Against the Crimson Tides


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Anya
Female Human
Cleric 3/Diviner 3/Mystic Theurge 15/Archmage 4
Medium Humanoid (Human)

Patron Diety: Goddess of Chance
Alignment: Chaotic Good
Height: 5'2"
Weight: 95 lb.
Hair: Dark brown
Skin: Pale, slightly olive-toned
Eyes: Dark brown
Age: 32

Str: 18 (+4) [0 pts, +6 enhancement, +4 inherent]
Dex: 24 (+7) [6 pts, +6 enhancement, +4 inherent]
Con: 24 (+7) [6 pts, +6 enhancement, +4 inherent]
Int: 34 (+12) [13 pts, +6 enhancement, +5 inherent, +6 levels]
Wis: 24 (+7) [6 pts, +6 enhancement, +4 inherent]
Cha: 15 (+2) [1 pts, +6 enhancement]

Hit Dice: 3d8 + 22d4 + 175
HP: 247
AC: 46, Flat 46, Touch 35 [+6 Armor, +5 Natural, +7 Dex, +7 Wis, +1 Monk, +4 Deflection, +3 Luck, +3 Sacred]
Init: +11 [+7 Dex, +4 Improved Initiative]
Speed: 40 ft. (Base 30)
Armor Check Penalty: -0

Saves:
Fort +27 [+8 base, +2 Epic, +7 Con, +3 Luck, +3 Sacred, +4 Resistance]
Ref +25 [+6 base, +2 Epic, +7 Dex, +3 Luck, +3 Sacred, +4 Resistance]
Will +35 [+16 base, +2 Epic, +7 Wis, +3 Luck, +3 Sacred, +4 Resistance]

BAB: +13/+8
Melee Atk: +22 (1d8+10, x2, Morningstar/Rod of Absorption)
Melee Atk: +17 (1d8+4, x2, unarmed)

Skills: (6x6 + 7x8 + 10x4 + 11x8 + 12x2 = 244)
Balance +9 [0 ranks, +7 Dex, +2 Tumble]
Bluff +33 [28 ranks, +2 Cha, +3 Competence]
Concentration +45 [28 ranks, +7 Con, +10 Competence]
Diplomacy +39 [28 ranks, +2 Bluff, +2 Knowledge Nobility, +2 Sense Motive, +2 Cha, +3 Competence]
Disguise +7 [0 ranks, +2 Cha, +3 Competence, +2 Bluff]
Gather Information +7 [0 ranks, +2 Cha, +3 Competence, +2 Knowledge Local]
Handle Animal +5 [0 ranks, +2 Cha, +3 Competence]
Heal +9 [0 Ranks, +7 Wis, +2 Kit]
Hide +35 [28 ranks, +7 Dex]
Intimidate +7 [0 ranks, +2 Bluff, +2 Cha, +3 Competence]
Jump +15 [0 ranks, +4 Str, +2 Tumble, +4 Speed, +5 Competence]
Knowledge Arcana +27 [15 ranks, +12 Int]
Knowledge Architecture +13 [1 ranks, +12 Int]
Knowledge Geography +13 [1 ranks, +12 Int]
Knowledge History +13 [1 ranks, +12 Int]
Knowledge Local +17 [5 ranks, +12 Int]
Knowledge Nature +13 [1 ranks, +12 Int]
Knowledge Nobility +17 [5 ranks, +12 Int]
Knowledge Planes +13 [1 ranks, +12 Int]
Knowledge Religion +18 [6 ranks, +12 Int]
Listen +9 [0 ranks, +2 Alertness, +7 Wis]
Move Silently +17 [0 ranks, +7 Dex, +10 Competence]
Perform +5 [0 ranks, +2 Cha, +3 Competence]
Sense Motive +35 [28 ranks, +7 Wis]
Spellcraft +33 [16 ranks, +12 Int, +3 Skill Focus, +2 Knowledge Arcana]
Spot +14 [0 ranks, +7 Wis, +2 Alertness, +5 Competence]
Tumble +18 [11cc ranks, +7 Dex]
Use Magic Device +19 [14cc ranks, +2 Cha, +3 Competence]

Feats:
Improved Initiative (Human)
Spell Focus Necromancy (Level 1)
Scribe Scroll (Diviner 1)
Spell Focus Evocation (Level 3)
Leadership (Level 6)
Craft Wondrous Item (Level 9)
Celestial Familiar (Level 12)
Alertness (Familiar)
Skill Focus Spellcraft (Level 15)
Quicken Spell (Level 18)
Improved Spell Capacity 10 (Level 21)
Improved Spell Capacity 11 (Level 24)

Languages:
Base: Common
Bonus: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Goblin, Ignan, Infernal, Sylvan, Terran, Undercommon

Ongoing Effects/Spells/Qualities:
- Arcane Sight (Permanent, CL 25)
- Contingency (Moment of Prescience if attacked without Moment of Prescience active, such as when it has been used)
- Counterspell (Anya's Ring II)
- Darkvision (Permanent, CL 25)
- Death Ward (Scarab of Protection)
- Detect Scrying (Cast daily)
- Detect Thoughts (Anya's Headband)
- Displacement (Anya's Cloak )
- Endure Elements (Anya's Boots)
- Evasion (Anya's Ring I)
- Feather Fall (Anya's Ring I)
- Freedom of Movement (Anya's Ring II)
- Greater Magic Weapon (Rod of Absorption)
- Invisibility (Anya's Ring II)
- Magic Circle Against Evil (Coure Familiar)
- Mind Blank (Cast daily)
- Moment of Prescience (Cast daily, and as Contingeny Spell)
- Overland Flight (Cast daily)
- Reroll 1/day (Luck Domain)
- See Invisibility (Permanent, CL 25)
- SR 20 (Scarab of Protection)
- Telekinesis (Anya's Ring I)
- Telepathy (Anya's Headband)

Wizard Spells Prepared:
Caster Level 23 (+22 caster level, +1 Spell Power)
DC 22 + spell level (23 + spell level for Evocation and Necromancy)
0th: Daze, Prestidigitation, Read Magic (s), Resistance, Touch of Fatigue
1st: Charm Person, Detect Secret Doors, Enlarge Person, Identify (s), Know Protections (s), Magic Missile, Ray of Enfeeblement, Shield, True Strike (s)
2nd: Alter Self, Detect Thoughts, Ghoul Touch, Glitter Dust, Hideous Laughter, Scorching Ray, Shatter, Web
3rd: Clairaudience/Clairvoyance (s), Fireball, Fly, Haste, Heroism, Hold Person, Sleet Storm, Suggestion
4th: Black Tentacles, Charm Monster, Detect Scrying (s)*, Dimension Door, Enervation, Polymorph, Resilient Sphere, Stoneskin
5th: Ball Lightning, Contact Other Plane (s), Dismissal, Feeblemind, Mind Fog, Overland Flight*, Wall of Force
6th: Acid Storm, Analyze Dweomer (s), Circle of Death, Contingency*, Disintegrate, Repulsion
7th: Delayed Blast Fireball, Finger of Death, Forcecage, Greater Scrying (s), Greater Teleport, Limited Wish
8th: Greater Shout, Horrid Wilting, Irresistable Dance, Mind Blank*, Moment of Prescience (s)*, Polar Ray
9th: Dominate Monster, Energy Drain, Foresight (s), Meteor Swarm, Shapechange, Time Stop, Wail of the Banshee
10th: Acid Storm (Quickened), Circle of Death (Quickened), Disintegrate (Quickened), Moment of Prescience (s)
11th: Delayed Blast Fireball (Quickened), Finger of Death (Quickened), Forcecage (Quickened), Moment of Prescience (s)

Cleric Spells Prepared:
Caster Level 19 (+18 caster level, +1 Spell Power)
DC 17 + spell level (18 + spell level for Evocation and Necromancy)
0th: Create Water, Detect Poison, Guidance, Light, Mending, Purify Food and Drink
1st: Comprehend Languages, Deathwatch, Divine Favor, Obscuring Mist, Remove Fear, Sanctuary, Status, Disguise Self (d)
2nd: Align Weapon, Calm Emotions, Darkness, Delay Poison, Lesser Restoration, Resist Energy, Silence, Invisibility (d)
3rd: Daylight, Deeper Darkness, Invisibility Purge, Protection from Energy, Remove Blindness/Deafness, Stone Shape, Wind Wall, Protection from Energy (d)*
4th: Dimensional Anchor, Divination, Divine Power, Greater Magic Weapon*, Restoration, Spell Immunity, Freedom of Movement (d)
5th: Break Enchantment, Plane Shift, Righteous Might, Spell Resistance, True Seeing, False Vision (d)
6th: Antilife Shell, Harm x2, Wind Walk, Word of Recall, Mislead (d)
7th: Etherial Jaunt, Greater Restoration, Holy Word, Summon Monster VII, Spell Turning (d)
8th: Dimensional Lock, Greater Spell Immunity, Summon Monster VIII, Moment of Prescience (d)*
9th: Gate, Summon Monster IX, Miracle (d)

Wizard Spells Per Day:
0th: 5 (4, +s)
1st: 9 (4, +4 Int, +s)
2nd: 8 (4, +3 Int, +s)
3rd: 8 (4, +3 Int, +s)
4th: 8 (4, +3 Int, +s)
5th: 7 (4, +3 Int, +s, -1 Spell Power)
6th: 6 (4, +2 Int, +s, -1 Mastery of Shaping)
7th: 6 (4, +2 Int, +s, -1 Mastery of Counterspelling)
8th: 6 (4, +2 Int, +s, -1 Mastery of Elements)
9th: 7 (4, +2 Int, +s)
10th: 4 (1, +2 Int, +s)
11th: 4 (1, +2 Int, +s)

Cleric Spells Per Day:
0th: 6 (6)
1st: 8 (5, +2 Wis, +d)
2nd: 8 (5, +2 Wis, +d)
3rd: 8 (5, +2 Wis, +d)
4th: 7 (5, +1 Wis, +d)
5th: 6 (4, +1 Wis, +d)
6th: 6 (4, +1 Wis, +d)
7th: 5 (3, +1 Wis, +d)
8th: 4 (3, +d)
9th: 3 (2, +d)

Wizard Spellbook (Boccob's Blessed Book):
0th: (19) Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic (s), Detect Poison (s), Disrupt Undead, Flare, Light, Mage Armor, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic (s), Resistance, Touch of Fatigue
1st: (9) Charm Person, Detect Secret Doors, Enlarge Person, Identify (s), Know Protections (s), Magic Missile, Ray of Enfeeblement, Shield, True Strike (s)
2nd: (8) Alter Self, Detect Thoughts, Ghoul Touch, Glitter Dust, Hideous Laughter, Scorching Ray, Shatter, Web
3rd: (8) Clairaudience/Clairvoyance (s), Fireball, Fly, Haste, Heroism, Hold Person, Sleet Storm, Suggestion
4th: (8) Black Tentacles, Charm Monster, Detect Scrying (s)*, Dimension Door, Enervation, Polymorph, Resilient Sphere, Stoneskin
5th: (7) Ball Lightning, Contact Other Plane (s), Dismissal, Feeblemind, Mind Fog, Overland Flight*, Wall of Force
6th: (6) Acid Fog, Acid Storm, Analyze Dweomer (s), Circle of Death, Contingency, Disintegrate
7th: (7) Energy Immunity, Delayed Blast Fireball, Finger of Death, Forcecage, Greater Scrying (s), Greater Teleport, Limited Wish
8th: (6) Greater Shout, Horrid Wilting, Irresistable Dance, Mind Blank, Moment of Prescience (s), Polar Ray
9th: (16) Crushing Hand, Dominate Monster, Energy Drain, Foresight (s), Freedom, Imprisonment, Mage's Disjunction, Mass Hold Monster, Meteor Swarm, Power Word Kill, Prismatic Sphere, Shapechange, Teleportation Circle, Time Stop, Wail of the Banshee, Wish
Pages Used: 412/1000 pages

Wizard spells gained from levels:
0th: all
1st: 9 (0 spells purchased)
2nd: 4 (4 spells purchased)
3rd: 4 (4 spells purchased)
4th: 4 (4 spells purchased)
5th: 4 (3 spells purchased)
6th: 4 (2 spells purchased)
7th: 4 (3 spells purchased)
8th: 4 (2 spells purchased)
9th: 14 (2 spells purchased)

Equipment:
Noble's Outfit [- gp; -#]
Anya's Headband [114,750 gp; -#]
Eyes of the Eagle [1,500 gp; -#]
Scarab of Protection [22,800 gp; -#]
Anya's Vest [46,950 gp; -#]
Anya's Robe [66,150 gp; -#]
Anya's Belt [74,100 gp; -#]
Anya's Cloak [44,400 gp; -#]
Anya's Bracers [37,800 gp; 1#]
Anya's Gloves [39,600 gp; -#]
- Rod of Absorption (function as morningstar) (held charges: 0/50) [50,000 gp; 6#]
- Wand of Magic Missile 5 missiles (50 charges) [6,750 gp; -#]
Anya's Ring I (Counterspell Disintegrate) [96,800 gp; -#]
Anya's Ring II [168,750 gp; -#]
Anya's Boots [56,400 gp; 3#]
Silver Holy Symbol [25 gp; 1#]]
Secret Component Pocket, in Vest [5 gp; -#]
- Acid Storm Focus: A flask of acid [10 gp; 1#]
- Analyze Dweomer Focus: A tiny lens of ruby or sapphire set in a small golden loop. [1,500 gp]
- Circle of Death Components: The powder of a crushed black pearl x4 [500 gp ea.]
- Contingency Focus: A statuette of you carved from elephant ivory and decorated with gems [1,500 gp]
- Forcecage Components: Ruby dust x4 [1,500 gp ea.]
- Nondetection Components: A pinch of diamond dust x4 [50 gp ea.]
- Shapechange Focus: A jade circlet [1,500 gp]
- Stoneskin Components: Granite and diamond dust x4 [250 gp ea.]
- True Resurrection Components: A sprinkle of holy water and diamonds [25,000 gp]
- True Seeing Components: An ointment for the eyes made from mushroom powder, saffron, and fat x4 [250 gp ea.]
Quiver of Ehlonna [1,080 gp; -#]
- Wand of Cure Light (50 charges) [750 gp; -#]
- Spellstaff (Contains Miracle) [- gp; 4#]
- Rod of Security [61,000 gp; 5#]
Heward's Handy Haversack [1,200 gp; 5#]
- Magic Items
- - Scroll of Neutralize Poison [420 gp; -#]
- - Scroll of Restoration [520 gp; -#]
- - Boccob's Blessed Book [7,500 gp; 1#]
- - Everburning torch x3 [1 cp; 1#]
- Mundane Items
- - Dagger [2 gp; 1#]
- - Dagger, Alchemical Silver [22 gp; 1#]
- - Dagger, Cold Iron [4 gp; 1#]
- - Bedroll [1 sp; 5#]
- - Acid (flask) x3 [10 gp; 1#]
- - Antitoxin x5 [50 gp; -#]
- - Candle x5 [1 cp; -#]
- - Chalk x5 [1 cp; -#]
- - Disguise Kit [50 gp; 8#]
- - Explorer's Outfit [10 gp; 8#]
- - Fishhook [1 sp; -#]
- - Flint & Steel [1 gp; -#]
- - Healer's Kit [50 gp; 1#]
- - Holy symbol, wooden [1 gp; -#]
- - Holy water (flask) [3 cp; 1#]
- - Hourglass [25 gp; 1#]
- - Ink [8 gp; -#]
- - Inkpen [1 sp; -#]
- - Mirror, small steel [10 gp; 0.5#]
- - Parchment, x3 [2 sp; -# ea]
- - Rations, trail x3 [5 sp; 1#]
- - Signal whistle [8 sp; -#]
- - Sling [- gp; -#]
- - Smokestick x3 [20 gp; 0.5#]
- - Soap (pound) [5 sp; 1#]
- - Spell component pouch [5 gp; 2#]
- - Sunrod x3 [2 gp; 1#]
- - Tent [10 gp; 20#]
- - Tindertwig x3 [1 gp; -# ea]
- - Waterskin x3 [1 gp; 4#]

- Gems and Coins (10,988.84 gp worth)

Total Weight: 10# (Light 100/Medium 200/Heavy 300)

Equipment at Wizard's Guild:
Boccob's Blessed Book, copy [7,500 gp; 1#]

Resources Spent:
Manual of Gainful Exercise +4 [66,000 gp; -#]
Manual of Bodily Health +4 [66,000 gp; -#]
Manual of Quickness in Action +4 [66,000 gp; -#]
Tome of Clear Thought +5 [82,500 gp; -#]
Tome of Understanding +4 [66,000 gp; -#]
Spells Bought
- 1st Level (0 x 25) = 0
- 2nd Level (4 x 150) = 600 gp
- 3rd Level (4 x 375) = 1,500 gp
- 4th Level (4 x 700) = 2,800 gp
- 5th Level (3 x 1125) = 3,375 gp
- 6th Level (2 x 1650) = 3,300 gp
- 7th Level (3 x 2275) = 6,825 gp
- 8th Level (2 x 3000) = 6,000 gp
- 9th Level (2 x 3825) = 7,650 gp
Permanent Spells
- Darkvision (1,000 x 5) = 5,000 gp
- Arcane Sight (1,500 x 5) = 7,500 gp
- See Invisibility (1,000 x 5) = 5,000 gp

Total Cost of Items: 1,344,563.86 + 413,447.3 (familiar) + 340,000 (cohort) = 2,100,000

Special Item Descriptions and Cost Calculations:
Anya's Headband: +6 enhancement bonus to Int, +6 enhancement bonus to Wis, +6 enhancement to Cha, Helm of Telepathy, Circlet of Persuasion (36,000 + (36,000 x 1.5) + (36,000 x 1.5) + (27,000 x 1.5) + (4,500 x 1.5) ) x 0.6 = 114,750. [114,750 gp; -#]
Eyes of the Eagle: 2,500 x 0.6 = 1,500 [1,500 gp; -#]
Scarab of Protection: 38,000 x 0.6 = 22,800 [22,800 gp; -#]
Anya's Vest: +10 competence bonus to concentration, Pearl of Power VI, Pearl of Power V, Pearl of Power IV, Pearl of Power III, Pearl of Power II, Pearl of Power I. (((10 x 10 x 100) + (36 x 500 x 1.5) + (25 x 500 x 1.5) + (16 x 500 x 1.5) + (9 x 500 x 1.5) + (4 x 500 x 1.5) + (1 x 500 x 1.5))x 0.6) = 46,950. [46,950 gp; -#]
Anya's Robe: +3 luck bonus to AC, +3 sacred bonus to AC, +3 luck save bonus, +3 sacred save bonus. ((22,500 + (22,500 x 1.5) + (18,000 x 1.5) + (18,000 x 1.5)) x 0.6) = 66,150. [66,150 gp; -#]
Anya's Belt: +5 enhancement bonus to natural armor, +6 enhancement bonus to Str, Monk's Belt. (50,000 + (36,000 x 1.5) + (13,000 x 1.5)) x 0.6 = 74,100 . [74,100 gp; -#]
Anya's Cloak : Cloak of Major Displacement, +4 resistance save bonus. (50,000 + (16,000 x 1.5)) x 0.6 = 53,400. [44,400 gp; -#]
Anya's Bracers: +6 enhancement bonus to armor, +3 deflection bonus to armor. ((36,000 + (18,000 x 1.5)) x 0.6) = 37,800. [37,800 gp; 0.2#]
Anya's Gloves: +6 enhancement bonus to Dex, Glove of Storing x2. (36,000 + (10,000 x 1.5) + (10,000 x 1.5)) x 0.6 = 39,600. [39,600 gp; -#]
Anya's Ring I: Ring of Friend Shield (Sumi), Ring of Evasion, Ring of Counterspells, Ring of Feather Falling . (50,000 + (25,000 x 1.5) + (4,000 x 1.5) + (2,200 x 1.5)) = 96,800. [96,800 gp; -#]
Anya's Ring II: Ring of Telekinesis, Ring of Freedom of Movement, Ring of Invisibility, Ring of Sustenance. (75,000 + (40,000 x 1.5) + (20,000 x 1.5) + (2,500 x 1.5)) = 168,750. [168,750 gp; -#]
Anya's Boots: Boots of Teleportation, Boots of Speed, +10 Competence to Move Silently, Boots of Striding and Springing, Boots of the Winterlands. (49,000 + (12,000 x 1.5) + (10,000 x 1.5) + (5,500 x 1.5) + (2,500 x 1.5)) x 0.6 = 56,400. [56,400 gp; -#]
Quiver of Ehlonna: (1,800 x 0.6) = 1,080. [1,080 gp; -#]
Heward's Handy Haversack: (2,000 x 0.6) = 1,200 gp [1,200 gp; 5#]
Scroll of Neutralize Poison: (700 x 0.6) = 420. [420 gp; -#]
Scroll of Restoration: ((700 x 0.6) + 100) = 520. [520 gp; -#]
Boccob's Blessed Book: 12,500 x 0.6 = 7,500. [7,500 gp; 1#]
Manual of Gainful Exercise: 110,000 x 0.6 = 66,000. [66,000 gp; -#]
Manual of Bodily Health: 110,000 x 0.6 = 66,000. [66,000 gp; -#]
Manual of Quickness in Action: 110,000 x 0.6 = 66,000. [66,000 gp; -#]
Tome of Clear Thought +5: 137,500 x 0.6 = 82,500. [82,500 gp; -#]
Tome of Understanding: 110,000 x 0.6 = 66,000. [66,000 gp; -#]
Spells: In addition to those gained by levelling. Purchased as scrolls and scribed into Boccob's Blessed Book.

Class and Racial Abilties:
Human Racial Traits
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Luck Domain Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the
original roll.
Luck Domain Spells: 1-Entropic Shield, 2-Aid, 3-Protection from Energy, 4-Freedom of Movement, 5-Break Enchantment, 6-Mislead, 7-Spell Turning, 8-Moment of Prescience, 9-Miracle
Trickery Domain Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells: 1-Disguise Self, 2-Invisibility, 3-Nondetection, 4-Confusion, 5-False Vision, 6-Mislead, 7-Screen, 8-Polymorph Any Object, 9-Time Stop
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Specialized School: Divination. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Prohibited School: Illusion.
Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell's energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Spell Power: This ability increases the archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.

Appearance:
Anya is a stunningly beautiful woman, with dark brown hair, pale, slightly olive-toned skin, and deep, dark brown eyes. She is very slender, though well-proportioned. If you didn't know better, you would probably think Anya was a pampered young wife, or perhaps mistress, of a wealthy merchant or noble. She appears to be in her very early twenties, though in reality she is a bit older.

Personality:
Passionate and fiery, Anya has no fear of death. She doesn't want to die, but if the Goddess of Chance determines that her time is up, then so be it. Far from fatalistic, she likes life, and seizes every chance to live it to the fullest.

Background:
Anya's origins are unknown, even to her. She has an exotic look about her, and people have often wondered where she comes from. Anya grew up in a city orphanage, with no money and no prospects. She was determined to become a mage, however, and she set her sights on the Wizard's Guild, the most powerful assembly of wizards in the world. Despite her lack of funds or training, Anya was going to get in.

Anya has always lived by her wits, and lived well. She made it into the Wizard's Guild, and studied hard, learning the ways of magic.

Anya places her faith firmly in the Goddess of Chance, who she believes has saved her on more than one occasion. Anya learned while young that the old adage 'only the strong survive' is not as true as her personal motto 'only the lucky survive'. So she has put her faith in the Goddess of Chance, and serves her devotedly.

Answering a call for help, Anya traveled to a small coastal village that was beset by bugbear raids. There she met Sumi, a young cleric of the Goddess. Anya joined the village warriors, and Sumi, in an expedition to stop the bugbears. Sumi's father, a ranger, tracked the bugbears to their lair, and the intrepid adventurers went in. Deep underground, they were ambushed. They fought hard, but took many casualties. As the warriors fell one by one, Anya knew there was little hope of survival, and she would rather die than allow herself to be captured. Heavily wounded, she watched the last warrior fall, leaving only Sumi and herself. In a last desperate act, she fireballed the cavern, including herself and Sumi. With their injuries, she would not survive the fiery inferno, and her casting would be her last action on this plane of existence. But, miraculously, she survived! As did Sumi. All the bugbears lay dead around her.

Sumi, in gratitude for saving her life, decided to follow Anya, as her advisor, confidante, bodyguard, and close friend. As clerics of the same Goddess, Anya and Sumi meshed well together. Soon they were inseperable. The Goddess was so impressed with Anya's devotion that she sent a Kira, a Coure, to her to serve as Anya's loyal follower, confidante, friend, and familiar.

The trio travelled to fight the opponents of freedom and good. A few times, when against particularly difficult challenges, they felt they only prevailed by the Luck of the Goddess. Anya's fame and renown began to grow in the world, as well as her power.

Anya's skill in magic was clear to those in the Wizard's Guild. Some whisper that she holds the true power in the guild, and not the Mikvan, the Guildmaster. Anya is interested in taking control of the Wizard's Guild, but she feels it would put too many constraints on her time. Instead, Anya simply breezes in and out as she feels like it. Her apartment in the Guild is a small one, not special by any means, but to many guildmembers, it might as well be Guildmaster's penthouse. (Anya keeps a copy of her spellbook there.)

Anya and Sumi have been known to seduce men, and whisk them away to another plane of existence she calls Alabel (Rod of Security), a tropical pocket paradise where they play and enjoy themselves for weeks or even months, happy and carefree.

But they also work hard. The Goddess appeared to Anya once in a dream, saying "Anya, I help those who help themselves," and Anya has taken those words to heart. She retreats often to Alabel to practice her skills, experiment with spell combinations, train in combat drills, craft items, and perform acts of devotion to the Goddess.

As their power has grown, Anya, Sumi and Kira find there are few challenges that require their aid. As a result, they find themselves with long stretches of time with not much to do. This is not a problem at all for the pair, as they will spend their time seducing men and taking them to Alabel for a few weeks or months of carefree fun. But they never let their training lapse, and are always ready. As the years have passed, the trio have aged little. When not in Alabel, they will tour the large cities, catching up on the news and seeing if there are any threats that require their attention. When a threat presents itself, or the Goddess of Chance requires their action, Anya and Sumi, accompanied by Kira, are ready.

--

Kira
Female Coure Eladrin
Celestial Familiar
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good)

Patron Diety: Goddess of Chance
Alignment: Chaotic Good
Height: 2'0"
Weight: 20 lb.
Hair: Blue
Skin: Gold
Eyes: Violet
Age: 12,000

Str: 6 (-2) [6 base]
Dex: 34 (+12) [24 base, +6 enhancement, +4 inherent]
Con: 12 (+1) [12 base]
Int: 12 (+1) [12 base]
Wis: 10 (+0) [10 base]
Cha: 14 (+2) [14 base]

Hit Dice: 25
HP: 123 (247/2)
AC: 54, Flat 42, Touch 33 [+2 Size, +6 Armor, +4 Natural, +3 Natural (Item), +2 Natural (Familiar), +6 Shield, +12 Dex, +3 Deflection, +3 Luck, +3 Sacred]
Init: +12 [+12 Dex]
Speed: 20 ft., fly 60 ft (perfect)
Armor Check Penalty: -0

Saves:
Fort +21 [+8 base, +2 Epic, +1 Con, +3 Luck, +3 Sacred, +4 Resistance]
Ref +30 [+6 base, +2 Epic, +12 Dex, +3 Luck, +3 Sacred, +4 Resistance]
Will +28 [+16 base, +2 Epic, +0 Wis, +3 Luck, +3 Sacred, +4 Resistance]

BAB: +13/+8
Melee Atk: +25 (1d2-2, 19-20/x2, Dagger)

Skills: Anya's skills (Kira's Skills)
Balance +14 [0 ranks, +12 Dex, +2 Tumble]
Bluff +33 [28 ranks, +2 Cha, +3 Competence]
Concentration +29 [28 ranks (5 ranks), +1 Con]
Diplomacy +39 [28 ranks (5 ranks), +2 Bluff, +2 Knowledge Nobility, +2 Sense Motive, +2 Cha, +3 Competence]
Disguise +7 [0 ranks, +2 Cha, +3 Competence, +2 Bluff]
Escape Artist +17 [0 ranks (5 ranks), +12 Dex]
- vs Rope Bonds +19 [+2 Use Rope]
Gather Information +7 [0 ranks, +2 Cha, +3 Competence, +2 Knowledge Local]
Handle Animal +5 [0 ranks, +2 Cha, +3 Competence]
Hide +62 [28 ranks (5 ranks), +8 Size, +12 Dex, +10 Cloak, +4 Coure]
Intimidate +7 [0 ranks, +2 Bluff, +2 Cha, +3 Competence]
Knowledge Arcana +16 [15 ranks, +1 Int]
Knowledge Architecture +2 [1 ranks, +1 Int]
Knowledge Geography +2 [1 ranks, +1 Int]
Knowledge History +2 [1 ranks, +1 Int]
Knowledge Local +6 [5 ranks, +1 Int]
Knowledge Nature +2 [1 ranks, +1 Int]
Knowledge Nobility +6 [5 ranks, +1 Int]
Knowledge Planes +6 [1 ranks (5 ranks), +1 Int]
Knowledge Religion +2 [1 ranks, +1 Int]
Listen +5 [0 ranks (5 ranks), +0 Wis]
Move Silently +21 [0 ranks (5 ranks), +12 Dex, +4 Coure]
Perform +5 [0 ranks, +2 Cha, +3 Competence]
Sense Motive +28 [28 ranks (5 ranks), +0 Wis]
Spellcraft +19 [16 ranks, +1 Int, +2 Knowledge Arcana]
Spot +15 [0 ranks (5 ranks), +0 Wis, +10 Competence]
Tumble +33 [11 ranks, +12 Dex, +10 Competence]
Use Magic Device +19 [14cc ranks, +2 Cha, +3 Competence]
Use Rope +12 [0 ranks (0 ranks), +12 Dex]
- bind +14 [+2 Escape Artist]

Feats:
Weapon Finesse

Languages:
Base: Celestial, Common
Bonus: Sylvan

Ongoing Effects/Spells/Qualities:
- Counterspells (Kira's Ring)
- Darkvision (Outsider)
- Death Ward (Scarab of Protection)
- Displacement (Kira's Cloak)
- Endure Elements (Kira's Boots)
- Improved Evasion (Familiar)
- Invisibility (Kira's Ring)
- Magic Circle Against Evil (Coure)
- SR 20 (Scarab of Protection)

Equipment:
Dagger [2gp; 0.2#]
Mithril Buckler +5 [26,015 gp; 0.6#] -0 ACP, 0% ASF
Noble's Outfit [- gp; -#]
Kira's Circlet [2,700 gp; -#]
Eyes of the Eagle +10 [6,000 gp; -#]
Scarab of Protection [22,800 gp; -#]
Kira's Robe [66,150 gp; -#]
Belt of Natural Armor +3 [10,800 gp; -#]
Kira's Cloak [39,000 gp; -#]
Kira's Bracers [37,800 gp; 0.2#]
Gloves of Dexterity +6 [21,600 gp; -#]
Kira's Ring (Counterspell Disintegrate) [16,000 gp; -#]
Ring of Freedom of Movement [40,000 gp; -#]
Kira's Boots [42,450 gp; .7#]
Quiver of Ehlonna [1,080 gp; -#]
- Wand of Cure Light (50 charges) [750 gp; -#]
- Wand of Magic Missile 5 missiles (50 charges) [6,750 gp; -#]
- Wand of Scorching Ray 1 ray (50 charges) [4,500 gp; -#]
Heward's Handy Haversack [1,200 gp; 5#]
- Acid (flask) x15 [10 gp; 1#]
- Alchemist's fire (flask) x15 [20 gp; 1#]
- Holy water (flask) x10 [3 cp; 1#] cost of flask
- Smokestick x10 [20 gp; 0.5#]
- Tanglefoot bag x15 [50 gp; 4#]
- Thunderstone x15 [30 gp; 1#]
Total Weight: 6.1# (Light 10/Medium 20/Heavy 30)

Resources Spent:
Manual of Quickness in Action +4 [66,000 gp; -#]

Total Cost of Items: 413,447.3 (from Anya)

Special Item Descriptions and Cost Calculations:
Circlet of Persuasion: (4,500 x 0.6) = 2,700. [2,700 gp; -#]
Eyes of the Eagle +10: +10 competence bonus to spot. 10,000 x 0.6 = 6,000 [6,000 gp; -#]
Scarab of Protection: 38,000 x 0.6 = 22,800 [22,800 gp; -#]
Kira's Robe: +3 luck bonus to AC, +3 sacred bonus to AC, +3 luck save bonus, +3 sacred save bonus. ((22,500 + (22,500 x 1.5) + (18,000 x 1.5) + (18,000 x 1.5)) x 0.6) = 66,150. [66,150 gp; -#]
Belt of Natural Armor +3: (18,000 x 0.6) = 10,800. [10,800 gp; -#]
Kira's Cloak : Cloak of Major Displacement, +4 resistance save bonus, +10 competence bonus to Hide. (50,000 + (16,000 x 1.5) + (10,000 x 1.5)) x 0.6 = 53,400. [39,000 gp; -#]
Kira's Bracers: +6 enhancement bonus to armor, +3 deflection bonus to armor. ((36,000 + (18,000 x 1.5)) x 0.6) = 37,800. [37,800 gp; 0.2#]
Kira's Gloves: +6 enhancement bonus to Dex, Glove of Storing x2. (36,000 + (10,000 x 1.5) + (10,000 x 1.5)) x 0.6 = 39,600. [39,600 gp; -#]
Gloves of Dexterity +6: (36,000 x 0.6) = 21,600. [21,600 gp; -#]
Kira's Ring: Invisibility, Counterspells. (10,000 + (4,000 x 1.5)) = 16,000. [16,000 gp; -#]
Kira's Boots: Boots of Teleportation, Boots of Speed, Boots of the Winterlands. (49,000 + (12,000 x 1.5) + (2,500 x 1.5)) x 0.6 = 42,450. [42,450 gp; .7#]
Quiver of Ehlonna: (1,800 x 0.6) = 1,080. [1,080 gp; -#]
Heward's Handy Haversack: (2,000 x 0.6) = 1,200 gp [1,200 gp; 5#]
Manual of Quickness in Action: 110,000 x 0.6 = 66,000. [66,000 gp; -#]

Class and Racial Abilties:
Immunities: Eladrins are immune to electricity and petrification
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Combat: Any weapons a coure wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will - dancing lights, detect evil, detect magic, faerie fire, 3/day - magic missile, sleep (DC 16). Caster level 4th. The save DCs are Charisma-based.
Alternate Form (Su): A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)
Skills: Coures have a +4 racial bonus on Hide and Move Silently checks.
Familiar Benefits: Improved Evasion, share spells, empathic link, can deliver touch spells, +2 Natural Armor

Appearance:

Personality:

Background:

--

Sumi
Female Human
Cleric 23
Medium Humanoid (Human)

Patron Diety: Goddess of Chance
Alignment: Chaotic Good
Height: 5'2"
Weight: 95 lb.
Hair: Honey blonde
Skin: Light skinned with a golden tan
Eyes: Green
Age: 32

Str: 14 (+2) [2 pts, +4 enhancement]
Dex: 20 (+5) [6 pts, +6 enhancement]
Con: 20 (+5) [6 pts, +6 enhancement]
Int: 10 (+0) [2 pts]
Wis: 32 (+11) [10 pts, +5 levels, +6 enhancement, +5 inherent]
Cha: 14 (+2) [6 pts]

Hit Dice: 23d8 + 115
HP: 222
AC: 45, Flat 45, Touch 34 [+6 Armor, +3 Natural, +5 Dex, +11 Wis, +1 Monk, +3 Deflection, +3 Luck, +3 Sacred]
Init: +9 [+5 Dex, +4 Improved Initiative]
Speed: 40 ft [30 ft. base]
Armor Check Penalty: -0

Saves:
Fort +26 [+12 base, +1 Epic, +3 Con, +3 Luck, +3 Sacred, +4 Resistance]
Ref +21 [+6 base, +1 Epic, +5 Dex, +3 Luck, +3 Sacred, +4 Resistance]
Will +34 [+12 base, +1 Epic, +11 Wis, +3 Luck, +3 Sacred, +4 Resistance]

BAB: +17/+12/+7
Melee Atk: +19 (1d8+2, x2, Morningstar)
Melee Atk: +19 (1d8+2, x2, unarmed)
Ranged Atk: +35 (1d10+8, x3, 130ft. range, composite greatbow)
Ranged Full Atk: +35/+30/+25 (composite greatbow)
Ranged Full Atk, Rapid Shot: +33/+33/+28/+23 (composite greatbow)
Ranged Manyshot (2): +31/+31 (composite greatbow)
Ranged Manyshot (3): +29/+29/+29 (composite greatbow)
Ranged Manyshot (4): +27/+27/+27/+27 (composite greatbow)

Skills: (26x3 = 78)
Concentration +36 [26 ranks, +5 Con, +5 Competence]
Jump +11 [0 Ranks, +2 Str, +4 Speed, +5 Competence]
Heal +13 [0 Ranks, +11 Wis, +2 Kit]
Hide +36 [26 ranks, +5 Dex, +5 Competence]
Move Silently +15 [0 ranks, +5 Dex, +10 Competence]
Spellcraft +26 [26 ranks, +0 Int]
Tumble +15 [0 ranks, +5 Dex, +10 Competence]

Feats:
Improved Initiative (Human)
Point Blank Shot (Level 1)
Zen Archery (Level 3)
Weapon Proficiency Greatbow (Level 6)
Rapid Shot (Level 9)
Manyshot (Level 12)
Divine Vigor (Level 15)
Quicken Spell (Level 18)
Improved Spell Capacity 10 (Level 21)
Improved Spell Capacity 11 (Cleric 23)

Languages: Common

Ongoing Effects/Spells/Qualities:
- Counterspells (Sumi's Ring I)
- Darkvision (Permanent, CL 25)
- Death Ward (Scarab of Protection)
- Displacement (Sumi's Cloak )
- Endure Elements (Sumi's Boots)
- Evasion (Sumi's Ring I)
- Feather Falling (Sumi's Ring I)
- Freedom of Movement (Sumi's Ring II)
- Greater Magic Weapon (Cast daily on Composite greatbow)
- Invisibility (Sumi's Ring II)
- Mind Blank (Cast Daily)
- Reroll 1/day (Luck Domain)
- See Invisibility (Permanent, CL 25)
- SR 20 (Scarab of Protection)

Spells Prepared:
Caster Level 29 to overcome spell resistance: +23 caster level, +6 Epic Spell Penetration
DC: 21 + spell level
0th: Create Water, Detect Poison, Light, Mending, Purify Food and Drink, Resistance
1st: Comprehend Languages, Deathwatch, Detect Undead, Divine Favor, Obscuring Mist, Remove Fear, Sanctuary, Status, True Strike (d)
2nd: Align Weapon, Calm Emotions, Darkness, Delay Poison, Lesser Restoration, Resist Energy, Shatter, Silence, Augury (d)
3rd: Blindness/Deafness, Create Food and Water, Daylight, Deeper Darkness, Invisibility Purge, Remove Blindness/Deafness, Speak with Dead, Stone Shape, Protection from Energy (d)
4th: Death Ward, Dimensional Anchor, Divination, Divine Power, Greater Magic Weapon x2*, Spell Immunity, Freedom of Movement (d)
5th: Break Enchantment, Commune, Insect Plague, Plane Shift, Righteous Might, Spell Resistance, True Seeing, Break Enchantment (d)
6th: Antilife Shell, Banishment, Harm x2, Wind Walk, Word of Recall, Mislead (d)
7th: Destruction, Etherial Jaunt, Greater Restoration, Holy Word, Repulsion, Spell Turning (d)
8th: Dimensional Lock, Earthquake, Fire Storm, Greater Spell Immunity, Summon Monster VIII, Mind Blank (d)*
9th: Etherealness, Gate, Implosion, Storm of Vengeance, Summon Monster IX, Foresight (d)
10th: Antilife Shell (Quickened), Banishment (Quickened), Harm (Quickened), Miracle (d)
11th: Destruction (Quickened), Holy Word (Quickened), Repulsion (Quickened), Miracle (d)

Spells Per Day:
0th: 6 (6)
1st: 9 (5, +3 Wis, +d)
2nd: 9 (5, +3 Wis, +d)
3rd: 9 (5, +3 Wis, +d)
4th: 8 (5, +2 Wis, +d)
5th: 8 (5, +2 Wis, +d)
6th: 7 (4, +2 Wis, +d)
7th: 7 (4, +2 Wis, +d)
8th: 6 (4, +1 Wis, +d)
9th: 6 (4, +1 Wis, +d)
10th: 4 (1, +2 Wis, +d)
11th: 4 (1, +2 Wis, +d)

Equipment:
Noble's Outfit [- gp; -#]
Headband of Wisdom +6 [21,600 gp; -#]
Scarab of Protection [22,800 gp; -#]
Vest of Concentration [1,500 gp; -#]
Sumi's Robe [66,150 gp; -#]
Sumi's Belt [69,300 gp; -#]
Anya's Cloak [46,650 gp; -#]
Sumi's Bracers [60,300 gp; 1#]
Gloves of Dexterity +6 [21,600 gp; -#]
Sumi's Ring I (Counterspell Disintegrate) [34,300 gp; -#]
Sumi's Ring II [73,750 gp; -#]
Sumi's Boots [32,400 gp; 3#]
Silver Holy Symbol [25 gp; 1#]
Quiver of Ehlonna [1,080 gp; -#]
- Morningstar [8 gp, 6#]
- Spellstaff (Contains Miracle)
- Rod of Absorption (held charges: 0/50) [50,000 gp; 5#]
- Wand of Cure Light (50 charges) [750 gp; -#]
- Mighty Composite Greatbow (+2 Str) [600 gp, 6#]
- Arrows (20) x3, [1 gp, 3#]
Secret Component Pocket, in Vest [5 gp; -#]
- Augury Focus: A set of marked sticks [25 gp]
- Augury Components: Incense x4 [25 gp ea.]
- Destruction Focus: A special holy symbol of silver marked with verses of anathema [500 gp]
- Divination Components: Incense and a sacrificial offering appropriate to your religion x4 [25 gp ea.]
- True Resurrection Components: A sprinkle of holy water and diamonds [25,000 gp]
- True Seeing Components: An ointment for the eyes made from mushroom powder, saffron, and fat. x4 [250 gp ea.]
Heward's Handy Haversack [1,200 gp; 5#]
- Arrows (20) x24, [1 gp, 3#] 24 gp
- Arrows (20), Cold Iron [2 gp, 3#]
- Arrows (20), Alchemical Silver [21 gp, 3#]
- Dagger, Alchemical Silver [22 gp; 1#]
- Dagger, Cold Iron [4 gp; 1#]
- Bedroll [1 sp; 5#]
- Explorer's Outfit [10 gp; 8#]
- Flint & Steel [1 gp; -#]
- Healer's Kit [50 gp; 1#]
- Holy symbol, wooden [1 gp; -#]
- Holy water (flask) [3 cp; 1#]
- Rations x3 [5 sp; 1#]
- Signal whistle [8 sp; -#]
- Smokestick x3 [20 gp; 0.5#]
- Soap (pound) [5 sp; 1#]
- Spell component pouch [5 gp; 2#]
- Sunrod x3 [2 gp; 1#]
- Tindertwig x3 [1 gp; -# ea]
- Waterskin x3 [1 gp; 4#]
- Gems and Coins (6,539.07 gp value)
Total Weight: 10# (Light 58/Medium 116/Heavy 175)

Resources Spent:
Tome of Understanding +5 [82,500 gp; -#]
Permanent Spells
- Darkvision (1,000 x 5) = 5,000 gp
- See Invisibility (1,000 x 5) = 5,000 gp

Total Cost of Items: 630,000 (290,000 + 340,000 gift from Anya)

Special Item Descriptions and Cost Calculations:
Headband of Wisdom +6: (36,000 x 0.6) = 21,600. [21,600 gp; -#]
Scarab of Protection: 38,000 x 0.6 = 22,800. [22,800 gp; -#]
Vest of Concentration: +5 circumstance to Concentration. (2,500 x 0.6) = 1,500. [1,500 gp; -#]
Sumi's Robe: +3 luck bonus to AC, +3 sacred bonus to AC, +3 luck save bonus, +3 sacred save bonus. ((22,500 + (22,500 x 1.5) + (18,000 x 1.5) + (18,000 x 1.5)) x 0.6) = 66,150. [66,150 gp; -#]
Sumi's Belt: +3 natural armor, +4 enhancement bonus to Str, +6 enhancement bonus to Con, Monk's Belt. (18,000 + (16,000 x 1.5) + (36,000 x 1.5) + (13,000 x 1.5)) x 0.6) = 69,300. [69,300 gp; -#]
Sumi's Cloak : Cloak of Major Displacement, +4 resistance save bonus, +5 competence bonus to Hide. (50,000 + (16,000 x 1.5) + (2,500 x 1.5)) x 0.6 = 46,650. [46,650 gp; -#]
Sumi's Bracers: +6 enhancement bonus to armor, +3 deflection bonus to armor, Greater Bracers of Archery. ((36,000 + (18,000 x 1.5) + (25,000 x 1.5)) x 0.6) = 60,300. [60,300 gp; 1#]
Gloves of Dexterity +6: (36,000 x 0.6) = 9,600. [21,600 gp; -#]
Sumi's Ring I: Ring of Evasion, Ring of Counterspells, Ring of Feather Falling, Ring of Friend Shield (Anya - pair purchased by Anya). (25,000 + (4,000 x 1.5) + (2,200 x 1.5)) = 34,300. [34,300 gp; -#]
Sumi's Ring II: Ring of Freedom of Movement, Ring of Invisibility, Ring of Sustenance. (40,000 + (20,000 x 1.5) + (2,500 x 1.5)) = 73,750. [73,750 gp; -#]
Sumi's Boots: Boots of Speed, +10 competence bonus to Move Silently, +10 competence bonus to Tumble, Boots of Striding and Springing, Boots of the Winterlands. ((12,000 + (10,000 x 1.5) + (10,000 x 1.5) + (5,500 x 1.5) + (2,500 x 1.5)) x 0.6) = 32,400. [32,400 gp; 3#]
Quiver of Ehlonna: (1,800 x 0.6) = 1,080. [1,080 gp; -#]
Heward's Handy Haversack: (2,000 x 0.6) = 1,200 gp [1,200 gp; 5#]
Tome of Understanding +5: (137,500 x 0.6) = 82,500. [82,500 gp; -#]

Class and Racial Abilties:
Human Racial Traits
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Fate Domain Granted Power: You gain the uncanny dodge ability of a 3rd-level rogue. If you have another class that grants the uncanny dodge ability, treat your level in that class as three higher for determining your uncanny dodge ability.
Fate Domain Spells: 1-True Strike, 2-Augury, 3-Bestow Curse, 4-Status, 5-Mark of Justice, 6-Geas/Quest, 7-Vision, 8-Mind Blank, 9-Foresight
Luck Domain Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the
original roll.
Luck Domain Spells: 1-Entropic Shield, 2-Aid, 3-Protection from Energy, 4-Freedom of Movement, 5-Break Enchantment, 6-Mislead, 7-Spell Turning, 8-Moment of Prescience, 9-Miracle

Appearance:

Personality:

Background:
 
Last edited:

Isida Kep'Tukari

Adventurer
Supporter
Fairweather
Female Human Druid 25

Alignment: Neutral Good
Patron Deity:
Region:
Height: 5' 5''
Weight: 142lbs
Hair: Sandy Brown
Eyes: Dark Green
Age: 47

Str: 10 (+0) [2 points]
Dex: 10 (+0) [2 points]
Con: 11 (+0) [3 point]
Int: 15 (+2) [6 points, +1 age]
Wis: 35 (+12) [13 points, +6 levels, +6 periapt, +5 tome, +1 age]
Cha: 20 (+5) [6 points, +5 tome, +1 age]

Class and Racial Abilities:
No favored class, additional feat at 1st level, 4 skill points at 1st level and +1 skill point per level thereafter. Nature Sense, Wild Empathy (+30), Animal Companion, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape 6/day (Tiny, Small, Medium, Large, Huge, plant), Elemental Wild Shape 3/day (Small, Medium, Large, Huge), Timeless Body, Venom Immunity, A Thousand Faces

Hit Dice: 25d8
HP: 104
AC: 20 (+0 Dex, +6 armor, +5 deflection [from ring])
Init: +0 (+0 Dex)
Speed: 30ft

Saves:
Fortitude +19 [+14 base, +0 Con, +5 from cloak]
Reflex +13 [+8 base, +0 Dex, +5 from cloak]
Will +31 [+14 base, +12 Wis, +5 from cloak]

BAB: +18/+13/+8
Melee Atk: +23/+18/+13 (1d6+5+1d6 [all subdual]/19-20/x2/B, Oakhammer)
Ranged Atk: +23/+18/+13 (1d4+5/x2/100 ft./B, Nevermiss)

Skills:
Concentration +28 [28 ranks, +0 Con]
Diplomacy +33 [28 ranks, +5 Cha]
Handle Animal +35 [28 ranks, +5 Cha, +2 Animal Affinity]
Knowledge (nature) +34 [28 ranks, +2 Int, +2 Nature Sense, +2 synergy]
Listen +22 [10 ranks, +12 Wis]
Ride +34 [28 ranks, +0 Dex, +2 military saddle, +2 synergy, +2 Animal Affinity]
Spot +23 [11 ranks, +12 Wis]
Survival +42 [28 ranks, +12 Wis, +2 Nature Sense, (additional +2 synergy in aboveground natural environments)]

Feats:
Animal Affinity (human bonus)
Combat Casting (1st level)
Create Infusion (MotW) (3rd level)
Natural Spell (6th level)
Fast Wild Shape (MotW) (9th level)
Blindsight (MotW) (12th level)
Scent (MotW) (15th level)
Eschew Material Components (18th level)
Gargantuan Wild Shape (21st level)
Diminuative Wild Shape (24th level)
Magical Beast Wild Shape (24th epic druid bonus)

Languages: Common, Druidic, Sylvan, Elven

Spells Prepared
Save DC +12
0th - dawn (MotW), fire eyes (MotW), detect magic, detect poison, create water, know direction.
1st - wood wose (MotW), sand blast (MotW), longstrider, pass without trace, goodberry, speed swim (MaoF), faerie fire, shillelagh.
2nd - lesser restoration, warp wood, adrenaline surge (MotW), briar web (MotW), body of the sun (MotW), blood frenzy (MaoF), heat metal, animal messenger.
3rd - greater magic fang x4, tortise shell (MaoF), nature’s favor (MotW), false bravado (MotW), call lightning.
4th - cure serious wounds x3, waterball (MotW), forestfold (MotW), feathers (MotW), land womb (MaoF), wind at back (MaoF).
5th - baleful polymorph, vine mine (MaoF), big sky (MotW), cloak of the sea (MotW), death ward, monstrous regeneration (MaoF), wall of thorns.
6th - spellstaff, stonehold (MaoF), regenerate circle (MotW), find the path, stone tell, transport via plants.
7th – master earth (MaoF), storm tower (MaoF), greater creeping cold (MotW), heal, changestaff, wind walk.
8th – bombardment (MaoF), speak with anything (MotW), earthquake, whirlwind, mass cure serious wounds, repel metal or stone.
9th – cast in stone (MaoF), thunderswarm (MotW), nature’s avatar (MotW), shapechange, regenerate.

Fairweather casts greater magic fang on Kessian’s teeth and both claws each morning, and on her own teeth in the morning as well. If possible, she will also put a shapechange in her quarterstaff via spellstaff every day (if she has used it the previous day). Also, she casts wood wose every morning.

In addition, Fairweather has created a bogun she calls Mossflower.

Mossflower
Tiny Construct

Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 20 ft., fly 50 ft. (good)
AC: 15 (+3 Dex, +2 size)
Attacks: Nettles +1 melee
Damage: Nettles 1d4-2 and poison (Fort DC 11, 1d6 Dex/ 1d6 Dex)
Face/Reach: 2 ½ ft./ 0ft.
Special Attacks: Poison
Special Qualities: Construct traits
Saves: Fort +0, Ref +3, Wil +1
Abilities: Str 7, Dex 16, Con -, Int 8, Wis 13, Cha 10

Equipment:
Wildhide (as +3 wild, aquatic [water-breathing], death ward (MaoF) leather armor of ease (MotW)) – 125,360gp
Oakhammer (as +5 impact, merciful (MaoF), dispelling (MaoF), ghost touch club) – 200,300gp
Nevermiss (as +5 distance, seeking (MaoF) sling) – 98,300gp
20 silver sling bullets – 4gp
20 cold iron sling bullets – 2gp
20 adamantine bullets – 6,001gp
20 mithril bullets – 5,001gp
Eye of Winking (MaoF) – 120,000gp
9 Pearls of Power, one for each level of spell – 285,000gp
Gauntlet of Rust – 11,500gp
Infusionsbarkskin, 12th level (600gp), 2 call lightning, 10th level (1,500gp), 2 call lightning storm, 15th level (3,750gp), tree shape, 10th level (500gp), shapechange (3,825gp).
Safety (as ring of rapid healing, featherfalling, and protection +5) – 378,000gp
Protection (as ring of major universal elemental resistance and evasion) – 253,500gp
Belt of the Sages (as periapt of wisdom +6) – 36,000gp
Tome of Understanding +5 – 137,000gp (used)
Tome of Leadership and Influence +5 – 137,000gp (used)
Bag of holding, type III – 7,400gp
Torc of animal speech – 12,000gp (MotW)
Cloak of resistance +5 – 25,000gp
7 Wilding Clasps – 28,000gp (MotW). They are on both rings, the eye of winking, the cloak, the torc, the belt, and the gauntlet.

Money
7,461gp

Kessian
Dire Tiger
Large Animal
Hit Dice: 22d8+86 (189 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
AC: 25 (–1 size, +5 Dex, +13 natural, +1 insight, +4 armor), touch 11, flat-footed 15
Base Attack/Grapple: +16/+33
Attack: Claw +29 melee (2d4+11)
Full Attack: 2 claws +29 melee (2d4+11) and bite +27 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+5
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +26, Will +20
Abilities: Str 32, Dex 20, Con 19, Int 2, Wis 14, Cha 10
Skills: Hide +10*, Jump +17, Listen +12, Move Silently +14, Spot +12, Swim +13
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Weapon Focus (bite), Improved Natural Armor
Environment: Warm forests
Organization: Solitary
Challenge Rating: 8
Carrying Capacity: Light load – 2,400lbs. or less, Medium load – 2,401- 4,800lbs., Heavy load – 4,801 – 7,200lbs., Kessian can drag 36,000lbs.

Kessian is an enormous tiger with subtle markings in burnt orange and sable. Bony spikes surround his eyes and run down his shoulders and spine. Oftentimes he wears leather armor, carefully cut and stiched to mimic his own coloration. An elaborate saddle, cut to be comfortable to him, often perches on his back, and a sturdy collar of iron-studded leather encircles his neck. Seven ioun stones of various colors circle his head constantly; Kessian sometimes catches them to amuse himself. He is utterly ferocious with nearly everyone except Fairweather and her chosen companions. With Faithweather he is little more than a big housecat that adores having his belly and ears scratched.

Tricks Known: Armor, Attack, Down, Heel, Come, Defend, Hold, Subdue, Stalk, Assist Attack.

Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +18 melee, damage 2d4+4.

Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Gear: +2 exotic leather barding (4,190gp), collar of resistance +5 (MotW, 12,250gp), clear spindle ioun stone (sustains without food or water, 4,000gp), dusty rose prism ioun stone (+1 insight bonus to AC, 5,000gp), deep red sphere ioun stone (+2 enhancement bonus to Dex, 8,000gp), pale blue rhomboid ioun stone (+2 enhancement bonus to Strength, 8,000gp), pink rhomboid ioun stone (8,000gp), iridescent spindle ioun stone (sustains without air, 18,000gp), pearly white spindle ioun stone (regenerates 1 point of damage per hour, 20,000gp), ring of minor universal elemental resistance (144,000gp).

Animal Companion abilities: Link, share spells, evasion, devotion, multiattack.

Appearance: Fairweather is a sturdy-looking woman with an ageless quality about her. Her skin is weathered from a lifetime outdoors, and her hair is a simple, sandy brown. Her eyes seem like the deep green of the innermost sanctum of the forest. She wears leather armor neatly pieced together from over a dozen different animal hides, and walks the land with a staff in her hand a a club at her side.

Personality: Fairweather is above all, a realist. She has lived in both the most wild of wilderness and the most bustling of cities, and can find the power of nature in both places. She is calm and in control during most times, and it takes a great deal to ruffle her feathers. When pushed to battle, she can be as fierce as any storm, but she does not hold a grudge. She holds a great love for Kessian, the little bits of nature she finds in the most unlikely of places, and the simple pleasures of a summer shower.

Background: Fairweather was born a hunter’s daughter on the forest’s edge, the only daughter and child of Renweth Deepstrider, as his wife, Jaleen, died in childbirth. Her first days of life were rather precarious, and her father once swore to her that she only survived because of a miracle from the heavens. She learned to hunt and to respect her prey, as her father did, how to search in the woods for the foods she needed. However, it was in one of her wanderings that she was confronted by a large dire mountain tiger mother with a pair of cubs. She was certain she would die, but to her surprise, the mother tiger rubbed up against her and treated her like her own.

Astounded, she didn’t even hear her father come up behind her. When she heard his gasp, she whirled around. Her father was dead white, and she asked him, fearfully, what was going on. In a moment, Fairweather’s life was turned upside down. Her father told her that in his sorrow over his wife’s death, and the thought of his own inability to raise a babe, he took the infant Fairweather deep into the forest and left her there in a small cave. He returned a year later, out of remorse, and found his infant daughter being suckled by a dire mountain tiger. He waited until the tiger left, and then stole his daughter back, sure that her survival was a sign from the gods.

At hearing this, Fairweather was troubled, and told her father she needed to find her own path. And with that, she left with the mountain tiger. For the next several years, she lived in the woods, learning the ways of the wild from the perspective of the beasts. With the mother tiger, she raised one of the little cubs as her own, and called her new friend Kessian.

It was almost ten years befor the young druid emerged out of the woods again. She found herself drawn to the cities that her father had always disparaged, determined to find out about them. She felt that she had mastered much of the wilderness and wanted to see if she could master such an alien environment.

It took her twice as long to master the nature of the cities as it did the nature of the wild, and she lived much of that time as a dog, cat, or rat. But it was here where she learned of the life of adventuring, and power of magic, and the strength of diversity. In the city was where she learned to interact with different people, even those that found her native home as strange as she did the city.

After leaving her extended stay in the city, she spent the next several years adventuring and traveling all around the country. She taught other budding young druids the secrets of woods, but she never took an apprentice, finding little amusement in traveling with those much younger and less experienced than her. She far prefers to travel with peers, those that she will not have to protect.

Twelve years ago, when she was near her native home, she met a ranger who called himself Eedrick. He was a far-ranging man who had had nearly as much experience in the ways of the world as she. And like her, he knew the pain of losing a parent, as both of his had been killed in a senseless border war. Though she initially traveled with him for a time simply to hear his stories, she grew to like the man. He was very competent, strong, and had a deep love of the wilderness. In addition, Kessian liked him a great deal, which sealed it.

The two have been married for over a decade and have three children, a pair of ten year-old twin sons, Rik and Gannon, and an eight year-old daughter, Irene.

[Spell changes: Given that in 3.5, stunning causes the victim to drop any held objects, Sand Blast will be changed to daze those who fail their saves, not stun them.

Damage for Briar Web caps out at 1d4+10.

Nature's Favor caps out at +5.

Creatures who fail a save against Thunderswarm are not automatically stunned, but must make a Fort save against the original DC or become stunned.]
 

Domina ex'Zamia
Female Human Fighter 15/Weapon Master 10
Alignment: Lawful Neutral
Height: 5'9"
Weight: 145 lbs
Age: 29
Eyes: Brown
Hair: Black
Skin: Tan
Patron Deity: God of Justice and Retribution

HD: 25d10
HP: 317 (10+(5.5*24)+(7*25))

Init: 11 [+7 Dex, +4 Improved Initiative]
Speed: 40/60 ft. [30 size -10 armor x2 boots]

Stats:
STR 32 (+11) [13 Pts +4 level +5 book +6 belt]
DEX 24 (+7) [5 Pts +5 book +6 boots]
CON 24 (+7) [5 Pts +5 book +6 amulet]
INT 14 (+2) [6 Pts]
WIS 16 (+3) [0 Pts +2 level +6 headband]
CHA 18 (+4) [3 Pts +1 level +6 cloak]
[Total=32 points]

AC: 35
[10 base +7 Dex +13 armor +5 ring]

Conditional:
~ Dodge: +1 bonus vs 1 enemy when declared
~ Mobility: +4 Dodge bonus to AoO when moving in threatened area
~ Combat Expertise: Take up to -5 on attack roll and add to AC
~ Evasion: On a Ref save, 1/2 damage if failed, no damage if made (from boots)
~ +4 to AC when unarmored (Monk's Belt)

Saves:
Fort +25 [13 base +7 Con +5 ring]
Ref +25 [13 base +7 Dex +5 ring]
Will +14 [9 base +0 Wis +5 ring]

Conditional:
~ Cold, Acid, Fire, Electricity, & Sonic Resistance 30 [armor]
~ SR 32 against enchantment effects when mounted

Attacks:
Base Attack: +22/+17/+12/+7
Grapple: +33 [22 base +11 Str]

Final Darkness +43 [+22 base +11 Str +5 Magical +1 Weapon Focus +2 Gtr Weapon Focus +2 Epic Weapon Focus]
Critical Range: 18-20/x4
Final Darkness is a +5 Shocking and Icy Burst Ghost Touch Scythe. The handle is a dark black color and the blade is made out of darkened steel.

Unarmed +33 [+22 base +11 Str]
Critical Range: 20/x2
Attack granted by Monk's Belt.

Conditional:
~ Power Attack: Subtract from attk, add to dam, up to base attk bonus
~ Dire Charge: Make full attk after charge in first round
~ Combat Reflexes: Make additional AoO equal to Dex bonus
~ Ghost Touch: 50% incorporial miss chance doesn't apply
~ Increased Multiplier 5/day (+1 to crit multiplier)

Damage:
Final Darkness: 2d4+20 [+11 Str +5 magic +2 Weapon Spec. +2 Gtr Weapon Spec]

Unarmed: 1d8+11 [+11 Str]
Attack granted by Monk's Belt.

Conditional (not included above):
~ Shock: +1d6 electrical damage on successful hit (command word)
~ Shocking Burst: +3d10 electrical damage on crit
~ Frost: +1d6 electrical damage on successful hit (command word)
~ Icy Burst: +3d10 electrical damage on crit
~ Ki Damage 10/day (Inflict max damage w/o rolling)

Skills:
Balance: +26 [0 ranks +7 Dex +20 boots -1 armor]
Bluff: +9/+13 [5 ranks +4 Cha +4 armor] cc
Climb: +30 [0 ranks +11 Str +20 boots -1 armor]
Diplomacy: +16/+20 [8 ranks +4 Cha +2 bluff +2 sense motive +4 armor] cc
Handle Animal: +14/+18 [10 ranks +4 Cha +4 armor]
Intimidate: +17/+21 [11 ranks +4 Cha +2 bluff +4 armor]
Jump: +30 [0 ranks +11 Str +20 boots -1 armor] (not limited by height)
Knowledge, Nature: +4 [0 ranks +2 Int +2 survival]
Listen: +18 [15 ranks +3 Wis]
Ride: +28 [12 ranks +4 Dex +2 handle animal +10 horseshoes]
Sense Motive: +23 [20 ranks +3 Wis]
Spot: +18 [15 ranks +3 Wis]
Survival: +11 [8 ranks +3 Wis] cc
Tumble: +26 [0 ranks +7 Dex +20 boots -1 armor]

Conditional:
~ +4 on all Cha-based skill checks when wearing my armor

Feats:
~ Dodge (+1 to AC vs 1 enemy when declared)
~ Mobility (+4 Dodge bonus to AoO when moving in threatened area)
~ Wild Cohort (Gain a wild cohort)
~ Combat Reflexes (Make additional AoO equal to Dex bonus)
~ Combat Expertise (Take up to -5 on attack roll and add to AC)
~ Weapon Focus (scythe) (+1 to hit with the scythe)
~ Spring Attack (Move, attack, move)
~ Whirlwind Attack (Give up normal attacks to make 1 attack vs every foe within reach)
~ Cleave (Kill one foe, get 1 xtra attack vs another foe within reach)
~ Great Cleave (No limit to Cleave attempts per round)
~ Power Attack (subtract from attk, add to dam, up to base attack bonus)
~ Improved Critical (weapon threat range doubled)
~ Improved Initiative (+4 to Init checks)
~ Weapon Specialization (scythe) (+2 on all damage rolls with scythe)
~ Greater Weapon Specialization (scythe) (+2 on all damage rolls with scythe)
~ Quick Draw (Draw weapons as free action)
~ Greater Weapon Focus (scythe) (+1 to hit with scythe) [bonus from PRC]
~ Dire Charge (Full Attack after charge on 1st round of combat) [Epic]
~ Epic Weapon Focus [Epic] (+2 to hit with the scythe)
~ Trample (Overrun Opponent when mounted, 1 hoof attk) [horseshoes]
~ Ride-By Attack (Move, attack, move) [horseshoes]
~ Spirited Charge (Deal double damage with melee weapon) [horseshoes]

Wish List: Epic Weapon Specialization
Wish List: Power Attack
Wish List: Overwhelming Critical
Wish List: Devastating Critical

Racial Abilities:
Human:
~ Size: Medium
~ Speed: 30 ft.
~ 1 extra feat at 1st level.
~ 4 extra skill points at 1st level and 1 extra skill point at each additional level.
~ Automatic Language: Common.
~ Favored Class: Any.

Class Abilities:
Fighter
~ Bonus Feats

Weapon Master
~ Ki Damage 10/day (Inflict max damage w/o rolling)
~ Increased Multiplier 5/day (+1 to crit multiplier)
~ Greater Weapon Focus (scythe) (+1 to hit)
~ Superior Combat Reflexes (Dex + Wis = AoO/round)
~ Ki Critical (Increases crit by the same amount as Improved Crit)
~ Ki Whirlwind Attack (Standard action instead of full round)

Languages Spoken:
~ Common
~ Orcish
~ Celestial

Equipment:
Domina's Items:
Boots of Swiftness (256,000 gp) ELH SRD
Ring of Protection +5 (50,000 gp)
Rod of Enemy Detection (23,500 gp)
Amulet of Health +6 (36,000 gp)
Belt of Giant Strength +6 (36,000 gp)
Headband of Wis +6 (36,000 gp)
Belt, Monk's (merged with STR belt) (19,500 gp)
Cloak of Charisma +6 (36,000 gp)
Ring of Resistance +5 (25,000 gp)
Manual of Gainful Exercise +5 (read) (137,500 gp)
Manual of Bodily Health +5 (read) (137,500 gp)
Manual of Quickness in Action +5 (read) (137,500 gp)
Vial of Silversheen x2 (250 gp)
Potion of Haste x3 (2,250 gp)
Rod of Heal 3/day, 10th lvl (144,000 gp) Custom
Rod of Teleportation 5/day (84,000 gp) Custom
Saddlebags of holding (as bag of holding type III x2) (14,800 gp) Custom
Military Saddle, dyed black (20 gp)
Bit & Bride (2 gp)
Clothing, various outfits (150 gp)
Normal dice, black (3 cp)
Deck of cards (3 cp)
Bedroll (1 sp)
Caltrops x2 bags (2 gp)
Flint & Steel (1 gp)
Grappling Hook, collapsible (3 gp) A&E
Lantern, Hooded (7 gp)
Oil, 5 pints (5 sp)
Belt Pouch, black leather, x2 (2 gp)
Silk Rope, 50 ft (10 gp)
Tent, one person (5 gp) A&E
Waterskin x2 (2 gp)
Whetstone (2 cp)

Cash:
PP: 2,600 (all PP carried in saddlebags)
GP: 78
SP: 38
CP: 20

Armor Total Cost~~~ 424,350
MW Fullplate 1,650 DMG 216
Mithral 9,000 (max Dex+2, Armor check -3)
+5 Enhancement to AC (+5) DMG 216
Command (+2) A&E 93 (+4 Cha skills and reaction checks, +2 Will allies in 30')
Maneuvering (+1) BoEM2 (-2 armor check penalty)
Grace (+1) BoEM2 (no max dex)
Glamered 2,700 DMG 219
Greater Cold, Acid, Fire, Electricity, & Sonic Resistance 330,000 DMG 219

Weapon Total Cost~~~ 200,000
MW Scythe 318
+5 Enhancement (+5)
Ghost Touch (+1)
Shocking Burst (+2)
Icy Burst (+2)

Arshae's Items:
~ Saddle of Weather Protection 5,400 A&E 136 ("Immune" from normal weather; cast Protection from Elements 1/day on rider and mount)
~ Horseshoes of the Peerless Steed 217,000 ELH SRD (See Below)
~ Horseshoes of the Zephyr (merged with P.S. shoes) 9,000 DMG 260 (travel without touching ground)

Barding Total Cost~~~ 42,150
Fullplate (x4 cost) 6,000
Masterwork 150
+5 Enhancement to AC (+5) DMG 216
Grace (+1) BoEM2

Descriptions/Notes:
Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb.

Horseshoes of the Peerless Steed: These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the –5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance; Market Price: 217,000 gp; Weight: 1 lb. each.
These have had the Horseshoes of the Zephyr from the DMG merged with them.

Rod of Heal: Useable 3 times per day, Use activated, heal 110 HP of damage per use.
Caster Level: 10th; Prerequisites: Craft Rod, Heal; Market Price:
(spell level x caster level x 2,000 gp) / (5 / charges per day) x no space limit (6x10x2,000)/(5/3)x2 = 144,000 gp

Rod of Teleportation: Useable 5 times per day, as per Greater Teleportation.
Caster Level: 13thl Prerequisites: Craft Rod, Greater Teleportation; Market Price:
(spell level x caster level x 2,000 gp) / (5 / charges per day) x no space limit
(7x13x2,000)/(5/5)x2 = 84,000 gp

Key: A&E = Arms & Equipment Guide; ELH SRD = Epic Level Handbook SRD; BoEM2 = Book of Eldritch Might 2.
All items are named followed by price, source, and page number (if any).

Wild Cohort:
Arshae Laurus (ancient victory)
Advanced Dire Horse Stallion
Coloring: Bay (reddish-brown with black mane, tail, and legs)
HD: 15d8
HP: (8+(4.5*14)+(6*15))
Initiative: +3 Dex
Speed: 120/100 ft. (60 base -10 armor x2 horseshoes)
AC: 38 (10 base -1 size, +3 Dex, +13 armor +13 natural[+6 race +7 cohort])

Base Attack/Grapple: +11/+23
Attack: Hoof +20 melee
Full Attack: 2 Hooves +20, Bite +15

Damage: Hoof 1d8+8, Bite 1d6+4

Face/Reach: 10 ft/5 ft

Special Qualities:
~ Scent [Racial]
~ Low-light Vision [Racial]
~ Evasion [Wild Cohort] (1/2 dam on failed Ref save, no dam on successful)
~ Devotion [Wild Cohort] (

Saves:
Fort +15 [9 base +6 Con]
Reflex +12 [9 base + 3 Dex]
Will +7/+11 vs. Enchantment [5 base +2 Wis +4 vs Enchantment [Wild Cohort]]

Ability Scores: [stats from MotW + Advanced HD + Wild Cohort]
STR 26 (+8)
DEX 16 (+3)
CON 22 (+6)
INT 2 (-4)
WIS 14 (+2)
CHA 10 (+0)

Skills: [18 skill points from HD]
Listen +11
Spot +11

Feats: [6 feats from HD]
~ Endurance
~ Run
~ Weapon Focus (hooves) (+1 to hit)
~ Weapon Focus (bite) (+1 to hit)
~ Improved Natural Attack (hooves) (increase damage die by 1 step)
~ Improved Natural Attack (bite) (increase damage die by 1 step)
~ Trample (Overrun Opponent when mounted, 1 hoof attk) [horseshoes]
~ Ride-By Attack (Move, attack, move) [horseshoes]

Advancement: 16 (Large); 17-24HD (Huge)

Tricks Known:
~ Combat Riding package [PHB]
~ Bullrush [Web]
~ Overrun [Web]
~ Pin [Web]
~ Track [PHB]
("Web" tricks are from http://www.wizards.com/default.asp?x=dnd/re/20031125a)

History:
Domina's life is one filled with tragedy. For the first 14 years of her life, she was happy, except for the usual childish and then teenage woes. She was the daughter of a farming family, the second child of an young couple, her brother having been born but five years before. However, shortly after her 16th birthday, Domina's tranquil life was shattered when the constant border war between the lord whose land they farmed and the neighboring lord spilled over onto their little farm. The farm was razed, her family murdered, and she herself left for dead. Barely alive, Domina was able to draw herself from the house and into the woods before the fires of her ruined home consumed her as well.

She lived through the night, and in the following days recuperated physically from the soldier's abuse. The damage done to her psyche, however, did not heal so fast. Loss and sorrow filled her every thought and dream - along with a deeply abiding, slow-burning anger. She subsisted on roots and berries, and what wildlife she gleaned from the traps that her brother had set before his death. It was hardly enough to sustain her, but she survived. When she was strong enough, she traveled back to her homestead and took the only weapon she could find - an old scythe that had once been used to work the fields.

Dressed in her brother's old work clothes that had survived the fire in the barn, she set on the roads and traveled to the lord's keep with the intent of joining his army. Revenge was the driving force in her life.

She spent only a short time in the army, disguised as a boy (since it was doubtful she would have been accepted for the army as a female). During that time, she was highly commended on her zeal and valor - her commanding officers never realizing, or never caring, just why she worked so hard to master every weapon, every battle strategy, that she could. During that time, she shared a tent with a young man named Jaysen. She, in her disguise as Dominic (her deceased brother's name), and Jaysen grew to be great friends, and it was only through fortunate circumstance and the foibles of battle-readiness (oftentimes, they would have to sleep in their armor and would go for weeks unbathed while in the field) that Jaysen did not discover her true sex. He treated her as an equal, and had a mischievous streak that would often get both of them latrine duty - but she loved assisting him with his tricks. The two grew closer, and she even told Jaysen everything - about her family, her farm, her motivations for being in the army - everything but that she was female. Jaysen shared quite a bit with her, as well - his home life, his reasons for enlisting, his dreams and plans when he left the service. It wasn't long before she realized that she wanted to be that lucky girl he spoke of finding and marrying. But still she held her tongue, afraid of the consequences of revealing her secret. Still, her love made her feel alive again for the first time since her family had died.

After Domina had been enlisted for a year and a half, her squad was sent out on patrol. Her patrol was ambushed shortly into their shift - and once again, Domina was forced to watch as people she knew and trusted were cut down before her eyes. The tide of battle separated she and Jaysen, and she fought like a madman to get back to his side. They had been in enough engagements together that Domina knew that Jaysen was not as skilled with a blade as she, and she fought to protect him - to protect the man that she loved. Alas, she saw him fall before her eyes, as one of the enemy cut him down from behind with a blow that Jaysen never saw. Domina, with a primal scream, killed the last opponent between them and rushed to catch him as he fell. The battle was fading by then, and she just sat and held him, tears falling like rain on his face. It was his last words to her that scored her to the bone, however - his confession of love for his good friend Dominic, and how he so wished that Dominic were female so they could have a life together. The life faded from his eyes even as she attempted to tearfully tell him of her love. Her emotions froze, and she rose up, cold as ice, to join in the battle with the remainder of her squad.

She and three others were the sole survivors of that battle, having killed all of the attacking force; and all of them were given the option of continuing in a different squadron or leaving Lord Denethorn's service. Domina opted to leave, as she had lost the taste for fighting; and taking her severance pay, she left for the capital with just the clothes on her back.

It was a long, hard travel to the capital city, and before long she once again found the need for a weapon. She purchased her original weapon, a scythe, from a local farmer's market and carried it for protection. Still dressed as a boy and carrying a scythe, she was considered not a worthwhile target for all but the most down-on-their-luck bandits.

It was heading on toward winter, however, and she started stopping at farms, asking if she could sleep in the hayloft overnight if she helped the family during the day. Usually, her offer was taken up. One night, she stopped at a small, out-of-the-way farm with the same offer. It turned out to be inhabited by a lone, elderly man who gladly accepted. In fact, he requested that that she stay and help with the harvest of his small field. She agreed, for he reminded her of her grandfather, also dead these years. Working with him, she discovered that he had no family - he was an only child, and his wife had died in childbirth with their daughter 20 years ago. He had never remarried; instead, he struggled to operate the farm alone with his one draft horse. Touched, she offered to stay the winter, and he happily agreed, saying that he could use the help. That night, in the small bedroom that she had been using (the one that was to be his daughter's) she found laid out for her woman's clothing. When she went back out into the main room, he simply said that the man's clothes didn't suit her and she should dress accordingly.

She stayed the winter, helping with the animals and around the house. She grew to love old man Tarn as a father, and he confessed one day that she seemed the daughter that he never had. Domina was content, and winter began to stream into spring. Every day that passed cracked Domina's cool exterior as she began to feel, to live, again.

Tarn's elderly mare went into labor the last month of winter. Although Tarn owned no stallions, he was in the habit of tethering the mare where she could be 'serviced' by one of the wild stallions that lived in the mountain pastures and came down to the flatlands every spring. It was a hard labor, for the mare was old, and she didn't survive it. However, the young colt did; Tarn and Domina fed him cow's milk in a baby's bottle. The foal attached himself to Domina, apparently considering her his parent. He was an odd colt, being bigger than most, and feral-looking, with a blunt and primitive cast to his features - much like a rough stone carving - which Tarn and Domina ascribed to his wild stallion sire.

The time for Domina to leave came and went, as she stayed with Tarn all that spring and summer; however, tragedy once again struck in late summer. Tarn died peacefully in his sleep, just never awaking one day. With that discovery, Domina's cold emotional shell clanked back into place; it seemed that anyone she loved was taken from her. She buried the old man and said a simple prayer over his grave before departing. She had told Tarn's nearest neighbors, and they agreed to come out and take over the farm. She continued her journey towards the capital, accompanied by the foal who refused to be left behind - even to the extent of jumping the corral fence and following her. She named the him Arshae Laurus, ancient victory, because of his roughcut appearance and refusal to give up.

Once she reached the Capital, with little money left and little direction in her life, she searched for employment - this time as a female, leaving her boyish disguise behind. It was getting far too difficult and uncomfortable to disguise herself effectively as a boy as her body grew into maturity. By this time she was 16, and although strong from her time in the military and her farm life, there was little need for what skills she had in such a big city. Farm hands were in little demand, and few people showed any interest in hiring a lone female, without any family; who could trust her? She refused to sell her body, even causing bar brawls as she defended herself from unwanted advances. During this she discovered that Arshae was determined to protect her, regardless of her own wishes in the matter, as he trampled one man who had cornered her in the stables. She began attempting to train the foal, who was now nearly double the size of other colts his age, before he could harm anyone permanently. Finally, down on her luck and even the coldness of her emotional facade cracking slightly under the stress, she was offered a bodyguard job by a merchant who had witnessed one of the fights she had been involved in. He wanted a bodyguard and chaperone for his daughter, and for obvious reasons did not want to hire a male. Although Domina had wanted to avoid more fighting, she had no recourse but to accept the job.

She worked in like jobs freelance for four years before being approached by a mercenary company at the age of 20. Her service and skill with the scythe, her chosen weapon (she refused to use anything else) had impressed the Captain and he offered her a commission in his Company, named the Company of the Black Blade. She accepted the terms he offered, and began what would turn out to be a 9 year career.

Within a year, her cool demeanor in any situation and her sheer skill with the scythe caused her to be appointed Sergeant, then before another year was out promoted to be the Captain's right hand Lieutenant. The Captain retired at several years later, and she was elected Captain in his stead.

She was finally able to reform the Company as she saw fit, and thus did so - creating an elite unit that although small in comparison with many Companies, was unsurpassed in tactics. She appointed the best tacticians in the Company to special positions, expelled some of the trouble-makers, and was continuously on the lookout for quality warriors. Within a year, the Company was hardly recognizable as its old self, especially with its new morals of not harming noncombatants. Domina and the Company also had a new reputation as someone you didn't cross - all due to the very first commission Domina accepted for The Company of the Black Blade after her appointment as Captain. It was a fairly routine assignment, and at the completion Domina and her two Lieutenants attempted to collect their fee. The duke who had hired them refused to pay - after all, Domina was merely a female, what could she possibly do to him? Domina took his insults with a calm face, then turned and rode out of the keep with her Lieutenants. Entering the Black Blade's encampment, she very simply and coolly ordered the men to arms. Turning, she rode at the head of a very angry mercenary company back to the duke's keep, wherein they proceeded to lay waste to his home, all without ever harming a single person save his soldiers when he ordered them out. That was the first and last time an employer attempted to default on a agreement.

More recently, Domina has left the Company in the capable hands of the new Captain, personally appointed by her. She has lost the taste for being Captain and having so many under her command; she wants to get back to being only responsible for herself, and get away from the widespread reputation she has earned as Captain of the Company of the Black Blade. As well, she wishes to better focus on the growing connection she feels with her deity. For one whose whole life has been seemingly filled with nothing but the burning drive for revenge and the acts of warfare, she is beginning to wonder if perhaps she was not chosen by her God.
 
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Ghostknight

First Post
Jesper Ki’Ilik
Human Rogue 13/Shadowdancer 7/Void Incarnate 5
Alignment: Neutral
Ability Score Points spent Bonuses Overall bonus
Str 18 4 +6 enhancement + 4
Dex 30 10 +3 levels +6enhancement +5 inherent + 10
Con 16 2 +6 enhancement + 3
Int 28 8 +2 levels +6 enhancement +5 inherent + 9
Wis 16 2 +6 enhancement + 3
Cha 26 6 +1 level +6 enhancement +5 inherent + 8

Hit Dice: 10d6 + 10d8 +5d6 + 75
Hit Points: 175
AC: 44 (+5 Chainmail, +5 Enhancement bonus, +10 Dex, +5 Natural Armor +5 Ring +1 monk +3 Wis) Touch: 29
BAB: +17/+21 (Includes +3 Epic attack bonus)
Full Attack:Melee Rapier 1: +30 /+30/+25/+20 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs law). Rapier 2 +30 /+30/+25 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs chaos).
Critical Range for both is 18-20/x2
Ranged: Composite Shortbow(+2 Str) +5 +32/27/+22 dmg 1d6 +7 (+5 from longbow, +2 str, +7d6 when sneak attack)
Saves: Fort +16 Ref +31 Wil +18 (Including epic save bonus +2)

Feats:
Epic Leadership (Level 24) (Leadership score 39, 38 for cohort (different alignment) +25 level +cha, +2 base of operations, +2 great renown(within certain circles…), +1 special power).
Dextrous Fortitude (Level 21)
Landlord (level 18)
Leadership (Level 15)
Combat Reflexes (Thief special ability)
Improved Two weapon fighting (Level12)
Iron Will(Level 9)
Mobility (level 6)
Dodge (Level 3)
Two Weapon Fighting, (level 1)
Weapon Finesse (Human Bonus)

Skills:
Appraise 32 (23 ranks +9 Int), Balance 28 (16 Ranks +10 Dex +2 Tumble), Bluff 32 (24 ranks +8 Cha), Climb 29 (31 with rope)(25 Ranks +4 Str +2 with rope), Craft (Locksmith) 24 (15 ranks +9 Int), Decipher Script 24 (15 Ranks + 9 Int), Diplomacy 37 (25 ranks +8 Cha +2 Bluff +2 Sense Motive), Disable Device 36 (27 Ranks + 9 Int), Disguise 30 (20 ranks +8 Cha +2 from Bluff), Escape Artist 34 (36 from rope) (24 Ranks +10 Dex +2 from rope), Forgery 18 (9 ranks + 9 Int), Gather Information 38 (28 ranks +8 Cha +2 Knowledge (Local)), Hide 38 (28 Ranks +10Dex), Intimidate 30 (20 Ranks + 8 Cha +2 bluff), Jump 12 (5 Ranks + 5 Str +2 Tumble), Knowledge (local) 24 (15 ranks + 9 Int), Listen 13 (10 Ranks + 3 Wis), Move Silently 31 (21 Ranks +10Dex), Open Lock 28 (20 ranks +8 Cha), Perform (Dance) 13 (5 ranks +8 Cha), Search 26 (17 ranks +9 Int), Sense Motive 21 (18 Ranks +3 Wis), Sleight of Hand 30 (20 ranks +8 Cha +2 bluff), Spot 13 (10 Ranks, +3 Wis), Swim 9 (5 Ranks +4 Str), Tumble 40 (28 Ranks +10Dex +2 Jump), Use Magic Device 23 (15 Ranks, +8 Cha), Use Rope 20 (22) (10 Ranks + 10 Dex +2 when binding).

Weapon and Armor Proficiency:
All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor, but not with shields.

Special abilities
From Rogue
Trapfinding, Evasion, Sneak attack +7d6, trap sense +4, Improved uncanny dodge, Skill Mastery (Climb, Bluff, Escape artist, Hide, Move silently, Open lock, Search, Sleight of hand, Tumble, Use Magic Device, Sense Motive),

From ShadowDancer
Hide in plain sight, darkvision, Shadow illusion, summon shadow, Shadow jump 40 ft.
Defensive roll, improved uncanny dodge, summon shadow (+2HD), Slippery mind

From Void Incarnate
Blank Aura. Improved Evasion, Void Presence, Mettle of Fortitude, Blank Mind

Equipment
Mantle of epic spell resistance SR40 290,000gp
Ring of attributes +6 enhancement bonus to all attributes
Strong transmutation; CL 12th; Forge Ring, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Cat’s Grace, Fox’s Cunning; Price 306,000gp.
Tome of Clear Thought +5 inherent bonus137,500gp (read and included above)
Manual of Quickness of Action +5 inherent bonus 137,500gp (read and included above)
Tome of Leadership and Influence +5 inherent bonus137,500gp (read and included above)

Rapiers of balance: These twin rapiers are a set, created to try and restore balance, removing law and chaos respectively. The first is a beautiful blade, its line straight and true - made of cold iron it is an axiomatic weapon. The second has wavy lines, a serated edge chaotically arranged, its silvery sheen giving away its composition of silver, it is the opposite of its mate, being an anarchic weapon. Both of the weapons are also enchanted to increase the combat effectiveness of their wielder, providing extra speed. When wielded together the weapon in the off hand counts as a light weapon, on their own each counts as an one handed weapon.
Blade 1 – Slayer of Chaos - +5 Rapier, Axiomatic, speed made of cold iron cost 203,040gp (+10 = 200,000 +2000 for cold iron +40 for rapier +1,000gp for light weapon)
Blade 2 – Slayer of Law - +5 Rapier, Anarchic, speed, made of Alchemical silver cost 201,410gp (+10 = 200,000 +320 for rapier + 90 for alchemical silver +1,000gp for light weapon)
Armor of Free movement: This armor is a +5 suit of chainmail made of mithril, Grace abilities and maneuvering, and , so finely patterned and interwoven that it can be freely worn under normal clothing undetected and counts as wearing light armor. The wearer also receives the effects of a continuous Freedom of Movement Spell It has no max dex bonus, no armor check penalty and a spell failure chance of 20% Cost 173,000gp (+7 bonus = 49,000 +4,000 for Mithral + 120,000 for Continuous Freedom of Movement)
Cubic Gate (Face 1 – Prime material Plane, Face 2 – Demi-plane of Hidden guild, Face 3 Positive Energy Plane, Face 4 – Astral Plane, Face 5 – Ethereal Plane, Face 6 – Nine Hells) 120,000gp
Note: He uses his cubic gate for traveling to the Guild HQ mostly. Face 3 is used when rapid healing is needed, Face 6 is generally used to take people there and abandon them – either as a punishment or as a combat tactic – although taking people to the positive plane and abandoning them there is preferred during combat!
Portable Hole 20,000gp (kept in an inside pocket sewn into his shirt)
Heward’s handy Haversack 2,000gp
5 Candles of truth 12,500gp
Amulet of Natural Armor +5 50,000gp
Ring of Protection +5 50,000gp
Composite Shortbow (+2 str bonus) of Distance +5 72,800gp
50 Arrows of seeking 2350gp
Bracer’s of displacement: As displacement cloak + 50% cost for non-affinity body slot Cost 75,000gp
Bracelets of resistance +5 37,500gp
Monk’s belt 13,000gp
(5000gp given to Tmion)
Gold 50000gp in gems, 1300pp 1000gp


Description: Jesper is thin, emaciated looking man. He disappears quietly into the shadows, seemingly not there. He traditionally wears black clothing, covered with a dull black mantle that seems to drink in the light. His face is usually hairless, but often changes, as he dons different guises, whatever seems best to him at the time. His hair is kept cropped short, usually black in color but subject to change in but a moment. He favors non-magical disguises, seeing magical ones as give-aways by their very nature.

Personality: Jesper tends to take life seriously. Life is a game to be won, not enjoyed. The rewards of the game come from being the best. To this end he keeps much information about himself private. Many know of his actions but few know of him and even fewer are close enough to know his thoughts.

History: Jesper has always lived on the wrong side of the law. He grew up in the slums, winding his way through the streets, petty messenger for any who threw a copper his way. And on his way he would stop to “supplement” this meager pay from whatever source he could find. Never one for the organized groups, he stayed independent and eventually attracted the attention of those who objected to this independent station.

So he left, taking with him what he owned, and never returned. Instead he found a group that had sworn to bring back untold riches from distant shores and haunted ruins. It seemed a good group, but they all fell. True, he gained much experience and gold (not to mention equipment) from his fallen comrades, but it taught him a lesson. A group is only as good as its cooperation. He blamed their demise on their inability to work together – always arguing over petty differences.

So the next time he joined in with a group he looked for people that would work well together. They did, right up until the time it turned out half were working for the vampire they were trying to destroy! Barely escaping Jesper looked for better ways of working. He found someone to learn from, the secrets of the shadows opening up to him. For a few years he worked with his new mentor, learning what he could until he had surpassed him.

His fortune long since earned he looked at how he could capitalize on it. He started building up an organization. He tried to organize a guild that could rival those that had made life difficult for him when younger. But his distant manner worked against him and the guild was destroyed by betrayal and the he was subjected to several attempts on his life. Depressed, his love of shadows deserted him and he sought other means of gaining the power he desired.

So Jesper searched and in meditation and in the power behind the shadows, in the space between where people looked, he found the void. Here he found the power to mask himself, make himself seemingly not there – far more powerful than shadows, the void promised rewards he had previously only dreamt of. Now he used his new understanding to move ahead, gain even further knowledge and still he explores the power of the void.

Using his new skillsand knowledge, Jesper now seeks to resurrect his dream of a guild to rival and eventually remove the existing ones. He has agents in many cities, but this time his senior people are much closer to him, finally he has placed his trust into someone close to him – he hopes that this way the previous issue of betrayal will not be repeated!

The Hidden Guild as it has become known, is slowly spreading its tentacles. Jesper found a mage to create for him the ultimate hideaway, his own little corner of reality. Using a magic item created for him he opened a gate and transported the people and equipment to his new headquarters. Eleven other direct access tokens have been created, and given to his most loyal followers so they can move freely and bring information while relaying orders.

Guild Hide out:

The Guild is based on a demiplane created especially for it. It has been created using five genesis spells cast by an 18th level mage (so each has a diameter of 360 feet.) The first is where the guild portal keys are keyed to, the rest being open gardens and paths leading to the entrance to the next section which is an overlap which is eighty feet wide. Here are stationed guards and archers with multiple alarms (sound based bells, pulled ones light beacons, and another pulled one drops a rock into a large pile of red sand which is very visible as it settles down!)

Behind the guard posts is the guild administrative section, buildings which house records and meeting rooms and are used for daily activities. Leading off from here are three more planes - all overlapping to give 80 foot entrances. The left most one houses sleeping quarters, the right most one has training facilities, and the central one has a library and temple. This one also has large gardens providing a clear view as anyone approaches the far end, which once again has an eighty foot entrance but leads on to the living area of Jesper and his main followers.

Those residing on the plane are primarily Jesper's followers although occasionally visitors are brought there.

(Cost of genesis spells: 140,000gp, Cost of 11 portal keys 99,000gp, the balance of the 2 million GP from the stronghold feat has been used for providing the above buildings and facilities).

Tmion, Monk of the Red Moon
Outsider (Human) Monk Level 23, LN
Str 12 (4pts)
Dex 22 (6 pts) +2 level +6 enhancement
Con 16 (8pts) +1 level
Int 12 (2 pts)
Wis 24 (10pts) +2 level +6 enhancement
Cha 10 (2 pts)

Initiative: +10 (+6 Dex, +4 Improved Initaitive)
HP: 176 (23d8 + 69)
Move: 100ft
BAB +15
Flurry of Blows +26/+26/+26/+21/+16 dmg 2d10 +4
AC 38 (+6 Dex, +7 Wis, +5 Natural, +5 Deflection, +5 Monk)

Saves:
Fort +21 (+12 +3 +1 +5)
Ref +24 (+12 +6 +1 +5)
Will +25 (+12 +7 +1 +5)

Monk Abilities
Still Mind, Ki Strike (Magic, lawful, Adamantine, Epic), Purity of body (Immune to disease except for supernatural and magical), Wholeness of body (heal 46hp/day) , Diamond Body (Immune to poison), Abundant Step (Dimension door as 11th level caster), Diamond Soul (SR33), Quivering Palm (save Fort DC27 within 23 days), Tongue of the Sun and Moon (Speak to any living creature), Timeless Body (no penalties from aging, not affected by magical aging), Empty Body (etherealness for 23 rounds/day), Perfect Self (Outsider, DR 10/Magic), Slow fall any distance, Unarmed Damage 2d10, AC Bonus +5 (With belt), Speed Bonus +70ft,

Feats
From Monk: Stunning Fist, Deflect Arrows, Improved Disarm, Improved Evasion, Improved Unarmed Strike
Level 21: Improved Ki Strike
Level 18: Spring Attack
Level 15: Weapon Finesse
Level 12: Mobility
Level 9: Dodge
Level 6: Improved initiative
Level 3: Combat reflexes
Level 1: Improved Grapple
Human Bonus: Blind Fight

Skills (130 skill points)


Magic Items
Monk’s belt 13,000gp
Periapt of Wisdom +6 36,000 gp
Boots of Dexterity +6 36,000gp
Gauntlets of striking +3 Ghost Touch 32,302gp
Amulet of natural armor +5 50,000gp
Cloak of Displacement (major) (50,000) and Resistance +5 (25,000 +50% = 37500) (87,500gp)
Ring of Protection +5 (50,000gp)

Spent 291,802 gp (5000p gift from Jesper)
Money 4,198gp

Appearance: Short, unpreposessing and mild in manner. Typically seen wearing the rough ropes of a monk and meditating in the gardens outside the Temple, long hair neatly tied back. It is easy to underestimate him, easy to glance over him, easy to miss him as he darts in and out of combat.

History: Tmion was sent as a young child to serve at the court of a nobleman, or so he and his desperate parents believed. In truth he was meant to become yet another unwilling participant in the harem of a merchant. When it became apparent what his fate was to be- leg irons being clamped onto him once out of sight of his family, he started looking to escape.

It was at an inn on the way to the merchant that he struck up a conversation with a passing beggar, who was actually a holy monk on pilgramage. Returning at night, he freed the boy from his bondage and gave him to the care of the Monks of the Red Moon.

He learnt well, almost too well, and some questioned whether he should be allowed to stay. Always was the question asked if he shared the ethics of the rest of the monks- yes he was obedient and scrupulously obeyed the rules, but he did not seem to have the inner conviction that the monks were looking for. For him the rules seemed more important, the message behind them secondary.

To escape some of the questioning of his monastic brethren, he took to adventuring- always ensuring that he sent large sums back to the monastery for charitable purposes. This was as expected and none back home questioned his motives, after all- judge others favourably is a mantra often chanted and the amounts were very generous.

Unfortunately, like many adventuring companies, they took the wrong contract. He and his friends had taken to doing work for one of the major thieves guilds- their last charge was to hunt down and destroy a man that had recently started causing problems. He was starting a guild that was begining to cause problems and make inroads, yet nobody was able to find this man and he seemed but a rumor.

Tmion and his friends found the guild, and much to their chagrin, its leader. Mainly they found him as he appeared, killed one wit blindingly fast dual sword strokes, only to step back through his gate, returning when least expected. Tmion marvelled, and when he was the last left, waited for his arrival, hands folded and head bowed.

Jesper, seeing him in a subservient position, stopped to talk, not attacking but seeking to know why the monk waited for him. The two talked, Jesper describing his grand dream of a single, unified thieves guild, bringing order and finding the best way for them ot operate under the noses of the authorities. The grandiose vision appealled to Tmion. He returned to his former masters to tell them he was not going to take any more of their contracts, and returned to help Jesper.

Shortly thereafter Jesper started his investigations into the void. Now, more than ever, he became an enigma to his enemies. Tmion had spent the years getting close to Jesper, using his orderly ways to help organise and structure the organisation, an area definitely not within Jesper's strengths. Many within the guild believe the monk to be the ruler, having heard only whispers of Jesper and the void's power masking him from most.

As for the monks of the Red Moon, those who know of Tmion's current whereabouts are appalled. Firstly, his power seems almost supernatural- far more than any man should be capable off, secondly - he is defintely not following the altruistic path that they preach. For many this confirms their old fears but the debate rages- what to do about this exceptioally powerful monk, leading a Thieve's Guild and clearly not following the prescribed path. Expulsion from the order seems obvious, but at the same time he has so much to teach that it is uestioned if not more would be lost than gained by such an action.
 
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