(CSDGH) Demon with a Glass Hand [RG]


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Jerrek
Male Human
Fighter 9/Occult Slayer 5
True Neutral

7_P36.jpg


Str 22 (+6) (16 base, +2 levels, +4 item)
Dex 20 (+5) (16 base, +4 item)
Con 20 (+5) (16 base, +4 item)
Int 10 (+0) (10 base)
Wis 8 (-1) (8 base)
Cha 8 (-1) (8 base)


Hit Points: 147 (9d10+5d8+70 con)
AC: 27 (10 base, +10 armor [+5 Mithral Breastplate], +5 dex, +2 deflection), Touch: 17, Flatfooted: 22
Initiative: +9 (+5 dex, +4 feat)
BAB: +14, Grapple: +19
Speed: 30 feet

Saves
  • Fort: +12 (+6 Fighter, +1 Occult Slayer, +5 con)
  • Ref: +9 (+3 Fighter, +1 Occult Slayer, +5 dex)
  • Will: +6 (+3 Fighter, +4 Occult Slayer, -1 wis)
Attacks
  • +26/+21/+16 melee, +2 Adamantine Martial Discipline (Devoted Spirit) Spiked Chain, 2d4+11, 20/x2
  • +20/+15/+5 ranged, +1 Composite (+6) Longbow, 1d8+6, 20/x3, 110' range
Skills (24 fighter, 10 occult slayer, 17 human, 51 total)
  • Gather Information +15 (16 ranks [6 cc], -1 cha)
  • Knowledge (Arcana) +4 (4 ranks [cc], +0 int)
  • Ride +10 (6 ranks, +5 dex, -1 ACP)
  • Spellcraft +3 (3 ranks[cc], +0 int)
  • Listen -1 (0 ranks, -1 wis)
  • Spot -1 (0 ranks, -1 wis)
  • Speaks Common
  • Armor Check Penalty: -1 (-1 armor)
Feats
  • Exotic Weapon Proficiency [Spiked Chain] (Level 1 – Human Bonus)
  • Improved Initiative (Level 1 – Fighter Bonus)
  • Weapon Focus [Spiked Chain] (Level 1 - Character)
  • Combat Reflexes (Level 2 – Fighter Bonus)
  • Stand Still (Level 3 – Character – Expanded Psionics Handbook)
  • Power Attack (Level 4 – Fighter Bonus)
  • Mage Slayer (Level 6 – Fighter Bonus – Complete Arcane)
  • Deft Opportunist (Level 6 – Character – Complete Adventurer)
  • Martial Study [Devoted Spirit – Crusader Strike] (Level 8 – Fighter Bonus – Tome of Battle)
  • Martial Stance [Thicket of Blades] (Level 9 – Character – Tome of Battle)
  • Robilar’s Gambit (Level 12 – Character – Player’s Handbook II)
Human Racial Traits
  • Size: Medium
  • Base Speed: 30 feet
  • Skill Bonuses: +4 skill points at first level, +1 skill point each level thereafter
  • One bonus feat
  • Favored Class: Any
Special Abilities
  • Magical Defense +3 (Occult Slayer 1,3,5)
  • Weapon Bond (Occult Slayer 2)
  • Mind over Magic 2x/day (Occult Slayer 2,4)
  • Vicious Strike (Occult Slayer 2)
  • Auravision (Occult Slayer 3)
  • Nondetection Cloak (Occult Slayer 4)
  • Blank Thoughts (Occult Slayer 5)
Equipment
  • +2 Adamantine Martial Discipline (Devoted Spirit) Spiked Chain w/ Lesser Crystal of Lifedrinking – 22,500 gp, 10 lbs.
  • +1 Composite (+6) Longbow – 3,000 gp, 6 lbs.
    • 100 Arrows – 5 gp, 15 lbs.
  • +5 Mithril Breastplate – 29,000 gp, 15 lbs.
  • Amulet of Health (+4) – 16,000 gp, - lbs.
  • Growth Belt of Giant’s Strength (+4) – 16,000 gp, 1 lb.
  • Cloak of Endure Elements - 1,000 gp, 1 lb.
  • Dexterous Gloves (+4) of Spell Disruption – 17,500 gp, - lbs.
  • Fleet Warrior's Array:
    • Bracers of Blinding Strike - 5,000 gp, 1 lb.
    • Sandals of the Light Step - 9,000 gp, 1 lb.
    • Vest of Free Movement - 12,000 gp, - lbs.
  • Ring of Protection (+2) – 8,000 gp, - lbs.
  • Ring of Sustenance – 2,500 gp, - lbs.
  • Lesser Crystal of Lifedrinking - 1,500 gp, - lbs.
  • Wand of lesser vigor - 750 gp
  • 3x potions of Enlarge Person - 750 gp
  • 995 gp
Background

Jerek Tarel alway thought he wanted adventure. Born to a well-off merchant family in the security of a fortified and (at least in his district) well-policed city state created a craving in him to travel, see the world, even to face the wretched beasts of the sands outside the city walls.

Now 26 years old - having spent the last four of them guarding merchants as they travel between the city states of virtue (especially those worried about magical attackers, since Jerek has developed particular skills fighter such foes) - Jerek can't help but feel nostalgia for the safety inside city walls and the protection of hired guards. He did set out looking for adventure though, so he can't hardly complain. Braving sandstorms, the all too common attacks of desert beasts on merchant caravans, and, worst of all, the attacks of marauding desertfolk whose survival depended on robbing the merchants he was hired to protect.

If excitement meant waking up each morning not knowing whether to expect wild hyena's trying to rip you limb from limb, a nomad shaman hexing you and boiling your blood, or a sandstorm thick enough bury the entire caravan, then Jerek had certainly found it! And of course if the escorting itself didn't offer the daily does of death and destruction to him and his companions, the inspections at each city state were nearly as bad. The paranoia and downright hostility of most gate-guards was enough to frighten even the most veteran warrior. Jerek had seen men with proper paperwork thrown in the dungeons (far worse than being eaten by a sand wyrm in his opinion) simply for seeming "mischievous."

All things considered, it was an easy decision for Jerek after finishing his last escort job - he quit working for merchant travelers. His taste for adventure and thrills sated, it was time to go home. So working for no one but himself, he prepared for one last trip into the desert...the journey home. Of course he needed to find some traveling companions, and he was lucky enough to do so shortly into his journey. What he didn't know was how much these companions would change his life...
 
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Haros, Psychic Theurge, Servant of the Virtues

[imager]http://home.metrocast.net/~adkohler/game/sample_char.jpg[/imager]Male Elan Ardent 2 / Cloistered Cleric 3 / Psychic Theurge 9
NG medium-sized Aberrant
Age 19 Height 5'9" Weight 170 lbs. Hair Silver Eyes Blue
Init +1; Senses Standard
Listen +4 (+7), Spot +4 (+7)
Languages Common, Xeph, Celestial, Terran (2 basic langs. +2 bonus lang.)
____________________

AC 27 touch 13, flat-footed 24 (+3 dex, +8 armor, +5 shield, +2 deflection, +2 natural armor)
hp 63 (5d6+9d4+28)
Resist N/A (situational)
Fort +11 (+14), Ref +5 (+10), Will +16 (+22) ("()" include stat mods and +3 resistance mod.)
____________________

Spd 30 ft. (6 squares)
Melee (Morningstar) +9/1-6 (20)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +5
Atk Options Psionics, Cleric Spells
[sblock=Combat Gear]Armband of Maximized Healing (MIC)
Boots of Big Stepping (MIC)
Third Eye, Clarity (MIC)
True Strike Gauntlets (of Dexterity +4)* (MIC)
Psionatrix of Telepathy (+2 natural armor)* (XPH)
Headband of Conscious Effort (+6 wisdom)* (MIC)
Dorje of Animal Affinity (50 charges, ML 3) (XPH)
Ring of Protection +2 (core)
Cloak of Resistance +3 (core)
Pearl of Power 5th level (core)
+3 mithral breastplate (core)
+3 large steel shield (core)
+3 weapon (morningstar) (core)
[/sblock][sblock=Cleric Spells Prepared]
Domains: Knowledge, Liberation, Travel.
Domain Spells (0/1/1/1/1/1/1):
1st level: Omen of Peril (SC)
2nd level: Detect Thoughts
3rd level: Fly
4th level: Freedom of Movement
5th level: Teleport
6th level: Dispel Magic, Greater

Cleric Spells (6/5+2b/5+2b/4+2b/4+1b/3+1b/2+1b):[sblock=Note: Additional cleric spells]Cloistered clerics add these spells to the cleric spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.[/sblock]0-level (base DC 17)
create water, detect magic(x2), guidance, light, message
1st level (base DC 18)
Bless, Detect Evil, Protection from Evil, Remove Fear, Shield of Faith, Sign (SC) (x2)
2nd level (base DC 19)
Align Weapon, Close Wounds (SC), Delay Poison, Divine Insight (SC), Insight of Good Fortune (PHII), Restoration (Lesser), Status
3rd level (base DC 20)
Invisibility Purge, Mass Align Weapon(SC), Mass Conviction(SC), Mass Resist Energy(SC), Mass Resurgence(SC), Stone Shape
4th level (base DC 21)
Assay Spell Resistance (SC), Contingent Energy Resistance (SC), Divination, Panacea (SC), Restoration
5th level (base DC 22)
Dispel Evil, Revivify (SC), Spell Resistance, True Seeing
6th level (base DC 23)
Heal, Analyze Dweomer, Wind Walk

[sblock=Non-core spell descriptions]
  • Assay Spell Resistance (Clr4): Swift action, 1 r/level, gain +10 to caster level checks against a specific creature.
  • Close Wounds (Clr2): Immediate action, close range, heal 1d4+level (max +5) damage; can even "prevent" death if healing would bring hp total above -10.
  • Contingent Energy Resistance (Clr4):[/i] 1 hr/level, grants energy resistance 10 against the first effect suffered during its duration for 10 min/level.
  • Divine Insight (Clr 2): 1 hr/level, any time during duration, gain +5+level (max +15) to any one skill roll.
  • Omen of Peril (Lib 1): Gain indication of how much danger lies ahead.
  • Panacea (Clr4): Removes any of a variety of effects from touched creature, and heals 1d8+level (max +20) hp.
  • Sign(Clr1):Gain +4 to initiative roll, immediate action.
  • Insight of Good Fortune(Clr2): 1 min/level, once during duration, recipient may reroll one roll.
  • Mass Align Weapon (Clr3): As align weapon, but affects 1 weapon/2 levels within 30 feet.
  • Mass Conviction (Clr3): Medium range, 20 ft burst, affects allies as conviction (clr 1, +4 morale bonus to saves)
  • Mass Resist Energy (Clr3): As resist energy, affects 1 creature/level within 30 feet of each other.
  • Mass Resurgence (Clr3): As resurgence (target gains new saving throw against effect, does not work to heal damage), close range, targets within 30 ft.
  • Revivify (Clr5): Creature slain within 1 round ago restored to life at -1 hp with no level loss.
  • Vigorous Circle: Range 20 ft., 1 creature/2 levels within 30 ft gain Fast Healing 4 for duration (10 rounds + 1 round/level)
[/sblock][/sblock][sblock=Psionic Powers Known]
pp: 136 (106+ 28 bonus** + 2 race)
Mantles: Natural World*, Mental Power*, Fate*
[sblock=Mantle Details]
Fate
Granted Ability - 1/day, expend psionic focus to add effective ardent level to a d20 roll.
Mental Power
Granted Ability - Treat your Wisdom as 2 points higher for the purpose of determining bonus power points.
Natural World
Granted Ability - Animal Empathy ability (1d20 + effective ardent level )
[/sblock]

1st-level (1 base pp, base DC 18)
Mind Thrust; Precognition (Offensive)
2nd-level (3 base pp, base DC 19)
Call Beast of the Id, Id Insinuation
3rd-level (5 base pp, base DC 20)
None
4th-level (7 base pp, base DC 21)
Intellect Fortress, Metamorphosis, Schism
5th-level (9 base pp, base DC 22)
Oak Body, Psychic Crush
6th-level (11 base pp, base DC 23)
Probability Mantle, Cranial Deluge
7th-level (13 base pp, base DC 24)
Ultrablast, Fate of One

* - Mantles Modified per Mind's Eye Expanded Classes article[sblock=Details]
Fate: Add Probability Mantle (Psion/Wilder 6, Hyperconscious page 106) (Effect: 20% miss chance not overcome by true seeing, etc., plus reroll 1 roll/round during duration, 1 rd/level)
Natural World: Add Call Beast of the Id (Psion/Wilder 2, Hyperconscious) (Calls a creature from list in Hyperconscious)
Mental Power: Add Ultrablast (Psion 7)
[/sblock]
** - Treated Wis as 2 points higher for mental power mantle.
[/sblock]____________________

Abilities Str 10, Dex 12 (16), Con 14, Int 14, Wis 19 (25), Cha 10
Class Features: Assume mantle, turn undead, lore, powers, spells[sblock=Racial Abilities]
  • Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
  • Elan base land speed is 30 feet.
  • Elans (unlike most aberrations) do not have darkvision.
  • Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
[/sblock]Feats: Craft Wondrous Items, Divine Ward (PHII), Expanded Knowledge (Schism) (XPH), Metamorphic Transfer (XPH), Practiced Manifester (Ardent) (CPsi)[sblock=Non-SRD feat descriptions]Divine Ward: 1/day, spend 10 minutes and one or more turning attempt uses to create a divine ward between you and 1 subject/spent turning attempt. You may use touch spells at close range (25ft + 5 ft/2 levels) with the recipients.
Practiced Manifester (Ardent): Your manifester level for the chosen class increases by 4, but not more than your HD.[/sblock]Skills: Concentration +19 (17 ranks, +2 con), Decipher Script +7 (5 ranks, +2 int), Diplomacy +6 (6 ranks), Heal +13 (6 ranks, +7 wis), Knowledge (Arcana) +7 (5 ranks, +2 int), Knowledge (Nature) +7 (5 ranks, +2 int), Knowledge (Psionics) +14 (12 ranks, +2 int), Knowledge (Religion) +12 (10 ranks, +2 int), Psicraft +14 (10 ranks, +2 int, +2 synergy), Spellcraft +10 (6 ranks, +2 int, +2 synergy), Survival +13 (6 ranks, +7 wis)
[sblock=Possessions]
  • Armband of Maximized Healing (MIC): 3/day as swift action, next healing spell of 6th level or lower is maximized.
  • Boots of Big Stepping (MIC): +2 caster level to teleport spells, 3/day greater teleport up to 60 feet as a standard(command) action.
  • Third Eye, Clarity (MIC): 1/day as immediate action, negate a confused, dazed, fascinated, or stunned effect.
  • Gauntlets of Dexterity +4
  • Psionatrix of Telepathy (+2 natural armor)* (XPH): +1 DC of saves or telepathy effects.
  • Headband of Conscious Effort (+6 wisdom)* (MIC): 1/day may make a concentration check in the place of a fortitude save.
  • Dorje of Animal Affinity (50 charges, ML 3) (XPH)
  • Ring of Protection +2 (core)
  • Cloak of Resistance +3 (core)
  • Pearl of Power 5th level (core)
  • +3 mithral breastplate (core)
  • +3 large steel shield (core)
  • +3 weapon (morningstar) (core)

4460 gold
Revivify components (diamonds worth 1000 gp)

* - Added per rules in MIC, ppg 233-234
[/sblock]Quote
"Only the strong weather the winds of eternity."
____________________

Accomplishments and Experience[sblock]91000 xp
+1680 (vrocks)
+1680 (dark figure encounter)
+450 (Urn encounter)
+1200 (Tent and dragonflames)
-------
96010[/sblock]
Description:

Haros is an Elan... close enough to human to pass as one to a casual observer. His platinum hair reflects the stock of his Purgatorial parents; the glassy look to his eyes reflect the transformation he has undergone.

Though he does still observe many of the niceties of dress and formality he learned as a cleric working in the libraries of the great temples, in the years he has become a traveler, he is often unshaven and more practical due as he adopts the practicalities of his new lifestyle.

Background:

The man that would become Haros was once a notorious Ardent general in the ranks of Purgatory, a sinister alliance of city-states. During a campaign of terror against outlying tribes, a simple act of kindness and bravery by a nomad child somehow awakened him to the monster that he had become. He turned on the troops deployed with them and wiped them out.

Then he left for the gates of Liberalitas. There he begged for redemption. Even in a relatively altruistic city state such as this, justice must be done. He could live, but the man he once was would be swept away. He was reborn as Haros.

Though he has largely found comfort in this, his memories are not completely gone. Some remain as a stern reminder to him of the depravity that happens one one's baser desires overcome the superego.

A being of immense will and determination, Haros soon found his way as a junior archivist and functionary in Liberalitas. For some time, he proved himself worthy of his office. But the mental powers he once possessed once again manifested in a slightly different form reflecting his new philosophy of self determination in the face of the natural world, instead of his former philosophies of depravity. Nonetheless, there were those that feared him.

Rather than sit idly by while fears mounted, Haros arranged to become an agent and functionary of the Virtues, the alliance to which Liberalitas belonged.

[sblock=scratchpad]
Haros
Elan Ardent 2 / Cloistered Cleric 3 / Psychic Theurge 9

[sblock=Progession]
01: ClC 1 (Feat: Divine Ward)
02: Ard 1
03: Ard 2 (Feat: Practiced Manifester)
04: ClC 2
05: ClC 3
06: PsTh 1 (Feat: Craft Wondrous Item)
07: PsTh 2
08: PsTh 3
09: PsTh 4 (Feat: Metamorphic Transfer)
10: PsTh 5
11: PsTh 6
12: PsTh 7 (Feat: Expanded Knowledge: Schism)
13: PsTh 8
14: PsTh 9

Total:
Ardent Manifester Level: 14
Clerical Caster Level: 12[/sblock]

Ability Score Details (32 point buy)
STR: 10 (10 base)
DEX: 12 (12 base)
CON: 14 (14 base)
INT: 14 (14 base)
WIS: 19 (16 base, +3 levels)
CHA: 10 (12 base, -2 race)

Sources used:
Complete Psionic (Ardent base class, some powers and feats)
Expanded Psionics Handbook (Elan race, most Psionic Powers, Skills, and Feats.)
Player's Handbook II (Divine Ward feat, Some cleric spell choices)
Spell Compendium (Some spell choices)
Unearthed Arcana (Cloistered Cleric variant)
Wizards of the Coast’s Mind’s Eye column (Psychic Theurge prestige class.)
[/sblock]
 
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Shard v.3.2

[sblock=Shard]Name: Shard
Race: Human
Class/Level: Sorceror 5/Wild Mage 9
Gender: Female
Exp

Desc: Pale skinned, crowned with a shock of wild white hair and with faded blue eyes, Shard is an unusual sight among wasteland nomads. She looks entirely too young, too fragile and pretty to command the respect that she does. In the center of her forehead, there is a fragment of clear crystal about the size of a man's thumbnail. Examination bears witness that this isn't some awful injury, but that the crystal is fused with flesh and bone as if it had somehow grown from her body. She wears a simple white gown under a loose flowing robe with strange sigils embroidered over it that ripples as if in a wind, even when there is no wind to move it. Over all is a heavy, hooded, all weather cloak that seems as if it would be far too hot for the desert, but never seems to inconvenience her. The only weapon she carries openly is the rune-carved staff with the sapphire at the top.

Strength (STR) 8 -1
Dexterity (DEX) 18 +4 (8)
Constitution (CON) 14 +2 (6)
Intelligence (INT) 10 +0 (2)
Wisdom (WIS) 14 +2 (6)
Charisma (CHA) 24 +7 (10)

Alignment: Chaotic Good
AC: 20 (10 + 4 Dex + 4 armor +2 luck)
Buffed AC: 24 (+4 shield)
Hit Points: 4+13d4+28
Movement: 30'

Init: +4
Base Attack Bonus: +6
Melee Attack: +5
Ranged Attack: +10
Fort: +11
Reflex: +16
Will: +14

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Sorceror
- Metamagic Specialist (PHB2 variant)

Wild Mage
- Wild Magic (-3 base caster level, but +1d6 when each spell cast)
- Random Deflector 3/day (redirect some spells/attacks to random target within 20')
- Student of Chaos (When using magic device that has random result, roll twice and select)
- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)
- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)

Skills: 24+27
Concentration +19 (17 ranks +2 Con)
Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)
Knowledge Planes +4 (4 ccranks ranks +0 Int)
Spellcraft +7 (5 ranks +0 Int +2 feat)
Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)

Languages - Common, Draconic

Feats
1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)
1 Magical Aptitude
3 Empower Spell
6 Celestial Lance (1d8/spell level used, 60' line, only to evil)
9 Quicken Spell
12 Sunlight Eyes (swft action, 1rnd see in any lighting condition 50', +1 CL light)

Spells (Base DC 17+lvl, Caster level 12+1d6)
0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead,

Prestidigitation, Arcane Mark, Detect Magic
1 8/8 - Shield, Magic Missile, Mage Armor, Alarm, True Strike, Protection from Evil
2 8/8 - Invisibility, Glitterdust, Rope Trick, See Invisible, Dimension Hop
3 8/8 - Energy Aegis, Tenacious Dispelling, Disobedience, Phantom Steed
4 7/7 - Confusion, Otiluke's Suppressing Field, Voice of the Dragon, Orb of Force
5 7/7 - Telekinesis, Lucent Lance, Greater Blink
6 6/6 - Disintegrate, Greater Heroism
7 4/4 - Limited Wish

Noncore spells
Tenacious Dispelling (Complete Mage)
- As targeted Dispel Magic on first casting. Second casting within 1 round of first gains +2 to dispel check and can be either targeted or area.

Otiluke's Suppressing Field (Complete Mage)
- 20' emanation from caster that suppresses a particular school or descriptor of magic. Any spell or effect from a suppressed type cast within or into, or is brought into the field as a continuing effect, must make a caster level check DC 11+caster's CL or fail. Continuing effects are only suppressed while in the field's area. Effects that enhance CL vs spell resistance apply to this check.

Dimension Hop (PHB2)
- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.

Energy Aegis (PHB2)
- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.

Disobedience (Complete Scoundrel)
- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.

Voice of the Dragon (Spell Compendium)
- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.

Orb of Force (Complete Arcane)
- Ranged touch, 10d6 damage cap, no save, no SR, force damage.

Lucent Lance (Spell Compendium)
- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.

Money - 380gp

Weapons -
Runestaff, +7/+2, 1d6+1, crit 20, 4lbs, Special: Smite

Armour -


Gear -
Scroll cases
Pouches
Spell component bag

Magic -
Ring of Arcane Might, 20k (Complete Arcane) +1 CL
Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.
Headband of Charisma +6, 36k (SRD)
Gloves of Dexterity +2, 4k (SRD)

Tome of Worldly Memory, 1.5k (Magic Item Compendium) 1 minute studying tome grants +5 competence to any one Knowledge skill check, up to 3x per day. If reader has 5 ranks or more in the skill being studied, only 1 std action is needed to obtain bonus.

Periapt of the Fallen Sea, 6k (Magic Item Compendium) Wearer can hold breath for 12 hours, and invoke Freedom of Movement 2/day. Part of a set of items called the Raiment of the Four.

Tunic of Steady Spellcasting, 2.5k (Magic Item Compendium) Grants +5 competence bonus to all Concentration checks.

Deathguardian Bracers, 6k (Magic Item Compendium) Sacrifice a spell slot as an immediate action to gain DR/- equal to twice the spell level of the slot until beginning of your next turn.

Robe of Mysterious Summoning, 10k (Magic Item Compendium) 3/day allows user to sacrifice spell slot to cast Summon Monster of equal level to slot as standard action. Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.

Runestaff of Power, 38.3k (Magic Item Compendium) Allows casting each of the following spells 1/day, by spending spell slots of appropriate level. Is also +2/MW weapon and grants +2 luck to AC and saves while wielded. Can Smite by using 1st level slot to do double damage for 1 round.
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (only to create 5' radius dome centered on caster)

Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)
- 1 day rations for 1 Medium creature.
- 2 gallons water in skin
- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)
- Tent & 2 bedrolls
- 50' rope
- Composite shortbow (+1 Str) and 20 arrows.
- Shovel
- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.

Eternal Wand of Cure Moderate Wounds, 4,420gp (Magic Item Compendium) Cast 2nd level spell 2/day.

Scroll of Knock, 150
Scroll of Alter Self, 150
Potion of Lesser Restoration, 300
[/sblock]
 
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[sblock=Story]Chenet was in fact a little surprised to see his client at the appointed meeting spot. Working with new people in the wastes was always a gamble, but he had a good sense about people, and the hulking figure, wrapped in cloth had struck him as honest, a rarity in the desert. Besides, he had paid half in advance, paying far more than what he asked. Still the desert is a dangerous place, no matter what the intention of his client, the wastes quite often drank nomad’s final water, making dealing with them a risky proposition.

The trader talked to his security chief and he went to one of the pack animals retrieving a bundle. He and a handful of guards made their way to the large stone sometimes called The Finger of Grinth-Shal by those who knew it, where the nomad took shelter from the sun. Chenet had no idea who or what Grinth-Shal was, but if the large rounded rock was his finger, he would have had a hard time manipulating anything with stubs like that. Still it was large enough that it provided shade, so in that regard he mentally thanked whatever Grinth-Shal was or had been for holding his finger up to the sun.

Arriving in the shade, Chenet dismounted, as did his guards and he approached his client. The man was a towering figure, almost eight feet tall, wrapped in gauzy cloth to protect from the searing sun. His features were obscured. In practiced motions, he unwrapped his head as Chenet approached, revealing the bald gray skinned head of a Goliath. His blue glittering eyes seemed to smile, even if his face did not.

Chenet held his open hands wide, demonstrating he carried no weapons. A traditional nomad greeting, “It is good to see you well.”

The Goliath held his hand to his for, bowing his head forward. A gesture Chenet did not recognize, marking him as someone not born a nomad. His deep voice intoned his own greeting. “I am happy to see you as well, trader. Apparently you reputation for honesty is well deserved.”

Chenet smiled at the compliment, “Honesty has nothing to do with it, I assure you. I am but a greedy trader and you pay well.”

“Were you able to get what I asked for?” The Goliath asked,

“I was indeed.” Chenet produced his bundle handing it to the nomad, “As you know, traders such as myself are not permitted within cities, but deal with intermediaries, I was able to hire one of them to speak with a scholar inside the city. He returned this information.”

He unwrapped the bundle carefully, looking through the pages of information, “Yes, this was even more than I had hoped for.” He continued to look through the pages for a moment and then he rewrapped them. “You have more than earned your payment trader.” He went to the pack, placing the bundle of pages inside and pulling out an urn made of precious green stone, an exact match for the other urn that the Goliath had given him to secure his service.

Chenet smiled as he took the urn, “Then our business is concluded, to the satisfaction of both. May the God-Kings smile at our transaction.” he intoned formally, handing the urn to one of the guards, “With that out of the way, perhaps you will share my water.”

The goliath did the strange hand to forehead gesture again, “You honor me.”

Chenet produced a bowl and poured water from a skin, “As you may have heard, my parent’s chose to honor me with the name Chenet, though they chose not bless me with a family name.” A lack of a family name marked him a bastard or an exile, neither of which held the same stigma in the wastes as it did in the cities.

“My name is Thalnil Agathuma, Far Strider.” He responded politely. An exchange of names was the first step in a solidifying a business relationship.

Chenet drank from the bowl and then offered it to the Goliath, showing it was not poisoned, “It is unusual to see one of your kind so far from your mountain home.”

“I suppose that is true, my people do not usually care for the deep desert.” he drank from the bowl, accepting the hospitality, “My quest, however, brings me here.”

“Ah, this is the Talariic Codex that you are looking for. If you do not mind my asking, what is this book?”

“It is no secret, I suppose, though some look upon it with suspicion. In the time of the Old Gods it was a book that described how to achieve an enlightened state through the pursuit of martial skill. Some few still pursue this state, I am one.”

“The problem is that my understanding of the writing are incomplete. I have searched high and low for someone further down the path of enlightenment than I, but I have failed. My original teacher believes the only way to achieve the next level of enlightenment is to find the original text.”

“So you search for enlightenment in the ruins of the Old Gods? Surely there are safer philosophies.”

Thalnil chuckled, “I imagine there are, but my feet walk this path.”

“If you would like, I could see if it was possible to gather more information on this text in the other cities on my stops. Though, you understand that this information could be blasphemous.”

“The Talariic Codex is not a text of magic, divine or otherwise. It is a way of understanding the world and oneself. It does not bear what the Ur Priest would call the taint of the Old Gods, but I understand that delving into history could draw unwanted attention. I would not place you in danger.”

“Doing what I do, friend, I know how to be discrete when necessary. I would be happy to gather what information I can for you. Of course something to cover my expenses would be expected and times being what they are, payment in advance would be very motivating.”

“Of course. I do not have anything as extraordinary as the urns, but perhaps now that we can trust each other a lesser payment might do?”

“I will admit that they will fetch a handsome price and as you say that the trust between us is greater, the price may be less. Perhaps if you show me what you are willing to part with.”

A bit of haggling later, Chenet smiled, in possession of a set of ancient ivory carvings, “You have quite a collection my friend. I will be back this way in two fortnights.”

“I can not predict where this new information will take me, but hold on to the information you gather, I will find you when I can.”

Chenet bowed, “Of course my friend, of course, that could work to both our benefits. I had best hurry, before the caravan gets too far ahead, the drive master is terrible cruel to the animals if someone isn’t their to rein him in. It was a pleasure Thalnil, I believe we will meet again.”[/sblock]

[sblock=Stats]Thalnil Agathuma, Far Strider
Male Goliath
Ranger 1/Psychic Warrior 4/War Mind 8/LA 1
Alignment: Neutral Good

Str 30 (17 Base +4 Race +3 Level +6 Enhancement)
Dex 12 (12 Base -2 Race +2 Enhancement)
Con 20 (14 Base +2 Race +4 Enhancement)
Int 10 (10 Base)
Wis 16 (14 Base +2 Enhancement)
Cha 9 (9 Base)

Abilities
Goliath: +4 Str -2 Dex +2 Con
Medium Monstrous Humanoid
Powerful Build: Treated as large for most beneficial ways except for space and reach
Mountain Movement: Standing high jumps and long jumps are treated as running, can engage in accelerated climbing without penalty
Acclimated: Does not take acclimation penalties in the mountains
+2 Racial Bonus to Sense Motive
Favored Class: Ranger

Ranger:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy: Giants(Ex): Gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival and +2 bonus on weapon damage rolls against Giants.
Bonus Feat: Track
Wild Empathy

Psychic Warrior:
Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Bonus Feat (2)

War Mind:
Chain of Personal Superiority (Ex): Gain +4 Insight Bonus to Strength and Constitution for 1 minute 3/day. Activation is a free action.
Chain of Defensive Posture (Ex): Gain a +4 Insight Bonus to AC for 1 minute 3/day. Activation is a free action.
Enduring Body (Ex): Damage Reduction 2/-
Sweeping Strike (Ex): On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.

HP: 1d8 +4d8 +8d10 + 78 (148)
AC 23 (10 + 10 Armor +1 Dex +2 Deflection) (+4 Shield +4 Insight)

Saves:
Fort +20 (12 Class +5 Con +3 Resistance)
Refl +13 (9 Class +1 Dex +3 Resistance)
Will +11 (3 Class +3 Wis +2 Feat +3 Resistance)

BAB: 12
Jovar: +28/+23/+18 (12 BAB + 10 Str + 5 Enhancement +1 Feat)
Damage: 3d6 + 20 (+15 Str +5 Enhancement) 15-20/x2

Languages Known: Common, Gol-Kaa

Feats:
1. Power Attack
1. Bonus: Track
2. Bonus: Cleave
3. Iron Will
3. Bonus: Improved Toughness
6. Exotic Weapon Proficiency: Jovar
9. Weapon Focus: Jovar
12. Improved Critical Jovar

Skills (24 Ranger, 8 Psychic Warrior, 16 War Mind):
Concentration +21 (16 Ranks +5 Con)
Hide +3 (4 Ranks +1 Dex -2 ACP)
Knowledge (History) +2 (2 Ranks)
Knowledge (Psionics) +8 (8 Ranks)
Listen +7 (4 Ranks + 3 Wis)
Move Silently +3 (4 Ranks +1 Dex -2 ACP)
Sense Motive +5 (0 Ranks +3 Wis +2 Race)
Spot +7 (4 Ranks + 3 Wis)
Survival +7 (4 Ranks + 3 Wis)
Armor Check Penalty: 2


Equipment:
36,000 Belt of Giant Strength +6
16,000 Shirt of Health +4
4,000 Gloves of Dexterity +2
4,000 Periapt of Wisdom +2
16,000 Mithral Sectional Armor +2
51,800 Large Deep Crystal Jovar +5
2,500 Ring of Sustenance
8,000 Ring of Protection +2
9,000 Cloak of Resistance +3
2,000 Boots of Striding
75 Long Bow
1 Arrows (20)
2 Backpack
.1 Bedroll
2 Crowbar
1 Grappling Hook
1 Flint and Steel
12 Bullseye Lantern
10 Small, Steel Mirror
10 Silk Rope (50ft)
2 Shovel
1 Waterskin
.2 Oil (2 flasks)
8 Desert Outfit
120 Matching Gold Rings (3)
300 Small Amber Phoenix
100 Assorted gems: moss agate (2), Banded agate (2), cut blue quartz (3) small lapis lazuli, tiger eye turquoise (2)
54 54g
.7 7sp

154.7


Psionics:

Power Points: 58

Psychic Warrior: Level 4
Powers Known:
1. Chameleon
1. Force Screen
1. Thicken Skin
2. Hustle

War Mind
Powers Known: Level 8
1. Offensive Prescience
1. Offensive Precognition
2. Body Adjustment
3. Hostile Empathic Transfer
4. Psionic Freedom of Movement[/sblock]
 

Suvarion; elan psion (kineticist)

Suvarion

Background:[sblock] The two figures stood high on a cliff, looking out over a blasted waste of grey dunes, dotted here and there with crumbling towers of rough stone- obviously not natural rock formations. This was the deep desert wastelands- no one dwelt in this desolate realms, not even the maddest nomadic recluses, and the pair had traveled for days just to reach this point. The taller of the two (by only the slimmest of margins) seemed to defy reasonable precaution- despite the killing heat of the air, she was wrapped in a full cloak of heavy black material, unadorned save for a patch above the left breast where some symbol had been crudely removed. After a long time spent in quiet contemplation of the ruined vista before them, she finally turned to her compatriot, a withered and ancient elvish man in the paint and bones of a tribal shaman.

"We did this, you say?," the woman asked quietly, turning away from the eerie scene. "I knew that some answer might be found amongst your people, that perhaps even if no living memory remained, the elves would know- but truly, I hoped for some other answer. Any other answer than to hear that my folk were the authors of such destruction."

The elf shook his head sadly, the ritual beads braided into his hair rattling softly. "We do not know for sure what caused the great catastrophe- only that you, or those like you, wrought some of the local destruction that was but one part of the sundering. In some places, the devastation was as sudden as the sunrise- while in other places, it still seems to be happening, as sickly grey dunes creep across what was healthy land." He paused, still staring out across the sky towards the nearest of the towers. "That was a dwelling place, you said? It is hard to conceive of folk dwelling together on such a scale- even the magic of the God-Kings would be hard-pressed to support such a settlement."

Slowly, almost reluctantly, the woman turned to view the scene once more. "It was more than that. The last time I saw this place, all those towers and more of them that have vanished were all part of one city. Even the land between them was filled with smaller buildings and houses, all of this valley was one great community..." She drew a deep sigh, and her voice grew rough as if she were fighting back tears as the memories flooded through her. "It seems like only yesterday. We were the proud army, our least members capable of great feats of power, and we crossed over this very ridge- none of us thought to look back, for we were all so confident that we would soon return in triumph. None of us knew what we were headed into- the battlefields, the powers that were unleashed. If I had not been trapped within that terrible mindscape, I would have perished as well, like all my people... Instead I endured as the years passed- I cannot believe how long it has been, nor can I believe that those visions which plagued me for so long, were true scenes of what happened in the outside world. I had hoped, truly, that those were visions of my worst nightmares, sent to torment me in my hellish prison. Even when the walls of that containment began to fail, I still thought what I saw was illusion- but to be faced with this, and to feel that somehow I bear even the slightest shade of responsibility, well it would have been better if I had died."

The elven shaman looked at her with concern etched into the lines of his ancient face. "Not better, for then you would retain that responsibility through all eternity. You lived, as so few of your people did- yes, others survived the catastrophe, others of your undying folk. Most have been driven mad, or retreated to the dark places of the world- and other, stranger beings lived as well. But few have any care or concern for the world outside their own petty domains. You have seen where that leads, both in the desolation before us, and in the servants of the God-Kings that we met upon the road. Perhaps you lived for some greater reason- perhaps there is still work for you to do here. There are the true reasons for the sundering, yet to be unearthed, and there are many ways which you might seek expiation or atonement, for what responsibility or horrors still haunt your soul. There are good deeds to be done, Suvarion who was called Skybreaker- your name, after all, was not lost to time, for your powers were legendary in the Time Before. Perhaps your imprisonment diminished those gifts, or perhaps it is simply part of the trial that your life has prepared for you. But you can do much, more than simple folk like myself and my tribe. It is only up to you to decide what path to take- I am sure that the God-Kings might welcome a servant of such power, and I am equally sure that you might struggle against those false gods, with far more success than the refugees of the wasteland. I will leave you now, that you might stand beneath the stars and the wind and meditate upon your choices- both those you have made and those you have yet to make." Without another word, the old elf began to make his way back down the hill, towards the small band of warrior-scouts that had escorted them on their journey so far.

"You are right," she said finally, after hours had passed. She did not seem to realize she was alone, and the shaman and his escort had departed to return to their home. "There are questions that I must find the answers to, and deeds I can do to salve the wounds I bear upon my soul. Now I must begin..." With but a thought, the air seemed to boil around her, and the heavy black cloak belled outward like a great pair of wings as she rose into the air, ready to begin this new journey- it would be a long one, she knew, but time was one obstacle she knew she could face. Perhaps there might be others to join her upon the road...
[/sblock]

Description: [sblock]Suvarion appears as a young woman of average height with a slender build. Her hair is black, worn in a long single braid which falls just below her waist, while her eyes are dark as well- they are truly black, beyond the range of human coloration, with the almond shape most often seen in elven folk. Her skin is quite pale, and oddly smooth. At a quick glance, she appears human, but more careful observation (especially of the traits described above) reveals her true race. She is an elan, and by the standards of that folk she is an "older model", the sort created in ancient times and not one made recently.

She has recently exchanged her heavy black cloak (and accompanying ancient insignia) for a lightweight sand-colored cloak of the sort favored by the few nomads who brave the deep deserts. This garment has a deep hood and covers her from head to toe in loose-woven fabric- an ideal choice for desert travel. Beneath that cloak she dresses in very simple fashion (most of the time)-typically the loose breeches, soft boots, and lightweight shirt and tunic favored by the simple folk. While her garb is simple, its loose-cut style hides certain things- the hood of her cloak conceals an ornate band across her forehead, with a sparkling jewel between her brows, and her loose-cut shirt conceals a heavy pectoral amulet incised with ancient runes. Most of her other possessions are typically carried within the simple satchel that hangs from her left shoulder- including a short spear with an odd crystalline blade.

Historical notes: The name Suvarion is uncommon in the modern age, and far more typical of the naming conventions before the great catastrophe. In fact, a devoted scholar of history may recognize the name as belonging to one of the more powerful elan 'living weapons' crafted in the years before the Breaking began- Suvarion Skybreaker. Unlike most legendary figures of power, no stories exist of her death- she simply vanished into the mists of time, lost as society collapsed and communications failed.[/sblock]

Game stats:[sblock]
Name: Suvarion
elan female psion (kineticist) 14; medium aberration
XP 91001
Chaotic Good

STR: 8 (-1; 0 pts)
DEX: 16 (+3; 6 points, +2 enhancement)
CON: 14 (+2; 6 points)
INT: 24 (+7; 10 points, +2 advancement, +6 enhancement)
WIS: 14 (+2; 5 points, +1 advancement)
CHA: 11 (+0; 5 points, -2 racial)

Hit points: 4 +13d4 (32) +28 (CON)= 64
Armor Class: 13 (touch 13/flatfooted 10) +Inertial Armor (up to +9)
Move: 30 feet (6 squares)
Initiative: +3 (DEX)
Power points: 221 (2 racial, +170 psion, +49 INT)

BAB: +7/+2
attacks: +7/+2; 1d6+0 Shortspear +1 (can be up to +5 dependent on power point reserve)
+10 FORT: +4 base +2 CON +4 cloak (Can also add +3 against spells/spell-like effects)
+11 REF: +4 base +3 DEX +4 cloak
+17 WILL: +9 base +2 WIS +2 feat +4 cloak

Feats:
Endurance (level 1)
Enlarge power (psion 1 bonus)
Iron will (level 3)
Psionic meditation (psion 5 bonus)
Overchannel (level 6)
Extend power (level 9)
Widen power (psion 10 bonus)
Quicken power (level 12)

Skills:
+21/Autohypnosis/ 17 ranks +2 WIS +2 synergy
+24/Concentration/ 17 ranks +2 CON +5 item
+6/Knowledge- arcana/ 2 ranks +4 INT
+11/Knowledge- history/ 7 ranks +4 INT
+23/Knowledge- psionics/ 17 ranks +4 INT +2 synergy
+9/Knowledge- religion/ 5 ranks +4 INT
+23/Psicraft/ 17 ranks +4 INT +2 synergy
+5/Sense motive (cc)/ 6 points = 3 ranks +2 WIS
+5/Survival (cc)/ 6 points = 3 ranks +2 WIS

Languages:
Common (archaic)
Common (contemporary)
Elven
Draconic

Powers (27), save DC 17 + power level (Psychokinesis 18 + PL):
Level 1- Deceleration, Detect psionics, Energy ray, Far hand, Inertial armor
Level 2- Concussion blast, Control air, Energy missile, Energy push
Level 3- Body adjustment, Body purification, Dispel psionics, Energy burst, Telekinetic force, Touchsight
Level 4- Dimension door (psionic), Energy adaptation, Energy ball, Inertial barrier
Level 5- Adapt body, Power resistance
Level 6- Breath of the black dragon, Disintegrate (psionic), Dispelling buffer, Overland flight (psionic)
Level 7- Energy wave, Mind blank (personal)

Racial traits:
-Size medium; base speed 30 feet
-Aberration: no darkvision, but unaffected by spells/effects which target 'humanoids only'
-Naturally psionic: +2 pp (already included)
-Resistance: As an immediate action, spend 1 pp to gain +4 to any saves until the start of her next turn
-Resilience: As an immediate action, reduce damage taken by -2 HP per 1 pp spent
-Repletion: Spend 1 pp to do without food or water for 1 day
-Trance: does not sleep normally- 4 hours of deep meditation gives the benefit of 8 hours sleep



Possessions:
Headband of Intellect +6 (36000 gp)
Ring of evasion (25000 gp)
+1 Psychic shortspear (18302 gp, MIC)
Cloak of comfort +4 (18000 gp, CompMage)
Psionatrix (Psychokinesis; 8000 gp, MIC/XPH)
Ring of Mystic Defiance (7500 gp, MIC)
Dorje (Tongues, psionic; 50 charges, ML 3; 4500 gp, XPH)
Gloves of Dexterity +2 (4000 gp)
Cognizance crystal (3 pp; 4000 gp, MIC/XPH)
Keoghtom's Ointment (5 uses; 4000 gp)
Orb of Mental Renewal (3100 gp, MIC)
Third eye- clarity (3000 gp, MIC)
Tunic of Steady Spellcasting (2500 gp)
Dimension stride boots (2000 gp, MIC)
Hewards handy haversack (2000 gp)
Dorje (Call to mind; 50 charges, ML 1; 750 gp, XPH)

various mundane clothing and items, including
travelers outfit (x3)
cold iron dagger (x2)
small steel mirror
belt pouch
flint and steel
(more to come; 142652 gp spent +mundane gear cost)


[/sblock]
 

Elend Shas

[sblock=Background]Space and distance are illusions, I know that. We are where we need to be, not where we are. To understand this contradiction is to understand motion. I am here because I wish to be. When you comprehend my words, you will see the illusion of apartness disappear.

<discontinuity>

This is your duty, to protect and serve the land. The rangers and druids believe they hold its safety in their hands, but they cannot be everywhere at once, and so they cannot be anywhere. Where they fail you must succeed. You must be the shadow on the hills, wherever darkness travels you must be there already.

<discontinuity>

I am here. I know this to be the only truth, because it is what I am. The past, the future, are unimportant. Now I am here, because I must be. I do not know where I will be next, but that does not matter. When a new moments come, I will be here, somewhere.[/sblock]

[sblock=Description]Standing tall for an Elf, Elend is about half a head shorter than most humans, and his body is mostly obscured by a large cloak that swathes him. His eyes are covered by black goggles that click and whir periodically as they take in the world. His face doesn't betray much emotion - helped by the fact that his eyes are almost impossible to make out behind the lenses.

Despite his short stature, Elend normally stands taller than most humans, due to the fact that his feet rarely touch the ground, but rather walk steadily about a foot above. This fact is normally hidden by his cloak, so many people mistake Elend for a tall human until they notic his ears.[/sblock]

[sblock=Game Stats]Elend Shas
Male Elven Psychic Warrior 5/Elocator 9
Alignment: NG
XP: Level 14

Str: 14 (+2) [6 points]
Dex: 22 (+6) [8 points, +2 racial, +1 level, +4 item]
Con: 14 (+2) [6 points, -2 racial, +2 item]
Int: 12 (+1) [4 points]
Wis: 18 (+4) [6 points, +2 level boost, +2 item]
Cha: 10 (+0) [2 points]

Class Abilities: Psionic Powers, Bonus Feats, Scorn Earth, Sidestep Charge, Opportunistic Strike +6, Dimension Step, Flanker, Transporter, Capricious Step, Dimension Spring Attack.

Hit Dice: 5d8 + 9d6 + 28
HP: 86/86
AC: 32 (+6 dex, +8 armor, +5 shield, +1 natural, +2 deflection), FF 24, Touch 18. Up to +4 insight.
Init: +6 (+6 Dex)
Speed: 50 ft.

Saves:
Fortitude +9 [+7 base, +2 Con]
Reflex +13 [+7 base, +6 Dex]
Will +11 [+7 base, +4 Wis]

BAB/Grapple: +9/+11
Melee Attack: +1 Holy Dagger +12/+7 (1d4+3, 19-20/x2)
Ranged Attack: +1 Holy Distance Returning Dagger +16 (1d4+3, 19-20/x2), +1 Distance Returning Dagger +11 (1d4+3, 19-20/x2).


Skills :
Concentration +10 [8 ranks, +2 Con]
Hide +19 [13 ranks, +6 Dex]
Jump +15 [0 ranks, +2 Str, +5 Competence, +8 Speed]
Listen +8 [8 cc ranks, +4 Wis]
Move Silently +19 [13 ranks, +6 Dex]
Spot +17 [16 cc ranks, +4 Wis, +5 Competence]
Survival +12 [16 cc ranks, +4 Wis]
Tumble +19 [13 ranks, +6 Dex]

Feats:
1st: Dodge
3rd: Mobility
Psywar 1st: Point Blank Shot
Psywar 2nd: Spring Attack
Psywar 5th: Rapid Shot
Elocator Bonus: Sidestep Charge
6th: Shot on the Run
9th: Precise Shot
12th: Manyshot

Languages: Common, Elven, Orcish.

Power Points: 57/57
Powers Known (11): Offensive Prescience, Defensive Precognition, Offensive Precognition, Strength of my Enemy, Body Adjustment, Dimension Swap, Greater Concealing Amorphia, Psionic Keen Edge, Hostile Empathic Transfer, Psionic Teleport, Psionic Plane Shift, Psionic Freedom of Movement, Weapon of Energy.

Equipment:
+1 Deep Crystal Distance Holy Returning Dagger (51,302gp)
+1 Deep Crystal Distance Returning Dagger (18,302gp)
Boots of Striding and Springing (5,500gp)
+4 Mithril Chain Shirt (16,250gp)
+3 Heavy Shield (9,170gp)
Ring of Protection +2 (8,000gp)
Amulet of Con +2, Wis +2 and Natural Armor +1 (13,000gp)
Gloves of Dexterity +4 and Agile Striking (19,300gp)
Eyes of Truth (5,500)
Belt of Healing (750)
Piercer Cloak (900)

Money: 1016gp
[/sblock]
 
Last edited:

Caladan Duskblade

Code:
Name: Caladan Duskblade
Class: Fighter 1 / Soulknife 4 / Illumine Soul 4 /
       Shadow Sentinal 5    Age: 65
Race: Human                 Height: 5' 11"
Size: Medium  	            Weight: 183 lbs
Gender: Male                Eyes: Deep Black
Alignment:                  Hair: Short Platnium White
Deity:                      Skin: Weathered 

Class & Racial Traits:
SoulKnife                    Illumine Soul
Psychic Strike: +1d8          Positive Energy Conduit
Mind Blade: +2                Improved Mind Blade
Enchant Mind Blade: +1        Psychic Strike: +2d8
Weapon Focus: Mind Blade      Positive Energy Ray: 8d6
Throw Mind Blade,             Deathward, Undead Mind Bane
                              Positive Energy Healing: 5d8+5 1xDay
Shadow Sentinal
Umbra Blade: +2              Human, Character & Fighter
Shadow Points (SP): 9         Ability Bonus: +3 Str
Shadow Strike, Shadow Bane    +1 Skill Point per Lvl
Shadow Sharp                  +4 Skill Points @ 1 Lvl
Morphic Blade: Type & Material  Feats: 5 + 2 Bonus Feat


Str: 24 (+7)    Level: 14      XP: 
Dex: 20 (+5)    BAB: +12/+7/+2 HP: 112 (14d10+42)
Con: 16 (+3)    Grapple: +18   Dmg Red: -/-
Int: 09 (-1)    Speed: 30'     Spell Res: -
Wis: 10 (+0)    Init: +5       Spell Save: - 
Cha: 08 (-1)    ACP: -2        Spell Fail: 30%				

       Base Armor Shld Dex Size Nat Misc Total
Armor:  10   +9    +5   +5  +0   +0  +2   31
Touch:  17   Flat-Footed: 26

      Base Mod Misc Total
Fort:  11   +3  +3   +17
Ref:   9    +5  +3   +17
Will:  9    +0  +3   +12

Armor               Bonus Dex ACP ASF  Weight Cost
Mith. Br. Plate +4    +9   +5 -1  15%  15lbs  20000gp
Heavy S. SHield +3    +5   -  -1  15%  15lbs  3170gp

Weapon               Attack         Damage       Critical  Range  Weight Cost 
U. Mind Blade +4   +24/+19/+14  1d8+11(+3d6+1d4)  19-20x2   30ft    -     -
         Permanent: Undead bane      SoulKnife: Psychokinetic (+1d4)
         Psychic Strike: +3d8/+4d8   Gauntlet: Holy & Cold (+2d6 & +1d6)
  Morpic Blade Type: 1 SP change MB into any slashing weapon for 24hrs
  Morpic Blade Material: 3 SPs change MB into any special material for 5 min
  Shadow Strike: 1 SP make next attack into touch attack (ignore AC from cover)
  Shadow Bane: 1 SP make MB Bane vs evil outsides & shadow plane natives for 5 rnds
  Shadow Sharp: 1 SP make MB Keen for 5 min

Equipment                    Cost / Weight
Amulet of Health +2         (4,000gp / -lbs)  [Neck]  
Cloak of Displacement       (24,000gp / -lbs) [Back] (20% Miss Chance) 
Vest of Resistance +3       (9,000gp / -lbs)  [Chest]
Belt of Giant Str +4        (16,000gp / -lbs) [Waist] 
Gr. Minblade Gauntlet +3    (21,000gp / -lbs) [Arms]  (Holy & Cold) 
Boots of Speed              (12,000gp / -lbs) [Feet]
Gloves of Dex +4            (16,000gp / -lbs) [Hands]
Ring of Protection + 2      (8,000gp / -lbs)  [Ring 1]
Ring of Sustenance          (2,500gp / -lbs)  [Ring 2]
Potion, Pro. From Evil x3   (150gp / 0 lb)
Potion, Barkskin +3 x3      (900gp / 0 lb)
Potion, Cure MW x3          (900gp / 0 lb)

Total Gold Spent: 149950
Total Gold Remaining: 450 (In Gems)

Current Capacity: Light (67)
Carry Capacity: Light: 0-233 Med.: 234-466 Heavy: 467-700 
Lift: 1400 Drag: 3500

Languages: Common

Feats: (7)
Blind Fighting, Mind Cleave, Focused Mind Strike, Mage Slayer, Power Attack
Pierce Magical Protection & Magical Concealment, Weapon Focus: Mind Blade 

Skill Points: 52 Max Ranks: 17
Skills                Abil Ranks Mod Misc Total
Autohypnosis          Wis   10    +0  0     10
Knowledge (Religion)  Int    4    -1        3  [Cross-Skill]
Knowledge (Psionics)  Int    6    -1        5
Listen                Wis    8    +0        8
Move Silently         Dex    7    +5  -2    10
Spot                  Wis    8    +0        8
[sblock=Description]
Caladan stands at about 6’1” and has short platinum-white hair with deep black eyes. His skin has a deep weathered tan to it, and he has an exotic facial tattoo that covers the left side of his face and runs down the side of his neck and across his body. The tattoo is very noticeable even when he is wearing his helmet. His equipment, though noticeably used, is kept in the best of condition. Hanging over his shoulders and falling past his knees is a light and earth tone cloak that helps protect him from the elements. Depicted on the chest plate of his armor and on his shield are strange detailed engravings and various symbols of an unknown source.

Caladan hardly talks and when he does its more often than not five words or less. However, when it comes to cleansing a crypt of a foul presence or putting the restless souls back at ease, there are few warriors who can do so better than him. Caladan is a man of action and has little time for holding hands and warming up to the masses. He is more at home out under the heavens and in the wastelands with his fellow adventures than he ever will be in a city-state.[/sblock][sblock=history]He was once a herder for his family and tribe in the regions to the north but that was a long time ago. A time when a mysterious and deadly plague had swept across the region, corrupting the bodies and souls all of those who came into contact with it. With no remedy in site, the undead were soon too many to count and it was not long until the entire region was literally under siege. The plagued dead attacked and killed all of those that they came into contact with. They attacked and killed innocents without rime or reason including Caladan’s pregnant wife and three-year-old son. One by one, members his tribe began to fall victim to the horde however, what was once thought as a random plague was to become the apparent workings of a vile leader. Caladan, with the help the few remaining villagers, would begin a crusade to rid the region of the vile plague and destroy the Necromancer behind it. It was during this crusade that Caladan first came across the Seto and his teachings. With his determination to put his loved ones to rest and to route out the one responsible, Caladan quickly became a devoted follower.

In time he and the remaining survivors returned peace and order to the region despite never being able to catch the Necromancer that caused it. With the region back under control Caladan finally went home. He realized then that he had nothing to go home to. The plague and those behind it had taken everything from him and in return gave him a huge whole in his already heavy heart. With nothing left but his faith. He buried his loved ones for good and left.

Eventually he was able to hunt down and corner the undead necromancer that was responsible for the death of his family. The evil mage had made his home in an ancient and long forgotten temple. Soon a battle of epic proportions raged within its halls until finally he was able to strike the fatal blow. Sore and badly wounded Caladan would spend many days and nights healing within the temple’s walls. He would also spend many hours searching the temple’s inner chambers, reading its ancient text and determined that this temple was actually not temple at all. But a sacred monastery devoted to the teachings and worship of Kaia, (Made the name up) an ancient God of both Shadow and Light (positive energy). And in this monastery lived those who were blessed to wield the Gods power against those that have done horrible injustices against the innocent. Perhaps the most startling discovery of all was that amongst the names of all those who have lived and trained here was his name. And with his name was his tale of how his village and family were lost against the battle of the undead, of how he trekked across the wasteland hunting for one that was responsible and it even told of his victorious battle against the Lich. Taking it as a sign, he began to read more of Kaia’s teachings and even began to practice some of his rituals. When his wounds were finally healed he would read of his tale one final time. Only this time it told of him searching for an ancient and powerful artifact that was lost long ago. The story did not say why he was searching for it; only that his search would start in the city-state of Undine’s Court.

Armed with this new infused power, Caladan travels out once again into the wasteland in search for this ancient of artifact but to what end only time will tell.[/sblock]
 
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Okay, here is my character. Creamsteak, do you have any information about the deity Gustave? I'd like to use that to flesh out my background which I can post tomorrow.

Korgan
Medium Human
Cleric (of Gustave)7/Warpriest 7
Hit Dice: 7d8+7d10+28 (95 hp)
Initiative: -1 (-1 Dex)
Speed: 40 ft. (+10 Boots)
Armor Class: 20 (-1 Dex, +11 Armor), Touch 9
Base Attack/Grapple: +12/+14
Attack: Grimnur (+3 thundering greatsword) +20/+15/+10, 2d6+7/18-20/x2 (+1d8 points sonic damage on crit), +2 Dagger +18/+13/+8, 1d4+6/19-20/x2,
Space/Reach: 5 ft./5 ft.
Saves: Fort +12, Ref +3, Will +13
Abilities: Str 19, Dex 8, Con 14, Int 12, Wis 22, Cha 14
Skills: Climb +5(1), Concentration +10(8), Diplomacy +10(8), Heal +9(3), Intimidate +5(3), Jump +9(0), Knowledge (History) +2(1), Knowledge (Relgion) +5(4), Listen +7(1), Sense Motive +13(7), Spellcraft +2(1), Spot +7(1), Survival +7(1)
Feats: Combat Casting, Diehard, Domain Spontaneity (War), Endurance, Improved Critical (Greatsword), Iron Will, Weapon Focus (Greatsword)

Alignment: Lawful Neutral

Languages: Common

Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead).

Fear Aura (Su): Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level. Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as if by a fear spell.

Haste (Sp): At 7th level, a warpriest gains the ability to use haste three times per day as a spell-like ability.

Inflame (Ex): As a full-round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a moral bonus on saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter. This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The war priest also gains the bonus.

Mass Cure Light Wounds (Sp): Starting at 3rd level, a warpriest can use mass cure light wounds once per day as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level.

Rally (Ex): A warpriest not suffering from a fear effect can use this ability as a standard action. Allies within 50 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Turn Undead (Su): 4/day as a 7th-level cleric. Gain a +2 bonus on turning check and +1d6 on the turning damage roll (Glory domain).

Turn Water Creatures (Su): 4/day as a 7th level cleric.

Possessions: +3 thundering greatsword (Grimnur), +3 plate mail of command, periapt of wisdom +4, bag of holding (type II), belt of giant’s strength, boots of springing and striding, cloak of charisma +2, ring of sustenance, +2 dagger, bedroll, flint and steel, 3 torches, 2-100’ silk rope, cleric’s vestments, 3 sets traveler’s outfits, silver holy symbol, waterskin, flask, whetstone, small steel mirror, 28,558 gp

Spells: As 10th level cleric. Domains: Fire, Glory, War
6/6+1/6+1/4+1/4+1/3+1 (DC = 16+spell level)

Spells Prepared: 0-Create Water, Detect Magicx2, Lightx2, Read Magic;1-Cause Fear, Detect Evilx2, Divine Favor, Endure Elements, Obscuring Mist, d-Burning Hands;2-Bull's Strength, Curse of Ill Fortune, Deific Vengeance, Hold Person, Lesser Restoration, Zone of Truth, d-Bless Weapon;3-Dispel Magicx2, Magic Circle Against Evil, Protection from Energy, d-Magic Vestment;4- Divine Power, Lesser Planar Ally, Restoration, Tongues, d-Holy Smite;5- Flame Strike, Righteous Might, Summon Monster V, d-Flame Strike

History: Most people eventually resign themselves to their humble lot in life, content with their pathetic existence and a fate that seems cruel and fickle. Korgan is not. He has in fact developed a mountain of rage that he struggles to channel in a healthy manner. Sargoth, Korgan’s father, was a blacksmith’s apprentice, who never managed to become a full smith or even get regular work due to laziness and drink. Sargoth’s wife, Thyssa, began working in a brothel in order to buy food and provide a roof for Korgan and his six younger siblings. Sargoth regularly beat his children and his wife in his drunken stupors which was nearly every night. As Korgan grew older, he found out what his mother did and even went to the brothel she worked at and saw her selling herself. The rage began to build inside the youth.

At first, the rage came out in small acts of rebellion – smarting off to his father (which just earned Korgan more beatings), disrespecting his mother, pushing his siblings around. Before long, though, it turned to more. He joined street gangs, got involved in petty theft, and found himself barely avoiding the law.

Two people outside his family changed Korgan’s life and set him on the path he walks today. One was Alise, a young girl who lived near Korgan. A chance meeting when they were both fifteen led to a whirlwind romance of the kind only teenagers can have. Both thought they were in love and perhaps they were, but it was not meant to be. Five months after they had met, Alise told Korgan, crying, that she was pregnant. Korgan promised to take care of her, but she was inconsolable. She said her father would never allow it. They were supposed to meet again two days later, but Alise did not show up. When Korgan went to her home, her father beat the boy near to death. He told Korgan that he would never see Alise again and that he would kill Korgan if he ever saw him again.

Korgan fell into a deep depression. Alise had been the one bright spot in his life, the one person that could calm the well of anger building inside him. Now she was gone and he was lost. The depression wore off, but turned to more fuel for his fiery anger. Korgan tried to find out what happened to Alise. The only thing he managed to discover was that she had been
sent out of the city, but as to where, no one that would talk to Korgan knew. The boy resolved to kill Alise’s father. With a dagger in hand, the troubled youth made his way to the father’s house one night. Someone saw him, though, and put a stop to Korgan’s quest.

Harkoan was a cleric in service to Gustave. A grizzled veteran, he saw potential in Korgan. Dissuading him from his current endeavor, Harkoan persuaded Korgan that a better path lay in service to Gustave and bringing order to the world. Something about the old man spoke to Korgan and he saw a way out of his putrid existence with the cleric. Without hesitation or remorse, he walked away from his family and joined the order dedicated to Gustave.

Korgan is 31 now. His rage is in somewhat better check than it used to be, but still often simmers just below the surface. He still has hopes of finding Alise, but it has begun to fade with the passage of time. Korgan has still not dealt with the issues he has with his father, even though Harkoan became more of a father to him than his blood father. He has served Gustave well and enjoys the path he has chosen. Gustave has given him the opportunity to channel his white-hot temper into something he feels is a worthwhile endeavor.
 

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