Gestalt 13th Level "Terror and Blasphemy" Characters (10)

Creamsteak

Explorer
This is the thread for both groups that I am going to DM through the adventure "Terror and Blasphemy." This adventure uses fully equiped 13th level Gestalt Characters, and none of the players have read the adventure.
 
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Paxus Asclepius

First Post
Aemon al'Relan, human Bbn/Brd 13

Str 21 [6 points, 3 level raises, +4 Girdle]
Dex 18 [6 points, +4 Gloves]
Con 18 [6 points, +4 Amulet]
Int 14 [6 points]
Wis 10 [2 points]
Cha 16 [6 points, +2 Cloak]

Hit Dice: 13d12+52 (142)
BAB= +13
Fort +12 (base +8, Con +4)
R +12 (base +8, Dex +4)
W +8 (base +8)

AC: 25 (+10 armor, +1 deflection, +4 Dex) touch 15, flatfooted 21
Attacks: +20/+15/+10 melee, 2d4+7 15-20/x2 falchion
+18/+13/+8, 1d8+5 20/x3, longbow

Feats: Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Brute, Arcane Strike

Skills:
Climb +21 [16 ranks, +5 Str]
Concentration +20 [16 ranks, +4 Con]
Hide +19 [16 ranks, +4 Dex, -1 armor]
Listen +16 [16 ranks]
Move Silently +19 [16 ranks, +4 Dex, -1 armor]
Perform (sing) +19 [16 ranks, +3 Cha]
Spellcraft +18 [16 ranks, +2 Int]
Tumble +19 [16 ranks, +4 Dex, -1 armor]
Use Magic Device +19 [16 ranks, +3 Cha]

Class abilities: DR 3/-, Greater Rage 4/day, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +4, Fast Movement, Bardic Knowledge (+15), Bardic Music (inspire courage, countersong, fascinate, inspire competence, suggestion, inspire greatness, song of freedom)

Spells: 3/4/4/4/2 Save DC 13+ spell level
0th: Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Resistance
1st: Charm Person, Disguise Self, Expeditious Retreat, Hideous Laughter
2nd: Blur, Mirror Image, Shatter, Silence
3rd: Dispel Magic, Haste, Major Image, See Invisibility
4th: Cure Critical Wounds, Greater Invisibility, Hold Monster, Shout

EQ: Cloak of Charisma +2, Girdle of Giant Strength +4, Amulet of Health +4, Gloves of Dexterity +4, Ring of Sustenance, Ring of Protection +1, +5 Mithral Breastplate, +2 Keen Falchion, +1 Mighty [+4] composite longbow, 40 cold iron arrows, 40 alchemical silver arrows, 3 wands of Cure Light Wounds, wand of True Strike, 115 gold.

XP: 82,680
 

Serpenteye

First Post
Ikobian Arafil

Elf, Ghost, Gestalt Rogue/Sorcerer 10. (ecl 13)

Str: 2 / -4 (8 -6(venerable age))
Dex: 18/+4 (17 +2(elf)+5(item) -6(venerable age))
Con: --/-- (8 -2(elf) -6(venerable age))
Int: 14/+2 (11 +3(venerable age))
Wis: 14/+2 (11 +3(venerable age))
Cha: 32/+11 (17 +3(venerable age) +4(ghost) +2(level) +6(item)

Init: +4
Speed: 30 ft (perfect flight, incorporeal)
Age: 780 years
Height: 6'1"
Weight: ----

HP: 70 (12 + 6,5*9)
AC: 31 (10 +4(dex) +11(cha) +6(bracers) (50% miss chance for attacks from corporeal sources)
Bab: 7
Attack: +12, Touch attack
Full Attack: +10/+10/+5/+5 (two weapon fighting) Touch attack
Damage: 1d6+1 +1d4 ability damage +5d6 Sneak attack
Fort: +3 (+3+0)
Refl: +11 (+7+4) (50% miss chance for spells from corporeal sources)
Will: +9 (+7+2)
Feats: Two-Weapon Fighting, Weapon Finesse (touch attack), Eschew Materials, Improved Two-Weapon Fighting.

Skillpoints: 130:.....total (ranks+abilities+elf+ghost+synergies)
Bluff (Cha):..............24 (13+11)
Diplomacy (Cha):......28 (13+11+0+0+2+2)
Disguise (Cha):.........23 (10+11+0+0+2)
Hide (Dex):..............25 (13+4+0+8)
Intimidate (Cha):......26 (13+11+0+0+2)
Listen (Wis):............22 (10+2+2+8)
Move Silently (Dex):..A manifested ghost always moves silently.
Search (Int):...........19 ( 7+2+2+8)
Sense Motive (Wis):..13 (12+1)
Spot (Wis):..............25 (13+2+2+8)
Concentration:.........13 (13+0+0+0)
Spellcraft (Int):........15 (13+2+0+0)
Speak language: Abyssal, Celestial, Infernal, Dwarven, Giant: 10 sp.

Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal, Dwarven, Giant.

Spells by level:
0:6.....Arcane Mark, Detect Magic, Disrupt Undead, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic.
1:9.... Charm Person, Chill Touch, Magic Missile, Obscuring Mist, Ray of Enfeeblement.
2:9.... Command Undead, Glitterdust, Web, Pyrotechnics.
3:9.... Slow, Haste, Major Image.
4:7.... Dimension Door, Enervation.
5:5.... Dominate Person.

DC: +11

Rogue Features:
Trapfinding, Evasion, Uncanny dodge, Trap sense +3, Sneak attack +5d6, Improved Uncanny Dodge, Improved Evasion.

Elf Features:
* +2 Dexterity, -2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Ghost Special Qualities:
* Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

* Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon.
A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Ghost Special Attacks:
* Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.


Ghostly equipment:
Gloves of Dex +5, 25000 gp
Cloak of Cha +6, 36000 gp
Bracers of armor +6, 36,000 gp
Noble's Outfit, 100 gp
Hand of the Mage, 900 gp
Handy Haversack, 2000 gp
Amulet of Mighty Fists +1, 6,000 gp


Grave:
A coffin of lead hidden 15 feet beneath the floor of a sub-basement beneath a ruined shrine of a dead deity in an ancient monster-infested elven city. (value 4,000 gp)
 
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Hammerhead

Explorer
Tammarian the Silver
Chaotic Neutral Human Cleric/Rogue 13 of Ollidamra
Hit Dice: 13d8+13 (75 hp)
Initiative: +9 (Dex, Improved Initiative)
Speed: 30 ft. (Light Load: 22 lb./33 lb.)
AC: 24 (+5 dex, +6 armor, +2 shield, +1 natural)
Full Attacks: +1 small shocking shortswords +13/+13/+8/+8 (1d6+1+1d6), or +1 small composite shortbow +15/+10 (1d6+1)
Attacks: +1 small shocking shortsword +15 (1d6+1+1d6), or +1 small composite shortbow +15 (1d6+1)
Racial Traits: Extra skills, bonus feat
Class Features: Trapfinding, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +4, Sneak Attack +7d6, Crippling Strike, Turn Undead 3/day, Spontaneous Healing
Saves: Fort +11, Ref +15, Will +16
Abilities: Str 10, Dex 16 (20), Con 12, Int 14, Wis 18 (22), Cha 10
Skills: Balance +11 [4 ranks], Bluff +16 [16 ranks], Concentration +17 [16 ranks], Disguise +24 [12 ranks], Disable Device +20 [16 ranks], Gather Information +8 [8 ranks], Listen +14 [8 ranks], Hide +18 [8 ranks], Knowledge: Religion +10 [8 ranks], Move Silently +18 [8 ranks], Open Lock +15 [8 ranks], Search +18 [16 ranks], Sense Motive +16 [8 ranks], Sleight of Hand +19 [12 ranks], Spot +14 [8 ranks], Spellcraft +18 [16 ranks], Tumble +13 [8 ranks]
Feats:Two-Weapon Fighting, Improved Initiative, Weapon Finesse, Two-Weapon Defense, Improved Two-Weapon Fighting, Improved Two-Weapon Defense, Quick Draw
Languages: Auran, Common, Terran

Spells
1st (7+d) DC 17 - Comprehend Languages, Divine Favor (3), Obscuring Mist, Protection From Evil, Shield of Faith, Entropic Shield
2nd (7+d) DC 18 - Aid (2), Align Weapon (2), Bear's Endurance, Silence, Sound Burst, Invisibility
3rd (5+d) DC 19 - Dispel Magic, Magic Vestment, Prayer, Protection From Energy (2), Searing Light
4th (5+d) DC 20 - Death Ward, Divine Power (2), Greater Magic Weapon (2), Confusion
5th (4+d) DC 21 - Flame Strike (2), Righteous Might, Spell Resistance, Break Enchantment
6th (3+d) DC 22 - Greater Dispel Magic, Harm, Heal, Mislead
7th (1+d) DC 23 - Summon Monster VII, Spell Turning


Equipment (108,560/110,000 gp)

Mithral Chain Shirt +2 (5,250 gp) [12 lb.]
Gloves of Dexterity +4 (16,000 gp)
Periapt of Wisdom +4 (16,000 gp)
Belt of Hardening +1 (4,000 gp)
Vest of Resistance +2 (4,000 gp) [1 lb.]
Strand of Prayer Beads: Healing, Karma (9,000 gp)
Hat of Disguise (1,800 gp)
Shocking Short Sword +1 (8,310 gp) [2 lb.]
Shocking Short Sword +1 (8,310 gp) [2 lb.]
Boots of the Silent Spider (9,800 gp) [1 lb.]
Composite Shortbow +1 (2,375 gp) [2 lb.]
Cloak of Elvenkind (2,500 gp) [1 lb.]
Bracers of Speed (12,000 gp) [1 lb.]
Pearl of Power II (4,000 gp)
Wand of Cure Light Wounds, 1st (750 gp)
Potion of Fly, 5th (750 gp)
Scroll of Dimensional Anchor, 7th (700 gp)
Scroll of Summon Monster VII, 13th (2,275 gp)
Scroll of Divine Power, 7th (700 gp)
 
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Keia

I aim to misbehave
Garrick Stormarrow,
Neutral Good Wizard/Fighter 5, Fighter/SpellSword 1, Wizard/Order of the Bow 7
Hit Dice: 10 + 5d10 + 7d8 + 26 (123 hp)
Initiative: +10 (Dex +6, Improved Initiative +4)
Speed: 30 ft. (Light Load: 37.0 lb./266.0 lb.)
AC: 33 (10 Base +6 dex, +8 armor, +6 shield, +2 deflection, +2 natural) Flat: 27, Touch: 18
Full Attacks: +1 (Mighty +5) Composite Longbow (GMW’ed to +4) +26/+26/+21/+16 missile (1d8+11 (+2d6 holy, +2d6 Evil Outsider)/19-20x3 piercing), +1 hit and damage within 30’, +4d8 precision within 30’
Attacks: +1 (Mighty +5) Composite Longbow (GMW’ed to +4) +20 missile (3d8+33 (+2d6 holy, +2d6 Evil Outsider)/19-20x3 piercing), +1 hit and damage within 30’ +4d8 precision within 30’
Racial Traits (ECL +0): Bonus feat, Bonus skill point per level, favored class (highest),
Class Features: Ignore Spell Failure (10%), Ranged Precision (+4d8), Close Combat Shot, Greater Weapon Focus, Sharp shooting, light armor proficiency, medium armor proficiency, heavy armor proficiency, shield proficiency, martial weapon proficiency (all), mettle, simple weapon proficiency (all), summon familiar
Saves: Fort +14.33, Ref +18, Will +16; (+3 Cloak, +2 Reflex from Familiar, both included)
Abilities: Str 14 (20), Dex 16 (22), Con 14, Int 16 (20), Wis 14, Cha 8
Skills: Climb +5 [2 ranks], Concentration +18 [16 ranks], Craft (armor) +6 [1 rank], Craft (blacksmith) +6 [1 rank], Craft (weapon) +6 [1 rank], Decipher Script +21 [16 ranks], Handle Animal +1 [2 ranks], Intimidate +1 [2 ranks], Jump +7 [2 ranks], Knowledge (arcana) +21 [16 ranks], Knowledge (history) +9 [4 ranks], Knowledge (nature) +9 [4 ranks], Knowledge (planes) +21 [16 ranks], Knowledge (religion) +6 [1 rank], Knowledge (war) +7 [2 ranks], Spellcraft +21 [16 ranks], Spot +15 [8 CC ranks, +5 circumstance], Swim +7 [2 ranks]; +2 racial bonus on Listen, Search, and Spot checks, +2 Alertness bonus to Listen and Spot when familiar is within arms reach,
Feats: Improved Initiative (human), Point Blank Shot (1st), Precise Shot (Ftr 1), Weapon Focus (Longbow) (Ftr 2), Rapid Shot (3rd), Weapon Specialization (Ftr 4th), Craft Wondrous (Wiz 5th), Many shot (6th), Improved Rapid Shot (Ftr 6th), Improved Critical (9th), Craft Arms and Armor (Wiz 10th), Improved Precise Shot (12th), [Scribe Scroll], [Greater Weapon Focus], [Sharp Shooting]
Languages: Common, Draconic, Elven, + 1 other

Ranged Precision +4d8(Ex): As a standard action, the Initiate can make single aimed attack with a ranged weapon deals additional damage (+4d8). Attack must be within 30 feet and damage does not apply to creatures immune to criticals. May only be taken on a wespon with which the initiate has weapon focus.

Close Combat Shot (Ex): An initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Spell-like abilities: See Invisibility (permanent effect).

Familiar
Weasel (Tiny Animal) - HD: 13d8 (hp 61); Initiative: +2; Speed: 20 ft., climb 20 ft.; AC: 21 (+2 size, +2 dex, +7 natural), touch 14, flat-footed 19; Base Attack/Grapple: +13/+1; Attack: Bite +17 melee (+13 Base +2 Size +2 Dex) (1d3-4); Full Attack: Bite +17 melee (+13 Base +2 Size +2 Dex) (1d3-4); Space/Reach: 2-1/2 ft./0 ft.; Special Attacks: Attach; Special Qualities: Low-light vision, scent, alertness, empathic link, improved evasion, share spells, deliver touch spell, speak with master, speak with animals, spell resistance (18), Scry on Familiar; Saves: Fort +9.33, Reflex +9, Will +12; Abilities: Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 5;Skills: Balance +10, Concentration +16, Climb +10, Craft (various) +2, Decipher Script +17, Handle Animal -1, Intimidate -1, Hide +11, Jump -1, Knowledge (Arcane) +17, Knowledge (History) +5, Knowledge (Nature) +5, Knowledge (Planes) +16, Knowledge (Religion) +2, Knowledge (War) +3, Move Silently +8, Spellcraft +17, Spot +9, Swim -1; Feats: Weapon finesse

Wizard Spells (Caster Level 13)
0th (4/day) DC 15 - Detect Magic (x2), Prestidigitation, Read Magic
1st (6/day) DC 16 - Identify, Magic Missile (x3), ShieldTrue Strike
2nd (5/day) DC 17 - Knock, Mirror Image (x2), Protection from Arrows, Scorching Ray
3rd (5/day) DC 18 - Dispel Magic, Haste (x2), Greater Magic Weapon (x2)
4th (5/day) DC 19 - Enervation (x2), Greater Invisibility, Polymorph
5th (4/day) DC 20 - Cone of Cold, Hold Monster, Teleport, Wall of Force
6th (2/day) DC 21 - Disintegrate, Greater Heroism
7th (1/day) DC 22 - Spell Turning

Equipment (108,170/110,000 gp)
+4 Mithral Chain shirt (9,100 gp, 1,280 xp) [12.5 lb.]
+4 Mithral Buckler (9,100 gp, 1,280 xp) [2.5 lb.]
+1 (Mighty +5) Composite Longbow of Holy and Bane (Evil Outsiders) (16,900 gp, 1,440xp) [3 lb.]
Amulet of Natural Armor +2 (4,000 gp, 320 xp)
Eyes of the Eagle (1,250 gp, 100 xp)
Bracers of Archery, Lesser (2,500 gp, 200 xp) [1 lb.]
Alchemically silvered arrows x20 (41 gp) [3 lb.]
Cold Iron arrows x20 (2 gp) [3 lb.]
Adamantine arrows x10 (600 gp) [3 lb.]
Ring of Protection +2 (8,000 gp)
Headband of Intellect +4 (8,000 gp, 640 xp)
Gloves of Dexterity +6 (18,000 gp, 1,440 xp)
Belt of Strength +6 (18,000 gp, 1,440 xp) [1 lb.]
Cloak of Resistance +3 (4,500 gp, 360 xp) [1 lb.]
Efficient Quiver (900 gp, 72 xp) [2 lb.]
Blessed Book (6,250 gp, 500 xp) [1 lb.]
Pearls for Identify [10] (1,000 gp)
Warhammer (12 gp) [5 lb.]
Weasel familiar (100 gp)
 

Kalanyr

Explorer
Elven (Fighter/Wizard 5)
(Bladesinger 3/Fighter 3)
Alternated with so that spellcasting is gained at each level.
(Bladesinger 3/Wizard 3)
(Dragonslayer 1/Fighter 1)
(Dragonslayer 1/Wizard 1)
(Total Fighter 9 Wizard 9 Bladesinger 6 Dragonslayer 2)
(13th caster level, +13 BAB)
HD: 10d10 (59.5) + 3d8 (13.5) + 52 (125 hp)
Saves : Fort: +12 Ref: +10 Will: +8
Spare XP: 4 460

Str 14 (20) Dex 16 (20) Con 12 (18) Int: 19 (23) Wis 10 Cha 10
3 Level Points: Int.


+1 Light Fortifciation Mithril Breastplate (6,200 gp + 160 xp)
+1 Holy Keen Silver Rapier (16,335 gp + 1280 xp )
Gauntlets of Strength (+6) and Dexterity (+4) (34,000 + 2720 xp )
Headband of Intellect (+4) (8,000 + 640 xp)
Periapt of Constitution (+6) (18,000+1440 xp)
Ring of Protection +2 (4000 gp)
Ring of Sustenance (2500 gp)
Boccob's Blessed Book (6,250 gp + 500 xp)
284 spell levels of spells (14200 gp)
500 gp of miscellaneous equipment
15 gp

Spells in Book
0 -
1 -
2 -
3 -
4 -
5 -
6 -
7 -


1 Combat Casting
3 Craft Wondrous Items
6 Iron Will
9 Spell Focus (Transmutation)
12 Spell Focus (Evocation)

F1 Weapon Focus (Rapier)
F2 Dodge
F4 Combat Expertise
F6 Weapon Specialisation (Rapier)
F8 Greater Weapon Focus (Rapier)

W1: Scribe Scroll, Find Familiar
W5: Craft Magic Arms and Armour
 

nameless

First Post
Scourge the Eveningstar
Lawful Good Human Sorceror 13/Paladin 5-Hunter of the Dead 8

Hit Dice: 10 + 4d10 + 8d8 + 13 (91 hp)
Initiative: +1 (Dex +1)
Speed: 30 ft.
AC: 22 (10 Base +1 dex, +8 sacred, +2 deflection, +1 natural) Flat: 21, Touch: 13
Full Attacks: Morningstar +18/+13/+8 melee (1d8+6)
Attacks: Morningstar +18 melee (1d8+6)
Racial Traits: Bonus feat, Bonus skill point per level, favored class (highest)
Class Features: light armor proficiency, medium armor proficiency, heavy armor proficiency, shield proficiency, martial weapon proficiency (all), simple weapon proficiency, aura of good, detect evil, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead 13/day, special mount, detect undead, smite undead 2/day, spurn death's touch, true death, extra turning (bonus feat), positive energy burst, summon familiar
Vow of Poverty Features: AC Bonus +8, 6 bonus exalted feats, endure elements, exalted strike +2 (magic and good), sustenance, deflection bonus +2, resistance bonus +2, ability score enhancement +4/+2, natural armor +1, mind shielding, DR 5/magic, greater sustenance, energy resistance 5 to acid/cold/fire/electricity/sonic
Saves:*additional +1 against all spells and spell-like abilities Fort +17 (+8.5 class +6 divine grace +1 Con +2 resistance), Ref +13 (+4.33 class +6 divine grace +1 Dex +2 resistance), Will +18 (+8.5 class +6 divine grace +2 Wis +2 resistance);
Abilities: Str 16 (+2 vow), Dex 12, Con 12, Int 10, Wis 14, Cha 23 (+3 level, +4 vow)
Skills: Concentration +13 (12 ranks +1 Con), Diplomacy +15 or +17 vs good creatures (5 ranks +6 Cha +2 Nymph's Kiss +2 Sacred Vow +2 Nimbus of Light*), Knowledge (arcana) +15 (15 ranks), Knowledge (religion) +5 (5 ranks), Sense Motive +7 or +9 vs good creatures(5 ranks +2 Wis +2 Nimbus of Light*), Spellcraft +17 (15 ranks +2 synergy)
Feats: Sacred Vow (1st), Vow of Poverty (human), Nimbus of Light (vow 1), Nymph's Kiss(vow 2), Power Attack (3rd), Exalted Turning (vow 4), Divine Might (vow 6), Arcane Strike (6th), Celestial Familiar (vow 8), Spell Focus - Enchantment (9th), Holy Radiance (vow 10), Extra Turning (bonus 11), Stigmata (vow 12), Spell Focus - Transmutation (12th), *Alertness (when familiar within arm's reach)
Languages: Common, Celestial

Familiar - Lantern Archon
HD 13d8 [special] (45 hp); Initiative +4; Speed Fly 60 ft. (perfect); AC 22; Base Attack/Grapple +13/+4; Attack: Light Ray +14 ranged touch (1d6); Full Attack: 2 light rays +14 ranged touch (1d6); Space/reach: 5ft./5ft.; Spell-like abilities: At will- Aid, Continual Flame, Detect Evil; Special qualities: Aura of Menace DC 18, DR 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues, alertness*, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of kind, spell resistance 18, scry on familiar; Saves: Fort +8 (+14 against poison) Ref +4, Will +8; Str 1, Dex 11, Con 10, Int 12, Wis 11, Cha 10; Skills: Concentration +12, Diplomacy +5, Knowledge (arcana) +16, Knowledge (religion) +6, Knowledge (the planes) +5, Listen +4, Spot +4, Sense Motive +5, Spellcraft +18; Feats: Improved Initiative
Sorceror Spells (Caster Level 13)
0th x9 (6/day) DC 16 - Detect Magic, Prestidigitation, Read Magic, Light, Ghost Sound, Mage Hand, Message, Acid Splash, Open/Close
1st x5 (8/day) DC 17 - Magic Missile, Shield, True Strike, Enlarge Person, Feather Fall
2nd x5 (8/day) DC 18 - Tasha's Hideous Laughter*, Web, See Invisibility, Shatter, Detect Thoughts
3rd x4 (7/day) DC 19 - Dispel Magic, Haste, Fireball, Fly
4th x4 (7/day) DC 20 - Dimension Door, Greater Invisibility, Polymorph, Confusion*
5th x3 (7/day) DC 21 - Teleport, Cone of Cold, Transmute Rock to Mud*
6th x2 (5/day) DC 22 - Mass Suggestion*, Disintegrate*

Paladin Spells (Caster Level 2)
1st (1/day) DC 13 - Lesser Restoration

Hunter of the Dead Spells (Caster Level 8)
1st (3/day) DC 13 known - magic stone, magic weapon, cure light wounds, hide from undead, remove fear; memorized - hide from undead, cure light wounds (x2)
2nd (2/day) DC 14 known - bull's strength, cure moderate wounds, continual flame, darkvision, lesser restoration, remove paralysis; memorized - darkvision, cure moderate wounds
3rd (1/day) DC 15 known - cure serious sounds, daylight, halt undead, protection from elements, searing light, speak with dead; memorized - protection from elements
4th (1/day) DC 16 known - cure critical wounds, death ward, disrupting weapon, freedom of movement, restoration; memorized - death ward

Equipment
Clothing
Morningstar
Dagger
Spiked Gauntlet

-----------------------------------
Sacred Vow: +2 perfection bonus to Diplomacy, allows other Vow feats

Vow of Poverty: May only own unexceptional simple weapons, simple clothes, 1 day's food (which is now extraneous) in a simple sack, and a spell component pouch. Ownership of magic items is disallowed, but benefiting from others' magic items is allowed. The benefits are as follows:
AC Bonus (Su): +4 sacred bonus to AC, +1 per 3 levels. Does not apply to touch or incorporeal touch attacks. Still counts for brilliant energy weapons.
Bonus exalted feats: Bonus exalted feats at first and every even level.
Endure elements (Ex): Immune to the effects of being in a hot or cold environment (-50 to 140 degrees) and doesn't need to make saves against it.
Exalted Strike (Su): Enhancement bonus to attack and damage with all attacks. +1 at level 4, +2 at 10, +3 at 14, +4 at 17, and +5 at 20. At level 4 it counts at magic, and level 10 as good.
Sustenance (Ex): Doesn't need to eat or drink.
Deflection (Su): +1 deflection bonus to AC per 6 levels.
Resistance (Ex): Resistance bonus to all saves. +1 at 7th, +2 at 13th, and +3 at 17th.
Ability Score Enhancement (Ex): At 7th level, +2 to one ability score, at 11th, that score increases an extra +2, and another increases by +2. At 15th, previous scores get another +2, and another gets a first +2. Repeat for one more score at 19th level.
Natural Armor (Ex): +1 natural armor bonus every 8th level.
Mind Shielding (Ex): Immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Damage Reduction (Su): DR 5/magic at level 10, 5/evil at level 15, and 10/evil at 19th.
Greater Sustenance (Ex): No longer needs to breathe.
Energy Resistance (Ex): Resistance 5 to fire, cold, acid, electricity and sonic energy. Increases to 15 at level 20.
Freedom of Movement (Ex): At level 14, can act as is under Freedom of Movement constantly.
Regeneration (Ex): At 17th level, can heal 1 damage per level per hour (instead of per day), and heals nonlethal damage at that rate every 5 minutes.
True Seeing (Su): At 18th level, gain a continual true seeing, as the spell.

Nymph's Kiss: Fey creatures regard Scourge as if he was fey. +2 circumstance bonus to all Cha-based checks, +1 bonus on all saves against spells and spell-like abilities, and 1 extra skill point per level.

Exalted Turning: Any creature turned takes 3d6 points of damage in addition to any other effect.

Nimbus of Light: A luminous glow surrounding Scourge lets good creatures know that he is pure. +2 circumstance bonus to diplomacy and sense motive against good creatures. The radiance sheds bright light to 5 feet and dim light to 10 feet, and can be activated or deactivated as a free action.

Celestial Familiar: Allows a Lantern Archon as a familiar.

Holy Radiance: As a free action, the Nimbus of Light can be increased to 10 feet of bright light and 20 feet of dim light. Any undead in the bright light take 1d4 damage per round.

Stigmata: Allows sacrifice of Con damage to heal allies. For each 2 Con damage, 1 damage per level of the target is healed. Each point of Con damage taken allows 1 target to be healed. The healing touch can be held for up to an hour, and the Con sacrifice is a free action. It also allows a new save against any disease with a bonus equal to the Con damage taken. The Con damage taken by this ability can't be restored until an hour has passed from its original use.

Arcane Strike: Sacrifice spells for improved melee damage. As a free action, use up a spell slot to improve all melee attacks for one round, giving +1 to hit and +1d4 damage per attack per level of the spell.

Divine Might: As a free action, use a turn undead attempt to add your Charisma bonus to all melee damage for one round.

Turn Undead (Su): 13 times per day (3 +6 Cha +4 extra turning) Scourge may turn undead with a +10 bonus (+6 Cha, +2 Knowledge (religion), +2 Nymph's Kiss) as a level 10 Cleric (5-2 Paladin +8 Hunter of the Dead), and does 3d6 damage to any undead thus turned.
Lay on Hands (Su): Scourge can lay on hands for 30 points per day.
Smite Evil (Su): Scourge can smite evil 2 times per day at +6 to hit and +5 to damage
Detect undead (Su): Scourge can detect undead at will, as the spell of the same name.
Smite undead (Su): 2 times per day, Scourge can smite undead with one normal melee attack. He adds his +2 Wisdom modifier to the attack roll, and his +8 hunter of the dead levels to the damage roll. This ability can be used separately from a smite evil, and both can potentially be used on the same target.
Spurn Death's Touch (Ex): Scourge applies his +2 wisdom bonus as an additional bonus on all saves against spells and effects used by undead.
True Death (Su): Undead slain by Scourge, by melee attacks or spells can never rise again as undead. They are forever destroyed.
Positive Energy Burst (Su): At the cost of two normal turning attempts, Scourge can use a standard action to unleash a positive energy burst that deals 1d6 points of damage per class level (8d6) to all undead within 20 feet. They are allowed a reflex save DC 24 (10+class level+Cha bonus) for half damage.
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