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Thread: Jemal's Quest character thread
Wednesday, 3rd October, 2012, 10:24 AM #1
Scout (Lvl 6)
Jemal's Quest character thread
Post'em up people! Even if they're not done, it's easier to check them all here without other posts in between.Intelligence is the capacity to understand old Ideas.
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Wednesday, 3rd October, 2012, 01:43 PM #2
Myrmidon (Lvl 10)
- Join Date
- Apr 2007
- Bahia Blanca, Buenos Aires, Argentina
- Read 0 Reviews
ø Ignore Voda Vosa
Tutek was born the smartest of his breed. Despite his intelligence not being more than an average human, among the common breed ogres, he was a genius. The Ogre magi breed of his tribe hold an iron fist over their less mentally gifted bredren, and a smart common ogre, even if he was not as smart as they were, was a threat. They simply tried to kill the young ogre, without mediating words, but the clever Tutek knew what was coming, and fled. The ogre magi thought the dwarf would soon take care of the fleeting young ogre, and didn't bother following him.
Tutek was no evil by nature, as most ogres are. He enjoyed a dwarf strew just as anyone does once in a while, but getting food when you are alone in the mountains is not easy. Specially armoured, trained, 'axe wielding' food; so he had to go hunting small game. The dwarf noticed the lone ogre, and carefully approached him. Tutek was afraid of the dwarf as they greatly advantaged him in numbers and gear. He had but an improvised spear, not good to skewer dwarven plate.
So Tutek did what few Ogres have done before him, talk himself out of trouble. Despite the initial reluctance of the dwarves, Tutek convinced the dwarves he was not evil, and that he wished only to be able to return to his tribe, and free the common ogres from the tyranic rule of the Ogre magi. The dwarves saw in Tutek the chance to get rid of the ogre problems once and for all, and supported Tutek, gave him gear and magical trinkets to be able to fight the ogre magi. They also lead him to the other side of the mountains, where there was some orc and goblin tribes. With the help of the dwarves, Tutek soon became the chieftain of the orcs and goblins, and lead them to war against his tribe.
The war was short lived though. While the ogres fought agianst Tutek's army, a dwarf party infiltrated the ogre caves, and fought they way to the Chieftain. Meanwhile, Tutek managed to convince his bredren of his intentions and slay any ogre mage in the field, before getting himself too, into the caves.
When Tutek reached the throne room, the dwarf were already fighting the chieftain and his guards.
Seizing the opportunity, Tutek advanced unmatched, and killed the ogre mage that years before tried to kill him. Tutek purged the tribe from mages, and was established as Chieftain of the Mountains. He signed a peace treaty with the dwarves, so that ogres, orcs and dwarves might live peacefully. The orcs were allowed to choose a chief for themselves (picked on a fight to the death of course) and peace ensured for years.
Then it came the Great Drought, out of nowhere. The game animals were scarce, and the few crops the ogres and orcs had, wither. The shamans and druids claimed the drought was not natural, that was caused by some external agent, although the exact nature of it remained a secret. Inside their caves, the dwarves didn't mind their newly formed allies pillaging the human city established near the edge of the mountains for resources. Despite everything, the orcs and ogres needed to eat too, so the human's cattle started disappearing, and one or two incidents involving ogres and humans let some bloody scores.
It was then that a group of famous adventurers was called upon, to deal with this new formed 'Horde'.
They travelled though the mountains, and were stopped both by orcs, ogres and dwarves alike. Shocked at this gathering of races that hold ancestral hatred to each other, the party asked to parley with the leader of the horde. "What horde be ye speakin' 'bout?" the dwarf captain rebuked, "Yer trespassing territory of the alliance, name yer business." The adventurers explained the situation, and the guards escorted the adventurers to the meeting hall. The meeting Hall was an improvised stone building on a valley between the mountains. A messager had been sent to spread the word and call for audience, so when the adventurers arrived to the hall, there was Tutek, Chieftain of the Ogres, his guards and his son Tatok, Mundim King of the dwarves, his royal escort and the princes Houdin and Mondin, and Harmat Chieftain of the orcs, surrounded by his offspring, four tall and muscle-bound orcs, Tramat, Armat, Ramat and Marmat
The adventurers explained the problem and discussion broke the silence of the hall. It was agreed that a solution to both part needed to be sought. Despite the humans having more resources, if the unnatural drought didn't end, they will soon starve too. Tutek, Houdin and Tramat would accompany the party to seek a solution for the drought. Tatok was an apprentice shaman, and remained as Chieftain of the Ogres, as he was not old enough to leave the tribe.
The new group travelled far and wide, for a whole year, consulting scholars and wizards of astronomic reputation, until they found the source of the draught: a magical ritual from a rival country, that would tear apart the alliance and starve the people, to ready the otherwise fertile and defensible territories for conquest.
Having discovered the source of the problem, the group returned to the mountains, and an army was raised and prepared.
The Chieftains and Kings marched in front of their armies, men, dwarf, orc and ogre side by side fighting for survival.
The battle was epic, many good souls were lost, among them the Mundim, king of the dwarfs and Harmat, the orc chieftain. But their sacrifice was not in vain, as the enemy capital was overrun, and the ritual stopped. The army returned victorious, if reduced.
Back in the mountains, Mondin was appointed King of the dwarves, and as a symbol of a new, more prosperous era, Tute stepped down and proclaimed his son Tatok as Chieftain, allegating that these new peaceful times required a wise leader, and not a warrior. Harmat's sons would surely fight to death over his father's throne. Orcs.
Tutek joined the party, having developed a lasting friendship with them. Their adventures had just began.
Disclaimer: If any of the PC's want to share backgrounds and be, for example, one of the dwarf king sons, we can change their names to fit yours and say they also joined the party. Same thing with orcs or humans from the town.
Code:Name: Tutek Class: Ogre 4, Fighter 14 Race: Ogre Size: Large Gender: Male Alignment: Chaotic Neutral Str: 30/36 +10/+13 Level: 20 XP: 0 Dex: 14/16 +2/+3 BAB: +17 (+3 Ogre, +14 fighter) HP: 286 (3+9)x4+(8+9)x14 Con: 22/28 +6/+9 Grapple: +35 Dmg Red: 0 Int: 14 +2 Speed: 40' Spell Res: 0 Wis: 14 +2 Init: +3 Spell Save: +2 Cha: 08 -1 ACP: -3 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9 +0 +3 -1 +10 +1 32 Touch: 13 Flatfooted: 28 Base Mod Misc Total Fort: 13 +9 +7 +29 Ref: 5 +3 +7 +15 Will: 5 +2 +7 +14 Weapon Attack Damage Critical Sendesemcal +37/32/27/22 2d6+29 19-20x2 Throwing axe +32/27/22/17 1d8+15 x2 Gauntlet +30/25/20/15 1d4+13 x2 Languages: Common, Giant Abilities: Ogre: -Abilities: STR +10, CON +4, DEX-2, INT & CHA -4 -BAB: +3 -Natural armor +5 -Speed: 40 -Reach 10' -Darkvision 60', Low light vision Feats: Fighter feats ( Profs + (F)) Cleave (F) Combat Expertise Dodge (F) Exotic weapon prof. Spiked Chain (F) Great cleave Greater wep. Spec (Spiked Chain) Greater wep. Focus(Spiked Chain) (F) Improved critical (Spiked Chain) (F) Mobility (F) Power attack (F) Quick draw Shield Proficiency Spring attack Weapon focus (Spiked Chain) Weapon speci. (Spiked Chain) (F) Whirlwind attack Skills Ranks Mod Misc Total Climb 7 +13 -2 +18 Intimidate 11 -1 +1 +11 Jump 10 +13 +6 +29 Listen 10 +0 +1 +11 Ride 4 +3 +1 +8 Spot 11 +0 +1 +12 Swim 10 +13 -5 +18 Spellcraft *10 +2 +1 +13 Knowledge Arcana *10 +1 +1 +12 *From Sendesemcal Equipment: Mithral fullplate of speed (50lb, 28000gp) +5 Spiked Chain (20lb, 255550gp) Spiked Chain (20lb, 25gp) +2 Throwing Axe (Returning, Distance: 32316 gp) Amulet of health +6 (36000 gp) shirt of natural armor +5 (50000 gp) Manual of bodily health +4, read. (110000 gp) Ioun stones: Deep red (8000 gp) +2 DEX Pale green (30000 gp) +1 competence to attacks, checks, skills and saves Dusty rose (5000 gp) +1 insight AC Ring of evasion (25000 gp) Boots of striding and springing (36000 gp) Ring of Spell turning (98280 gp) Potions: Heroism x2 (1500 gp) Reduce person x4 (1000 gp) Enlarge Person x4 (1000 gp) Invisibility x5 (1500 gp) Belt of giant strength +6 (36000 gp) Cloack of resistance +5 (25000 gp) Everburning torch (110 gp) Bed roll Tent (20lb, 10 gp) Waterskin Stone of Good Luck (20000 gp) Gauntlet of Rust (11500 gp) Tome of understanding +4, read. (110000 gp) Tome of clear thought +1, read. (27000 gp) Money: 1070 gp Sendesemcal the Chained Sorceror Adamantine Spiked chain +5 Intelligent Item Int: 16, Wis: 14, Cha: 18 Languages: ? Purpose: ? Lesser powers: Detect magic at will, 10 ranks in spellcraft, 10 ranks in knowledge Arcana Greater powers: ? Abilities: 55200gp Weapon properties: Mighty Cleaving Shock Spell storing Wounding Properties: 200350gp
Last edited by Voda Vosa; Thursday, 10th January, 2013 at 02:50 PM.
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Thursday, 4th October, 2012, 02:32 AM #3
Waghalter (Lvl 7)
Braham Bahli, male human warlock 20, CG; 200,000 xp
Last edited by kinem; Sunday, 2nd December, 2012 at 03:15 PM.
Sunday, 7th October, 2012, 08:56 PM #4
Grandfather of Assassins (Lvl 19)
- Join Date
- Feb 2007
- Miscatonic U. professor of supernatural studies-Emeritus [Greater Nashville area, Tenn.]
- Read 0 Reviews
ø Ignore Scott DeWar
work in progress
Gerard Hampton Rog 1/ scor 6/ f 2/ e k 5/ a c 5
COMBAT:Code:Str 22 +6 5 pt Hp: 6+[18*5]+[12*5]+[7*8]=212 Dex 22 +6 6 pt Exp: 200,000 Con 20 +5 4 pt BAB:+15/+10/+5 Int 20 +5 4 pt Grapple:+21 Wis 22 +6 6 pt Inititive: +10 Chr 24 +7 5 pt move 30 feet counter: 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00[/s] Levels 4, 8 and 12 ability increase: +1 to charisma at each. Level 16: +1 to Str +6 to each stat from headband or belt Encumbrance: Carrying: 43.5 lb Lite: to 173 lb Med: 174 to 346 LB Hvy: 347 to 520 LB Lift over head: 520 LB Lift off ground: 1040 LB Push/ drag: 2600 LB
SKILLS AND FEATS:Code:SAVES: base abil misc total Fort 10 +5 +5 +20 *+5 vs undead effects Reflex 6 +6 +5 +17 will 10 +6 +5 +21 Rogue: Fort: +0; Ref: +2; Will: +0 fighter: fort: +3; ref: +0; Will: +0 Scor: fort: +2; ref: +2; Will: +5 E. Knight: fort: +4; ref: +1; Will: +1 abj champ: fort: +1; ref: +1; will: +4 special: Sepulchral vest: +5 Sacred bonus on save vs undead effects ARMOR CLASS: 26 [36 w/ mage armor, gtr] TOUCH: 25 [25 w/ mage armor, gtr] FLATFOOTED: 20 [30 w/ mage armor, gtr] add +2 ac vs undead from Choker of Life Protection [MIC] +1 shield bonus when fighting 2 weapon Feat 2 wpn def +2 shield bonus When you are fighting defensively or using the total defense action Feat 2 wpn def [Mage Armor, greater +6; prc: Abj Champ +5; dex +6; ring of protection +3; natural + 6; shirt +1] WEAPONS: **+2 att, +1d6 dam vs undead [gauntlets]** Melee att dam crit type Rapier +26/+21/+16 1d6+11 15-20/X2 P Keen, Speed S. Sword +24/+19/+14 1d6+9 19-20/x2 P spell storing Dagger +24/+19/+14 1d4+9 19-20/x2 P/S Club +24/+19/+14 1d6+9 x2 B undead bane vs undead: +26/+21/+16 3d6+11 B Melee, full round [pri. att at -2/-7/-12; off hand att at -2/-7/-12] att dam crit type Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed S. Sword +22/+17/+12 1d6+9 19-20/x2 P spell storing OR Melee, full round [pri. att at -2/-7/-12; off hand att at -2/-7/-12] att dam crit type Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed Club +22/+17/+12 1d6+9 19-20/x2 B undead bane vs undead: +24/+19/+14 3d6+11 B OR Melee, full round [pri. att at -2/-7/-12; off hand att at -2/-7/-12] att dam crit type Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed dagger +24/+19/+14 1d6+9 19-20/x2 P/S returning Ranged att dam crit rng type Longbow +24/+19/+14 1d8+9 X 3 220' P distance arrow, +1 +25/+20/+15 1d8+10 X 3 220' P arrow, +2 +26/+21/+16 1d8+11 X 3 220' P arrow, +25/+20/+15 1d8+14 X 3 220' P undead bane Dagger +24/+19/+14 1d4+9 19-20/x2 10' P/S returning Club +24/+19/+14 1d6+9 x2 10' B undead bane vs undead: +26/+21/+16 3d6+11 B Rapier: +5, Keen, Speed Longbow, Mwk, mighty +6 composite, +3, distance arrows,+1 *30 arrows,+2 *20 arrows, undead bane +2 * 50 adamentine arrows +2 x 50 Short sword: +3, spell storing [disrupt undead, gtr; cl 18, 10d8 damage] club: +3, undead bane, disruption dagger, +3, returning BAB/Att Calculations [str: +6, dex: +6, bab +15 [prc +5, ftr +2, rog +0, scor +3, a. champ +5] . .
*Rod of absortion charges:Code:FEATS/FEATURES: Rog 1 Sneak attack +1d6; trapfinding Scor 1 bloodline info Class Skill: perception; cantrips; eschew materials ; Bloodline power: Claws (Su) Starting at 1st level, you can grow claws as a free action. Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your acid energy type, that spell deals +1 point of damage per die rolled. Scor 3 Bloodline power: Dragon Resistances (Ex): At 3rd level, you gain resist 5 against acid type and a +1 natural armor bonus. bloodline spell: MAGE ARMOR Scor 5 bloodline spell Resist Energy 2 Weapon fighting (Human) 2 Weapon Defense (Char lev 1) sudden silent [meta] (Char lev 3) somatic weaponry (Fighter lv 1) -Comp mage pg 47 Improved 2 wpn fighting (Fighter lv 2) Practiced Spellcaster (Char lv 6) Comp arcane pg 82 Acidic splatter (Char Lev 9) -Comp mage pg 37 combat casting (Eldrich Knight lev 1) craft arms and armor(Char Level 12 ) greater two weapon fighting(Char Level 15 ) Energy Substitution [meta] pre req: any meta (comp arcane p 79) (Char Level 18 ) future: sudden still [meta] Energy Admixture [meta] pre req: Energy Substitution (comp arcane p 79) Skill points 124 18*2 [int] + [[5+8]*4] [rog] + 2*2 [ftr] + 6*2 [scor] + 2*5 [prc: EK] + 2*5 prc: AC] SKILLS: Ranks Abil misc total Appraise int +1 +5 -- +6 Balence dex +10 +6 +2 +18 Climb str +5 +6 -- +11 [+2 involving rope] Conctr con +15 +5 +4 +24 [feat] Craft: wps int +5 +5 -- +10 Craft: armor int +5 +5 -- +10 Disable Dev int +5 +5 +2 +12 Esc Art dex +5 +6 -- +11 +2 [involving rope] Gath info cha +5 +7 +5 +17 [silver thread silk shirt] Jump str +5 +6 +2 +13 Know: Arcana int +5 +5 +10 +20 Know: Local int +5 +5 -- +10 Know: Planes Int +Sp +5 +10 +15 Open Locks dex +5 +6 +2 +13 Perception Wis +15 +6 -- +21 Ride dex +1 +6 -- +7 Sense Motive wis +5 +6 -- +11 Spellcraft int +5 +5 +2 +12 stealth +10 +6 +15 +31 [silver thread shirt] Swim str +1 +6 -- +7 Tumble dex +5 +6 +2 +13 Use Mag Dev cha +5 +7 +5 +17 [silver thread shirt] Use Rope dex +5 +6 -- +11 mwk picks : +2 to opn locks and dis dev headband: +10 to know planes and arcane syn: jump --> tumble Know arcana --> spellcraft Know Local --> Gather info spellcraft --> use mag dev Escape artist --> use rope checks involving bindings Sense Motive --> Diplomacy Tumble -->balence, jump LANGUAGES: common; dwarvin, elvin, gnome, +2 more . .
*00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
**available to be cast:
Spell Casting spell description
EQUIPMENT: budget: 1,000,000Code:SPELLS: spells / day or known = lv 18 base: Scor 6 casts spells at: +4 levls from feat, effects only (praticed spell caster); + 4 lv from eldrich knight, effects only + 5 levels from Abjurent Champion acid spells cast at level 20 all others: spells known/per day: level 15 Casts effects as 19th level spells per day: spells kwn: lv 0: unlimited = u 9 lv 1: 6 + 2 (ch) = 8 5 lv 2: 6 + 2 (ch) = 8 5 lv 3: 6 + 2 (ch) = 8 4 lv 4: 6 + 1 (ch) = 7 4 lv 5: 6 + 1 (ch) = 7 4 lv 6: 6 + 1 (ch) = 7 3 lv 7: 4 + 1 (ch) = 5 2 lv 8: 0 + 0 (ch) = 0 0 lv 9: 0 + 0 (ch) = 0 0 SPELL LIST: * denotes spell compendium & denotes bonus spells frm scor 0 level: Acid Splash Detect magic Detect Poison Disrupt Undead Light Mend Prestidigitation * Electric Jolt Ray of frost 1st level: 00000 000.,.,.,.,2nd level: 00000 000 Expeditious retreat * Body of the Sun Feather Fall dark vision * low light vision Melf's acid arrow magic missile * Orb of Acid, Lesser * Persistent Blade & Resist energy & Mage Armor spider climb 3rd level: 00000 000.,.,.,.,4 th level: 00000 00 * Acid breath * force missiles * Disrupt undead, Gtr * Orb of Acid fireball shape stone haste Stone skin 5 th level: 00000 00.,.,.,.,6 th level: 00000 00 Fabricate Acid Storm Planar Tolerance Elemental Body III Reciprocal Gyre Heroism, Greater Vitriolic Sphere 7 th level: 000
00Limited Wish <<----- Mage’s Sword Special: Acidic Splatter Feat [Su] (Comp mage pg 37): ranged touch attack + 21 with a 2nd lev or higher acid spell you can summon a glob of acid that has a range of 5 ft / lv of highest spell available and does 1d6 per level of spell available (at spell level 2 or higher) removed: 7th level: banishment 8 th level: 9 th level: * Form of the Dragon III Absorption Polar Ray Shapechange Sunburst .
Master list of equipment special features:Code:item cost weight +1 stealthy Shirt 73,500 gp 1.0 lb of the Jade Dragon Rapier, +5, speed, keen 162,320 gp 2.0 lb club, +3, undead bane 32,300 gp 3.0 lb pkt 2 l. bow, mighty +2 comp, 18,600 gp 4.0 lb +3, distance %Arrows,+1 *30 810 gp 3.0 lb all in QOH %Arrows,+2 *20 1,740 gp 2.0 lb pkt 1/19 in QOH %Arrows, +2 *50 4,350 gp 5.0 lb pkt 1 %Arrows, +2 x 50 4,350 gp 5.0 lb pkt 1 %Arrows, adamentine +2 x 50 7,000 gp 5.0 lb pkt 1 dagger, +3, returning x2 100,604 gp 1.0 lb %S. Sword +3, spell storing 16,310 gp 2.0 lb total 1 : 403,634 GP [2765 xp] SPECIAL MAGICAL ITEMS: infinite scrollcase contents: % denotes made by himselfrod of absorption 50,000 gp in QOH infinite scroll case 2,800 gp pkt 2 Ring of Protection +3 18,000 gp Body slot: Ring 1 Ring of Sustenance 2,500 gp Body slot: Ring 2 Sepulchral vest 2,000 gp * Body slot: Torso; mic pg 133 Gauntlet's of Ghost touch 4,000 gp * Body slot: Hands; MIC PG Choker of Life Protection 14,000 gp * Body slot: Throat; MIC PG headband of mental superiority 144,000 GP Body slot: head +30,000 gp +6 to int, wis, cha Belt of Physical Perfection 144,000 GP body slot: waist +6 to str, dex, con Heward's Handy Haversack 2,000 gp Quiver of "E" 1,800 gp bag of holding type I 2,500 gp Cloak of resistance +5 25,000 gp Body slot: shoulders bracers natural armor +5 50,000 gp Body slot: arms Boots of striding & springing 5,500 gp Body slot: feet total 3 498,100 gp Potions total 4: 0 gp wands: total 5: 0 gp total 1 403,634 gp total 2 30,450 gp total 3 498,100 gp total 4 0 gp total 5 0 gp spell components 25,447 gp share of chariot 8,300 gp spent so far: 940,484 gp Cash: 3,000 pp held in bag of holding 60 lbs cash invested in contents of bag of holding (type I): 13,816 gp .Spoiler:
Code:-Bag of holding Type I wt:15 lb cap:250lb [30 ft^3] carrying: 125 lb [15 ft^3] + 60 lb -Ring of Sustenance no need for food or water, need 2 hours of sleep for 8 hours of rest -Quiver of Ellohanna Always weighs 2 lb * Area 51: 60 arrows capacity  +1 arrows,  +2 arrows &  +2 adamentine * Area 2: 18 javelin capacity Holds Rapier, shortsword & Rod of absorb. * Area 3: 6 bow capacity holds bow -Heward's Handy Haversack weight: 5 lb, item you want is always on top, no AOO to retrieve items * pocket 1 20 lb or 2 ft^3 capacity; designated with: pkt 1 holds 15 lbs of arrows * pocket 2 80 lb or 8 ft^3 capacity; designated with: pkt 2 * pocket 3 20 lb or 2 ft^3 capacity; designated with: pkt 3 -Short sword +3, spell storing (disrupt undead, gtr) -Club +3, undead bane: extra +2 and +2d6 dam vs undead -Rapier +5, speed, keen: Doubles critical threat range -Shirt of the Jade Dragon: +1 enchantment; shadow and silent gtr [+15 stealth], +3 competence bonus on the wearer’s Charisma-based checks. -Sepulchral vest +5 Sacred bonus on saves vs undead effects for 1 round, 3 times per day -Gauntlets of Ghost Fighting: Ignore miss chance of incorporeal undead, +1d6 dam vs incorporeal undead Magic item comp pg. 216 -Choker of Life Protection: Negate 3 neg levls per day, +2 Ac vs undead, detect undead at will (for possessing two pieces of set) Magic item comp pg. 216 -Blessed bandage: immediately stabilize target -Boots spring and stride: + 10' movement and +5 competence bonus to jump * Intelligent item: headband of mental superiority [+6 to int, wis, cha] * Mental Ability Scores: Two at 19, one at 10 * Communication: Speech, telepathy * Capabilities: Four lesser powers and three greater powers * Senses: 120 ft. darkvision, blindsense, and hearing * Base Price Modifier: 20,000 + 10,000 Lesser powers: * 10 ranks in knowledge planes * 10 ranks in knowledge arcane * to be determined by DM Jamal * to be determined by DM Jamal Greater power: * Item can use dismissal on a foe 1/day * to be determined by DM Jamal * to be determined by DM Jamal Special purpose * to be determined by DM Jamal Special purpose power * to be determined by DM Jamal this might be all that is known [to give dm caveat] to enact, gems must be inserted in blank spots to equal to what is needed to activate power This headband was found as part of what was left of the bones and equipment of the defeated Archlich Iredex. It seemed to call to Gerard while the dust of the battle was still settleing. It or rather SHE revealed some of her knowledge to him.history/backgroundMaterial components and arcane foci:magical mystycal bag of equipment holding sack.appearance
Last edited by Scott DeWar; Friday, 19th July, 2013 at 08:03 PM.
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Thursday, 11th October, 2012, 03:50 AM #5
Minor Trickster (Lvl 4)
Ur of Greenhill (Monk 11, Psychic Fist 9)
Ur of Greenhill, as he stood in the Eternal Empire
(The rune on his forehead was edited by the Empire's artist into the somewhat similar chinese character for "Dragon" (). In reality, it's actually the Celestial rune for "Thunderer", one of Thor's numerous holy names. The tree stands for Deep Roots, Stability and Regeneration. The kneepads stand for coolness, and were taken off Iridex's main undead lieutenant. )
Rough BackgroundPower ExplanationFull stats-------------------------------------------------------------EquipmentQuick stat block
Last edited by Binder Fred; Thursday, 29th August, 2013 at 07:28 PM. Reason: Cast Freedom of Movement and Body Equilibrium, activated True Sight
So it goes.
Active charactersMemorable games
Monday, 29th October, 2012, 12:17 AM #6
Novice (Lvl 1)
Sorry with the late posting. Hope i'm not intruding. As a said earlier I'd like to play a character from one of Jemals earlier games.
Last edited by D'Raven; Monday, 26th November, 2012 at 05:25 AM.
Monday, 29th October, 2012, 09:46 PM #7
Magsman (Lvl 14)
Not COMPLETELY done, but super duper close!
Human Monk 1 / Celestial Sorceror 18
Dex 18 (24 full boost, 28 w/tome)
Con 16 (22 full boost)
Wis 16 (22 full boost, 26 w/tome)
Cha 18 (29 full boost, 33 w/tome)
AC 45 (37 touch) (10 + 9 dex + 11 cha + 5 deflection + 8 armor +2 luck)
BAB +9 (+17 finesse, +19 ranged)
Fort +21 (+8 +6 con +5 resist +2 luck)
Ref +24 (+8 +9 dex + 5 resist +2 luck)
Will +30 (+15 +8 wis + 5 resist +2 luck)
Bonus skill points
1st level monk
bonus feat: Stunning Fist (4/day, DC 27)
Improved Unarmed attack: 1d6 unarmed dmg
Flurry of blows (2 atks, -2 to hit with each)
18th level sorceror, Celestial Bloodline
Class skill: Heal
2 Bonus feats selected from:
- Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride By, Skill Focus: Knowledge Religion, Weapon finesse
Arcana: Summons gain 1/2lvl DR/evil
- Heavenly Fire: 1d4+9 holy dmg to evil/healing to good, 14/day
- Resist Acid/Cold 10
- Wings of Heaven: Fly 60 Good 18min/day in 1min increments.
- Conviction: Reroll ability check, atk roll, skill check or saving throw 1/day
Skills (24monk, 72sorc)
Concentration +28 (22 ranks + 6 con)
Diplomacy +15 (4 ranks + 11 cha)
Heal +14 (6 ranks + 8 wis)
Knowledge Arcana +23 (22 ranks + 1 int)
Knowledge Religion +3 (2 ranks + 1 int)
Perception +12 (4 ranks + 8 wis)
Sense Motive +10 (2 ranks + 8 wis)
Spellcraft +25 (22 ranks + 1 int + 2 synergy)
Tumble +13 (4 ranks + 9 dex)
Use Magic Device +19 (8 ranks + 11 cha)
b Eschew Materials
b Point Blank Shot
mb Stunning Fist (4/day, DC 27)
1 Precise Shot
3 Spell Focus: Transmutation
6 Ascetic Mage
b Weapon Finesse
9 Empower Spell
12 Spell Penetration
b Iron Will
15 Greater Spell Focus: Transmutation
18 Heighten Spell
Base DC 21, caster level Sorc 18 (CL22 vs Spell Resistance)
6 slots all, 5 8th, 3 9th
0 Detect Magic, Dancing Lights, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Electric Jolt, Detect Poison
1 True Strike, Magic Missile, Shocking Grasp, Shield, Grease, Bless
2 Dimension Hop, Alter Self, Scorching Ray, See Invisibility, Glitterdust, Resist Energy
3 Displacement, Phantom Steed, Suggestion, Slow, Magic Circle v Evil
4 Orb of Force, Ennervation, Dimensional Anchor, Resilient Sphere, Remove Curse
5 Telekinesis, Wall of Stone, Planar Tolerance, Lucent Lance, Flame Strike
6 Disintegrate, Analyze Dweomer, Greater Heroism, Greater Dispel
7 Spell Turning, Greater Teleport, Limited Wish, Banishment
8 Moment of Prescience, *Instant Transmutation, Sunburst
9 Time Stop
"Eye of the Storm"
A staff of white aspen, bound with rings of black iron graven with mystic emblems, this was the weapon and implement of Belzer the Storm King; one of the Archlich Iridex's right-hand lieutenants. Mei dueled this sorceror born of wind and fury until both were exhausted...at which time Mei's monastic training gave her the slight upper hand necessary to finish the deal.
Runestaff of Power +5, 101,300
"Hand and Heart"
One of two items commissioned by Mei Ying from Pizair the Blind, a sightless imp of a gnome who was nearly goblinish with age, but who's crafts were unrivaled by anyone else but the gods. In exchange for this belt, which focuses the strengh of the mind into the body, Mei secured a balor's eye for the gnome...which he then made into an eyepatch to give himself the power to see into souls.
Monk's Belt of Dex/Con +6, 101,500
The second item commissioned by Mei from Pizair, Clarity gives its wearer the ability to access the unfettered singularity of purpose that lies deep in the childlike heart, and the unthinking reflexive skill of the hands, and apply those qualities to one's thinking and insights. The price of Clarity was an angel's tongue, though to what purpose it was used Mei still doesn't know. The tongue was taken by an angel who voluntarily surrendered it as penance for a long-hidden sin.
Headband of Wis/Cha +6, 90k
A garment that fits along its wearer's ribcage, looking like bony fingers of adamantine, the Cage is uncomfortable for mortal wearers, but confers the same incredible enchantments to one as it did on its undead creator. Mei Ying claimed this device after aiding in Iridex's defeat. She wears it beneath her robes, and while the feel of cold metal is a constant reminder of the horrors faced that day, it has saved her life many times even in the short time between then and now.
Vest of Archmagi, +8 armor, +5 saves, +2 CL checks for SR, recall 3 spells/day, heal 5xlvl by spending spell slot, 200k
"Taltex Charm Ring"
A gift from the fey lord Taltex, first offered in semi-jesting suit, then made into a reward for her role in stopping his assassination by a dissenting faction of renegade fey.
Ring of Protection +5; 50,000
Ring of Spell Battle, 12,000
"Spectacles of the Storm King"
Deceptively ordinary looking, with a thin but strong frame and small round lenses of black quartz, worn by the Storm King, Belzer. They were given to him by Iridex to aid him in navigating the lich's dark underground realm, and taken by Mei-Ying as one of three trophies following her defeat of him.
Goggles of Ebon Hunter, 30' darkvision, +1 comp rngd atcks/dmg; MIC108, 18,000
This, and Wanderlust, were the priceless relics of Mei-Ying's order, which were confiscated when the monestary was ordered cleared and the order broken. She retrieved the items from the Minister after proving her case in trial and uses them now despite having had more expensive items before.
Necklace of Adaptation + Ring of Sustenance; 14,000
"Robe of the Endless Void" Robe of mysterious conjuration, 10,000
A cloak supposed to have been the property once of Do Jon Si, the legendary master who founded the order centuries ago, and that accompanied him on many adventures. Mei Ying, having liberated it when she defeated the Imperial Minister of Truth's champion in combat, thus proving her case by trial, now carries it with her as well.
War Wizard's Cloak (endure elements, feather fall; dim door, mage armor, prot from arrows, something else 1/day), 16,000
"Belzer's Last Breath"
The last of the three trophies taken by Mei-Ying from Belzer, the Storm King, after his defeat. These bracers are well made, but not particularly magical in and of themselves. However, each has on it a single shard of ice, magically preserved in a protected housing. As Belzer breathed his last, his breath froze to ice and fell to shatter on the floor. These are two of those shards. When the magic stored within them is called on, a wind blows around Mei-Ying with a sound like a long exhalation. The wind provides defense against incoming missiles...and aids the wearer in aiming ranged attacks of her own.
Bracers of Wind, -2 to ranged attacks against, +1 to ranged attacks, 10,000; MIC82
Glove of Storing, 10,000
Handy Haversack, 2,000
2 tomes +4, 220,000
1 tome +5, 137,500
Share of the Chariot; 8,300
* Instant Transmutation -
As Polymorph any Object, with the following exceptions:
Target: Can only affect objects or self.
In addition to the normal allotment, Can also duplicate Wall of Stone, Wall of Iron, Wall of Ice, or Fabricate. Also, May duplicate Major Creation with the following changes:
Vegetable matter, Stone, base metals; 1 hr./levels; 50 cubic ft/lvl
Precious metals, Crystal, Gems; 10 min./level; 10 cubic ft/lvl *
Rare metal; 1 round/level; 1 cubic ft/lvl
*Craft check to make materials look 'real/permanent', opposed by Perception or Appraise check(May make both checks, if either succeeds they realize it's fake)*
In addition to the standard inability to use as spell components, Any attempt to use any object created by this effect as the target of further transmutation causes the second spell to be wasted and the first to expire immediately.
Last edited by Shayuri; Thursday, 16th May, 2013 at 01:33 PM.
Tuesday, 6th November, 2012, 03:22 AM #8
Minor Trickster (Lvl 4)
The Scrolls of HistoryHouse of the Gods
Last edited by Binder Fred; Sunday, 25th November, 2012 at 09:28 PM.
So it goes.
Active charactersMemorable games
Monday, 19th November, 2012, 09:50 AM #9
Scout (Lvl 6)
EDIT: Because it wasn't collected on any ofthe PC's sheets that I could see:
Chariot of the Clouds: A large cart pulled by two magnificent silver rams (*litteraly* made of silver).
Stats: 80' ground speed, 60' Flight Speed (can hover), can pull 2,000 lbs without tiring or slowing. Can be stored as a figurine of wondrous power. Crafted by Pizair the blind. (Net worth: 150,000)
*Background info from the OOC thread*
First off, Here's what i'm getting as an image of the 'area' and Group formation.
Assuming Rauland as the 'center' of the map (I'm seeing it as being one of the large, main countries, the "Britain" of the world) West is Kadrath, and west beyond that is the great sea, on the other side of which rests Dormith.
To the north and East Lie Mountainous regions inhabited by the Alliance (Tutek's people). Beyond them to the East is the great desert, and within that desert is the Eternal Empire.
Obviously there are also a few other countries to the north of Rauland, and some to the south, though a lot of the area south of Rauland has also been overtaken by the Dormithians.
Gerard's from the Trade City Kaainsbridge, which lies in the mountains, at the border of Rauland, the Alliance, and the Desert.
Mei Ying is from the Eternal Empire.
Ur was from an un-named country to the north.
Tutek is from the Alliance.
Braham is from the desert.
D'raven is on the Bazaar. *Doesn't matter for party/world backstory, he gets written in later*
SIDE NOTE : I thought I remembered reading something more about the 'storm king/lord', but I've been over the entire thread and can only find a couple short references. SO, I'm going to make "Belzer" Actually one of the Dragoons(See below)
Queendom of Dormith - About 50 years ago, after their THIRD failed invasion of Rauland, Dormith started a secret genetic weapons program. With a combination of Gnomish Science and powerful magics, they bred soldiers of draconic blood (dragonborn/dragonkith/spellscales) with great physical and magical potential. These 'children' were raised as warriors, trained and schooled relentlessly until they could best their teachers in both martial and magical prowess, before being gifted with vile demonic powers and powerful magical artifacts and set upon each other to find the best.
Finally, their labours saw fruit, with six of the 'Dragoons' having survived the rigours of the training and infighting. They were sent out into the world secretly, to work undercover for Dormith.
Two went to Rauland. Heroes disappeared, Entire companies of soldiers were wiped out by 'rogue monsters', Supernatural disasters befell the land, and more and more people were left to fend for themselves.
One of them, and his slave ring, was finally defeated by the Legion (See Ur's Background), at which point the other retreated to Kadrath.
Two went North to the Alliance in the mountains(Tutek's background), and began their plans to disrupt this Alliance, causing strife and war. They raised a small army over the years and caused a mystical draught, but were eventually beaten by the Legion and Alliance's combined might. One was killed, the other managed to escape.
One went far to the east, past Rauland, Crossing the great desert to disrupt the Eternal Empire and keep it busy until Dormith was ready to expand that far.
The sixth disappeared.
Having defeated Three of the dragoons, and stopped the Draught, the Legion, The Alliance, and Rauland join together to finally push the Dormithians from Kadrath, defeating the fourth Dragoon in the process.
During the week-long Celebration, Tutek angers a demi-god and is cast to the underworld, his companions following to save him, after which they catch onto the trail of Iridex the lich king.
It is eventually discovered that the ArchLich has hidden strongholds all across the continent, and one by one the Legion tracks down and destroys them, piecing together his plans.
For centuries, Iridex had lain imprisoned in the mountains by a powerful magical artifact...
But the Mystical Draught of the Dormithian Dragoons had been powerful indeed, as they had located and drained magic from this artifact, unknowingly releasing the ArchLich. He immediately set about restoring his once glorious empire, which had been turned to dust and sand - The Great Desert had once housed a vast empire of which he had been king, an Empire which had been destroyed by a powerful magic many centuries ago.
(The remants of which managed to salvage the small portion within the Five Pillars which became the Eternal Empire).
Driven mad by his loss and long imprisonment, Iridex meant to raze the Eternal Empire and form a new, Undead Empire. It is revealed that one of the Draoons who freed him, and Escaped the legion, has now joined him and taken the name 'Belzer the storm king".
Only the relentlessness of the Legion managing to stop him, as the heroes destroy each of his strongholds, finally chasing Belzer across the desert and finding Iridex's 'necropolis' raised from beneath the sands. They infiltrate it and destroy the ArchLich and his phylactery once and for all, mere miles from the borders of the Eternal Empire.
Finally having defeated the ArchLich, Mei Ying returns to her home strengthened and a hero, to restore her order's honour. After some grand adventuring and help from her companions, she manages to reveal that the faction opposing her return is actually under the influence of the nearly forgotten Fifth dragoon, and she challenges him to a trial, narrowly defeating him after a grueling battle.
Planar Quest Clues:
OK, so I've decided against the riddle method b/c honestly I suck at riddles, and don't want to get into the "I think it's easy you think it's hard/Vice versa" Problem.
In Lieu of that, I'm going to give you what you've figured out so far. Your characters have only managed to put all the pieces together recently, after the "Fall of the ArchLich" and "Mei Ling's Homecoming".
During their breaking of the Slave Ring, they first discover the existence of the Dragoons, and that they have been reinforced with extraplanar power. It is later discovered that some of the Power used in their 'creation' and the weapons they wielded were not any form of magic known to mortals, not Divine, nor Arcane, nor even Psionic.
The Artifact that had been holding Iridex in check was made by the same Power, the reason why the Dragoons were drawn to it in the first place, and is why they were able to harness its immense Power, though they themselves did not seem to know this, thinking it was just their natural magical talent.
Even though this artifact was shattered and almost completely drained, Iridex used what remained of his 'cage' to protect himself, even the tiny portion of Power that remained was enough to rival the most powerful magics (Mei Ying's "Iridex's cage" Vest of Archmagi)
In fact, throughout their search for Iridex, they found much of his research and writings, discovering that he was in fact the one responsible for the destruction of his Empire, as he had long ago stumbled onto the ancient Power, and in his too-rash efforts to control it, he lost everything.
A small order of monks (I'm thinking Mei-Ying's fallen order) knew of what was happening, and managed to use their small understanding of the Power to save a portion of the kingdom, raising a ring of mountains to protect them from the withering, and then entrapping the newly-undead Iridex deep in the sea. far from their domain (Not knowing that the area would eventually become inhabited).
The Fifth Dragoon had uncovered this after his assignment to the Eternal Empire, and had sought to grasp this Power for Dormith, after gaining control of one of the factions, he turned it against the order, begging the extermination. Many notes on the subject are discovered in his private quarters after he is defeated, and once they are translated, the companions are able to piece them together with the other information they've gained.
Most of the information Mei Ling's order had on the Power was lost or stolen, but Iridex and the Fifth Dragoon had both been looking for a tome that supposedly revealed much about the Power, and Mei Ling recalled an ancient story of her order about a holy book that was sent into a hidden and protected plane.
Through many divinations, consulting scholars, and pouring over the clues they had found, the Legion discovered that there were two others looking for this book, who had already left the Prime Material Plane in search of it : The missing 'Sixth Dragoon', and a powerful Vampire Lord who had allied himself with Iridex, long enough to find out about the Power and go after it himself, leaving the ArchLich to his final death at the Legion's hands.
*Some of this information came from Tutek's sentient weapon, Sendesemcal, who had just started researching the Power when he had been entrapped. He begrudgingly shared (After much cajoling and threatening) the little he knew.
After they had seemingly hit a dead end ("It's on a hidden Plane" being somewhat of a hard needle to find), the frustrated party received help from the most unlikely of sources..
Some of them had bags or portals linked to a Merchants Plane known as the Bazaar, though a business known as "Black Feather Trading", and after a few weeks at their dead end, they recevied invitations in their bags to come to the local home of the Merchant and discuss their situation.
My character's quest then took her here, partly in search of knowledge outside the realm, and partly to help her avoid 'Imperial Entanglements.' At least for much of her adventures. More recently, the faction that she was up against was outmanuevered, allowing her more free access to her homeland. Of course, by then she liked it here too.
Okay, assuming we go with Binder's framework, which seems very good to me, then I'd install a natural barrier to Rauland opposite the border with Dorminth; a mountain range spanning the eastern side of the country. On the other side of those mountains is a desert...and through that desert, if one knows the ways, one can eventually arrive at a place who's name comes roughly to Eternal Empire of the Jade Throne, or sometimes by an older name Under the Five Pillars of Heaven. The 'pillars' are a ring of tall, unusually narrow mountains that surround the Empire's outer perimeter, creating a barrier of sorts that helps keep it moist and temperate despite the nearby arid area...as well as forming a natural defense against intruders.
Trade with the Eternal Empire comes via merchants who pay desert tribes to convey them along routes that use the few oases in carefully planned legs that allow them to cross the barren white sands without, quite, dehydrating. The goods that come from this are luxury goods, in fashion with the wealthy who are always in search of something new that their peers don't have or can't get...and can pay the exorbitant sums that would entice a man to take the monumental risk of making that journey.
When Mei Ying made the crossing, it was in disgrace; one of the few survivors of a monastic tradition that was found to be heretical in its teachings. In disguise she went with the caravan through the desert and across the treacherous mountain pass until she took refuge in the trading city on the other side. During a raid on that city by monstrous creatures, she revealed herself...and later that evening had to fend off an assassin that had also waited in the caravan, hoping to find his quarry among the workers. Having helped the other members of the group during the attack, they now helped her against her assailant. She elected to go with them after that, and had many adventures at their side.
Eventually, when she grew strong enough, she returned to the shadow of the Five Pillars of Heaven, and confronted the faction that had persecuted the order she'd belonged to...calling for their conflicting beliefs to be put to the test in a sanctioned trial of combat.f
After a difficult, grueling battle that tested her to her limits, Mei Ying restored the honor of her tradition and exposed the crimes of her enemies. However, after doing what she could to set her order back on its path, she found that the monastic life no longer appealed to her. The world was so much bigger than the cradle of the Pillars, and she could not help but feel it was now a cage.
I was thinking of Rauland as an actual country, a kingdom to be precise. If we're talking city-state, then we're talking about an entirely different scale.... A scale that, IMHO, does't fit too well with opposing, and winning, against the conquering clutches of a full-blown foreign *empire* (Dormith).
As briefly mentionned before, I'm personnaly thinking of Rauland as a chaotic land rich in natural ressources (mostly wood, fertile soil for farming and sun-dappled meadows for raising cattle, metals would come from trade (dwarfs? Historically Kadrath? That would certainly have put the pinch on Rauland when Dormith invaded then)). The country rises as one goes inland, crumpling into tree-covered hills from which the rocky points of Tutek's mountains eventually burst through, climbing the sky. Cities/major town would be rare (just the one city?), clustering near the coast, at the mouth of rivers (the main method of transportation into the heart of the country -- though the fore-country would have plenty of trails and sea-side earthen roads). Rauland's natural wealth would flow/float down these rivers - um, let's make it a single large one called The White - to be traded with the neighbouring countries at Gerard's city which sits on both sides of the White (much calmer and siltier, almost lazy in its flowing at this point -- and much browner). Under Rauland's green covering sits the ruins of at least two ancient kindgoms, including the crumbling Sounding Wall, once meant to keep Tutek's ancestors at bay (there is even a rumour that much of the foundation of Gerard's city was originally from a much older (and stranger, some say non-human (quasi-human?)) city that occupied the same spot).
In this context, I suggest we relocate the capital further along the coast and a bit inland, in a large town that's much less cosmopolitan/forward-thinking than Gerard's city. Would have made for some interresting tension, I think.
My point being that Rauland, however we end up defining it, should have it's own personality (and not be defined simply as a meeting point for other cultures (that can be what defines Gerard's city, if you want Scott)).
My sense is that the whole lich affair took place in Rauland though, since Mei's backstory is that she didn't return to the Empire until after it all completed.
Well, how about this: The Lich adventure might have begun in Rauland with the Storm King adventure, at the conclusion of which clues pointing towards the Eternal Empire were uncovered as the PCs were drawn East by a chase scene through the desert with many near misses, hit-and-run ambushes and sudden twists as we pursued the badly beaten Storm King himself (and the last of his monstrous retinue). We run him to ground at the very gates of the empire, with the quest ending *in* the Empire with the finding and then the destruction of his Lich lord and master (a (culture-shock) adventure unto itself) -- at which point the next adventure would have been Mei Ying's Good Name adventure (restauring her tradition's good name in the Empire (some interesting politicing/high-court action there, I imagine )), followed by a short adventure through Braham's desert on our way back (ideas @kinem ?), followed by the Great Draught adventure when we got back to Rauland and found that the situation had gone a bit downhill since our leaving.
I rather like the idea of an "oriental" flavored Zann tradition (fits well with the monk theme and the idea of adventurers as cross-cultural vectors), so wherever Ur winds up finding the book (Rauland or the Empire -- maybe in a deserted, eerily quiet "summer" mountain island lair of Iridex's in Rauland, with only traps, oozes and incorporeal servants/guards eternaly waiting?), we can always say that its ideas originally came from the east. The book's author could be the last earthly incarnation of Zann before ascending, an incarnation of an already Godly eastern Zann, or just a Zann-inspired prophetess depending on who you ask (Ur, with his Rauland outlook, would of course favor option 1). Her name is, and always has been, Ciana An Dailiang ("Peaceful Jade of the Great Bridge")... Acceptable/interresting?
Last edited by Jemal; Monday, 19th November, 2012 at 10:08 AM.
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!
Sunday, 24th February, 2013, 10:37 AM #10
Scout (Lvl 6)
Wade, the Titanforged Construct:
OK, Wade has two "DM TEMPLATES" that I've tweaked over the years. I do plan to use them occasionally.
SO with those two templates and 22 character levels, his CR was 24.
*his base Titanforged race (At the moment) essentially is just a large construct which gains the dwarven "Stability" feature and counts as a size larger for combat purposes (grapple, trip, ac, etc).
Wade - ELITE BOSS Large** Construct, Monk 2/Warlock 16/Fighter 4 (CR 24)
**Wade is Large but has combat modifiers as though Huge*
Stats: 10 base in all stats, 30 to distribute
STR : 26 (+8) *18 +2 Boss +6 enhancement*
DEX : 30 (+10) *18 +2 boss +4 lvl +6 Enhancement*
CON : - (-)
INT : 18 (+4) *16 +2 Boss*
WIS : 14 (+2) *10 +2 Boss +2 lvl*
CHA : 30 (+10) *18 +2 Boss +4 lvl +6 enhancement
HD: 4d10+16d6+30size+44tough = 210 HPX3 = 630
AC= 45 (10 base + 10 Dex +10 cha +5 deflection +4 nat armour +7 armour +1 monk -2 size)
Touch AC 34
Saves= Fort: +16(object) Ref: +23 Will: +21
Grapple: +37; Trip +16(Resist +20)
Eldritch Blast: +31: 11d6+2 dmg, range 250'
Hideous Blow +31, 13d6+12 dmg
Flurry: +29/29/24/19/14; 2d6+12 dmg
Eldritch Cone(30' cone, DC 30 reflex for half),
Repelling Blast(DC 32 reflex vs 1d6X5 knockback)
Feats (10) : Practiced Caster, Aesetic Mage, W.Focus(E.Blast), W.Focus(Unarmed), Thick Skinned X2, Weapon Finesse, W.Spec: E.blast/Unarmed, Ability Focus: Repelling Blast
*Bonus Feats: Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Improved ToughnessX2
Epic Feat: Exceptional Deflection
DR 12/-, DR 16/cold iron, SR 34, Energy Resist 30(All), Evasion, Stable(+4 vs trip)
Least - Hideous Blow, Eldritch Spear, See the Unseen
Lesser - Flee the Scene, Fell Flight, Voidsense
Greater - Repelling Blast, Devour Magic, Eldritch Cone
Dark - *Classified*
*Gear* 753K total
+6 str, dex, cha (108K)
+5 saves (25K)
+5 enchanted Attacks (150K)
+7 armour (49K)
+5 deflection/+4 nat armour (82K)
Universal Energy Resistance greater(308K)
Fell power(+2d6 dmg Eldritch Blast) (18K)
Monk's Belt (13K)
Last edited by Jemal; Sunday, 24th February, 2013 at 10:43 AM.
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!