Here's my edited Dante, which is way better than the last Dante I posted. It may still have a few mistakes, but not like the one before.
Dante, Son of Sparda
Dante
Medium Outsider (good, native)
(Rebellion / Swordmaster)
HD: 36d8 + 360 + 72 (634 hp)
Initiative: +19 (+11 Dex, +8 superior initiative)
Speed: 120ft. (24 squares)
AC: 52 (+11 Dex, +2 insight, +29 natural, +0 size) touch 23, flat-footed 45
BAB/Grapple: +36/+49
Attack: +7 keen, speed, mighty cleaving, large greatsword, Rebellion +61 melee (3d6 + 34/17-20/x2), or
+3 speed, handgun*, Ebony +51 ranged (1d8+14/x2), or
+3 speed, handgun*, Ivory +51 ranged (1d8+14/x2), or unarmed +50 melee (1d8 + 13)
Full attack: +7 keen, speed, mighty cleaving, large greatsword, Rebellion +61/+61/+56/+51/+46 melee (3d6 + 34/17-20/x2), or
+3 speed, handgun*, Ebony +51/+51/+46/+41/+36 ranged (1d8+14/x2), or
+3 speed, handgun*, Ivory +51/+51/+46/+41/+36 ranged (1d8+14/x2), or unarmed +50/+45/+40/+35 melee (1d8 + 13)
Space/reach: 5 ft./5 ft. (10 ft. with Rebellion)
Special attacks: Devil Trigger Flux, Drive, Helm Breaker, High Time, Million Strike, Stinger
Special qualities: Air Hike, Darkvision 60ft., Devil Trigger, DR 20/ epic & evil, Energy resistance acid 15, cold 15, electricity 15, and fire 15, Fast Healing 15, Low-light vision, Regeneration 15, Roll, Swordmaster
Saves: Fort +36, Ref +37, Will +23
Abilities: Str 36, Dex 33, Con 30, Int 15, Wis 16, Cha 18,
Skills: Balance +41, Bluff +34, Concentration +50, Escape Artist +41, Heal +33, Intimidate +34, Jump +70, Listen +33, Search +32, Sense Motive +33, Spot +33, Swim +43, Tumble +51
Feats: Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Greater Two-Weapon Fighting (b), Greater Weapon Focus (Greatsword) (b), Greater Weapon Specialization (Greatsword) (b), Improved Feint, Improved Initiative, Improved Two-Weapon Fighting (b), Lightning Reflexes, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Two-Weapon Fighting (b), Weapon Focus (Greatsword) (b), Weapon Specialization (Greatsword) (b), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus (Concentration), Epic Skill Focus (Tumble), Epic Toughness, Epic Weapon Focus (Greatsword) (b), Epic Weapon Specialization (Greatsword) (b), Improved Whirlwind Attack, Infinite Deflection (b), Legendary Leaper, Perfect Two-Weapon Fighting (b), Superior Initiative
Environment: Mortal Coil
Organization: Solitary (unique)
CR: 31
Treasure: Triple Standard,
Rebellion, Ebony & Ivory
Alignment: Neutral Good
*Handgun- cost:150 gp, Dmg(M):1d8, critical: x2, range: 300ft., weight: 3 lbs., type: piercing
You see a man with white hair and blue eyes. He wears a red trench coat over a red vest, with a tight black undershirt. His trench coat sleeves are rolled up. He also wears tight red leather pants. In his gun holsters you see a black and a white handgun. On his back is a demonic-looking sword, which is mysteriously set in place as if it were in an invisible sheath.
Dante is the half-devil son of the Legendary Dark Knight Sparda. Dante works as a mercenary, exterminating demons for little or no money. He is a master of weapons, able to master any weapon as soon as he gets a hold of it. He uses Devil Arms to slay demons. Often Devil Triggering to speed things up.
Combat: Dante fights with speed, grace, and power. He usually enters melee combat with all his enemies, using his massive greatsword, Rebellion. For those out of reach, he uses Ebony & Ivory, his two handguns. If things get tough, Dante will rely on his Devil Trigger.
Devil Trigger (Su): Dante can unleash his inner devilish heritage to increase his abilities. He changes appearance, depending on the Devil Arm he is wielding, and gains the following bonuses: +6 to Strength, +4 Dexterity, +4 to Constitution, and fast healing 20.
This form lasts for 3 rounds + 1 round for every Purple Orb Dante has consumed. These “rounds” actually represent Devil Trigger Runes. In order to fill a rune(s), Dante must either make a full attack, get damaged, or consume a Devil Star. It takes 30 points for a rune to be filled. Thus, however many points of damage inflicted on Dante are also converted to rune points. Example: If a creature deals 20 points of damage to Dante, then the rune will need 10 more points before it is full. Dante can turn the devil trigger on and off as a free action.
Note: Dante can use this ability only when he has 3 or more full runes.
Devil Trigger Flux (Su): Dante can charge his runes and unleash demonic energy on his foes. While charging, Dante can act normally. However, he must succeed a Concentration check DC 35 for each action he takes. If attacked, he must succeed a Concentration check DC (10 + damage recieved + attacker’s Str bonus). If he fails, he looses any charged runes. Example: If Dante charges for 2 rounds, he has charged 6 full runes. If, on the 3rd round, he fails his Concentration check on any circumstances (due to taking different actions or being attacked) he looses all charged runes. Dante can charge up to 3 runes each round. In order to charge a rune, he must already have a full rune. Example: If he has 4 full runes, then he can charge up to 4 runes, no more. Also, Dante can only charge his runes if he has at least 3 full runes. Each charged rune deals 1d8 points of damage, which is not subject to resistances and immunities. For each extra rune he charges, he deals an extra 1d8 points of damage. After Dante has charged at least 3 runes, he can let go of his charge, as a free action, dealing damage to all within 15 ft. of him. When Dante successfully performs a Devil Trigger Flux, he also turns into his devil mode. Once the charge is released, he looses however many were charged upon transformation. He can choose as however many runes he wants to charge. (The total amount of runes charged is equal to 3 + plus his choice of charged runes).
Regeneration (Ex): Dante takes normal damage from epic and evil weapons.
Possessions:
Ebony & Ivory: Dante himself crafted These twin pistols. They were made of spirits. Therefore, they never need reloading. They both function as
+3 speed handguns.
Rebellion: This is a
+7 keen, mighty cleaving, speed, large greatsword, given to Dante, by Sparda, as a memento. It grants Dante various abilities.
Devil Trigger (Rebellion)(Su): Aside from the bonuses of Dante’s Devil Trigger, Rebellion provides an extra bonus. While in Devil Trigger mode, Dante deals damage as if Rebellion had an extra +5 enhancement bonus. He looses this bonus once the devil trigger is over.
Rebellion abilities (Ex): While wielding Rebellion, Dante gains special abilities.
Air Hike (Ex): Dante jumps into the air and a glowing platform forms beneath him, allowing him to jump twice. Dante can make an extra jump check while in midair after jumping.
Drive (Ex): Dante charges up the Rebellion with his energy and unleashes a wave of energy that travels in a straight line towards his target. This ability deals damage as if he scored an automatic critical hit. Reflex save DC 39 halves (Dex-based). Large or smaller creatures are knocked down for 1 round if they fail their Reflex save. This ability takes 1 round to charge and provokes an Attack of Opportunity. If hit, Dante must make a Fortitude save DC (10 + damage received + monster’s Str modifier) to maintain this charge. If successful, Dante unleashes the attack at the end of his round. He can however, hold his charge for as long as he likes. Also while charging, Dante cannot attack but he can move.
Helm Breaker (Ex): Dante jumps into the air and comes crashing down, with the Rebellion, upon his target’s head. This ability is a standard action and deals damage equal to damage from the rebellion + 1/2 jump distance. Creatures must make a Fortitude save DC 41 or be stunned for 1 round. DC is Str-based.
High Time (Ex): Dante swings the Rebellion in an upward motion launching his target into the air, as a standard action. When Dante makes a single successful attack with his Rebellion, he can choose to perform the High Time. This ability deals damage equal to damage from rebellion plus 3d8 points of damage. Dante can launch foes of Large or smaller size, up to 1/3 of his jumping distance into the air. He can also choose whether to let them fall to the ground, or he could jump into the air alongside them to perform certain attacks. Doing the latter, Dante can perform one of the following: Air Hike, Helm Breaker, or an Aerial Rave. This changes this ability from a standard action to a full-round action. After successfully performing this ability, creatures must make a Fortitude save DC 41 (Str-based) or fall prone to the floor for 1 round.
Creatures of Huge or greater size must make a Fortitude save DC 41 or be stunned for 1 round. While doing this ability, Dante can perform one of the following: Air Hike or Helm Breaker. (Dante cannot perform an Aerial Rave since the target is not in the air). This also changes this ability from a standard action to a full-round action The DC is Str based.
Million Strike (Ex): Dante jabs with his sword so many times that if gives off the illusion of a million strikes. Dante attacks 15 times, as a full-round action, starting at his highest attack bonus (+61). He receives a –2 penalty to attack rolls after the first hit, instead of the regular –5 penalty. The target must make a Fortitude save DC 41 or be stunned for 1 round. Large or smaller creatures must succeed an extra Fortitude save DC 41 or be knocked back and down 15 ft. away. The DC is Dex based.
Stinger (Ex): Dante dashes forward, in a straight 15 ft. long line, with his sword, and “stings” his foe, dealing full damage (52 points). This ability automatically knocks a target back and down 15 ft. away, if it is of Large size or smaller. For targets of Huge or greater size, they must make a Fortitude save DC 41 or be stunned for 1 round. Even though Dante dashes forward 15 ft., this ability does not count towards his move action. This ability is a standard action. DC is Str based.
Swordmaster (Rebellion)(Ex): While using this style, Dante shows his true skill with the Rebellion, thus developing new abilities.
Aerial Rave (Ex): Dante jumps into the air, near his air-borne target, slashing wildly with his sword. Dante may jump up to air-borne creatures and make a full attack as a full-round action.
Crazy Dance (Ex): Following the Dance Macabre, Dante spins around his sword, as if it were a pole, kicking his foes, then ending with a devastating slash saying, “ Down and Out!” Dante can make a Concentration check DC 60 to focus himself and attack immediately after using his Dance Macabre ability. If successful, he attacks an extra 4 times. The first 3 attacks deal unarmed damage (1d8 + 13 at a +50 attack bonus) and hits all foes that are in the squares he threatens, around Dante. The last attack deals damage as if it were an automatic critical from the Rebellion, only this time it deals full damage. Also, the last hit deals damage to all creatures who are to the left of, front of, and the right of Dante. The targets must all make a Fortitude save DC 41 or be stunned for 1d4 rounds. Large or smaller creatures must succeed another Fortitude save DC 41 or be knocked down and back 20 ft. away for 1d4 rounds. DC’s are Str-based.
Dance Macabre (Ex): Dante slashes his foe numerous times, in a stylish combo. Dante attacks 10 times with a -2 penalty to attack rolls. This is a full-round action.
Prop Shredder (Ex):Dante spins his sword and makes a full attack using 2 times his Dex bonus, instead of his Str bonus for attack rolls. Large or smaller creatures must succeed another Fortitude save DC 41 or be knocked down for 1 round. DC is Str-based.
Sword Pierce (Ex): Dante throws his sword at his foe, impaling them with it, as a free action. Dante throw his sword, with a 30 ft. range increment, at one chosen target. The target takes damage as if Dante made a successful attack with the Rebellion and is impaled. The sword is impaled in the target for 5 rounds, dealing 5d6 points of damage per round. During this time, before the impaled creature can perform an action, it must first succeed a Fortitude save DC 41 (Str-based). If it fails its save, its action is wasted. Dante can call the sword back at anytime, as a free action. During the time Dante is without his sword, he can make unarmed attacks, which are considered lethal.
Roll (Ex): This ability is identical to the Improved Evasion ability. If Dante makes a successful Reflex save against a foe’s attacks, he not only takes no damage and can roll 10ft. in any one direction. He also gains a +6 bonus on any Reflex saves when using the Roll ability. This ability does not count toward his move action.
Swordmaster Style (Ex): Dante further expands on his weapons’ abilities by creating some of his own. This style has 3 levels.
Level 1 is reached during (1-10HD) and Dante gains the following bonuses:
He gains Weapon Focus and Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Improved Two-Weapon Fighting feat as a bonus feat.
Level 2 is reached during (11-20HD) and Dante gains the following bonuses:
He gains Greater Weapon Focus and Greater Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Greater Two-Weapon Fighting feat as a bonus feat.
Level 3 is reached during (21-30HD) and Dante gains the following bonuses:
He gains Epic Weapon Focus and Epic Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Perfect Two-Weapon Fighting feat as a bonus feat.
Weapon Expert (Ex): Dante is proficient with exotic, martial, and simple weapons. He also gains the Two-Weapon Fighting feat as a bonus feat.