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Started by Anastasia, April 14, 2018, 11:04:43 PM

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Anastasia

For PC and NPC sheets. Claim as many posts as you need, Iddy. Since you're starting from scratch, no NPCs quite yet.
<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?

Iron Dragoon

#1
Alyssa Songsteel
Queen of the Horizon, The Scholar of the Forge, The Eternal Academic
Demigoddess (DvR 4)
Symbol: A book behind a curved horizon.
Spoiler: ShowHide

Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Wanderers, Students, Mentors, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike
Original Prime: Arythma
Face:
Spoiler: ShowHide


Divine Write-up:
Spoiler: ShowHide

Alyssa Songsteel's faithful are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Like her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes. She views teaching others and nurturing growth with reverence, and looks favorably on the passing of knowledge and crafting to others.

Because of her own accomplishments as a mortal, Alyssa views the building of communities favorably. Any who wish to build a life and town with their own hands will find an ally in her. She encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them. After all, Druids and Rangers are the stewards of Nature, and Nature has given us all the places to find and explore.

Because of her own ability to forge and tailor, the faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing or accessory, preferably made by their own hands, like a belt buckle, bracelet, a scarf, or handkerchief.

History/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and withdrew from her home plane of Arythma to gather allies and strike against her. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.

Shaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants, Jarem Aruwood, even serving as the Captain of her guards and armies for a time as they fought against Shar, and he himself gaining Divinity as they traveled and fought together. Combined with Emily Aryn, daughter of Seira Aryn, as part of her closest advisors and friends, and Bastian who has newly found Divinity as well, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Alyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Alyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity. As Alyssa struck down Sharran cabals, her anger at the follower's of Shar's behavior expanded, and now she stands in conflict with anyone who encourages slavery or the razing of communities.

Dogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go. She encourages everyone who follows her to become a mentor or a student to another, even if only for a few hours to teach, or learn, a trick or two. While she encourages generosity to others, her belief in helping others is to educate them to help themselves, and to teach them how to have the right expectations of themselves.

Clergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions. Many of them are scholars themselves, often serving as teachers or professors in their own right.

Alyssa holds close faith with Shaundakul, and venerates both him and the Red Knight as a mentors and allies. As such, she expects that when her clerics and followers meet those of Shaundakul's faith that they not compete with each other, or come into conflict. She expects them to work together to map out and spread the knowledge they each have discovered. Shaundakul's faithful, along with those of the Red Knight, are expected to be offered hearth and home when found in need. The same expectation is placed when her faithful meet a Druid or Ranger in need, as she holds a Divine Grove dedicated to a fallen Druid who was a dear friend to her. Druids and Rangers might even find themselves wandering into this Grove.

---

Bonus Material

Preferred Classes
Wizards and Factotums are the most common class for followers of Alyssa. Though scholars of any kind are easily found, to include Scholar-Monks who gather knowledge, and Bards who collect and record stories.

Common prestige classes for her followers are Horizon Walker, Mage of the Arcane Order, Loremaster, and Archmages.

Preferred Symbols

Alyssa prefers favorite books of any kind as a symbol, but does appreciate denoting these from others by wrapping in a good quality cloth cover of her favored colors. If one cannot pick a single favorite book, a cloth bookmark with her symbol embroidered on it is fully acceptable. Clerics of Alyssa pray for spells at Dusk.

Supplementary Material

Initiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore


Background:
Spoiler: ShowHide
Alyssa grew up as the daughter of servants of a noble. Her father, Walt Songsteel, was the Lord's blacksmith; though more a farrier than anything else. Her mother, Alilynn, was a housemaid and seamstress. Like many poor and servant families, they rarely had enough money to pay for proper care, though proximity and goodwill from the Lord they were serving allowed her parents to have three children, Alyssa, and older twins Thoben and Alihana. Alyssa was the youngest and born with complications that left both herself and her mother weak. Though weakened, due to her work as an in-house seamstress, Alilynn was able to continue to serve the Lord.

When she was eight, the lord had a visitor. This visitor brought with him slaves in place of servants and was known to have a wicked temper and disposition. While visiting, her older brother was helping to care for the visiting lord's horses, and reshoeing one. The lord came to inspect the work and was dissatisfied. When Thoben questioned what he was dissatisfied with, the lord flew into a rage at being questioned by what he viewed as a slave, using a quick spell to fling him across the stables, killing him.

The two lords nearly went to war over the death, but in the end, it was settled as most things are: with money. In an unusual turn, their lord offered her family the lion's share of the money and freedom from serfdom. They accepted. Though grieving decided to stay in the Lord's service as hired hands in place of servants, albeit after they moved into a fair sized home, purchased with the money. Though sickly, Alyssa was filled with rage over the incident but was fascinated with the power the noble used. She knew the lord their family served practiced magic as well and went to work in the house, running errands and retrieving things for her weakened mother. This allowed her access to the whole house, which she used to sneak books. Through the end of her youngest years and into her early teens, she continued this and learned much; including how to keep her skills flexible to keep those she worked for happy and satisfied.

Then one day, when she was thirteen, a horse her father was working with sent him flying and she used magic to save him from the fall. It was a rudimentary spell barely powerful enough to break his fall, but magic it was. And it was seen. The lord immediately questioned her and tested her, surprised by the fact that she could achieve the spell at all without any real guidance. He was impressed enough that he wrote a letter of recommendation to a local wizard's guild, getting her formal tutoring. It was here where she spent most of her time, reading books and practicing until she became skilled enough to be adventuring and seeing the world she could only dream about.

Adventuring for the guild was hard. The mages she was surrounded by were all average in health and strength, but she was weak from birth. She had to put great effort into figuring out how to do things through skill and cleverness that others could accomplish easily. Though this lessened over time, it had the odd consequence of making her somewhat of a survival expert, as she had to plan out her equipment and expect complications. Through that skill and wit, Alyssa was made a full member at only sixteen. Since then, she's worked tirelessly at the Order, constantly adventuring. Through her need to plan everything through and her desire for adventure, it was a natural fit for her to begin cataloging and mapping where she went, eventually becoming one of the foremost experts on cartography in the guild.

Through her studies, she found the use of Telekinesis, and various similar spells, critical in her efforts to overcome her physical weakness. She delved more and more into the study of it and eventually achieved a mastery of it that allowed her to wield blades with skill and power, granting her much acclaim from her peers.

At the age of twenty-three, she was given a mastery quest, to prove she was ready for greater responsibilities in the Order. The task given to her: investigate a labyrinth hidden inside its own demi-plane. Many theories about it permeated the Order. Some thought it was an arena made by gods to spite mortals. Some thought it was a prototype torture maze. Some thought it a splinter of some mad Slaad's home. Alyssa was to investigate it and learn at least one new thing about while acting as a group leader. She went out of her way to find individuals of unique skill. Those who thought outside the box and valued skill equally with magical power. Through the use of wit and magic, they managed to get further than they ever hoped to: they found the origin of the maze. When they arrived at the center of the maze, they came face to face with an ancient dragon. One who's existence was either hidden or forgotten. Before they had time to study the dragon and try to determine exactly what it was, for it was certainly not any dragon kind they had seen before, they were in battle. The dragon, impressed by how they conquered the maze through skill, used this battle as a final test. The battle, hard fought, was eventually declared a stalemate by the dragon. As a reward for passing all of its tests, it spoke of a spell unlike anything Alyssa had ever heard. Through studies after the fact, she was able to determine it had something to do with true names.

The results of the spell were far more clear, however. A great well of power surged inside of her. Though she didn't quite have access to all of it yet, it was a massive pool of magic that opened levels of magic she hadn't even dreamed of before. For the five years, she delved more deeply into the arcane than any mage in her Order had before. Her research opened paths and revealed secrets for all. And in return, her influence and leadership in the Order expanded alongside it.

As she rose in power, her responsibilities to the Order grew in proportion. In order to keep up with the deluge of paperwork and requests for assistance and patronage, Alyssa acquired a Secretary; a female half-elf named Lorathana Duskwalker. Though Lorathana's help freed up a large amount of time she would have otherwise spent digging through papers, it didn't help her advance her research. In an effort to make her research more efficient, she found herself a research assistant; a male halfling named Leogeon Smilebeard.

Personality-wise, she's oddly spitfire for someone as sickly she as she was as a child. This is due to having two older siblings, one being an apprentice blacksmith. Though she never had much of a temper as a child, she would rarely back down from her older siblings. Partly because she was the youngest and the most babied by her mother, and partly because her rough and tumble father taught her not to. That changed, though, with the death of her brother. After that incident, she had a constant, low burning anger in her. Combined with her intelligence and wit, she can be cutting when challenged.

She currently resides in the highest set of rooms in a tower, though not the tallest tower. Rooms are generally open and circular, separated by large privacy screens. A large bed next to large doors that lead to a balcony that runs around the entire circumference of the tower, which would have various areas for lounging, shaded by awnings and plants. There'd be a lounge/guest area with a large personal library and a third area that would be her desk/official business area.

A room above would be dedicated to her personal laboratories and would be mostly open to the air, in case of an explosion or magical discharge.


Side 1: Outsider 38
Side 2: Swashbuckler 3/Chaos Monk 2/Factotum 33
Gestalt Chart:
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Side 1Side 2
Outsider 1Swashbuckler 1
Outsider 2Swashbuckler 2
Outsider 3Swashbuckler 3
Outsider 4Chaos Monk 1
Outsider 5Chaos Monk 2
Outsider 6Factotum 1
Outsider 7Factotum 2
Outsider 8Factotum 3
Outsider 9Factotum 4
Outsider 10Factotum 5
Outsider 11Factotum 6
Outsider 12Factotum 7
Outsider 13Factotum 8
Outsider 14Factotum 9
Outsider 15Factotum 10
Outsider 16Factotum 11
Outsider 17Factotum 12
Outsider 18Factotum 13
Outsider 19Factotum 14
Outsider 20Factotum 15
Outsider 21Factotum 16
Outsider 22Factotum 17
Outsider 23Factotum 18
Outsider 24Factotum 19
Outsider 25Factotum 20
Outsider 26Factotum 21
Outsider 27Factotum 22
Outsider 28Factotum 23
Outsider 29Factotum 24
Outsider 30Factotum 25
Outsider 31Factotum 26
Outsider 32Factotum 27
Outsider 33Factotum 28
Outsider 34Factotum 29
Outsider 35Factotum 30
Outsider 36Factotum 31
Outsider 37Factotum 32
Outsider 38Factotum 33


Abilities: Str: 20 (+5), Dex 30 (+10), Con 28 (+9), Int 45 (+17), Wis 27 (+8), Cha 28 (+9)
Original Rolls:
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> !rollchar
<Serith> 1, 5, 6, 2, 2 = 13
<Serith> 4, 1, 6, 6, 6 = 18
<Serith> 2, 1, 2, 5, 5 = 12
<Serith> 3, 1, 5, 6, 4 = 15
<Serith> 1, 5, 2, 3, 6 = 14
<Serith> 3, 2, 1, 1, 1 = 6
<Serith> Iddy's Scores: 18, 15, 14, 13, 12, 6
Level 4: Dex
Level 8: Int
Level 12: Int
Level 16: Int
Level 20: Int
Level 24: Int
Level 28: Int
Level 32: Int
Level 36: Int
Node bonus: +1 Wis
Tome of Intelligence: +1 Int
Great Ability: Dex
Great Ability: Int
DvR: 10+4


Hit Points: 760/760
Spoiler: ShowHide

DvR 4: 38*8= 304
Con Bonus: 342
Toughness: 38
Epic Toughness: 76


Initiative: +27
Speed: 200/480 fly (perfect)
Armor Class: 94
Spoiler: ShowHide
10+10Dex+19NA+16Int+9Bracers+7AmuletNA+6Ioun+9ChaDef+1MonkAC+7Shield

-Touch AC: 67
-Flat Footed AC: 50
Spell Resistance: 53
Base Attack Bonus, Side 1: 38/33/28/23
CMB: 42
CMD: 63
Attack: 63/58/53/48
Spoiler: ShowHide
37+10Dex+6Weapon+5KD+4DvR

-Touch: 60
-Ranged Touch: 60
Space/Reach: 5 ft./5 ft.
Flailing Strikes: 1d4 extra attacks, -1 penalty to extra attacks
Fully Buffed Damage: 5d10+53
Spoiler: ShowHide
5d10(2d6base+Superior Mighty Wallop)+5Str+19Int/Insightful Strike+6Weapon+5Knowledge Devotion+1luck tattoo+17 inspiration


Inspiration Points: 29
Opportunistic Piety: 14

Saves, Side 1:
Fort: 40
Ref: 51
Will: 40
Math:
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Fort: 20+9Con+7Cha+4DvR
Ref: 20+17Int+1Grace+9Cha+4DvR
Will: 20+9Wis+9Cha+4DvR


Divine Abilities/SDAs:
Spoiler: ShowHide

Chaotic Subtype: Overcomes DR as chaotic-aligned weapons.
Natural Armor: DvR4+15 (19)
Divine Immortality: Immunity to aging and it's related effects, cannot die from age. Do not need to eat, sleep or breathe. Can only be permanently slain by an opposed rank check in your home plane.
Divine Immunities: Polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, Acid.
Divine SR: 15+HD
Alter Reality (Su): limited wish with regard to portfolio
Domains: Magic, Knowledge, Travel, Forge
Domain Powers: A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank
Divine Aura (Ex) (10 ft) DC 18:  The deity can choose from the following effects each round as a free action: Daze, Fright, Resolve
Saving Throws: DvR as bonus to all saves, resistance bonus equal to Cha mod.
Ability Scores: A deity gains an enhancement bonus to all ability scores equal to 10 + her divine rank.
Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

SDA:
Stride: The deity's movement is doubled on the local or overland scales.
Divine Factotum: The deity gains Aura of Inspiration, Improved Cunning Insight, Improved Cunning Knowledge and Source of Inspiration as bonus feats. She gains extra inspiration points per encounter equal to her divine rank.
Automatic Metamagic (Quicken Spell): As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
Automatic Metamagic (Maximize Spell): As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
Extra Domain (Forge): The deity chooses one domain to add to her list of domains.
Divine Celerity: The deity always acts as if hasted, gaining all of the normal bonuses granted by the haste spell.
Automatic Metamagic (Chain Spell)
SPELL TRANSFERENCE
Prerequisite: Magic Domain, Travel Domain
Benefit: Alyssa has dominion over magic, and she can both absorb and transfer the spells she absorbs for her own benefit. Whenever she is targeted by a spell or affected by an area spell, she gains a number of spell levels equal to 1/2 of the spell's level. As a swift action, she may use these absorbed spell levels to replenish her own magic or the magic of an ally within 60ft. This may restore a spell slot previously expended (for wizards and clerics) or a spell charge previously expended (for sorcerers or bards). This requires a number of spell levels equal to the spell slot or charge restored. Alyssa can hold a number of spell levels equal to her hit dice. Note that this ability applies to spells and not spell-like abilities. Absorbed spell levels last until used or 30 minutes pass.


SLAs/Special Abilities:
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Wizard Spellcasting: At HD
DR 20/Adamantine, Epic
Immunity: Cold
Resistance 20: Acid/Electricity/Fire
Greater Teleport: At Will
Darkvision 60ft.
Shaundakul's Grace (Ex): [Spoiler]Favored servants of Shaundakul travel with swift speed and easy grace. They gain a +10ft bonus to speed for all modes of movement. At level 11 and every 10 levels thereafter, this bonus rises by 10ft (20ft at level 11, 30ft at level 21 and so forth).

Shaundakul's Sense (Ex):
Spoiler: ShowHide
Servants of Shaundakul are natural wanderers and gifted at travel. They never get lost and can track enemies. They are also immune to maze spells. Finally, they are never flat footed.

This is identical to the natural cunning of a minotaur.

Planar Grace (Su):
Spoiler: ShowHide
You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

This is identical to the planar mastery (aligned) of a horizon walker.

[/Spoiler]

Words (Ex):
Spoiler: ShowHide

You are able to speak words of power, tied to the same power as the Words of Creation and the Dark Speech. By studying them you can learn such words and speak them. Using the words is hazardous to your health and inflicts a toll, usually in the form of nonlethal damage.

You know the following use of the Words to begin with and can learn more.

You know the Creation ability of the Words of Creation (BoED, pg 32).


Skills:
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SkillRanksStatOther BonusTotal Bonus
Acrobatics6+10 (Dex)+3 Class+17Int+4DvR40
Appraise6+17 (Int)+3 Class+4DvR30
Bluff338+9 (Cha)+3 Class+17Int+4DvR73
Climb6+5 (Str)+3 Class+17Int+4DvR35
Craft: Armorsmithing38+17 (Int)+3 Class+4DvR62
Craft: Blacksmithing38+17 (Int)+3 Class+4DvR62
Craft: Caligraphy38+17 (Int)+3 Class+4DvR62
Craft: Mapmaking38+17 (Int)+3 Class+4DvR62
Craft: Weaponsmithing38+17 (Int)+3 Class+4DvR62
Craft: Tailoring38+17 (Int)+3 Class+4DvR62
Diplomacy38+9 (Cha)+3 Class+17Int+3SF+4DvR74
Disable Device38+10 (Dex)+3 Class+17Int+4DvR72
Disguise4+9 (Cha)+3 Class+17Int+4DvR37
Escape Artist4+10 (Dex)+3 Class+17Int+4DvR38
Handle Animal6+9 (Cha)+3 Class+17Int+4DvR39
Heal6+8 (Wis)+3 Class+17Int+4DvR38
Intimidate38+9 (Cha)+3 Class+17Int+4DvR71
Knowledge: All (370Sp)38+17 (Int)+3 Class+4DvR62
Linguistics14+17 (Int)+3 Class+4DvR38
Perception38+8 (Wis)+3 Class+17Int+4DvR70
Sense Motive38+17 (Int)+3 Class+4DvR62
Sleight of Hand6+10 (Dex)+3 Class+17Int+4DvR40
Spellcraft38+17 (Int)+3 Class+2MA+4DvR+30Crown94
Stealth38+10 (Dex)+3 Class+17Int+4DvR72
Survival9+8 (Wis)+3 Class+17Int+4DvR41
Swim4+5 (Str)+3 Class+17Int+4DvR33
Use Magic Device38+9 (Cha)+3 Class+17Int+2MA+4DvR73


Languages: Common, Draconic, Celestial, Abyssal, Elven, Sylvan, Halfling, Infernal, Dwarven, Aquan, Auran, Ignan, Terran. Auran, Infernal, Orc, Giant, Treant, Necril

Skill Tricks:
False Spell:
Spoiler: ShowHide
You imitate the verbal and somatic components of a spell other than the one you're casting, of the same level. Attempts to identify the spell using Spellcraft are fooled and your enemy believes you're casting the other spell. this ruins any attempt to counterspell, though dispel magic and similar spells still work. All is revealed once the actual spell is cast and a lightning bolt still looks, feels and acts like a lightning bolt, for example.


Focused Mind:
Spoiler: ShowHide
You can maintain a concentration spell or effect as a swift action.


Spot the Weakness:
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On a successful Perception check, you locate a weak point in your enemy's defenses. The DC for this check is your enemy's AC and, if successful, allows you to make your next attack against the same opponent as a touch attack. You have to make the attack no later than your next turn, however. Your enemy must be within 30 feet in the case of a ranged attack, otherwise, you gain no benefit from using the trick.


Tale Keeper:
Spoiler: ShowHide
You receive a +5 competence bonus to trained Knowledge checks to identify monsters and their powers.


Total Skill Points: 1,030
Spoiler: ShowHide

Level 1: 31 (8+14Int+4HR+4Level1+1Human)
Level 2: 27 (8+14Int+4HR+1Human)
Level 3: 27 (8+14Int+4HR+1Human)
Level 4: 27 (8+14Int+4HR+1Human)
Level 5: 27 (8+14Int+4HR+1Human)
Level 6: 27 (8+14Int+4HR+1Human)
Level 7: 27 (8+14Int+4HR+1Human)
Level 8: 27 (8+14Int+4HR+1Human)
Level 9: 27 (8+14Int+4HR+1Human)
Level 10: 27 (8+14Int+4HR+1Human)
Level 11: 27 (8+14Int+4HR+1Human)
Level 12: 27 (8+14Int+4HR+1Human)
Level 13: 27 (8+14Int+4HR+1Human)
Level 14: 27 (8+14Int+4HR+1Human)
Level 15: 27 (8+14Int+4HR+1Human)
Level 16: 27 (8+14Int+4HR+1Human)
Level 17: 27 (8+14Int+4HR+1Human)
Level 18: 27 (8+14Int+4HR+1Human)
Level 19: 27 (8+14Int+4HR+1Human)
Level 20: 27 (8+14Int+4HR+1Human)
Level 21: 27 (8+14Int+4HR+1Human)
Level 22: 27 (8+14Int+4HR+1Human)
Level 23: 27 (8+14Int+4HR+1Human)
Level 24: 27 (8+14Int+4HR+1Human)
Level 25: 27 (8+14Int+4HR+1Human)
Level 26: 27 (8+14Int+4HR+1Human)
Level 27: 27 (8+14Int+4HR+1Human)
Level 28: 27 (8+14Int+4HR+1Human)
Level 29: 27 (8+14Int+4HR+1Human)
Level 30: 27 (8+14Int+4HR+1Human)
Level 31: 27 (8+14Int+4HR+1Human)
Level 32: 27 (8+14Int+4HR+1Human)
Level 33: 27 (8+14Int+4HR+1Human)
Level 34: 27 (8+14Int+4HR+1Human)
Level 35: 27 (8+14Int+4HR+1Human)
Level 36: 27 (8+14Int+4HR+1Human)
Level 37: 27 (8+14Int+4HR+1Human)
Level 38: 27 (8+14Int+4HR+1Human)


Feats:
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Level 1: Toughness
Level 3: Insightful Reflexes
Level 6: Arcane Strike
Level 9: Font of Inspiration
Level 12: Knowledge Devotion
Level 15: Quicken Spell
Level 18: Maximize Spell


Epic Feats:
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Level 21: Improved Spell Capacity
Level 24: Great Ability: Intelligence
Level 27: Epic Toughness
Level 30: Chain Spell
Level 33: Great Ability: Int
Level 36: Multiaction


Bonus Feats:
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Human: Kung Fu Genius
Swashbuckler 1: Weapon Finesse
Monk 1: Improved Unarmed Strike
Monk 1: Improved Initiative
Monk 2: Weapon Focus: Unarmed
Factotum 24: Epic Font of Inspiration
Factotum 28: Epic Font of Inspiration
Factotum 32: Epic Font of Inspiration


Node:
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(Emily): Magical Aptitude
(Ianvasah): Skill Focus: Diplomacy


Class Features:
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Swashbuckler 1:
Weapon Finesse (Ex): [spoiler]A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.


Swashbuckler 2:
Grace (Ex):
Spoiler: ShowHide
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.


Swashbuckler 3:
Insightful Strike (Ex):
Spoiler: ShowHide
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.


Chaos Monk 1:
Bonus Feat (Martial Monk ACF):
Spoiler: ShowHide
Fighter bonus feat list to choose monk bonus feats (at 1st, 2nd, and 6th level); Intimidate is class skill.


Flailing Strike -2 (Ex):
Spoiler: ShowHide
Chaos monks practice martial arts with a reckless abandon that shifts drastically from humorously ineffective to frighteningly deadly. At the expense of accuracy, the chaos monk can make a roll (of the die type shown on the chaos monk chart) to determine how many extra attacks she can make (minimum 0). Regardless of the number of attacks made, she suffers an attack penalty on all of them. At 1st level she takes a-2 penalty, at 5th level it decreases to -1, and at 9th level it disappears. Using a flailing strike requires a full-round action and can only be made as part of an unarmed attack or with special monk weapons.


Unarmed Strike:
Spoiler: ShowHide
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.


Chaos Monk 2:
Bonus Feat

Evasion (Ex): 
Spoiler: ShowHide
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.


Factotum 1:
Inspiration:
Spoiler: ShowHide
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.


Cunning Insight (Ex):
Spoiler: ShowHide
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):
Spoiler: ShowHide
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):
Spoiler: ShowHide
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).


Factotum 2:
Arcane Dilettante ACF: Devout Factotum (1 spell)(Sp):
Spoiler: ShowHide
When the chips are down, you can manage a few divine blessings of your own. You can cast divine spells from the cleric spell list; this is identical to arcane dilettante except as noted here. You must provide a divine focus if the spell calls for one (a holy symbol of your deity). You use your Wisdom in place of Intelligence to determine the save DC of your spells. You do not have domains or access to domain spells.


Factotum 3:
Brains over Brawn (Ex):
Spoiler: ShowHide
At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.


Cunning Defense (Ex):
Spoiler: ShowHide
You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing 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 during your turn against a single foe.


Factotum 4:
Arcane Dilettante (2 spells)(Sp)

Cunning Strike (Ex):
Spoiler: ShowHide
With a quick study of a vulnerable opponent?s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.


Factotum 5:
Opportunistic Piety (Su):
Spoiler: ShowHide
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.


Factotum 7:
Arcane Dilettante (3 spells)(Su)

Factotum 8:
Cunning Counter (Ex):
Spoiler: ShowHide
You can take the smallest opening and turn it into a chance to strike. By spending 3 inspiration points you can make an immediate counter-attack against an opponent that makes a melee attack against you. Resolve this after the attack resolves but before any other attacks or actions. This ability is an immediate action.


Factotum 9:
Arcane Dilettante (4 spells)(Su)

Factotum 10:
Opportunistic Piety (+1 use)(Su)

Factotum 11:
Cunning Breach (Su):
Spoiler: ShowHide
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.


Factotum 12:
Arcane Dilettante (5 spells)(Su)

Factotum 13:
Cunning Dodge (Ex):
Spoiler: ShowHide
Starting at 13th level, your luck, re?exes, 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.


Factotum 14:
Arcane Dilettante (6 spells)(Su)

Factotum 15:
Opportunistic Piety (+1 use) (Su)

Factotum 16:
Brains Over Everything:
Spoiler: ShowHide
You gain your Intelligence modifier as a bonus to Charisma, Constitution and Wisdom checks and skills.


Factotum 17:
Arcane Dilettante (7 spells)(Su)

Factotum 19:
Cunning Mimicry:
Spoiler: ShowHide
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.


Factotum 20:
Arcane Dilettante (8 spells)(Su)

Opportunistic Piety (+1 use)(Su)

Factotum 23:
Arcane dilettante (9 spells)(Su)

Factotum 24:
Bonus Feat:
Spoiler: ShowHide
An epic factotum gains an epic bonus feat at level 24 and every 4 levels thereafter.


Factotum 25:
Opportunistic Piety (+1 use)(Su)

Factotum 26:
Arcane Dilettante (10 spells)(Su)

Factotum 28:
Bonus Feat

Factotum 29:
Arcane Dilettante (11 spells)(Su)

Factotum 30:
Opportunistic piety (+1 use)(Su)

Factotum 30:
Arcane Dilettante (12 spells)(Su)
[/spoiler]

Money: 34,566.66 gp
Gear:
Spoiler: ShowHide

[Head] Crown of the Ten Stars[Spoiler]
This crown was used to crown a demigoddess as the master of her realm. It is fitted with ten beautiful gemstones that each provide a unique benefit to the wearer.

1st (Orange Diamond): +1 bonus to caster level, as an orange ioun stone.
2nd (Ruby): +6 insight bonus to armor class.
3rd (Moonstone): Can be activated 3/day as a standard action to grant the wearer 75 temporary hit points.
4th (Amethyst): +30 competence bonus to Spellcraft checks.
5th (Sapphire): As a greater metamagic rod of sculpt spell.
6th (Black Diamond): As a rod of enemy detection.
7th (Emerald): As a ring of greater spellbattle.
8th (Clear Crystal): As greater spell immunity, except the wearer must set the spells chosen at the beginning of the day.
9th (Sunstone): +2 bonus to inspiration per encounter.
10th (Purple Diamond): As a rod of absorption, except that a day long ritual can be performed to recharge its storage potential.

When worn by royalty, the Crown of the Ten Stars also grants the abilities of a rod of rulership, except it has no limit to the amount of time it can be used and that the save DC is 40.

Crown of the Ten Stars is a minor artifact.

[Belt] Monk's Belt (Node upgrade):
Spoiler: ShowHide
 This simple rope belt, when wrapped around a character's waist, confers great ability in unarmed combat. The wearer's AC and unarmed damage is treated as a monk of ten levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk's AC bonus.

[Weapon] Gloves of Natural Attacks +6: Gives a +6 bonus to natural attacks.
[Weapon] Overwhelming Offense:
Spoiler: ShowHide
This staff allows you to cast powerfully destructive spells to destroy your enemies. It has 38 charges left. You note Velsharoon's sigil is on the staff's tip as well.
Hellball (1 charge)
Queen's Displeasure (1 charge)
Greater Fire Storm (1 charge)
Greater Polar Ray (2 charges)

[Shield] Dromen's Bucklers: These floating bucklers function as an animated heavy steel shield+5.
[Neck] Amulet of Strengthen Magic and Natural Armor +7: +1 to spell DCs, +7 enhancement bonus to Natural Armor.
[Wrists]Feldane: These iron bracers are carved with images of city walls, tall and imposing. They grant the benefits of bracers of armor+9. The wearer counts as two size categories larger for the sake of combat maneuvers, including CMB and CMD.
Endless Spellbook of the Tenth Circle:
Spoiler: ShowHide
This book is identical to a blessed book, except that it has 5,000 pages. The following spells are already written within it: Body Softening, Celestial Valor, Circle of Spiritual Protection, Create Living Spell, Hellball, Summon Monster X, True Vulnerability, Unseen Needle. Despite the name and theme, spells of any level can be recorded within it.

[/Spoiler]
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

#2
Jarem Aruwood

Cleric (Crusader variant) 38//Knight 38

Size/Type: Medium Outsider (Lawful)
Divine Rank: 1
Domains: Army, Knowledge, Law, Planning, War
Hit Dice: 38d12+304+38+152 (950 hp)
Initiative: +8
Speed: 60ft, fly 200ft (perfect)
Armor Class: 101 (+7 dex, +17 armor, +8 insight, +1 dodge, +28 shield, +21 natural, +8 deflection)(50% miss chance)
Base Attack/CMB/CMD: +38/+50/112
Attack: Dellos+57 (2d8+21 17-20 x2)
Full Attack: Dellos+55/+50/+45/+40 (2d8+21 17-20 x2) and Root Wood Shield+55/+50/+45/+40 (3d6+18 plus 5d6 vs extraplanar 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, deific foes+14 (Shar, Garagos, Cyric, Fraz Urb'Luu, Sune, Renbuu, Chourst, Malcanthet), turn deific foes 11/day (18d6; DC 35), smite 8/day (+2 hit/damage)
Special Qualities: Damage reduction 15/epic and silver, spell resistance 53, immunity to acid and electricity, knight's challenge 28/day (fighting challenge+7, test of mettle, call to battle, knight's code, daunting challenge, bond of loyalty, loyal beyond death), shield block+10, bulwark of defense, armor mastery, vigilant defender, improved shield ally, impetuous endurance, evasion, sharp insight, divine traits.
Saves: Fort +42, Ref +61, Will +46 (natural 1s are treated as 10s instead)(+20 vs banishment/planar travel)
Abilities: Str 30, Dex 25, Con 27, Int 26, Wis 39, Cha 29
Skills: Acrobatics+49, Diplomacy+58, Handle Animal+51, Knowledge(Arcana)+50, Knowledge(N&R)+50, Knowledge(Planes)+50, Knowledge(Religion)+50, Perception+71, Perform(Oratory)+50, Profession(Gamester)+56, Profession(General)+56, Ride+49, Spellcraft+52, Swim+52
Feats: Extend Spell(B), Magical Aptitude(B), Skill Focus(Diplomacy)(B), Weapon Focus(Longsword)(B), Combat Expertise(1), Improved Trip(H), Mounted Combat(K2), Knock Down(3), Power Attack(C3), Shield Specialization(K5), Shield Ward(6), Toughness(C8), Law Devotion(9), Improved Shield Bash(K10), Agile Shield Fighter(12), Improved Combat Expertise(C13), Dodge(15), Great Fortitude(K15), Mobility(18), Spring Attack(C18) 
Epic Feats: Epic Shield Ally(B), Knight's Defense(B), Knight's Endurance(B), Knight's Presence(B), Knight's Will(B), Great Ability(Strength)(21), Shield Barrier(K23), Epic Spell Capacity(C23), Epic Trip(24), Shield Evasion(K26), Improved Deific Foe(C26), Epic Agile Shield Fighter(27), Knight's Defense(K29), Improved Deific Foe(C29), Epic Toughness(30), Knight's Defense(K32), Improved Deific Foe(C32), Epic Agile Shield Fighter(33), Improved Deific Foe(C35), Epic Toughness(K35), Epic Agile Shield Fighter(36), Improved Deific Foe(C38), Knight's Defense(K38)
Salient Divine Abilities: Battlesense, Divine Armor Mastery, Divine Knight, Extra Domain(Planning), Know Secrets
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Sharp Insight (Sp)

Once per day as a full round action, Jarem may mimic the effects of a divination spell.

Diplomacy (Ex)

Jarem benefits from a +5 competence bonus to Diplomacy.



Cleric powers:
Spoiler: ShowHide


Jarem casts as a 30th level cleric. The save DCs are 20 + spell level.

[6/day]0: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Virtue
[8/day]1: Command, Cure Light Wounds, Detect Undead, Divine Favorx3, Remove Fear, Shield of Faith
[8/day]2: Augury, Hold Person, Make Whole, Resist Energy, Shatter, Shield Other, Spiritual Weapon, Status
[7/day]3: Continual Flame, Cure Serious Wounds, Invisibility Purge, Locate Object, Prayer, Remove Disease, Speak with Dead
[7/day]4: Cure Critical Wounds, Death Ward, Dimensional Anchor, Divination, Freedom of Movement, Sending, Spell Immunity
[7/day]5: Break Enchantment, Commune, Mass Cure Light Wounds, Plane Shift, Righteous Might, Scrying, Wall of Stone
[6/day]6: Antilife Shell, Banishment, Healx2, Summon Monster 6, Wind Walk
[5/day]7: Control Weather, Greater Restoration, Greater Scrying, Regenerate, Repulsion
[5/day]8: Antimagic Field, Dimensional Lock, Earthquake, Fire Storm, Mass Cure Critical Wounds
[5/day]9: Etherealness, Gate, Mass Heal, Miracle, Storm of Vengeance
[5/day]10: Energy Immunityx3Home, Greater True SeeingHome, Summon Monster XHome
[4/day]11: Superb Dispellingx4Home
[4/day]12: Wrath of the HeavensHomex4
[1/day]13: War's EchoHome



Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Jarem exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Jarem can use limited wish when doing so could help him promote war, strategy and planning. Note that in the situation where Jarem and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domains

Army: 1/day as a full round action, grant +2 morale to saving throws, attack rolls, ability checks, skill checks and weapon damage rolls for allies within 30ft.
Knowledge: +1 CL divinations.
Law: +1 CL lawful spells.
Planning: Free extend spell.
War: Free weapon focus(longsword).

Divine Aura (Ex)

The save DC against Jarem's divine aura is 20 and the radius is 10ft.

Immunities: Jarem is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Jarem gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Jarem does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Jarem can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Jarem can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice heard as a thoughtful voice that offers advice. In this case, anyone within earshot of the sound can hear it.

Create Items: Jarem can create any wondrous item with power related to warfare or strategy; the maximum is 4,500 gold.

Portfolio Sense: Jarem is aware of any act of armies, planning or tactics that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


[Weapon]Dellos: Adamantine long sword+7, keen and sweeping. Can be used to make a trip attack and does not allow the target to trip you back if you fail.  +5 masterwork bonus, base damage of 2d8.
[Armor]Red Breastplate: Breastplate+7, called, max dex equal's the wearer's dexterity bonus, no armor check penalty. For every 2 points the wearer's Int is above 10, gain a +1 insight bonus to armor class and saving throws. +5 armor from epic crafting.
[Shield]Root Wood Shield: Root Wood Heavy Shield+8, bashing. Also a Root Wood Heavy Shield+8, impact and mighty smiting. +5 armor bonus from epic crafting.

[Head]Red Helmet: True seeing at all times (CL10) and +15 comptence to Perception.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Hands]Gauntlets of War: +4 bonus to weapon damage attacks with longsword and +2 to shield.
[Ring 1]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.
[Boots]Red Boots: Grants a permanent fly speed of 60ft (good) as well as a +6 enhancement bonus to all ability scores.

[Loaned to Alyssa Wrists]Feldane: These iron bracers are carved with images of city walls, tall and imposing. They grant the benefits of bracers of armor+9. The wearer counts as two size categories larger for the sake of combat maneuvers, including CMB and CMD.

[Reserve Weapon]Longsword+6, keen and frost.
[Reserve Shield]Crimson Shield: Heavy Steel Shield+6. Also is enchanted as a weapon with shield spikes, a +6 enhancement bonus and the bashing and collision special properties.

9547 gold.



Custom Material:
Spoiler: ShowHide


Epic Agile Shield Fighter [Epic]
Prerequisite: Agile Shield Fighter
Benefit: When you make a full attack, you may make a second attack with your shield, but with a -5 penalty.
Special: You may select this feat up to three times. The second time grants you a third attack with your shield a -10 penalty and the third time grants you a fourth attack with your shield with a -15 penalty.

War's Echo
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 13
Components: V, S, DF
Casting Time: 1 standard action
Range: 5ft/level
Area: 5ft/level radius emanation based on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

You are surrounded by an aura that darkens all around you, casting about the sounds of war. For yourself and any allies, this aura strengthens you, granting a +4 morale bonus to Strength and Constitution.

Any enemies you face must instead make a Will save or be suffer a -4 morale penalty to Strength and Constitution.

This spell was developed by Tempus's clergy, though some sects of the Red Knight and Garagos have also learned it.



Tripping:
Spoiler: ShowHide


+12 CMB/CMD on it, free attack on trip, make a DC 32 Fort or be unable to rise for one round.
<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?

Anastasia

#3
Emily Aryn

Sorcerer 38//Paladin 3/Favored Soul 7/Dragonfire Knight 28

Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Divine Rank: 1
Domains: Glory, Good, Law, Liberation, Magic
Hit Dice: 28d10+10d8+266+38+228+1 (893+36 hp)
Initiative: +16
Speed: 60ft, fly 200ft (perfect)
Armor Class: 76 (+7 dex, +17 armor, +10 shield, +15 deflection, +16 natural, +1 divine)
Base Attack/CMB/CMD: +36/+44/77
Attack: Fireclaw+57 (2d6+19 plus 1d6 fire plus +2/+2d6 undead and fiend bane plus +1d6/+2d6 sacred 19-20 x2)
Full Attack: Fireclaw+57/+52/+47/+42 (2d6+19 plus 1d6 fire plus +2/+2d6 undead and fiend bane plus +1d6/+2d6 sacred 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, dragonfire wrath 13/day (+13d10), channel energy 18/day (4d6; DC 30), searing dragonfire, powerful flames.
Special Qualities: Damage reduction 15/epic and silver, spell resistance 53, immune to cold and fire, spell shield, aura of good, detect evil, divine grace, lay on hands(45 hp), aura of courage, dragon's energy(35 hp), dragon's vigor, dragon's resilience, dragon's hope, divine traits.
Saves: Fort +55, Ref +49, Will +49 (+3 vs sleep and paralysis, +2 morale vs enchantment and fear)
Abilities: Str 29, Dex 25, Con 25, Int 25, Wis 25, Cha 41
Skills: Acrobatics+49, Diplomacy+57, Intimidate+57, Knowledge(Arcana)+52, Knowledge(A&E)+49, Knowledge(Dungeoneering)+49, Knowledge(Local: The Cauldron)+49, Knowledge(Nature)+49, Knowledge(Planes)+49, Knowledge(Religion)+49, Perception+49, Perform(Song)+57, Sense Motive+49, Spellcraft+49, Swim+51
Feats: Skill Focus(Knowledge:Arcana)(1), Eschew Materials(S1), Toughness(3), Maximize Spell(S5), Arcane Strike(6), Weapon Focus(Short Sword)(FS3), Power Attack(9), Empower Spell(S10), Divine Might(12), Dragontouched(DF2), Initiate of Seira(DF3), Knowledge Devotion(15), Quicken Spell(S15), Improved Initiative(18), Purify Spell(S20)
Epic Feats: Epic Spell Capacity(21), Automatic Metamagic(Quicken)(S23), Epic Dragonfire Wrath(DF13), Blinding Speed(24), Automatic Metamagic(Quicken)(S26), Epic Dragonfire Wrath(DF16), Multiaction(27), Automatic Metamagic(Quicken)(S29), Epic Toughness(DF19), Ignore Material Components(30), Automatic Metamagic(Quicken)(S32), Epic Toughness(DF22), Great Ability(Charisma)(33), Epic Toughness(D25), Automatic Metamagic(Quicken)(S35), Superior Initiative(36), Goldenfire Wrath(D28), Improved Metamagic(S38)
Salient Divine Abilities: Alter Size, Automatic Metamagic(Maximize), Divine Radiance, Eldritch Knowledge, See Magic
Alignment: Lawful Good

Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Emily exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Emily can use limited wish when doing so can help her promote glory, liberation and good. Note that in the situation where Emily and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain Powers

Glory: +2 DC of channel energy.
Good: +1 CL good spells.
Law: +1 CL lawful spells.
Liberation: +2 morale vs enchantment and fear.
Magic: Use magic items as an 8th level wizard.

Divine Aura (Ex)

The save DC against Emily's divine aura is 26 and the radius is 10ft.

Immunities (Ex)

Emily is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Emily gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Emily does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Emily can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Emily can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a hopeful woman's urgings. In this case, anyone within earshot of the sound can hear it.

Create Items: Emily can create any wondrous item with power related to liberation, magic and good; the maximum is 4,500 gold.

Portfolio Sense: Emily is aware of any act of magic, growth and freedom that involves 1,000 or more people.



Sorcerer powers:
Spoiler: ShowHide


Emily casts as a 31st level sorcerer. The save DCs are 20 + spell level. All of her 0-9th level spells are automatically quickened. Her metamagic options Purify Spell (+1), Empower Spell (+2), Maximize Spell (+3) and Quicken Spell (+4).

[6/day]0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
[9/day]1: Magic Missile, Ray of ClumsinessSC, Ray of Enfeeblement, True CastingCM, True Strike
[9/day]2: Alter Self, Fearsome GrappleSC, Scorching Ray, Seeking RaySC, Whirling BladeSC
[9/day]3: DragonskinSC, Seira's Unicorn ArrowCM, Ray of Dizziness, Ray of ExhaustionSC
[9/day]4: Greater Mirror ImagePHB2, Orb of AcidSC,  Voice of the DragonSC, Wings of FlurrySC
[8/day]5: Acid SheatheSC,  Amaryl's Greater Arrow MindHome, Reciprocal GyreSC, Wall of Force
[8/day]6: Disintegrate, Heroism, Wall of Iron
[7/day]7: Delayed Blast Fireball, Scalding TouchMoE, Waves of Exhaustion.
[7/day]8: Irresistible Dance, Polay Ray, Sunburst
[7/day]9: IcebergFrost, Shades, Time Stop
[7/day]10: Celestial ValorHome, Superior Shadow EvocationHome, Summon Monster XHome
[6/day]11: Many Moments of PrescienceHome, Might of the SolarHome, SunlanceHome
[5/day]12: Flux GraspHome, Glorious RallyHome, Rain of DesolationHome
[3/day]13: Emily's Iron SheatheHome, Greater Polar RayHome



Favored Soul powers:
Spoiler: ShowHide


Emily casts as a 27th level favored soul. The save DCs are 20 + spell level. All of her 0-9th level spells are automatically quickened. Her metamagic options Purify Spell (+1), Empower Spell (+2), Maximize Spell (+3) and Quicken Spell (+4).

[6/day]0: AmanuensisSC, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy SymbolCC
[9/day]1: Comprehend Languages, ConvictionSC, Cure Light Wounds, Divine Favor, ResurgenceSC, SignSC
[9/day]2: Close WoundsSC, Divine InsightSC, Lesser Restoration, Lore of the GodsCC, Resist Energy, Turn AnathemaSC
[8/day]3: GraceSC, Invisibility Purge, Knight's MoveSC, Magic Vestment, Shield of WardingSC, Vision of the Omniscient EyeDM
[8/day]4: Assay Spell ResistanceSC, Dimensional Anchor, Greater Magic Weapon, Moon BoltSC, Mystic AegisPHB2, RecitationSC
[8/day]5: Break Enchantment, Crown of FlameBoED, Greater VigorSC, Mass Cure Light Wounds, Righteous Might, Wall of Stone
[8/day]6: Bolt of GlorySC, Greater Dispel Magic, Harm, Heal, Lucent LanceSC, Surge of HopeHome
[7/day]7: Blood to WaterSC, Fortunate FateSC, Greater Plane ShiftSC, Holy Word, Mass Cure Serious Wounds, Radiant AssaultSC
[7/day]8: Brilliant AuraSC, Chain DispelPHB2, Earthquake, Holy Aura, Lion's RoarSC, Mass Death WardSC
[7/day]9: Gate, Mass Heal, Miracle, Sublime RevelrySC, Summon Elemental Monolith, Summon Monster IX
[7/day]10: Celestial ValorHome, Cleansing RanHome, Curse of InadequacyHome, Energy ImmunityHome, Jaela's Teleport BlockHome, Miracle of LifeHome
[6/day]11: Hanna's ChargeHome, Moonlight RevelationHome, StigmaHome, Superb DispellingHome, Terror FogHome
[3/day]12: Beauty TriumphantHome, Burst of GloryHome, Legion's GatesHome

BoED - Book of Exalted Deeds.
CC - Complete Champion.
DM - Dragon Magic.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.


Gear: [spoiler]

[Weapon]Fireclaw: Shortsword+3, elemental harmony, sacred, evil outsider bane, undead bane and flaming. All elemental damage this weapon deals becomes the most beneficial type for the wielder. Curves around resistances and immunities as much as possible because of that. Typically +5 due to greater magic weapon. +4 masterwork bonus, 2d6 base damage.
[Armor]Blaze: Breastplate+8, max dex of 15, no arcane spell failure and -1 ACP. +4 armor bonus.
[Shield]Cauldrontop: Heavy Steel Shield+8. No arcane spell failure.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Shoulders]Deep Cloak: Cloak of Resistance+7 and also functions as a cloak of the manta ray.
[Ring 1]Ring of Deflection+7: +7 deflection bonus to armor class.
[Ring 2]Ring of Arcane Might: +1 CL for arcane spells.

[Reserve Armor]Breastplate+10, grants a +5 insight bonus to all saves.


64297 gold.
<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?

Anastasia

#4
Bastian

Monk 38//Swashbuckler 3/Orc Paragon 3/Duelist 4/Horizon Walker 28

Size/Type: Medium Outsider
Divine Rank: 1
Domains: Celerity, Strength, Travel
Hit Dice: 10d10+28d8+304+38+152 (818 hp)
Initiative: +9
Speed: 420ft, climb 340ft, fly 680ft (perfect), swim 340ft
Armor Class: 89 (+7 dex, +8 wis, +7 monk, +12 int, +1 dodge, +20 natural, +9 armor, +8 deflection, +6 insight, +1 divine)(+8 vs AoOs)(can reflect arrows/projectiles)(10% miss chance)
Base Attack/CMB/CMD: +38/+64/124
Attack: Unarmed Strike+64 (4d12+44 plus +9 hit/damage on terrain 18-20 x2)
Full Attack: Unarmed Strike+64/+64/+64/+59/+54/+49 (4d12+44 plus +9 hit/damage on terrain 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Ki strike (magic, lawful, adamantine), insightful strike, divine blast 11/day (9d12)
Special Qualities: Damage reduction 15/adamantine and epic, immunity to acid and electricity, resistance to cold and fire 30, spell resistance 55, improved evasion, still nature, slow fall (any), purity of body, wholeness of body (76 hp), diamond body, abundant step, timeless body, tongue of the sun and moon, empty body, perfect self, darkvision 150ft, grace+2, no light sensitivity, elf slayer, enhanced mobility, acrobatic charge, improved reaction+2, terrain bonus+8, terrain mastery(aquatic, forest, mountains, plains, underground, weightless, transitive, aligned, fiery, cold, positive, negative, cavernous), woodland stride, fast healing 2, tremorsense 30ft, divine traits.
Saves: Fort +32, Ref +33, Will +32
Abilities: Str 41, Dex 25, Con 27, Int 35, Wis 27, Cha 27
Skills: Acrobatics+49, Climb+65, Diplomacy+50, Escape Artist+49, Handle Animal+50, Intimidate+50, Knowledge(Arcana)+54, Knowledge(Geography)+54, Knowledge(N&R)+54, Knowledge(Nature)+54, Knowledge(Planes)+54, Knowledge(Religion)+54, Perception+50, Perform(Act)+50, Ride+49, Sense Motive+50, Stealth+49, Survival+50, Swim+65, Use Magic Device+50
Feats: Combat Expertise(B), Magical Aptitude(B), Dodge(1), Improved Unarmed Strike(M1), Improved Grapple(M1), Weapon Finesse(S1), Deflect Arrows(M2), Mobility(3), Endurance(6), Improved Disarm(M6), Improved Natural Attack(Unarmed Strike)(9), Darkstalker(12), Travel Devotion(15), Power Attack(M15), Toughness(18)
Epic Feats: Exceptional Deflection(B), Infinite Deflection(B), Keen Strike(B), Reflect Arrows(B), Great Ability(Strength)(21), Epic Toughness(M23), Extra Terrain((HW13), Great Ability(Strength)(24), Armor Skin(M26), Extra Terrain(Negative)(HW16), Pulverize(27), Armor Skin(M29), Planar Travel Mastery(HW19), Great Ability(Intelligence)(30), Epic Toughness(M32), Extra Terrain(Cavernous)(HW22), Improved Terrain Bonus(33), Improved Spell Resistance(M35), Improved Terrain Bonus(HW25), Great Ability(Dexterity)(36), Self Concealment(M38), Improved Terrain Bonus(HW28)
Salient Divine Abilities: Alter Size, Divine Blast, Divine Monk, Indomitable Strength, Stride
Alignment: Neutral

Divine powers:
Spoiler: ShowHide


Alter Reality (Su)

Bastian exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Bastian can use limited wish when doing so could help him promote travel, swiftness and strength. Note that in the situation where Bastian and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domains

Celerity: Land movement speed +10ft.
Strength: 1/day as a free action for one round, gain a +18 (net +7) enhancement bonus to strength.
Travel: 18 rounds/day, act as if under freedom of movement, kicks in automatically when needed.

Divine Aura (Ex)

The save DC against Bastian's divine aura is 19 and the radius is 10ft.

Immunities: Bastian is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Bastian gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Bastian does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Bastian can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Bastian can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice heard as a gruff command. In this case, anyone within earshot of the sound can hear it.

Create Items: Bastian can create any wondrous item with power related to travel and physical might; the maximum is 4,500 gold.

Portfolio Sense: Bastian is aware of any act of movement, strength or power that involves 1,000 or more people.



Gear: [spoiler]

[Weapon]Lich Lord's Wraps: Wraps made from a slain lich's body and purified. They grant unarmed attacks a +7 enhancement bonus and the ghost touch special property. Can be upgraded like a necklace of natural attacks. Note the base +10 enhancement bonus from divine monk overlaps with the +7.
[Armor]Bracers of Armor+9

[Head]The Broken Diadem: Grants a +10 enhancement bonus to Strength, +6 enhancement to Dexterity, +6 enhancement to Constitution, +8 enhancement to Intelligence and Wisdom and +2 to Charisma.
[Ring 1]Mender's Friend: Ring of Defense+5 that can use cure light wounds at will, CL 25th.
[Waist]Monk's Belt: +5 monk level for many things.

[Ioun Stone]Dusty Rose Ioun Stone+6: +6 insight bonus to armor class.

39682 gold.
<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?

Anastasia

#5
Dolmaya Augurson, Proxy of Alyssa

Rogue 10/Fighter 1/Fatemaker 27//Sorcerer 38

Size/Type: Medium Outsider (Chaotic)
Hit Dice: 37d6+1d10+342+38+152 (764 hp)
Initiative: +18
Speed: 11ft, fly 200ft (perfect)
Armor Class: 85 (+10 dex, +20 armor, +16 deflection, +22 natural, +7 insight)
Base Attack/CMB/CMD: +29/+37/80
Attack: Mayados+50 (2d10+19 plus 14d6 sneak attack x3)
Full Attack: Mayados+50/+45/+40/+35 (2d10+19 plus 14d6 sneak attack x3)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+14d6, spells.
Special Qualities: Damage reduction 25/adamantine and epic, spell resistance 53, resistance to energy (all) 50, fast healing 3, trapfinding, evasion, penetrating strike, improved uncanny dodge, confidence of the fated 6/day, aura of confidence (+10), ego manifestation 2/day, metamagic specialist 12/day.
Saves: Fort +38, Ref +45, Will +40
Abilities: Str 26, Dex 30, Con 28, Int 29, Wis 28, Cha 43
Skills: Acrobatics+51, Bluff+77, Craft(Stonemasonry)+50, Diplomacy+77, Disable Device+51, Escape Artist+51, Intimidate+77, Knowledge(Arcana)+50, Knowledge(History)+50, Knowledge(N&R)+50, Knowledge(Planes)+50, Knowledge(Religion)+50, Perception+50, Sense Motive+70, Spellcraft+57, Swim+49, Use Magic Device+59
Feats: Magical Aptitude(B), Toughness(1), Eschew Materials(S1), Spell Penetration(3), Empower Spell(S5), Invisible Needle(6), Skill Focus(Sense Motive)(9), Imperious Command(R10), Split Ray(S10), Weapon Focus(Ranged Touch)(F1), Improved Initiative(12), Greater Spell Penetration(15), Maximize Spell(S15), Arcane Thesis(Dolmaya's Force Ray)(18), Twin Spell(S20)
Epic Feats: Epic Toughness(21), Epic Spell Capacity(S23), Improved Aura of Confidence(24), Improved Metamagic(S26), Improved Aura of Confidence(F15), Rogue's Ray(27), Improved Metamagic(S29), Improved Aura of Confidence(30), Supreme Confidence(F20), Epic Spell Penetration(S32), Superior Initiative(33), Ignore Material Components(S35), Epic Toughness(36), Improved Aura of Confidence(F25), Improved Metamagic(S38)
Alignment: Chaotic Neutral (Chaotic Good tendencies)

Racial powers:
Spoiler: ShowHide


+5 insight to spellcraft.


Sorcerer powers:
Spoiler: ShowHide


Dolmaya casts as a 35th level sorcerer (caster level 36th, caster level 37th for spells with the force descriptor, caster level 39th for Dolmaya's Force Ray, +6 vs spell resistance). All of Dolmaya's damaging spells deal an extra 3d6 points of damage. Dolmaya's metamagic options are Empower Spell (+1), Split Ray (+1),  Maximize Spell (+1) and Twin Spell (+2; +1 for Dolmaya's Force Ray).

[6/day]0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
[10/day]1: Arrow MindSC, Golem StrikeSC, Magic Missile, Shield, Sniper's ShotSC
[9/day]2: Alter Self, Mirror Image, Ray of ColdSC, Ray of SicknessSC, Scorching Ray
[9/day]3: DiamondsteelSC, Fireball, Lightning Bolt, Water Breathing
[9/day]4: Dimensional Anchor, Enervation, Ray DeflectionSC, Teleportation ScramblerHome
[9/day]5: MoonbowSC, Planar ToleranceSC, Sending, Summon Monster 5
[8/day]6: Greater Heroism, Permanent Image, Wall of Stone
[8/day]7: Antimagic RaySC, Elemental BodyHome, Greater Teleport
[8/day]8: Dolmaya's Force RayHome, Greater Plane Shift, Superior InvisibilitySC
[8/day]9: Energy Drain, Gate, Wish
[7/day]10: Create Astral IslandHome, Raise IslandHome, Snowbound SoulHome
[7/day]11: Dolmaya's PresenceHome, Queen's ReverieHome, Superb DispellingHome
[7/day]12: Greater Control WeatherHome, Sekmid's TrapHome, Throne of the EmpressHome
[7/day]13: Greater Polar RayHome, Malcanthet's KissHome, Vision in the SkyHome
[4/day]14: Dolmaya's Scathing RejectionHome, Empress's RemandHome, Swept Into ImmolationHome



Fatemaker powers:
Spoiler: ShowHide


Dolmaya casts as a 24th level fatemaker (caster level 25th, caster level 27th for spells with the force descriptor). All of Dolmaya's damaging spells deal an extra 3d6 points of damage. Dolmaya's metamagic options are Empower Spell (+1), Split Ray (+1),  Maximize Spell (+1) and Twin Spell (+2).

[3/day]1: Charm Person, Disguise Self, Sanctuary, True Strike
[7/day]2: Darkvision, Daze Monster, Invisibility, Resist Energy
[6/day]3: Haste, Nondetection, Suggestion, Tongues
[6/day]4: Neutralize Poison, Remove Curse, Restoration, Stoneskin
[6/day]5: Break Enchantment, Dominate Person, Feeblemind, Spell Resistance
[6/day]6: Mass Bear's Endurance, Mass Cat's Grace, Mass Suggestion, Transformation
[5/day]7: Greater Restoration, Limited Wish, Sequester, Spell Turning
[5/day]8: Iron Body, Mind Blank



Gear:
Spoiler: ShowHide


[Weapon]Mayados: Longbow+8. When wielded by royalty, this bow grants the wielder damage reduction 25/adamantine and epic, resistance to energy (all five elements) 50 and the spellcasting of a 13th level fatemaker. +3 masterwork, base of 2d10 damage.
[Armor]Raiment of the Empress: Full plate+8, great spell resistance (+10). When worn by royalty, this armor grants a +6 enhancement bonus to ability scores and a +6 resistance bonus to saving throws. Additionally, royalty suffers no arcane spell failure, armor check penalty and the armor has a maximum dexterity cap of 20; further, this armor counts as light armor. The armor's base armor bonus is 4 points higher from a usage of epic craft (armorsmithing).

[Head]Crown of the Empress: This tiara grants a +5 insight bonus to armor class. When worn by royalty, this bonus increases to +7 and the wearer gains true seeing at all times, to the full extent of her vision.
[Shoulders]Cloak of the Empress: This cloak increases the damage of any spell cast by the wearer by 1d6. When worn by royalty, this bonus increases to 3d6.
[Wrists]Bracers of the Empress: These bracers grant a +3 competence bonus to attack rolls and weapon damage rolls made with bows. These bracers also function as a ring of arcane might, increasing the caster level of her arcane spells by 1.
[Ring 1]Ring of the Empress: This ring grants a +7 deflection bonus to armor class and a +7 enhancement bonus to natural armor. It also functions as a ring of rapid healing, granting fast healing 3.
[Ring 2]Augeretis: This ring grants a +10 competence bonus to Bluff, Diplomacy, Intimidate and Sense Motive. When worn by royalty, this bonus increases to +20.
[Feet]Stride of the Empress: These boots grant a +50 enhancement bonus to land movement speed and a fly speed of 120ft (good). The wearer is affected as if by a freedom of movement spell, caster level 22nd.

[Reserve Weapon]Reforged: Adamantine bastard sword+6, fiery blast and construct bane.
[Reserve Weapon]Son's Lament: Cold iron rapier+6, keen, fey bane and anarchic. Deals a base of 1d10 damage.



Custom Material: [spoiler]

Greater Control Weather
Transmutation
Level: Drd 12, Sor/Wiz 12

This spell is identical to control weather, except as noted here. You may change the weather to whatever condition you wish, regardless of season, as long as it's normally possible there. You could have snowstorms in the summer or torrential rains in the dry season, if you wish. Any changes to the weather only take three rounds to occur.

Dolmaya's Force Ray
Abjuration/Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of pure force comes from the lens in your hand towards the target, striking them requires a ranged touch attack roll. This spell does 1d6 points of damage per caster level (maximum 20d6). If the target is protected by ray deflection, treat that spell as being dispelled as if by greater dispel magic (maximum dispel check +25). If the ray deflection spell is dispelled, this spell is not reflected away and resolves normally.

Material Component

A glass lens worth no less than 100 gold.

Dolmaya's Presence
Enchantment [Mind-Affecting]
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation centered on you
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes

All creatures within this aura drawn to your presence, caught off guard by it. A creature who fails the Will save is treated as being flatfooted. A flatfooted creature is denied their Dexterity bonus to armor class and cannot make attacks of opportunity, but is otherwise able to act normally.

This spell is a personal secret of Dolmaya and does not pass knowledge of it beyond herself.

Material Component

A platinum coin with a crown stamped on it, worth 10 gold.

Dolmaya's Scathing Rejection
Evocation [Force]
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When you cast this spell, all enemies within range suffer 25d6 points of force damage. They are pushed away from you a number of feet equal to the damage taken, rounded down to the nearest 5ft. A successful Fortitude save halves the damage and negates being moved.

A creature that is pushed into a solid object, such as a wall, takes 5d6 points of damage from the impact but is not moved further. A creature knocked off a cliff, into water or so forth suffers all the normal effects of that.

This spell is a personal secret of Dolmaya and does not pass knowledge of it beyond herself.

Empress's Remand
Abjuration
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell is identical to greater dispel magic, except as noted here. The maximum dispel check is +35. Any spell that you dispel you may choose to take command of. A spell you take command of may be transferred as you wish. You may change the creature affected by the spell and instead of dispelling it, bestow that spell on another creature within the range of Empress's Remand. If this is a spell that allows a saving throw and spell resistance, the new target is entitled to those as if it was just cast on the target. The caster level, duration and all other effects of the spell stay the same and continue without interruption.

Material Component

A platinum coin with a crown stamped on it, worth 10 gold.

Throne of the Empress
Conjuration (Creation)
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 5ft
Effect: One throne
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell conjures a throne of the finest make and materials, worthy of an empress. At your option when you cast this spell, you may choose for your personal symbol and heraldry to be painted tastefully onto the throne. This throne is capable of flight at a speed of 150ft (perfect) and can be mentally controlled by you when you sit on the throne as a move action. The throne itself made of sturdy materials, having a hardness of 30 and 150 hit points. It uses your saving throws when you sit on it.

Material Component

A platinum coin with a crown stamped on it, worth 10 gold.

Queen's Reverie
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 11
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You invoke one of the many names of the Queen of Stars, causing the targeted creature to be lost to eternal daydreams. The target loses all ability to act, move or perceive anything but their own daydreams. The creature will sit there and daydream forever or until they die, whichever comes first.

This spell is difficult to resist. The Will save to resist the spell suffers from a -5 penalty. A normal dispel magic is insufficient to remove this spell, only a wish, miracle or epic spell that dispels magic (such as superb dispelling) can remove it. Even then, any attempt to dispel it suffers a -5 penalty to the dispel check.

Vision in the Sky
Divination
Level: Sor/Wiz 13
Components: V, S

This spell functions as greater scrying, except as noted here. The scrying appears as a 1000ft by 1000ft image that can be placed anywhere within sight. It does not need to be on a solid surface; the most common use of this spell is to place it high in the sky for all to see and here. Anyone who can see the image can hear the scrying as well.

Optionally, you may provide the material component for true seeing when you cast this spell. If you do, the scrying gains the benefit of true seeing, allowing those that see it to see invisible creatures and through illusions.

Rogue's Ray [Epic]
Prerequisite: Split Ray, Weapon Focus (Ranged Touch), sneak attack+5d6, dex 19
Benefit: When you make a ranged touch attack with a ray spell, the range on which you may apply your sneak attack damage increases 30ft.
Special: You can gain this feat multiple times. Its effects stack.

Widen Aura of Confidence [Epic]
Prerequisite: Aura of Confidence (+4), cha 25
Benefit: Your aura of confidence now affects all allies within 30ft of you.
<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?

Anastasia

#6
Lady Honeydip, Eladrin Hero

Pixie 4/Marshal 34//Fighter 38 with the eladrin hero template and the proxy template

Size/Type: Small Outsider (Chaotic, Eladrin, Good)
Hit Dice: 38d10+418+38+152 (988 hp)
Initiative: +21
Speed: 50ft, fly 180ft (perfect)
Armor Class: 85 (+1 size, +13 dex, +1 dodge, +15 natural, +6 shield, +16 armor, +6 insight, +17 deflection)
Base Attack/CMB/CMD: +38/+40/87
Attack: Fairywind+65 (1d12+30 plus 2d6 holy plus 2d6 anarchic plus 4d6 on crit 17-20 x3)
Full Attack: Fairywind+65/+60/+55/+50 (1d12+30 plus 2d6 holy plus 2d6 anarchic plus 4d6 on crit 17-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 20/cold iron, epic and evil, immunity to electricity and petrification, resistance to cold and fire 20, spell resistance 53, darkvision 60ft, low light vision, greater invisibility, tongues, hero of the story, morwel's gift(divine grace), alternate form, change shape, hair, auras, grant move action 8/day, bonded armor+6, fast healing 3, voice of the deity, deity's watch, salient divine ability(alter size), divine traits.
Saves: Fort +61, Ref +57, Will +56 (+4 vs poison)
Abilities: Str 29, Dex 37, Con 32, Int 34, Wis 34, Cha 44
Skills: Bluff+61, Diplomacy+74, Handle Animal+61, Intimidate+61, Knowledge(A&E)+53, Knowledge(Dungeoneering)+53, Knowledge(Local: Androlynne)+53, Knowledge(Nature)+53, Knowledge(Planes)+53, Knowledge(Religion)+53, Perception+53, Survival+53, Swim+50
Feats: Dodge(B), Magical Aptitude(B), Weapon Finesse(B), Knight of Stars(1), Improved Initiative(F1), Weapon Focus(Shortsword)(F2), Protection Devotion(3), Weapon Specialization(Shortsword)(F4), Skill Focus(Diplomacy)(M1), Mobility(6), Spring Attack(F6), Melee Weapon Mastery(Piercing)(9), Greater Weapon Focus(Shortsword)(F10), Bounding Assault(12), Improved Critical(Shortsword)(F12), Greater Weapon Specialization(Shortsword)(F14), Toughness(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Shortsword)(F18), Rapid Blitz(F20), Power Attack(30)
Epic Feats: Final Blitz(21), Epic Weapon Focus(Shortsword)(F22), Improved Weapon Finesse(24), Epic Weapon Specialization(F24), Epic Toughness(F26), Fast Healing(27), Lasting Aura(M23), Superior Initiative(F28), Dire Charge(F30), Multiaura(M26), Overwhelming Critical(F32), Epic Skill Focus(Diplomacy)(33), Blinding Speed(M29), Devastating Critical(F34), Great Ability(Strength)(36), Epic Toughness(F36), Widen Aura(M32), Honeydip's Charge(F38)
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect law. At will-chaos hammer, cone of cold*, haste, holy aura, holy word, holy smite, greater plane shift, greater teleport, magic missile, mass heal, word of chaos. 1/day-dancing lights, detect chaos, detect good, detect thoughts, dispel magic, entangle, lesser confusion, miracle, permanent image. Caster level 38th. The save DCs are 25 + spell level.

*Empowered, as if by the Empower Spell-Like Ability feat.

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.

Morwel's Gift

Lady Honeydip enjoys the divine grace ability of a 34th level paladin of freedom. As Lady Honeydip fought to protect the lost eladrin children of Androlynne, Queen Morwel now protects her.

Like a normal paladin of freedom, should Lady Honeydip cease to uphold the virtues of the Court of the Stars and chaotic good, this protection will be lost.

Alternate Form (Su)

Lady Honeydip's alternate form is identical to that of a courre eladrin, except that evil creatures within 30ft of her must make a Will save (DC 45) or be confused for 1 round. The save is made at the start of a creature's turn and the confusion wears off just before the beginning of the creature's next turn. The save DC is Charisma based and includes a +2 racial bonus.

Change Shape (Su)

Lady Honeydip may assume the form of any Small or Medium humanoid.

Hair (Ex)

Lady Honeydip's hair is possessed by a spirit of chaos, which allows it several functions. As a result of this, her hair can change length in seconds and is about as hard as steel. Her hair has several modes of operation, she may set or change its function once per round as a swift action.

Arm

Lady Honeydip may use her hair as an extra arm. It may grasp objects and manipulate things, though it lacks the power to effectively wield a weapon or shield.

Shield

Alternately, Lady Honeydip may use her hair as a shield. Doing so grants her a +6 shield bonus to armor class. This is her default setting for it and is factored into the statblock above.

Daggers

In this mode, Lady Honeydip's hair splits into two dagger-like extensions. Treat these as secondary natural weapons that deal a base of 1d3 piercing damage and have a critical hit threat range of 19-20.

Grapple

Lady Honeydip's hair may grapple one target within 10ft as a swift action. Unlike with normal grapples, Lady Honeydip uses her Dexterity modifier instead of her Strength modifier to determine her CMB. Lady Honeydip is not considered to be grappling while doing so, though if she moves more than 10ft from the target, the grapple automatically ends.

Cocoon

Finally, Lady Honeydip may cover herself completely with her hair. She may take no other actions while doing so, but gains a +12 shield bonus to armor class and she gains damage reduction 15/-.


Marshal powers:
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Lady Honeydip manifests auras as a 34th level marshal.

Minor Auras (+17): Accurate Strike, Art of War, Determined Caster, Motivate Charisma, Motivate Dexterity, Motivate Intelligence, Motivate Strength, Motivate Wisdom
Major Auras (+6): Motivate Ardor, Motivate Attack, Motivate Care, Motivate Urgency, Resilient Troops

Grant Move Action (Ex)

Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.


Gear:
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[Weapon]Fairywind: Small shortsword+7, anarchic and holy. On a hit, wind hurls target 1d6*10ft in direction of choice and confuses for 1d6 rounds. DC 36 will negates confusion and DC 36 fort negates being moved. +3 masterwork, base damage 1d12.
[Armor]Nav's Breastplate: Small breastplate+7, +6 enhancement bonus to dex and cha. No ACP, 0% ASF, unlimited dex bonus, +4 armor bonus. Only functions for eladrin or knights of the stars.

[Head]Circlet of Persuasion:
[Neck]Amulet of Health+6: +6 enhancement bonus to Constitution.


Notes: [spoiler]

Gets 2 minor and 1 major marshal aura at a time.

Honeydip's Charge [Epic]
Prerequisite: Dire Charge, Superior Initiative, dex 25
Benefit: When you charge and a creature makes an attack of opportunity against you, that creature is denied their dexterity bonus to armor class until the beginning of your next turn. Creatures with uncanny dodge are immune to the effects of this feat.
<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?