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  1. #1
    Member SILVER SUBSCRIBER
    Scout (Lvl 6)

    Jemal's Avatar

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    M&MGygax Memorial Fund

    ø Ignore Jemal

    Epic Mortal Kombat! Participant Sign-in Sheet

    Allright ladies and Gents, you know the drill.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

 

  • #2
    Caltrop the Odd

    Stats:
    Spoiler:


    Paragon Pseudodragon, Rogue 16, Fighter 2, Monk 1, Scout 1

    Str: 57 (14 Base + 15 Paragon + 5 Inherant + 20 Enhancement + 5 Level
    - 4 Racial + 2 Graft)
    Dex: 60 (14 Base + 15 Paragon + 5 Inherant + 20 Enhancement + 4
    Racial + 2 Graft)
    Con: 42 (14 Base + 15 Paragon + 5 Inherant + 6 Enhancement + 2 Graft)
    Int: 40 (14 Base + 15 Paragon + 5 Inherant + 6 Enhancement)
    Wis: 42 (12 Base + 15 Paragon + 5 Inherant + 6 Enhancement + 2 Racial)
    Cha: 42 (14 Base + 15 Paragon + 5 Inherant + 6 Enhancement)

    BAB: +17
    Fort: 41 (11 Base + 1 Epic + 15 Con + 5 Resistance + 10 Paragon)
    Ref: 48 (13 Base + 1 Epic +18 Dex + 5 Resistance + 2 Feat + 10 Paragon)
    Will: 37 (8 Base + 1 Epic + 16 Wis + 5 Resistance + 10 Paragon)
    AC: 100 (10 Base + 12 Luck + 12 Insight + 25 Dex + 15 Wis + 10 Natural Armor + 8 Armor + 5 Deflection + 2 Size + 1 Monk)
    Speed: 45 ft/ 180 ft fly (good)
    HP: 804 (2d12 + 18d8 + 2d10 + 616) *Max Hit points due to paragon
    Initiative: +29
    Languages: All in PhB (except Druid)
    Alignment: CN

    Feats: Underfoot Fighting, Giantsbane, Confound the Big Folk, Multi Weapon Fighting, Improved Multiweapon Weapon Fighting, Greater Multiweapon Fighting, Run, Prehensile Tail, Dodge, Stunning Fist, Swift Ambusher (Scout and Rogue levels stack for the purpose of Skirmish), Savvy Rogue (Improves the effects of rogue special abilities. Ones in question are (defensive roll) use defensive roll 3 times/day, (improved evasion) gain +2 on reflex saves, (crippling strike) the extra str damage from your sneak attacks affect creatures who are immune to crits.)

    Epic Feats: Epic Dodge

    Special Abilities: Trapfinding, Trapsense +5, Improved Evasion, Defensive Roll, Crippling Strike, Sneak Attack 8d6, Improved Unarmed Strike, Flurry of Blows, Skirmish +5d6, +4 AC

    Skills: (459)
    Hide: 84 (25 Ranks + 25 Dex + 30 Competence + 4 Racial)
    Move Silently: 80 (25 Ranks + 25 Dex + 30 Competence)
    Spot: 51 (25 Ranks + 16 Wis + 10 Competence)
    Listen: 51 (25 Ranks + 16 Wis + 10 Competence)
    Search: 50 (25 Ranks + 15 Int + 10 Competence)
    Bluff: 51 (25 Ranks + 16 Cha + 10 Competence)
    Sense Motive: 51 (25 Ranks + 16 Wis + 10 Competence)
    Diplomacy: 51 (25 Ranks + 16 Wis + 10 Competence)
    Gather Information: 51 (25 Ranks + 16 Cha + 10 Competence)
    Survival: 51 (25 Ranks + 16 Wis + 10 Competence)
    Tumble: 74 (25 Ranks + 25 Dex + 20 Competence + 4 Racial)
    Knowledge Arcana: 50 (25 Ranks + 15 Int + 10 Competence)
    Knowledge Religion: 50 (25 Ranks + 15 Int + 10 Competence)
    Knowledge (Everything Else in PHB): 26 (1 Ranks + 15 Int + 10 Competence)
    Use Magic Device: 51 (25 Ranks + 16 Cha + 10 Competence)
    Open Lock: 60 (25 Ranks + 25 Dex + 10 Competence)
    Handle Animal: 27 (1 Ranks + 16 Cha + 10 Competence)
    Disable Device: 26 (1 Ranks + 15 Int + 10 Competence)
    Decipher Script: 26 (1 Ranks + 15 Int + 10 Competence)
    Climb: 92 (25 Ranks + 23 Str + 40 Competence + 4 Racial)
    Escape Artist: 74 (25 Ranks + 25 Dex + 20 Competence + 4 Racial)
    Speak Language: 10 Languages (20 Crossclass Ranks)
    Spellcraft: 37 (25 Crossclass Ranks + 15 Int + 10 Competence)
    Balance: 49 (0 Ranks + 25 Dex + 20 Competence + 4 Racial)
    Jump: 43 (0 Ranks + 23 Str + 20 Competence)

    Attacks: Melee: +67, Ranged +69

    Full Attack (Quarterstaff of Alacrity/Souldrinker, and Flurry of Blows): +66 (5 attacks, Quarterstaff), +62 (Souldrinker), +61 (2 attacks, Quarterstaff), +57 (Souldrinker), +56 (2 attacks, Quarterstaff), +52 (Souldrinker), +47 (SoulDrinker)

    Damage: Quarterstaff = 1d3+36
    Souldrinker: 1d6+48

    Equipment:
    Boots of Swiftness/Climbing +40: 1,984,000
    Hand of Glory/Natural Armor +5/Wisdom +6/Constitution/Adaption/Golembane/Protection: +6: 224,250
    Ring of Deflection/Sustenance/Invisibility: 83,750
    Ring of Freedom of Movement/Shrinking: 45,400
    All Tomes +5: 825,000
    Monk's Belt/Strength +20: 4,019,500
    Vest of Resistance +5: 25,000
    Cloak of Charisma +6/Great Stealth/Aracnia/Displacement: 369,000
    Portable Hole: 20,000
    Heward's Handy Haversack: 2,000
    Quarterstaff, +5, Wrathful Healing, Disruption: (both sides enhanced): 400,600
    Quarterstaff of Alacrity (ELH): 462,600
    Souldrinker (ELH): 478,335
    +5, Speed Adamantine Kama: 128,000
    Bracers of Armor +8: 64,000
    Gloves of Man/Storing/Dex +20: 4,093,000
    Headband of Intelligence: 36,000
    Luckstone: 20,000
    Ring of Universal Energy Resistance Major: 216,000
    10 Immovable Rods: 50,000
    10 Sovereign Glue: 24,000
    10 Universal Solvent: 500
    Flexible Spine: 91,000 (Book of Abberations, Graft, Gives +4 initiative, balance, escape artist, tumble)
    Silthilar Bones: 110,000 (Book of Abberations, Graft, Gives +2 to Con)
    Silthilar Tendons: 110,000 (Book of Abberations, Graft, Gives +2 to Dex)
    Silthilar Muscles: 110,000 (Book of Abberations, Graft, Gives +2 to Str)

    8,065



    Background:
    Spoiler:

    Vaugarithor was a great dragon, A red of the most immense size and power. A general in Tiamat's crusade against Behamut, he was indeed the source of nightmares to those who stood on the side of good. Waging a terrible war against the good dragons and all who stood by them, Vaugarithor showed no mercy. However, he came upon a gold dragon named Aurilyx, much smaller and weaker than he, but filled with tact and genious the like even most dragons have ever seen. Aurilyx halted Vaugarithor's advance, and even pushed back the front further than it had begun. Tiamat was angered by Vaugarithor's failures, and when he was slain, he was brough before her to feel her wrath. Vaugarithor begged for forgiveness, saying if he had another chance at life, he could get revenge and bring glory to her name. Even he was surprised when Tiamat agreed to give him a new life. He was cast back onto the plane of the living, warned that should he die before accomplishing his task, his fate would be a dismal one indeed. Ready to begin his quest, Vaugarithor began to venture out, but soon noticed a horrid change in the world around him. He was tiny. His Goddess had re-encarnated him as a mere psuedodragon!!!!! Worse yet, the lifespan of such creatures was a mere 15 years! He renounced Tiamat at that moment, not taking the act of cruelty lighty. Now he ventures the world, searching for a key to longer life. The name Caltrop was bestowed upon him in jest by those he encountered, and he decided it wise not to sully his old name with the body he had inherited, taking up the joke and even wearing it proud after a few humbling years. He would have his revenge. He would gain his lifespan back. Nothing would get in his way.

    Catrop was origionally named for several incidents when he was stepped on in crowded areas, each of these incidents resulting in fatalities. It soon became apparant that he was a being of great power when he dropped a Black Dragon terrorizing a defenseless kingdom (not for any noble causes, he just worked with it before and found ti distasteful). Walking around with the pride and uptightness of a Great Red, most people found the display amusing and unusual, naming him Caltrop the Odd, the joke being funny until someone brings it up at the wrong moment and the tiny dragon dispatches them. While moody, and very unhappy with his plight, Caltrop had learned to gain new perspective on life, and was no longer the evil killing machine he once was. He knew he had to find a new place in the world. However, time was runnig out. Soon, he would get old and die, and alien problem to one who had been a true dragon before. When he was invited to a tournament, he refused initially, knowing full well he did not have to prove his might to anyone else. However, they offered him a key to eternal life, something that peaked the dragon's interest enough for him to volunteer to come along and fight for his prize.
    Last edited by Darimaus; Friday, 27th July, 2007 at 11:58 AM.

  • #3
    Registered User
    Novice (Lvl 1)



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    ø Ignore Rino
    Iapetus

    short background and combat style

    Iapetus comes from a long bloodline of defenders of the Elysium. He task is to patrol the outskirts of the plane and move between planes to keep unwanted evil outsiders out of the Elysium. Since the last major interplanar conflict all has been quiet. He now spents his time hunting demons on other planes, that is also why he entered the tournament. Not because of the prestige but only to kill some outsiders who could be drafted into new interplanar conflict on the Elysium.

    his fighting style is fast and deadly. Iapetus always uses his to scimitars to cut his opponent to pieces. Because of his wings he can chose to make charges from the air and the ground aswell.


    appearance

    Iapetus is 6'5'' tall angelic man with hair as black as the night's sky. his wings folded behind his back. his scimitars are just showing from behind his back, they are both between his wing ensuring maximum freedom of movement. He doesn't wear any plate or chain or even a leather armor, just a simple monk-like clothing.

    stats

    26FIGTER/14AVORAL GAURDINAL

    str 16 +4 +5 +3 +10 =40 +15
    dex 16 +12 +5 +5 +12 =50 +20
    con 14 +10 +5 +1 +10 =40 +15
    int 12 +2 +5 +6 =25 +7
    wis 10 +4 +5 +1 +6 =26 +8
    cha 10 +6 +5 +6 =27 +8

    HP: 7d8+26d10+525: 764
    AC: 10+20+16+10+8= 64
    touch: 40 flatfooded: 44
    speed: 70 ft., fly 120 ft. (perfect)

    BAB: +30/+25/+20/+15
    grapple: +45
    initiative: +24


    adamantine +5 briljant energy evil outsider bane scimitar
    +54/+49/+44/+39 1d6+25 15-20/x2
    (vs evil outsiders +56/+54/+46/+41 1d6+2d6+15 15-20/x2)

    2 weapon
    +52/+52/+47/+47/+42/+42/+37/+37 1d6+25 15-20/x2
    (vs evil outsiders +54/+49/+44/+39 1d6+2d6+15 15-20/x2)

    2 wings
    each +45/+40/+35/+30 2d8+14

    2claws
    each +45/+40/+35/+30 2d6+14

    saves:
    fort +12 +5 +15 +10 +2 = +44
    ref +6 +5 +20 +10 +2 = +43
    will +6 +5 +8 +10 +2 = +31

    skills:
    Diplomacy 31+8 =39
    handle animal 43+8 =51
    hide 31+20=51
    move silent 31+20=51
    sense motive 31+8=39
    listen 31+8=39
    spot 31+8=39
    concentration 31+15=46
    knowledge (planes) 31+7=38
    knowledge (local) 31+7=38
    knowledge (arcana) 31+7=38
    knowledge (religion) 31+7=38


    feats:
    weapon focus: scimitar
    power attack
    cleave
    two-weapon fighting
    imp. 2 weapon fighting
    greater 2 weapon fighting
    weapon spec: scimitar
    greater weapon focus: scimitar
    greater weapon spec: scimitar
    improved critical
    improved sunder
    combat brute
    quick draw
    combat expertise
    great cleave
    improved flight
    oversized 2 weapon fighting
    flyby attack
    improved initiative
    dodge

    epic feats:
    perfect 2 weapon fighting
    epic speed
    overwhelming critical
    devastating critial (fort DC 36)
    great health

    +8 racial bonus on Spot checks,
    darkvision
    low-light vision
    +8 natural armor,
    natural weapons (2 wings, 2d8; 2 claws, 2d6),
    spell resistance 36
    damage reduction 10/evil or silver,
    immunity to electricity
    +4 bonus on saves against poison
    immunity to petrification
    speak with animals
    lay on hands 764 HP
    resistance to cold 10 and sonic 10
    fear aura DC 22


    A avoral guardinal’s list of spell-like abilities:
    At will—
    detect magic
    dimension door
    dispel magic
    gust of wind
    hold person
    light
    magic circle against evil (self only)
    magic missile,
    see invisibility
    3/day- true seeing
    3/day-lightning bolt. Caster level 8th.

    TOMES +5 825.000
    belt of str +12 1.440.000
    gloves of dex +12 1.440.000
    bracers of armor & health +10 2.710.000
    headband of int & wis +6 162.000
    amulet of NA +10 2.000.000
    ring of epic prot +8 1.280.000
    ring of universal elemental immunity 2.160.000
    2x adamantine +5 briljant energy evil outsider bane scimitars 406.630
    cloak of epic resistance +10 1.000.000
    +1 mithril buckler of heavy forification 37.015
    wand of restoration 26.000
    wand of cure ciritical wounds 21.000

    totaal 13.413.145
    free 93.355
    Last edited by Rino; Thursday, 21st June, 2007 at 05:45 PM.

  • #4
    Grugg
    Chaotic Neutral Feral Half-Ogre Barbarian (bear totem) 5 / Fighter 2 / Bear Warrior 10 / Warshaper 3 / Frenzied Berserker 10 / War Hulk 10

    Stats
    Str 72 +31 base 15 (cost 8) + 2 race + 4 template + 5 inherent + 10 level + 12 enhancement + 20 war hulk
    Dex 20 +5 base 13 (cost 5) - 2 race - 2 template + 5 inherent + 6 enhancement
    Con 34 +12 base 13 (cost 5) + 2 race + 2 template + 5 inherent + 12 enhancement
    Int 14 +2 base 15 (cost 8) - 2 race - 4 template + 5 inherent
    Wis 18 +4 base 11 (cost 3) + 2 template + 5 inherent
    Cha 16 +3 base 13 (cost 5) - 2 race + 5 inherent

    Age 24
    Height 8'4"
    Weight 530 lbs

    Description: Big, dirty, doesn't smell too good.

    HP 842 (12+(34*9=306)+(3*6=18)+(2*7=14)+(40*12=480)+12)
    Fast Healing 5
    AC 44 (10 base + 5 dex + 13 armor + 11 natural armor + 5 deflection)
    DR 15/-
    Energy Resistance 30 (all types)
    Init +5 (+5 Dex)
    Move 80 ft / x4, fly 120 ft (good)

    Fortitude 49 (17 base + 10 epic + 12 con + 2 feat + 8 resistance)
    Reflex 28 (5 base + 10 epic + 5 dex + 8 resistance)
    Will 27 (5 base + 10 epic + 4 wis + 8 resistance)

    Attack Bonus +28 (19 BAB + 10 EAB - 1 size)
    Melee Attack +59 (19 BAB + 10 EAB + 31 str - 1 size)
    Ranged Attack +33 (19 BAB + 10 EAB + 5 dex - 1 size)

    Melee: greatclub +59/+54/+49/+44 (3d6+46, 19-20/x3) or two +6 claws +65 (2d6+37, 20/x2)
    Ranged: rock +59/+54/+49/+44 (2d8+31, 20/x2, 50ft.)

    1 barbarian 1 power attack, bonus: Toughness
    2 barbarian 2 bonus: Improved Grapple
    3 barbarian 3 improved bull rush, bonus: Great Fortitude
    4 barbarian 4
    5 barbarian 5
    6 fighter 1 improved sunder, bonus: shock trooper
    7 fighter 2 bonus: combat brute
    8 bear warrior 1
    9 bear warrior 2 destructive rage
    10 bear warrior 3
    11 bear warrior 4
    12 bear warrior 5 intimidating rage
    13 bear warrior 6
    14 bear warrior 7
    15 bear warrior 8 cleave
    16 bear warrior 9
    17 bear warrior 10
    18 warshaper 1 extra rage
    19 warshaper 2
    20 warshaper 3
    21 frenzied berserker 1 extra rage, bonus: diehard
    22 frenzied berserker 2
    23 frenzied berserker 3
    24 frenzied berserker 4 terrifying rage
    25 frenzied berserker 5
    26 frenzied berserker 6
    27 frenzied berserker 7 damage reduction
    28 frenzied berserker 8
    29 frenzied berserker 9
    30 frenzied berserker 10 damage reduction
    31 war hulk 1
    32 war hulk 2
    33 war hulk 3 damage reduction
    34 war hulk 4
    35 war hulk 5
    36 war hulk 6 damage reduction
    37 war hulk 7
    38 war hulk 8 bonus: Toughness
    39 war hulk 9 damage reduction, bonus: Toughness
    40 war hulk 10 bonus: Toughness


    Skills:
    * balance +25 (0 ranks + 5 dex + 20 competence)
    * climb +85 (34 ranks + 31 str + 20 competence)
    * jump +94 (43 ranks + 31 str + 20 competence)
    * intimidate +66 (43 ranks + 3 cha + 20 competence)
    * search +12 (0 ranks +2 int + 10 competence)
    * spot +14 (0 ranks + 4 wis + 10 competence)
    * swim +53 (22 ranks + 31 str)
    * tumble +25 (0 ranks + 5 dex + 20 competence)

    Class Abilities:
    Barbarian:
    * +4 on grapple checks while raging
    * rage 6/day

    Bear Warrior:
    * scent
    * bear form (dire): +20 str, +2 dex, +8 con (+160 hp), space/reach 10'/5', +7 natural armor, attacks: 2 claws (2d4), bite -5 (2d8), special attack: improved grab

    Frenzied Berserker:
    * supreme cleave: 5' step between attacks when using cleave
    * deathless frenzy
    * supreme power attack: +2 to damage for every -1 to hit
    * inspire frenzy
    * greater frenzy: 5/day, +10 str, 1 extra attack at highest bonus, -4 to AC, 2 pts nonlethal damage each round
    * tireless frenzy

    Warshaper:
    * morphic immunities: immune to stunning and critical hits when in bear form
    * morphic weapons: can grow natural weapons as a move action, can improve dire bear attacks to 2 claws (2d6) and bite (4d6)
    * morphic body: +4 str & con when in bear form
    * morphic reach: can stretch limbs to give an extra 5' of reach

    War Hulk:
    * no time to think: considered to have 0 ranks in all int-, wis-, and cha-based skills
    * massive swing: as standard action, one attack with melee weapon vs all defenders threatened
    * mighty rock throwing: throw 50 lb rocks for 2d8, using str instead of dex with range increment of 50'
    * massive sweeping boulder: affect four adjacent squares with thrown rocks, provided each square is farther away. one attack roll applied to all affected targets.

    Racial Abilities:
    Half-ogre:
    * space/reach 10'/10'
    * +4 natural armor
    * darkvision 60'

    Template Abilities:
    Feral:
    * land speed +10
    * +6 natural armor
    * 2 claw attacks (2d6)
    * special attacks: improved grab, pounce, rake, rend
    * darkvision 120'
    * fast healing 5

    Abilities from items:
    * evasion
    * haste 3/day (20 round duration)
    * energy resistance 30 (all types)
    * treated as two size categories larger for combat-related opposed checks
    * immune to mind-affecting spells and abilities
    * bite attack (when in bear form only) as one size category larger (after warshaper is 4d8)
    * fly 60 ft. (good)
    * natural weapons are treated as adamantine for overcoming DR
    * can see in all directions
    * can see invisible and ethereal within 120'
    * retains dex bonus even when flat-footed and can't be flanked

    Equipment:
    * tomes +5 (x6) [read] 825,000 gp
    * bracers of relentless might 4,438,000 gp
    * +8 wild mithral breastplate of negative energy protection (MoF 137) and greater energy resistance (30, all 5 types) (1,444,350 + (62,000 x 5)) 1,754,350 gp
    * +6 amulet of mighty fists and wrathful healing / +5 natural armor (4,860,000 + (50,000 x 1.5)) 4,935,000 gp
    * ring of mental fortitude (slotless, worn in ear) (110,000 x 2) 220,000 gp
    * cloak of epic resistance +8 640,000 gp
    * nose ring of intimidation +20 (fills mask spot) 40,000 gp
    * jaws of the dragon 40,000 gp
    * ring of protection +5 (slotless, worn in ear) (50,000 x 2) 100,000 gp
    * wings of flying (slotless, worn as large steel piercing between shoulder blades) (54,000 x 2) 102,000 gp (because a raging bear with batwings is the most awesome thing ever)
    * bag of holding, type iv (full of 50 lb rocks [30]) 10,000 gp
    * anklets of swiftness 256,000 gp
    * helm of teleportation 73,500 gp
    * ring of adamantine touch (slotless, worn in ear) (120,000 x 2) 240,000 gp
    * ring of growth (slotless, worn in ear) (18,000 x 2) 36,000 gp
    * antimagic torc (slotless, worn as piercing) (25,000 x 2) 50,000 gp
    * robe of eyes (slotless, worn as piercing) (120,000 x 2) 240,000 gp
    * 150 gp
    Background
    In process... has spend the majority of his adult life as a mercenary engaged in a number of planar conflicts.
    Last edited by Brother Allard; Friday, 22nd June, 2007 at 04:10 PM.

  • #5
    Tchk'kla'khan
    Tchk’kla’khan, the Deus Pugna,
    Male Saint Thri-keen LA 1/ Racial 2/ Scout 2/ Ranger 2/ Fighter 2/ Dervish 23/ Highland Stalker 2/ Tempest 4
    Chaotic Good

    Str 30 -- (4 Pts) +2 racial +4 inherent +12 enhancement
    Dex 46 -- (10 pts) +9 level +4 racial +5 inherent +12 enhancement
    Con 32 -- (6 pts) +4 inherent +12 enhancement +2 Saint
    Int 13 -- (8 pts) -2 racial
    Wis 22 -- (2pts)+2 racial +2 Saint +8
    Cha 12 -- (4 pts)-4 racial +4 Saint

    Hit Points 656 (8d8+29d10+407)
    AC 60 (10 base +5 armor +18 Dex +6 Insight +5 Deflection +8 Natural Armor +2 Tempest +6 Dervish), Touch 47, Flat 42
    Init +24
    BAB +28, Grap +38
    Speed 160 ft, 150 ft fly (good maneuverability) (base 40 ft, load 0/532, light armor)
    Fort +32, Ref +42, Will +24

    +53/+48/+43/+38 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2
    +53/+48/+43/+38 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2
    +53/+48/+43/+38 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2
    +53/+48/+43/+38 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2

    In a dervish dance (21 rounds)

    +65/+60/+55/+50 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
    +65/+60/+55/+50 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
    +65/+60/+55/+50 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
    +65/+60/+55/+50 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2



    Medium, 6'11" tall, 287 lb, 10 yrs old

    Speaks Common, Thri-keen, Elven

    +44 Balance (22 +4 Synergy)
    +100 Jump (4 +4 Synergy)
    +44 Perform (Dance) (40+3cc)
    +14 Survival (8)
    +61 Tumble (43)

    +46 Listen (40)
    +21 Spot (15)

    Skill Tricks:
    -Back On Your Feet (stand up prone as an immediate action without provoking attacks of opportunity)


    Feats
    -Deflect Arrows (bonus)
    -Expeditious Dodge
    -Track (bonus)
    -Multiweapon Fighting (bonus)
    -Mobility
    -Weapon Focus (scimitar)
    -Combat Expertise
    -Improved Multiweapon Fighting
    -Improved Critical (scimitar)
    -Spring Attack (bonus)
    -Elusive Target
    -Greater Multiweapon Fighting
    -Close Quarters Combat
    -Weapon Finesse
    -Touch of Golden Ice
    -Nimbus of Light
    -Nemesis (Undead)
    -Power Attack

    Epic Feats
    -Perfect Multiweapon Fighting
    -Devastating Critical
    -Overpowering Critical

    Thri-keen Traits

    -+2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha
    -Monstrous Humanoid
    -Medium Size
    -Base Land Speed 40 ft.
    -Darkvision 60 ft.
    -Immunity to Sleep Effects
    -+3 Natural Armor
    -Multiple Limbs: Thri-keen have four arms and thus can take the Multiweapon Fighting feat instead of the Two-weapon fighting feat. They can also take the multiattack feat.
    -Natural Attacks: They have 4 claws and a bite attack. The claw does 1d4 damage and the bite is a secondary attack that also does 1d4 damage.. If he is wielding weapons, he can make a bite or claw attack as a secondary attack.
    -Poison: Bite, Initial damage 1d6 dex, secondary damage paralysis. DC 11+Con mod. A thri-keen only produces enough poison for only one poisonous bite per day.
    -Leap: +30 racial bonus to jump checks
    -Weapon Familiarity: Treat gythkas and chatkas as martial weapons instead of exotic weapons.
    -Spell-like Abilities: 3/day – Know Direction. 1/day – Displacement. Caster Level equal to ½ HD. Saves are Cha – based.
    -Racial Hit Dice: Begins with two levels of Monstrous Humanoid, which provides 2d8 HD, BAB of +2, Fort +0, Ref +3, Will +3
    -Racial Skills: A thri-keen's monstrous humanoid levels grant him skill points equal to 5x (2+Int). Class skills are Balance, Climb, Hide, Jump, Listen and Spot.
    +4 racial bonus to hide checks in sandy or arid settings.
    -Racial Feats: Deflect Arrows as bonus feat. In addition his monstrous levels give him one feat.
    -Automatic Languages: Common, Thri-keen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
    -Favored Class: Ranger
    -LA +2


    Saint Traits

    -Outsider (Native Subtype)
    -Wis to AC (Insight Bonus)
    -Holy Power
    -Holy Touch
    -Spell-like Abilities: At Will – Guidance, Resistance, Virtue, Bless CL: 36
    -DR 10/evil
    -Fast Healing 10
    -Immune to acid, cold, electricity, and petrification attacks
    -Keen Vision
    -Protective Aura
    -Resistance to fire 10
    -+4 racial bonus on Fort saves against poison
    -Tongues
    -+2 Con, +2 Wis, +4 Cha
    -LA +2


    Scout Abilities
    - Skirmish (+1d6)
    - Trapfinding
    -Battle Fortitude +1
    -Uncanny Dodge

    Ranger Abilities
    -Favored Enemy (Undead)
    -Track
    -Wild Empathy
    -Combat Style (Multiweapon Fighting)

    Fighter Abilities
    -Bonus Feat x2

    Dervish Abilities
    -Dervish Dance 12/day
    -Movement Mastery
    -Slashing Blades
    -Fast Movement +40 ft.
    -Spring Attack (bonus)
    -Dance of Death
    -Improved Reaction
    -Elaborate Parry
    -Tireless Dance
    -A Thousand Cuts 1/day
    -Bonus Feat (Epic x3)

    Highland Stalker Abilities
    -Mountain Stride
    -Skirmish (+1d6)

    Tempest
    -Tempest Defense +2
    -Ambidexterity (+0)
    -Multi-weapon Versatility

    Equipment

    Boots of Swiftness (Dex +12) 1,660,000 gp
    +6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
    +6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
    +6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
    +6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
    Ring of Freedom of Movement 40,000 gp
    Ring of Evasion (+5 Deflection) 75,000 gp
    Manual of Gainful Exercise +4 110,000 gp
    Manual of Bodily Health +4 110,000 gp
    Manual of Quickness of Action +5 137,500 gp
    Belt of Str +12(w/ belt of battle) 1,458,000 gp
    Bracers of Health +12(w/ Deathstrike Bracers, Strongarm Bracers, and Bracers of Armor +5) 1,481,500 gp
    Periapt of Epic Wisdom +8 (w/ Amulet of Natural Armor +5) 690,000 gp
    Gem of Seeing 75,000 gp
    Ring of Solar Wings 118,000 gp

    23,740 gp

    Last edited by Avalon®; Saturday, 2nd June, 2007 at 05:31 PM.

  • #6
    Still in progress but getting close.

    Tehrazhon, the Abomination in Chains
    Background
    For the first few years after his creation, Tahrazhon believed he was the offspring of a stone giant and a magic whale, and destined to be a guardian of nature. He had fond childhood memories of mountain vistas and the harmony of the sea. He took on faith that serving ‘Grandfather’ Theros, and elderly arcanist was part of his duty. In time a rival wizard attacked, using fell troops that mixed the most fearsome aspects of humans and great crocodilians trained for war.

    Tahrazhon was injured in the attack but managed to escape. His master was less fortunate. The wizard’s passing released the enchantment upon the giant’s mind. He remembered the pain from eldritch energies used in his creation and the barred cell where he actually spent his childhood. Horrified, he turned to a peaceful monastery nearby, hoping to come to terms with his identity. But beneath a sanguine moon, Tahrazhon discovered that the bite of the crocodile men had left a terrible curse. In a mindless rage, the transformed giant slew his gentle brethren and left nothing of the monastery but rubble.

    From that point Tahrazhon wandered, consumed by his curse. In time, he came to embrace what he referred to as Sebek’s Kiss, destroying whole townships for money or just the joy of slaughter. While hired to procure a relic hidden in the depths of the earth, he ran afoul of an Illithid holdfast. If there had been anything left of the original Tahrazhon it was destroyed that day. For the mind flayers’ powers quickly overcame the freakish giant, and most of his brain was consumed, replaced with a foul but potent secretion.

    The Illithids’ new slave was soon sent back to the surface to wreak havoc upon their enemies. Enhanced, by the slime that had replaced most of its brain, Tahrazhon’s already formidable prowess quickly grew to that of a legend. Whole cities were flattened before the creatures might, and despite the danger of being in his proximity, the freakish giant gained a following of mongrelmen. Yet, despite the vengeance by proxy the mind flayers brought upon the surface, their fortunes waned. Two of the illithids that had transformed the giant were slain in lightning raids by Drow. The remaining mind flayer was subsumed into the holdfast’s elder brain in order to maintain control of their prize. Even that measure was only partly effective, constantly the mindlessly destructive nature of Tahrazhon’s lycanthropic curse vied the ancient aberration’s mental dominance. But the elder brain soon found an opportunity to capitalize on its powerful but untrustworthy resource. A tournament of the greatest warriors in all creation was about to be held, and the spoils for winning such a competition promised to be very, very useful. Certain that a victory there could be parleyed into eventual dominance of the underdark, it entered Tahrazhon in the legendary event.
    Personality and fighting style
    Tahrazhon loves nothing more than wanton destruction and has nothing but contempt for other beings. Yet he is constrained by the psychic dominion of an illithid elder brain. And while thoroughly evil, it is a plotter with a vast array of long-term plans and contingencies.

    A whirl of colossal chains amidst choking darkness, Tahrazhon's fighting style focuses upon making himself difficult to attack while brutally punishing those that attempt to approach.
    Stats

    Male Voidmind (+2 LA) Half-Ogre (+1 LA) Anthropomorphic Whale (3 HD +0 LA) afflicted with Lycanthropy (Giant War Crocodile) (8 HD +2 LA)
    Monk of the Passive Way 2 / Fighter 2 / Blackguard 2 / Warshaper 3 / War Hulk 15

    Strength 100 (+45) 14 base +6 Enchantment +5 Inherent +1 Levels +4 Voidmind +6 Half-Ogre +8 Anth Whale +20 Were-Croc +4 Warshaper +30 War Hulk
    Dexterity 32 (+11) 14 base +6 Enchantment +5 Inherent +1 Levels +2 Voidmind -2 Half-Ogre +4 Anth Whale +2 Were-Croc
    Constitution 40 (+15) 15 base +6 Enchantment +5 Inherent +4 Levels +2 Voidmind +4 Anth Whale +4 Warshaper
    Intelligence 12 (+1) 8 base +4 Inherent +2 Voidmind -2 Half-Ogre
    Wisdom 32 (+11) 14 base +6 Enchantment +5 Inherent +1 Levels +4 Anth Whale +2 Were Croc
    Charisma 24 (+7) 15 base +6 Enchantment +5 Inherent +2 Levels -2 Voidmind -2 Half-Ogre

    Size: Huge
    Height: 20 ft
    Weight: 3 tons
    Skin: Blue
    Eyes: Grey, flecked with gold
    Hair: none
    Age: 33 years

    HP: 801 (8 + 15d8 + 4d10 + 15d12 + 540 Con)
    AC: 72 (10 base +12 Dex -2 Size +8 Armor +5 Deflection+5 Enchantment +3 Profane +15 Natural +11 Monk +1 Insight) 50 Touch 49 Flat-footed
    Initiative: +26 (+11 Dex +2 Eager +5 insight:Warning +8 Superior Initiative)
    BAB: +23 Grapple: +76

    Fort 65 (19 base +7 Epic +15 Con +10 resistance +3 Profane +1 Ioun Stone +3 Luck +7 Paladin)
    Ref 57 (14 base +7 Epic +12 Dex +10 resistance +3 Profane +1 Ioun Stone +3 Luck +7 Paladin)
    Will 52 (10 base +7 Epic +11 Wis +10 resistance +3 Profane +1 Ioun Stone +3 Luck +7 Paladin)

    Melee Attack +74 (+23 BAB +45 Str -2 Size +6 Enhancement +1 Competence +1 Epic Prowess)
    Ranged Attack +39 (+23 BAB +11 Dex -2 Size +5 Enhancement +1 Competence +1 Epic Prowess)

    1 Anthropomorphic Baleen Whale 1
    2 Anthropomorphic Baleen Whale 2
    3 Anthropomorphic Baleen Whale 3
    4 Were Giant War Crocodile 1
    5 Were Giant War Crocodile 2
    6 Were Giant War Crocodile 3
    7 Were Giant War Crocodile 4
    8 Were Giant War Crocodile 5
    9 Were Giant War Crocodile 6
    10 Were Giant War Crocodile 7
    11 Were Giant War Crocodile 8
    12 Monk of the Passive Way 1
    13 Monk of the Passive Way 2
    14 Fighter 1
    15 Fighter 2
    16 Blackguard 1
    17 Blackguard 2
    18 Warshaper 1
    19 Warshaper 2
    20 Warshaper 3
    21 War Hulk 1
    22 War Hulk 2
    23 War Hulk 3
    24 War Hulk 4
    25 War Hulk 5
    26 War Hulk 6
    27 War Hulk 7
    28 War Hulk 8
    29 War Hulk 9
    30 War Hulk 10
    31 War Hulk 11
    32 War Hulk 12
    33 War Hulk 13
    34 War Hulk 14
    35 War Hulk 15

    Feats
    Voidmind Bonus Feats: Alertness, Combat Reflexes, Great Fortitude
    Lycanthrope Bonus Feat: Iron Will
    Monk Bonus Feats: Combat Expertise, Improved Trip
    Fighter Bonus Feats: Power Attack, Cleave
    War Hulk Epic Bonus Feat: Dire Charge
    1st EWP - Chain Lash
    3rd Improved Initiative
    6th Large and in Charge
    9th Leadership
    12th Stunning Fist
    15th Improved Sunder
    18th Leap attack
    21st Improved Combat Reflexes
    24th Superior Initiative
    27th Deft Opportunist
    30th Epic Prowess
    33rd Epic Sunder

    Skill Points 123 (12 @ 1st, 6 @ 2nd-3rd, 24 @ 4th-11th, 10 @ 12th-13th, 6 @ 14th-15th, 6 @ 16th-17th, 5 @ 18th, 9 @ 19th-21st, 45 @ 22nd-36th)
    Skill Name Ability Total Mod Ranks Misc.
    Hide Dex 29 = +3 +20 +1 Luck, +5 Competence
    Intimidate Cha 63 = +7 +35 +1 Luck, +20 Competence
    Jump Str 55 = +45 +8 +1 Luck, +1 Competence
    Knowledge (religion) Int 3 = +1 +2(0) +1 Luck, +1 Competence
    Listen Wis ? = +11 +? +1 Luck, +1 Competence
    Move Silently Dex 25 = +11 +8 +1 Luck, +5 Competence
    Sense Motive Wis 70 = +11 +38 +1 Luck, +20 Competence
    Spot Wis ? = +11 +0 +1 Luck, +1 Competence
    Tumble Dex 40 = +11 +8 +1 Luck +20 Competence
    UMD Cha 28 = +7 +0 +1 Luck +20 Competence
    Skill Tricks: Never Outnumbered, Nimble Stand

    Equipment

    Arms - Strongarm Bracers 6k + Greatreach Bracers (+10ft reach for 1 rnd 3/day) 3k
    Head - Crown of Sorcerous Terror 200k + Scout's Headband (+2 competence to Spot. 3 charges/day - 1 charge: darvision 60' for 1 hr, 2 charges: See Invisible for 10 min, 3 charges: True Seeing for 1 min) 3,400
    Face - Basilisk's Mask (Wearer always makes his/her save vs. Gaze Attacks. Gains Feat: Diehard. If the wearer’s hit-points drop to –10 or lower, he/she does not die until the end ofthe next round. If healed to –9 or higher before the end of the next round, the wearer
    automatically stabilizes and does not die. After 3 uses of this ability, the Mask looses
    its magic) 47,500 + Mask of Fury (Wearer can Rage as a Barbarian twice per day. To activate, the wearer must smear the mast with his/her own blood (Standard Action + 3hp damage). If the wearer has been wounded within the last hour, the Rage can be activated as a Free Action & no additional damage is taken) 18k
    Shoulders - Wings of Flying 54k + +20 Intimidate 60k + Mantle of Second Chances 9k (1 re-roll per day)
    Throat - Nine Ponted Star (+3 Luck to saves, 760ft of Dimension Door per day split up any way) 63k + Periapt of Wisdom +6 36k + Amulet of Health +6 54k + Antimagic Torc 37,500
    Body - Dyr's Impervious Vestments 123K + Ghost Shroud 5k (+1 defclection to AC, attacks have stike incorporeal normally)
    Torso - Vest of Resistance +10 1,000k
    Hands - +20 Tumble 40k + Gloves of Dexterity +6 54k + Caster Gloves (as Gloves of Storing but can use stored item 1/rnd) 30k
    Waist - Epic Belt of Strength +12 1,440k + Belt of Battle 18k (+2 Competence bonus to Init. It also has 3 charges that are renewed each day at dawn. These charges can be used as a swift action to gain an extra action depending on the number of charges used. 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action.) + Belt of Athleticism (take 10 on Balance, Climb, Jump, Swim, and Tumble checks. Take 20 1/day) 48k
    Feet - Boots of Teleportation 49k + Boots of Speed 18k + Steadfast Boots 2,100 (+4 bonus to avoid bull rush, trip, or overrun attacks.) + Boots of Bigstepping (+2 CL for teleportation spells, teleport w/o error up to 60ft as a standard action 3/day) 9k
    Finger - Ring of Deflection +9 1,620k + Invisibility 30k
    Finger - +20 Sense Motive & UMD 100k + Ring of Feeedom of Movement 60k + Ring of Sustenance 3,750

    Large Eager (+2 unnamed to Init, +2 damage in surprise rnd) Warning (+5 insight to Init) Wrathful Healing (heal 1/2 damage dealt) Sweeping (+4 trip) Greater Dispelling (can be activated upon striking a creature or object up to 3/day for a targeted Greater Dispel Magic at 15th lvl + 3/day at 5th) Sizing Vicious Wounding Ki- Focus Starmetal Chain Lash +6 7,230,770
    Huge Wounding Seeking Exit Wound Composite Longbow +5 205,700
    20 of each Bane Arrow +1 102,957
    Large Sizing Defending Eager Spiked Gauntlets +5 98,610
    +4 Tome of Clear Though 110k (Used)
    5 +5 Tomes&Manuals 137,500ea 687,500gp
    Eversmoking Bottle 5,400
    Rod of Absorption 50k
    Luckstone 20k
    Dusty rose Prism Ioun Stone (+1 insight bonus to AC) 5k
    Pale Green Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) 30k
    Iridescent Spindle Ioun Stone (Sustains creature without air) 18k
    Handy Haversack 2k
    Sphere of Awakening (Awaken all allies within 60'. Remove exhaustion and fatigue from same. All are immune to fatigue, exhaustion and sleep effects for 10 min after activation) 1,800
    30 scrolls of Righteous Might 33,750
    30 vials of Fly potion 750ea 22,500

    Remaining funds 121,763
    Last edited by Voidrazor; Tuesday, 26th June, 2007 at 08:08 AM.
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  • #7
    Registered User
    Waghalter (Lvl 7)

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    Jemal here is the finished version of Tenneth Shafar, Beloved of Lolth.

    story
    The tale of Tenneth Shafar is a sad one indeed, but does not begin with him.

    In the underdark, some time ago, there was a young drow woman named Shanana Shafar. Her beauty was unsurpassed and it led to her most gruesome demise. She was a wizard of Lolth, and fast approaching the time of her ultimate test. One day while harvesting mushrooms in the deep caves, the floor gave way depositing her quite roughly to the bottom of a chamber she had never seen before. Unfortunately this was the home of an immensely foul tempered shadow dragon, who saw this as an insufferable trespass. But on seeing her beauty thought of the perfect vengeance to wreak upon her. Shanana was ravaged for days before her limp, used body was thrown back out the hole she had inadvertently created.

    After what seemed like days more she came to and made her way home, using her masterful disguise skills to hide her shame. But a few months after the wounds had healed, she discovered a much more serious violation had occurred. She was with child, but could tell nobody.

    The day of testing arrived, and she was nearly full term. And when she was brought before the spider queen herself as a failure, Shanana knew there was but one punishment. As the goddess’ finger pointed to her, the pain was truly blinding. But at the same time she did not feel herself changing. Instead, the horror that started tearing its way from inside her told the truth of the matter. The wings, claws, teeth and tail left no time to consider her fate as the child rose from the shredded remains of his mother, on wobbly spider legs. He grew to his fully monstrous proportions in a matter of moments, born with the memories of her, as the goddess watched with fascination. Beckoning him to her, he approached utterly without fear, pulling a chunk of draped flesh from his shoulder and eating it. At this she smiled and whispered, “Ah, mother’s milk. You have murdered your way into this world my young Tenneth, I think you might have a great future. But you cannot stay in this Underdark child, your test shall be what you can make of yourself alone. Know that none shall ever love you, save me.” And as she leaned forward and kissed his bloody forehead, he stretched his damp new wings and his eyes flashed red. Then he was on the surface, unbidden, unwelcome, and unafraid.

    Days later while stalking through an empty and forgotten battlefield, he found an old rusty helmet. When he placed it on his horn crowned head, he felt something besides hunger. He felt a need to help and that this helmet was now his forever (Cursed helm of opposite alignment CE>LG while worn). Magics came as naturally as breathing but interested him only for a short while. The murder vanished from his eyes and Tenneth wandered. In an ancient temple he found a small child crying amongst piles of discarded robes. Dressing himself in them he consoled the youth and led her back to the outskirts of her village, where stories of the strange dark monk are still told to this day.

    However, that small village was the exception to the rule of monsters. As Tenneth traveled the land, he was met more with screams of terror than with disdain or anything else. And had to learn his “monks” ways fairly quickly from an old blind man just to survive. But early in his training, a brutal blow shattered the helm from his brow and the hunger returned along with the fiery glow in his eyes. He set upon his tutor with such ferocity that when the smoke cleared there was nothing left of the blind monk but a bloody smear, and an oddly full feeling.

    The wars that found this abomination taught him fast the value of weaponry more versatile than his claws, and the bow came naturally to his attention. Tenneth started to notice himself drawn to the darker places of the world, and his immunity to its rotting denizens’ touch, meant he could take what he wanted. And so he did. Tenneth rained bloody death down from the heavens on any he met and none could stand before his fury.

    After many years Tenneth found his way back into the underdark, returning as a lord of war and great champion of darkness, he found his way to the one who loved him. “You were right my dark goddess, you were the only one that loved me in all the world.” The words fell from his lips like a chisel etching steel. Bowing before her as she smiled her immutable smile. “You have done well, my blackest prince. There is now a task I would set for you. The champions of many worlds will soon gather, and you will send their hearts to their lesser gods as a tribute to my fury.” A terrifying new expression of glee burned its way across his face as he bowed deeper. The bloodlust rising in anticipation.

    appearance
    Appears as either an 8ft tall bat-winged drow in flowing black robes, or a feathery winged centaur with a jovial expression on his face. When using circlet of disguise, it depends on the company Tenneth is currently in.
    those with true seeing active
    An 8ft tall creature from your darkest nightmares, from the waist down he(assumed) has the matte black body of a large hunting spider with a small thorax that tapers down to a sinewy, and wickedly spiked tail that is about 10ft long. His upper half is the torso of a thickly muscled humanoid topped with the head of a dragon, complete with several sets of backswept horns, and massive wings that arch menacingly from his upper back. His entire form is covered with eerie black scales. In each one writhes a seperate shadow, trying desprately to escape its eternal torment.

    spoiler stat block
    Tenneth Shafar, Beloved of Lolth

    Half shadow dragon(+3 LA), Lolth-Touched(+1 LA) Dryder(6RHD counts as 6 lvls of wizard):
    Monk 2nd / Fighter 2nd /Arcane Archer 23th /Scout3

    Large Dragon
    Hit Dice: 10+8D10+27D8+612 (787)
    Initiative: 24 (+1, +5 Insight, +18 Dex)
    Speed: 60 ft. / 125 ft. fly (good)/climb 15 ft.

    Adjusted Abilities: (base+racial+inherent+enhancement+level)
    Str: 38/+14 (10+18+4+6)
    Dex: 46/+18 (16+4+5+12+9)
    Con: 44/+17 (16+14+4+10)
    Int: 24/+7 (8+6+4+6)
    Wis: 34/+11 (16+6+4+6)
    Cha: 24/+7 (10+8+6)

    Saves: (Dragon6+fighter2+monk2+arcane archer10+ability+enh+epic+prof+luck+comp+scout)
    Fortitude: 61 (5+3+3+7+17+10+8+3+3+1+1)
    Reflex: 58 (5+0+3+7+18+10+8+3+3+1)
    Will: 47 (5+0+3+3+11+10+8+3+3+1)

    Armor Class: 93/94 (10 Base, +18 Dex, +11 Wis, +1 Monk, +15 Natural, +15 Armor,
    +10 Defense, +10 Deflection, +3 profane, +1 insight, -1 size, +1 scout) Touch 55, FF --

    Base Attack/Grapple: +27/+52

    Attack Total: BaB.+27, Dex.+18(or Str.+14), Enh.+12(or +10), Comp.+2(or+1), WF+1, PBS+1, Invis+2, EWF+2, Size-1, (-2/ arrow for manyshot)=59(4arrows)64 ranged or 53 melee

    Attack (30ft. or closer): +12 Composite Longbow(+11 str bonus) +59 ranged (4 arrows)(2D6 + 26 /X3) or +5 Falchion +48 melee (2d6 + 26 +2d4 level drain/15-20X2) or +10 Gauntlet +53 (2D8 +24/X2)

    Attack (outside 30ft.): +12 Composite Longbow(+11 str bonus) +64 ranged 2D6 + 24 +1 con dmg/X3

    Full Attack (30ft. or closer): +12 Composite Longbow(+11 str bonus) +57/+57/+57/+52/+47/+42/+37/+32 ranged (4 arrows each)(2D6 + 26 + 1 con dmg/X3) or +5 Falchion +48/+48/+43/+38/+33/+28 melee (2d6 + 29 +2d4 level drain/15-20X2) or +10 Gauntlet +50 (1D8 +23/X2)

    Full Attack (outside 30ft.): +12 Composite Longbow(+11 str bonus) +62/+62/+62/+57/+52/+47/+42/+37 ranged (2D6 + 26 + 1 con dmg/X3)

    Space/Reach: 10ft/5ft

    Special Attacks:
    Imbue arrow (attach AoE spell to arrow with strike point as center)
    Seeker arrow 1/day (shoot around corners)
    Phase arrow 1/day (shoot through walls)
    Hail of arrows 1/day (1 arrow at each target within 30ft)
    Arrow of death 1/day (DC 19 save or die)
    Breath weapon: cone of level drain (1) (reflex DC 44 negates) every 1D4(+up to 17) rounds
    -creates severe winds in breath area (or a windstorm when huge size)
    -Heighten Breath save DC up to con mod (add same # in rounds before breathing again)
    Improved Sunder (+59 to destroy item worn or carried by others [besides weilded weapon, shield or worn armor] by hitting AC 10+size+owners dex , no AoO)
    Infinite Exceptional Reflection - As long as 1 hand is free (gauntleted hand that would be drawing arrows), Tenneth can reflect any number of ranged attacks back at attackers with his ranged modifier.

    Special Qualities:
    Fearless
    Spell Resistance 37
    Damage Reduction 15/Adamantine
    Immunity to gases, sleep, critical hits, energy drain
    Resistance +30 to fire, cold, electricity, sonic, acid
    Low-light vision
    Darkvision 60ft
    Enhance arrow (+12)
    TP w/o error (up to 60ft) 3/day
    760ft of D-Door per day, any increment
    Repel Vermin
    Evasion
    Fast Healing 3
    Uncanny Dodge
    Trapfinding
    Trackless step
    Battle Fortitude - +1 fort save, +1 Init.
    Skirmish - +1D6 dmg, +1AC when moving 10+ft
    Quicken lvl 1-3 spell for no increased lvl 6/day
    Targeted Greater Dispelling as free action on hit with bow 3/day (15th caster lvl)
    All attacks considered Ghost Touch
    Haste (20 round duration) 3/day

    Spells cast: 4/10/5/4
    Touch of fatigueX2, MessageX2
    True StrikeX3, Eyes of the AvoralX2, Kaupaer's Skittish NervesX3, Obsc. Mist, Scint. scales
    Listening Lorecall, WraithstrikeX4*
    Scorpion Tail, Tongues, Displacement, Ray of Exhaustion

    Spells Known: all 1st-3rd from Phb +

    Spellbook
    1st:
    Eyes of the Avoral, (BoED p.99) stnd action, 10 min/lvl, +8 racial modifier to Spot checks

    Kaupaer's Skittish Nerves, (MoF p.103) stnd action, 1 min/lvl, +5 unnamed bonus to Initiative checks

    2nd:
    Listening Lorecall, (CAvd p.154) stnd action, 10 min/lvl +4 insight bonus to Listen Checks (with 5+ ranks of listen, gives Blindsense 20'), (with 10+ ranks of listen, gives Blindsight 30')

    Wraithstrike, (CAdv p.158) swift action, 1 round, Casters Melee or natural weapons become translucent allowing the caster to make melee touch attacks instead of standard attacks.

    Scintilating Scales, (Drac p.80) stnd action, 1 round/lvl gain deflec. bonus = to con mod (17 for me) and nat armor bonus = to half con mod (9 for me) (for a total of +10AC over the above stated AC.)

    Scale Weakening, (Drac p.114) stnd action, 10 min/lvl reduce nat armor of rays target by 5

    3rd:
    Scorpion Tail, (RoE p.190) stnd action, Grow tail that allows 1 extra attack as a free action per round that deals 2D6 +str, counts as magic for DR. Only castable by drow blooded.



    Spell like abilities:: 1/day dancing lights, clar, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion

    Feats:
    1 Weapon focus (Composite Longbow)
    3 Rapidshot
    -- Quicken Spell (bonus wizard)
    6 Manyshot
    -- Improved unarmed strike (bonus monk)
    -- Improved grapple (bonus monk)
    -- Combat reflexes (bonus monk)
    9 Dragon Breath
    -- Point Blank Shot (bonus fighter)
    -- Precise Shot (bonus fighter)
    12 Ranged Sunder
    15 Quicken Breath
    18 Deflect arrows
    21 Exceptional Deflection
    24 Infinite deflection
    -- Epic weapon focus (bonus epic arcane)
    27 Reflect arrows
    -- Uncanny Accuracy (bonus epic arcane)
    30 Heighten Breath
    -- Combat Archery (bonus epic arcane)
    33 Fast Healing
    36 Extra Amulet

    Items: 14 mil
    Circlet of Sorcerous Terror 200k +3profane to save&AC, 6 cha+ (int 6 36k) +(disguise 2700) +(comprehend languages & read magic 2700)
    Dusty rose ioune stone 5k
    Pale green ioune stone 30k
    Goggles of seeing 75k +(spot 20 60k)
    Amulet of the dragon’s Eye 85k
    Amulet of Con 10 1 mil +(Wisdom 6 36k) +(adaptation 13k) +(Hand of glory 12k) +(The Nine Pointed Star 94.5k)
    - Ring of Imp. invisibility 200k +(Shrink 27k) +(wizardry I 30k)
    Scabbard of keen edges 19k
    - Adamantine Falchion 3,375 Souldrinker 478k
    Robe of great stealth 242k +(tempest breath 15k)
    Quiver of infinite arrows (can also hold up to 600 different arrows) 26.1k
    Cloak of epic resistance 10 1mil +(ghost shroud 7,500) + (capote of dragonfly wings 127.5k)
    Daazzix's vest 25k
    Bracers of armor 15 2mil +(greater archery 37.5k)
    Caster gauntlet 25k +(caster 37,500)
    - Rod of Invulnerability 600k (considered wielded)
    - Wand of Hunters Mercy 750g (considered wielded)
    Ring of greater universal energy resistance 216k + (counterspelling 6k)
    Adamantine Gauntlet 3,302 +10 of defending 2.42 mil
    Ring of protection 10 2mil + (freedom of movement 60k) +(Growth 27k) + (counterspelling 6k)
    +1 Composite longbow(+11) sure striking+1, greater dispelling+1, wrathful healing+3, warning+1, marrowcrushing+3 201.5k
    Monks Belt 13k of giant strength 6 36k
    - Wand of Find the Gap (11th caster lvl) 24750
    Greaves of swiftness +12 1.66mil +(bigstepping 9k)
    Hewards Handy Haversack 2k
    - Luckstone 20k
    - Smokesticks w/ tindertwigs attached to end X20 420
    - Boccob's blessed book 12.5k
    - Wand of Heroism 11,500
    - Draught of Enervating BreathX3 18k (+2D4 neg. lvls to next breath attack on failed save)
    - Wand of See Invisible 4,500 ---49/50
    - Wand of Shield 750 +4 Shield bonus to AC, Im. to MM, 1 min duration
    - Wand of true strike 750
    (the following wands require DC 20 Use Magic Device checks to use)
    - Wand of Lesser Restoration 750
    Tomes & Manuals +4 110k X4 440k, +5 X1 137,500
    Portable hole 20k
    Rod of lesser quicken 35k
    Rod of lesser quicken 35k
    Pearl of power lvl1 X5 5k
    Pearl of Power lvl2 X3 12k
    Eversmoking Bottle 5,400

    1,503g unspent

    Skills: (rank+ability+racial+competence+enhancement+luck)+ synergy
    324 skill points (Monster 90 / fighter 12 / monk 16 / arcane archer 184 / scout 36)

    Hide (Dex) +136/116 attacking or moving while hiding (39+18+8+30+40[20]+1)
    Move Silently (Dex) +92 (39+18+8+30+1-4)
    Tumble (Dex) +50 (11+18+20+1)
    Disguise (Int) +14 (5(10)+7+1+1)
    Concentration (Con) +29 (10+17+1+1)
    Search (Int) +30 (11(15pts.)+7+1+10+1)
    Survival (Wis) +34 (20+11+1+1)
    Listen (Wis) +44 (30+11+1+1)
    Spot (Wis) +81 (39+11+20+10+1)
    Intimidate (Cha) +19 (10(14pts.)+7+1+1)
    Spellcraft (Int) +15 (8+4+1+1)
    Bluff (Cha) +13 (10(20pts.)+7+1+1)
    Sense Motive (Cha) +17 (8(16pts.)+7+1+1)
    Open Lock (Dex) +20 (1+18+1)
    Disable Device (Int) +10 (1+7+1+1)
    Diplomacy (Cha) +18 (10(15pts.)+7+1+1)
    Gather Information (Cha) +9 (1+7+1+1)
    Knowledge Dungeoneering (Int) +27 (16+7+1+1)+2
    Knowledge Planes (Int) +25 (16+7+1+1)
    Climbing (Str) +46 (2+14+20+8+1+1) can take 10 even if rushed or threatened
    Use Magic Device (cha) +20 (9(18)+7+1+1)+2
    Last edited by Vertexx69; Monday, 23rd July, 2007 at 06:04 AM.
    Remember that every facet of our lives tries to become all consuming if we don't watch it. We need creative outlets like gaming to keep the trudge of daily life from grinding our souls into dust...
    - Vertexx69
    ____________________
    MyGames
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    Death of the Dragons - RG IC
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    Welcome to Slimy Lake - OOC RG IC
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  • #8
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    Novice (Lvl 1)

    Lord_Raven88's Avatar

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    ø Ignore Lord_Raven88
    Special Request
    I would like Azrim to be able to use all of his magical items while he is wild shaped. If this is unbalanced in your view, then I'm willing to use an epic feat to allow this.


    The Protector
    Azrim Stonesplitter (aka The Protector)
    Dwarven Druid 5 / Blood Hound(BH) 5 / Master of Many Forms(MoMF) 10 / Master of Flies(MoF) 10 / Natures Warrior(NW) 5 / Warshaper(WS) 5

    Alignment: Neutral
    Deity: Obad Hai
    Size: Medium (Fine - Colossal)
    Type: Humanoid (Shapechanger)
    Base Speed: 30', 60' (Boots of Swiftness)
    Code:
    Str: 38 (+14) 01 pts +5 Inherent +20 Enhancement +4 War Shaper
    Dex: 22 (+6)  03 pts +5 Inherent +6 Enhancement
    Con: 46 (+18) 06 pts +2 racial +5 Inherent +1 level +20 Enhancement +4 War Shaper
    Int: 18 (+4)  05 pts +5 Inherent 
    Wis: 30 (+10) 16 pts +5 Inherent +7 level
    Cha: 26 (+8)  05 pts -2 racial +5 Inherent +10 Enhancement
    
    HP: 813 (30d8 +10d10 = 193 + 720 Con)
    
    AC: 52 (10 base +1 Dex +18 Armour +9 shield +5 Def +5Nat +? Size)
    +5 nat while wild shaped
    
    Saves: 
    Fortitude: 	+28 (+4 Druid +4 MoMF +4 BH +1 NW + 5 Con +10 Epic +5 Resistance)
    Reflex:  +28 (+1 Druid +4 MoMF +4 BH +1 NW + 6 Dex +10 Epic +5 Resistance)
    Will:    +23 (+1 Druid +1 MoMF +1 BH +4 NW + 11 Wis +10 Epic +5 Resistance)
    
    Init: +10 (+6 Dex +4 Feat)
    
    Base attack bonus: +26 (+16 Base +10 Epic)
    
    Attacks: 
    
    Skills                 Total     Ranks   Stats    Misc
    Appraise                 0        0.0      4        0
    Balance                 26        6.0      6       20
    Bluff                   15        7.0      8        0
    Climb                   44       10.0     14       20 
    Concentration           28       10.0     18        0 
    Craft (Carpentry)       10        6.0      4        0
    Craft (Untrained)        4        0.0      4        0
    Diplomacy               15        7.0      8        0
    Disguise                25        7.0      8       10
    Escape Artist           21        0.0      6       15
    Forgery                  4        0.0      4        0
    Gather Information      15        7.0      8        0
    Heal                    10        0.0     10        0
    Hide                    91       30.0      6       55 
    Intimidate              18       10.0      8        0
    Jump                    44       10.0     14       20 
    Listen                  32       20.0     10        2
    Knowledge(Arcana)       10        6.0      4        0
    Knowledge(Dungeoneering)10        6.0      4        0
    Knowledge(Geography)    10        6.0      4        0
    Knowledge(History)      10        6.0      4        0
    Knowledge(Nature)       24       20.0      4        0
    Knowledge(Religion)     10        6.0      4        0
    Knowledge(The Planes)   10        6.0      4        0
    Move Silently           81       30.0      6       45 
    Perform                  8        0.0      8        0
    Ride                     6        0.0      6        0
    Search                  10        6.0      4        0 
    Sense Motive            20       10.0     10        0 
    Spellcraft              14       10.0      4        0
    Spot                    70       20.0     10       40 
    Survival                30       20.0     10        0
    Swim                    24       10.0     14        0
    Tumble                  26        0.0      6       20 
    Use Rope                 6        0.0      6        0
    (*) Cross Class Skill
    Feats
    1st - Alertness
    3rd - Endurance
    6th - Diehard
    9th - Track
    12th - Improved Initiative
    15th - Multiattack
    18th - Quick Change
    21th - Colossal Wild Shape
    24th - Fine Wild Shape
    27th - Magical Beast Wild Shape
    30th - Dragon Wild Shape
    33rd - Improved Elemental Wild Shape
    36th - Heightened Breath (Drac PG70)
    39th - Maximise Breath (Drac PG 71)

    Languages: Common, Dwarven, Draconic, Giant, Sylvan, Druidic.

    Equipment
    Head:
    Eyes: Epic Eyes of the Eagle +40 Spot
    Neck: +20 Amulet of Health 4000000gp, +5 Amulet of Mighty Fists 22500gp (150K x 1.5), +5 Amulet of Natural Armour 75000gp (50K x 1.5), Necklace of Adaptation 13500gp (9K x 1.5)
    Torso: Mantle of Great Stealth 242000 1lb
    Body: +10 Glamered, Greater Shadow, Greater Silent Moves, Greater Slick Dragoncraft Black Dragon Hide Fullplate 1146000gp (Arm Bon +18, Max Dex 1, ACP-4, ASF 35%) 50lb
    Belt:
    Cloak: Cloak of Epic Charisma +10 1000000gp 1lb, Comfort +5 40500gp
    Bracers:
    Shield: +7 Large Wooden Shield of Arrow Deflection 1000157gp
    Gloves: Gauntlets of Titans Power +20 Strength 4000000gp,
    Ring1: Ring of Universal Greater Energy Resistance 308000gp, Mental Fortitude 165000 (DMG2 PG 263)Chameleon Power 19050, Freedom 60000gp, Sustenance 3750gp,
    Ring2: Weapon Breaking 600000gp, Invisbility 30000 Protection +5 75000gp, X-ray Vision 37500gp
    Boots: Boots of Swiftness 256,000 gp

    Other Items:
    (6)Books (+5) 825,000 gp - Used
    Portable Hole 10000gp
    Staff of Life 155750 (50charges)


    Treasure: 17,293gp
    Weight Carried: 50lb
    Carrying Capacity: Light(0 lb), Medium(0-00lb), Heavy(0-00lb)

    Combat Effects
    Arrow Deflection (DC20), Concealment (20%), DR 3/- & 15/Adamantine, Evasion, Fast Healing 2, Freedom, Greater Energy Resistance (30 pts), Immune to ; Crits, Mind-Affecting abilities, Stunning and Transmutations, Necklance of Adaption, Weapon Breaking (DC20 Fort save)

    Druid Spells Known: (6/7/6/5/3) Caster Level: 7th
    0th- Detect Magic, Detect Magic, Detect Magic, Detect Poison, Know Direction, Mending.
    1st- Cure Light Wounds, Cure Light Wounds, Faerie Fire, Faerie Fire, Faerie Fire, Obscuring Mist, Obscuring Mist
    2nd- Fog Cloud, Gust of Wind, Lesser Restoration, Lesser Restoration, Warp Wood, Warp Wood
    3rd- Cure Mod Wounds, Cure Mod Wounds, Neutralise Poison, Neutralise Poison, Remove Disease.
    4th- Antiplant Shell, Cure Serious Wounds, Cure Serious Wounds.

    Special Abilities
    Druid Abilities
    • Animal Companion:
    • Nature Sense: +2 on Knowledge(nature) and Survival checks
    • Wild Empathy: Improve attitude of animals via Diplomacy check. +10 druid levels.
    • Woodland Stride: Move through any sort of undergrowth at normal speed
    • Trackless Step: Leave no trail in natural surroundings and can't be tracked
    • Resist Natures Lure: +4 bonus on saving throws against SLA of fey
    • Wild Shape (14/day): 10 hours duration.

    Blood Hound Abilities(Comp Adv PG 28)
    • Mark(2): +5 insight bonus on Gather Info, Listen, Search Spot and Survival checks.
    • Swift Tracker: Move at normal speed while following tracks
    • Nonlethal Force: no penalty when dealing nonlethal damage
    • Ready and Waiting: Can ready action against mark, even outside of initiative. If mark triggers action at any point within the next 10 minutes, the BH can carry out his readied action as if the two were engaged in combat.
    • Bring 'em back alive: Can turn a potentially killing blow into an incapacitating one. At the BH's option, any melee attack that would reduce a foe to -2 or fewer hit points reduces the foe to -1 hit points instead. A BH must choose to use this immediately upon reducing his foe to -2 or fewer hit points, and before making any other action.
    • Tenacious Pursuit: +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. +10 speed
    • Hunter's Dedication: Add Constitution bonus to will saves made to resist the special attacks or spells of his mark.
    • Move like the Wind: Can move stealthily even at a quick pace. No longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he only takes -10 penalty on Hide and Move Silently checks when running.
    • Crippling Strike: +2 Str damage to mark
    • Track the Trackless: Can track a creature moving under the influence of a pass without trace or a similar effect with a -20 penalty on Survival checks.

    Master of Flies Abilities(Savage Species PG 80)
    • Summon Swarm(sp): Can use summon swarm 10/day as 40th level sorcerer. d20 for swarm type (1-6 Spiders, 7-13 Centipedes, 14-20 Flying Beetles).
    • Swarm Shape (su): Can take the form of a swarm of vicious little vermin 6/day. This effect is similar to that of summon swarm spell, except that the swarm is of the same size category as the caster (and has the same face as the caster). The MoF can choose the type of vermin from the list above. In swarm shape, he can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor man). The swarm has the same number of hit points at the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by a gust of wind for example), the MoF must return to his original shape. To do so, the dispersed creatures must first coalesce (at the swarms speed); the MoF must take a standard action on the following round to transform. In all other respects, the swarm shape ability is identical to the druids wild shape ability.
    • Plague Swarm Shape (su): Can take swarm shape that is identical to that produced by an insect plague spell except that the swarm can be no more than one size larger than the MoF's. This swarm can move at half the MoF's normal speed and can fly at the same speed(clumsy man).
    • Pied Piper(su): Can charm 40 hit dice of vermin or less 10/day, starting with the lowest hit dice vermin within range and moving up in hit dice until the limit is reached. The range is 100 feet and the vermin are allowed Will saves against this effect (DC14 + Cha mod), and any that make there saves can be affected by this ability for one day. Charmed vermin move towards the MoF at their land speed, taking the most direct path available. If the path leads into a dangerous area they are allowed another saving throw. Charmed vermin can take no actions other than to defend themselves. If the MoF's moves, the charmed vermin follow. This effect last for as long as the MoF concentrates. Once concentration is broken, those vermin can't be affected again by this ability for one day.
    • Insect Plague(sp): Insect Plague 10/day
    • Flyblown(su): Can shift to swarm shape and back as a free action
    • Creeping Doom Swarm Shape (su): Can take swarm shape that is identical to that produced by an creeping doom spell except that the swarm can be no more than two sizes larger than the MoF's. This swarm can only move at 10 feet per round and can't fly.
    • Creeping Doom(sp): Creeping Doom 10/day
    • Awaken Vermin(sp): Can use awaken on vermin once per week at no XP cost.
    • Swarm Leap(su): Can transport self over great distances. Once per day as a standard action the MoF can enter any swarm of mundane vermin (whose size equals or exceeds his own) and travel to another swarm in a single round, regardless of distance. The MoF merely designates a distance and direction, and the swarm leap ability transports him to a destination swarm as close as possible to the desired destination. He can attempt to name a specific swarm, but if no such target exist, the ability fails and the MoF is ejected from the entry swarm. Both the entry swarm and the exit swarm must be alive, but they can be either naturally occurring or summoned. Except as noted here this ability functions like the transport via plants spell.

    Master of Many Forms Abilities(Comp Adv PG58)
    • Shifters Speech(ex): Retains ability to speak regardless of the form he takes. Furthermore he can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
    • Improved Wild Shape(su): Can assume the forms of humanoid, giants, monstrous humanoids, fey, vermin, aberrations, plants, oozes, elementals and dragons from diminutive to gargantuan size. A MoMF also gains one additional daily use of her wild shape ability per class level.
    • Fast Wild Shape(ex): Use wild shape ability as move action.
    • Extraordinary Wild Shape(ex): Gain the extraordinary special qualities of any form she assumes.
    • Evershifting Form(ex): Gains the shapechanger type and becomes immune to any transmutation effect unless he willing accepts it.

    Natures Warriors Abilities(Comp War PG63)
    • Natures Armament(su): Armour of the Crocodile: +5 natural armour while wild shaped
    • Natures Armament(su): Claws of the Grizzly: +3 bonus damage when using natural weapons
    • Natures Armament(su): Earth's Resilience: DR 3/-
    • Wilding(su): NW class levels stack with druid levels to determine wild shape abilities and for wild empathy checks
    • +2 level of Divine Spellcasting

    War Shaper Abilities(Comp War PG89)
    • Morphic Immunities(ex): Immune to stunning and critical hits
    • Morphic Weapons(su): As a move action, a WS can grow natural weapons dealing damage appropriate to the size of is form. This weapons need not be natural weapons that the creature already possess. If the WS form already has a natural weapon of that type, the weapon deals damage as if it were one category larger.
    • Morphic Body(su): +4 Strength and +4 Constitution
    • Morphic Reach(su): +5 feet reach
    • Morphic Healing(su): Fast Healing 2, and if he spends a full round action and succeeds on a Concentration check (DC equals total damage sustained) he heals 10 points of damage.
    • Multimorph(su): Can change forms multiple times during the duration of the Wild Shape ability. Only the first transformation heals the WS.


    Appearance:
    In his 'birthform' Azrim is a mature looking dwarf of average height. Azrim seldom spends time in this form, prefering instead to inhabit a near endless number of forms.

    Background:
    There is a legend that speaks of 'The Protector', a guardian and warrior who protects ancient tracks of land from being destroyed or over-exploited. No one knows what the The Protector really looks like, some claim that the The Protector is an ancient dragon, others claim that he is an elemental prince and still others claim that are many protector and not just one.

    Whatever the truth may be, whereever the mark of The Protector is found, all tread with caution and respect. The Protector doesn't prevent the use of natural resources, nor does he advocate the destruction of civiliasation and the return to a more simplistic lifestyle. Rather The Protector 'promotes' harmony with the natural world.

    Areas that are under The Protector care may still be utilised by those that have need of natures bounty, however anyone who seeks to disrupt the balance of such protected enclaves or harvest it' resources purely for financial reasons, soon suffer the full wrath of The Protectors fury.

    ~~~~

    Azrim is unaware of the tournament, and appears there against his will.
    Last edited by Lord_Raven88; Friday, 22nd June, 2007 at 03:47 AM.
    I don't suffer from insanity, I enjoy every moment of it.

    PBP Games:
    Active Games
    Rhun's Omega ToEE Game: IC OOC RG
    Prisoners: IC OOC RG
    Epic Mortal Kombat: IC OOC RG
    Tales of a Black Dragon: IC OOC Vorax

    Games I'm DMing
    Dragonlance - Adventures in the Age of Despair: IC OOC RG
    Forgotten Realms - Adventures in Cormyr: IC OOC RG
    Forgotten Realms - RttToEE Agents of the Yaun-Ti: IC OOC RG
    Mystara - Mystaran Adventures: IC OOC RG

    Inactive/Retired games

  • #9
    Registered User
    Lama (Lvl 13)

    Shayuri's Avatar

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    Minnapolis, MN
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    I Defended The Walls!

    ø Ignore Shayuri
    My communities:

    Macrisse
    Name: Macrisse
    Race: Silver Dragon
    Class/Level: Very Old Dragon Ascendent 9
    Gender: Male

    Strength (STR) 56 8
    Dexterity (DEX) 30 8
    Constitution (CON) 44 8
    Intelligence (INT) 28 1
    Wisdom (WIS) 28 1
    Charisma (CHA) 46 8

    Alignment: Lawful Good
    AC: 85 (10 -2 size +10 dex +8 armor +40 natural, +18 deflection, +1 insight)
    Hit Points: 40d12 (1021) http://invisiblecastle.com/find.py?id=1095777
    Movement: 50' fly 170' poor

    Init: +10
    Base Attack Bonus: +40
    Grapple: +79
    Melee Attack: +61
    Ranged Attack: +48
    Fort: +49
    Reflex: +35
    Will: +40

    Race Abilities
    Breath Weapon: 18d8 50' cold cone, 50' paralysis cone (1d6+9 rounds) DC 42
    Frightful Presence DC 37
    Sorceror Caster Level 9
    Blindsense 60'
    4x Low Light Vision
    Darkvision 120'
    DR 20/epic
    SR 27
    Immune to Acid, Cold, Paralysis, Sleep
    Feather Fall 2/day
    Fog Cloud 3/day
    Control Winds 1/day
    Cloudwalk (Su)
    Alternate Form 3/day

    Class Abilities:
    Awesome Aura (Fear, Resolve), 270' radius, DC41
    HP Increase (8 or better on d12)
    Transmutation immunity
    Improved DR (+5/epic)
    Lifewarding
    Deflection Bonus
    Iron Mind

    Skills: 644
    Listen +53 (43 ranks + 9 Wis + 1 competence)
    Search +53 (43 ranks + 9 Int + 1 competence)
    Spot +53 (43 ranks + 9 Wis + 1 competence)
    Concentration +61 (43 ranks + 17 Con + 1 competence)
    Diplomacy +61 (43 ranks + 13 Cha + 4 synergy + 1 competence)
    Intimidate +57 (43 ranks + 13 Cha + 1 competence)
    Bluff +48 (34 ranks + 13 Cha + 1 competence)
    Disguise +48 (34 ranks + 13 Cha + 1 competence)
    Knowledge (Arcana) +53 (43 ranks + 9 Int + 1 competence)
    Knowledge (Planes) +53 (43 ranks + 9 Int + 1 competence)
    Knowledge (History) +44 (34 ranks + 9 Int + 1 competence)
    Sense Motive +53 (43 ranks + 9 Wis + 1 competence)
    Heal +40 (30 ranks + 9 Wis +1 competence)
    Jump +54 (30 ranks + 23 Str +1 competence)
    Know Religion +40 (30 ranks + 9 Int +1 competence)
    Spellcraft +40 (32 ranks + 9 Int + 1 competence)
    Use Magic Device +44 (34 ranks + 9 Cha + 1 competence)

    Feats
    1 Power Attack
    3 Flyby Attack
    6 Draconic Knowledge
    9 Increased Speed
    12 Great Fortitude
    15 Iron Will
    18 Lightning Reflexes

    21 Multiattack
    24 Fast Healing
    27 Hover
    30 Fast Healing
    33 Additional Magic Item Space (amulet)
    36 Fast Healing
    39 Penetrate DR (Adamantine)

    Languages - Draconic, Common, Sylvan, Elven, Dwarvish, Orc, Goblin, Giant,

    Celestial, Infernal, Auran

    Spellcasting

    0 - 6/6, 1 - 9/9, 2 - 8/8, 3 - 8/8, 4 - 6/6

    0 Arcane Mark, Prestidigitation, Message, Mending, Detect Magic, Mage Hand, Create

    Water, Cure Minor Wounds
    1 True Strike, Shield, Divine Favor, Disguise Self, Grease
    2 See Invisible, Invisibility, Cure Moderate Wounds, Lesser Restoration
    3 Heroism, Sleet Storm, Blinding Breath
    4 Dimension Door, Breath Weapon Substitution

    Money - 500

    Weapons -
    Bite, +70, 2d8+30, 15' reach
    2 Claws, +68, 2d6+18, 10' reach
    2 Wings, +68, 1d8+18, 10' reach
    1 tailslap, +68, 2d6+41, 10' reach

    1 Crush, +68, 2d8+41, 10' reach, Only vs Small creatures

    Armour -
    None

    Gear -
    None

    Magic -
    Ring of Fire Immunity, 240,000
    Ring of Sequestering, 300,000
    Pectoral Gem of Heavy Fortification, 35,000
    Boots of Swift Teleportation (Haste & Teleport), 329,500
    Luckstone, 20,000
    Pale Orange Ioun Stone, 30,000
    Dusty Rose Ioun Stone 5,000
    Gem of Seeing, 75,000
    Cloak of Etherealness, 55,000
    Orb of Storms, 48,000
    Handy haversack, 2,000

    Bracers of Relentless Might & Armor +8, 4.48mil
    Crown of Epic Charisma +12, 1.44mil
    Vest of Epic Resistance +10, 1mil
    Amulet of Epic Natural Armor +10, 2mil
    Amulet of Epic Mighty Fists +7, 2.94mil
    Gloves of Epic Dexterity +10, 1mil

  • #10
    Registered User
    Acolyte (Lvl 2)

    ishalleatyourflesh's Avatar

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    ø Ignore ishalleatyourflesh

    Bob

    Name: to pronunce it i would have to tear out your tongue, just call me Bob.
    Height: 6' 9"
    Weight: 100 lbs.
    Eyes: shifting, one always bright red with a black iris, changes sides
    Hair: downy feathers, sickly grey
    Description: Tall, gangly, this creature steps from the shadows, throwing a ragged red cloak thats more like a sash over it's shoulder. Its only other clothing a pair of tattered pants tied up with a piece of rope, a patched vest, the off white cloth rapped around its head and a pair ratty boots with the toes and heels torn out to expose talons . Its skin a greyish tinge exept for its bright red arms and the tail that sweeps back and forth. The arms are thick and muscular incontrast to it's lanky body ending in jagged claws, while its tail is long think and chitinous ending with a wicked barb. Large wings black as pitch flare out causing a wind to scatter dust around it. A flash of light is reflected from the arnament ring on one claw it seems to match the amulet hanging ariund it's neck. A strange other worldly glow surrounds the creature, unknown if it comes from the strange gothic bracers or the creature it self.
    8 Ninja, 12 Monk, Psuedonatural 15, Feral 1, Fighter 1, Thief Acrobat 3
    Raptoran

    Str: 66/+28 (15 Base +26 Racial + 5 Inherant + 6 Level + 20 Enhancement + 4 Graft (when using arms)
    Dex: 46/+18 (15 Base + 6 Racial + 5 Inherant + 20 Enhancement)
    Con: 51/ +20 (14 Base + 12 Racial + 20 Enhancement + 5 Inherant)
    Int: 20/+5 (13 Base + 5 Inherant - 4 Racial + 6 Enhancement)
    Wis: 34/+12 (13 Base + 12 Racial + 6 Enhancement + 5 Inherant)
    Cha: 20/+5 (10 Base + 4 Inherant + 6 Enhancement)

    BAB: 20
    AC: 91 = 10 Base + 40 Deflection + 18 Dex + 12 Wis + 3 Monk + 8 Armor
    Speed: 600 ft/1160 Fly ft (Good)) (30 Base +10 Feral + 100 Ninja + 40 Enhancement x2 Psuedonatural x2 Boots of Swiftness/280 Base + 40 Enhancement x2 Psuedonatural x2 Boots of Swiftness)
    HP: 652
    Initiative: +23

    Feats: Multi Weapon Fighting, Improved Multi Weapon Fighting, Greater Multi Weapon Fighting, Power Attack, Leap Attack, Quicken Spell Like Ability, Versitile Unarmed Strike, Prehensile Tail, Improved Grapple, Deflect Arrows

    Epic Feats: Epic Dodge, Perfect Multi Weapon Fighting

    Skills: (140)
    Tumble: +39 = 1 Rank + 18 Dex + 20 Competance
    Decipher Script: +6 = 1 Rank + 5 Int
    Disable Device: +6 = 1 Rank + 5 Int
    Handle Animal: +6 = 1 Rank + 5 Cha
    Open Lock: +19 = 1 Rank + 18 Dex
    Slieght of Hand: +19 = 1 Rank + 18 Dex
    Spellcraft: +5 = 1 Crossclassed Rank + 5 Int
    Use Magic Device: +5 = 1 Crossclass Rank + 5 Cha
    Spot: +41 = 27 Ranks + 12 Wis + 2 Racial
    Listen: +39 = 27 Ranks + 12 Wis
    Speak Language: 26 Crossclass Ranks
    Knowledge Arcana: +23 = 18 Ranks + 5 Int
    Knowledge Religion: +23 = 18 Ranks + 5 Int
    Knowledge (all else in PHB): +6 = 1 Rank (16 Crossclass Ranks) + 5 Int
    Balance: +38 = 0 Ranks + 18 Dex + 20 Competance
    Climb: +50 = 0 Ranks + 28 Str + 20 Competance + 2 Racial
    Jump: +286 = 0 Ranks + 28 Str + 20 Competance + 10 Racial + 228 (speed)

    Special Abilities: Improved Grab, pounce, Rake, Rend, Darkvision 120 feet, Constant Insight, Rotting Constriction, Sp at will (Blur, Dimension Door, Shield, Unhallow), electricity/acid resist 40, damage reduction 45 /epic, SR 120, Alternate Form, Fast Heal 5, Unarmed Strike 2d8, Flurry Of Blows, Improved Evasion, Still Mind, Slow Fall 60, Purity of Body, Wholeness of Body, Diamond Body, Greater Flurry, Abundant Step, Ninja Dodge +2, 4d6 Sneak attack, Poison use, Improved Uncanny Dodge, Shadow Run, Speed of Darkness, Fast Acrobatics, Kip Up, Steady Stance, Agile Fighting +1/+2, Arobatic Charge, defensive roll/1 day.

    DM Granted Specials: Ninja Class (Rokugan), Scintilating Scales (Natural Armor becomes Deflection)

    Equipment:
    Tomes of Str, Dex, Con, Int, and Wis +5 (687,500)
    Tome of Cha + 4 (110,000)
    Clawed Arms x2 (100,000)
    Fiendish Wings (10,000)
    Sting Tail (50,000)
    Fearsome Eye (120,000)
    +20 Ring of Health (4,000,000)
    +20 Belt of Str/Monks Belt (4,019,500)
    +20 Gloves of Dex (4,000,000)
    Boots of Swiftness (256,000)
    Amulet of Mighty Fists +5/Wis (204,000)
    Vest of Resistance +5 (25,000)
    Bracers of Armor +8 (64,000)
    Ring of Major Universal Elemental Resistance/Freedom of Movement/Sustenance (279,750)
    Headband of Int +6 (36,000)
    Cloak of Cha +6 (36,000)
    2,250gp

    Back Ground: A creature from beyond the stars, an out cast from its people. In a place of chaos, one that follows order of any sort is shuned. this creature was singled out shortly afrter its existance began, choosing to remain in one form for extended periods of time, doing similar things, forming patterns. it was exiled from it's home before it's coruption could spread. journeying around the multi-universe it found that while it was considered a being of order by its people it found that it was a being of chaos to others. Any where it went it was copared to those it encountered and found the opposite. Durring it's travels it heard rummors of a contest that granted the winner any wish. Not sure if it wish for the battle itself or a place to belong it traveled to the island.
    Panic... Mayhem... Blood... Gore...
    This is all that is in store.

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