Face
-

Neck
-Greater Choker of Eloquence

Arms/Hands
-

Rings
-

Back/Shoulders
-

Waist
-

Feet
-

Miscellaneous
-

Belt pouch
-Money

Handy Haversack
-200 ft of silk rope
-Rations, 30 days' worth for 3 people
-Smokesticks 5x
-Crowbar
-Lesser Metamagic Rod of Silent Spell
-Heward's Fortifying Bedroll

Scrolls


Background
Spoiler: ShowHide
Pavel has spent the last 250-odd years maintaining the hearths and rooms at an Oghman monastery on a material plane called Chorral. In return for his aid, he was granted access to their libraries.


Description
Spoiler: ShowHide
I'm tiny!


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

Current weight carried:  lbs

Notes
Bonus ability points
Level 4:
Level 8:
+1 to Strength
+1 to Constitution
[21:43] <Serith> Yuthirin roll for Serith [d6=4,6,1,4,6,5,2,6]

What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Iron Dragoon

#2
Character
Name: Kevamros Gellantara
Class: Side 1: Cleric 9; Side 2: Ranger 5/Horizon Walker 4
Race: Human
Size: Medium
Speed: 30 ft.
Faith: Shaundakul
Alignment: Chaotic Neutral
Gender: Male
Age: 27
Height: 6'
Weight: 185
Eyes: Blue
Hair: Black

Face
Spoiler: ShowHide


Stats
HP: 68
Spoiler: ShowHide
Level 9: <Serith> Kevamros roll for Serith < 4 >

Ability Scores:
Str:11(+0)
Dex:13(+1)
Con:15(+2)
Int:14(+2)
Wis:22(+6)
Cha:16(+3)
Spoiler: ShowHide
+1 level point to Wis, +2 item to Wis

Initiative: +1
Saves: Fort 10/Ref 6/Will 8 (Side 2)

AC: 19
Spoiler: ShowHide
10+1dex+7armor+1dodge

  Touch: 12
  Flat-footed: 18
BAB: +9/+4 (Side 2)
CMD: 13
Spoiler: ShowHide
10+9bab+0str+1dex+1dodge

CMB: 9
Spoiler: ShowHide
9bab+0str

Land Speed: 30ft
Swim Speed: 10ft
Climb Speed: 10ft
Languages: Common, Elvish,
Darkvision: 120ft

Attacks
Attack: +16/+11
Spoiler: ShowHide
ATK 1:+9Bab+6Wis+1Bow, ATK 2:+4Bab+6Wis+1Bow


Feats
Spoiler: ShowHide
Feats From Levels
Level 1: Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Level 3: Extra Turning: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
Level 6: Empower Turning:  Multiply the effects of your channel energy damage by 150%.
Level 9: Quicken Turning: You can channel energy as a move action instead of a standard action. You can spent two charges of channel energy to use it as a swift action instead.

Racial Feats
Human Bonus Feat: Zen Archery: Use Wisdom mod instead of Dex for ranged attack

Class Feats
Cleric:
Knowledge Devotion: Whenever you fight a creature, you can make a Knowledge check based on its type. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. 15: +1, 16-25: +2, 26-30: +3, 31-35: +4, 36+: +5

Ranger:
Bonus Feat: Many Shot: Standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty)


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
Human Skill Points: +4 skill points at level 1, +1 every level

Class Abilities
Cleric 7
Turn Undead: 5/day
Cloistered Cleric: Gain Knowledge Domain
Domain Trade: Trade Knowledge Domain for Knowledge Devotion

Ranger 5
Champion of the Wild: Bonus feat at 4, 8, 11, 14, lose spellcasting
1st Favored Enemy: Abberation: +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.
Track: To find tracks or to follow them for 1 mile requires a successful Survival check.
Wild Empathy: 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.
Combat Style, Archery: Rapid Shot: Additional ATK at full bonus, following ATK are -2
Endurance: +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
Solitary Hunting (Animal Companion ACF): Your favored enemy bonus also applies to your attack rolls.
2nd Favored Enemy: Construct: +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +4 bonus on weapon damage rolls against such creatures.

PRC: Horizon Walker
Terrain Mastery: Apply terrain bonus to attack rolls and weapon damage rolls, as well as hide, listen, move silently, spot and survival checks while in that terrain.
Current Terrain Bonus: +1
Terrain Mastery (Hills): You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead.
Terrain Mastery (Underground): Gain Darkvision 60 ft.
Terrain Mastery (Aquatic): You gain a swim speed of 10ft. You gain a +8 racial bonus to swim checks to perform some special action or avoid a hazard. You can always can choose to take 10 on a swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.
Terrain Mastery (Mountains): You gain a climb speed of 10ft. You gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing.You climb at the given speed while climbing. If you choose an accelerated climb, you move at double your climb speed and make a single climb check with a -5 penalty. You cannot run while climbing. You retain your Dexterity bonus to armor class (if any) while climbing and opponents get no special bonuses on their attacks against you.


Magic
Spoiler: ShowHide
Cleric Spells Per Day
Caster Level: 8th


   
   
   
   
   
   
   
Spell LevelSpells Per DayBonus SpellsDomain Spells
0
6
-
-
1
4
2
1
2
4
2
1
3
3
1
1
4
2
1
1
5
1
1
1
Memorized Spells
Domain Travel: Granted Powers: 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).
Domain Air: Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Turning: 10/day
[spoiler]3+3Cha+4Feat

[/spoiler]

Skills
Spoiler: ShowHide

Class Skills


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Skill NameRanksAbility ModifierMisc/SynergyTotal
Concentration (Con)112013
Climb (Str)0088
Handle Animal (Cha)5207
Heal (Wis)106016
Hide (Dex)101011
Knowledge: Dungeoneering (Int)112013
Knowledge: History (Int)102013
Knowledge: Religion (Int)112013
Knowledge: Geography (Int)112013
Knowledge: Nature (Int)112013
Knowledge: The Planes (Int)7209
Listen (Wis)105015
Move Silently (Dex)101011
Survival (Wis)6511
Search (Int)82010
Spot (Wis)105015



Weapons & Gear
Spoiler: ShowHide
Weapons:
Elvencraft Composite Precise Longbow +1: +1 to attacks and damage, +4 strength bonus, functions as if having the Precise Shot feat, doubles as a quarterstaff, 3lbs, 9100 gp.

Gear:
Handy Haversack: Side Pouches hold 2 cubic feet or 20 pounds in weight, large pouch up to 8 cubic feet or 80 pounds, never weighs more than 5 pounds, 2000 gp.
-Everfull Mug: 3/day fill with 12 ounces of water or cheap ale, 200 gp
-Everlasting Rations: Every morning at sunrise the pouch magically creates another day's worth of rations. 350 gp
-Bedroll: 1 sp
-Blanket, Winter: 5 sp
-Flint and Steel: 1 gp
-Rope, Hempen 50 ft: 1 gp
Periapt of Wisdom +2: Enhances wisdom by +2, 4000 gp
Wand of Cure Light Wounds: 50 Charges, 1d8

Efficent Quiver: Can hold 60 arrows, 18 javelins, 6 bows, always weighs 2 pounds, 1800gp
-Arrows x60: 3gp
Mithril Chain Shirt +3: +7 AC, retain up to +6 Dex Bonus, 10 lbs, 1100 gp

Total weight: 20 lbs
Money: 444.4 gp
-


Background
Spoiler: ShowHide
Kevamros Gellantara is the son of Belamros Gellantara and Aranys Hawklight. His father was a ranger serving in a local militia as a scout, while his mother was a cleric of Shaundakul. His father's unit got sent to scout an outlying settlement that the local lord had lost contact with. While traveling in route to the weeks-away-settlement, Belamros met Aranys on the way, as she was traveling to the same area in search of rumored ruins of a lost shrine to her God. After hearing of the odd reports of mutilated livestock and missing settlers, she agreed to travel with the scouting party and became close to Belamros, spend a few nights with him.

On arriving at the settlement, they discovered dead. The grounds were littered with the twisted remains of villagers and livestock. Investigating, they found the corpses of larval carrion crawlers. Aranys recognized the creatures and the party moved to scout for their source. Belamros having been given details of the area knew there was a minor iron and coal mine near the village. Not large enough to be the primary function of the town, but large enough to support some minor trade and the tool needs of the settlement. Investigating the mine to verify, they found themselves in the nest of the crawlers. During the battle, Belamros was struck by one and paralyzed. He was, unfortunately, swarmed and killed shortly after. The scouting party, plus Aranys, escaped with a few additional casualties and made it back to the lord of lands, who upon receiving their report, mobilized a full company of soldier to scour the monsters from his land and mine.

Aryans went with them, determined to finish what she started and then to continue her search. By the time they returned to the mine, Aranys knew she was pregnant with Belamros' child. The company wiped out the carrion crawlers, finding their source to be a nest the miners uncovered in their digging. Her job done, she continued her search for the ruins and, surprisingly, found them with the additional help of the remaining members of Belamros' scouting party, which had taken her as one of their own. Having found and secured the ruins, she spent many weeks studying the texts she uncovered, eventually giving birth to Kevamros in the ruins themselves. Knowing that the ruins were unsuitable for raising a son, she packed up as much knowledge as she could and returned to the nearest city: the one Belamros was dispatched from.

On arriving and meeting back up with the few remaining friends from the scouting party, she was brought to the lord and the rangers and scouts of Belamros' group explained her connection to the fallen militiaman. The lord granted her ownership of Belamros' tiny home, which she moved into to continue her study and raising of her son. Though Shaundakul advocates constant exploration, Aranys spent her days in research of the tomes she found in the ruins and educating her son. As a result, Kevamros' younger years were defined by books and study. Having taken the teachings of his mother to heart, and having the blood of his father, his heart held a strong wanderlust. When Kevamros was ten, a strange woman appeared at Aranys' home: a female half-elf.

The half-elf was Brerath Songsteel, a ranger like her father, Belamros. Learning of her father's death and her new little brother, she fell into a melancholy, but after grieving, she was determined to teach her brother the ways of her father and herself. Aranys was happy to have the help and took the opportunity to return to the ruins and continue her searching. Brerath began training her brother in the ways of the woods and nature, teaching him the bow to better compliment his some-what lack-luster physical strength.

When Kevamros was nineteen, he grew concerned about his mother, who had been missing for some months after discovering some convincing clues to the location of another shrine ruin. Contacting his sister, they traveled to the shrine where they discovered his mother's fate: she had been killed by an iron golem. His sister and he battled the golem in order to recover her body and eventually defeated it. They returned his mother's body to the shrine ruins she discovered, her greatest triumph in service to her god. The loss of his mother hit him hard and Kevamros let his anger boil over and turn into a hatred for the things that took his parents from him. Striking out on his own, in an effort to honor his mother, he continued the search she died for. His sister returned to her own travels, though they do their best to stay in contact with each other.


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 38 lbs
Medium Load: Max 76 lbs
Heavy Load: Max 115 lbs
Lift Over Head: 115 lbs
Lift Off Ground: 230 lbs
Push or Drag: 575 lbs

Current weight carried:  lbs

This is not the greatest post in the world, no... this is just a tribute.

Merc

#3
PROFILE


 
 
 
 
 
 
 
 
 
 
Name:Luther D'Arthes
Class:
Paladin of Tyranny 5 / Pious Templar 4 //
Human Paragon 3 / Dread Necromancer 6
Gender:Male
Age:31
                       
Race:Human, Spark [Magic-Blooded]
Size/Type:Medium Humanoid
Alignment:Lawful Evil
Faith:Red Knight
Wealth:127.05 gold

Background: ShowHide


TBD


STATS


 
 
 
Ability Scores:
                       

STR:       
DEX:
CON:
INT:
WIS:
CHA:

12 (+1)
16 (+3)
16 (+3)
12 (+1)
11 (+0)
22 (+6)
 
Hit Points:
79 / 79
Speed:
20 ft
Initiative:
+3

                       
Defense:
AC:
Touch:
Flat-Footed:
CMD:

26
14
23
22
Saves:
Fort:
Ref:
Will:

+17
+11
+12
   
Attack:
BAB:
CMB:

+9
9
                       
Full Attack:
Thinblade:
Touch Spell:   

+16/+11
+12

(Damage: d8+5, 18-20/x2 crit, Piercing)

SPECIAL ABILITIES
Spoiler: ShowHide
Passive:
Aura of Despair: Inflict -2 penalty to all enemies' saving throws within 10 ft.
Divine Health: Immune to all diseases (including supernatural/magical).
Fiendish Lich Body: DR 5/bludgeoning and magic.
Damage Reduction: DR 1/-
Low-Light Vision: Can see twice as far as normal in dim light.
Dark Vision: Can see in the dark, to 60 ft.
Resistance to Cold/Fire: Resistance 10 to cold and fire.
Spell Resistance: SR 14.
Mental Bastion: Bonus +2 on saving throws to resist sleep, stunning, paralysis, or poison.
Mettle: No damage on successful fort or will save, when ability normally deals half damage on successful save.

Attacks:
Channel Negative Energy: Use 9/day, standard action. Deal 1d6 damage in 30 ft radius, centered on Luther. Will save DC 20 halves the damage. Heals undead.
Charnel Touch: Use at will. Deal d8+2 damage (or heal undead 3 damage). Can channel through Spectral Hand/Familiar.
Deadly Touch: Use up to 30 dmg/day. Touch attack deals X damage (my choice). Will save DC 20 halves damage. Heals undead.
Negative Energy Burst: Use 1/day, standard action. Deal 6d4 damage in 5 ft radius, centered on Luther. Will save DC 20 halves the damage. Heals undead.
Smite Good: Use 3/day, as part of one normal melee attack. Add +6 to attack and +9 damage. Also, 1/day can do additional smite good (fiendish template) that does +9 damage (but no bonus to attack)
Scabrous Touch: Use 1/day, swift action, deliver through charnel touch. inflict disease as per contagion spell, inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save DC 20. The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted; see page 292 of the Dungeon Master's Guide for details.


Miscellaneous:
Divine Counterspell: Use 7/day, standard action. Functions as Dispel Magic. (Use roll of d20+9)
Fear Aura: Free action, 5 ft radius. Enemies must succeed will save DC 20 or become shaken. If successful, immune for 24 hrs.
Detect Good: At will, same as the spell.


MAGIC
Spoiler: ShowHide
Paladin's Spells Per Day (CL 4):
1: 3 (Prepared: Refer to Spells thread)
2: 2

Necromancer's Spells Per Day (CL 8):
1: 8
2: 8
3: 6
4: 4

Advanced Learning:
Add spells to Necromancer Spell List:
2: Lesser Shivering Touch

Spell-Like Abilities (CL 9):
Use 1/day (each): Detect Magic, Magic Aura, Read Magic


SKILLS
Spoiler: ShowHide


Skill
Balance
Bluff
Climb
Concentration
Decipher Script
Diplomacy
Gather Information
Intimidate
Jump
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Local - Home Region
Knowledge: Nature
Knowledge: Nobility & Royalty
Knowledge: Planes
Knowledge: Religion
Perform [Oratory]
Search
Sense Motive
Spellcraft
Use Magic Device
Speak Language
Skill Tricks

Key Score
(DEX)
(CHA)
(STR)
(CON)
(INT)
(CHA)
(CHA)
(CHA)
(STR)
(INT)
(INT)
(INT)
(INT)
(INT)
(INT)
(INT)
(CHA)
(INT)
(WIS)
(INT)
(CHA)
-
-

     Rank     
5
5
4
12
1
5
5
5
4
10
1
2
1
3
1
5
1
5
5
12
3
3
2

Total
8
11
10
15
2
15
11
13
10
11
2
3
2
4
2
6
7
6
5
15
9
4
1








(+2 Knowledge:Local)








(+2 DC channel energy checks)




(+2 w/scrolls)
Languages:
Common, Elven, Infernal, Celestial, Draconic

Skill Tricks:
Collector of Stories: Add +5 competence to knowledge checks to identify a creature or learn it's powers/vulnerabilities.


FEATS
Spoiler: ShowHide


Race:
1:
3:
War:
6:
Paragon: 
Templar:   
Templar:
9:

True Believer
Weapon Finesse
Battle Caster
Weapon Focus (Longword/Elven Thinblade)
Goad
Exotic Weapon Proficiency (Elven Thinblade)
Weapon Specialization (Elven Thinblade)
Melee Weapon Mastery (Slashing)
Arcane Strike


GEAR
Spoiler: ShowHide
Sanctified Called Nimble Mithral Full-Plate+1 (16,550 gold)
Mst. Elven Thinblade (400 gold)
Githcraft Mithral Heavy Shield+1 (3,620 gold)
Cloak of Charisma+2 (4,000 gold)
Ring of Protection (2,000 gold)
Boots of Athletics (6,250 gold)

Noble's Outfit (75 gold)
-Signet Ring (5 gold)
-Jewelry (100 gold)
-Spell Component Pouch (2 gold)

Handy Haversack (2000 gold)
- 6x Bottles of Fine Wine (60 gold)
- 6x Wine Glass (12 gold)
- 1x Mirror (10 gold)
- 1x Tent (10 gold)
- 4x Blankets (2 gold)
- 3x Hearthfire (30 lbs, 30 gold)
- 2x Hearthfire Lantern (14 gold)
- 10x Soap (5 gold)
- Book on Limbo Personalities


BUILD ANALYSIS
Spoiler: ShowHide
<Serith> Merc's Scores: 16, 15, 15, 13, 12, 11 <-- second set

STR 11+1 (level 8)
DEX 15+1 (level 4)
CON 15+1 (Dune bonus)
INT 12
WIS 13-2 (magic blooded template)
CHA 16+2+2 (magic blooded template; paragon)

[19:15] <Myannbot> Sailor_Mercury rolled 6d10 HP --> [ 6d10=34 ]{34}
d10=1 for HP (level 8)
d10=2 for HP (level 9)

Levels
1: Paragon 1 / Paladin 1
2: Necromancer 1 / Paladin 2
3: Necromancer 2 / Paladin 3
4: Necromancer 3 / Paladin 4
5: Necromancer 4 / Paladin 5
6: Necromancer 5 / Templar 1
7: Paragon 2 / Templar 2
8: Necromancer 6 / Templar 3
9: Paragon 3 / Templar 4

Skills
(4+4+1+1)*6+5*(2+4+1+1)=100 skills

Traded Handle Animal (Paladin) for Gather Information (Skilled City Dweller ACF, from Cityscape Web Enhancement).

Paragon Skills: Diplomacy, Gather Information, Intimidate, K: Dungeoneering, K: Local, K: Nature, Perform, Sense Motive, Speak Language, Use Magic Device.

Carrying Capacity:
Light Load: 43 lbs
Medium Load: 86 lbs
Heavy Load: 130 lbs

All Class Abilities
[spoiler=Racial/Paragon]
Bonus Feat: Gain bonus feats at level 1 (human), level 2 (paragon), and level 4 (templar).
Extra Skills: Gain +5 skill per level (see house rule).
Class Skills: Select any 10 as class skills while leveling as human paragon. (See Analysis for list of skills)
Adaptive Learning: Designate one paragon skill as a class skill for any and all future classes (UMD)

Magic-Blooded Template: Spark
Racial Adjustment: CHA+2, WIS-2
Vision: Lose any special vision from base race, gain low-light vision
Skills: +2 racial Knowledge (arcana) / Spellcraft. Sparks can use these skills untrained.
SLAs: Can use 1/day (each) Detect Magic, Magic Aura, Read Magic (CL = character level)
LA: +0

Fiendish Template
See Fiendish Creature


Paladin of Tyranny: ShowHide
Aura of Evil/Detect Good: (Ex/Sp) Detect works at will.
Smite Good: (Su) 3/day Add +CHA to a melee attack roll, add +X damage (stack paladin/pious templar levels for X).
Divine Grace: (Su) Add +CHA to all saves.
Deadly Touch: (Su) Touch attack (or heal for undead) deals Paladin level x CHA damage. Will save (DC 10+1/2 level+CHA) halves damage.
Aura of Despair: (Su) Aura inflicts -2 penalty to all enemies' saving throws within 10 ft.
Divine Health: (Su) Immune to all diseases (including supernatural/magical).
Channel Negative Energy: (Su) 8/day (3+CHA). Create a burst of positive energy centered on yourself with 30 ft radius.  All living creatures (excluding yourself) in the area take 1d6/two cleric levels damage. A successful Will save (DC 10+1/2 class+CHA)  halves the damage.  All undead creatures in the area are healed the same amount. Cleric level = paladin - 3.
Domain Paladin: (Sp) Replaces Special Mount. Gain granted power of War Domain (Weapon Focus[Greatsword]).


Dread Necromancer: ShowHide
Charnel Touch: (Su) At will melee touch attack, d8+1/4_class_lv damage (or heals undead 1+1/4_class_lv damage). Can channel through Spectral Hand spell.
Divine Counterspell: Use 1+CHA/day. Functions as Dispel Magic. (Use roll of d20+level)
Lich Body: DR 2/bludgeoning and magic.
Negative Energy Burst: (Su)Emit a burst of negative energy harming living creatures within 5 feet, deal 1d4/class_lv damage. A successful Will save (DC 10+1/2 class+CHA) reduces damage by half. Undead creatures within this burst are healed the same amount as the damage dealt to living creatures.
Advanced Learning: Learn a necromancy wizard/cleric spell (Level 1-2).
Mental Bastion: +2 bonus on saving throws made to resist sleep, stunning, paralysis, or poison.
Fear Aura: (Su) Radiate a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10+1/2 class+CHA) or become shaken. A creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours.


Pious Templar: ShowHide
Stacks with Paladin for spellcasting and smites. Refer to Paladin section.

Mettle: (Ex) Like evasion, but for fort/will instead of reflex saves.
[/spoiler]
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.