Ijazim Kalar
Human Cleric 30 (Madness and Magic)
[sblock=Character Specifics]
XP: lvl 30+15000-10240+12000+2500+2000=257260
Alignment: NE
Age: 42
Gender: Male
Ht: 6'2
Wt: 130 lbs
Move: 20
Initiative: +7
Str: 19/+4 (11+6(item))
Dex: 16/+3 (10+6(item))
Con: 26/+8 (15+5(tome)+6(item))
Int: 20/+5 (14+6(item))
Wis: 41/+15 (17+7(lvl)+5(tome)+12(item))
Effective Wisdom for Spellcasting: 56/+23
Effective Wisdom for skills and Saves: 26/+8
Cha: 26/+8 (15+5(tome)+6(item)
Insanity Score: 15 (The Insanity score is added to Wisdom for spellcasting, but subtracted from wisdom for saves and skills)
Effective Wisdom for Spellcasting: 56/+23
effective Wisdom for skills and Saves: 26/+8
HD/HP: 30d8+240 / 422
Bab/Eab/Grapple: 15/5/22
Attack: By weapon or spell.
AC: 38 (10(base)+13(armour)+3(dex)+5(deflection)+7(shield)+1(ioun))
Touch/ Flatfooted: 14/35
Fort: 31 (12(cleric)+5(epic)+8(con)+5(item)+1(ioun))
Ref: 20 (6(cleric)+5(epic)+3(dex)+5(item)+1(ioun))
Will: 31 (12(cleric)+5(epic)+8(wis)+5(item)+1(ioun))
Skillpoints/Skills: 198 (33x6)
Concentration (Con):............42 (33+8+1)
Diplomacy (Cha):..................41 (33+7+1)
Knowledge (arcana) (Int):......25 (19+5+1)
Knowledge (history) (Int):......23 (17+5+1)
Knowledge (religion) (Int):......39 (33+5+1)
Knowledge (the planes) (Int):.36 (30+5+1)
Spellcraft (Int):....................39 (33+5+1)
Feats: 1+1+3+6+9+12+15+18+21+24+27+30+23+26+29
Non Epic: 8
Quicken Spell
Spell Penetration
Greater Spell Penetration
Craft Wondrous Item
Leadership (17th, 135, 13, 7, 4, 2, 2)
Improved Initiative
Power Attack
Cleave
Epic: 7
21: Multispell
23: Multispell
24: Multispell
26: Multispell
27: Automatic Quicken Spell (slvl 0,1,2,3)
29: Automatic Quicken Spell (slvl 4,5,6)
30: Automatic Quicken Spell (slvl 7,8,9)
Class Abilities:
Rebuke Undead 10x/day (Control up to 10 times your level in HD of undead)
http://www.d20srd.org/srd/combat/sp...nOrRebukeUndead
Spontaneous Casting (Inflict)
Equipment: (4,500,000 GP) *=Worn
*Periapt of Wisdom +12: 1,440,000 gp
*Cloak of resistance +5: 25,000 gp
*Ring of Protection +5: 50,000 gp
Ring of X-ray vision: 25,000 gp
*Ring of Invisibility: 20,000 gp
*Goggles of Night: 12000 gp
*Glamered Mithral Full Plate Armour+5 of Heavy Fortification: 9000+1500+100000+2700: 113,200 gp
(Full plate 1,500 gp ac+13, maxdex3, acpen-2, 20 ft., 25 lb.)
*Animated (+2) Adamantium heavy Shield +5 (ac 2+5): 51000 gp
Carpet of Flying (5ft. by 5ft. 200lb. 40ft. lb.) 20,000 gp
Cube of Force: 62,000 gp.
Incense of Meditation: 4,900 gp
Mirror of Mental Prowess: 175,000 gp
Portable Hole: 20,000 gp
Prayer Bead of Karma x2 (caster level +4 for 10 min): 40,000 gp
Rod of Absorption: 50,000 gp
Rod of Metamagic, Maximize (lvl 0-6): 54,000 gp
Tome of Wisdom +5: 137,500 gp
Tome of Constitution +5: 137,500 gp
Tome of Charisma +5: 137,500 gp
Ioun Stones:
Clear Spindle (Sustains creature without food or water): 4,000 gp
Dusty rose Prism (+1 insight bonus to AC): 5,000 gp
Iridescent Spindle (Sustains creature without air): 18,000 gp
Pale green Prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks): 30,000 gp
Orange Prism (+1 caster level): 30,000 gp
Pearls of Power:
1,000 gp (1st): x 20 : 20,000 gp
4,000 gp (2nd): x 15 : 60,000 gp
9,000 gp (3rd): x 10 : 90,000 gp
16,000 gp (4th): x 5 : 80,000 gp
25,000 gp (5th): x 5 : 125,000 gp
36,000 gp (6th): x 5 : 180,000 gp
49,000 gp (7th): x 7 : 343,000 gp
64,000 gp (8th): x 5 : 320,000 gp
81,000 gp (9th): x 4 : 324,000 gp
Created Items:
*Belt of the Body (+6 to Str, Dex and Con)
Market value: 36000 + 36000x1.5x2 = 144000 gp
Crafting Cost: 72,000 gp : 5760 xp
*Headband of the Mind (+6 to Int and Cha)
Market Value: 36000 + 36000x1.5 = 36000+54000 = 90000 gp
Crafting Cost: 45,000 gp : 3600 xp
Pearl of Undead Turning (+4 levels to turning and rebuking Undead):
M V: 22,000gp
C C: 11,000 gp : 880 xp
Summoning Stone (Won after the Battle of Grennet)
100,000 gps in spell components and foci
57,400 gp remaining
[/sblock]
[sblock=Spells: ]
Spells:
0: 6 . . :
Create Water, Detect magic x3, Read magic, Mending.
1: 9+1 : DC: 34
Comprehend Languages, Command, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, +Lesser Confusion.
2: 9+1 : DC: 35
Align Weapon, Augury, Desecrate, Hold Person, PowerSight, Sound Burst x3, Silence, +Identify.
3: 9+1 : DC: 36
Blindness/Deafness x2, Contagion, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, +Rage.
4: 8+1 : DC 37
Death Ward, Dimensional Anchor, Dismissal, Divination, Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion.
5: 8+1 : DC: 38
Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment.
6: 7+1 : DC: 39
Antilife Shell, Banishment, Blade Barrier x2, Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field.
7: 7+1 : DC 40
Blasphemy x2, Destruction x4 (x1), +Spell Turning.
8: 6+1 : DC 41
Create Greater Undead, Discern Location, Earthquake, Fire Storm x2, Greater Spell Immunity, +Maddening Scream.
9: 6+1 : DC 42
(Gate), Mass Healx1 (1), Miracle x1 (1), Soul Bind, +Disjunction.
Used Pearls of Power:
(1st): x 20 : 1
(2nd): x 15 : 5
(3rd): x 10 : 2
(4th): x 5 : 4
(5th): x 5 : 5
(6th): x 5 : 3
(7th): x 7 : 7
(8th): x 5 : 4
(9th): x 4 : 4
New Spells:
0: 6 . . :
Create Water, Detect magic x3, Read magic, Mending.
1: 9+1 : DC: 34
Comprehend Languages, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, Updraft(SCmp)(dd300ftupthendriftdown) +Lesser Confusion.
2: 9+1 : DC: 35
Align Weapon, Augury, Desecrate, Infernal Wound(SCmp)(30rdwounding2hps), PowerSight, Sound Burst x3, Silence, +Identify.
3: 9+1 : DC: 36
Blindness/Deafness, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, Wrackx2(SCmp)(saveorblindingincapacitatingpainfor30rds) +Rage.
4: 8+1 : DC 37
Death Ward, Dimensional Anchor, Dismissal, Assay Resistance(SCmp)(get+10againstoneenemiesSR), Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion.
5: 8+1 : DC: 38
Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment.
6: 7+1 : DC: 39
Antilife Shell, Blade Barrier, Cold Snap (SCmp)(-5degees/CLfor2d4H,casting1min), Energy Immunity(24h), Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field.
7: 7+1 : DC 40
Blasphemy x2, Destruction x5, +Spell Turning.
8: 6+1 : DC 41
Create Greater Undead, Discern Location, Earthquake, Fire Storm, Greater Spell Immunity, General of Undeath(SCmp)(controlupto300hdsofundeadfor24H)+Maddening Scream.
9: 6+1 : DC 42
Gate, Mass Healx2, Miracle x2, Soul Bind, +Disjunction.
[/sblock]
[sblock=Prose: ]
He was raised always to be polite and respectful, and he was. He flayed his parents alive without once losing his calm and pleasant manner. The greatest horrors imaginable he performs, observes and suffers with the same peaceful little smile on his lips. Those are the times he is happy, and he seeks gratification in everything he does. He is a monster, yes, he knows that and enjoys the power it gives him, yet he is civilized to a fault. There is nothing he detests more than crude people.
And yet, he is not an uncomplicated person. He is not above making grand gestures of unreasonable generosity, and though his gifts often turn out to be barbed he has indisputably improved the lot of some fortunates. His relaxed self confidence and apparent kindness has won him some unusual friends for a cleric of his faith and he is popular with the less fanatical of Vecna's acolytes. Nevertheless he enjoys a good, from his side nearly familiar, relationship with his deity. And though he is adamantly loyal he still nurtures private ambitions.
[/sblock]
Domains
[sblock]
Madness Domain
Granted Power
The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Madness Domain Spells
Lesser confusion
Touch of madness
Rage
Confusion
Bolts of bedevilment
Phantasmal killer
Insanity
Maddening scream
Weird
Magic Domain
Granted Power
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
Magic Aura: Alters object’s magic aura.
Identify: Determines properties of magic item.
Dispel Magic: Cancels magical spells and effects.
Imbue with Spell Ability: Transfer spells to subject.
Spell Resistance: Subject gains SR 12 + level.
Antimagic Field: Negates magic within 10 ft.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Protection from Spells M F: Confers +8 resistance bonus.
Mage’s Disjunction: Dispels magic, disenchants magic items. [/sblock]
equipment notes
[sblock]
Cube of Force: 62,000 gp.
This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table.
When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:
Cube Face Charge Cost
per Minute Maximum Speed Effect
1 1 30 ft. Keeps out gases, wind, etc.
2 2 20 ft. Keeps out nonliving matter
3 3 15 ft. Keeps out living matter
4 4 10 ft. Keeps out magic
5 6 10 ft. Keeps out all things
6 0 As normal Deactivates
Attack Form Extra Charges
Horn of blasting 6
Wall of fire 2
Passwall 3
Disintegrate 6
Phase door 5
Prismatic spray 7
Moderate evocation; CL 10th; Craft Wondrous Item, wall of force; Price 62,000 gp.
Mirror of Mental Prowess
This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.
Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.
Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
Strong conjuration and divination; CL 17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price 175,000 gp; Weight 40 lb.
Pearl of Power
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells). [/sblock]
[sblock=Cohort]
Archduchess Miranel Dohon (aka. "Duchess")
Cohort ecl 17
Human Ghost (Undead, Incorporeal, la 5), Sorcerer 12
Move: fly 30ft, perfect.
Initiative: +1
Height: 5ft
Weight: 0
Age: 340 years
Apparent age: 340 years
30 pt buy:
Str: 4/-3 (10-6(age))
Dex: 4/-3 (10-6(age))
Con: --/--
Int: 17/+3 (14+3(age))
Wis: 13/+1 (10+3(age))
Cha: 34/+12 (18+3(age)+4(ghost)+6(enhancment)+3(level))
HD/HP: 12d12 / 111
Fort: 9 (4+0+5)
Ref: 6 (4-3+5)
Will: 14 (8+1+5)
AC: 27 (10-3(dex)+12(deflection)+8(armour)
Attack: +3/-2
Damage: -
Skills
Skills: 75
Hide:..............................5 (0-3+8*)
Search:...........................9 (0+1+8*)
Spot:..............................9 (0+1+8*)
Bluff (Cha):....................27 (15+12)
Concentration (Con):.......15 (15)
Spellcraft (Int):..............18 (15+3)
Disguise (cha):...............19 (7,5+12)
Listen:..........................16 (7,5+1+8*)
*= Ghost
Feats: 1,1,3,6,9,12
Ability Focus (Frightful Moan DC +2)
Ability Focus (Malevolence DC +2)
Improved Initiative
Spell Penetration
Greater Spell Penetration
Eschew Spell Components
Spells:
0:6
1:6+3
2:6+3
3:6+3
4:6+3
5:5+2
6:3+2
Spells Known:
0:9: Detect Magic, Message, Prestigigitation, Ghost Sound, Resistance, Dancing Lights, Light, Mending, Arcane Mark.
1

Alarm, Protection from Good, Shield, Grease, Comprehend Languages, Ray of Enfeeblement.
2

Glitterdust, Web, Detect Thoughts, Touch of Idiocy, Mirror Image.
3

Protection from Energy, Fireball, Displacement, Major Image.
4

Dimensional Anchor, Solid Fog, Confusion.
5

Feeblemind, Teleport.
6

Mass Suggestion.
Special attacks:
Frightful Moan (Su) DC: 10+6+12+2: 30
A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Malevolence (Su) DC: 10+6+12+2: 30
Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Telekinesis (Su) DC: 10+6+12: 28
A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Special qualities:
Manifestation (Su)
Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su)
In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex)
A ghost has +4 turn resistance.
GP: ?
Ghostly Equipment:
Cloak of Charisma +6: 36,000 gp
Bracers of Armour +8: 64,000 gp
Ring of Resistance +5: 25,000 gp
Remaining: ?
Prose:
Miranel Dohon grew up in the highest tiers of the nobility in a decadent nation on a decadent world. She was beautiful, and enjoyed her superiority in every way, without a thought for the suffering she carelessly inflicted upon others. She lived a good life, a life of complete fulfillment, until the day she spotted to first hint of a wrinkle on her lovely face. Suddenly she saw the world around her in a new light, and she saw the whole world rotting, decaying into hideousness and death. The stench of elderdom haunted her dreams, and she grew malicious in the pain of her vanity.
Despairing she sought a way to escape the inevitable and remain young and beautiful forever. Finding no other alternative her steps soon turned towards the forbidden faiths, the hidden temples of dark and deranged deities, and there she found her answer in undeath. Her body and soul were ravaged by perverse rituals, and once the pain ended she was no longer young and no longer beautiful. And yet she would now live eternally and any body, even those lovelier than she had been herself, could now be hers until it too began to bore her.
She lived a long time that way and, with her obsession now easily satable, her mind began to turn to other matters. A sorceress by trade, the aquisition of power came naturally to her, and her attention was soon directed towards an interesting new rumour. A few men and women marked by destiny to attain great power. A young cleric of ----- cought her roving eye and she began to make herself a part of his life.
Reason for living: Living. The pursuit of beauty and power, enjoying the pleasures of mind and flesh.
[/sblock]