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Eladrin Tiamar
Elf
Monk 20, Psychic Fist 10
Lawful Good
Str: 32 +11 (10 Points, +5 Innate, +3 Level, +6 Item)
Dex: 34 +12 (10 Points, +2 Racial, +5 Innate, +3 Level, +6 Item)
Con: 26 +8 (8 Points, -2 Racial, +5 Innate, +1 Level, +6 Item)
Wis: 26 +8 (10 Points, +5 Innate, +3 Age, +6 Item)
Int: 18 +4 (2 Points, +5 Innate, +3 Age)
Cha: 16 +3 (0 Points, +5 Innate, +3 Age)
Hp: 410
AC: 69 (+12 Dex, +11 Wis, +7 Monk, +14 Armor, +5 Deflection +9 Natural Armor, +1 Insight)
SR: 30
DR: 10/Magic
BaB: +15
Fortitude: +24 (+12 Base, +5 Epic, +5 Stat, +1 Competence, +1 Luck)
Reflex: +27 (+12 Base, +5 Epic, +8 Stat, +1 Competence, +1 Luck)
Will: +27 (+12 Base, +5 Epic, +8 Stat, +1 Competence, +1 Luck) [+29 vs Enchantment]
Speed: 160 feet
Feats:
Improved Unarmed Strike (Bonus)
Stunning Fist (Bonus)
Combat Reflexes (Bonus)
Improved Disarm (Bonus)
Wild Talent
Deflect Arrows
Blind-Fight
Weapon Focus (Unarmed)
Improved Critical (Unarmed)
Psionic Fist
Greater Psionic Fist
Unavoidable Strike
Psionic Meditation
Infinite Deflection
Reflect Arrows
Exceptional Deflection
Epic Weapon Focus (Unarmed)
Special Abilities:
Flurry of Blows (Ex)
Evasion (Ex)
Improved Evasion (Ex)
Still Mind (Ex)
Ki Strike [Magic, Lawful, Adamantine] (Ex)
Slow Fall [Unlimited] (Ex)
Diamond Body (Su)
Abundant Step (Su)
Diamond Soul (Ex)
Quivering Palm (Su)
Timeless Body (Ex)
Tongue of the Sun and Moon (Ex)
Empty Body (Su)
Perfect Self
Skills:
Autohypnosis: 22 (10 Ranks, +8 Stat, +2 Synergy, +1 Competence, +1 Luck)
Balance: 43 (5 Ranks, +9 Stat, +2 Synergy, +21 Competence, +1 Luck)
Climb: 40 (10 Ranks, +8 Stat, +21 Competence, +1 Luck)
Concentration: 40 (33 Ranks, +5 Stat, +1 Competence, +1 Luck)
Diplomacy: 17 (10 Ranks, +3 Stat, +2 Synergy, +1 Competence, +1 Luck)
Escape Artist: 31 (20 Ranks, +9 Stat, +1 Competence, +1 Luck)
Hide: 26 (15 Ranks, +9 Stat, +1 Competence, +1 Luck)
Jump: 42 (5 Ranks, +8 Stat, +2 Synergy, +20 Competence, +1 Competence, +1 Luck)
Knowledge (Arcana): 11 (5 Ranks, +4 Stat, +1 Competence, +1 Luck)
Knowledge (Psionics): 28 (20 Ranks, +4 Stat, +2 Synergy, +1 Competence, +1 Luck)
Knowledge (Religion): 24 (18 Ranks, +4 Stat, +1 Competence, +1 Luck)
Listen: 25 (15 Ranks, +8 Stat, +1 Competence, +1 Luck)
Move Silently: 36 (25 Ranks, +9 Stat, +1 Competence, +1 Luck)
Psicraft: 26 (20 Ranks, +4 Stat, +1 Competence, +1 Luck)
Sense Motive: 35 (25 Ranks, +8 Stat, +1 Competence, +1 Luck)
Spot: 25 (15 Ranks, +8 Stat, +1 Competence, +1 Luck)
Swim: 15 (5 Ranks, +8 Stat, +1 Competence, +1 Luck)
Tumble: 38 (5 Ranks, +9 Stat, +2 Synergy, +20 Competence, +1 Competence, +1 Luck)
Powers: (258 Points/day)
1st
Expansion
Thicken Skin
2nd
Painful Strike
Psionic Lion's Charge
3rd
Empathic Feedback
Empathic Transfer, Hostile
4th
Immovability
Energy Adaptation
5th
Adapt Body
Psychofeedback

Items:
5400
Amulet of Planar Insight (Amulet of the Planes and Wisdom +6)
Belt of Ascetic Hardiness (Consitution +6 and Monk's Belt)
Boots of Swiftness
Bracers of Epic Armor +14
Cloak of Dragonkind (Wings of Flying and Natural Armor +5)
Gauntlets of Physical Potency (Mighty Fists +5 and Strength +6)
Hat of Subterfuge (Helm of Telepathy + Hat of Disguise)
Ioun Stone, Clear Spindle
Ioun Stone, Dusty Rose Prism
Ioun Stone, Pale Green
Ring of Psionic Mastery (Epic Psionics IX and Telekinesis)
Ring of Masterful Defense (Greater Universal Energy Resistance and Protection +5)
Skin of the Defender
Stone of Good Luck
(Wizard's Fees, 30 Wish Spells)

Background
[sblock]Born in a villiage in a forest on the continent of Almanion, Eladrin learned at an early age that he was... different from the other Elves. He was far more serious and disciplined then they, a difference which slowly but surely drove a wedge between him and his peers. He would spend much of his time far outside the village, training his body and mind, and testing his capabilities... not uncommon for aspiring young Elves, but few could match his dedication. And it was on one of these excursions that he encountered a group of Human Monks, travelling across the land. He admired their skill and self-discipline, and asked to train under them. After a lengthy discussion amongst themselves, they agreed to let him join is he passed their tests. And strange tests they were, as well. They said that to learn their ways, he must be absolutely obedient, accepting all orders without question. Thus it was that he would, for example, count the number of people in his village, keeping seperate tallys of soldiers and wizards and such, or draw detailed diagrams of the village, including defensive positions, armories, etc...
He didn't think anything of it at the time, and after provinding a lot of quite detailed information on not only his own village, but several others, and a good sampling of towns and cities throughout the area, he was sent to a monastery in a far off land over the seas, 'to study our ways under greater masters', as they said. But throughout the process, he noticed many little things that would nag at the back of his mind as he trained. There was the balcony far above the training grounds where sinister-looking black-robed men would watch the training from time to time. There was the statue of a six-armed god (which his superiors named Hextor) that all were required to bow before... that requirement being a stark contrast to the worship Eladrin had previously witnessed. There were the slaves, visible on rare glimpses outside the walls of the monastery, where Eladrin could see their endless toil in the bleak lands outside. There were the speeches, in which grim men would speak of power, and how only the strong should rule, with the weak being subject to them. Most of all, though, were the rituals. For four times a year, those black-robed men would be present in force, and would sacrifice slaves before Hextor's statue in a grim and bloody way. Eladrin noted this in as calm a way as he could, and on the spot decided that as soon as his obligation to his masters was complete, he would leave, and forge his own path.
But once his training was complete, he found that leaving Hextor's service was far more difficult then entering it was. The very day his training was deemed 'complete', he was ordered to return to his homeland in the company of a much larger group. A huge fleet, grim and dark, sailed against the Elf homehand, and it carried an army of darkness. There were numerous engagements, while still at sea. Battles would be fought ship-to-ship, and (though the troop transports were kept well back of the fighting), Eladrin knew that those were Elven ships sinking, that Elves were dying to stop his advance. When the ships landed, it was worse. Orders were always being given from some faceless superior above, to attack this town, or defeat this force... and Eladrin had no real choice but to obey the orders. Frequently, he was commanded to act as the agent within... entering a town in common clothes and opening a gate in the middle of the night, and similar acts. Occaisionally, he would hesitate, or even question orders, receiving harsh rebukes and punishment. On one occaision, a control spell of some type was placed upon him to ensure his cooperation. This continued for some time... until his unit was hit with superior force. His comrades fought hard, but they were no match for their enemies. His last conscious memory that day was that of a warrior in shining armor shouting "Die, Servant of Evil!", as he swung a large glowing sword... and the resulting blow knocked him out.
He awakened, bound, in a tent elsewhere, with white-robed men looking at him curiously. They told him that he was spared because a Paladin of theirs had tried to smite him... but his effort had failed, proving that Eladrin was not evil. The questioned him for a long period of time, and eventually, his story came out. His captors left, and returned some time later. They offered him the chance to atone for his actions, and perhaps right some of the wrongs his actions had caused. He considered their offer carefully, and after a time, accepted. And he was then cleansed by the light, and emerged from that tent changed.
He soon returned to the fight (for the other side, this time), but he fought with a new strength, for he now had a prupose, a higher goal beyond merely following orders. Throughout that war, he sought out his old superiors one by one, defeating each in single combat. He took this on as a personal quest, and was quite successful in it. Eventually, in the final decisive battle of the war, he faced the master of the monastery. The man had been been battered by previous fights, but he was confident that one wayward novice would pose no threat. He mocked Eladrin for 'weakness', and 'giving in to emotion'. He claimed that Eladrin had abandoned discipline, that the softness of Eladrin's new allies had weakened him, preventing him from getting stronger. Eladrin remained calm, and announced that strength came in many forms, not all apparent to one devoted to darkness. With that, he tapped deep into his innermost reserves, awakening a long-dormant energy within his being, and defeated his one-time master in a close battle. The rest of the battle had gone equally well for the forces of Good, and the armies of Evil were repelled.
That being accomplished, Eladrin was ever-wary of losing the discipline he had maintained all his life, so he constantly sought higher challenges. Eventually, he sought out the Githzerai masters within Limbo, and, after much study, mastered all that they could offer. Eventually, he grew old, and 'retired' to a demiplane for contemplation... (where he remained for centuries) until the disasters occured. He knew at this point that his time was near, and that the day of his death was nearing. He considered various methods he had heard of prolonging the inevitable, and even of escaping the universe entirely... but instead he found himself recruited by the newly-ascended deity of Self-Control, Morlyn. Although at first amused by such a young entity's claim to the portfolio of self-control, Eladrin was soon impressed by the level of mastery such a young being had attained in such a short time. As a result of their discussions, he has now decided to confront the evil, to fight in this last epic battle with existence at stake. He's done it all before, and is confident that he can do it again... one last time.[/sblock]
 
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Abbreviations:
BoED = Book of Exalted Deeds
CD = Complete Divine


********************


Abbreviations:
BoED = Book of Exalted Deeds
CD = Complete Divine

Lina Riversoul
Human (Outsider (Native)) Saint Cleric 10/Fighter 1/Radiant Servant 17, NG
(Saint template, Book of Exalted Deeds (BoED) p. 184-6)
(Radient Servant of Pelor prestige class, Complete Divine (CD) p. 52-4)

STR 22 (+6) (4 points (12), +4 Inherent (Manual of gainful exercise +5), +6 Belt of giant Strength)
DEX 24 (+7) (6 points (14), +4 Inherent (Manual of quickness in action +5), +6 Boots of Swiftness)
CON 24 (+7) (4 points (12), +2 Saint template, +4 Inherent (Manual of bodily health +5), +6 Amulet of health)
INT 24 (+7) (6 points (14), +4 Inherent (Tome of clear thought +5), +6 Headband of intellect)
WIS 42 (+16) (10 points (16), +7 for levels, +2 Saint template, +5 Inherent (Tome of understanding +5), +12 Periapt of Wisdom)
CHA 31 (+10) (10 points (16), +4 Saint Template, +5 Inherent (Tome of leadership and influence +5), +6 Cloak of Charisma)


Combat Stats:
Base Attack Bonus: +14/+9/+4
Melee: +25/+20/+15 [+14/+9/+4 BAB, +6 STR, +4 Epic, + 1 Competence (Pale green Ioun Stone)]
Ranged: +26/+21/+16 [+14/+9/+4 BAB, +7 DEX, +4 Epic, + 1 Competence (Pale green Ioun Stone)]
Hit Points: 321 [8 + (5 * 9 = 45) + (4 * 18 = 72) (levels) + 196 (CON)]
Armor Class: 53 [10 + 6 (DEX) + 16 (Insight) + 9 (4 armour, 5 enhancement) (armour) + 7 (2 shield, 5 enhancement) (shield) + 5 Natural (Rod of Invulnerability)]
Initiative: +10 [+6 DEX, +4 Improved Initiative]
Movement Rate: 60 feet [base 30, doubled by Boots of Swiftness]; Fly 150 (good) [Ring of Solar Wings]; Swim 60 feet [Pearl of the Sirines]
SR: 32 [Rod of Invulnerability]
DR: 15/adamantine [Rod of Invulnerability]
Acid Resistance: Immune [Saint template]
Cold Resistance: Immune [Saint template]
Electricity Resistance: Immune [Saint template]
Fire Resistance: 10 [Saint template]; 30 [shield]
Sonic Resistance: 30 [armour]

Attacks per round:
+5 Holy Flaming Evil Outsider Bane adamantine morningstar (+40/+35/+30 to hit (+42/+37/+32 bane), 1d8+11 dmg (+1d6 fire, +2d6 holy, +2d6 bane), Crit 20/x2)
+6 adamantine morningstar (+41/+36/+31 to hit, 1d8+12 dmg, Crit 20/x2)
+5 Holy Distance Undead Bane Composite Mighty (+3) longbow (+31/+26/+21 to hit (+33/+28/+23 bane), 1d8+3 dmg (+2d6 holy, +2d6 bane), Crit 20/x3, Rng 220')
All melee weapons: +1d6 dmg against evil creatures, +1d8 dmg against evil undead and outsiders. (Holy Touch ability)

Armor:
+5 Aporter Greater Sonic Resistant Soulfire mithral chain shirt (+9 AC, +6 Max Dex bonus, 10% arcane spell failure)
+5 Animated Greater Fire Resistant heavy darkwood shield (+7 AC, 15% arcane spell failure)
+16 Insight bonus (Saint template)


Saving Throws:
Fort: +27 [+14 base, +7 CON, +4 Epic, +5 Resistance (Rod of Invulnerability) + 1 Competence (Pale green Ioun Stone)]
Ref: +23 [+6 base, +7 DEX, +4 Epic, +5 Resistance (Rod of Invulnerability) + 1 Competence (Pale green Ioun Stone)]
Will: +40 [+14 base, +16 WIS, +4 Epic, +5 Resistance (Rod of Invulnerability) + 1 (Competence Pale green Ioun Stone)]


Feats:
Extra Turning (1st level feat)
Nymph's Kiss (bonus human feat) (BoED p. 44)
Intuative Attack (3rd level feat) (BoED p. 44)
Leadership (6th level feat)
Purify Spell (9th level feat) (BoED p. 44-5)
Eschew Materials (12th level feat)
Quicken Spell (15th level feat)
Divine Metamagic (Purify Spell) (18th level feat) (CD p. 80)
Epic Leadership (21st level feat)
Improved Spell Capacity (bonus Radient Servant feat)
Ignore Material Components (24th level feat)
Improved Spell Capacity (bonus Radient Servant feat)
Improved Spell Capacity (27th level feat)
Improved Initiative (bonus Fighter feat)


Skills:
Balance +28 (0 ranks, +7 DEX, +20 Boots of Swiftness, +1 Pale green Ioun Stone)
Climb +27 (0 ranks, +6 STR, +20 Boots of Swiftness, +1 Pale green Ioun Stone)
Concentration +38 (30 ranks, +7 CON, +1 Pale green Ioun Stone)
Diplomacy +43 (30 ranks, +10 CHA, +2 Nymph's Kiss, +1 Pale green Ioun Stone)
Heal +32 (15 ranks, +16 WIS, +1 Pale green Ioun Stone)
Jump +27 (0 ranks, +6 STR, +20 Boots of Swiftness, +1 Pale green Ioun Stone)
Knowledge (nature) +22 (14 ranks (cc), +7 INT, +1 Pale green Ioun Stone)
Knowledge (religion) +23 (15 ranks, +7 INT, +1 Pale green Ioun Stone)
Knowledge (the planes) +21 (13 ranks, +7 INT, +1 Pale green Ioun Stone)
Sense Motive +34 (17 ranks, +16 WIS, +1 Pale green Ioun Stone)
Spellcraft +38 (30 ranks, +7 INT, +1 Pale green Ioun Stone)
Swim +17 (10 ranks, +6 STR, +1 Pale green Ioun Stone)
Tumble +28 (0 ranks, +7 DEX, +20 Boots of Swiftness, +1 Pale green Ioun Stone)


Languages:
Common, Celestial, Sylvan.


Special Abilities:
Human special abilities:
Bonus feat at 1st level.
1 bonus skill point at every level (4 at 1st).
Favoured Class: Any.
Cleric special abilities:
Turn Undead 17/day. (Su)
Radiant Servant special abilities:
Extra Greater Turning (may use the greater turning power of the Sun domain 10/day).
Radiance (all spells with the light descriptor have their range of illumination doubled, and are treated as if one level higher).
Turn Undead (stacks with Cleric levels).
Divine Health (immune to all diseases). (Ex)
Empower Healing (all spells from the Healing domain are treated as Empowered, with no effect on the level of spell slot required). (Ex)
Aura of Warding (+2 morale bonus to Will saves made by the Radiant Servant and all allies within 10 feet). (Su)
Bonus Domain.
Maximize Healing (all spells from the Healing domain are treated as Maximised, with no effect on the level of spell slot required). (Ex)
Positive Engery Burst (using two turning attempts, the Radient Servant can create a positive energy burst, dealing 18d6 damage to all undead within 100' of the Radient Servant (DC 30 Reflex save for half damage)). (Su)
Supreme Healing (all spells from the Healing domain are treated as both Empowered and Maximised, with no effect on the level of spell slot required). (Ex)
Saint template special abilities: (BoED p. 184-6)
Holy Power (+2 to the DCs of all spells, spell-like, supernatural and extraordinary abilities). (Su)
Holy Touch (+1d6 dmg against evil creatures, +1d8 dmg against evil undead and outsiders). (Su)
Spell-Like Abilities: At will - guidance, resistance, virtue, bless (caster level 28, save DCs 13 + spell level).
Damage Reduction (DR 10/evil). (Ex)
Fast Healing 10. (Ex)
Immunities: Immune to acid, cold, electricity, and petrification. (Ex)
Keen Vision (low-light vision and 60' darkvsion). (Ex)
Protective Aura (20' radius aura of light, acts as a double strength magic circle against evil and a lesser globe of invulnerability, both as if cast by a 28th level cleric). (Su)
Resistances (Fire resistance 10, +4 to Fortitude saves against poison). (Ex)
Tongues (always active tongues spell, as if cast by a 14th level cleric). (Su)
Domain granted powers:
Fey: +4 on saves against the spell-like abilities of feys.
Healing: Cast healing spells at +1 caster level.
Sun: 1/day, can perform a greater turning in place of a regular turning. Greater turning destroys undead creatures that would normally be turned.


Spells:
Cleric caster level: 27
Domains: Fey (BoED p. 86), Healing, Sun.
Spells per day: 6/8+1/8+1/8+1/8+1/7+1/6+1/6+1/6+1/5+1/3/3/3
DCs: 27/28/29/30/31/32/33/34/35/36/37/38/39
Level 0: Create Water, Detect Magic (x2), Light, Mending, Purify Food and Drink.
Level 1: Bless Water, Detect Evil, Detect Undead, Divine Favor, Eyes of the Avoral (BoED p.99), Hide from Undead, Remove Fear, Shield of Faith. Endure Elements (Sun domain spell).
Level 2: Align Weapon, Augury, Elation (BoED p. 98) (x2), Lastai's Caress (BoED p. 102) (x2), Restoration (Lesser), Spiritual Weapon. Charm Person (Fey domain spell).
Level 3: Daylight, Invisibility Purge (x2), Magic Circle against Evil, Remove Disease, Remove Nausea (BoED p. 105), Searing Light, Water Breathing. Searing Light (Sun domain spell).
Level 4: Death Ward (x2), Dimensional Anchor, Energy Vortex (CD p. 164), Freedom of Movement, Greater Status (BoED, p. 100), Restoration, Sending. Blinding Beauty (BoED p. 92) (Fey domain spell).
Level 5: Commune, Dancing Web (BoED p. 96), Dispel Evil, Disrupting Weapon, Flame Strike, Spell Resistance, True Seeing. Flame Strike (Sun domain spell).
Level 6: Banishment, Cometfall (CD p. 159), Dispel Magic (Greater), Forbiddance, Heal, Word of Recall. Heal (Healing domain spell).
Level 7: Destruction, Holy Word, Repulsion, Restoration (Greater), Righteous Smite (BoED p. 106), Spell Resistance (Mass) (CD p. 181). Regenerate (Healing domain spell).
Level 8: Antimagic Field, Dimensional Lock, Discern Location, Fire Storm (x2), Spell Immunity (Greater). Unearthly Beauty (BoED p. 110) (Fey domain spell).
Level 9: Gate, Heal (Mass), Implosion, Miracle, True Resurrection. Prismatic Sphere (Sun domain spell).
Level 10: Purified Storm of Vengeance, Quickened Heal, Quickened Purified Flame Strike
Level 11: Heal (Mass) (x2), Quickened Restoration (Greater).
Level 12: Heal (Mass), Quickened Fire Storm, Quickened Earthquake.


Equipment:
Handy Haversack: (2,000 gp)
- 2 grappling hooks (2 gp)
- 100' silk rope (20 gp)
- 14 day's trail rations (7 gp)
- Waterskin (full)
- Scroll of Dimensional Lock (3,000 gp)
- 2 Scrolls of Gate (17,650 gp)
- 20 Scrolls of Heal (Mass) (76,500 gp)
- Scroll of Implosion (3,825 gp)
- Scroll of Miracle (28,825 gp)
- Scroll of Regenerate (2,275 gp)
- Scroll of True Resurrection (28,825 gp)
Efficient Quiver: (1,800 gp)
- 20 arrows (1 gp)
- 20 adamantine arrows (1,200 gp)
- 20 cold iron arrows (2 gp)
- 5 alchemically silvered javelins (105 gp)
- 13 javelins (13 gp)
- +1 composite mighty (+3) longbow (2,700 gp)
Portable Hole: (20,000 gp)
- 200 arrows (20 gp)
- 10 chain shirts (1,000 gp)
- 10 light wooden shields (30 gp)
- Mirror of mental prowess (175,000 gp)
- 10 morningstars (80 gp)
Wearing / Carrying:
- Explorer's Outfit
- +5 Aporter (Revised Psionics SRD) Greater Sonic Resistant Soulfire (BoED) mithral chain shirt (188,570 gp)
- +5 Animated Greater Fire Resistant heavy darkwood shield (115,257 gp)
- Silver holy symbol (25 gp)
- +5 Holy Flaming Evil Outsider Bane adamantine morningstar (165,308 gp)
- +6 adamantine morningstar (723,308 gp)
- +5 Holy Distance Undead Bane Composite Mighty (+3) longbow (162,700 gp)
- Belt of giant Strength +6 (36,000 gp)
- Boots of Swiftness (256,000 gp)
- Cloak of Charisma +6 (36,000 gp)
- Epic Periapt of Wisdom +12 (1,440,000 gp)
- Headband of intellect +6 (36,000 gp)
- Ioun Stone, Clear (4,000 gp)
- Ioun Stone, Iridescent (18,000 gp)
- Ioun Stone, Lavender and green (40,000 gp)
- Ioun Stone, Pale green (30,000 gp)
- Pearl of the Sirines (15,300 gp)
- Ring of Invisibility (20,000 gp)
- Ring of Solar Wings (118,000 gp)
- Third Eye, Conceal (120,000 gp) (Revised Psionics SRD)
- Troll claw of health +6 (72,000 gp, Amulet of health +6, doesn't take up a magic item slot)
Used one-shot items:
- Manual of bodily health +4 (110,000 gp)
- Manual of gainful exercise +4 (110,000 gp)
- Manual of quickness in action +4 (110,000 gp)
- Tome of clear thought +4 (110,000 gp)
- Tome of leadership and influence +5 (137,000 gp)
- Tome of understanding +5 (137,500 gp)
Money:
- 324,651 gp

Total Cost: 4,675,349 gp


Current XP:
Current: 435,002
Next Level: ?



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Shakil Arvid
Satyr (Outsider (Native)) Saint Druid 17, NG
(Saint template, Book of Exalted Deeds (BoED) p. 184-6)

STR 16 (+3) (6 points (14), +2 Vow of Poverty)
DEX 22 (+6) (6 points (14), +2 racial, +2 Saint template, +4 Vow of Poverty)
CON 20 (+5) (4 points (12), +2 racial, +6 Vow of Poverty)
INT 16 (+3) (6 points (14), +2 racial)
WIS 30 (+10) (16 points (18), +2 racial, +2 Saint template, +8 Vow of Poverty)
CHA 16 (+3) (2 points (10), +2 racial, +4 Saint template)


Combat Stats:
Base Attack Bonus: +13/+8/+3
Melee: +17/+12/+7 [+13/+8/+3 BAB, +3 STR, +1 Epic]
Ranged: +20/+15/+10 [+13/+8/+3 BAB, +6 DEX, +1 Epic]
Hit Points: 223 [8 + (5 * 4 = 20) + (5 * 17 = 85) (levels) + 110 (CON)]
Armor Class: 45 [10 + 5 (DEX) + 6 (Natural) + 11 (Exalted) + 3 (Deflection) + 10 (Insight)]
Initiative: +6 [+6 DEX]
Movement Rate: 40 feet.
DR: 5/cold iron [racial]; 10/evil [Saint template]
Acid Resistance: Immune [Saint template]; 15 [Vow of Poverty]
Cold Resistance: Immune [Saint template]; 15 [Vow of Poverty]
Electricity Resistance: Immune [Saint template]; 15 [Vow of Poverty]
Fire Resistance: 10 [Saint template]; 15 [Vow of Poverty]
Sonic Resistance: 15 [Vow of Poverty]

Attacks per round:
+5 Exalted Strike quarterstaff (+29/+24/+19 to hit, 1d6+8 dmg, Crit 20/x2)
+5 Exalted Strike head butt (+29/+24/+19 to hit, 1d6+8 dmg, Crit 20/x2)
All melee weapons: +1d6 dmg against evil creatures, +1d8 dmg against evil undead and outsiders. (Holy Touch ability)
All natural weapons: As above, +1 dmg against evil creatures, +1d4 against evil undead and outsiders. (Sanctify Natural Attack)

Armor:
+11 Exalted bonus (Vow of Poverty)
+3 Deflection bonus (Vow of Poverty)
+6 Natural Armour (+4 racial, +2 Vow of Poverty)
+10 Insight bonus (Saint template)


Saving Throws:
Fort: +19 [+10 base, +5 CON, +1 Epic, +3 Resistance (Vow of Poverty)]
Ref: +19 [+9 base, +6 DEX, +1 Epic, +3 Resistance (Vow of Poverty)]
Will: +27 [+13 base, +10 WIS, +1 Epic, +3 Resistance (Vow of Poverty)]


Feats:
Alterness (bonus (Satyr feat)
Sacred Vow (1st racial HD feat) (BoED p. 45)
Vow of Poverty (2rd racial HD feat) (BoED p. 29-31, p. 48)
Intuitive Attack (bonus Exalted feat) (BoED p. 44)
Practiced Spellcaster (1st level feat) (CD p. 82, 84)
Animal Friend (bonus Exalted feat) (BoED p. 41)
Spontaneous Healer (10/day) (3rd level feat) (CD p. 84-5)
Exalted Companion (bonus Exalted feat) (BoED p. 42)
Vow of Purity (bonus Exalted feat) (BoED p. 48)
Extra Wild Shape (6th level feat) (CD p. 81)
Sanctify Natural Attack (bonus Exalted feat) (BoED p. 46)
Natural Spell (9th level feat)
Exalted Wild Shape (bonus Exalted feat) (BoED p. 42-3)
Nimbus of Light (bonus Exalted feat) (BoED p. 44)
Combat Casting (12th level feat)
Holy Radiance (bonus Exalted feat) (BoED p. 44)
Improved Elemental Wild Shape (15th level feat)
Purify Spell (bonus Exalted feat) (BoED p. 44-5)
Gift of Faith (bonus Exalted feat) (BoED p. 43)


Skills:
Bluff +11 (8 ranks, +3 CHA)
Concentration +26 (21 ranks, +5 CON)
Heal +15 (5 ranks, +10 WIS)
Hide +35 (25 ranks, +6 DEX, +4 racial)
Knowledge (nature) +30 (25 ranks, +3 INT, +2 Nature Sense)
Knowledge (religion) +7 (4 ranks, +3 INT)
Listen +24 (8 ranks, +10 WIS, +4 racial, +2 Alertness)
Move Silently +35 (25 ranks, +6 DEX, +4 racial)
Perform (wind instrument) +15 (8 ranks, +3 CHA, +4 racial)
Spellcraft +20 (17 ranks, +3 INT)
Spot +24 (8 ranks, +10 WIS, +4 racial, +2 Alertness)
Survival +33 (21 ranks, +10 WIS, +2 Nature Sense)
Swim +11 (8 ranks, +3 STR)


Languages:
Sylvan, Druidic, Common, Elven, Gnome.


Special Abilities:
Satyr special abilities:
Base land speed 40 feet.
Low-light vision.
Racial Hit Dice: Five levels of fey (5d8 Hit Dice, BAB +2, Fort +1, Ref +4, Will +4.)
Racial Skills: Fey levels give 8 x (6 + Int modifier) skill points. Class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot.
+4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
+4 natural armor bonus.
Natural Weapons: Head butt (1d6).
Pipes (all creatures within 60' (except satyrs) are affected by one of charm person, sleep, or fear (caster level 10th, DC13 Will save to resist). (Su)
Damage reduction 5/cold iron.
Favored Class: Bard.
Druid special abilities:
Animal Companion. (Ex)
Nature Sense (+2 bonus on Knowledge (nature) and Survival checks). (Ex)
Wild Empathy +24 (+20 for good aligned magical beasts, +16 for other magical beasts). (Ex)
Woodland Stride (may move through natural plant growth unimpeded). (Ex)
Trackless Step (leaves no trail on natural surroundings, and cannot be tracked). (Ex)
Resist Nature’s Lure (+4 bonus on saving throws against the spell-like abilities of fey). (Ex)
Wild Shape (7/day, Large, Tiny, plant, Huge, Elemental 2/day). (Su)
Venom Immunity (immune to all poisons). (Ex)
A Thousand Faces (may change appearance at will, as if using the alter self spell). (Su)
Timeless Body (no aging penalties). (Ex)
Vow of Poverty special abilities: (BoED p. 29-31)
Exalted AC bonus (+11). (Su)
Endure Elements. (Ex)
Exalted Strike (+5 to hit and damage, good-aligned with regard to DR). (Su)
Sustenance (no need to eat or drink). (Ex)
Deflection (+3 to AC). (Su)
Resistance (+3 to saves). (Ex)
Ability Score Enhancement (+8 WIS, +6 DEX, +4 STR, +2 CON). (Ex)
Natural Armour (+2). (Ex)
Mind Shielding (immune to detect thoughts, discern lies, and any attemts to detect alignment). (Ex)
Damage Reduction (DR 10/evil). (Su)
Greater Sustenance (no need to breathe). (Ex)
Energy Resistance (acid, cold, electricity, fire and sonic 15). (Ex)
Freedom of Movement (may act as if continually under the effects of the freedom of movement spell). (Ex)
Regeneration (heals 1 point of damage/level every hour). (Ex)
True Seeing (continous true seeing effect). (Su)
Saint template special abilities: (BoED p. 184-6)
Holy Power (+2 to the DCs of all spell-like, supernatural and extraordinary abilities). (Su)
Holy Touch (+1d6 dmg against evil creatures, +1d8 dmg against evil undead and outsiders). (Su)
Spell-Like Abilities: At will - guidance, resistance, virtue, bless (caster level 28, save DCs 13 + spell level).
Damage Reduction (DR 10/evil). (Ex)
Fast Healing 10. (Ex)
Immunities: Immune to acid, cold, electricity, and petrification. (Ex)
Keen Vision (low-light vision and 60' darkvsion). (Ex)
Protective Aura (20' radius aura of light, acts as a double strength magic circle against evil and a lesser globe of invulnerability, both as if cast by a 28th level cleric). (Su)
Resistances (Fire resistance 10, +4 to Fortitude saves against poison). (Ex)
Tongues (always active tongues spell, as if cast by a 14th level cleric). (Su)


Spells:
Druid Caster Level: 21
Spells per day: 6/8/7/7/7/6/5/4/3/2
DCs: 21/22/23/24/25/26/27/28/29/30
Cantrips: Create Water, Cure Minor Wounds, Detect Magic (x2), Detect Poison, Light.
Level 1: Entangle, Faerie Fire, Jump (x2), Longstrider, Pass Without Trace, Produce Flame, Speak with Animals.
Level 2: Barkskin, Flame Blade, Owl’s Wisdom, Resist Energy, Restoration (Lesser) (x2), Tree Shape.
Level 3: Call Lightning, Daylight, Meld into Stone, Neutralize Poison, Remove Disease, Speak with Plants, Water Breathing.
Level 4: Control Water, Flame Strike (x3), Reincarnate, Rusting Grasp, Scrying.
Level 5: Baleful Polymorph, Call Lightning Storm, Commune with Nature, Death Ward (x2), Wall of Fire.
Level 6: Fire Seeds, Cats Grace (Mass), Greater Dispell Magic, Move Earth, Transport via Plants
Level 7: Control Weather, Fire Storm, Heal, Wind Walk.
Level 8: Earthquake, Finger of Death, Word of Recall.
Level 9: Elemental Swarm, Storm of Vengeance.


Equipment:
Backpack:
- 1 day's trail rations
- Waterskin (full)
Wearing / Carrying:
- Monk's Outfit
- Wooden holy symbol
- Quartestaff
- Dagger

Total Weight Carried: 15 lb
Load: Light


Current XP:
Current: N/A
Next Level: N/A



********************


Lina sat cross-legged, watching Shakil intently. The satyr was kneeling in the middle of a forest clearing, chanting quietly, submersing his consciousness with that of the world around him.

Gnarla knows, it's a trick I'd like to master. Lina thought with a touch of envy. For all of her years spent with the fey, the subtleties of nature magic still escaped her. So she sat and watched, marveling at the feat of magic being performed before her.

After a minute more, Shakil's chanting stopped dead, and he shook himself as if waking from a deep sleep.

"A dozen or more unnaturals, perhaps a mile and a half to the north, carrying the suanianisa. They approach the Lake of the Goddess." Shakil looked to Lina with concern.

"I feared as much. We must protect the Lake and the suanianisa at all cost, my love." Lina got to her feet, picking up the heavy club beside her. Touching the wooden ring on her right hand, a pair of broad feathered wings grew from her back.

"Be careful. They will be watching the skies." Shakil said, his voice full of concern. Lina nodded, leaning forwards to kiss the satyr.

"Gnarla watch over you as well." A few words, a brief glow of power, and those words became a reality as the goddess' magic flowed into Shakil, warding him against the magics of the unnaturals. Shakil nodded, stepping to the edge of the clearing and laying his hand on a tree.

"Pine. Not the swiftest, but such are these northern forests." He muttered with a slight smile. Another step, this time into the tree itself, and he vanished from view.

Lina beat her wings forcefully, pulling herself into the air, and fading from view at the same instant. She climbed swiftly, hopefully putting herself beyond the range of any spell with which the unnaturals might have enhanced their sight.

Below the forest sped past, Lina studying it intently for any sign of the creatures she and Shakil hunted.

There... She circled briefly in the air, watching the devils for a moment. Four pit fiends and ten ice devils bounded forwards through the forest below, leaving a trail of desecrated destruction in their wake. Fortunately the blessings that lay on the land here had prevented them from teleporting directly to the Lake, but at the cost of a scaring of the forest. The lead pit fiend carried a young woman, bound and gagged, over one shoulder.

Time to end this. Lina folded her wings, diving down towards the devils. Perhaps a hundred feet above them, one of the pit fiends pointed skywards, screaming a warning in its unholy tongue. Pulling out of the dive barely above the trees, Lina called out a holy word. The ice devils screamed briefly in unison, their flesh turning to ash at the sound. Many of the bodies vanished before they hit the ground, banished back to Hell. The pit fiends fared little better, all but one standing locked in place, frozen by the power of the spell. The tallest of the fiends, however, merely smiled at Lina.

"Not all of us are impressed by your pitiful goddess, mortal." It said in perfect Common, and Lina felt a spell burst around her. The rod in her left hand burned red-hot for a moment, even its power hard-pressed to counter the shear force of a wish. Then the pit fiend was knocked off its feet as an elephant burst from the tree behind it and crashed into it's back. It struggled beneath the weight of the beast, hissing in pain as its flesh blistered where it touched that of the wild-shaped satyr.

Lina bent down and grabbed the fiend by the back of the head, pulling its head back, forcing the devil to meet her gaze.

"When your soul returns to Hell, let your master know this: Gnarla's forest is not to be touched, and the suanianisa is sacrosanct. If your kind set foot in the forest again, or touch the suanianisa, the demons and devils who survive will spend eternity quaking in fear at the revenge that will be wreaked on the raiders." She released her grip, and took a step back.

"Now, begone and take my words with you." Bright green fire burnt within Lina's eyes, and the pit fiends body collapsed in on itself.

"Far be it from me to criticise anyone's performance, but a little dramatic, don't you feel?" Shakil said as he merged back into his normal form. He moved to quickly dispatch the remaining pit fiends as he spoke.

"Perhaps, but subtle words did not seem the form for that thing." Lina pulled a flask of holy water from her belt, using it to wash the devil's filth from her hands. This done, she strode quickly over to the young woman and severed the bonds on her hands and feet. The young woman looked up at Lina, terror still filling her eyes.

"Suanianisa, the devils are dead." Lina bowed to the woman as she reported. "If you have no objections, may we take you back to your mother's temple?"

The young woman nodded silently in agreement with Lina's suggestion, and Lina smiled warmly at her in return.

"We leave now?" Shakil asked as he approached the pair. The young woman nodded once more, and Shakil took hold of her and Lina's hands. A moment later, the three had dissolved into mist and vanished into the forest...
 
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Lian'ael'Sheri ii'Maramahs

Lian’ael’Sheri ii’Maramahs
Male Gray Elf Wizard 5/Rainbow Servant 10/Contemplative 2/Sacred Exorcist 1/Dweomerkeeper 12/
Lawful Good

Str 38 +14 (3 pts, -2 race, +5 inh, +6 enh, +4 unnamed, +6 size, +8 fuse arms)
Dex 24 +7 (5 pts, +2 race, +5 inh, +6 enh, +2 unnamed, +2 size)
Con 30 +10 (5 pts, -2 race, +5 inh, +6 enh, +4 unnamed, +4 size)
Int 46 +18 (16 pts, +2 race, +7 lvl, +5 inh, +12 enh, +2 unnamed)
Wis 24 +7 (3 pts, +5 inh, +6 enh, +4 unnamed)
Cha 30 +10 (8 pts, +5 inh, +6 enh, +4 unnamed)

Hit Points ?? (5d4+10d4+2d6+1d8+12d6+300)
AC 57 [10, +9 armor, +10 natural, +4 shield, +7 dex, +7 wis, +1 monk, +5 deflection, +2 sacred, +2 insight], Touch 34, Flat 57
DR 15/evil, 10/magic
Spell Resistance 25
Init +11
BAB +36/+31/+26/+21 (+9/+4), Grap +50
Speed 60 (base 30, load 0/33, light)
Fort +27 [+4 base, +5 epic, +10 Con, +6 res, +1 comp, +1 luck]
Refl +26 [+4 base, +5 epic, +7 Dex, +6 res, +1 comp, +1 luck, +2 insight]
Will +43 [+19 base, +5 epic, +7 Wis, +6 res, +1 comp, +1 luck, +4 insight]

Ehlonna’s Bough +61/+56/+51/+46 melee touch attack (1d8+45+1d6 fire+1d6 acid+1d6 cold+1d6 electricity+1d6 sonic+2d6 honourable+2d6 holy+2d6 magebane+2d6 undeadbane+1d6 sacred; on crit +1d10 fire+1d10 cold+1d10 acid+1d10 electricity+1d10 sonic+1d6+2 str dmg, 17-20/x2, slashing)

Bow of Simplicity +48 ranged (1d8+19+1d6 fire+1d6 acid+1d6 cold+1d6 electricity+1d6 sonic+2d6 honourable+2d6 holy+2d6 magebane+2d6 undeadbane+1d6 sacred; on crit +2d10 fire+2d10 cold+2d10 acid+2d10 electricity+2d10 sonic, 20/x3, 110 ft., piercing)

Medium humanoid, 5'5" tall, 115 wt, 155 yrs old
Rainbow hair, Golden eyes, Silver skin

Speaks common, elven, celestial, auran, infernal, abyssal, and draconic

Skills (297 skill points)
+53 Knowledge (the planes) [33 ranks, +18 Int, +1 Comp, +1 Luck]
+53 Knowledge (religion) [33 ranks, +18 Int, +1 Comp, +1 Luck]
+53 Knowledge (arcana) [33 ranks, +18 Int, +1 Comp, +1 Luck]
+53 Knowledge (history) [33 ranks, +18 Int, +1 Comp, +1 Luck]
+53 Knowledge (geography) [33 ranks, +18 Int, +1 Comp, +1 Luck]
+57 Spellcraft [33 ranks, +18 Int, +4 Syn, +1 Comp, +1 Luck]
+54 Concentration [33 ranks, +10 Con, +10 Comp, +1 Luck]
+39 Diplomacy [23 ranks, +10 Cha, +4 Syn, +1 Comp, +1 Luck]
+33 Sense Motive [14 ranks, +7 Wis, +10 Insight, +1 Comp, +1 Luck]
+14 Heal [5 ranks, +7 Wis, +1 Comp, +1 Luck]
+25 Knowledge (nature) [5 ranks, +18 Int, +1 Comp, +1 Luck]
+25 Knowledge (dungeoneering) [5 ranks, +18 Int, +1 Comp, +1 Luck]
+25 Knowledge (local) [5 ranks, +18 Int, +1 Comp, +1 Luck]
+25 Knowledge (nobility) [5 ranks, +18 Int, +1 Comp, +1 Luck]
+21 Knowledge (architecture) [1 rank, +18 Int, +1 Comp, +1 Luck]
+21 Decipher Script [1 rank, +18 Int, +1 Comp, +1 Luck]
+33 Tumble [1cc rank, +7 Dex, +4 racial, +20 Comp, +1 Luck]
+32 Balance [0 ranks, +7 Dex, +4 racial, +20 Comp, +1 Luck]
+13 Escape Artist [0 ranks, +7 Dex, +4 racial, +1 Comp, +1 Luck]
+35 Jump [0 ranks, +14 Str, +20 Comp, +1 Luck]
+35 Climb [0 ranks, +14 Str, +20 Comp, +1 Luck]
+40 Search [0 ranks, +18 Int, +2 racial, +10 Comp, +9 Insight, +1 Luck]
+33 Spot [0 ranks, +7 Wis, +2 racial, +4 graft, +10 Comp, +9 Insight, +1 Luck]
+11 Listen [0 ranks, +7 Wis, +2 racial, +1 Comp, +1 Luck]

Feats
-Extend Spell (level 1)
-Scribe Scroll (wizard 1)
-Spell Penetration (level 3)
-Persistent Spell (wizard 5)
-Empower Spell (level 6)
-Eschew Materials (level 9)
-Quicken Spell (level 12)
-Practiced Spellcaster: Wizard (level 15)
-Divine Metamagic: Persistent Spell (level 18)
-Improved Spell Capacity (level 21)
-Ignore Material Components (level 24)
-Spell Stowaway: Time Stop (level 27)
-Improved Spell Capacity (level 30)

Gray Elf Traits
-Dex +2, Int +2, Con -2, Str -2
-Immunity to sleep spells and effects
-+2 racial saving throw bonus against enchantment spells and effects
-Low-light vision
-Automatic Weapon Proficiencies: Bows, Longsword and Rapier
-+2 racial bonus on Listen, Search and Spot Checks
-Automatic Search within 10 feet for hidden/concealed doors.

Wizard Abilities
-Spellcasting
-Summon Familiar
-Bonus Feats (Scribe Scroll, Persistent Spell)
-Elven Substitution level 1
-Generalist Wizardry

Rainbow Servant Abilities
-Detect Evil at will
-Detect Chaos at will
-Detect Thoughts at will
-Extra Domains (Good, Air & Law)
-Grow Wings (1 min./lvl/day)
-Cleric Spell Access

Contemplative Abilities
-Bonus Domain: Magic
-Divine Health
-Slippery Mind

Sacred Exorcist Abilities
-Exorcism
-Turn Undead 3+Charisma Mod

Dweomerkeeper Abilities
-Mantle of Spells (6) (Wish, Heal, Greater Plane Shift, Miracle, Mage’s Disjunction, Antimagic Field)
-Arcane Sight
-Supernatural Spell 5/day
-Cloak of Mysteries

Permanent Spell Affects
-Tongues
-Detect Magic
-Read Magic
-See Invisibility
-Reduce Person
-Superior Resistance (+6 resistance bonus to saves)
-Scent
-Improved Blindsight (60 ft’ blindsight)
-Girallon’s Blessing (+2 sets of arms)
-Fuse Arms (+8 Strength)

Spells Commonly in Effect
-Persistent Divine Favor
-Persistent Shield
-Persistent Wraithstrike
-Persistent Greater Visage of the Deity
-Persistent Divine Power
-Persistent Righteous Might
-Extended Foresight (12 hours per casting)
-Greater Anticipate Teleportation (24 hrs)
-Energy Immunity (acid, cold, fire, electricity, sonic) (24 hrs)
-Extended Spikes on Ehlonna’s Bough (72 hrs)

Wizard Spellcasting – Caster Level: 30+2+4 (divine only) – Save DC: 10 + 18 + spell level
Spells Commonly Prepared
0th- (4) Prestidigitation, Arcane Mark, Read Magic, Mending
1st- (8 + 5) Divine Favor, Shield, Hide from Undead, Obscuring Mist, Know Protections, Know Protections, Skittish Nerves, Divine Inspiration, Magic Missile, Detect Undead, True Strike, Identify, Grease
2nd- (8 + 5) Wraithstrike, Brambles, Obscure Object, Lion’s Charge, Scale Weakening, Yoke of Mercy, Scorching Ray, Silence, Spiritual Weapon, Rope Trick, Knock, Spectral, Mirror Image
3rd- (8 + 4) Greater Magic Weapon, Greater Magic Weapon, Empowered Scorching Ray, Discern Shapechanger, Sheltered Vitality, Displacement, Invisibility Purge, Slow, Major Image, Hold Person, Stinking Cloud, Remove Curse
4th- (8 + 4) Extended Spikes, Empowered Hammer of Righteousness, Extended Nondetection, Empowered Vampiric Touch, Dimensional Anchor, Black Tentacles, Dimension Door, Assay Resistance, Unluck, Undead Bane Weapon, Ghost Touch Weapon, Dancing Chains
5th- (8 + 4) Divine Power, Righteous Might, Empowered Enervation, Empowered Orb of Force, Greater Blink, Vulnerability, Wall of Force, Divine Agility, Telekinesis, True Seeing, Spell Resistance, Disrupting Weapon
6th- (4 + 4) Energy Immunity, Energy Immunity, Energy Immunity, Empowered Firebrand, Empowered Vitriolic Sphere, Undeath to Death, Antimagic Ray, Word of Recall
7th- (4 + 3) Empowered Disintegrate, Greater Planeshift, Holy Star, Reality Maelstrom, Holy Word, Forcecage, Reverse Gravity
8th- (4 + 3) Greater Anticipate Teleportation, Temporal Stasis, Prismatic Wall, Maze, Discern Location, Ghost Form, Spread of Contentment
9th- (4 + 3) Greater Visage of the Deity, Sublime Revelry, Reaving Dispel, Superior Invisibility, Blinding Glory, True Resurrection, Implosion
10th- (1 + 4) Extended Foresight, Extended Foresight, Extended Shapechange, Extended Time Stop, Empowered Sphere of Ultimate Destruction
11th- (1 + 1 + 3) Quickened Last Judgement, Quickened Polymorph any Object, Quickened Firestorm, Quickened Dimensional Lock, Quickened Antimagic Field

Robe (worn, ??wt, 483000gp)
- Wizard (I-V), Handy Haversack

Ehlonna’s Bough (belt left, 4wt, 214315gp)
- +1 Honourable (OA) Holy Magebane (CA) Sacred (BoED) Enfeebling (BoED) Warning (A&EG) Blessed (BoED) Bronzewood (ECS) Longsword Spellblade (x3, reaving dispel, greater dispel magic, assay resistance, PGtF); Hardened x4 (+60 hardness), Permanent Weapon of Energy (Sonic, Fire, Acid, Cold and Electricity, SS)

Bow of Simplicity (left shoulder, 3wt, 6000gp)
- Masterwork Elvencraft Serren (BoED) Composite (+14 Str) Longbow, Hardened x4 (+60 hardness), Permanent Weapon of Energy (Sonic, Fire, Acid, Cold and Electricity, SS)

Quiver of Ehlonna (right shoulder, ??wt, 1800gp)

Headband, Hat, Helmet (head, 1wt, 1446000gp)
- Epic Intelligence +12 (ELH), Conscious Effort (1/day Concentration check in place of Fortitude save, CA)

Lenses or Goggles (eyes, ??wt, 80197gp)
- crystal masks of detection (+10 Comp to Search), discernment (+10 insight to Sense Motive), insightful detection (+9 insight to Spot & Search), mindarmor (+4 insight bonus on will saves), third eyes of conceal (personal mind blank), aware (+10 Comp to Spot) and concentrate (+10 Comp to Concentration), XPH

Cloak, Cape, or Mantle (worn, ??wt, 186000gp)
- Starmantle (no damage from nonmagical weapons, Reflex save DC 15 for half damage against magical weapons, BoED) and Charisma +6

Vest, Vestment, or Shirt (worn, ??wt, 160500gp)
- Dyrr’s Imprevious Vestments (+9 AC, blade barrier 1/day, CA), Steadfast Spellcasting (unaffected by planar effects on magic, Plnr)

Ring (left ??th finger, -wt, 110000gp)
- Protection +5, Freedom of Movement

Ring (right ??th finger, -wt, 127600gp)
- Spellbattle (CA), Arcane Might (+1 caster level, CA), Theurgy (3 spells able to be used in open slots, CA)

Amulet, Brooch, Medallion, or Necklace (worn, ??wt, 222000gp)
- Ankh of Ascension (+4 caster level on divine spells, RoF), Retributive Amulet (1/2 dmg from melee attacks, ½ returned against attacker, BoED), Wisdom +6, Hand of Glory (extra ring), Fortune Prevailing (reroll one saving throw per day, MHB)

Belt (worn, ??wt, 123500gp)
- Natural Armor +5, Constitution +6, Monk’s Belt (monks ac bonus)

Gloves or Gauntlets (hands, ??wt, 58500gp)
- Strength +6, Weaponry Arcane (weapons serve as magic & silver, PGtF), Fortunate Striking (reroll one attack roll/day, MHB), Might (unarmed strikes function as armed, 1d8 dmg, MoF)

Bracers or Bracelets (wrists, ??wt, 107800gp)
- bracers of exit (11.2k, A&E), vambraces of evil's warding (-4 penalty to evil opponents ranged attacks, BoED), bracers of armor +1, soulfire (immune to death effects, spells, energy drain and any negative energy effects, BoED), exalted (half damage from unholy weapons, constant protection from evil, negates vile damage, BoED)

Boots or Slippers (feet, ??wt, 274000gp)
- Swiftness (doubles speeds, +20 Comp to Jump, Balance, Tumble and Climb, Haste 20 rnds/day, ELH), Steadfast (can’t be tripped/bull rushed, A&EG), Gwaeron’s (pass without trace, can’t be tracked by scent, MoF)

Gemstone of Heavy Fortification (location, ??wt, 35000gp, Dra)

2 Strands of Prayer Beads (location, ??wt, 51600gp)

Greater Gate Compass (location, ??wt, 10000gp, Plnr)

Nightstick (x5 effect) (location, ??wt, 37500gp, LM)
- 20 extra turn attempts/day

Thoughtbottle (location, ??wt, 25000gp, CA)

Orange Prism Ioun Stone (location, ??wt, 30000gp)
- +1 competence bonus on attack rolls, saving throws, skill and ability checks)

Pale Green Prism Ioun Stone (location, ??wt, 30000gp)
- +1 caster level

Stone of Good Luck (location, ??wt, 20000gp)
- +1 luck bonus on attack rolls, saving throws and skill checks

Spellbook (location, ??wt, 50000gp)
- Boccob’s Blessed Book (x4 effect), Adamantine Cover & Foil Pages, Resistant to Energy (major), Immoveable (as the rod), Waterproof; Protections/Traps: Sign of Greater Sealing, Alarm, Greater Glyph of Warding (Feeblemind), Symbol of Persuasion, Symbol of Sleep, Arcane Mark, Explosive Runes

Skin of the Troll (worn, ??wt, 61200gp, XPH)
- Heals 1 hp/2 rounds

Ring of Greater Counterspells (x4 effect, mage’s disjunction x2, blasphemy x2) (hand of glory, ??wt, 64000gp, A&EG)

Pearls of Power (8 1st, 2 2nd, 2 3rd, 2 6th, 2 7th, 1 8th, 1 9th) (location, ??wt, 315000gp)

Chitin Plating (graft, 100000gp, LoM)
- +5 natural armor
Rudimentary Eyespots (graft, 60000gp, LoM)
- +4 racial bonus on Spot checks, can’t be flanked
Healing Blood (graft, 182000gp, LoM)
- Fast Healing 2
Flexible Spine (graft, 91000gp, LoM)
- +4 on Initiative, Tumble, Balance and Escape Artist checks

Coins- 12355gp, ??sp, ??cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)

Personality
Coming

Appearance
Coming

Background
Coming
 

Attachments


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