Ichiru is a thin human male of average height. He wears a flowing black cloak and hood that he normally keeps up. A jade circlet can be seen adorning his head when the hood is down.
(In general, I'd prefer that people not read this sheet, but if you absolutely have to, read Ichiru's part. Thanks!

)
[sblock=DM - Spells Cast]
Ichiru
Greater Luminous Armor
Greater Scrying
Longstrider
Asobika
Energy Immunity: cold
Mindblank x2
Greater Mage Armor x2
Energy Immunity: acid
Ichiru no Kawarimi
Longstrider
[/sblock]
[sblock=DM - Active effects]
Ichiru
Mindblank - dispelled
Greater Luminous Armor - dispelled
Longstrider
Energy Immunity: cold
Starmantle
Hana (brown bear animal companion)
Longstrider
Asobika
Improved Invis
Mindblank
Greater Mage Armor
Energy Immunity: acid
Ichiru no Kawarimi
Longstrider
Greater Mage Armor
[/sblock]
[sblock=Ichiru]
CHARACTER NAME : Daidoji Ichiru
RACE (ECL) : Human (+0)
CLASS (LEVEL) : Ninja 2/Druid 8/Daggerspell Shaper 8/Divine Oracle 2
... NET LEVEL : 20
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft (40 ft with longstrider, 50 ft wild shape + longstrider)
TYPE : Humanoid (Human)
Born into House Daidoji, proud and secretive defenders of the Crane Clan in a kingdom beyond the waves, Ichiru has not had an easy life. Trained from youth to be an assassin, he was rescued by a kind hermit following a failed mission. From him Ichiru learned the virtues of nature, reflection, and patience. After a long and grueling apprenticeship, Ichiru set out to guard another forest after its druid caretaker passed on. There he found chaos and anarchy, as a small goblin army had taken over without a strong figure to organize resistance. Massing the forest's natural defenders, Ichiru drove off or slaughtered the goblins and reestablished peace in the region in a protracted campaign. During this campaign, he met the sylph Asobika, friend to the previous guardian of the land, and the two worked together to outwit their mutual enemies.
Ichiru now uses his skills to ensure that none despoil the wilds. Having received dire omens of a threat that imperils the world, he has journeyed to the isle to stop it.
Books used: SRD, PHB, PHB II, C. Adv, C. Div, PGF, MoF, C. War, Eb., Und, MM2, BoED, BoVD, LM, MH, C. Arc, MM3
EXPERIENCE : 200k xp
CASH : 760k gp
ABILITY SCORES 15 10 14 16 16 17
Str 16 (+3) (10/base 6/enh)
Dex 21 (+5) (15/base 6/enh)
Con 22 (+6) (16/base 6/enh)
Int 22 (+6) (16/base 6/enh)
Wis 33 (+11) (17/base 5/bon 5/inh 6/enh)
Cha 20 (+5) (14/base 6/enh)
SAVES
FORT +15 (6/dru 2/ds 6/con 1/luck)
REF +17 (3/nin 2/dru 6/ds 5/dex 1/luck) Evasion
WILL +29 (6/dru 6/ds 3/divo 11/wis 2/ki 1/luck)
Dire Tiger: Str 33, Dex 21, Con 23, Int 16, Wis 33, Cha 14, (large), nat armor 6, +4 hide/ms (8 in grass)
w/ Growth: Str 41, Dex 19, Con 27, Int 16, Wis 33, Cha 14, (huge), DR 10/magic, +4 resist, 10' reach
Dire Tiger Form
FORT +15 (6/dru 2/ds 6/con 1/luck)
REF +17 (3/nin 2/dru 6/ds 5/dex 1/luck) Evasion
WILL +29 (6/dru 6/ds 3/divo 11/wis 2/ki 1/luck)
w/ Growth
FORT +21 (6/dru 2/ds 8/con 4/res 1/luck)
REF +20 (3/nin 2/dru 6/ds 4/dex 4/res 1/luck) Evasion
WILL +33 (6/dru 6/ds 3/divo 11/wis 2/ki 4/res 1/luck)
Dire Bear: Str 37, Dex 19, Con 25, Int 16, Wis 33, Cha 14, (large), nat armor 5
w/ Growth: Str 45, Dex 17, Con 29, Int 16, Wis 33, Cha 14, (huge), DR 10/magic, +4 resist, 10' reach
Dire Bear Form
FORT +16 (6/dru 2/ds 7/con 1/luck)
REF +16 (3/nin 2/dru 6/ds 4/dex 1/luck) Evasion
WILL +29 (6/dru 6/ds 3/divo 11/wis 2/ki 1/luck)
w/ Growth
FORT +22 (6/dru 3/ds 9/con 4/resist 1/luck)
REF +19 (3/nin 2/dru 6/ds 3/dex 4/resist 1/luck) Evasion
WILL +33 (6/dru 6/ds 3/divo 9/wis 2/ki 4/resist 1/luck)
HIT POINTS : 12d6 + 8d8 +120 = 202
http://invisiblecastle.com/find.py?id=993225
ARMOR CLASS
Standard : 37 (10/base 8/dex 11/wis 8/force armor)
Touch : 29 (10/base 8/dex 11/wis) 31 vs. incorp.
Flat-Foot : 29 (10/base 11/wis 8/force armor)
Dire Tiger Form
Standard : 39 (10/base 5/dex 11/wis 8/force armor 6/nat -1/size)
Touch : 25 (10/base 5/dex 11/wis -1/size)
Flat-Foot : 34 (10/base 11/wis 8/force armor 6/nat -1/size)
Dire Bear Form
Standard : 36 (10/base 3/dex 11/wis 8/force armor 5/nat -1/size)
Touch : 23 (10/base 3/dex 11/wis -1/size)
Flat-Foot : 33 (10/base 11/wis 8/force armor 5/nat -1/size)
INITIATIVE : +7 (5/dex 2/comp)
BASE ATTACK : +14
RANGED : +19 (5/dex)
MELEE : +18 (3/str 1/enh) Dire Tiger form: +30 (15/str 1/enh) Dire Bear form: +32 (17/str 1/enh)
WEAPONS [DC 29 poison stored]
+1 sure striking spellstoring spellblade magebane luck blade dagger [adamantium, overcomes align DR, redirect reaving dispel]
+1 paralyzing spellblade magebane luck blade dagger [adamantium, will DC 17 or held; redirect greater dispel magic]
Magebane adds +2 to hit and +2d6 damage vs. arcane or Sp.
When wildshaped the daggers become claws (slashing + piercing), but the bonuses and properties still apply.
LANGUAGES
Auran, Common, Druidic, Sylvan, Terran
RACIAL TRAITS
1 free feat, 1 extra skill point/level.
CLASS FEATURES
Ninja: AC bonus, 1d6 SA, ki power invisible (12/day), +2 will, trapfinding
Druid: Wild shape 3/day, Woodland stride, trackless step, wild empathy, animal companion, +2 to know (nat), survival
Daggerspell Shaper: Daggercast, move action wild shape, retain bonuses from gear (daggers, +str/con/dex), +2d6 SA
Wild shape +2/day; large and tiny.
Divine Oracle: Oracle Domain (+2 to Divination CL), +1 to Divination DC. Trap sense +1 Ac, +1 saves.
Prescient Sense (evasion in armor).
Casts: 8 druid + 7 shaper +2 oracle = as 17th druid (CL 20; 22 for divinations)
Wild shape: 5/day, 16 hrs, large/tiny.
Sneak attack: +3d6.
Wild empathy: 7/dip +2/ha +8/dru = +17.
FEATS
Cha 1 . Able Learner (all skills cost 1 point)
Cha 1 . Weapon Focus (dagger)
Cha 3 . TWF
Cha 6 . Practiced Spellcaster (+4 CL up to HD)
Cha 9 . Natural Spell
Cha12 . Skill Focus: Know (religion)
Cha15 . Leadership (+5 cha, -1 companion)
Cha18 . Fell Drain: +2 levels means spell drains 1 level from all damaged.
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .
SKILLS (5+8)*(6+4) +8*(4+4) +2*(2+4) = 130 +64 +12 = 206
I got tired of figuring out how best to fit skills/levels together. Voila, Able Learner.
Bluff +10 (5 ranks 5 cha) +2 to diplomacy, sleight, intimidate
Concentration +29 (23 ranks 6 con)
Diplomacy +10 (1 ranks 5 cha 2/bluff 2/sm)
Handle Animal +8 (5 ranks 5 cha) +2 to ride, wild empathy
Heal +12 (1 ranks 11 wis)
Hide +5 (0 ranks 5 dex)
Know (Arcana) +11 (5 ranks 6 int) +2 to ka
Know (Nature) +31 (23 ranks 6 int 2/dru) +2 to survival
Know (Planes) +11 (5 ranks 6 int) +2 to survival
Know (Religion) +32 (23 ranks 6 int 3/feat) +2 to turning
Listen +16 (5 ranks 11 wis)
Move Silently +13 (8 ranks 5 dex)
Search +7 (1 ranks 6 int)
Sense Motive +31 (20 ranks 11 wis) +2 to diplomacy
Sleight of Hand +20 (13 ranks 5 dex 2/bluff)
Survival +16 (1 ranks 11 wis 2/dru 2/kn)
Spellcraft +31 (23 ranks 6 int 2/ka)
Spot +31 (20 ranks 11 wis) Notice presence of active invisible creature: DC 20; unmoving DC 30.
Tumble +28 (23 ranks 5 dex) 150% bonus on defensive action AC
Spent 202 ranks
Tricks: 4 pts
Acrobatic Backstab (enemy flatfooted if you tumble past)
Conceal Spellcasting (Sleight of hand disguises spellcasting; no AOOs etc.)
EQUIPMENT (total 749,074 gp 4sp; remainder 10,925 gp, 6 sp in 5k diamonds, lesser gems, and assorted coins)
Adventurer's Outfit [- gp]
*Belt of Magnificent Battle [212,000 gp; +6 all stats plus belt of battle (see wristband below)]
Jade Circlet of Conscious Effort [5500 gp; 1/day-Conc check instead of fort save. Also focus for shapechange (1500 gp)]
Gem of Spell Extending [3700 gp; Extend up to 6th level sp, 1/day]
Skill Trinket, Clarity of Vision [1000 gp; (DC 20 spot pinpoints all invis within 30')]
Skill Trinket, Back on your Feet [1000 gp; (as soon as you fall prone, stand immediately. No AOOs.)]
Skill Trinket, Collector of Stories[1000 gp; (+5 know to identify creatures)]
*Starmantle Cloak [132,000 gp; perm starmantle: ref DC 15 to halve magic weapon dmg]
*Boots of Haste [12000 gp; haste 10 rounds/day]
Wilding Clasp x6 [24000 gp; clasped items meld but still work in wild shape*]
+1 sure striking spellstoring spellblade magebane luck blade dagger [54752 gp; adamantium, overcomes align DR, redirect reaving dispel; reroll 1/day]
+1 paralyzing spellblade magebane luck blade dagger [54752 gp; adamantium, will DC 17 or held; redirect greater dispel magic; reroll 1/day]
Tome +5 Wis [137,500 gp; consumed]
*Strand of Prayer Beads [25,800 gp; beads of healing, karma, smiting]
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
Each special bead can be used once per day.
*Wristband of Battle, x2 [36,000 gp. +2/comp initiative 3 charges/day, spent as a
swift action: 1 = extra move action, 2 = extra standard action, 3 = extra full round action.]
MW Composite Longbow [330 gp; Darkwood; 1d8 x3; in weightless storage]
Arrows, Cold Iron (20) [40 gp; in weightless storage]
Arrows, Silver (10) [30 gp; in weightless storage]
Arrows, Regular (40) [40 gp; in weightless storage]
Efficient Quiver [1800 gp; weightless storage]
Antitoxin x2 [100 gp; +5 Fort vs. poison 1 hr.]
Cold Iron Caltrops x5 [10 gp; in weightless storage]
Silk Rope [20 gp; 100', +2 use rope, 10 lbs.]
Pearl of Power I x5 [5000 gp; recall 5x 1st level spell]
Metamagic Rod, Lesser Extend [3000 gp; extend spell up to 3rd level, 3/day]
Metamagic Rod, Silence [11000 gp; silence spell up to 6th level, 3/day]
Thought Bottle [20,000 gp; 500 XP: store experiences; restore later]
Wand of Lesser Vigor [750 gp; 50 charges, fast healing 1 for 11 rounds]
Wand of Lesser Restoration [1500 gp; 50 charges, restore 1d4 ability dmg, fatigue]
Phaant's Luckstone [1000 gp; allows one roll to be rerolled, one use]
Antitoxin x1 [50 gp; +5 Fort vs. poison 1 hr.]
Shadow Eyes [400 gp; nonmagic items that serve as unique targets for scrying]
Heward's Handy Haversack [2000 gp; weightless storage, desired item always on top]
Particular components [1000 gp; spent]
STUFF (14gp 4sp)
Hooded Lantern [7 gp]
Oil x10 [1 gp]
Shovel [2 gp]
Waterskin [1 gp]
Symbol x2 [2 gp]
Tindertwig [1 gp]
Bedroll [1 sp]
Parchment [2 sp]
Chalk x5 [5 cp]
Whetstone [2 cp]
Flask of water [3 cp]
DRUID SPELLS: 6 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1
BONUS: +11 — 3 3 3 2 2 2 2 1 1
0 - detect magic x2, detect poison, naturewatch, purify food and drink, read magic
1 - faerie fire x2, longstrider, omen of peril x2, pass without trace, silvered claws, winged watcher, identify*
2 - barkskin x2, blinding spittle, master air, resist energy x2, soften earth and stone, warp wood, augury*
3 - greater magic fang x3, mass lesser vigor x2, poison, quench, spike growth, divination*
4 - chain of eyes, flamestrike, freedom of movement, greater luminous armor, last breath, fell draining briar web, scrying*
5 - Animal Growth x2, Death Ward, Phantom Stag, Rejuvenation Coccoon, commune*
6 - Cometfall, Find the Path, Greater Dispel Magic x3, Miasma, legend lore*
7 - Heal x2, Sunbeam, fell draining quill blast, greater scrying*
8 - Leonal's Roar, Sunburst, Word of Recall, discern location*
9 - Shambler, Shapechange, foresight*
*Domain spell.
Hours: Longstrider, GLA, PWT
10 mins: Foresight, Shapechange
Notes for use: Unicorns are SNA 4; Huge elementals SNA 6.
3 HD: choker
5 HD: cloaker, reason stealer, yak folk (sp, su), quell
6 HD: intellect devourer (su), myconid soverign (ex), spectral lyricst (bard), voidwraith (con drain/suff)
7 HD: crypt chanter (enthrall/drain)
8 HD: entomber, quesar
9 HD: atropal scion
10 HD: avolakia (sp), braxat (sp, su), cinderspawn (cha drain), ghaele, immoth (poi), nethersight mastiff (su)
11 HD: caller in darkness (permkill su)
12 HD: hoary steed (travel, immunities), kelvezu (+8d6 SA), leonal (aura, roar), visage (4d6 SA, spawn)
14 HD: planetar, rampager (destroys gear), thought slayer (death gaze su)
15 HD: bone naga, cornugon, elemental weird, nightmare beast, night twist (armykiller), throne archon, psionkiller
16 HD: adamantine clockwork horror, brass golem, ethereal slayer, great fihyr, juvenile red, ya shadow dragon, spellgaunt
17 HD: boneyard, dream vestige, juvenile gold, young adult copper/crystal/sapphire dragon, runic guardian
18 HD: ocean giant, juggernaut, pit fiend, slaughterking, tulani, young adult amethyst/blue/emerald, adult mercury dragon
20 HD: adult dragon, balor, bone ooze, ethereal doppelganger, dread linnorm, ha-naga, phoenix, spirit of the land, titan, wyrmling force dragon
21 HD: chaos/radiant dragon, demilich (su)
22 HD: solar, mature ethereal dragon, adult rust dragon
23 HD: hellfire wyrm, wyrmling prismatic dragon, mature crystal dragon
24 HD: fiendwurm, tempest
25 HD: gloom, gravecrawler (su), very young force dragon[/sblock]
[sblock=spells]
Naturewatch
Necromancy
S
Close range
Target: Quarter circle to the end of the range
Duration: 10 min/level
As deathwatch, but plants/animals only. You get information about their general condition as well.
Omen of Peril
Divination
V,S
Full-round action
Duration: Instantaneous
70% + 1%/level chance to accurately foretell the next hour:
Safety - no immediate danger on the present course
Danger - challenging but not overwhelming
Grave Danger - life-threatening
Nature's Favor
Evocation
V, S, DF
Standard action
1 min/lvl
Animal gains +1 luck to att and dam per 2 caster levels.
Master Air(MoF p107)
<Trans, VSF(feather or wing bone)/DF, 1StdAct, Personal, 1rnd/lvl>
– The caster grows insubstantial wings & flies at a speed of 90’ (60’ if in medium or heavy armor) with Good maneuverability. ½ speed going up, 2x speed going down. If spells expires/is dispelled, subject descends at 60’ per round for 1d6 rounds before falling.
Phantom Stag(CDiv p174) TBD
<Con(creat), VS/DF, 1StdAct, 0’ range, 1hr/lvl(D)>
– The caster conjures a quasi-real stag-like creature that can be used for riding or combat. The stag has the following stats:
a) AC 20;
b) 40 + 5/lvl hp;
c) moves at 20’/lvl (max 300’). Its hooves hover above the ground, so it is not slowed by terrain such as undergrowth, rubble, etc.;
d) attacks with its antlers with a +10 bonus & does 1d8+9 damage (x2 on a Charge);
e) can Trample foes of up to Medium-size by passing through the hex. The foe takes 1d6+9 damage (RefNeg);
f) able to carry its rider plus 10 lbs./lvl. The stag gains additional abilities at higher caster levels (abilities are cumulative):
12th Air Walk, at will for 1 round at a time & gains a +2 Deflection bonus to AC.
14th Movement is now Flying with Average maneuverability & gains a +4 Deflection bonus to AC.
16th Antlers gain the ‘Ghost Touch’ and ‘Wounding’ weapon abilities & gains a +6 Deflection bonus to AC.
18th Etherealness & gains a +8 Deflection bonus to AC.
Quill Blast(CDiv p176)
<Conj(creat), VSM(porcupine quill), 1StdAct, Instantaneous, Ref½, SR applies>
– Needle-sharp quills strike all creatures in a 20’ radius Spread around the caster. Each creature is struck by a number of quills determined by its size (a successful reflex save results in ½ as many quills).
Size #Quills Size #Quills
Up to Tiny 1 Large 3d6
Small 1d4 Huge+ 4d6
Medium 2d6
Each quill does 1d6 Piercing damage and lodges in the flesh of its living target. The target takes a –1 cumulative penalty to
attacks, saves, & checks for each quill embedded in it. One quill can be pulled out as a Standard Action, causing 1d6 damage if the extractor fails on a Heal check vs. DC 20.
Rejuvenation Cocoon(CDiv p177)
<Conj(heal), VSM(butterfly cocoon), 1StdAct, Touch, 2 rounds>
– The willing subject of this spell is surrounded by a yellow-green cocoon of force. The cocoon allows the subject to move his/her limbs, cast a spell with a somatic component, draw a weapon, reach into a backpack, etc.
The subject cannot leave his/her current location before the two round duration ends unless the cocoon being destroyed (Hardness 10 & 10hp/lvl) or the subject can teleport. One round after the cocoon forms, the subject heals 10hp per caster level and is cured of poisons & diseases. At the end of the second round, the cocoon dissipates & the spell ends.
Storm of Elemental Fury(CDiv p182)
<Conj(sum), VS, 1Round, Long-range, Concentration up to 4 rounds, SR applies>
– A 40’ radius black cloud appears 200’ over the target location. After the first round, the cloud can be moved laterally 40’ as a Move Action (in addition to the Standard Action to maintain Concentration). Those below the cloud receive the following:
Round 1: The area from the cloud down to the ground is effected by a Whirling Windstorm(DMG3.5 p94), which requires Fortitude
saves to avoid being knocked down, negates ranged attacks, spells require Concentration checks, etc.
Round 2: All targets in the area of effect take 5d6 Bludgeoning damage from falling rocks (no save).
Round 3: Torrential rain falls, reducing visibility to 5’, extinguishing unprotected flames, and reducing movement to ½;
Round 4: All target in the area of effect take 1d6 per level Fire damage (Ref½).
Slime Wave(CDiv p180) (CDivErrata)+
<Conj(sum), VSM(stagnant water), 1StdAct, Closerange, 1rnd/lvl, RefNeg, no SR>
– A 15’ radius Spread is splattered with Green Slime. Each creature or object receives one Patch of Green Slime.
A Green Slim Patch does 1d6 Constitution damage to flesh –or– 2d6 damage to wood & metal (whose Hardness it ignores) each round If not scraped off on its 1st round, the slime must be destroyed with heat, cold, sunlight, Remove Disease, or being cut away.
At the end of the spell’s duration, the Green Slime disappears.
Luminous Armor
Abjuration
Sacrifice 1d2 str damage
Sanc 2
1 hour/level
1 good creature touched
The subject is wrapped in armor composed of light that grants a +5 armor bonus and imposes -4 to enemy melee attacks. As with mage armor, there is no associated ACP, maxdex, or ASF. The armor shines as a light spell.
Greater Luminous Armor
Abjuration
Sacrifice 1d3 str damage
Sanc 4
As above, but +8 armor.
[/sblock]
[sblock]
PSION-KILLER form
Large Construct
Hit Dice: keep old hps
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 39 (-1 size, +19 natural, +11 wis), touch 20, flat-footed 39
Base Attack/Grapple: +14/+28
Attack: Slam +23 melee (2d10+10)
Full Attack: 2 slams +23 melee (2d10+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dispel psionics, sneak attack +3d6, spells
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, low-light vision, AC bonus, evasion, trackless step, woodland stride, wild empathy, etc.
Saves: Fort +8, Ref +11, Will +28
Abilities: Str 31, Dex 10, Con -, Int 16, Wis 33, Cha 14
Skills: as original
Feats: as original
A psion-killer (also called a crystal golem) is 9-1/2 feet tall and weighs around 2,500 pounds. Its body is composed of sharply faceted crystal.
Dispel Psionics (Su): A psion-killer can use dispel psionics as a free action once per round. The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+10.
Construct Traits: A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Immunity to Psionics (Ex): Psion-killers completely resist psionic effects that are subject to power resistance.
[/sblock]
[sblock=cohort]
CHARACTER NAME : Asobika
RACE (CR) : Sylph (LA +5)
CLASS (LEVEL) : Outsider 8/Fatespinner 4
... NET LEVEL : 17
ALIGNMENT : N
SPEED : 30 ft. (90' fly)
TYPE : Outsider (Air)
Sylphs are mischievous natives of the Elemental Plane of Air.
Asobika's meeting with Ichiru was not by chance. Rather, it had been carefully planned by the guardian druid who had preceded him. Knowing that his replacement would need powerful assistance, he had carefully opened the places between the planes to allow a powerful but nonoppressive being from another world to come through. Ultimately, though, that druid himself was merely playing a part.
Recognizing the hand of destiny at work in mortals' lives, Asobika sought to understand this power and harness it for her own ends. Ichiru was well-connected with the shugenja in the kingdom beyond the waves where the two first met, and Asobika spent countless hours probing them for information on how she could manipulate the stuff of reality itself. Eventually her quest led her to the enigmatic Phoenix clan, known for their mastery of magic that surpassed the normal elements of reality. Though she discovered that she could not manipulate the workings of Void as they could - her inborn sorcerous powers did not respond as their spiritual gifts did - she did learn something of the nature of probability and fate. Eventually, her whimsical nature provided her with the insights she needed to tie this interest into her spellcasting.
EXPERIENCE :
CASH : 100,000 gp as 17th NPC
ABILITY SCORES 28 point buy: 0+4+10+2+2+10
Str 6 (-2) (8/base -2/rac)
Dex 14 (+2) (12/base 2/rac)
Con 18 (+4) (16/base -2/rac 4/enh)
Int 14 (+2) (10/base 4/rac)
Wis 16 (+3) (10/base 6/rac)
Cha 26 (+8) (16/base 6/rac 4/enh)
SAVES
FORT +16 (6/out 1/fsp 4/con 5/res)
REF +14 (6/out 1/fsp 2/dex 5/res)
WILL +18 (6/out 4/fsp 3/wis 5/res)
Note: SR 23. +4 on saves vs. fire.
HIT POINTS : 85 (8d8 + 4d4 + 48)
http://invisiblecastle.com/find.py?id=993212
ARMOR CLASS
Standard : 21 (10/base 1/size 6/force 2/shield 2/dex)
Touch : 13 (10/base 1/size 2/dex)
Flat-Foot : 19 (10/base 1/size 6/force 2/shield)
INITIATIVE : +2 (2/dex)
BASE ATTACK : +12
RANGED : +14 (2/dex)
MELEE : +10 (-2/str)
Note: Asobika is always invisible and continually recasts her spell-like improved invisibility before it expires.
IMPORTANT:
WEAPONS
See equipment.
LANGUAGES
Common, Auran, Draconic, Ignan
RACIAL TRAITS
* –2 Strength, +2 Dexterity, –2 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma
* Small: As a Small creature, a Sylph gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks.
* Sylph base land speed is 30 feet. Sylphs fly at a speed of 90 feet (good).
* Sylphs are Outsiders, and must begin with 3 racial hit dice. As outsiders, they have darkvision 60', and cannot be raised or resurrected.
* Automatic Languages: Auran and Common.
* Spell resistance equal to 11+HD.
* Spell-Like Abilities: At will—Improved Invisibility (self only), 1/day—Summon Elemental VI (large air elemental only).
* Spells: A Sylph can cast arcane spells as a sorcerer of its outsider hit dice +4.
* Favored Class: A Sylph's Outsider hit dice do not count when determining multiclassing penalties.
* Level adjustment: +5. The minimum level a Sylph can start at is 8 (3 HD + 5 LA).
CLASS FEATURES
Outsider - rogue and sorc skills, full BAB.
Fatespinner - gain 4 points/day to add to save DCs. Cause another to reroll a save 1/day. Can reroll a save 1/day.
Overall: as Sorc 16 (CL 18 for fire spells)
FEATS
Cha 1 . Bloodline of Fire (+2 CL fire spells, +4 saves v. fire)
Cha 3 . Improved Counterspell (may counterspell with any higher level, same school spell)
Cha 6 . Split Ray (+2: one additional ray)
Cha 9 . Dampen Spell (reduce target spell's DC by level of spell expended)
Cha12 . Arcane Thesis: disintegrate (effective Caster Level is +2; Metamagic costs one less.)
Cha15 .
Cha18 .
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .
SKILLS (8+3)*(8+2) + 4*4 = 110 + 16 = 126
Appraise +2 (1 ranks +2 int)
Bluff +17 (15 ranks +8 cha)
Concentration +19 (15 ranks +3 con)
Listen +17 (1 ranks +3 wis)
Know (arcana) +6 (15 ranks +2 int)
Know (planes) +6 (15 ranks +2 int)
Know (religion) +6 (5 ranks +2 int)
Prof (gamble) +18 (15 ranks +3 wis)
Search +17 (1 ranks +2 int)
Sense Motive +17 (15 ranks +3 wis)
Spellcraft +8 (15 ranks +2 int +2 synergy)
Spot +4 (1 ranks +3 wis)
Spent 124 ranks, Tricks 2 pts.
Collector of Stories (+5 know to identify creatures)
EQUIPMENT (total 87165 gp, remainder in 5k diamonds and change)
Adventurer's Outfit
+1 mithral buckler of M fort [17015 gp; AC 2, no ASF or ACP, 75% chance to take normal attack]
Antitoxin x2 [100 gp; +5 Fort vs. poison 1 hr.]
Silk Rope [20 gp; 100', +2 use rope, 10 lbs.]
Belt of Health and Battle [28000 gp; +4 con, +2/comp initiative, 3 charges/day, spent as a
swift action: 1 = extra move action, 2 = extra standard action, 3 = extra full round action.]
Cloak of Charisma [16000 gp; +4 cha]
Vest of Resistance [25000 gp; +5 to all saves]
Cold Iron Caltrops x5 [10 gp]
Phaant's Luckstone [1000 gp; allows one roll to be rerolled, one use]
Component Pouch x10 [20 gp]
SORC SPELLS: 6 6 6 6 6 6 6 5 3
BONUS SPELLS: 2 2 2 2 1 1 1 1
SPELLS KNOWN: 9 5 5 4 4 4 3 2 1
0 - Dancing Lights, Detect Magic, Detect Poison, Horizikaul's Cough, Mending, Message, Prestidigitation, Read Magic
1 - Hail of Stone, Mage Armor, Protection from Evil, Ray of Enfeeblement, Unseen Servant
2 - Alter Self, Command Undead, Greater Alarm, Glitterdust, Scorching Ray
3 - Anticipate Teleportation, Fireball, Greater Mage Armor, Lesser Telepathic Bond, MCvE
4 - Enervation, Greater Mirror Image, Polymorph, Ruin Delver's Fortune
5 - Improved Blink, Mass Fire Shield, Reciprocal Gyre, Teleport
6 - Disintegrate, Greater Dispel Magic, Planar Binding
7 - Energy Immunity, Simacrulum
8 - Mind Blank
Notes:
Planar binding: 3 medium elementals, 1 large elemental, 3 mephits, 3 hellhounds, 1 nessian warhound, avg. salamander
Hail of Stone(Und p58)
<Conj(creat)[earth], VSM(5gp jade), 1Round, Medium-range, Instantaneous, no save, SR applies>
– Stones fall in a 5’ radius by 40’ tall Column.
The caster makes a standard Ranged Attack against each creature in the area of effect using (caster level + Primary Spellcasting Attribute) as the attack bonus. If the stones hit, the target takes 1d4 per level damage (max 5d4).
Greater Alarm (Spell C p8)
Abjuration
Sor/Wiz 2
As alarm, but also detects ethereal/shadow creatures entering the warded area. Lasts 4 hrs/level.
Ectoplasmic Web (Ghost p.52)
Conjuration (creation)
Sor/Wiz 3
As web, but also affects incorporeal beings.[/sblock]
[sblock=DM only]
CHARACTER NAME : Daidoji Ichiru
RACE (ECL) : Human (+0)
CLASS (LEVEL) : Ninja 2/Druid 5/Daggerspell Shaper 3
... NET LEVEL : 10
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft (40 ft with longstrider, 50 ft wild shape + longstrider)
TYPE : Humanoid (Human)
Though he is now primarily a druid, Ichiru remembers enough of his ninja upbringing to know that the use of body doubles is occasionally called for.
EXPERIENCE : does not gain XP
CASH : none
ABILITY SCORES 15 10 14 16 16 17
Str 10 (+0) (10/base)
Dex 15 (+2) (15/base)
Con 16 (+3) (16/base)
Int 16 (+3) (16/base)
Wis 19 (+4) (17/base 2/bon)
Cha 14 (+2) (14/base)
Not sure if an inherent bonus carries over since the base creature has it.
SAVES
FORT +8 (4/dru 1/ds 3/con)
REF +9 (3/nin 1/dru 3/ds 2/dex)
WILL +15 (4/dru 3/ds 4/wis 2/ki) Remains under caster's absolute command; cannot be countermanded.
Brown Bear: Str 27, Dex 13, Con 19, Int 16, Wis 19, Cha 14, (large), nat armor 5
w/ Growth: Str 35, Dex 11, Con 23, Int 16, Wis 19, Cha 14, (huge), DR 10/magic, +4 resist, 10' reach
Brown Bear Form
FORT +9 (4/dru 1/ds 4/con)
REF +8 (3/nin 1/dru 3/ds 1/dex)
WILL +15 (4/dru 3/ds 4/wis 2/ki) Remains under caster's absolute command; cannot be countermanded.
w/ Growth
FORT +15 (4/dru 1/ds 6/con 4/res)
REF +11 (3/nin 1/dru 3/ds 0/dex 4/res)
WILL +19 (4/dru 3/ds 4/wis 2/ki 4/res) Remains under caster's absolute command; cannot be countermanded.
HIT POINTS : 5d6 + 5d8 +30 = 40+30 = 70
http://invisiblecastle.com/find.py?id=993225
ARMOR CLASS
Standard : 22 (10/base 2/dex 4/wis 6/force armor)
Touch : 16 (10/base 2/dex 4/wis)
Flat-Foot : 20 (10/base 4/wis 6/force armor)
Brown Bear Form
Standard : 26 (10/base 2/dex 4/wis 6/force armor 5/nat -1/size)
Touch : 15 (10/base 2/dex 4/wis -1/size)
Flat-Foot : 24 (10/base 4/wis 6/force armor 5/nat -1/size)
INITIATIVE : +2 (2/dex)
BASE ATTACK : +6
RANGED : +8 (2/dex)
MELEE : +18 (0/str 1/enh) Brown Bear form: +32 (17/str 1/enh)
WEAPONS
LANGUAGES
Auran, Common, Druidic, Sylvan, Terran
RACIAL TRAITS
1 free feat, 1 extra skill point/level.
CLASS FEATURES
Ninja: AC bonus, 1d6 SA, ki power invisible (12/day), +2 will, trapfinding
Druid: Wild shape 3/day, Woodland stride, trackless step, wild empathy, animal companion, +2 to know (nat), survival
Daggerspell Shaper: Daggercast, +1d6 SA Wild shape +2/day; large and tiny.
Casts: as 8th druid (CL 10)
FEATS
Cha 1 . Able Learner (all skills cost 1 point)
Cha 1 . Weapon Focus (dagger)
Cha 3 . TWF
Cha 6 . Practiced Spellcaster (+4 CL up to HD)
Cha 9 . Natural Spell
Cha12 .
Cha15 .
Cha18 .
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .
SKILLS (5+8)*(6+4) +8*(4+4) +2*(2+4) = 130 +64 +12 = 206
This is going to be a mess. For now let's say that he has all skills capped at 13 rather than 23, and one less trick.
I'll do all the math as soon as I'm able to.
Bluff +10 (5 ranks 5 cha) +2 to diplomacy, sleight, intimidate
Concentration +29 (23 ranks 6 con)
Diplomacy +10 (1 ranks 5 cha 2/bluff 2/sm)
Handle Animal +8 (5 ranks 5 cha) +2 to ride, wild empathy
Heal +12 (1 ranks 11 wis)
Hide +5 (0 ranks 5 dex)
Know (Arcana) +11 (5 ranks 6 int) +2 to ka
Know (Nature) +31 (23 ranks 6 int 2/dru) +2 to survival
Know (Planes) +11 (5 ranks 6 int) +2 to survival
Know (Religion) +32 (23 ranks 6 int 3/feat) +2 to turning
Listen +16 (5 ranks 11 wis)
Move Silently +13 (8 ranks 5 dex)
Search +7 (1 ranks 6 int)
Sense Motive +31 (20 ranks 11 wis) +2 to diplomacy
Sleight of Hand +20 (13 ranks 5 dex 2/bluff)
Survival +16 (1 ranks 11 wis 2/dru 2/kn)
Spellcraft +31 (23 ranks 6 int 2/ka)
Spot +31 (20 ranks 11 wis) Notice presence of active invisible creature: DC 20; unmoving DC 30.
Tumble +28 (23 ranks 5 dex) 150% bonus on defensive action AC
Spent 202 ranks
Tricks: 4 pts
Conceal Spellcasting (Sleight of hand disguises spellcasting; no AOOs etc.)
EQUIPMENT
Adventurer's Outfit [- gp]
Wand of Lesser Vigor [750 gp; 50 charges, fast healing 1 for 11 rounds]
STUFF (14gp 4sp)
Hooded Lantern [7 gp]
Oil x10 [1 gp]
Shovel [2 gp]
Waterskin [1 gp]
Symbol x2 [2 gp]
Tindertwig [1 gp]
Bedroll [1 sp]
Parchment [2 sp]
Chalk x5 [5 cp]
Whetstone [2 cp]
Flask of water [3 cp]
DRUID SPELLS: 6 4 3 3 2
BONUS: +4 — 1 1 1 1
0 - detect magic x2, detect poison, naturewatch, purify food and drink, read magic
1 - faerie fire, longstrider, pass without trace, silvered claws, winged watcher
2 - barkskin, master air, resist energy, soften earth and stone, warp wood
3 - greater magic fang, mass lesser vigor x2, spike growth
4 - freedom of movement, greater luminous armor, last breath
Hours: Longstrider, GLA, PWT
10 mins: Resist Energy
Notes for use: Unicorns are SNA 4; small elementals SNA 2.[/sblock]