Boat to No Man's Land

Lord_Raven88

First Post
[sblock=Character Submission(work in progress)]
Code:
[B]Name:[/B] Evangaline 'Eve' Skywhisper
[B]Class:[/B] Ninja 1 / Dragon Adept 1 / Ur-Priest 10
[B]Race:[/B] Sylph (3HD + 5 LA)
[b]Type:[/b] Outsider(Air, Dragonblood)
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral Evil
[B]Deity:[/B] -

[B]Str:[/B]  9 -1  (11)       [B]Level:[/B] 20       [B]XP:[/B] 200000
[B]Dex:[/B] 18 +4  (16)       [B]BAB:[/B] +10        [B]HP:[/B] 78 (8 +[url=http://invisiblecastle.com/find.py?id=980632]13d8+1d6[/url]+16)
[B]Con:[/B] 12 +1  (14)       [B]Grapple:[/B]        [B]Dmg Red:[/B] 
[B]Int:[/B] 18 +4  (14)       [B]Speed:[/B] 30, 90(G)[B]Spell Res:[/B] 30
[B]Wis:[/B] 34 +12 (17)       [B]Init:[/B] +4        [B]Spell Save:[/B] +X
[B]Cha:[/B] 37 +13 (17)       [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +9    +0    +4    +1    +0    +13    37
[B]Touch:[/B] 28              [B]Flatfooted:[/B] 33

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     10    +1    +5    +16  
[B]Ref:[/B]                       6    +4    +5    +15  
[B]Will:[/B]                     12    +12   +9*   +33
[size=1]* Iron Will & Ki Power[/size]

[B]Weapon                  Attack   Damage     Critical[/B]


[B]Feats:[/B] 
Iron Will
Spell Focus[Evil] (Comp Div PG 83)
Dragontouched[bonus] (Dragon Magic PG 18)
Leadership (Leadership Score 33)
Malign Spell (BoVD PG49)
Sudden Maximise
Versatile Spellcaster (Races of Dragons PG 101)

[B]Skill Points:[/B] 150       [B]Max Ranks:[/B] 18/9
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                  0.0    4     0     4
Balance                   0.0    4     0     4
Bluff                    18.0   13     5    36
Climb                     0.0   -1     0    -1
Concentration            18.0    1     0    19
Craft (Untrained)         0.0    4     0     4
Diplomacy                 0.0   13     0    13
Disguise                  2.0   13    10    25
Escape Artist             6.0    4     0    10
Gather Information        1.0   13     0    14
Heal                      0.0   12     0    12
Hide                      8.0    4     4    16
Intimidate                0.0   13     0    13
Jump                      0.0   -1     0    -1
Know (Arcana)            18.0    4     0    22
Know (Nature)             6.0    4     0    10
Know (Planes)             7.0    4     0    11
Know (Religion)          18.0    4     0    22
Listen                    7.0   12     1    20
Move Silently             8.0    4     5    17
Search                    0.0    4     1     5
Sense Motive              0.0   12     0    12
Spellcraft               18.0    4     0    22
Spot                      7.0   12     1    20
Tumble                    0.0    4     0     4

[B]Equipment:						   Cost  Weight[/B]
Head: 
Eyes: Mask of Lies						     17000gp         (Comp Adv PG 134)
Neck: Periapt of Wisdom +6					     36000gp     1lb
Torso: Vest of Resistance +5					     25000gp
Body: Dyrr's Impervious Vestment				    123000gp   1.5lb (Comp Arcane PG 148) 
Belt: Belt of Hidden Pouches					      5000gp   0.5lb (Comp Arcane PG 147)
Cloak: Cloak of Charisma +6					     36000gp     1lb
Arms: 
Hands: 
Ring1: 
Ring2: Ring of Freedom of Movement				     40000gp 
Boots: Boots of Elvinkind					      5000gp   0.5lb

Other Items:
Assorted jewelery						      1500gp
Books (+5 Wis, +5 Cha)						    275000gp
Third Eye Graft							    165000gp         (FF PG 209)

* Item is inside Belt of Hidden Pouches

[B]Total Weight:[/B] 4.5lb      [B]Money:[/B] 35000gp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                22.5    45    67.5    135    337.5


[sblock=Cohort]
13HD Nightmare[/sblock]
Languages: Auran, Common, Abyssal, Celestial, Draconic, Sylvan.

Abilities:[sblock]
Sylph(MM2 PG 192)
  • Small Outsider Type
  • Darkvision 60 feet
  • Fly 90 feet (good)
  • Spell Resistance: 30 (10 + 1/2 HD + 13 Cha)
  • Spells: Cast arcane spells as a Sorcercer. CL 19 (Hit Dice +4)
  • Greater Invisibility(sp): At will
  • Summon Elemental(sp): Once per day can use summon monster VI to summon a Large air, earth, fire, or water elemental.

Ninja(Comp Adventurer PG 4)
  • AC Bonus: When unarmoured and unencumbered a ninja adds her Wisdom bonus to her AC.
  • Ki Power(su): +2 bonus on will saves.
  • Sudden Strike(ex): If a ninja catches an opponent when he is denied a Dexterity bonus to AC, the ninja deals an extra 1d6 points of damage. This damage also applies to ranged attacks against targets up to 30 feet away.
  • Trapfinding(ex): A ninja can use the Search skill to locate traps with a DC higher than 20.

Dragon Adept(Dragon Magic PG 24)
  • Breath Weapon(su): 1d6 fire damage at will, DC12 reflex save for half. Either a 15 foot cone or 30 foot line.
  • Dragontouched: Gain Dragontouched as a bonus feat.
  • Invocation(sp): at will.
    • See the Unseen

Ur-Priest(Comp Div PG 70)
  • Spells: Prepare and cast spells as a 19th level Cleric from any Cleric Spell Lists.
  • Rebuke Undead: Rebuke undead as a 10th level cleric 16 times per day.
  • Divine Spell Resistance 20
  • Siphon Spell Power: Can sacrifice two (or more) lower level spell slots to prepare higher level spells. The levels of the lower level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher level spell slot.
  • Steal Spell-Like Ability: Once per day when a creature with spell-like abilities is within 50 feet of an Ur-Priest, he can choose one of the spell-like abilities of the creature to steal for himself. The Ur-Priest can use the the ability as often as the creature can, or three times per day, whichever is less. The ability only last 24 hours. The creature with the ability does not lose the ability when the Ur-Priest steals it.
[/sblock]

Spells[sblock]
Arcane Spells Known CL 19 (6, 10, 9, 9, 9, 9, 8, 8, 8, 6)
0th 9
1st 5 Magic Missle
2nd 5
3rd 4
4th 4
5th 4 Firebrand(SC PG93), Teleport
6th 3 Disintergrate,
7th 3
8th 3 Otto's Irresistable Dance, Polar Ray.
9th 2 Sphere of Ultimate Destruction(SC PG200)

Divine Spells Prepared CL 19 (6, 8, 8, 7, 7, 6, 6, 5, 4, 2)
0th
1st
2nd
3rd
4th
5th
6th True Seeing
7th
8th
9th
[/sblock]
Age: 3746 years
Height: 4'
Weight: 40
Eyes: Emerald
Hair: Ebony
Skin: Porcelin
Appearance:
Evangaline appears as a small, extraordinarily beautiful woman with translucent, brightly colored wings.

Evangalines perfectly formed chisled features are framed by straight shoulder length ebony colored hair. Evangaline's large emerald green eyes, flawless porcelin skin, small refined nose and pouting red lips top off a well formed sensual body.

Evangaline wears a stylishly cut black silk robe which is embroided with adamantine thread in an elegant waterfall pattern.

Background:
Alerted to the danger posed by the breakdown of the wards, the Unseelie court sent one of their foremeost operatives to investigate and rectify the matter.
[/sblock]
 

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Voidrazor

First Post
Lowryllyth, Baroness of Dzaekathe
Background: Lowryllyth was born half a milennium ago as a minor Dambrathi noble. While knowledgable and aggressive, her blood was too dilute from the half-Drow stock of royalty to have much hope of advancement. So when the secretive but influential guild known only as the A. A. offered her membership she jumped at the chance. Perhaps she could leverage guild resources into a margravate of her own. But the A. A. (which stood for Aster Autochthonica) had other plans. Lowryllyth was taken to a base on a Far-Realm, and psychically restructured to service the needs of the cult. On her return she served for centuries as the perfect spy, not even aware of her own duplicity. Several years ago, as the No Man's Land seals first began to waver, Lowryllyth was call back to the cult's far realm. There, her personality was seeded into a new disciple. Lowryllyth herself was overwritten by a copy of a copy of the Nerull-worshipping founder. She has since returned, and volunteered to be Dambrath's contribution towards stopping the Disciples of Uaedo. The Dambrathi Queen was happy enough to send her so as to maintain the appearance of cooperation with other nations. But Lowryllyth's true mission is to turn the situation to the advantage of the A. A., even if that meants the destruction of the world itself.

On the Ship: Lowryllyth's cohort, who is herself called Lowryllyth in public (and Slave privately) stands still as a stone in the crows nest of the ship searching the horizon. The true Lowryllyth studies and obscure book on the deck below.
Code:
Female Lawful Evil Psion (Egotist) 20

Strength     20  (+5)  13 base +6 Enchantment +1 Level
Dexterity    17  (+3)  11 base +6 Enchantment
Constitution 22  (+6)  16 base +6 Enchantment
Intelligence 32  (+11) 17 base +6 Enchantment +5 Inherent +4 Levels
Wisdom       20  (+5)  14 base +6 Enchantment
Charisma     19  (+4)  15 base -2 Racial +6 Enchantment

Size: Medium
Height: 5' 8"
Weight: 102 lb
Skin: Black
Eyes: Blue
Hair: White
Age: 450 years

HP: [url=http://invisiblecastle.com/find.py?id=981541]180[/url]
AC: 31 (10 base +3 Dex +6 Armor +5 Deflection +6 Monk +1 Insight) 25 Touch 28 Flat-footed
Initiative: +12 (+3 Dex +2 unnamed:Eager +5 insight:Warning +2 competence:Belt)
BAB: +10
PP: 453 
XP: 

Fort 23 (6 base +6 Con +5 resistance +1 Ioun Stone +1 Luckstone +4 Racial*)
Ref 20 (6 base +3 Dex +5 resistance +1 Ioun Stone +1 Luckstone +4 Racial*)
Will 28 (12 base +5 Wis +5 resistance +1 Ioun Stone +1 Luckstone +4 Racial*)
* Racial bonus costs 1pp, always spent

Feats
1st Enhanced Elan Resilience (Comp Psi p.52), Overchannel (Bonus)
3rd Psionic Meditation
5th Shape Soulmeld: Girallon Arms (Incarnum p.40)
6th Expanded Knowledge: Astral Construct
9th Leadership
10th Expanded Knowledge: Schism
12th Expanded Knowledge: Psionic Dominate
15th True Believer: Nerull, Expanded Knowledge: Fate of One (Bonus)
18th Quicken Power
20th Expanded Knowledge: Spirit of War(Comp Psi p.99)(Bonus)

Skill Points 158 (20 @ 1st, 10 @ 2nd-3rd, 48 @ 4th-11th, 21 @ 12th-14th, 9 @ 15th, 50 @ 16th-20th)
Skill Name	         Ability   Total	Mod	Ranks	Misc.
Autohypnosis              Wis      18 =         +5      +9      +1 Luck, +1 Competence, +2 Synergy
Concentration	          Con	   31 = 	+6	+23     +1 Luck, +1 Competence	
Hide                      Dex      28 =         +3      +11  +1 Luck, +5 Competence(cc)
Knowledge (arcana)	  Int	   24 = 	+11	+11     +1 Luck, +1 Competence
Knowledge (architecture)  Int	   14 = 	+11	+1      +1 Luck, +1 Competence
Knowledge (dungeoneering) Int	   24 = 	+11	+11     +1 Luck, +1 Competence
Knowledge (geography)	  Int	   14 = 	+11     +1      +1 Luck, +1 Competence
Knowledge (history)	  Int	   14 = 	+11	+1      +1 Luck, +1 Competence
Knowledge (local)	  Int	   14 = 	+11	+1      +1 Luck, +1 Competence
Knowledge (nature)	  Int	   24 = 	+11	+11     +1 Luck, +1 Competence
Knowledge (nobility)	  Int	   14 = 	+11	+1      +1 Luck, +1 Competence
Knowledge (planes)        Int      24 =         +11     +11     +1 Luck, +1 Competence
Knowledge (psionics)	  Int	   16 = 	+11	+1      +1 Luck, +1 Competence, +2 Synergy
Knowledge (religion)	  Int	   14 = 	+11	+1      +1 Luck, +1 Competence
Move Silently             Dex      26 =         +3      +11       +1 Luck, +5 Competence(cc)	
Psicraft	          Int	   20 = 	+11	+7      +1 Luck, +1 Competence
UMD                       Cha      17 =         +4      +11     +1 Luck, +1 Competence(cc)(+5 w/ scrolls)
Skill Tricks: Collector of Stories


Powers Known
1st Call to Mind, Force Screen, Defensive Precognition, Offensive Precognition, Synchronicity (Comp Psi p.103), Astral Construct*
2nd Energy Stun, Chameleon, Psionic Tongues, Feat Leach
3rd Dispel Psionics, Energy Burst, Telekinetic Thrust, Hustle
4th Correspond, Intellect Fortress, Psychic Reformation, Metamorphosis, Psionic Open Chakra (Incarnum p.107), Schism*, Psionic Dominate*
5th Anticipitory Strike (Comp Psi p.78), Psinic Revivify, Psionic Plane Shift, Psionic True Seeing
6th Inconstant Location (Comp Psi p.91), Psionic Contingency, Psionic Disintegrate, Temporal Acceleration
7th Evade Burst, Personal Mind Blank, Energy Conversion, Fission, Fate of One*
8th Fusion, True Metabolism, Bend Reality, Greater Psionic Teleport, Spirit of War*
9th Assimilate, Greater Metamorphosis, Stygian Conflagration (Comp Psi p.100)

Equipment 
Arms -
Head - Horned Healm 8k (Magic Item Comp p.112) + Spellsight Spectacles 3,750 (Magic Item Comp p.138) + Hat of Disguise 2,700 + Headband of Conscious Effort 3k (Magic Item Comp p.109) 
Face - Third Eye Sense 24k (Magic Item Comp p.142) + Third Eye Penetrate 12k (Magic Item Comp p.142) + Blindfold of True Darkness 13,500 (Magic Item Comp p.75) 
Shoulders - Cloak of Resistance +5 25k + Cloak of Stone 12k (Magic Item Comp p.88)
Throat -  + Retributive Amulet 13,500 (Magic Item Comp p.121) + Torc of Power Preservation 6k (Magic Item Comp p.143)
Body - Ghost Shroud 5k (Magic Item Comp p.104)
Torso - Tabard of the Disembodied 6k (Magic Item Comp p.140) + Dispelling Cord 1,500 (Magic Item Comp p.94)
Hands - 
Waist - Belt of Magnificence 200k (Mini Handbook p.42) + Belt of Battle 18k (Magic Item Comp p.73) + Monk's Belt 19,500
Feet - Boots of Speed 12k
Finger - Ring of Deflection +5 50k
Finger - 

Eager (Magic Item Comp p.34) Warning (Magic Item Comp p.46) Gauntlet +1 18,302
+5 Tome of Clear Though 137,500 (Used)
Eversmoking Bottle 5,400
Rod of Absorption 50k
Luckstone 20k
Pale Green Ioun Stone 30k
Handy Haversack 2k
Sphere of Awakening 1,800 (Magic Item Comp p.186)
Tome of Worldly Memory 1,500 (Magic Item Comp p.190)
Enveloping Pit 3,600 (Magic Item Comp p.159) (full of boulders)
22 Scrolls of Greater Mage Armor (Comp Arc p.114) 14,000 [2 Used]
20 Scrolls of Divine Power 14,000


Remaining funds 26,548
[sblock=Lowryllyth's Cohort]Lowryllyth, "The Death-Blossom"
Code:
Female Lawful Evil Elan Psychic Warrior 12 / Crinti Shadow Marauder 5

Strength     10  (+0)  10 base
Dexterity    10  (+0)  10 base
Constitution 20  (+5)  14 base +6 Enchantment
Intelligence 14  (+2)  14 base 
Wisdom       26  (+8)  16 base +6 Enchantment +4 Levels
Charisma     06  (-2)   8 base -2 Racial

Size: Medium
Height: 5' 8"
Weight: 102 lb
Skin: Black
Eyes: Blue
Hair: White
Age: 7 years

HP: [url=http://invisiblecastle.com/find.py?id=987317]155[/url]
AC: 28 (10 base +0 Dex +6 Armor +3 Deflection +9 Monk) 22 Touch 28 Flat-footed
Initiative: +11 (+0 Dex +2 unnamed:Eager +5 insight:Warning +4 Improved Init)
BAB: +12
PP: 91 
XP: 

Fort 25 (9 base +5 Con +5 resistance +6 Racial*)
Ref 19 (8 base +0 Dex +5 resistance +6 Racial*)
Will 24 (5 base +8 Wis +5 resistance +6 Racial*)
* Racial bonus costs 1pp, always spent

Feats
1st Darkstalker, Improved Initiative (Bonus)
2nd Overchannel (Bonus)
3rd Expanded Knowledge: Expansion
5th Enhanced Elan Resilience (Comp Psi p.52)(Bonus)
6th Stealthy
8th Mounted Combat (Bonus)
9th Practiced Manifester
11th Enhanced Elan Resistance (Comp Psi p.52)(Bonus)
12th Improved Natural Attack
15th Rapidstrike


Skill Points 100
Skill Name	         Ability   Total	Mod	Ranks	Misc.
Concentration	          Con	    7 = 	+5	+2	
Handle Animal             Cha       2 =         -2        +4   (CC)
Hide                      Dex       21 =         +0        +8   +8 Collar +5 Competence(cc)
Listen	                  Wis	    28 =        +8	+20	
Move Silently             Dex       19 =         +0       +8   +6 Collar +5 Competence(cc)
Ride                      Dex       8 =         +0       +8  (CC)
Spot	                  Wis	    28 = 	+8	+20	
Skill Trick: Clarity of Vision

Repertoire
1st Claws of the Beast, Metaphysical Claw, Expansion*, Adrenalin Boost (Comp Psi p.78)
2nd Hustle, Animal Affinity, Painful Strike
3rd Greater Concealing Amorpha, Claws of the Vampire, Dimension Slide
4th Claw of Energy, Psionic Dimension Door, Steadfast Perception

Equipment 
Eager (Magic Item Comp p.34) Warning (Magic Item Comp p.46) Trident +1 18,315
Periapt of Wisdom 36k + Amulet of Health 54k + Collar of Umbral Metamorphosis (Continual) 33k (Tome of Magic p.156)
Blindfold of True Darkness 9,000 (Magic Item Comp p.75)
Hat of Disguise 1,800
Boots of Speed 12k + Boots of Elvenkind 3,750
Vest of Resistance +5 25k (Comp Arc p.)
Cloak of Elvenkind 2,500
Monk's Belt 13,000
Gloves of Power Preservation 6k (Torc of Power Preservation [Magic Item Comp p.143])
Ring of Protection +3 18k
Ring of Invisibility 20k + Ring of Silent Spells 3k (Magic Item Comp p.127)
Rod of Absorption 50k
Cautious Warrior Psicrown 32,063 + Hat of Disguise 2,700




Remaining funds 1,672
[/sblock][sblock=Morning buff routine]Fusion to access
Claws of the Beast 5d6
Metaphysical Claw +5

Mind Blank
Open Chakra: Arms
Soulmeld: Girrallon Arms
Greater Mage Armor (from scroll, self and cohort)
Total PP cost: 73 (cost reduced via Torc)[/sblock][sblock=usual one round combat buff routine + stats]Temporal Acceleration (Overchannel, 4 rounds)
-Greater Metamorphosis (Pit fiend)
-Offensive Precognition +7
-Defensive Precognition +7
--Quickened Inconstant Location
-Divine Power (scroll)
Fusion
Haste (boots, free action)
Total PP cost: 110

Strength 44 (+17) 37 base +6 Enchantment +1 Level
Dexterity 33 (+11) 27 base +6 Enchantment
Constitution 33 (+11) 27 base +6 Enchantment
Intelligence 32 (+11) 17 base +6 Enchantment +5 Inherent +4 Levels
Wisdom 26 (+8) 16 base +6 Enchantment +4 Levels
Charisma 19 (+4) 15 base -2 Racial +6 Enchantment

AC 71 (10 base +11 Dex -1 Size +6 Armor +23 Natural +5 Deflection +9 Monk +7 Insight +1 Dodge) 41 Touch 59 Flat-footed
Init +24 (+11 Dex +2 Unnamed:Eager +5 Insight:Warning +2 Competence:Belt +4 Improved Init)
HP 335 (+7 Temp - 5d8 Overchannel)

Fort 40 (9 base +11 Con +5 resistance +1 Ioun Stone +1 Luckstone +7 Insight +6 Racial*)
Ref 40 (8 base +11 Dex +5 resistance +1 Ioun Stone +1 Luckstone +7 Insight +6 Racial* +1 Haste)
Will 40 (12 base +8 Wis +5 resistance +1 Ioun Stone +1 Luckstone +7 Insight +6 Racial*)

Attack: Claw +49 (+20 BAB +17 Str +5 Enchantment +7 Insight +1 Haste) melee (8d6+22)
Full Attack: 3 claws +49 melee (8d6+22) and 2 wings +44 melee (2d6+8) and bite +44 melee (4d6+8 plus poison) and tail slap +44 melee (2d8+8) and gore +44 melee (1d8+8) and rapidstrike claw +44 (8d6+22)
Rend (8d6+22)X2 if two or more claw attacks hit
darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, Fast Healing 5, see in darkness, spell resistance 32, fear aura DC23, Mind Blank, Haste, Shaken 1st rnd[/sblock]
 
Last edited:

zeb.hillard

First Post
Salimesh is a powerfully built and compact man, with chiseled featured and a constantly contemplative look upon his face. He has only recently returned from a place called Baator, a spite-filled baleful plane overslowing with evil to consume his attentions. His armor still stinks of the wretched smoke and his hair is permeated with the vile sulfurous fumes, necessitating his bathing continually in an attempt to ward off the Fiend-born stink that clings to him like...

...like it does to the monstrosity that is on the boat that he was assigned.

He pauses in his stride for a moment, having been caught unawares that he was to be sharing a vessel with a being of...whatever that was. His mind refocuses the talents of the 9-fold Way to what may be most advantageous in an encounter, and finds his peace once more. His mind settles in quiet concentration, all talents that he possesses focused on ignoring the beast for the greater good. If it lives through the trials they are about to face, then, he will slay it in the memory of his lost family.

Brief History
[sblock]A quiet warrior from far-travelled lands, his original home was victim to the Blood War and he has spent his years since exacting his vengeance against any fiend or devil that he can find. With Fiendslayer and his enhanced Dagger, not to mention his unparallelled mastery of the 9-fold Way, he never yields to the Baatezu of the Tanar'ri, relying on his talents to allow him to overcome their innate prowess and drive them to the depths of the Hells they came from.

He is a quiet man, prompted to action at this point in his life only when great danger threatens, or demon and devil rise up. He will don his gleaming armor and pick up his shield and blade, shouldering a bow taken from a devil long ago and remade for a man of his strength. A hero of near-epic proportions, that has no respect for the laws of nature or man, only in the greater concept of good itself...and for those ideals he would risk life and limb, and journey to the ends of the Earth itself.[/sblock]



Salimesh (CR 20)
[sblock]
Human Warblade 15, Master of Nine 5
CG Medium Humanoid
Init +9; Senses Listen +7, Spot +7, Darkvision 60’
Languages Common and Infernal

AC 43, Touch 21, Flat-Footed 29
hp 294 (15d12+5d8+160) (Assuming 26 Constitution)
Hit Point Verification: http://invisiblecastle.com/find.py?id=969397 (Should have added 160, not 30)
Fort +23, Ref +15, Will +16

Spd 40 ft. (8 squares)
Base Atk +18; Grp +27

(*) +34, (Fiendslayer, 1d8+17, 19-20x2)
(*) +34, (As Above, Versus Evil, 1d8+17+2d6, 19-20x2)
(*) +36, (As Above, Versus Evil Outsiders, 1d8+19+4d6, 19-20x2)
(*) +31, (+2 Silver Dagger, 1d4+13, 19-20x2)
(*) +24, (Mighty (+9) Composite Longbow +1, 1d8+10+1d6 Fire, x3)

Abilities Str 28, Dex 20, Con 26, Int 16, Wis 14, Cha 14
Stat Verification: http://invisiblecastle.com/find.py?id=969326

SQ Battle Ardor, Battle Clarity, Battle Cunning, Battle Mastery, Battle Skill, Counter Stance, Dual Stance, Improved Uncanny Dodge, Mastery of Nine, Perfect Form

Feats Adaptive Style (3), Blind-Fight (WBl5), Combat Reflexes (WBl13), Dodge (1), Improved Initiative (WBl9), Improved Unarmed Strike (12), Martial Study: Shadow Hand (Cloak of Deception)(9), Melee Weapon Mastery: Slashing (18), Power Attack (1H), Weapon Focus: Longsword (6), Weapon Specialization: Longsword (15)

Skills Balance +16, Climb +13, Concentration +41, Diplomacy +22, Hide +15, Jump +40, Knowledge (History) +8, Knowledge (Local) +8, Listen +7, Martial Lore +8, Sense Motive +10, Spot +7, Swim +12, Tumble +27

Possessions (760,000) +1 Flaming Composite Mighty (+9) Longbow, +2 Silver Dagger, +5 Heavy Mithral Shield, +4 Holy Ghost Touch Cold Iron Longsword Bane vs Evil Outsiders (Fiendslayer), +5 Mithral Breastplate, Amulet of Health +6, Belt of Giant Strength +6, Boots of Striding and Springing, Cloak of Resistance +5, Efficient Quiver, Goggles of Night, Gloves of Dexterity +6, Headband of Clarity (Intelligence +2, Concentration +10), Ioun Stones (Dusty Rose and Clear: Both color-changed to appear Lavender and Green), Manual of Bodily Health +4 - used, Manual of Gainful Exercise +4 - used, Ring of Evasion and Adaptation, Ring of Protection and Natural Armor +5, 5,000gp Diamond

Notes 4th Level to Int., 8th to Wis., 12th to Cha, 14th and 16th to Con.
-Battle Ardor: +Int Modifier to confirm Crits
-Battle Clarity: When not flat-footed, +Int Mod to Reflex saves
-Battle Cunning: +Int Modifier to damage against Flat-Footed or Flanked foes
-Battle Mastery: +Int Mod to atk and dmg when making AoO’s
-Battle Skill: +Int Mod in defense on bull rush, disarm, feint, overrun, sunder, or trip
-Counter Stance: Whenever you initiate a Counter, you may change Stance for free
-Dual Stance: May remain in 2 stances for up to 10 rounds per day
-Improved Uncanny Dodge: As Barbarian, 15th level
-Mastery of Nine: +2 to hit for all Strikes, +5 Damage
-Perfect Form: All Save DC’s for maneuvers increase by 1
-Uncanny Dodge: As Barbarian, 15th Level
-Weapon Aptitude: Qualify for feats as Fighter -2, may retrain all weapon specific feats to a different weapon.

Chosen Maneuvers (Bold Maneuvers are Readied)

Diamond Mind
[sblock]
Sapphire Nighttime Blade (pg 65): Strike: Make a Concentration check with a DC of your target’s AC. If successful, you may make an attack against your opponent, he is considered Flat-Footed, and you do an additional 1d6 damage. If the Concentration check fails, your attack is made with a -2 penalty and deals normal damage.

Emerald Razor (pg 63): Strike: Make a single melee attack against an opponent, as a Touch Attack. If you hit, you deal normal damage.

Diamond Defense (pg 62): Counter: You may add your initiator level as a bonus to one saving throw as an immediate action.

Diamond Nightmare Blade (pg 62): Strike: Make a Concentration check with a DC of your target’s AC. You may then make a melee attack against your target. If successful, your attack deals 4 times your normal melee damage. If your check fails, your attack is made with a -2 penalty and you do not deal any damage. If the successful attack is a critical hit, you stack multipliers like normal.

Time Stands Still (pg 66): Strike: You may make a full attack two times in succession.

[/sblock]
Iron Heart
[sblock]
Disarming Strike (pg 67): Strike: Make a single melee attack. If this attack hits and deals damage, you can also attempt to disarm your opponent. This disarm does not provoke an attack of opportunity, nor is there any risk that your foe can disarm you.

Iron Heart Surge (pg 68): Misc: Take a Standard Action and select one spell, effect, or condition currently affecting you with a duration of 1 or more rounds. That effect ends immediately. You also gain a +2 morale bonus to attack rolls until the end of next turn.

Lightning Throw (pg 68): Strike: Make a single Melee attack. You deal damage to each creature in the maneuver’s area (30’ line) equal to your normal Melee damage, plus an extra 12d6 points of damage. Each creature in the line can make a Reflex Save with a DC of your To-Hit roll to halve the damage dealt. Your weapon automatically returns to your hand at the end of the round.

Adamantine Hurricane (pg 66): Strike: You make 2 melee attacks against each opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are made with your highest attack bonus.

Strike of Perfect Clarity (pg 70): Strike: If you hit your opponent, you do +100 damage

[/sblock]
Shadow Hand
[sblock]
Clock of Deception (pg 76): Boost: When you initiate this Boost, you become Invisible (As per Greater Invisibility). You remain Invisible until the end of your current turn.

Shadow Stride (pg 80): Misc.: You may spend 1 move action to teleport up to 50 feet. You must have both line of sight, and effect.
[/sblock]
Stone Dragon
[sblock]
Crushing Vice (pg 82): Strike: As part of this maneuver, make a melee attack. This attack deals an additional 4d6 damage. If the creature you hit is standing on the ground, your attack also reduces the targets speed to 0 feet (For all movement types) for 1 round. The secondary aspect of this maneuver only functions on opponents on the ground, flying opponents are not immune to the additional damage, however.

Mountain Tombstone Strike (pg 84): Strike: As part of this maneuver, make a melee attack. If the attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.
[/sblock]
Tiger Claw
[sblock]
Rabid Wolf Strike (pg 88): Strike: Make a single melee attack, you gain a +4 bonus on this attack roll and deal an extra 2d6 points of damage. You take a -4 penalty to your AC until the start of your next turn.
[/sblock]
White Raven
[sblock]
Leading the Attack (pg 91): As part of this maneuver, make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls against the creature you hit, for one round.

White Raven Tactics (pg 94): Boost: Select an Ally within 10 feet. His initiative count immediately equals your own -1. He then acts on his new initiative count as normal. If he had already acted in the current round, he can act again.

War Leader’s Charge (pg 93): Strike: Charge an opponent, you do not provoke attacks of opportunity from movement. If you hit, you deal an extra 35 points of damage.

White Raven Hammer (pg 94): Strike: Make a single attack against an opponent. Your attack deals an extra 6d6 points of damage, and stuns your opponent for 1 full round.
[/sblock]
Chosen Stances
[sblock]
Stance of Clarity (pg 66)
You gain +2 Dodge bonus to AC against one enemy, and -2 to AC to all other enemies.

Punishing Stance (pg 69)
You take a 2 point penalty to AC, but deal +1d6 damage with all strikes.

Supreme Blade Parry (pg 70)
While in this stance, you gain Damage Reduction 5/- against any opponent that doesn’t catch you flat-footed.

Press the Advantage (pg 93)
When you take a 5’ step, you may immediately take another. This allows you to take one 5’ step into difficult terrain.

Swarm Tactics (pg 93)
If you threaten an enemy, all of your allies gain +5 to hit that enemy.
[/sblock]

Skill Ranks Assigned, Before Modifications:
24+6+6+7+7+7+7+7+7+7+7+7+7+7+7+9+9+9+9+9
Balance +12, Climb +5, Concentration +23, Diplomacy +20, Hide +10, Jump +23, Knowledge (History) +5, Knowledge (Local) +5, Listen +5, Martial Lore +5, Sense Motive +8, Spot +5, Swim +5, Tumble +23
[/sblock]
 

Brother Allard

First Post
I'm still polishing the flavor text, but the crunch is done. Optimization advice is of course welcome:

Morrigan d'Coineascar;

human archivist 11 / nightcloak 7 / divine oracle 2;
medium humaniod (human);
Alignment NE, Patron Vecna (oracle),
Init +2; Senses Listen +10, Spot +10, darkvision 60';
Languages: Common, Abyssal, Celestial, Draconic, Infernal
----------------------------
AC 35, flatfooted 33, touch 17;
HP 169 (HD 13d6+7d8+80)
Fort +31, Ref +24, Will +42;
----------------------------
Speed 20' (30' w/lonstrider);
Melee +1 spear of deadly precision +11/+6/+1 (1d8/20/x3) (+2d6 sneak attack);
Ranged +1 spear of deadly precision +14/+9/+4 (1d8/20/x3, 20 ft) (+2d6 sneak attack);
Base Atk +11, Grapple +10;
Atk Options dread secret, true lies;
Archivist spells prepared (CL 20)
0--(4) Detect Magic (x2), Mending, Read Magic;
1--(8) Conviction, Divine Favor, Enlarge Person, Longstrider, Protection from Good, Ray of Enfeeblement, Shield of Faith, True Strike
2--(8) Darkness, Desecrate, Hunter's Eye, Knock, Lion's Charge, Necrotic Scrying, Silence, Spiritual Weapon
3--(7) Animate Dead, Dispel Magic, Divine Insight, Fly, Greater Magic Weapon (x2), Protection from Energy
4--(7) Cure Critical Wounds, Dimensional Anchor, Divine Power, Greater Blindsight, Greater Invisibility, Necrotic Domination, Restoration
5--(7) Divine Agility, Flame Strike, Heal, Righteous Might, Summon Undead V, True Seeing, Wall of Force
6--(7) Antilife Shell, Blade Barrier, Enervate Flame Strike, Greater Dispell Magic, Greater Heroism, Necrotic Eruption, Shadow Walk
7--(6) Blasphemy, Brilliant Blade (x2), Forcecage, Greater Teleport, Mordenkainen's Magnificent Mansion
8--(6) Empowered Enervated Flame Strike, Enervate Flamestorm, heightened necrotic cyst, Horrid wilting, Mind Blank, Quickened Greater Invisibility
9--(6) Gate, Greater Visage of the Deity, Miracle, Prismatic Sphere, Shapechange, Time Stop
Oracle Domain Spells prepared
1-- Identify, 2-- Augury, 3-- Divination, 4-- Scrying, 5-- Commune, 6-- Legend Lore, 7-- Scrying, Greater, 8-- Discern Location, 9-- Foresight
----------------------------
Abilities: Str 9, Dex 15, Con 18, Int 30, Wis 30, Cha 22.
Class Abilities: dark knowledge 6/day (tactics [+1 or more to attack rolls], puissace [+1 or more to saving throws], foe [+1d6 or more to weapon damage], dread secret [daze or stun 1 opponent]), lore mastery (+2 to decipher script & know(arcana & dungeoneering)), still mind (+2 on saving throws vs enchantment), might of darkness (+2 CL on spells with darkness descriptor), eyes of night (eyes are totally black, 60' darkvision, can see 10' through magical darkness, cannot be blinded by magical effects), shadow talk (whisper to other worshipers of Vecna within 500'), true lies (1/day can modify a creature's memory as bard spell modify memory DC 26), grace of the dark (add intelligence bonus to all saving throws), scry bonus (+1 sacred bonus to the DC of all divination (scrying) spells), trap sense (+1 to reflex and AC vs traps), prescient sense (on a successful reflex save vs an attack which would normally deal 1/2 damage on a successful save, take no damage);
XP: 200,000
Feats: draconic archivist, empower spell, enervate spell, iron will, mother cyst, quicken spell, scribe scroll, skill focus (religion), spell focus (necromancy), undead leadership;
Skills: bluff +22, concentration +26, decipher script +13, diplomacy +29, hide +3, knowledge (arcana) +35, knowledge (arch & eng) +11, knowledge (dungeoneering) +26, knowledge (geography) +11, knowledge (history) +11, knowledge (local) +11, knowledge (nature) +11, knowledge (nobility) +11, knowledge (psionics) +11, knowledge (religion) +36, knowledge (the planes) +32, move silently +1, perform (wind instruments) +10, sense motive +17, spellcraft +35;
Possessions: belt of magnificence +6, amulet of natural armor +4, vest of resistance +4, handy haversack, glammered ghost touch light fortification mithral full plate +5, ring of protection +4, wand of inflict critical wounds, +1 spear of deadly precision, blessed book, hat of disguise, holy water font, 774 gp;
Encumbrance: 36 lbs; Load: Light (66 lbs)
----------------------------
Archivist spellbook
0--Amanuensis, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, No Light, Preserve Organ, Purify Food and Drink, Read Magic, Resistance, Slash Tongue, Virtue [16pgs]
1--Bless, Comprehend Languages, Conviction, Cure Light Wounds, Disguise Self, Divine Favor, Enlarge Person, Lay of the Land, Lionheart, Longstrider, Nightshield, Obscuring Mist, Protection from Good, Ray of Enfeeblement, Scholar's Touch, Shield of Faith, True Strike [3x25=75][17pgs]
2--Command Undead, Darkness, Desecrate, Fell the Greatest Foe, Hunter's Eye, Identify, Knock, Lion's Charge, Silence, Spiritual Weapon [8x200=1600][20pgs]
3--Animate Dead, Dispel Magic, Divine Insight, Evard's Black Tentacles, Fly, Girallon's Blessing, Greater Magic Weapon, Magic Circle against Good, Mantle of Evil, Speak with Dead, Magic Vestment, Haste, Protection from Energy, Ring of Blades, [12x375=4500][42pgs]
4--*Cure Critical Wounds, *Dimensional Anchor, Divine Power, Divine Rainment, Greater Blindsight, Greater Invisibility, Inflict Critical Wounds, Restoration, Sending [5x700=3500][28pgs]
5--False Sending, *Flamestrike, *Divine Agility, Harm, Heal, Righteous Might, Summon Undead V, Superior Resistance, Teleport, True Seeing, Wall of Force [8x1125=9000][40pgs]
6--Analyze Dweomer, *Antilife Shell, Antimagic Field, Cometfall, Create Undead, Contingency, Energy Immunity, *Forbiddance, Greater Dispell Magic, Major Creation, Shadow Walk [8x1650=13200][60pgs]
7--Blasphemy, Brilliant Blade, Control Undead, Disintigrate, Firestorm, Forcecage, Greater Teleport, Mordenkainen's Magnificent Mansion, Ravage, *Resurrection, Righteous Wrath of the Faithful, Spell Turning, Starmantle, *Symbol of Weakness [12x2275=27300][98pgs]
8--Create Greater Undead, Horrid Wilting, Iron Body, Mind Blank, Protection from Spells, Summon Monster VIII, *Symbol of Death, *Symbol of Insanity [6x3000=18000][64pgs]
9--Gate, Greater Visage of the Deity, *Miracle, Mordenkainen's Disjunction, Plague of Undead, Prismatic Sphere, Shapechange, Time Stop, *True Resurrection, [6x3825=22950][72pgs]
[95625][457pgs][transcription=34700][total cost=130,325]

[SBLOCK=Active Spells]Mindblank, Longstrider[/SBLOCK][SBLOCK=Details]AC 33 (10 + 13 armor + 2 dex + 4 deflection + 4 natural armor);
HP ?? (6 + 12d6 + 7d8 + 80);
Fort +31 (12 base + 4 constitution + 5 resistance + 10 int),
Ref +23 (5 base + 3 dexterity + 5 resistance + 10 int),
Will +42 (15 base + 10 will + 5 resistance + 10 int + 2 feat);
Str 15 (09 base + 6 enhancement),
Dex 17 (11 base + 6 enhancement),
Con 18 (12 base + 6 enhancement),
Int 30 (18 base + 2 levels + 4 inherent + 6 enhancement),
Wis 30 (17 base + 3 levels + 4 inherent + 6 enhancement),
Cha 22 (16 base + 6 enhancement);
feats
Code:
1  archivist	mother cyst, skill focus (religion), bonus: scribe scroll
2  archivist
3  archivist	spell focus (necromancy)
4  archivist
5  archivist
6  archivist	iron will	
7  archivist
8  archivist
9  archivist	enervate spell
10 archivist	bonus (quicken spell)
11 archivist
12 nightcloak	draconic archivist
13 nightcloak
14 nightcloak          
15 nightcloak	undead leadership        
16 nightcloak
17 nightcloak
18 nightcloak	empower spell
19 divine oracle
20 divine oracle
skills
bluff +22 (16 ranks + 6 cha),
concentration +26 (22 ranks + 4 con),
decipher script +13 (1 rank + 10 int + 2 lore mastery),
diplomacy +29 (19 ranks + 6 cha + 2 bluff + 2 sense motive),
hide +3 (4 ranks + 2 dex - 3 ACP),
knowledge (arcana) +35 (23 ranks + 10 int + 2 lore master),
knowledge (arch & eng) +11 (1 rank + 10 int),
knowledge (dungeoneering) +26 (14 ranks + 10 int + 2 lore master),
knowledge (geography) +11 (1 rank + 10 int),
knowledge (history) +11 (1 rank + 10 int),
knowledge (local) +11 (1 rank + 10 int),
knowledge (nature) +11 (1 rank + 10 int),
knowledge (nobility) +11 (1 rank + 10 int),
knowledge (psionics) +11 (1 rank + 10 int),
knowledge (religion) +36 (23 ranks + 10 int + 3 skill focus),
knowledge (the planes) +32 (22 rank + 10 int),
move silently +1 (2 ranks + 2 dex - 3 ACP)
perform (wind instruments) +10 (4 ranks + 6 cha)
sense motive +17 (7 ranks + 10 wis)
spellcraft +35 (23 ranks + 10 int + 2 know(arcana))
;
possessions
belt of magnificence +6 200,000 gp
tomes (int +4, wis + 4) 220,000 gp
amulet of natural armor +4 32,000 gp
vest of resistance +4 16,000 gp
handy haversack 2,000 gp
glammered ghost touch light fortification mithral full plate +5 94,200 gp
ring of protection +4 32,000 gp
+1 spear of deadly precision 18,301 gp
blessed book 12,500 gp [457/1000]
spells + transcription costs 130,325
hat of disguise 1,800 gp

874 gp

starting gp: 760,000[/SBLOCK][SBLOCK=Cohort]Taibhse;

human gravetouched ghoul ninja 4 / fighter 2 / dread commando 5 / shadowdancer 4;
undead (augmented);
Alignment NE, Deity Vecna,
Init +13; Senses Listen +18, Spot +18, darkvision 60';
Languages: Common, Abyssal, Infernal;
----------------------------
AC 31, flatfooted 31, touch 17;
HP 107 (HD 15d12+15) current: 67
Fort 10, Ref +24, Will +11;
----------------------------
Speed 30';
Melee +5 necrotic focus shortsword +24/+19/+14 (1d6+6, 19-20/x2) and +5 necrotic focus shortsword +24/+19 (1d6+6, 19-20/x2) and bite +17 (1d6+1, 20/x2);
Base Atk +13, Grapple +14;
Atk Options sudden strike +5d6, ghost step, ghoul fever (FortNeg, DC 21), paralysis (FortNeg, DC 27);
----------------------------
Abilities: Str 13, Dex 26, Con --, Int 16, Wis 18, Cha 18.
Class Abilities: AC bonus (wisdom), ki power (+2 to will saves while ki pool isn't empty, 6/day ghost step), sudden strike +5d6, ghost step, poison use, great leap, uncanny dodge, evasion, trapfinding, shadow illusion, summon shadow, shadow jump, hide in plain sight, team initiative bonus +5, armored ease, stealthy movement (no penalty on hide or move silently checks when moving at normal speed);
Template Abilities: undead traits, ghoul fever, paralysis, diet dependency (flesh)
XP: 144,500
Feats: ability focus (paralysis), combat reflexes, darkstalker, dodge, improved paralysis, improved toughness, improved two-weapon fighting, mobility, multiattack, two-weapon fighting, weapon finesse;
Skills: balance +33, climb +15, disguise +32, hide +31, jump +30, listen +18, move silently +31, perform (dance) +9, spot +18, tumble +28;
Possessions: +1 necrotic focus shortswords (x2), +4 Mithral full plate of nimbleness, gloves of dexterity +4, vest of resistance +4, periapt of wisdom +4, cloak of charisma +2 / hiding (+5), hat of disguise, boots of striding and springing / silence (+5), ring of protection +2;
Encumbrance: 9 lbs; Load: Light (173 lbs)

----------------------------

Appearance

Personality

History
[SBLOCK=Active Spells]Greater Magic Weapon (x2)[/SBLOCK][SBLOCK=Details]AC 31 (10 + 12 armor + 5 dex + 2 deflection + 2 natural armor);
HP ?? (12 + 14d12 + 15);
Fort +10 (6 base + 0 constitution + 4 resistance),
Ref +24 (12 base + 8 dexterity + 4 resistance),
Will +11 (3 base + 4 will + 4 resistance);
Str 13 (11 base + 2 template),
Dex 26 (16 base + 2 level + 4 enhancement + 4 template),
Con -- (8 base + undead),
Int 16 (14 base + 2 template),
Wis 18 (11 base + 1 level + 4 enhancement + 2 template),
Cha 18 (14 base + 2 enhancement + 2 template);
feats
Code:
1  ninja	combat reflexes, dodge
2  ninja
3  ninja	ability focus: paralysis
4  ninja
5  fighter	bonus: two-weapon fighting	
6  fighter	weapon finesse, bonus: mobility
7  dread commando
8  dread commando
9  dread commando	improved two-weapon fighting	
10 dread commando	
11 dread commando
12 shadowdancer		darkstalker
13 shadowdancer
14 shadowdancer
15 shadowdancer	 	improved paralysis
skills
balance +33 (12 ranks + 8 dex + 2 tumble),
climb +15 (14 ranks + 1 str),
disguise +32 (18 ranks + 4 cha + 10 hat),
hide +31 (18 ranks + 8 dex + 5 enhancement),
jump +30 (18 ranks + 1 str + 2 tumble + 4 run + 5 enhancement)
listen +18 (14 ranks + 4 wis)
move silently +31 (18 ranks + 8 dex + 5 enhancement)
perform (dance) +9 (5 ranks + 4 cha)
spot +18 (14 ranks + 4 wis)
tumble +28 (18 ranks + 8 dex + 2 jump);
possessions
2 +1 necrotic focus shortswords 64,620 gp
+4 Mithral full plate of nimbleness 30,650
gloves of dexterity +4 16,000 gp
vest of resistance +4 16,000 gp
periapt of wisdom +4 16,000 gp
cloak of charisma +2 / hiding (+5) 7,750 gp
hat of disguise 1,800 gp
ring of protection +2 8,000 gp
boots of striding and springing / silence (+5) 9,250 gp[/SBLOCK]

[/SBLOCK]
 
Last edited:

Shayuri

First Post
[Sblock=Thorn]Name: Thorn
Race: Human
Class/Level Ninja 10 / Thief-Acrobat 3 / Occult Slayer 5 / Shadowdancer 2
Gender: Female
Exp

Desc

Strength (STR) 22
Dexterity (DEX) 30
Constitution (CON) 22
Intelligence (INT) 14
Wisdom (WIS) 26
Charisma (CHA) 14

Alignment: Neutral
AC: 45 (10 +10 dex +8 armor +2 ninja +8 wis +5 deflection + 1 insight + 1 dodge)
Hit Points: 6+12d6+7d8+120 ()
Movement: 40'

Init: +14
Base Attack Bonus: +15/+10/+5
Melee Attack: +21/+16/+11
Ranged Attack: +25/+20/+15
Fort: +18
Reflex: +31
Will: +24 (+2)

Race Abilities
Bonus feat
Bonus skill points

Class Abilities:
AC Bonus (Wis bonus +2)
Ki Power 14/day
Sudden Strike 5d6
Trapfinding
Ghost Step (Invis and Ethereal)
Improved Poison Use
Great Leap
Acrobatics +2
Ki Dodge (Concealment)
Speed Climb
Ghost Strike

Hide in Plain Sight (Shadows)
Evasion
Darkvision 60'
Uncanny Dodge

Fast Acrobatics (Tumble and Balance at full speed)
Kip Up (Stand up as free action, no AoO)
Steady Stance (Not flatfooted while balancing or climbing)
Agile Fighting +1/+2 (Bonus to AC / Bonus while fighting defensively)
Slow Fall 20'
Acrobatic Charge (Can charge over any terrain that can be moved over)
Defensive Roll 1/day

Magical Defense +3
Weapon Bond
Vicious Strike (2x damage when readied to interrupt spellcasting)
Mind over Magic 2/day (Spell Turning CL 10 as free action)
Auravision (free action detect magic at will, number of auras only)
Nondetection Cloak (CL5 Nondetection)
Blank Thoughts (Immune to mind affecting effects)

Skills:117n+20sh+30thac+25mag
(+2 to all skills)
Balance +20 (8 ranks + 10 dex + 2 synergy)
Bluff +17 (15 ranks + 2 cha)
Climb +23 (13 ranks + 6 str + 4 class)
Hide +35 (20 ranks + 10 dex + 5 comp)
Jump +31 (10 ranks + 6 Str + 8 Class + 2 synergy + 5 item)
Knowledge: Arcana +6 (4 cc ranks + 2 int)
Listen +27 (19 ranks + 8 Wis)
Move Silently +35 (20 ranks + 10 dex + 5 comp)
Open Lock +20 (10 ranks + 10 dex)
Perform +7 (5 CC ranks + 2 cha)
Search +16 (14 ranks + 2 int)
Sense Motive +18 (10 ranks + 8 Wis)
Spellcraft +5 (3 cc ranks + 2 int)
Spot +27 (19 ranks + 8 wis)
Tumble +26 (10 ranks + 10 dex + 2 synergy + 4 class)

Feats
1 Dodge
1 Mobility
3 Improved Initiative
6 Weapon Finesse
9 Combat Reflexes
12 Weapon Focus: Short Sword
15 Darkstalker
18 Disembowling Strike

Languages - Common, Draconic, Elvish

Money - 85

Weapons -
"Silencer"
Short Sword +4, +31, 1d6+10, Magebane, Deadly Precision, 72,315
- 7d6+10 SS, 4d6+12 vs arcane, 10d6+12 SS vs arcane

Armour -
None

Gear -
None

Magic -
Gloves of Dexterity +6, 36,000
Belt of Strength +6, 36,000
Heartseeking Amulet of Health +6, 40,500
Headband of Wis +6, 36,000
Elven Cloak, 2,500
Deathstrike Bracers of Armor +8, 71,500
Vest of Resistance +5, 25,000
Ring of Protection +5, 50,000
Lockpicking Ring, 3,500
Blindfold of True Darkness, 9,000
Pale Green Prism Ioun Stone, 30,000
Luckstone, 20,000
Dusty Rose Ioun Stone, 5,000
Winged Elven Boots of Striding and Teleportation, 85,000
Sacred Scabbard, 4,400
Handy Haversack, 2,000
Rod of Rope, 4,000
Survival Pouch, 3,300
Thorn Pouch, 4,400

3 tomes, 220,000
+4 Wis, Dex

Background:
Thorn is an operative of a secretive organization called the Silencers. They are known as a group of "mage-killers." Men and women who can be hired to dispose of magical threats, be it mad mages, rampaging dragons, or similar arcane spell using pests.

Although the Silencers are a mercenary group, they have been known to take certain high profile cases for compensation other than money...and sometimes for no apparent payment at all (though cynics suggest such cases are merely to strengthen their reputation). Certainly the events on No Man's Land suggests a magical danger of proportions unheard of in recorded history, and the Silencers have responded with one of their most relentless, resourceful, and deadly agents.

She has been named Thorn; a reference to the poisonous thorns of the otherwise beautiful and inviting Ollawa flowers in the tropical land she's from. Similar to her namesake, she is rarely seen before she strikes, and her victim rarely lives to comment on what they saw at the moment of the attack. Few sanctuaries can keep her out. Few defenses can anticipate or stop her attacks. In the history of the Silencers, few have approached her success rate.

Thorn's task in No Man's Land is simple. Assess the danger. Engage it and destroy it. She is under a special order not to kill anyone else, no matter how odious or irresponsible their use of magic. However, off the record, she was told to keep a list of names and descriptions. After all, when the terror to come was averted, the Silencers would still need prospects.[/sblock]
 
Last edited:

s@squ@tch

First Post
Jareel Arinthis

Code:
[B]Name:[/B] Jareel Arinthis
[B]Class:[/B] Monk
[B]Race:[/B] Human/Outsider
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] St. Cuthbert 

[B]Str:[/B] 24 +7 (+3 tome +6 belt)	[B]Level:[/B] 20	[B]XP[/B]: 
[B]Dex:[/B] 26 +8 (+2 tome +6 belt)	[B]BAB:[/B] +15/10/5	[B]HP:[/B] 201 (20d8+100)
[B]Con:[/B] 20 +5 (+6 belt)		[B]Grapple:[/B] +22	
[B]Int:[/B] 19 +4 (+6 belt)		[B]Speed:[/B] 90'	[B]Stat Increases:[/b] +2 Str +1 Con +2 Wis
[B]Wis:[/B] 29 +9 (+3 tome + 6 belt)	[B]Init:[/B] +8	[B]Spell Save:[/B] 
[B]Cha:[/B] 18 +4 (+6 belt)		[B]ACP:[/B] 0		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+8	+0	+8	+0	+4	+18	48
[B]Touch:[/B]	36	[B]Flatfooted:[/B]  40

[B]Spell Res:[/B] 30
[B]Dmg Red:[/B] 10/magic

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+22	+12	+10	--
[B]Ref:[/B]	+25	+12	+13	--
[B]Will:[/B]	+26	+12	+14	+2 to enchantment spells/effects
[B]Notes:[/B]

[B]Weapon			Attack			Damage	Critical	Range[/B]
Unarmed Strike		+27/+27/+27/+22/+17	2d10+11	 19-20/x2	------

[B]Notes:[/B] Greater Flurry of Blows, Improved Critical (Unarmed strike), Weapon Focus (Unarmed Strike), Improved Trip

[B]Languages:[/B] Common

[B]Abilities:[/B] Stunning Fist, Quivering Palm, Slow Fall (Any distance), Deflect Arrows, Immune to all natural diseases, Wholeness of Body, Improved Evasion, Immune all poisons, Dimension Door 1/day CL:10, Can speak with any living creature, Etherealness - 20 rnds/day

[B]Feats:[/B] Combat Reflexes, Cleave, Power Attack, Improved Critical(Unarmed strike), Weapon Focus (Unarmed Strike), Spring Attack, Mobility, Dodge, Perfect Self, Empty Body, Tongue of the Sun and the Moon, Timeless Body, Quivering Palm, Diamond Soul, Abundant Step, Greater Flurry of Blows, Diamond Body, Improved Evasion, Wholeness of Body, Improved Trip, Purity of Body, Slow Fall, Ki Strike (Magic, Lawful, Adamantine), Still Mind, Deflect Arrows, Evasion, Stunning Fist, Improved Unarmed Strike, Flurry of Blows
[B][sblock=Feat Descriptions]
[CENTER][U][B][I]Monk Bonus Feats:[/I][/B][/U][/CENTER]

[U][B]Flurry of Blows[/B][/U]

[U][B]Improved Unarmed Strike[/B][/U]

[U][B]Stunning Fist[/B][/U] - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 29), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 

[U][B]Evasion[/B][/U]

[U][B]Deflect Arrows[/B][/U] - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. 

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. 

[U][B]Still Mind [/B] [/U] - gains a +2 bonus on saving throws against spells and effects from the school of enchantment. 

[U][B]Ki Strike [/B] [/U] (Magic, Lawful, Adamantine)

[U][B]Slow Fall [/B] [/U] (any distance)

[U][B]Purity of Body[/B][/U] - gains immunity to all diseases except for supernatural and magical diseases. 

[U][B]Improved Trip[/B][/U] - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. 

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. 

[U][B]Wholeness of Body[/B][/U] - can heal a number of hit points of damage equal to twice his current monk level each day (40), and he can spread this healing out among several uses.

[U][B]Improved Evasion [/B] [/U] - takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.

[U][B]Diamond Body [/B] [/U] -  immunity to poisons of all kinds. 

[U][B]Greater Flurry of Blows[/B][/U]

[B][U]Abundant Step[/U] [/B] - a monk can slip magically between spaces, as if using the spell dimension door, once per day. CL:10

[U][B]Diamond Soul [/B][/U] - gains spell resistance equal to her current monk level + 10 (30). 

[U][B]Quivering Palm[/B][/U] - can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 29), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. 

[U][B]Timeless Body[/B][/U] - no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. 

[U][B]Tongue of the Sun and the Moon[/B][/U] - can speak with any living creature. 

[U][B]Empty Body[/B][/U] - gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level. 

[U][B]Perfect Self[/B][/U] - He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. 

[CENTER][U][I][B]Normal Feats: (8)[/B][/I][/U][/CENTER]

[U][B]Dodge [/B] [/U] - During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. 

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. 


[U][B]Mobility[/B][/U] - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. 

Dodge bonuses stack with each other, unlike most types of bonuses. 

[U][B]Spring Attack[/B] [/U] - When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. 

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. 

[U][B]Weapon Focus (Unarmed Strike) [/B] [/U] - You gain a +1 bonus on all attack rolls you make using the selected weapon. 


[U][B]Improved Critical(Unarmed Strike) [/B] [/U] - You double the threat range for the selected weapon

[U][B]Power Attack [/B] [/U] On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. 

[U][B]Cleave [/B] [/U]  If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. 

[U][B]Combat Reflexes [/B] [/U] You may make a number of additional attacks of opportunity equal to your Dexterity bonus (8)
[/sblock] [/B] 



 
[B]Skill Points:[/B] 138	[B]Max Ranks:[/B] 23/11
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Balance   	+15	5	+8	+2
Concentration	+6	1	+5	--
Craft (Ale)	+5	1	+4	--
Diplomacy	+25	19	+4	+2
Search    	+4	0	+4	--
Bluff       	+4	0	+4	--
Climb      	+12	5	+7	--
Escape Artist	+13	5	+8	--
Disguise   	+4	0	+4	--
Gather Information	+7	10	+4	--
Heal        	+10	1	+9	--
Hide        	+18	10	+8	--
Intimidate      +4	0	+4	--
Jump       	+14	5	+7	+2
Listen     	+22	13	+9	--
Move Silently   +18	10	+8	--
Ride        	+8	0	+8	--
Sense Motive    +24	15	+9	--
Spot        	+24	15	+9	--
Survival       	+5	0	+5	--
Swim      	+12	5	+7	--
Tumble    	+28	18	+8	+2
[B]Notes:[/B]

[U][I][B]Equipment:			Cost	Weight[/B][/I][/U]
Belt of Magnificence		200000gp 1lb
Ring of Protection +5		50000gp	--lb
Bracers of Armor +8		64000gp	1lb
Amulet of Might Fists +4	96000gp	1lb
Cloak of Resistance +5		25000gp	1lb
Vestment of Natural Armor +4	54000gp	1lb
Boots of Speed	  	    	12000gp	1lb
Pearl of the Sirens	  	15300gp	--lb
Hewards Handy Haversack		2000gp	5lb

[U]Bag of Holding (type IV)	10000gp	60lb[/U]

Cask of Brewed Ale	 --gp	40lb
6 mugs     		10gp	6lb
Bedroll      		1gp	5lb
Winter Blanket		1gp	3lb
Caltrops               	1gp	2lb
10 pcs Chalk  	    	1gp	1lb
Flint and Steel		1gp	1lb
2 Days of Firewood 	1gp	40lb
Fishhooks  	    	1gp	1lb
Fishing Net		4gp	5lb
Grappling hook		1gp	4lb 
Hammer                	1gp	2lb. 
Ink (1 oz. vial)	8gp	— 
Inkpen                 	1sp	— 
Jug, clay		3cp	9lb. 
Ladder, 10-foot     	5cp	20lb. 
Lamp, common		1sp	1lb 
Lantern, bullseye	12gp	3lb 
Ram, portable		10gp	20lb 
Sealing wax		1gp	1lb 
Sewing needle		5sp	— 
Signal whistle		8sp	— 
Crowbar  		2gp	5lb 
Tent       		10gp	20lb 
Everburning torch	110gp	1lb 
              
620 pp
[U]Potions:[/U]
Cure Serious Wounds X3		2250gp	--lb
Fly                      	750gp	--lb
Protection from Energy X2	1500gp	--lb

[U]Tomes (Used)[/U]
Manual of Gainful Exercise +3		82500gp	
Tome of Understanding +3	   	82500gp	
Manual of Quickness in Action +2	55000gp



[sblock=character rolls]
Die roll for No Man's Land
4d6.takeHighest(3)-> [4,4,3] = (11)
4d6.takeHighest(3)-> [5,5,3] = (13)
4d6.takeHighest(3)-> [6,6,6] = (18)
4d6.takeHighest(3)-> [5,5,2] = (12)
4d6.takeHighest(3)-> [5,4,4] = (13)
4d6.takeHighest(3)-> [6,6,6] = (18)
4d6.takeHighest(3)-> [6,4,3] = (13)
http://invisiblecastle.com/find.py?id=967772

Unused rolls:
http://invisiblecastle.com/find.py?id=967771 <80 pts
http://invisiblecastle.com/find.py?id=967770 <80 pts

[/sblock]
 
Last edited:

Fenris2

First Post
Whew done

Went with a completely different char hence the delay. . .

Code:
Name: Sylvie
Race: Sylph (Outsder, air, fire, cold)
Templates: None 
Class: Sylph(5), Abjuration Champion(3), Initiate of the Seven Fold Veil (7)  +5 ECL
Size: Small
Gender: Female
Alignment: Neutral
Deity: NA
Domains: NA

Str: 14 +2     Char Level: 20       XP: Mid way to 21 less 9000
Dex: 21 +5     BAB: +11             HP:  135  
Con: 20 +5     Adj BAB:             Temp HP: 155 
Int: 22 +6     Grapple:             Dmg Red: NA
Wis: 24 +7     Speed: 30'/90'fly(G) Spell Res:  31
Cha: 32 +11    Init: +9             Spell Save: NA
               ACP: NA              Spell Fail: NA

[sblock="ability gen"]
http://invisiblecastle.com/find.py?id=995149
assigned as follows: S 10, D 13, C 16, I 14, W 12, Ch 17 + Race -2, +2, -2, +2, +6, +6
Leveling: +3 CHA
Items: +6 All Stats

HP: max first + roll there after
http://invisiblecastle.com/find.py?id=995736
http://invisiblecastle.com/find.py?id=995739
http://invisiblecastle.com/find.py?id=995750

[/sblock]

Code:
                   Base  Armor Shld   Dex  Size  Luck  Defl  Total
Armor:             10    +9    +0*    +5    +1    +2    +2    29
Normal: 27         Touch: 27      Flatfooted: 22
* 50% miss chance invisible unless otherwise noticed
* When hasted: +1/+1/+0
* shield spell +7 force armor can be cast a quick ation from abj champion ability

                         Base   Mod  Mgcl Crpyt Misc  Total
Fort:                     +7    +5   +6  +0    +2    +20   +23 vs SP/spell
Ref:                      +7    +5   +6  +0    +2    +20   Evasion (ring)
Will:                     +14   +7   +6  +0    +2    +29
Special: SR 31, Evasion (ring), immune: cold, fire and mind effecting along with divination/scry/detect

Weapon              Attack         Damage     Type  Critical   Notes
Thunder Lance       24/19/14       3d6+18     Spell   20x3     5'-20' Reach, 2 handed, force, always (usually) invis so +2 AB and no dex for target
                                                               Dispel force effects <=3rd, +10 dispel check
*Haste adds: +1 AB, +1 Ref Save, +1 attack at highest AB, +3 Fort (spell or sp)

Abilities:

Ongoing Spells/Abilities

Invisibility, Greater - Sylph

Spells cast and Automatically in play 24/7:
Draconic Sight - 200' Dark Vision, 4xLow Light Vision, 2xNormal Vision, Blindsense 100' (CL20, DC35 to dispel)
Mage Armor, Greater - +9 armor, extended (CL20, DC42 to dispel)
Mind Blank - Immune Mind Efecting and scry/div/detect spells (CL20, DC42 to dispel)
Anticpate Teleport - 1 rounds delay of incoming teleport in 90' radiuss, aware of size/numbers (CL20, DC42 to dispel)

Permanent: Also always in play 24/7
Arcane Sight (CL 20th, DC35 to dispel) -1500xp
Comp Languages(CL 20th, DC35 to dispel) -500xp
Resistence, Superior - +6 Saves, (CL20, DC42 to dispel) -500xp
See Invisiblity(CL 20th, DC35 to dispel) -1,000xp
Tongues (CL 20th, DC35 to dispel) -1500xp

[sblock="Feats"]
Combat Casting
Empower Spell
Spell Casting Prodigy (PGtF)
Skill Focus: Spellcraft
Spell Focus: Abjuration,
Greater Spell Focus: Abjuration
Spell Casting Prodigy (Snd Strm) -
[/sblock]

[sblock="RaceAndClassAbilities"]
Sylph (MMII p192)

* Outsider Traits: Darkvison 60', martial weapon proficiency
* Improved Invisibility(SP), At will and can attack
* Sorcer Level = Sylph HD +4
* SR 11 + HD
* Summon Large Elemental(SP) 1/day Air, earth, fire or water

Sorcerer (PHBII varient)

* Alternate - Cast Meta Magic spells 9/day with no extra time, but may never get a familiar

Abjuration Champion(Com Mage 50)

* Abjuration Armor(Su) +3 to AC provided by abjurations that give shield or AC bonus
* Extended Abjuration(Su) - all abjurations get extended for free
* Quicken Abjurations(Su) up to 2nd level for free

Initiate of the Seven Fold Veil (Complete Arcane)

* Warding(sp) 4/day DC 30 Personal 5'
5' radius provide concealment 7 minutes, Group 15' radius concealment 7 minutes, wall 7 10' by 5' ection, concelement both ways 70 minutes

Red: blocks all non-magical ranged attacks and missiles
20 points fire damage, ref save or half
Orange: blocks all magical ranged attacks (if they need a to hit then blocked...)
40 points acid, ref half
Yellow: blocks gasses, clouds and poison, blocks petrification
80 points electric, ref half
Green: blocks breath weapons
poison: die on failed fort save, success = d6 con damage
Blue: Blocks divinaitons an mind affecting abilites
petrification: Fort save or else
Indigo: blocks all spells or sp abilites
Will save or be confused as insanity spell
Violet: Destroy all objects and Effects that cross it
will save for living creatures or be shifted to random place on random plane

* Double Warding use 2 veils at once
* Reactive Warding(sp) - can raise as immediate action in responce to a percieved attack
* Unanswerable strike(ex) - +4 to dispel others Abjurations
* Unimpeachable Abjuration(ex) - +6 DC to have own abjuratiosn dispelled
* Kaledoscope of Doom(sp) 1/day 60' targeted dispel magic each effect displed causes one color damage as well
[/sblock]

[sblock="Spells"]
Spells Known : 9 / 5 / 5 / 4 / 4 / 4 / 3 / 3 / 3 / 2
Spells Castable: 9 / 9 / 9 / 8 / 8 / 8 / 8 / 8 / 7 / 5
Typically Ready: 9 / 9 / 9 / 6 / 8 / 7 / 8 / 8 / 6 / 5
CL 20, but penetration of SR is +22

0th: DC 22 Save
_Arcane Mark(SRD)
_Amanueses(Spell Comp 9)
_Detect Magic(SRD)
_Light(SRD)
_Mage Hand(SRD)
_Mending(SRD)
_Message(SRD)
_Prestidigitation(SRD)
_Read Magic(SRD)

1st: DC 23 save
_Identify(SRD)
_Magic Missle(SRD)
_Magic Aura(SRD)
_Protection from Evil(SRD)
_Shield(SRD)
*Summon Monster I, std ation (from cloak)

2nd: DC 24 Save
_Arcane Turmoil(Com Mage 96)
_Wraith Strike(Comp Spl 243)
_Resist Energy(SRD)
_Rope Trick(SRD)
_Scortching Ray(SRD)
*Summon Monster II, std ation (from cloak)

3rd: DC 25 Save
_Anticipate Teleport(Spl Com 13)
_Bands of Steel(Spl Cmp 24) no sr, ref = make entangled DC 13, fail immobile
_Mage Armor, Greater(Spl Cmp 136)
_Fireball(SRD)
*Summon Monster III, std ation (from cloak)

4th: DC 26 Save
_Dimensional Anchor(SRD)
_Deathward(SRD)
_Scrying(SRD)
_Thunder Lance (Spl Com 220)
*Summon Monster IV, std ation (from cloak)

5th: DC 27 Save
_Ball Lightning(Spl Com 23)
_Dragonsight(Spl Com 73)
_Insidious Sugestion(RoEbb 175) Sr, will (but suggest repeats each round if they save...
_Permanency(SRD)
*Summon Monster V, std ation (from cloak)

6th: DC 28 Save
_Antimagic Field(SRD)
_Disintigrate(SRD)
_Dispel Magic, Greater(SRD)
_Probe Mind(Spl Com 162)
*Summon Monster VI, std ation (from cloak)

7th: DC 29 Save
_Banishment(SRD)
_Plane Shift(SRD)
_Teleport, Greater(SRD)
*Summon Monster VII, std ation (from cloak)

8th: DC 30 Save
_Prismatic Wall(SRD) DC 34
_Mind Blank(SRD)
_Celerity Greater(PHBII 105)
*Summon Monster VIII, std action (from cloak)

9th: DC 31 Save
_Back Blade of Disaster(Comp Spl ) +24 AB (usually +2 no dex for foe), SR yes, save no, 40d6 dmg disintigrate, 75' range
_Mage's Disjunction(SRD) - DC 35 Will, Piss off not the Sylvie... Unless you want to see 760,000gp of your magic items go poofskie!
*Summon Monster IX, std ation (from cloak)
[/sblock]

[sblock="Magic Items"]
Code:
Belt of Might(Mini Handbook)  +6 stats
       + Belt of Battle (MI Com 73) +2 init, 3/day charges, 1= move, 2=std, 3=full rnd action swift
       + 3x Healing Belt (MI Com 110) 9 charges/day 1=2d8, 2=3d8, 3=4d8, swift
219.1k  200k + 18K +3.3k

Third Eye Sense (MI Com 142) - See Known/Discernable Location
       + Third Eye Penetrate(Mi Com 142) +2 Spell Penetration 
       + Third Eye Aware(MI Com 140) +10 Spot
       + Third Eye Gather(MI Com 141) +10 Gather
       + 3xThird Eye Damping(MI Com 141) 1/day reduce next varible dice Spell/Psi/SP affecting you to minimum level, immediate
       + Third Eye Freedom(MI Com 141) 1/rnd freedom of action 1/day immediate
       + 3x Third Eye Clarity(MI Com 141) 1/day remove daze, stun, confused, fascinated, immediate action 
68k    24k + 6k +15k + +7.5k + 11.25k + 1.95k +6.7

Cloak of Etherealness(SRD)
55k   

Ring of Arcane Might(MI com 121) - +1 CL
      + Ring of Spell Battle (MI Com 127) Know what spell(s) are cast w/in 60', 1/day redirect or counter as if with dispell magic, both immediate actions
      + Ring of Enduring Arcana(Com Mag 126) - +4 CL vs dispelling her spells
      + Ring of Mystic Defiance (MI Com 125) - +3 fort saves vs spells/SP, 3/day reduce spell or SP damage by 10, immediate
47k   20k + 18k + 9k + 5k

Ring of Evasion(SRD)
20k

Daazzik's Vest(DMGII 267) - +5 SR
     + Dispelling Cord(MI com ) - 5/day, +2 dispel checks
26.5k   25k +1.5k

Death Guardian Bracers(Mi Com ) - immediate, sacrifice a spell slot gain DR*SL/- for 1 round
      + Bracers of Arcane Freedom(MI Com) 2/day use still spell w/change in level or time  
      + Armbands of Elusive Action(Mi Com) - Ignore 1 AoO against self
14.6k  10k + 3.4k + 1.2k

Boots of Speed (SRD) - 10 rounds/day hasted, free action
13.2k

Rod of Chaining Metamagic, lesser (MI com)
14k

Robe of Mysterious Conjuration(MI Compendium) - 3/day Sacrfice a spell slot replace with same level summon monster spdll
     + made of shadow silk  +2 hide, +2 move silently
11k  10k + 1k

Circlet of Persuasion(SRD) - +3 Cha skills and rolls
4.5k

Drow House Amulet - Divine Inspiration 1/day +8 to a skill check within 3 hours
2.1k

Staff of Power(SRD) - 1 charge left but stil gives luck bonsues of +2 Saves, +2 AC
4k

----

Handy Haversack (SRD)
2k

-Gloves of Object Reading (MI Com 107)  - only pulled out when needed
3k

-Wand, Lesser Vigor(com dev 187) - fast healing 1/11rnds
.75k   .75

-Tome of Worldy Memory (MI Com 190)  +5 Knowledge Check 3/day
5.5k

----
Portable Hole(SRD) "Dog House"
20k

-"Rover" Ironwyrm Golem(Drac 165)
HD 40D10, HP 220, AC 40, 8, 40, MV 30'
Attack:  Bite +41 2d10+15   Full Attack Bite +41 2d10+15, 2xClaws +39 2d8+7  2xWings +39 2d6+7 Tail Slap +39 2d8+22
Space/Reach 10'/5'
Special Attacks: Breath Weapon(SU) 20d10 fire, 60' cone, 20d10, every 1d4 rounds recharge
Special Qulaities: Immunity to Magic SP, SU, spells, psi - fire heals at 1/3 rate breaks slow, cold slows for 3 rounds
   Immunity to Rust, damage reduction 15/adamatine & magic, consruct traits
225k

-Scry Focus(Mi Com ) - usable for scrying
.65k

-Rod of Bodily Restoration(Mi Com )
3.1k

-Wand, Lesser Vigor(com dev 187) - fast healing 1/11rnds
.75k   .75

-Tome of Ancient Lore (MI COmp 189)  +5 Spell craft/Know Arcane for a day (1 hour study)
5.5k

-5,250gp

----

-Getting Mantle of the firey spirit (Sandstorm) and Mantle of the Icy Soul (frost burn)
12k
[/sblock]

[sblock="skills"]
Code:
Skills         Rank Adjustments  Total Modifers
Concentration 10    +5 con      19     +4 feat

Know: Arcane  12    +6 int      25     +5 book  +2 syn
Know: Dungeon  5    +6 int      11
Know: History  5    +6 int      11
Know: Local    5    +6 int      11
Know: Nature   5    +6 int      11
Know: Planes  10    +6 int      16
Know: Religion 5    +6 int      11
Spell Craft   12    +6 int      28     +5 book  +3 feat   +2 syn


Bluff          5   +11 cha      19    +3 Circlet
Diplomacy(cc)  5   +11 cha      25    +6 syn, +3 Circlet
Gather Info(cc)1   +11 cha      17    +3 Circlet  +2 syn
Intimidate     5   +11 cha      21    +3 Circlet  +2 syn
Sense Mot(cc)  5    +7 wis      14    +2 syn

Hide          18    +5 dex      29    +4 Size   +2 shadow silk
Move Silently  7    +5 dex      17    +2 shadow silk
Spot(cc)       5    +7 wis      22    +10 third eye

U Mag Dev(cc)  6   +11 cha      20    +3 Circlet

Languages:
Auran, Common, Draconic, Sylvan
[/sblock]

[sblock="background"]
Sylvie has always served as the liason to the naives of this plane ever since she and her sisters decieded to explore this realm
and settle down for a while.
[/sblock]
 
Last edited:

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