Eschaton Rogues Gallery [temporary]
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  1. #1

    Eschaton Rogues Gallery [temporary]

    Notes on given items:

    'Mercury IX' Mecha for Melanoce's Pilot bot (Teleoperated)
    HP 100 (plus the bot's 64 HP)
    AC 33
    Move 20' ground 190' air (poor)
    Size: Large - 10' reach
    Attack: Artemis Particle Cannon +16 to hit (touch) 10d6 damage (force)
    SV Fort +4, Ref +10(4+6), Will +
    Str 18, Dex 24, Con —, Int 23, Wis 10, Cha 18
    Allows Melanoce to cast spells through it.

    Lord Karnak receives a horned helm that a) acts as a Belt of Battle with 30 charges b) provides protection from vacuum and removes any penalties for Zero-G activities c) provides continuous flight (as the spell).

    Serraphina receives a blue diamond (matches her eyes perfectly) that attaches to her circlet. It a) raises the save DC on Read Thoughts to 30 b) acts as a Cube of Force that cn also create 1HP walls (to push off of) for 0 charges c) gives her any one feat she meets the pre-reqs for (1 min to change feats).

    Sigil only gets a Glammered Spacesuit but Kaydia infuses her with the power of the fey. This boon gives her a +8 Luck bonus to Dex, ups the usages of Empowered Elfbolts to 9, and lets her use any enchantment or illusion sorceror spell in the PHb up to 3rd at will.
    Last edited by Voidrazor; Thursday, 23rd August, 2007 at 07:19 AM.

  2. #2
    Grandfather of Assassins (Lvl 19)

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    I Defended The Walls!

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    Almost done...comments welcome!

    Name: "Sigil"
    Race: Human (fey)
    Class/Level: Warlock 20

    Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. At one hip she carries a long, slender wand of spiraling, tapering crystal. At the other is a broad-bladded fencing dagger that she wields in her left hand. Around her shoulders is an aquamarine shawl that loops around her arms, and a hooded cloak the color thick grey smoke that hangs unnaturally still, even in wind. Sigil also has a habit of drifting at least a few inches off the ground, unless sitting or lying on something. It is rare in the extreme for her to actually walk.

    Strength (STR) 8 -1
    Dexterity (DEX) 20 +5
    Constitution (CON) 20 +5
    Intelligence (INT) 14 +2
    Wisdom (WIS) 14 +2
    Charisma (CHA) 30 +10

    Alignment: Chaotic Good
    AC: 29 (10 +5 dex +9 armor +3 deflection, +2 insight), Flatfoot 29, Touch 20
    Hit Points: 174/174
    Movement: 30' (30' flight, Good)

    Init: +5
    Base Attack Bonus: +15/+10/+5
    Melee Attack: +14/+9/+4
    Ranged Attack: +20/+15/+10
    Fort: +16 (+6 base +5 resist +5 Con)
    Reflex: +18 (+6 base +5 resist +5 dex +2 insight)
    Will: +19 (+12 base +5 resist, +2 wis)

    Race Abilities
    Bonus Feat
    Bonus Skills

    Class Abilities:
    Eldritch Blast 11d6
    Detect Magic at will
    DR 9/cold iron
    Deceieve Item (take 10 on UMD checks, even under stress)
    Fiendish Resiliance 5
    Energy Resistance 10: Fire and Cold
    Imbue Item

    Skills: 20+95
    Bluff +40 (19 ranks + 10 Cha + 6 Invocation, +5 item)
    Concentration +25 (20 ranks +5 Con)
    Diplomacy +16 (+10 Cha + 6 Invocation)
    Disguise +15 (5 ranks +10 Cha) (+2 when acting, +10 with Disguise Self)
    Intimidate +26 (10 ranks + 10 Cha + 6 invocation)
    Knowledge (Arcana) +12 (10 ranks + 2 Int)
    Knowledge (The Planes) +12 (10 ranks + 2 Int)
    Sense Motive +22 (20 ranks +2 Wis)
    Spellcraft +14 (10 ranks + 2 Int + 2 Synergy)
    Use Magic Device +21 (11 ranks + 10 Cha)

    1 Fey Heritage (+3 to save vs Enchantment)
    1 Fey Power (+1 DC and +1 CL with Invocations)
    3 Fey Skin (+4 DR/cold iron)
    6 Spell Penetration
    9 Fey Legacy (Confusion, Dimension Door, Summon Monster V, 1/day each)
    12 Craft Contingent Spell
    15 Empower Spell Like Ability: Eldritch Blast
    18 Quicken Spell Like Ability: Flee the Scene

    Languages - Common, Sylvan, Draconic

    - Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)
    - Dark One's Luck (+10 luck bonus to any one save)
    - See the Unseen (See Invis + Darkvision 60')

    - Charm (Charm Monster, Will DC 25, only 1 victim at a time)
    - Fell Flight (fly speed = ground speed)
    - Flee the Scene (75' dim door, leaves Major Image of caster)

    - Devour Magic (+14 melee touch, +20 caster level)
    - Repelling Blast (Ref save DC 27)
    - Painful Slumber of the Ages (Will Save DC 27)

    - Retributive Invisibility
    - Word of Changing (Fort Save DC 26)
    - Dark Foresight

    Money - 1899

    Weapons -
    Bastion +4 - A broad-bladed fencing dagger, made to be wielded in the user's off hand and made more for parrying than for attacking, Bastion's normal defensive value has been significantly enhanced through magic. As a free action once per round, the user can assign its enhancement bonus or any fraction therof, as a nameless bonus to AC. In addition, while Bastion is wielded in the user's off hand, the user is never considered flanked. Defending Dagger +4, 58301

    Witch's Wand - A beautifully crafted wand of unusual size, made from a rod of crystal that tapers to a point. A spiral pattern of fluting runs up its length, making it look a little like a unicorn's horn. When wielded by one capable of an Eldritch Blast, energy flickers up and down its length like tiny trapped fireflies, of a color appropriate to the user. The blast, when used, emanates from the rod instead of the warlock's hand, and fires a tightly concentrated beam that is so easy to direct that it negates the -4 penalty for aiming at targets in melee. Rod of Magical Precision, 12000

    Armour -
    Tunic of the Flowering Green - Silvery mithril links with green enameled highlights and stylized images of vines and vegetation curling down from the epaulets make this armor quite distinct. As with much of the craft of Fae smiths, the armor can change its appearance at its wearer's whim, aiding in disguise and subterfuge. Additionally, when struck by a negative energy or Death effect for the first time each day, the armor immediately grows flowers from the plantlike images. These flowers immediately die, their lives snuffed to protect the wearer's. This works but once a day...but can provide an invaluable second chance. Death Warded Mithril Chain Shirt +5, Glamered, 37800

    Gear -
    - In Survival Pouch

    - On person
    2 scroll cases, 2gp, 1lb
    2 belt pouches, 2gp, 1lb

    - In Pouches
    Small steel mirror, 10gp, .5lb

    Magic -
    Jahara's Exquisite Looking Glass - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. The reflections it casts are flawless, as are the images that can be called into it by one who commands the mirror. The owner can instruct the mirror to display any location on any plane, as if there was a Clairvoyance spell in effect to that locale. Spells and effects that prevent scrying work normally against the mirror. Any living creature appearing in the mirror can be the subject of a Detect Thoughts effect. The owner can ask the mirror a short question regarding a creature currently being shown in the device, it answers as per Legend Lore, once per week. When the mirror has a distant location showing in it, its surface becomes permeable...anyone present can step through it to arrive at the shown location. An invisible portal exists at that location for up to 24 hours, during which time anyone who knows that it's there can move through it to the mirror's location. Mirror of Mental Prowess, 175000

    Annulus Kinesos - A plain gold band that gives its wearer the ability to project and control an invisible, yet quasi-physical force. This functions as a Telekinesis spell, cast at 9th level. Ring of Telekinesis, 75000

    Mask of Lies - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. Mask of Lies, 17000

    Shroud of Niktus - A flat charcoal grey cloak that seems to reflect no light, nor flutter in any wind. Anyone within the shroud will utterly fail to register on any divination or detection spell...even scrying will overlook the presence of the shrouded. In addition, the wearer's mind is cloaked; it cannot be read or affected by any outside force. Purchased as Third Eye of Concealment, using cloak slot as "protection." 120000

    Greater Chauseble of Fell Power, 18000 - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length.

    Vest of Resistance +5, 25000 - A short, brief garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols.

    Boots of Teleportation, 49000 - Take the form of sandals that have thongs twining around the wearer's legs up to mid-shins, greek style.

    Ring of Protection +3, 18000

    Handy Haversack, 2000
    Survival Pouch, 5000

    Tome of Leadership +1, 27500 (read)
    Belt of Health +6, 36000
    Tiara of Charisma +6, 36000
    Gloves of Dexterity +6, 36000

    Wand of Shield 50/50, 750
    Staff of Healing 50/50, 27750

    Kaydia, the world that Sigil was born to, and now is the Citizen of, was once a barbaric world, ruled by a cruel and terrible Unseelie Fey queen who had no problem sacrificing power on a cosmic scale in exchange for tyrannical power over a single world.

    Then, as now, Kaydia was populated primarily by mortals; humans mostly, trapped in an archaic feudal system, technological progress intentionally impeded, living in a world that would not look too terribly different than Old Terra in its middle ages. They lived in fear of the dark fey creatures that would emerge from the great forest that hid the Queen's stronghold and work their, sometimes deadly, mischief upon them. Not all the fey were of this evil nature though; not even most of them. Suppressed by the Queen's powers, and forbidden contact with mortals, they hid in the deep woods and waited.

    Sigil was born human, with a human name even she's all but forgotten now, and a mortal existance it was her destiny to shed. Raised in a small logging and trapping village near the edge of the feared woods, she felt a strange connection to the forest there, despite the dire warnings. Answering a compulsion deep in her soul, she made her way deep into the fey-infested green, and by luck or providence, encountered a handful of the oppressed Seelie. They and she became friends, and she returned many times (only by day, they told her, for the dark fey preferred night's gloom for their antics).

    She learned much of the fey and their ways, and surprisingly to all, their magic kindled a kind of response within her. A magic that was like the old Sidhe magick; long lost except for the Queen herself, since the days when the gates to Faerie were open. She learned to walk on wind, and hide behind a blade of grass...and to hurl the dreaded elfshot.

    Eventually Sigil and her friends formed a band, and roamed the countryside interfering with the Queen's minions. But such actions have consequences... She returned home from the woods one night to find her home village wrecked; razed by magic. The few survivors told chilling tales of dark magicks, and the Queen herself appearing to shower elfbolts on man, woman, animal and house alike...all the while demanding to know where was the woman. The magician. Sigil herself.

    Both heartbroken and enraged by the devastation to what she loved, Sigil set off across the land. Where she stopped, she rallied people to her cause. Where she stopped near the woods, she inspired the Seelie fey to come out from hiding. It was a long and perilous road, beset by Unseelie fey, and by monsters of magic and legend put in her path to destroy or stop her. Finally they won their way through the black wood of thorns; to the very gate of the twisted black castle of the Queen.

    There, armies clashed, even as Sigil and the Queen met in battle. The details of that duel are lost now, save only to Sigil herself. In vanquishing the Queen though, she was able to end a reign of terror, and win for herself the Citizenship that had once been her enemies'. It took quite some time for Sigil to adjust to the revelations that awaited her.

    Peace was brokered between the men and fey...a peace maintained largely through mutually agreed upon nonintervention. The gates to and from Kaydia were opened, reintroducing the planet to the network of transit and information flow. The old corrupt Autarchs were ejected from their seats of power, and eventually replaced with a younger, more idealistic set of rulers. Though she retained the right to review and, if necessary, veto policies and laws that affected the planet, Sigil granted the Autarchs power over their domains, as well as the right to congregate and form a democratic Moot of Peers, that could decide planetary policies (subject to the above provisions). She claimed as her own personal domain the large, ancient forest with the great castle at its center...the abode of the fey and former stronghold of the Queen. Here and here alone, Sigil's power theory at least...absolute. Though the fey enjoyed -having- a queen and playing the game of being subjects, when push came to shove, following edicts wasn't in their nature. It was by personal loyalty that Sigil ruled, which kept her quite busy moving around, making sure the fey of the wood could see her in action and see she was working to make their world better.


    Most of Sigil's followers are humans who have sworn personal oaths of fealty and the few fey from the original revolution that are still alive. The bond formed between these fey and Sigil was far stronger than their chaotic, wild bent, and those few that are left carry out her commands without (much) hassle. Breakdown as follows:

    A great many of Sigil's followers are of the humblest of feyfolk, who suffered greatly at the hands of more powerful Unseelie fey when there was no one to forbid such bullying and interfey violence. These creatures often now take it as a personal honor to pledge a time of service to the Queen of Summer (as Sigil is sometimes known). While she may sometimes ask one to deliver a message, most of the time she asks that the tiny Grigs and aquatic Nixies simply keep their eyes and ears open, and make periodic reports on what they've seen. These reports are then combed through by staff at the castle, and those that seem to contain news of substance presented to Sigil directly. She can then use the Looking Glass or send an agent to investigate more thoroughly.
    1500 Grigs = 1500
    465 Nixies = 465

    In addition to these, there are many fey who have taken up residence in and around the castle itself, and by pledge or simply by their nature, form part of the stronghold's defense as well as being loyal to the sovereign within.
    The Enchanted Grove
    25 Dryads = 675
    30 Satyrs (4 with pipes) = 464
    2 Treants = 1024

    The Unicorn Herd
    12 Unicorns = 328

    The following creatures are veterans of the war on the Queen, and follow Sigil out of personal loyalty ingrained during that time. They call themselves her 'entourage,' and she is rarely without at least some of them when traveling abroad. They are her friends and advisors, and their mutual trust is deep and abiding.
    Neala, Aerid, and Viera - 3 Nymphs = 1029
    Perriwinkle (leader, has Dance), Iodine, Penumbra, Jostle, Peck - 5 pixies (1 with dance) = 381
    Alastor and Heira - 2 unicorns = 54



    Kaydia is still technologically backwards, but that situation is slowly improving now that it is no longer cut off from commerce and trade. Sigil, though she 'rules' with a light hand, wishes very much for Kaydia to integrate itself into the larger framework of Eschaton, and regularly appears at the Autarch Moots to press for wider acceptance of tradegates and opening of local markets to offworld traders. By the same token, she is wary of Kaydia being victimized by unscrupulous merchants who might take advantage of its naivete and vulnerability.

    In the same vein, she has taken to visiting other worlds lately, looking for ways and means that Kaydia might market its own goods on other planets. She's aware that the scope and complexity of this sort of mercantile exchange is well outside her experience though, and more than anything she seeks reliable counsel from someone she can trust, to help her world join its cousins in the sky.

    Last edited by Shayuri; Saturday, 20th January, 2007 at 08:58 PM.

  3. #3
    Novice (Lvl 1)

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    Lord Direspirit
    Human Dread Necromancer 17
    Neutral Evil

    Strength 12 (+1)
    Dexterity 20 (+5)
    Constitution 20 (+5)
    Intelligence 14 (+2)
    Wisdom 12 (+1)
    Charisma 26 (+8)

    Size: Medium
    Height: 6' 2"
    Weight: 190 lb
    Skin: Pale
    Eyes: Grey
    Hair: Black

    Total Hit Points: 155

    Speed: 30 feet

    Armor Class: 29 = 10 +7 [chain shirt] +5 [dexterity] +7 [natural armor]

    Touch AC: 22
    Flat-footed: 24

    Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
    Fortitude save +10 = 5 [base] +5 [constitution] +5 [cloak]
    Reflex save: +10 = 5 [base] +5 [dexterity] +5 [cloak]
    Will save: +11 = 10[base]+1 [wisdom] +5 [cloak]
    Attack (handheld): +9/+4 = 8 [base] +1 [strength]
    Attack (unarmed): +9/+4 = 8 [base] +1 [strength]
    Attack (missile): +13/+8 = 8 [base] +5 [dexterity]
    Grapple check: +9/+4 = 8 [base] +1 [strength]

    Light load: 43 lb. or less
    Medium load: 44-86 lb.
    Heavy load: 87-130 lb.
    Lift over head: 130 lb.
    Lift off ground: 260 lb.
    Push or drag: 650 lb.

    Languages: Common Infernal Undercommon

    +10/+5 +1 unholy Greatsword [2d6+3, crit 19-20/x2, 8 lb., two-handed, slashing]


    Combat Casting
    Eschew Materials
    Improved Initiative
    Quick Draw
    Spirit Sense
    Craft Wand
    Weapon Focus x1 Weapon(s): Greatsword

    Bluff Cha 18 = +8 +10
    Concentration Con 22 = +2 +20
    Diplomacy Cha 10 = +8 +2 [bluff]
    Intimidate Cha 20 = +8 +10 +2 [bluff]
    Knowledge (arcana) Int 17 = +2 +15
    Knowledge (religion) Int 17 = +2 +15
    Knowledge (planes) Int 10 = +2 +8
    Listen Wis 5 = +1 +4
    Spot Wis 6 = +1 +5

    Bluff >=5 ranks gives +2 on disguise checks to act in character.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.


    Level 1 spells: 8 per day DC: 16

    bestow wound
    Level: Dread necromancer 1, sorcerer/
    wizard 1, Spite 1
    Components: V, S, M
    Casting Time: 1 action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    If wounded, you can cast this spell
    and touch a living creature. The target
    takes damage equal to your wounds
    at the rate of 1 point of damage per
    your caster level, or the amount
    needed to bring you up to your
    maximum hit points, whichever is
    less. At the same time, you heal that
    much damage, as if a cure spell had
    been cast on you.
    Material Component: A small eye
    agate worth at least 10 gp.

    cause fear
    chill touch
    detect magic
    detect undead
    hide from undead
    inflict light wounds
    ray of enfeeblement
    summon undead I
    Conjuration (Summoning) [Evil]
    Level: Blackguard 1, cleric 1, dread
    necromancer 1, sorcerer/wizard 1
    Components: V, S, F/DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    This spell functions like summon
    monster I (see page 285 of the Player’s
    Handbook), except that you summon
    an undead creature.
    Summon undead I conjures one of the
    creatures from the 1st-level list in the
    Summon Undead table at right. You
    choose which creature to summon, and
    you can change that choice each time
    you cast the spell. Summoned undead
    do not count toward the total Hit Dice
    of undead that you can control with
    animate dead, plague of undead, or other
    command undead abilities. No undead
    creature you summon can have more
    Hit Dice than your caster level +1.
    Focus: A tiny bag, a small candle
    (not lit), and a carved bone from any
    Note: The descriptions of the summon
    undead spells presented here supersede
    earlier published descriptions

    Summon Undead
    1st Level
    Human warrior skeleton
    Kobold zombie
    2nd Level
    Owlbear skeleton
    Bugbear zombie
    3rd Level
    Troll skeleton
    Ogre zombie
    4th Level
    Wyvern zombie
    5th Level
    Vampire spawn

    undetectable alignment

    Level 2 spells: 8 per day DC 17

    command undead
    death knell
    false life
    gentle repose
    ghoul touch
    inf lict moderate wounds
    spectral hand
    summon swarm
    summon undead II

    Level 3 spells: 8 per day DC: 18

    Crushing despair
    death ward
    halt undead
    inflict serious wounds
    ray of exhaustion
    speak with dead
    summon undead III
    vampiric touch

    Level 4 spells: 8 per day DC: 19

    Animate dead
    bestow curse
    dispel magic
    Evard’s black tentacles
    giant vermin
    inflict critical wounds
    phantasmal killer
    summon undead IV

    Level 5 spells: 7 per day DC 20

    fire in the blood
    Level: Cleric 5, Spite 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    This unsettling spell enables you to
    make deadly weapons of your own
    arteries and veins. Once the spell is
    cast, your blood takes on a mystical
    potency that makes it more corrosive
    than the strongest acid to anyone who
    draws it from you. From then on,
    until the spell’s duration has elapsed,
    anyone who deals slashing or piercing
    melee damage on you is sprayed with
    your blood in retribution. The blood
    deals a cumulative 1d6 points of damage
    per attack upon your attacker,
    with no save or spell resistance
    applicable, up to a maximum of 5d6.
    Thus, the fi rst time a foe hits you with
    a slashing or piercing weapon, he
    instantly takes 1d6 points of damage
    from the sanguinary backlash. The
    second time that same foe strikes
    you, he takes 2d6 points of damage.
    As soon as any single foe has taken
    5d6 points of damage in a single
    spray from your corrosive blood, the
    spell ends.
    Opponents striking you with magical
    attacks that do not manifest in a
    slashing or piercing manner, or those
    striking you with only bludgeoning
    weapons, do not trigger the retributive
    blood spray.
    The arc and direction of the blood
    spray is magical in nature, and the
    spray does not splatter adjacent
    squares or parties, no matter how
    close together they might be. Each
    spray strikes only the one responsible
    for the wound.
    Material Component: A drop of your
    own blood.

    greater dispel magic
    insect plague
    lesser planar binding
    magic jar
    mass inflict light wounds
    oath of blood
    slay living
    summon undead V
    undeath to death
    waves of fatigue

    Level 6 spells: 7 per day DC 21

    Acid fog
    circle of death
    create undead
    mass inflict moderate wounds
    planar binding
    waves of exhaustion

    Level 7 spells: 7 per day DC 22

    Control undead
    finger of death
    greater harm
    Level: Cleric 7, dread necromancer 7
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    As harm (see page 239 of the Player’s
    Handbook), except as noted above and
    in that this spell deals 1d12 points of
    damage per caster level, to a maximum
    of 20d12 at 20th level.

    mass inflict serious wounds
    song of discord
    vile death
    Conjuration (Calling) [Evil]
    Level: Cleric 9, dread necromancer 7,
    sorcerer/wizard 9
    Components: V, S, M, XP
    Casting Time: 1 hour
    Range: Touch
    Target: One corporeal undead creature
    Duration: Permanent (D)
    Saving Throw: None
    Spell Resistance: Yes
    You summon the spirit of a fi end from
    the depths of Hell or the Abyss and
    bind it into the body of a corporeal
    undead creature.
    Binding the fiend applies the
    fiendish template (see page 108 of
    the Monster Manual) to the undead
    creature. The resulting creature is
    independent of you and can act on
    its own. Its initial attitude toward
    you is indifferent.
    Material Component: A bit of brimstone
    and a bloodstone worth at least
    500 gp.
    XP Cost: 100 XP.

    Level 8 spells: 6 per day DC 23

    Create greater undead
    horrid wilting
    mass inflict
    critical wounds
    symbol of death

    Level 9 spells 3 per day DC 24

    Energy drain
    imprison soul
    Necromancy [Evil]
    Level: Cleric 9, dread necromancer
    9, Spite 9
    Components: V, S, M, F
    Casting Time: 1 standard action; see
    Range: Touch
    Target: Creature touched
    Duration: Permanent; see text
    Saving Throw: Will negates
    Spell Resistance: Yes
    By casting imprison soul, you place the
    subject’s soul in a receptacle, such as
    a gem, ring, or some other miniscule
    object, leaving her body lifeless. While
    trapped, the subject takes 1d4 points
    of Constitution damage per day until
    dead or freed. The rituals to prepare the
    receptacle require three days. Destroying
    or opening the receptacle ends the
    spell, releasing the soul.
    To cast the spell, you must know the
    name of the target. The receptacle must
    be within spell range and you must
    know where it is.
    Material Component: A portion of the
    target’s body (a fi ngernail, a strand of
    hair, or some other small part).
    Focus: A Tiny or smaller object to be
    the receptacle for the subject’s soul.
    Note: This updated version of this
    spell supersedes earlier published

    mass harm
    Level: Dread necromancer 9
    Range: 20 ft.
    Area: 20-ft.-radius burst centered on
    Targets: All creatures except the caster
    in the area

    plague of undead
    Necromancy [Evil]
    Level: Cleric 9, dread necromancer 9,
    sorcerer/wizard 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One or more corpses within
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell unleashes great necromantic
    power, raising a host of undead creatures.
    Plague of undead turns the bones
    or bodies of dead creatures within
    the spell’s range into undead skeletons
    or zombies with maximum hit
    points for their Hit Dice. The undead
    remain animated until destroyed. (A
    destroyed skeleton or zombie can’t be
    animated again.)
    Regardless of the specifi c numbers
    or kinds of undead created with this
    spell, a single casting of plague of undead
    can’t create more HD of undead than
    four times your caster level.
    The undead you create remain under
    your control indefinitely and follow
    your spoken commands. However,
    no matter how many times you use
    this spell or animate dead (see page
    198 of the Player’s Handbook), you can
    only control 4 HD worth of undead
    creatures per caster level; creatures
    you animate with either spell count
    against this limit. If you exceed this
    number, newly created creatures fall
    under your control and any excess
    undead from previous castings of this
    spell or animate dead become uncontrolled.
    Anytime this limit causes
    you to release some of the undead
    you control through this spell or animate
    dead, you choose which undead
    are released.
    The bones and bodies required for
    this spell follow the same restrictions
    as animate dead. All the material to be
    animated by this spell must be within
    range when the spell is cast.
    Material Component: A black sapphire
    worth 100 gp or several black
    sapphires with total value of 100 gp.

    wail of the banshee


    * Extra feat at first level (already included)
    * Four extra skill points at first level (already included)
    * One extra skill point at each additional level (already included)

    Dread Necromancer:

    Charnel touch (melee touch 1d8+4 or heals Undead +5 HP)
    rebuke undead
    Advanced learning
    Fear aura Enemies in the area must succeed on a Will save (DC 26)or become shaken.
    summon familiar
    Advanced learning
    undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2
    additional hit points per Hit Die. Control 204 HD of UD for animate death, 170 HD for control UD)
    Negative energy resistance (+4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.)
    Advanced learning
    enervating touch
    Negative energy burst 3/day 17d4 within 5ft save will DC 26
    Mental bastion (+4 bonus on saving throws made to resist sleep, stunning,paralysis, poison, or disease.)
    Lich body DR 8/-
    Advanced learning
    scabrous touch 3/day disease Fortitude save (DC 26)
    Enervating touch (give upto 8 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 26)
    light fortification 50% (like the armor)

    equipment: 340k

    headband of charisma +6 36k
    gloves of dex +4 16k
    Belt of health +6 36k
    cloak of Resistance +5 25k
    rod of many wands (CM) 27k
    - wand of cure crit. wounds 21k
    - wand of wall of fire 21k
    - wand of restoration 26k
    +5 mithril chain shirt 26.1k
    +1 unholy greatsword 18.35k
    Amulet of NA +7
    Ring of Dragonshape 23k (change to young red dragon 1/day for 1 hour)
    ioun stone clear spindle 4k
    Belt of many pockets 11k
    21k in various gems


    Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 72
    Initiative: +3
    Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
    Armor Class: 29 (+2 size, +3 Dex, +14 natural), touch 19, flat-footed 26
    Base Attack/Grapple: +3/-5
    Attack: Sting +8 melee (1d4 plus poison)
    Full Attack: Sting +8 melee (1d4 plus poison)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Poison, spell-like abilities
    Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, Scry on familiar by Master, Spell resistance 24, Speak with master, Deliver touch spells, Alertness, improved evasion, share spells, empathic link
    Saves: Fort +3, Ref +6, Will +4
    Abilities: Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14
    Skills: Diplomacy +8, Hide +17, Knowledge (any one) +8, Listen +7, Move Silently +9, Search +6, Spellcraft +8, Spot +7, Survival +1 (+3 following tracks)
    Feats: Dodge, Weapon Finesse
    Environment: A lawful evil-aligned plane
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always lawful evil
    Advancement: 4-6 HD (Tiny)
    Level Adjustment: — (Improved Familiar)

    In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

    Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

    An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
    Poison (Ex)

    Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
    Spell-Like Abilities

    At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

    Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
    Alternate Form (Su)

    An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.


    Lord Direspirit was always the odd kid while he was young. His parents didn’t know what to do about his behavior. He lived more in the night then the day. His parents send him away to another world, because of the influence his life had on the career of his father. After wandering around for several years he made himself wise in the teachings of life and death controlling.

    Direspirit is 6’2”, has a normal posture. His pale skin only shows when he takes of his hood and then you will all the scaring from the fights with the near dead.


    his goal is to gain more influence in the known worlds, either by trading influence or just the fear from his power to control life and death.


    Gimor releases in the 2 mindflayers, moofius and Kjeldoran, for making his most important decisions
    2x mind flayer (1024pt)

    every lord needs his sources of information so does Direspirit, he contracted these 3 stalkers a long time ago, and the have pledged their service to him.
    3x invisible stalkers (1029pt) codenamed: control, vengeance, trophy

    his people are all drow, they like the dark place that Nekros has to offer them, about 1000 from them are combating troops commanded by commanded by 3 wriaths (192pt)

    for his personal protection Lord Direspirit uses 3 nimblewrights (1029pt)
    Last edited by Rino; Sunday, 21st January, 2007 at 08:05 PM.

  4. #4
    Waghalter (Lvl 7)

    Join Date
    Jan 2007
    Reno, NV
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    Miss Delecorte stands just over 7.5ft tall with tawny-toned muscle under flawless onyx skin and long platinum blonde hair with saphire blue eyes. Her opalecent and impecibly manicured nails match the set of delicatly arching horns that rise from her hairline, and the pair of light feathered wings folded at her back. She has had all of the hair from her forehead on down meticulously and permenantly removed (except for the most petite eyebrows). Through minor illusions she usually hides the wings and horns, so as to not upset the less...diversified. Her attire swings from business sleek to nightclub sheek at a moments notice, often changing as she walks through a door. She favors smart greys and creams during the day while at night its all about the form fitting maroon leathers. Her custom-made, polished chrome spiked chain slides effortlessly into a flexible, zero-friction, nonconductive channel spiralling from her waist down around both legs of her pants. Every once in a while, crackling blue or black energy will course its way from one end of the chain to the other, the swirling patterns they emit dazzle those that catch it out of the corner of their eye.

    This shrewd negotiator makes her way by moderating hostile takeovers of entire systems, accepting surrenders and even serving as a high profile courier when messages cannot be allowed to fall into the competition's hands (or claws, tentacles, cilla etc.). Square dealing and uncorruptability through physical or mental means provides for a rock steady reputation of fairness to any who seeks to employ her services. A looming darkness on the dimensional horizon has every spacefairing race a little edgy. Curiousity might get the better of her to find out whats going on at the very edges of space and time.

    Through her subtle manipulations and charms, a corporate commerce world happened to find itself suddenly "unruled" so she quietly slid into the role. A natural leader and manager, her technodragon philosophies and work hard play hard ethics garnered her immediate popularity and respect from most walks in a world where the clubs are kickin and the underworld is as deep as the sky is high. The world currency has become the celestial bearotaur or CuB (Cubs=bucks ) and the economy has never been stronger. The Cub has even found itself accepted on an ever increasing number of worlds (mostly from it's interdimensional strength and partly because it has a hot naked devil-chick on it that appeals to a supprising vareity of life-forms!) Or maybe it stems from the fact that the hard currency is spiritcrafted and cannot be counterfeited.

    The spirits in Seraphina's thrall tend to be accountant and lawyer types (mercane and inevitables?) with a small contingent of infiltraitors and information gathers (invisible stalkers, satyrs and ghosts?) who just tend to lurk visibly or invisibly in the right places at the right times

    Serraphina DeLecorte
    Half-Celestial ( LA +4) Minotaur (LA +2) Werebear (LA +2)
    1st level Fighter

    Large-Size Outsider, Shapechanger
    Hit Dice:
    1D10+12D8+130 (190)
    Intitiative: +10 (10 Dex)
    Speed: 30ft. / 60fly (good)
    Armor Class: 50 (-1 size, +10 Dex, +13 Wis, +13 Natural, +2 armor, +2 deflection, +1 monk) touch 35, flatfooted -
    Base Attack/Grapple: +11/+34
    Attack: +4 Huge spiked chain +29 melee (2D6 +26, 2D6 disruptive to enemy & 1D6 to me, 1D4 psionic plus 1 constitution drain/X2) or gore +24 (1D8 +15)
    Full Attack: +4 Huge spiked chain +29/+24/+19 melee (2D6 +26, 2D6 disruptive to enemy & 1D6 to me, 1D4 psionic plus 1 constitution drain/X2) and gore +24 (1D8 +15) and bite +19 (1D8 +10 plus curse of lycanthropy)
    Space/Reach: 10ft./10ft. (20ft. with spiked chain)
    Special Attacks: Powerful charge 4D6 +22, Daylight /at will, Smite evil 1/day, Improved grab (in bear form only)
    Spell-Like Abilities: 3/day protection from evil, holy aura. 1/day bless, aid, detect evil, cure serious wounds, nuetralize poison, holy smite, remove disease, dispel evil, holy word, hallow, mass charm monster
    Special Qualities: spell resistance 25, power resistance 40, damage reduction 10/magic and 5/silver, darkvision 60ft., low-light vision, scent, resistance to acid 10, electricity 10, cold 10, natural cunning, evasion, immunity to gases, alternate form, bear empathy
    Saves: Fort +15 (19 in hybrid, +4 vs poison), Ref +19 (21 in hybrid), Will +22

    Abilities: (in hybrid form)
    Str 24 (40) [+8 minotaur, +4 celestial]
    Dex 28 (30) [+2 celestial, +6 enhance, +5 inherent]
    Con 22 (30) [+4 minotaur, +4 celestial, +6 enhance]
    Int 14 [-4 minotaur, +2 celestial, +2 enhance, +1 level]
    Wis 36 [+2 werebear, +4 celestial, +6 enhance, +4 inherent, +2 level]
    Cha 21 [-2 minotaur, +4 celestial, +4 enchance]

    Skills: Intimidate +20(15r), Search +21(15r), Spot +32(15r), Listen +32(15r), Diplomacy +17(10r, 1c), Bluff +10(10r), Control Shape +23(10r), Concentration +19(1c), Heal +23(1c), Profession (Planar negotiator) +7(2r, 1c), Gather information +17(10r), Sense Motive +20(10r), Spellcraft +6(8r), Knowledges; Local, Nobility & Royalty, Planes +7

    Feats: Combat Reflexes, Combat Expertise, Improved Trip, Large & in Charge, Weapon Proficiency (Spiked Chain) bonus feats - Iron Will, Track, Quick Draw
    Alignment: Lawful Good
    Leather Jacket (mantle) of epic power resistance (40) 290k
    Tome of Understanding +4 (read) 110k
    Manual of gainful Exercise +5 (read) 137.5k
    Viciously, Psychokinetic +4 Spiked Chain of Wounding & Sudden Stunning 130.525k
    Boots of Teleportation 49k
    Saphire Lace Teddy Undies (robe) of Dexterity +6 36k
    Necklace of Wisdom +6 36k
    Black Silk Shirt of Health +6 36k
    Circlet of Telepathy 27k
    Rod of Splendor 25k
    Ring of Evasion 25k
    Gloves of Adaptation 13.5k
    Leather Monk's Belt 13k
    Saphire Third Eye (lenses) of Expose 12k (psionics handbook p136)
    Scarlet & Blue Ioun Stone 8k
    Ring of protection 2 8k
    Braclets of armor 2 4k
    Ring of Storing 2.2k
    Hewards Handy Clutch 2k
    Silver Bracelets of Disguise 1.8k

    3.5k in various sized saphires

    275 gp
    Last edited by Vertexx69; Wednesday, 30th April, 2008 at 07:04 AM.

  5. #5
    Cutpurse (Lvl 5)

    hero4hire's Avatar

    Join Date
    Jun 2004
    Syracuse, NY
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    Name  : Jack of All Faces   | Race  :  Changeling       | Height: varies
    Player:  H4H                | Gender:  ?                | Weight: varies
    Update: 1/11/07             | Age   :  ?                | Eyes  : varies
    Align :  CN                 | Size  :  M                | Hair  : varies
    Deity :                     | Speed :  30               | Hand  : left
     Class  Ninja 2/Hexblade 4/Warshaper 4/Chameleon 10              
    STR   26 (+1 level, +1 inherent, +6 enhancement, +4 class)                           
    DEX   20 (+6 enhancement)                           
    CON   24 (+6 enhancement, +4 class)                          
    INT   22 (+6 enhancement)                           
    WIS   22 (+2 level, +6 enhancement)                            
    CHA   22 (+2 level, +6 enhancement)                           
            Total   Current   Subdual |         Total   Dex   Misc
    HP    :  250                         | Init  :   5    =   5  + 0
            Total         Armour   Shield   Dex   Size   Natural   Defl   Misc
    AC    : 40    =    10  +9     +6        +5    +0      +5        +5     +0
            Total   Base   Str   Size |         Total   Base   Dex   Size
    Melee : +23 = 15  + 8     + 0  | Range : +20 =  15     +5     +0
    SAVES      Key                    Ability
             Ability   Bonus     Base   Mod   Magic   Misc
    Fort  :    Con  +19    =  8    + 7    + 4      (+25 vs arcane)
    Ref   :    Dex  +17    =  8    + 5    + 4      (+23 vs arcane)
    Will  :    Wis  +18    =  8    + 6    + 4      (+20 vs sleep/charm, +24 vs arcane, +26 arcane sleep/charm)
    +2 vs sleep/charm
    Natural Linguist
    Minor Change Shape
    Ki Power 7/day
    Sudden Strike +1d6
    Ghost Step (Invisible)
    Hexblade Curse 1/day DC 18
    Arcane Resistance
    Dark Companion
    Morphic Immunities
    Morphic Weapons
    Morphic Body
    Morphic Reach
    Morphic Healing
    Aptitude Focus +4 3/day
    Ability Boon +6
    Double Aptitude
    Rapid Refocus
    Able Learner
    Master Linguist
    Racial Emulation
    Persona Immersion
    Quick Change
    Disturbing Visage
    Jack of all Trades
    Abyssal, Aquan, Auran, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Giant,
    Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon,
    2 free
    Appraise +6
    Balance +5
    Bluff +30 (22 ranks, 2 race, 6 cha)
    Climb +8
    Concentration +20 (13 ranks, 7 con)
    Craft +6
    Dec. Script +6
    Diplomacy +10 (2 synergy, 2 race, 6 cha)
    Dis. Device +6
    Disguise +41 (23 ranks, 10 compentance, 2 synergy, 6 cha)
    Escape Artist +5
    Forgery +6
    Gather Info +20 (14 ranks, 6 cha)
    Handle Animal +6
    Heal +6
    Hide +20 (15 ranks, 5 dex)
    Intimidate +10 (2 synergy, 2 race, 6 cha)
    Jump +8
    Knowledge +6
    Knowledge Arcana +8 (2 synergy, 6 int)
    Listen +13 (7 ranks, 6 wis)
    Move Silent +20 (15 ranks, 5 dex)
    Open Lock +5
    Perform +6
    Profession +6
    Ride +5
    Search +13 (7 ranks, 6 int)
    Sense Motive +20 (12 ranks, 2 race, 6 wis)
    Sleight of Hand +12 (5 ranks, 2 synergy, 5 dex)
    Spellcraft +11 (5 ranks, 6 int) +13 w/ decipher scrolls
    Spot +13 (7 ranks, 6 wis)
    Survival +6
    Swim +8
    Tumble +5
    Use Magic Device +16 (10 ranks, 6 cha) +19 w/ scrolls
    Everchanging Blade  attack +28, full attack +28/+23/+18, 1d8+13 damage (may vary)
                                                      TOTAL WEIGHT:        LB
                            ARMOUR CHECK    MAX  SPELL
    Mithral Chainshirt
                                                      TOTAL WEIGHT:        LB
    WIZARD                    Total        Ability Mod    Misc
    SPELL SAVE: Spell Level +       = 10 +              +
    CLERIC                    Total        Ability Mod    Misc
    SPELL SAVE: Spell Level +       = 10 +              +
    (Below is an example of spell layout, mix, match and add as required.)
    LEVEL     0  1  
    Known:    -  2  
    Per Day:  0  2  
    LEVEL     0   1   2   3   4   5   6   
    Known:    -   -   -   -   -   -   -   
    Per Day:  4   6   6   5   5   4   2
    LEVEL 0 (DC:16 )
    All 0-level spells
    LEVEL 1 (DC:17 )
    Animate rope, Charm person, Detect secret doors, Detect undead, Expeditious retreat, Hold portal, Jump, Mage armor, Message, Mount, Sleep, Spider climb, Unseen servant
    LEVEL 2 (DC:18 )
    Arcane lock, Bull's strength, Ghoul touch, Invisibility, Levitate, Mirror image, Misdirection, Protection from arrows, Rope trick, Shatter, Spectral hand, Summon monster II, Summon swarm
    LEVEL 3 (DC:19 )
    Blink, Fireball, Invisibility sphere, Vampiric touch, Water breathing
    LEVEL 4 (DC:20 )
    Confusion, Enervation, Lesser geas, Solid fog
    LEVEL 5 (DC:21 )
    Cloudkill, Contact other plane, Persistent image, Wall of stone
    LEVEL 6 (DC:22 )
    Contingency, Control water, Mordenkainen's lucubration, Project image
    LEVEL 0 (DC:16 )
    LEVEL 1 (DC:17 )
    LEVEL 2 (DC:18 )
    LEVEL 3 (DC:19 )
    LEVEL 4 (DC:20 )
    LEVEL 5 (DC:21 )
    LEVEL 6 (DC:22 )
    LEVEL 0 (DC:16 )
    LEVEL 1 (DC:17 )
    LEVEL 2 (DC:18 )
    LEVEL 3 (DC:19 )
    LEVEL 4 (DC:20 )
    LEVEL 5 (DC:21 )
    LEVEL 6 (DC:22 )
    COIN:    PP:    GP:     SP:     CP:
                                                      TOTAL WEIGHT:        LB
    GEAR                                                            WEIGHT LB
                                                      TOTAL WEIGHT:        LB
    LOAD:  LIGHT   MEDIUM (-3) HEAVY/MAX (-6)  LIFT (X 2)  PUSH/DRAG (X 5)
              306 LB     613 LB         920LB              1840LB           4600LB
    Manual of Gainful Exercise +1  27500gp
    Belt of Magnificence +6 200,000gp
    Amulet of Natural Armor +5 50,000gp
    Ring of Protection +5 50,000gp
    Mithral Glamered, Twilight, Chainshirt +5 39,800gp
    Mithral Buckler +5 26,015gp
    Metalline, Morphing, Sizing Longsword +5 162,315gp
    Ring of Evasion 25,000gp
    Wand of Stoneskin 50 charges 33,500gp
    Vest of Resistance +4 16,000gp
    Cloak of Etherealness 55,000gp
    Rod of Quicken Spell, Lesser 75,000gp
    Varies, often will appear as a Jester wearing a porcelin masque.
    Mischievous, and mysterious. Enjoys playing pranks, learning secrets, causing an uproar, 
    and pretending to be who he is not.  
    Many people "hire" Jack to learn the unknowable, to dig up dirty little secrets and of course to "Make 'em Laugh".
    The Jack of Many Faces is the mercurial ringleader of an Interdimensional Karnivale of Souls; a traveling troupe of Spirits, who entertain and are a welcome sight to many a bored citizen across the cosmos.
    Jack's true nature and history are shrouded in mystery.
    Some say Jack was Circus Performer that was killed and now is cursed to roam the universe a restless spirit.
    Others claim he was horribly disfigured before his lady love was abducted, now he travels the universe in search of his lost love.
    Other wilder claims even suggest he may be the Devil himself. The Master of Obsfucation does nothing to deny these rumours, perhaps even fostering them, bolstering the mystique that is Jack.
    It matters not who he was though, it is who he is, or can be, he can be your mother, your son, your beloved or your friend.....Or worse, far worse, your Enemy.
    1 9HD Greater Doppelganger
    3 8HD Invisible Stalkers
    20 5HD "Deathless" Carnies (as Wraith w/ Deathless Template in Eberron or Book of Exalted Deeds)
    50 2HD Medium Animated Objects
    100 1HD Small Animated Objects
    870 1/2 HD Tiny Animated Objects
    Last edited by hero4hire; Monday, 22nd January, 2007 at 08:50 AM.

  6. #6
    Quote Originally Posted by Vertexx69
    Miss Delecorte stands just over 7.5ft tall in her Saphire Lace Teddy Undies barely covering tawny-toned muscle body and flawless onyx skin ...
    damn I'd worship her

    (reserved this space)

  7. #7

    Female Borogashi

    Smart Hero 3, Technomage 10, Arcane Arranger 8.


    HP: (6+20d6), average HPs 6+3,5x20 = 76

    Initiative: 3 (-1+4)

    Action Points: 217
    (5+6+6+8+8+9+9+10+10+11+11+12+12+13+13+14+14+15+15 +16)

    AC: 9 (10-1)
    t: 9
    ff: 9

    Bab: 9 (1+5+3)/grapple 8

    Attack: N/A
    Damage: N/A

    Saves: (classx3+ability+enhancement)
    fort: +11 (1+3+2 +0 +5)
    dex:. +12 (1+5+2 -1 +5)
    will: +16 (2+3+4 +2 +5)

    40 pt buy:
    Str: 8 (0pt)
    Dex: 8 (0pt)
    Con: 10 (2pt)
    Int: 18 (16pt)
    Wis: 14 (6pt)
    Cha: 18 (16pt)

    Adjusted stats:
    Str: 8/-1 (8)
    Dex: 8/-1 (8)
    Con: 10/0 (10)
    Int: 29/+9 (18+6+5)
    Wis: 14/+2 (14)
    Cha: 24/+7 (18+6)

    Skillpoints: 264 (9x4+9x2 + 7x10 + 7x8 + 4x21)
    Skills:...Ranks+Ability+Synergy+Feats+Enhancement+ Class abilities))
    Bluff (Cha):.........................51 (24+7+0+0+20+0)
    Computer Use (Int):..............56 (24+9+0+2+20+0+3savant)
    Craft (electronic) (Int)..........15 (6+9+0+0+0+0)
    Diplomacy (Cha):..................80 (24+7+2+2+2+2+3+30+8reputation bonus)
    Gather Information (Cha):......17 (0+7+0+2+0+8reputation bonus)
    Knowledge (Int):
    Kn: (arcane lore):.................17 (6+9+0+2+0+0)
    Kn: (civics):........................35 (24+9+0+2+0+0)
    Kn: (current events):............21 (10+9+0+2+0+0)
    Kn: (streetwise):.................35 (24+9+0+2+0+0)
    Kn: (technology):.................31 (20+9+0+2+0+0)
    Kn: (business):....................35 (24+9+0+2+0+0)
    Profession (Tradecraft) (wis):.72 (24+2+0+3+10+30+0+3savant)
    Research (Int):....................33 (24+9+0+0+0+0)
    Repair (Int):........................17 (6+9+0+2+0+0)
    Sense Motive (Wis):.............48 (24+2+0+2+20+0)

    Languages: 1+9

    Mercantile Background
    Negotiator (+2Diplomacy and Sense Motive)
    Business savy
    Eschew Materials
    Improved Initiative
    Skill Focus (Diplomacy+3)
    Skill Focus (Tradecraft+3)

    Epic feats:
    Epic Skill Focus (Profession Tradecraft +10)

    Bonus Feats:
    Trustworthy (+2 Diplomacy, +2 Gather Information)
    Educated (+2 Arcane Lore, +2 Civics)
    Educated (+2 Current Events, +2 Streetwise)
    Educated (+2 Technology, +2 Business)
    Greater Spell Focus (Divination)
    Gearhead (+2 Computer Use, +2 Repair)


    0: 4+0
    1: 4+3
    2: 4+2
    3: 3+2
    4: 3+2
    5: 2+2

    (+2 to DC for Divination)

    Known spells:

    0-level Arcane Spells
    *Arcane Graffiti. Inscribes personal rune or short message on object or surface.
    *Daze. Subject takes no actions for 1 round.
    *Detect Magical Aura. Detects spells and magic items within 60 feet.
    *Haywire. Causes a single device to behave randomly and erratically.
    *Light. Object shines like a torch.
    *Mage Hand. 5-pound telekinesis.
    *Magic ID. Creates a false but visually accurate identification card.
    *Mending. Repairs small breaks or tears in objects.
    *Message. Whispered conversation at distance.
    *Prestidigitation. Perform minor tricks.
    *Read Magic. Read scrolls, spellbooks, and magical writing.
    *Resistance. Subject gains +1 on saving throws.

    1st-level Arcane Spells: 50x14= 700gp
    *Change Self. Changes your appearance.
    *Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
    *Comprehend Languages. Understands all spoken and written languages.
    *Dancing Lights. Creates up to four lights or a glowing, vaguely humanoid shape.
    *Degauss. Erase a single device that contains electronic data.
    *Feather Fall. Objects or creatures fall slowly.
    *Hold Portal. Holds door shut.
    *Instant Identify. Determines all magic properties of a single magic item.
    *Mage Armor. Gives subject +4 Defense bonus.
    *Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5).
    *Mask Metal. Renders a metal object undetectable to metal detectors.
    *Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
    *Power Device. Powers one inoperative electrical or mechanical device.
    *Shield. Invisible disc gives cover, blocks magic missiles.
    *Sleep. Put 2d4 HD of creatures into comatose slumber.
    *Trace Purge. Removes physical traces of the subject’s presence or passage.
    *True Strike. Adds +20 bonus to your next attack roll.
    *Undetectable Magical Aura. Masks a magic item’s aura from detection.

    2nd-level Arcane Spells 100x15= 1500gp
    *Arcane Lock. Magically locks a portal or chest.
    *Blur. Attacks miss subject 20% of the time.
    *Burglar’s Buddy. Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
    *Darkvision. See 60 feet in total darkness.
    *Dataread. You can access and read data stored in any machine-readable data source.
    *Enhance Ability. Subject gains +5 bonus to one ability score for 1 min./level.
    *Glitterdust. Blinds creatures, outlines invisible creatures.
    *Invisibility. Subject is invisible for 10 min./level or until it attacks.
    *Knock. Opens locked or magically sealed door.
    *Locate Object. Senses direction toward object (specific or type).
    *Machine Invisibility. One creature or object cannot be detected by machines.
    *Magic Message. Device delivers a message of 25 words or less when specific conditions are met.
    *Magic Mouth. Speaks once when triggered.
    *Protection from Arrows/Bullets. Subject immune to most ranged attacks.
    *Relay Text. You can transmit a message of up to 25 words via electronic device to someone you know.
    *Resist Energy. Ignores 10 points of damage/round from one energy type.
    *See Invisibility. Reveals invisible creatures or objects.
    *Spider Climb. Grants ability to travel on walls and ceilings.
    *Web. Fills 20-foot-radius spread with sticky spider webs.

    3rd-level Arcane Spells. 150x16=2400gp
    *Dispel Magic. Cancels magical spells and effects.
    *Displacement. Attacks miss subject 50% of the time.
    *Electromagnetic Pulse. Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
    *Fireball. 1d6 damage per level, 20-foot radius.
    *Flaming Projectiles. Projectiles deal +1d6 fire damage.
    *Gaseous Form. Turns subject into translucent mist or wispy smoke and grants damage reduction 10/+1.
    *Greater Magic Weapon. +1/three levels (max +5).
    *Halt Undead. Immobilizes undead for 1 round/level.
    *Haste. Extra attack action, additional move, and +2 Defense.
    *Hold Person. Holds one person helpless; 1 round/level.
    *Improved Arcane Lock. Closes and locks all specifically targeted doors within range.
    *Invisibility Sphere. Makes everyone within 10 feet invisible.
    *Lightning Bolt. Electricity deals 1d6 damage/level.
    *Nondetection. Creature or object becomes difficult to detect by divination and detection spells.
    *Secret Pocket. Creates extradimensional space within a pocket on a garment.
    *Shutdown. Electric devices in area cease to function for the duration of the spell.
    *Slow. One subject/level may only move or attack; –2 to Defense, –2 on melee attack and damage rolls, –2 on Reflex saves.
    *Tongues. Speak any language.
    *Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
    *Wall Walk. Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.

    4th-level Arcane Spells, 200x17= 3400gp
    *Animate Dead. Creates undead skeletons and zombies.
    *Arcane Eye. Invisible floating eye moves 30 feet/round.
    *Bestow Curse. –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of taking no action.
    *Clown Car. Creates extradimensional space within enclosed vehicle that holds one passenger per caster level.
    *Confusion. Makes subject behave oddly for 1 round/level.
    *Detect Scrying. You are aware of any attempt to scry on you and can sense the presence of scrying devices.
    *Dimension Door. Teleports you and up to 50 lb./level.
    *Energy Trap. Opened object deals 1d4 +1/level damage of given energy type.
    *Fear. Subjects within cone flee for 1 round/level.
    *Ice Storm. Hail deals 5d6 damage in cylinder 40 feet across.
    *Magic Bullets. Enchants bullets with the power to knock out or panic targets.
    *Minor Globe of Invulnerability. Stops 1st- through 3rdlevel spell effects.
    *Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 points of damage.
    *Remove Curse. Frees object or person from curse.
    *Scrying. Spies on subject from a distance.
    *Shout. Deafens all within cone and deals 2d6 damage.
    *Stoneskin. Stops blows, cuts, stabs, and slashes.
    *Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
    *Wall of Fire. Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6 +1/level.
    *Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
    *Wire Walk. Subjects teleport instantly to the location of a telephone you call.

    5th-level Arcane Spells 250x13=3250gp
    *Cloudkill. Kills 3 HD or less; 4–6 HD save or die.
    *Cone of Cold. 1d6 cold damage/level.
    *Hold Monster. As hold person, but any creature.
    *Instant Connectivity. Instantly transport one or more creatures through the Internet using instant-message software.
    *Passwall. Breaches walls 1 foot thick/level.
    *Phantom Projectiles. Projectiles pass through obstacles and armor and ignore most damage reduction.
    *Phantom Watchdog. Spectral dog can guard or attack.
    *Secret Vault. Creates extradimensional space in which to hide a container, which you can retrieve at will.
    *Seeming. Changes the appearance of one creature per two levels.
    *Synchronicity. Subject isn’t delayed by the inconveniences of modern life.
    *Telekinesis. Lifts or moves 25 lb./level at long range.
    *Wall of Force. Wall is immune to damage.
    *Wall of Iron. 30 hp/four levels; can topple onto foes.
    *Wall of Stone. Creates a stone wall that can be shaped.

    Cost for spells: 11250gp

    Class Abilities:

    Smart Hero:
    *Defense Bonus: +1
    *Reputation Bonus: +1

    2 Talents:
    *Computer Use,
    *Profession (Tradecraft)
    The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.

    Arcane Spellcasting, lvl 10
    *Defense Bonus +5
    *Reputation Bonus +3

    *Arcane skills
    *Machine empathy
    *Program spell
    *Create homunculus
    *Arcane spontaneous casting (9 spells of levels 0-3)
    *Spell focus (divination)
    *Online casting
    *Bonus feat
    *Quicken spells

    Arcane Arranger:
    *Defense Bonus +3
    *Reputation Bonus +4

    *Word on the street
    *False allegiance
    *Shadow resources
    *Pack rat
    *Expert in your field (Rep bonus to G Information and Dip)
    *Up my sleeve

    Equipment effects:


    Gate Key
    When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through true seeing or similar magic reveals their presence).

    Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp, x 0,75 (Merchant Background Discount) = 283'500 gp

    (Head) Item of Continuous Mindblank:
    8x15x2000/2= 120000gp

    (Arms) Item of Diplomacy +30:
    30x30x100= 90000gp

    (Hands) Item of Tradecraft +30:
    30x30x100= 90000gp

    (Eyes) Item of Bluff +20:
    20x20x1000= 40000gp

    (Ring) Item of Computer Use +20:
    20x20x1000= 40000gp

    (Ring) Item of Sense Motive +20:
    20x20x100= 40000gp

    (Neck) Item of Intelligence +6: 36000gp

    (Cloak) Item of Charisma +6: 36000gp

    (Belt) Item of Resistance +5:25000gp

    Normal (Limited) Rod of Metamagic (Quicken Spell): Quicken Spell 1/day : 75500/3= 25167gp

    Base defenses: 49500gp
    Sapient cloaked Minefields, Disintegration Cannons (internal and external) and Anti-Humaniod Nanoviri connected to an advanced sensory network.)
    Multiple Force-Shields and armour plating. A Teleportic Lockdown Field and Anti-Scrying-measures.

    Spells: 11250gp

    191583 gp remaining (including 98000gp loan)

    Spawned in the breeding pools of a high-ranking mother and her selected males Melanoce followed her matrons example like a fish in water. Adept at making friends and ever better at making money she rose quickly trough the ranks of the Guild as a financial manager before striking out on her own private ventures. While maintaining a strong connection with the Borogashi Meta-Guild she also cultivated political connections both within the core of Eschaton and the outside worlds.
    When the opportunity of aquiring a personal world manifested itself she was not long to take it. Maintaining a monopoly on the Gshaa homeworld was a simple matter, for she was the only one of those few who even knew it existed who were interested in exploiting its trade. The extinction of that world proved both an expensive setback and an excellent opportunity, and she did as any merchant would. Buy cheap, sell as overpriced as possible.

    She's all smiles...

    Otajan 5

    A stormy gas-giant planet turning its langurous revolutions in a lazy orbit around a huge red sun in a system of itself and the cold long-dead rocks of its surounding planets and moons, Otajan 5 is one of the oldest inhabitated worlds in its part of the galaxy. In a system that is slowly but surely losing its struggle against time Otajan 5 is the last defiant beacon of life and though the world is dying its constantly recreating itself.

    Countless, ever shifting and swirling layers of clouds surround a core of liquid fire where elemental spirits come to die and be reborn, and upon those clouds cities dance, borne upon gossamer wings. From the air and the fire, the vast reserves of gaseous and mineral wealth, the cities draw their sustenance. And in and around the cities nineteen races, most of them too alien to be comprehended by human minds, share the world in harmonious competition.

    Among those species, the amorphous Gshaa and Niambr, the spungoid Kabrknash and Zingrokrel, the vaguely reptilo-avian Avaa and the aboriginal electroid Tchchzam are, except for the dominant ichtytosian Borogashi, the most numerous and significant. Even though their position today is unquestioned the Borogashi are in fact the last of the species to colonise the planet and bring it into the greater community of Eschaton. The Gshaa were the first alien arrival and their war against the Tchchzam lasted for decades.

    The Gshaa are a very unusual variation of the gaseous amorphous category of species. Able to inhabit only a narrow (and in the known galaxy extremely uncommon) range of gravity, radiation, temperature and atmosphere they found themselves forced to emigrate when they learned of the occurrence of a supernova only thirty lightyears away from their home planet. Knowing that the resulting radiation would destroy their habitat they desperately started searching for a way to escape their doom. By today's standards their technology was archaic and their magic rudimentary and they lost much precious time in their search, but finally they knew the name of their salvation.

    Building their fleet was no simple matter, arming it against the xenophobic defenders of their intended home stretched their credit far beyond its limit (But the Borogashi guild was surprisingly obliging) and winning the war before the death of their home-world proved impossible. While the positronic beams of the Heroic Fleet incinerated the radiant citadels of Nhizz in the second battle of the Fourteenth Tier the radiation of the supernova extinguished ten billion lives and doomed them to the torment of infinate deaths as they reincarnated again and again in environments unable to support them. The lucky ones died without pain, too fast for consciousness to be born before life ended, but others reincarnated on more compatible (yet flawed) worlds were their agony might last for years before weakness and lingering disease claimed them. Billions of souls were permanently destroyed by such torment, billions more doomed themselves to Hell in an evil born of agony. In vengeance the few survivors launched a campaign of genocide against the Tchchzam.

    The Tchchzam were never a populous species, and though they were brilliant in their own way their mindset was too individualistic to offer any serious concerted resistance for any extent of time and too alien to comprehend the strategies of the cosmopolitic Gshaa. Though their planetary range of habitation was far wider than their enemies and they were therefore inhabiting several gaseous worlds there was little communication and less loyalty between their settlements. Knowing that their deaths would merely inconvenience them they didn't resist as fiercely as they might have and, having been on the winning side of several such wars in the past (and lacking the hypocritical tendencies of humanity), they weren't in the least angered or appalled by the murderous tactics of the Gshaa. The Ajivar Theocracy of the Avaa, on the other hand, were outraged.

    With strong Celestial ties and one of the most potent traditions of magic outside of Eschaton The Ajivar Theocracy also posessed an agressive and judgemental spirit. Seeing holy warfare as a method of increasing their spiritual purity and karmic credit they were eagerly scanning the galaxy for injustice and persecution. Noticing the impending doom of the Gshaa homeworld they followed the situation with eager concern. Having dismissed the Gshaa as morally corrupt but not impure enough for extinction they refused to lend them any further aid at their own expense, though they were the first to warn them of their predicament. When their warning led to the war they were not surprised. Their fleets stood ready and their rituals were ready to be cast. They awaited only the optimal moment when their intervention would avenge the greatest wrong and create the greatest spiritual merit. When, after the destruction of the Gshaa home-world, they saw the greater part of that race pass eventually to Hell they knew that their choice had been the right one and the genocide of the Tchchzam at the figurative hands of the Gshaa gave them the justification they needed. Seven galactic-standard days, seven hours and seven seconds later the Children of Heaven unleashed Hell.

    Like holy warriors often do they underestimated their enemies, and instead of wiping the Gshaa off the planet they merely caused an expensive and demoralising stale-mate until their lack of success forced them to reevaluate the morality of their actions. The Gshaa had, however, learned their lesson and their covert allies had revealed the imminent arrival of an even greater threat. Cleansing the planet was no longer an option with the shadow of Eschaton looming over the planet. Warfare was no longer an option when the fleets of Eschaton arrived and soon it turned out that neither was independence.

    The conference that followed lasted for years, and events in the real world soon outpaced the negotiations. When faced with the overwhelming cultural might of Eschaton the civilisations of the Gshaa and Avaa simply dissolved and their populations were easily assimilated into the greater universe. Though the Gshaa, thanks to outside mediation, were finally awarded titular ownership of the planet within the greater context of Eschaton, what remained of their leadership were subsequently forced to hand it over to the Borogashi in payment of their overdue loans.

    And that is the story of how Melanoce came to own a world in exchange for some out-of-date surplus positronic cannons.

    Vermilion Capital Ventures, The Free Trade Combine, Zoiokrazcl Vamblubr, Unlimited Connections, Mad Vulpur's Luxury Imports, Melanoce operates a vast number of real and ficticious businesses, but holds her main official assets under her own name. In her floating citadel deep within the stormy mists of Otajan 5 she works tirelessly to build her peaceful empire.


    Worker Bots: x626
    Pilot Bots: x6 =4374

    Worker Bot (Biodroid)
    Purchase DC:
    CR 1; small construct; HD 1/2d10+5; hp 10; Mas —; Init +1; Spd 30 ft.; Defense 12 (+1 size, +1 dex), touch 12, flatfooted 11; BAB +0; Grp -1; Atk N/A, FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 8, Dex 13, Con —, Int 14, Wis 10, Cha 5.
    Skills: Computer Use 14 (12+2), Craft (Electronic) 14 (12+2), Craft (Mechanical) 14 (12+2), Repair 15 (12+1+2),
    Frame: Biodroid.
    Locomotion: Legs (4).
    Manipulators: Task Hands (2).
    Sensors: Class III sensor system.
    Skill Software: Skill Net; (4x12)
    Feat Software:
    Ability Upgrades: Intelligence upgrade ( +4 ).
    Accessories: AV transmitter, Fire Extinguisher, Internal Storage Unit (10 lb), Language Chip (x1), Magnetic Feet, Vocalizer.

    Warrior/Pilot Robot: (Biodroid)
    CR 9; Medium construct; HD 9d10+10; hp 64; Mas —; Init +9(+6+3*); Spd 35 ft.;
    Defense 27 (+1 size, +6 dex +10 armor), touch 17, flatfooted 21; BAB +6; Grp +4; DR 5/energy, Energy resistance 10 (acid, cold, electr, fire)
    Atk by weapon or mecha. Ranged +13+13+8, +14+14+9 within 30ft. Damage (Corona Microwave beam) 5d6 fire
    FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems;
    SV Fort +4, Ref +10(4+6), Will +4; AP 0; Rep +0;
    Str 10, Dex 24, Con —, Int 14, Wis 10, Cha 5.
    Skills: Computer Use 14 (12+2), Spot 16 (12+4*), Drive 20(12+7+1^), Pilot 20(12+7+1^), +10 to navigate checks.
    Feats: Mecha Operation, Mecha Weapon Proficiency, Point Blank Shot, Rapid Shot.
    Frame: Biodroid.
    Locomotion: Legs (4).
    Manipulators: Task Hands^ (2).
    Armor: Integrated Megatanium Armor (+10)
    Sensors: Nerve Web* (darkvision (out to 180+60 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
    Skill Software: Skill Net; (4x12).
    Feat Software: Feat Net (4F) Mecha Operation, Mecha Weapon Proficiency, Point Blank Shot, Rapid Shot.
    Ability Upgrades: Intelligence upgrade ( +4 ), Dexterity Upgrade (+14).
    Accessories: AV transmitter, Fire Extinguisher, Language Chip (x1), Vocalizer, Survivor Array, Inertial Inhibitor (DR 5/energy), Integrated Cell Phone.

    (Mecha Weapon Proficiency) Progress Level 6: Fusion Age, Res (+2)
    Corona microwave beam (5d6 Fire 15 ft. Large 15 lb. Purchase DC 19)

    Profit. By any means that will not harm her long-term chances of making greater profits. Melanoce believes that honesty is often more effective than any lie, and likes to maintain a reputation for honest and fair dealings, but when a profitable opportunity arrives she will do what she can to turn it to her advantage. Politics is just another side of trade and war is just an extension of politics by other means.


    Notes Melanoce:


    Arcane Arranger:

    Word on the Street
    The Arcane Arranger filters information constantly and remembers everything. Through regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of everyday things. The Arcane Arranger can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules.
    Protected information still requires 1d4+1 hours for a check.
    The purchase DC for using Gather Information is reduced by 10.

    False Allegiance
    The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the Arcane Arranger can successfully emulate an allegiance he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same allegiance. The allegiance and its bonus is considered in effect until a check is failed, at which point the false allegiance is revealed. Supernatural and spell-like abilities that determine allegiance are not affected by the Arcane Arranger’s false allegiance ability.

    Bonus Feats
    At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be selected from the following list, and the Arcane Arranger must meet all of the prerequisites for the feat to select it.
    Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious, Trustworthy, Windfall.

    Shadow Resources
    At 4th level, the Arcane Arranger is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. Even if away from his home stomping ground a phone call can produce a contact with the needed resource. Make a level check, adding all Arcane Arranger levels and any levels of Charismatic Hero. The difficulty of this task is based on how common the required abilities are:
    Common Skill (Ride, Pilot, Treat Injury) DC 10
    Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft (structural)) DC 15
    Rare Skill (skills available for a particular class—Spellcraft, Psicraft, Use Magic Device) DC 20
    Specific Feat DC 20
    Class Feature (spellcasting, turn undead, psionics) DC 20
    Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business) and the ability to cast the auguryspell) DC 25
    Finding someone willing to perform activities secretly or illegally DC +5
    Finding someone with a specific level of ability Add desired ranks to DC
    A successful check indicates that the individual is available, and the Arcane Arranger knows about him. It does not guarantee the character contacted will be willing to perform the requested service—the party requesting the service must still negotiate for that person’s services. An unsuccessful check means that no such individual is immediately known or available to the Arcane Arranger. This does not negate trying again for a different skill, nor from trying to locate a skill resource through more traditional methods. The resource the Arcane Arranger knows about will have total ranks in the needed skill of at least the Arcane Arranger’s total character level +3.

    Pack Rat
    At 5th level, the Arcane Arranger is considered to have considerable material resources either at hand or easily and cheaply acquired. When making a Wealth check to determine if a particular item is “at hand,” add the Arcane Arranger class levels as a circumstance bonus.

    Expert in Your Field
    At 7th level, the Arcane Arranger is considered a master of connections, such that his reputation precedes him in his dealings with others. The Arcane Arranger gains a circumstance bonus equal to his Reputation bonus when making skill checks that are directly involved with Gather Information and Diplomacy skills. In addition, the Arcane Arranger may add his Reputation bonus on Wealth checks for new purchases.

    Up My Sleeve
    At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of thin air. As a move action, the Arcane Arranger may cause any item currently in his possession (with a size no greater than Small) to disappear into an extra-dimensional space. The item becomes impossible to detect by any means, however detect magical aura spells will reveal a moderate magical aura around the hand that last held the item. As a move action, the Arcane Arranger can cause the item to reappear in his hand. The Arcane Arranger may only hide one item at a time in this fashion.


    Techno Mage

    Class Features
    The following features pertain to the Techno Mage advanced class.
    Arcane Spells and Armor
    The Techno Mage can become proficient in the use of armor, and while his limitations are not as great as the traditional Mage, he still has a difficult time casting most arcane spells while wearing it. Armor restricts movement, making the complicated gestures needed to cast spells with somatic components harder to perform. When casting an arcane spell with a somatic component, the chance of arcane spell failure depends on the type of armor being worn, as shown below.
    Armor Type Arcane Spell Failure, Proficient Arcane Spell Failure, Nonproficient
    Light 0% 10%
    Medium 10% 20%
    Heavy 20% 30%

    The Techno Mage must study her spellfiles each day to prepare her spells. The Techno Mage can’t prepare any spell not recorded in her spellfiles (except for read magic, which the Techno Mage can prepare from memory). The Techno Mage begins play with spellfiles containing all 0-level arcane spells and three 1st-level arcane spells of the player’s choice. For each point of Intelligence bonus the Techno Mage has, her spellfiles hold one additional 1st-level arcane spell. Each time the character attains a new level of Techno Mage, she gains two new spells of any level or levels that she can cast, according to her new level. The Techno Mage can also add spells found in other Techno Mages’ spellfiles or Mage’s spellbooks. (Mages may use spells found in the files of Techno Mages.)
    A set of spellfiles is usually put into a notebook or desktop computer, or a PDA. Occasionally they are put on a secure website to allow access by cell phone or satellite phone. Backup files are a must, and are usually kept in another location (such as a safety deposit box). Hard copy is also used for storage of spellfiles, sometimes bound in spellbooks.

    Arcane Skills
    At 1st level, the Techno Mage gains access to the arcane skill Spellcraft and the expansion of the Concentration skill, as described under the Mage entry.

    Arcane Spells
    The Techno Mage’s key talent is the ability to cast arcane spells.
    The Techno Mage is limited to a certain number of spells of each spell level per day, according to his Techno Mage class level. The Techno Mage must prepare spells ahead of time by resting for eight hours and spending one hour studying his spellfiles. While studying, the Techno Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Techno Mage must have an Intelligence score of at least 10 + the spell’s level. The Difficulty Class for saving throws against the Techno Mage’s spells is 10 + the spell’s level + the Techno Mage’s Intelligence modifier.

    Machine Empathy
    At 2nd Level, the Techno Mage is so comfortable with technology that she gains a +2 competence bonus with any electronic or mechanical device, and in addition may use any skill that involves technology untrained.

    Program Spell
    At 3rd level, the Techno Mage may spend an action point to insert a spell within a particular analog or digital device, such that by touching a key (or flicking a switch), the spell activates. All variables of the spell are set at the time of casting.
    Casting a spell takes the normal amount of time; discharging a programmed spell is an attack action.

    Bonus Feats
    At 3rd, 6th, and 9th level, the Techno Mage gets a bonus feat. The bonus feat must be selected from the following list, and the Techno Mage must meet all of the prerequisites for the feat to select it.
    Armor Proficiency (light), Builder, Educated, Gearhead, Greater Spell Focus, Greater Spell Penetration, Personal Firearms Proficiency, Spell Focus, Spell Penetration, Studious, Windfall.
    The Techno Mage may also take any metamagic feats as bonus feats.

    Create Homunculus
    At 4th level, the Techno Mage can create a homunculus. The homunculus may be flesh, digital, chemical, or biochemical in nature.
    Creating a homunculus requires a DC 25 Wealth check to acquire the appropriate equipment. The materials used are consumed in the creation of the homunculus. In addition, the creation of a homunculus requires a pint of the Techno Mage’s blood.
    It takes a week to create a homunculus. During this time the Techno Mage must labor for 8 hours a day. A character not actively working on the ritual must perform no other activities except eating, sleeping, or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of the period, the Techno Mage makes an appropriate skill check for the Craft skill connected with the particular subtype of homunculus (DC 20). A failure indicates loss of the subject (requiring the Techno Mage to begin again) but no other penalty.
    The Techno Mage may create any number of homunculi. However, when a homunculi perishes, its death deals 2d10 points of damage to the Techno Mage, so caution is usually the by-word in homunculus creation.

    Arcane Spontaneous Casting
    At 5th, the Techno Mage chooses a number of spells she already knows equal to her Intelligence modifier. From that point on, the Techno Mage can cast those spells in place of already-chosen spells of the same level. The Techno Mage “loses” a prepared spell to cast another spell of the same level or lower.

    Spell Focus
    At 7th level, the Techno Mage gains Spell Focus as a bonus feat.

    Online Casting
    At 8th level, the Techno Mage can cast spells through electronic devices, including cameras, cell phones, and modems.
    If the spell requires the caster to be seen, then the target must see the caster, if it requires the caster to be heard, then
    the target must be able to hear the caster. Range is determined from the caster to the pick-up device (camera, keyboard, etc.) and then from the device to its target. The space between keyboard and monitor, or camera and screen, is not considered. The Techno Mage must be able to see or otherwise be able to determine the location of her target (“person at the keyboard” is a suitable target). Spells cast online are less effective, such that the target gets a +4 circumstance bonus on saving throws.

    Quicken Spell
    At 10th level, the Techno Mage learns to cast some spells as free actions. With but a moment’s thought (and the proper verbal, somatic, and material components). She can perform another action, even casting another spell, in the same round as she casts a quickened spell. She may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened.
    A quickened spell does not provoke an attack of opportunity. Quicken spell is considered a metamagic ability for purposes of interacting with metamagic feats.
    When a quickened spell is prepared, it is treated as a spell of four levels higher than the spell’s actual level, such that only 0- and 1st level spells may be quickened by a Techno Mage.


    Mercantile Background (FR)
    Type: Regional
    Sources: Forgotten Realms Campaign Setting
    Player's Guide to Faerûn

    You come from a wealthy family with numerous contacts in the trading costers and craft guilds of Faerûn's bustling cities. You can get a good deal on almost anything you buy or sell.

    Prerequisite: Dwarf (the Sword Coast or Underdark [Darklands]), gnome (Lantan or Underdark [Northdark]), halfling (Amn or Calimshan), or human (Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, or Waterdeep).
    Benefit: When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive an extra 300 gp to spend as you see fit during character creation.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    Notes followers:


    Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units:
    • Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks.
    • A gyroscopic unit that improves the robot’s base speed by +10 feet.
    • A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10.
    • A nightvision amplifier that grants the robot darkvision out to a range of 60 feet or extends its normal darkvision range by +60 feet.
    Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.
    Restriction: Licensed (+1).

    The inertial inhibitor generates a thin magnetic field that radiates out from the robot, slowing the velocity of potentially damaging weapons and projectiles. The robot gains damage reduction 5/energy (the inertial inhibitor does not protect against attacks that deal acid, cold, electricity, fire, or sonic/concussion damage). The inertial inhibitor feeds on of the robot’s internal power source.
    Purchase DC: 29.
    Restriction: Military (+3).

    NERVE WEB (PL 8)
    The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
    A robot with a Class IX sensor system gains the scent ability. It also gains a +4 equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +3 equipment bonus on initiative checks.
    Type: Audio, Gustatory, Olfactory, Tactile, Visual.
    Purchase DC: 28.

    TASK HAND (PL 7)
    Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot’s grip strength over a slightly wider area.
    A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM’s discretion, the robot can gain this bonus when attempting certain Perform checks as well.
    Damage: Nonlethal bludgeoning only.
    Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.

    Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium represents the apex of robot armor. It is exceedingly hard and durable. Bioreplica robots and liquid-state robots cannot have integrated megatanium armor.
    Equipment Bonus: +10.
    Weight: One-quarter the weight of the robot’s frame (rounded down).
    Speed Penalty: –5 feet.
    Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
    Restriction: Licensed (+1).

    This chip allows the robot the read, write, and speak one language as though it has the appropriate Read/Write Language and Speak Language skills.
    Purchase DC: 12.

    SKILL NET (PL 7)
    A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. The number of ranks in any given skill cannot exceed the programmer’s ranks in the skill being emulated. A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. A robot can have multiple skill nets. Skill nets allow a robot to benefit from skill synergy.
    A skill net can be reprogrammed one skill at a time. Replacing one skill with another or increasing the number of ranks of an already existing skill requires 1 hour of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
    Purchase DC: 18 (four skills at 4 ranks each), 21 (four skills at 8 ranks each), or 23 (four skills at 12 ranks each).

    FEAT NET (PL 7)
    A feat net consists of a series of interlocking programs that allow the robot to emulate multiple feats. A feat net holds as many as four feats.
    A robot can have multiple feat nets, but the total number of feats a robot can have installed cannot exceed 1 + one-third the robot’s Hit Dice (rounded down).
    The biggest advantage of the feat net over the feat progit is that you only make one Wealth check to purchase a feat net, whereas buying individual feat progits requires separate Wealth checks. A feat net can be reprogrammed one feat at a time. Replacing one feat with another requires 12 hours of work and a successful Computer Use check (DC 30).
    Purchase DC: 15 (one feat), 17 (two feats), 19 (three feats), 20 (four feats).

    Parts of the robot’s frame, including its joints and hydraulic components, are reinforced or replaced with similar components made of stronger materials. The upgrade provides a +2 bonus to Strength.
    Purchase DC: 5 + one-half the base purchase DC of the robot’s frame + robot’s Strength modifier before the upgrade.

    The robot receives replacement joints or ligaments that are more flexible, and the robot’s tactile sensors are modified to improve manual dexterity. The upgrade provides a +2 bonus to Dexterity.
    Purchase DC: 5 + one-half the base purchase DC of the robot’s frame + robot’s Dexterity modifier before the upgrade.

    Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
    Purchase DC: 10 + one-half the base purchase DC of the robot’s frame + robot’s Intelligence modifier before the upgrade.

    A remote audio-visual unit consists of a video camera and microphone connected to the robot’s visual and audio sensors, with a transmitter to send the information to a computer or a remote control unit (see Remote Control Unit, below). The AV transmitter includes a transmitter with an effective range of 1,000 feet. This unit does not allow a remote operator to control the robot (but see Robolink, below). It merely allows the operator to see and hear what the robot sees and hears.
    Purchase DC: 16.
    Restriction: None.

    This unit, available only to Small or larger robots, ejects enough extinguishing chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A robot’s extinguisher tank holds a number of shots of chemical spray based on the robot’s frame size: Small 2, Medium-size 4, Large 8, Huge 16, Gargantuan 32, Colossal 64.
    Purchase DC: 5 + one-quarter the base purchase DC of the robot’s frame.
    Restriction: None.

    An integrated cell phone enables the robot to make and receive telephone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard cell phone, in any case).
    Purchase DC: 11.
    Restriction: None.

    This unit enables a robot to speak any language it knows. It must have the appropriate Speak Language skill, either acquired through class levels (for heroic robots) or skill software (for nonheroic robots).
    Purchase DC: 10.
    Restriction: None.

    The robot comes with electromagnetic grippers that allow it to cling to ferrous surfaces, including iron and steel. The robot using its magnetic feet gains a climb speed of 20 feet and need not make Climb checks to scale ferrous surfaces.
    Purchase DC: 12.
    Restriction: None.
    Last edited by Nephtys; Tuesday, 23rd January, 2007 at 03:25 PM.

  8. #8
    Lord Karnak the Disciple of Blood
    Human Male Warblade 11/ Swordsage 2/ Rogue 3/ Bloodclaw Master 3/ Nightsong Enforcer 1
    Chaotic Neutral

    Class Progression:
    SW 1/ WB 4/ RG 1/ BCM 2/ SW +1/ BCM +1/ RG +1/ WB +1/ NSE 1/ RG +1/ WB +6

    Str 22 -- (10 pts) 16 base +6 enhancement
    Dex 30-- (10 pts) 16 base +5 level +6 enhancement +3 inherent
    Con 22 -- (10 pts) 16 base +6 enhancement
    Int 18 -- (4 pts) 12 base +6 enhancement
    Wis 20 -- (6 pts) 14 base +6 enhancement
    Cha 14 -- (0 pts) 8 base +6 enhancement

    Hit Points 238 (8+6+7+6+7+3+7+6+5+6+4+6+5+3+7+6+7+6+7+6+120)
    AC 40 (10 base +9 armor +10 dex +5 wis +3 natural +3 deflection), Touch 28, Flat 30
    Init +15
    BAB +17, Grap +23
    Speed 30 ft. (base 30 ft., load 91.1/173, light armor)
    Fort +17 (11 base), Ref +24 (14 base), Will +15 (8 base +2 Iron Will)

    +30 Melee, Swift Strike, 1d4+19, 19-20/x2
    +30 Melee, Blood Letter, 1d4+19, 19-20/x2
    +30 Ranged, Swift Strike, 1d4+9, 19-20/x2, 10'r
    +30 Ranged, Blood Letter, 1d4+9, 19-20/x2, 10'r

    +34 Melee, Swift Strike, 1d4+19, 19-20/x2*
    +34 Melee, Blood Letter, 1d4+19, 19-20/x2*
    +34 Ranged, Swift Strike, 1d4+9, 19-20/x2, 10'r *
    +34 Ranged, Blood Letter, 1d4+9, 19-20/x2, 10'r*

    *+4 bonus from heroic bond

    Medium, 6'11" tall, 250 lbs, ?? yrs old
    hazel brown hair, azure brown eyes, toned tanned skin

    Speaks Common and Goblin

    +26 Climb (20 acp)
    +22 Concentration (16)
    +18 Diplomacy (16)
    +22 Hide (12 acp)
    +24 Intimidate (12)
    +31 Jump (23 acp)
    +22 Move Silently (12 acp)
    +32 Tumble (20 acp)
    +5 Listen (0)
    +5 Spot (0)

    -Shadow Blade
    -Two-Weapon Fighting
    -Weapon Finesse
    -White Raven Defense
    -Clarion Commander
    -Improved Two-Weapon Fighting
    -Greater Two-Weapon Fighting
    -Shape Soulmeld (Planar Ward)
    -Improved Initiative (bonus)
    -Iron Will (bonus)
    -Great Cleave*
    -Improved Bull Rush*
    -Improved Sunder*
    -Power Attack*

    *gained from glimmerskin's heroic bond

    Human Traits
    -Bonus feat at 1st level
    -+1 Skill per level

    Swordsage Abilities
    -Quick to Act +1
    -Discipline Focus (Shadow Hand)
    -AC bonus (Wis to AC in light or no armor)

    Warblade Abilities
    -Battle Clarity
    -Weapon Aptitude
    -Uncanny Dodge
    -Battle Ardor
    -Improved Uncanny Dodge
    -Battle Cunning
    -Battle Skill
    -Bonus Feats

    Rogue abilities
    -Sneak Attack +2d6
    -Penetrating Strike

    Bloodclaw Master abilities
    -Claws of the Beast
    -Superior Two-Weapon Fighting
    -Tiger Claw Synergy (stance)
    -Pouncing Strike
    -Low-light Vision
    -Shifting 2/day

    Nightsong Enforcer abilities
    -Sneak Attack +1d6
    -Teamwork (hear/see allies)

    Other abilities
    -Energy Touch (Glimmerskin)
    -Heroic Bond (Glimmerskin)

    Swordsage Manuevers (IL 12)
    Manuevers Known: Burning Blade, Clinging Shadow Strike, Charging Minotaur Strike, Mighty Throw, Distracting Ember, Wolf Fang Strike, Mind Over Body

    Manuevers Readied: Charging Minotaur Strike, Burning Blade, Mighty Throw, Wolf Fang Strike

    Stances Known: Island of Blades, Assassin's Stance

    Warblade Manuevers (IL 17)
    Manuevers Known: Moment of Perfect Mind, Swooping Dragon Strike, Girallon Windmill Flesh Rip, Action Before Thought, Battle Leader's Charge, Death From Above, Dancing Mongoose, Iron Heart Surge, Avalanche of Blades, Raging Mongoose, Time Stands Still

    Manuevers Readied: Moment of Perfect Mind, Girallon Windmill Flesh Rip, Iron Heart Surge, Avalance of Blades, Raging Mongoose, Time Stands Still

    Stances Known: Bolstering Voice, Hunter's Sense, Absolute Steel Stance

    Karnak (obviously not his real name) was the fifth child of the man only known as The First. For reasons known only to The First himself, Karnak was abandoned in one of the deadliest planets in Eschaton, the death world Sabbat. There he grew up among ascetics that studied the Sublime Way. Alongside notable warriors such as Gorshak Iron Body, Mitu of the Hidden Palm, Thuriel of Korran and others, Karnak grew in maturity and skill in arms. In time, he even came to be accepted as one of their peers. Then, feeling that the time was right, they sent him off to gain experience in what was not taught on Sabbat.

    In his time as an adventurer, Karnak travelled to many of the worlds within Eschaton. From the waterless world of Pardesh to the great seas of Caliban, from the land of perpetual darkness Nyctos to lands of blinding light in the Naranatha cluster. And on these planets he met others of special talent like Malar Darkwynd and Aureon McCormik. With these two came the beginnings of one of the most successful adventuring teams in the history of Eschaton.

    All seemed well until their last mission. For some reason, the item they were sent to retrieve was just a ruse for a cunningly set trap. The next thing Karnak knew was that he was in an arena surrounded by a multitude of beings clad in armor and wielding various weapons. He was a slave.

    During his time as a slave in the arena, he was forced to become a gladiator who fought others for sport. He so reviled at this uncaring outlook on the life of others that he sought to overthrow the ruler of the arena known only as The First in a rebellion along with the other slaves and gladiators. So they waited and trained for the time that they would rise up and defeat The First.

    At last the day came that they slew The First but with that victory came a terrible price. With his dying breath, The First revealed to Karnak that he was his father and then uttered a foul curse upon his son but before Karnak could interfere, everything went black.

    When he woke up, Karnak saw that his view of the world changed. He developed a hunger but he didn't know what it was until he was in battle again. He discovered that he craved to be the best warrior there was. So picking up the remnants of his father's business, he began to train those who joined him in rebellion and sought out other warriors of exceptional skill and talent including the warriors from Sabbat.

    Karnak thinks of himself as a civilized being with a sophisticated taste for the finer things in life. Though he thinks of himself as an exemplar of the sophisticate's ideal, he does have a temper that brings back the savage nature he had in his early years.

    A giant of a man, Karnak towers over most men but is dwarfed by those under his command. He frequently wears luxurious silk shirts that open to his chest, sturdy and well-made pants that are designed to survive the rigors of battle and magnificent crimson cloaks that all reflect his wealth and the tenets of his station.

    Karnak seeks to find and to duel with the best warriors that Eschaton has to offer. He also wishes to gather the scattered followers of The Path of Nine Swords and trains his soldiers in their use.

    +4 Soulfire Mithral Celestial Armor (worn, 20 lbs) 81400 gp
    Explorer's Outfit with a nobleman's cloak (worn, 8 lbs.) 10 gp

    "Swift Strike" +2 Shadow Hand Tiger Claw Blurstrike Dagger (belt front, 1 lb.) 72302 gp
    "Blood Letter" +2 Shadow Hand Tiger Claw Wounding Dagger (belt rear, 1 lb.) 72302 gp
    Bag of Holding Type IV (location, 60 lbs.) 10000 gp

    Crystal Mask of Dread (eyes, .5 lbs) 10000 gp
    Ring of Sustenance (left 3rd finger, -wt) 2500 gp
    Ring of Protection +3 (right 2nd finger, -wt) 18000 gp
    Amulet of Natural Armor +3 (worn, -wt) 18000 gp
    Belt of Magnificence +6 (worn, - wt) 200000 gp

    Coins- 4986 gp (bag of holding, 60 lbs.)
    Potion of Cure Serious Wounds x8 (pouch, .6 lbs.) 6000 gp

    No Slot: Healing Blood (Fast Healing 2) 182000 gp

    Used: Manual of Quickness of Action +3 82500 gp

    Effect of Glimmerskin not mentioned above:
    Heals 5 damage per round or gain 5 temporary hp per round.

    Special Defenses
    Hit Points 238 (8+6+7+6+7+3+7+6+5+6+4+6+5+3+7+6+7+6+7+6+120)
    AC 40 (10 base +9 armor +10 dex +5 wis +3 natural +3 deflection), Touch 28, Flat 30
    Init +15
    BAB +17, Grap +23
    Speed 30 ft. (base 30 ft., load 91.1/173, light armor)
    Fort +17 (11 base +6 con), Ref +24 (14 base +10 dex), Will +15 (8 base +2 Iron Will +5 wis)

    Immune to all death effects, magical death effects, energy drain, and any negative energy effects.

    Fast Healing 2

    Glimmerskin heals 5 hp per round or gain 5 temp hp per round.
    Last edited by Avalon®; Tuesday, 6th May, 2008 at 12:34 PM.

  9. #9

  10. #10
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    Tyrroth Khan Buddha, Half-Air Elemental* Human, Outsider (Air)
    Monk 3, Diviner 4, Enlightened Fist 10, LA+3
    *MotP p188, 3.5up p26, Dragon 326 p87)

    Description: Tyrroth wears his white hair in an 80 cm braid woven from his topknot. His braid, bushy eyebrows, and flowing mustache and beard always seem to writhe as if blown about by strong winds. He typically wears simple white robes, but decorates himself with numerous items of silver jewelry each bearing a sapphire of a color that matches his eyes; most of these items are magical. A pristine white rat, Gnostin, can often be found hiding in the folds of his robes. Tyrroth exudes an air of calm benevolence at most times, but can transform into terrifying forms should he choose. A brilliant white and cobalt blue phantom steed bearing a pattern reminiscent of ancient Terran porcelain pottery often accompanies him when he travels. He is only apparently armed with a knife.

    Seeking enlightenment, Tyrroth, formerly the powerful warlock Khan Grishton, transcended the mortal plane eons ago. Somehow during the process, his soul became fragmented. It is unknown how the largest fragment constituting his present incarnation found its way into the heart of a gas giant; the vessel of transport is unknown but presumably it was destroyed. Under the extreme pressure of the failed star, Tyrroth was born (reborn) as a being of gas and energy, slowly reforming, refolding, and coalescencing into his present corporeal state. Eventually, he was spat out of the planet during its death and implosion. Infused with a fraction of his previous divine heritage he floated in the vacuum of space for eons. Eventually he collided with the comet named Placidio, his current residence.

    As time passed, Tyrroth began to recall some details of his former glory, a snippet of conversation between devas, a gesture for casting a powerful spell, the Truename of a lost and forgotten fiend. And yet he still could not place how he had "transcended." Was that the key? Was transcendence really discorporealization and a perverse retrograde amnesia. Could it be that simple and that tragic? Seeking to understand the nature of transcendence, not just the protocol, Tyrroth now seeks to find the missing fragments of his original soul, for he is convinced that part of his consciousness and soul have become disconnected. Lost during the process of transcendence, he now hunts for the vessels, beings, and locations that the soul fragments now reside. Drawn forward through time and space by the arcane lore bubbling up through the well of memory, Tyrroth purifies himself through ritual and discipline, in an effort to be ready and worthy of the soul once lost.


    To find the fragments of his separated soul and make himself worthy to possess them all. He possesses a large portion of his old soul, enough of that he could be raised or resurrected, but has not yet acquired the remainder. As it stands now his intellect and lore are well recovered but his personality is still broken. At first satisfied with seeking enlightenment on his own, Tyrroth was later pressed into tutoring a number of students many years ago. A number became several, several became many, many became thousands. Now he controls an entire faith. Using the advanced communication features of Eschaton society, he intends monitor those who are nearing enlightenment in an effort to observe the results. He intends to study the thought engrams, emotions, and perceptions of these enlightened in an effort to master the capability of recalling and understanding the nature of transition.


    Lawful Neutral
    Because some of his memories are taken from his experiences long ago, Tyrroth favors anachronistic items/places/ideas since they are familiar and comfortable. Thus he travels with horse (a modified phantasmal steed) and surrounds himself with ancient and at times archaic artifacts. While he may not embrace it fully, he has encouraged his entourage and followers to immerse themselves in technology to allow his cult to run smoothly and in harmony with the rest of Eschaton society.

    Tyrroth’s personality is uncharacteristically erratic for a monk of his standing at least in part from the proclivities of his new form; those related to air elementals rarely seek the order of monastic life, instead satisfying their whims like children. Years of training and dedication have suppressed his outbursts, but when angered his rage and passion sometimes break loose, turning him into a fearsome and terrifying force of nature. This is further complicated in that his psyche and soul are fragmented and cracked. Perhaps finding the last fragments of his soul will afford him the control over his emotions and rages that he desires.


    Eleven – this ghaele elladrin is the Chaplain of Placidio and the second most powerful entity on the comet after Tyrroth. Her main concern is for the wellbeing and safety of the Brethren, but she has left on occasion to assist Tyrroth in matters unrelated to her normally mundane duties. She reveres freedom over all other values and vocalizes her disdain over much of Eschaton societal rules to Tyrroth in private meetings. In but a few decades she will have earned her soul and her own place within hierarchy of autarchs. She would make a potent ally; Tyrroth is aware of this and has always treated her respectfully in anticipation of her advancement.
    combat stats
    Hp 65 (typically increased to 100 hp with bear's endurance and aid), AC 25 (29 w/ aura), Fort +9, Ref +8, Will +10 (+4 with aura up), DR 10/evil & cold iron, SR 23, immune electricity and petrification, resist cold & fire 10, darkvision, low-light, tongues; protective aura: +4 resistance, +4 deflection versus evil, magic circle against evil, & lesser globe of invulnerability to all w/in 20 ft. Spells and Fear gaze in humanoid form (no save or DC18 for creatures with 5 hd or more) and Light Rays, Fly 150 [perfect], and incorporeality in alternate form. Spell-like abilities available in either form.

    One through Ten – these ten hound archons are the lieutenants to Eleven. Under her supervision, they tend to any who become ill or injured in Placidio. Their innate teleportation abilities make them naturals at policing the small city and their ability to root out corruption have helped purify Placidio from those who would live in Placidio for reasons beyond enlightenment.

    The Architect – the name of this forlorn and demented chain devil has never been divulged. When Tyrroth first found Placidio, the kyton was beyond mad; the years of isolation on the comet had eaten away at his crumbling psyche. After fending off his pathetic attempts at aggression, Tyrroth forcibly bound him into service indefinitely. Removing his chains and forcing him to wear “clothes,” was but the first of the punitive measures imposed upon the fiend. Although he has never found out the truth, he suspects that the Kyton and quiescent elemental spirit at the center of Placidio are somehow mortal enemies; perhaps they were both trapped or banished here long ago by some ancient god. After eons alone on the rocky interior of the comet, the kyton picked up the magical ability to shape stone, abeit infrequently. Hence when Tyrroth first found the comet its interior had long ago been molded into an immense yet desolate city lining the inside of a cold ice sphere. Tyrroth warmed up the city somewhat by introducing plants; their tendrils spiraling upward along the face of the stone towers toward the hot ball of elemental light and heat at the center of Placidio. The architect, of course, resents this defilement of his creation but is not about to complain.

    Rothman, the banker – This ancient and wise djinni is perhaps the most mysterious member of Tyrroth’s entourage. A talented advisor and fixer, he has managed Tyrroth’s wealth for over a century. Among all of Tyrroth’s associates, his motives are the most secretive and hidden. It is only his apparent loyalty that has kept him as one of Tyrroth’s trusted allies; Tyrroth speculates that Rothman was bound to serve him by another power. What entity would seek to aid Tyrroth by sending him a loyal servant is yet unclear. Rothman also acts in the role of pilot for Placidio, if such a role were appropriate. Able to comprehend the nature of the planes, it is he that usually initiates the rarely used and dangerous Planeshift abilities allowing the comet to move from system to system. A natural organizer and leader, he also communicates changes to the brethren’s meditation schedules for their thoughts and concentration to be able alter Placidio’s inertia in a concerted fashion.

    Cyclone, Greater Air Elemental – bound to serve as his bodyguard, this spirit rarely speaks or interacts with anyone else other than Tyrroth.
    combat stats
    Hp 178, AC 26, Fort +11, Ref +22, Will +9, DR 10/-, darkvision, elemental traits, air mastery (opponents have -1 attack and damage if airborne). Whirlwind form once every 10 minutes for 10 rounds.

    The Brethren – The thousand or so spirits that occupy Placidio’s populace are here for a variety of reasons. Most have been bound to Tyrroth as part of the normal agreements spirits make with Autarchs to attain souls. A few have been sent to him by mysterious entities unknown to Tyrroth, ready to bind themselves to him for purposes even he can not yet divine. Most, though, are bound because their families were, and so by Eschaton law will continue to server until dismissed or until all of their elders have attained souls.

    Kingbae – unbeknown to most, Tyrroth’s constant companion and steed isn’t even a real creature. Conjured from the ether each “morning” this modified phantasmal steed acts as a symbol of Tyrroth’s reach and power. Scholars have speculated that his previous incarnation was some kind of horselord-warlock, and his affinity for a loyal mount has somehow carried over through transcendence.

    Move: 90 ft / round
    HP: 176 (typically ~200 w/ empowered false life)
    AC 37, touch 30, flat-footed 31 (armor +6 or +3, nat +1, dex +6, wis +7, monk +3, deflection +3, insight +1)

    Special Qualities to be aware of:
    Spell Resist 23, 20% miss chance, DR 10/magic versus ranged attacks (i.e. bullets and rail guns,), immune to negative dominant trait and negative levels, immune to cold and air effects, resist acid/electricity/fire 10, DC 31 caster level check required to be observed via divinations, immediately aware of any attempts to be observed, can see invisible/ethereal creatures and magical auras, can understand and speak all languages.

    +22 grapple
    +30 with gloves
    +38 to resist with Combat Stability and gloves
    also a +2 to ability checks such as trip, +10 if focused

    Fort +20, Ref +22, Will +26 [+5 vs necromantic/death effects and can reroll 1/day; +2 vs enchantments, +4 to will saves if combat focused]
    Monk             3  3  3
    Diviner          1  1  4
    Enl Fist         3  7  7
    Rat familiar     2  0  0
    Resistance       3  3  3
    Luck             1  1  1
    Competence       1  1  1
    Abilities        6  6  7
    Total            20 22 26


    Str 14 (+6 item) = 20
    Dex 14 (+2 race, +6 item) = 22
    Con 14 (+2 race, +6 item) = 22
    Int 16 (+2 race, +6 item, +4 raises, +2 inherent) = 30
    Wis 15 (+2 race, +6 item, +1 inherent) = 24
    Cha 12 (+2 race) = 14

    Melee Attack +24/+19/+14 unarmed strike (2d8+9 bludgeoning/magic; +4 versus DR)
    Ranged Attack +21 dagger +1 (1d4+6) or Spells

    Racial Features:
    Bonus Feat, +1 skill point per level, favored class any, bonus languages any; Immune to disease, cold, and air effects; Spell-like abilities (each 1/day): Obscuring Mist, Wind Wall, Gaseous Form, Wind Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Planeshift.

    Class Abilities:
    Bonus Feats, Monk’s unarmed strike damage, movement, and AC (18th), Flurry of Blows (-2), Evasion, Still Mind, Familiar, Ki strike (magic), Fist of Energy (use stun for +1d6 fire or electricity; Burst effect), Free Multiclassing, Arcane Fist/Hold Ray, (i.e. use one of daily stuns to deliver touch or ray spell), Arcane Rejuvenation, Diamond Soul.

    Improved Grapple, Combat Focus, Combat Stability, Combat Casting, Combat Vigor, Practiced Spellcaster (diviner), Water Splitting Stone (+4 damage vs DR), Improved Unarmed StrikeB, Combat ReflexesB, Stunning Fist (DC 25, 15/day)B, AlertnessB, Scribe ScrollB.

    Common, Celestial, Auran, Gith, and Eschaton trade language. (Also, permanent Tongues)


    (192; factoring in raises at the appropriate levels, and tome read at 12th character level, i.e. +8)
    ranks + modifiers + ability = total
    Balance 10 + 6 + 6 = +22
    Concentration 9 + 2 or 6 + 6 = +17 or +21 (combat casting)
    Diplomacy 19 + 4 + 2 = +25
    Handle Animal (cc) 1 + 4 + 2 = +7
    Gather Information 0 + 6 + 2 = +8
    Hide 0 + 2 or 22 + 6 = +8 or +28 (if invisible)
    Jump 5 + 28 or 40 + 5 = +38 or +50 (if hasted)
    Listen 0 + 4 + 7 = +11
    Knowledge (arcana) 8 + 4 or 9 + 10 = +22 or +27 (if using Collector of Stories)
    Knowledge (dungeoneering) 5 + 2 or 7 + 10 = +17 or +22 (“)
    Knowledge (local) 5 + 2 or 7 + 10 = +17 or +22 (“)
    Knowledge (nature) 5 + 2 or 7 + 10 = +17 or +22 (“)
    Knowledge (religion) 10 + 2 or 7 + 10 = +22 or +27 (“)
    Knowledge (The Planes) 10 + 2 or 7 + 10 = +22 or +27 (“)
    Knowledge (Psionics) 10 + 2 or 7 + 10 = +22 or +27 (“)
    Move Silently 18 + 2 + 6 = +26
    Psycraft (cc) 1 + 4 + 10 = +15
    Ride (cc) 1 + 5 + 6 = +12
    Sense motive 15 + 11 + 7 = +33
    Spellcraft 10 + 4 + 10 = +24
    Spot 20 + 4 + 7 = +31
    Swim 1 + 2 + 5 = +8
    Tumble 14 + 4 + 6 = +24

    Skill tricks:
    Back on your feet, Collector of Stories, Spot the Weak Point, Twisted Charge (each 1/encounter)
    - also Void’s custom skill tricks: low-G fighting trick and zero-G fighting trick (names?)


    Arms: Rapidstrike Bracers (swift) w/ +3 armor bonus (6.1k) + Greater Augment Crystal of Life Keeping (5k)
    Body: Robe of Mysterious Conjuration and electricity resistance 10 (22k)
    Face: Third eye of Aware and Intellect +6 (46k)
    Feet: Boots of Speed and Dexterity +6 (48k)
    Hands: Gloves of Titan’s Grip and Strength +6 (50k)
    Head: Circlet of Persuasion and Wisdom +6 (40.5k)
    Ring 1: Ring of Greater Counterspells - holds Greater Dispel Magic (12k).
    Ring 2: Ring of Negative Energy Resistance (36k)
    Shoulders: Minor Cloak of Displacement and acid resistance 10 (36)
    Throat: Scarab of Stabilization (20k)
    Torso: Formless vest with fire resistance 10 (15.2k)
    Waist: Monk’s Belt of Constitution +6 (49k)
    Adamantine Dagger or Knife, +1, returning, glows as a torch (11k)
    Lesser Metamagic Rod, Empower - false life, ray of enfeeblement w/ 1 extra (9k)
    Lesser Metamagic Rod of Extend – greater magic weapon, greater mage armor w/ 1 extra (3k)
    Pearls of Power – 1st through 4th (30k)
    Skin of the Hero - +3 deflection, +3 resistance, +3 on attack rolls (77.5k)
    Stone of Good Luck - +1 luck on saves, skills, & ability (20 k)
    Ioun Stone, Dusty Rose Prism - +1 insight to AC (5k)
    Ioun Stone, Iridescent Spindle – sustains without air (18k)
    Ioun Stone, Pale Green Prism - +1 competence attack, saves, skills, & ability (30 k)

    Extra-dimensional saddlebags – as bag of holding IV (10k)
    The Supple Seat - military saddle with +4 competence bonus, swift dismount 3/day LOS 35ft; callable (26.28k)

    Scribed spells: -/0/3/3/3/3/3 – (9k)
    Tome of Understanding +1, (read) (27.5k)
    Tome of Clear Thought +2, (read at 12th level) (55k)
    Planeshift installed on Placidio (16.2k)

    Spell Components and Foci:

    Tiny bell, piece of silver wire, soot, salt, small archery target, raw meat, splintered bone, a copper coin, a vial of vodka, eyelashes rolled in gum arabic, piece of shell from a tortoise, small horn, glass eye, lime, graphite, cured leather, piece of mirror, small brass trumpet, quartz, empty cocoons, crystal marbles, egg shells from two creatures, lodestones and dust, pebbles; Pearls (1k, i.e. for 10 castings of Identify), Diamond dust (5k, i.e. 100 castings of Nondection), Mushroom and saffron ointment (2k, 8 castings Trueseeing), Scrying mirror (1k), Lens of sapphire mounted in a gold loop (1.5k), A tiny elephant decorated with sapphires (1.5k), Ivory rectangle (0.4k)


    23,320 gp

    XP debt:
    Permanency on Tongues/Arcane Sight/See Invisibility = 4000 xp.

    Spells Per Day:

    Divination specialty; Enchantment barred, effective caster level 16:
    DC = 20+spell level
    5/8/8/7/6/6/5 (one+ divination/lvl) + recalling of one spell at each of 1st through 4th levels with pearls of power.

    Spells Known:

    (prepared in brackets; bold spells can be delivered via unarmed strikes at the cost of one stun):
    All cantrips except those from the enchantment school [Arcane Mark, Light, Mending, Prestidigitation, Read MagicD]; Alarm, Comprehend Languages, Feather Fall [1], Identify, Lesser Acid Orb, Lesser Sonic Orb [1], Magic Missile, Ray of Enfeeblement [2], Shield [2], True Strike [D]; Alter Self [1], Detect Thoughts [D], Dispelling Touch [1], False Life [1], Invisibility [1], Mirror Image [1], Protection from Arrows [1], See Invisibility, [open]; Arcane Sight, Clairaudience/Clairvoyance [D], Greater Mage Armor, Greater Magic Weapon, Nondetection [1], Phantom Steed [1], Tongues, Vampiric Touch [1], [open x3]; Acid Orb, Detect Scrying, Dimension Door [1], Enervation [1], Wall of Ice, Polymorph [2], Scrying [D], [open]; Cone of Cold [1], Dismissal [1], Permanency, Prismatic Ray [1], Prying Eyes [D], Telepathic Bond, Teleport [1], [open]; Analyze Dweomer, Contingency, Disintegrate [2], Greater Dispel Magic, Imbue Familiar with Spell Ability [1], Mage’s Lucubration, True Seeing [D], [open].

    Preparations in advance:

    Spells typically cast at beginning of the day and lasting for 16 hours: False Life (empowered), Nondetection, Protection from Arrows, Phantom Steed, and Imbue Familiar with Spell Ability (allowing Gnostin to cast one each of his Polymorph and Lesser Sonic Orb spells); also, Wind Walk spell-like ability cast on self and five companions.

    The following spells are cast on the previous day, typically before “rest” periods: Detect Scrying (using an open slot, 24 hrs), Greater Magic Weapon on unarmed strike (using an open slot, extended to 32 hrs), Greater Mage Armor (using an open slot, extended to 32 hrs).

    Contingency (cast every 16 days) with Teleport triggering if anyone within 40 ft casts a Disjunction.

    Permanent Tongues/Arcane Sight/See Invisibility

    Typical alterself form: Ice Mephit

    AC: 41 (size +1, net +3 natural); Grapple: +18 (or up to +34); Fly 110 (perfect); Melee attack +25/+20/+15 unarmed strike (2d6+9+1d4 cold, bludgeoning/magic; +4 versus DR)

    Typical polymorph form: Cornugon:

    Str 36, Dex 30, Con 30; Grapple +34 (or up to +50); 10ft space/10ft reach; Speed 80, Fly 110 (average); Fort +24, Reflex +26; AC 58, (net: -1 size, +4 dex, +18 nat) touch 33, non-corporeal touch 39; additional +8 to strength checks, +4 to concentration and dexterity checks except hide which is at a net +0; Melee attack: unarmed strike +31/+26/+21 (3d8+17; +4 vs DR); Ranged Attack +24 dagger +1 (1d4+14);
    Last edited by Arabesu; Wednesday, 7th May, 2008 at 12:40 AM. Reason: fixed saves, and added a breakdown table.

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