[Epic] Scions of the Endless Falls Rogues' Gallery

Isida Kep'Tukari

Adventurer
Supporter
Fairweather
Female Human Druid 25

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

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

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

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

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

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

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

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

Languages: Common, Druidic, Sylvan, Elven

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

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

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

Mossflower
Tiny Construct

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

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

Money
7,461gp

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Wrahn

First Post
Rahveon “Mountain Shaker”
Male African Elephant Anthropomorphic Animal ECL1/Mostrous Humanoid 3/Bard 2/Holy Liberator 2/Barbarian 12/Dragon Disciple 10
Alignment: Chaotic Good
Patron Deity: Spirit worshiper
Region: Originally the Savannas of Undella, then the whole of the World of the Endless Falls, now ??
Height: 12’ 4”
Weight: 1600lbs
Hair: None
Eyes: Liquid Gold
Age: 77
Experience: 436,000

Strength: 60 (+25) (Base: 15 +12 Race, +8 Class, +7 Level, +5 Inherent, +11 Enhancement, +2 Size)
Dexterity: 28 (+9) (Base: 13 +2 Race, +5 Inherent, +6 Enhancement, +2 Size)
Constitution: 36 (+13) (Base: 15 +6 Race, +2 Class, +5 Inherent, +6 Enhancement, +2 Size)
Intelligence: 20 (+5) (Base: 13 +2 Class, +5 Inherent)
Wisdom: 26 (+8) (Base: 12 +4 Race, +4 Inherent, +6 Enhancement)
Charisma: 26 (+8) (Base: 14 +2 Class, +4 Inherent, +6 Enhancement)

Class and Racial Abilities:

-Statistic Modifiers: +12 Str, +2 Dex, +6 Con, +4 Wis
-Natural Armor +7
-Darkvision 60ft
-Size: Large
-Favored Class: Barbarian
-Bardic Music: Inspire Courage
-Bardic Knowledge +9
-Fast Movement (Ex): +10 feet.
-Uncanny Dodge: Does not lose Dex
-Trap Sense +4
-Improved Uncanny Dodge: Cannot be flanked
-Damage Reduction 2/-
-Greater Rage Strength and Con +6, morale bonus on Will +3. The penalty to AC -2. 4/day
-Detect Evil As a spell like ability at will
-Resist Enchantment: +2 morale bonus to saves versus enchantments
-Divine Grace: Charisma Mod to saves
-Smite Evil: +Cha to hit, +2 damage versus evil 1/day
-Ability Boost +8 Str, +2 Con, +2 Int, +2 Cha
-Natural Armor Increase +4 Natural Armor
-1d8 Bite 1d6 Claws
-Breath Weapon (Su): Fire cone 30ft in length 6d8 Reflex DC 32 for half
-Blindsense (Ex): 60 ft
-Wings (Ex): 40ft
-Low Light vision
-Immunity to sleep, Paralysis Effects and Fire

Hit Dice: (1d8 + 3d8 + 2d6 + 2d10 + 12d12 + 10d12 + 390)
HP: 638
AC: 56 (10 Base, +8 Armor, +15 Natural, +8 Wisdom, +9 Dexterity, +5 Deflection, +1 Unamed, +1 Dodge, -1 Size) 48 Flat footed, 33 touch
Init: +9(+9 Dex)
Speed: 70ft Flight and Ground (30 base, +10 from Barbarian, +30 for Haste)

Saves:
Fortitude: +48 (+14 Classes, +13 Con, +4 Epic, +8 Cha, +5 Resistance[from cloak]. +1 Luck [from bean],+1 Competence[from stone], +2 Morale[from tabbard])
Reflex: +41 (+10 Classes, +9 Dex, +4 Epic, +8 Cha, +5 Resistance [from cloak]. +1 Competence[from stone], +1 Luck [from bean], +2 Morale[from tabbard], +1 Haste[from boots])
Will: +46 (+15 Classes, +8 Wis, +4 Epic, +8 Cha, +2 Feat, +5 Resistance[from cloak], +1 Luck [from bean], +1 Competence[from stone], +2 Morale[from tabbard])


BAB: +18/+13/+8/+3
Melee Atk: +61/+61/+56/+51/+46 (18 +5 Epic, +25 Strength, +6 Enhancement [Retribution], +2 Morale[Tabbard], +1 Competence[Stone], +1 Weapon Focus, +1 Haste[boots], +3 Luck[bracers], -1 Size) 3d6 +46 +2d6 versus Evil (+37 Strength, +6 Weapon[Retribution], +3 Luck[bracers] + 2d6 versus evil [feat]) 15-20/x2 + 1d6 + Fort Save (DC49) or die (Good, Adamantine, Epic, Magic)
Ranged Atk: +41/+41/+36/+31/+26 (18 +5 Epic, +9 Dex, +2 Enhancement [bow], +2 Moral[tabbard], +1 Competence[stone], +1 Haste[boots], +3 Luck[bracers], -1 Size) 2d6 +30 +2d6 versus Evil (+25 Strength, + 2 Weapon, +3 Luck + 2d6 versus evil ) 20/x3 (Good, Magic)



Skills:

Bluff: +15 [4 Rank, +8 Cha, +2 Morale, +1 Competence]
Diplomacy: +27 [16 Rank, +8 Cha, +2 Morale, +1 Competence]
Gather Information: +24 [13 Rank, +8 Cha, +2 Morale, +1 Competence]
Intimidate: +20 [9 Rank, +8 Cha, +2 Morale, +1 Competence]
KS: Arcana: +16 [8 Rank, +5 Int, +2 Morale, +1 Competence]
KS: History +13 [5 Ranks, +5 Int, +2 Morale, +1 Competence]
Listen: +43 [32 Rank, +8 Wis, +2 Morale, +1 Competence]
Perform (Percussion): +15 [4 Rank, +8 Cha, +2 Morale, +1 Competence]
Search: +19 [11 Rank, +5 Int, +2 Morale, +1 Competence]
Sense Motive: +24 [13 Rank, +8 Wis, +2 Morale, +1 Competence]
Spellcraft: +17 [7 Rank, +5 Int, +2 Morale, +1 Competence, +2 Synergy]
Spot: +42 [31 Rank, +8 Wis, +2 Morale, +1 Competence]
Survival: +11 [4 Rank, +8 Wis, +2 Morale, +1 Competence]



Feats:
Power Attack (1st level)
Cleave (3rd level)
Great Cleave (6th Level)
Exotic Weapon Proficiency Jovar (9th level)
Weapon Focus Jovar (12th level)
Improved Critical Jovar (15th level)
Iron Will (18th level)
Overwhelming Critical Jovar (21st level)
Devastating Critical Jovar (24th level)
Holy Strike (27th level)



Languages: Common, Draconic, Sylvan

Spells Known

Bard:

Save DC Level + 18

3/11

0th - Detect Magic, Prestidigitation, Message, Mending, Mage Hand
1st – Comprehend Languages, Cure Light Wounds

Holy Liberator:

Save DC level + 18

3

1st - Remove Fear, Detect Undead, Cure Light Wounds


Equipment:
Crown of Nevarisen: +6 Enhancement Bonus to Wis, Cha: 90,000

(+6 Enhancement Bonus to Wisdom and Charisma)

Nevarisen was an ancient kingdom that had been destroyed by the Calshan Theocracy some 2,500 years ago. Rahveon retrieved the crown and some other objects when adventuring in an ancient Crypt which housed an ancient Lich who turned out to be Nildeamos, the former leader of the Calshan Theocracy. It appears as a helm of dark grey metal with a full blank faceplate, with gems of an unknown type around the brow at even intervals.

Hands of Perseverance (Gauntlets of Dexterity +6): 36,000

(+6 Enhancement Bonus to Dex.)

Custom made for Rahveon in Katil, these gauntlet are fingerless, to allow full use of his claws in necessary. They are black leather overlaid with silver scales.


Amulet Spirit Warding (As Bracers of Defence +1 of Heavy Fortification and Soulfire): 100,000

(Immune to all death spells, magical death effects, energy drain, and any negative energy effects. Immune to Criticals and Sneak Attack, +1 Armor Bonus to AC)


A large black diamond at the end of a silver chain, the diamond seems to be lit from within as long as it is worn by something that has a soul. It was in Verain’til’s horde at the time of his death.

The Strength of the Ages (Belt of Epic Strength +11, and health +6)
1,264,000

(+11 Enhancement Bonus to Strength, +6 enhancement bonus to Con)

In a world of power, the Strength of the Ages is a legend in and of itself. The belt itself is made out of Adamantine, forged in narrow plates and connected together by chains. It was forged by Kravis’dun, the greatest of the Fire Giant smiths, for Antilvarn “Doom Hammer.” Antilvarn used the item to carve and empire based on his legendary strength and he ancestors used it to expand further. Rahveon killed the descendent of Antilvarn, a massive giant named Sultran, as the giants were trying to take a dwarven city.

Book +5 Str 137,500
Book +5 Dex 137,500
Book: +5 Con 137,500
Book: +5 Int 137,500
Book: +4 Wis 110,000
Book: +4 Cha 110,000

Rainment of Mastery Armor +8 64,000

(Armor Bonus +8)

The weapon masters of Kital admitted Rahveon in their midst, but he was still an apprentice, learning the ways of the Jovar when the annual contest of mastery was held. It was a graduation ceremony and the top ten contestants were given their Suinya and were considered weapon masters. The winner of the contest was given Rainments of Mastery. That year, the most promising student in years, Cluchan of the Nish Clan, was the favored to win.

For weeks the other students had been beating on Rahveon with light practice weapons, insisting on finesse, not strength. But in the Arena, using wooden weighted Jovar the contest became different. Rahveon had learned grace, but he also knew that grace alone would not win a fight. He surprised everyone, including himself however, when he faced down Cluchan in the final fight. Though Cluchan was more skilled, Rahveon was far stronger and more resilient. In the end Rahveon defeated Cluchan and earned an enemy for life.

They appear and simple grey shirt and pants, with white leather wrappings on the wrists and ankles.

Suinya (as monk belt, tattoo, base cost x3) 39,000

(Gain the defenses of a 5th level monk (wisdom mod to AC and +1 unamed bonus) gains the unarmed melee ability of 5th level monk (unarmed damage d8)

The graduation ceremony of the Weapon Masters of Kital include a painful branding/tattooing ritual which brings insight to the graduate. The brand/tattoo/ritual is called Suinya.


Retribution: +6 Adamantine Jovar 723,500

(2d6 18-20/x2)

In Kital, a Jovar is sign of training by the famed Weapon Masters. An order of warriors that few would dare to compare themselves favorably to. Magic Jovars exist, there is not a great demand for them, for those that use the Jovar are rare. However, if a student impresses the hidden masters of the order, they may find themselves gifted with a blade.

Rahveon, came to consult with the Weapon Masters, returning after he had been trained there years before. He found the blade outside of his room. The blade has the Draconic runes for Retribution on it’s blade, formed by somehow discoloring the metal during it’s formation.

The Truth Continuous Psionic True Seeing: 180,000

(True Sight)

These lenses are all but invisible when placed over the eyes. Rahveon discovered them when he went to the Inferno, a vast desert that was unearthly hot and the winds blew the sands hard enough to rip a normal mans flesh from his bones.

There in he discovered a ruins of an ancient city, he had come seeking an ancient plant that was a reputed cure for any poison. He never found the plant, but he did find an excessive amount of undead, one of which had these where it's eyes were suppose to be.

Glancing Blow: Ring of Protection +5, acts as a ring of sustenance and necklace of adaptation: 76,000

(+5 Deflection Bonus to AC, Provides nourishment so no need to eat or drink, sleep only 2 hours)

At Heaven’s Height at Infernal’s Low
In the furious fight, pray the glancing blow

This small nonsensical poem is inscribed in the interior of the ring. Rahveon bought it in a bazaar in the great trade city of Eashan. He paid premium for it, but it has served him well.

Tabard of Heroes: Heroism Continuous 24,000

(+2 Morale Bonus on chance to hit, saves, skills, and ability checks)

Fallen friends are painful, none so much as Aerifel. A bard of great talent gave up adventuring when she fell in love with a farmer. She gave her magic tabard to Rahveon so that he might continue the good fight. She had always sought fame and riches and it was ironic that she gave all of that for a simple farmer. She died in child birth of their twin sons.

Lucky Kabba Bean: Luck Stone 20,000

(+1 Luck Bonus to Saves, Skills and Ability checks)

Kabba beans are abundant on the Undella. They reputedly bestow luck on their possessors. Apparently some actually do.

Stone of Perfection: +1 Competence bonus to attack, saves, skills, and ability checks, does not take an item slot 30,000

A perfectly spherical polished stone that Verain’til originally used as a tool in focusing Rahveon inward. It gained it’s current properties when it went with Rahveon in his baptism in the water of the Endless Falls.



Blinding Speed: Haste Continuous 120,000

(An extra attack at full attack bonus, +1 to hit, +1 Dodge Bonus to AC, +1 Reflex save)

There are places in the Misty Forest where mortals have never walked. The shining grotto was one such place, until Rahveon came. Mostly on accident, he was pursuing a Fey assassin, who tricked him into the grotto. For days he followed what he believed to be the assassin’s trail, being assaulted by the trick and pranks of the offended faeries. Finally, all of his possessions stolen, covered in bruises, having been unable to sleep for days he threw his head back and laughed.

So impressed was the Faerie Queen at Rahveons perserverance and sense of humor that she ordered his possessions returned and gifted him with a pair of magic boots to help him pick up lost time in his pursuit of the Fey Assassin.

Hallowed Cloak of Mystic Shielding: Continuous Divine Favor (9th level)+5 Resistance to Saves 109,500

(+3 luck bonus to hit and damage, +5 Resistance bonus to saves)

The Bastion of Hope is a celestial fortress that resides in the heart of the abyss. It is maintained to bring hope to those that would otherwise forsake it and to prove that while evil is powerful, it can not extinguish hope. For years without counting the demons have thrown themselves at it’s walls and it’s celestial defenders remain none the less.

As happens some demon lord gets an idea to bring down the bastion. Then the great horn is sounded and those pure of heart and mighty in deed hear its cry. Velain’til heard it’s call and brought his promising student, Rahveon. Words can not describe the battle that followed, power undreamed of was unleashed on the battlefield. He ended up holding the gate together with a Planetar, Eansha.

They spent time together after the attack, recovery from their wounds and then Velain’til and Rhaveon returned. A few weeks later Rahveon was summoned to Velain’til’s cave. The dragon was in his true form, which in and of it self was unusual. With a tremendous smile on his face he indicated a box. “This arrived for you.” There in he found the cloak and a note: “For your service to the Light. In the Highest Regards, Eansha.”

“I think she likes you.” The great wyrm teased.

“What is this, children’s school?”

The Great Wyrm only laughed.

Fetishes of Snalrad:
Fetish of Mind Shielding (Mind Blank, 15th level 1/day), 43,200
Fetish of Teleport (Teleport, 9th level, at will) 81,000
Fetish of the Spirit (Commune, 9th level 1/day) 41,200


Snalrad was a shaman who lived in the Endalo Marsh. He was filthy, he never bathed and if his breath did not knock you over, his language certainly would. He was also more aware of what happened around the world than any other living being and a good friend. Not too long ago, Snalrad sent a message to Rahveon, asking him to come. Rahveon made the journey to his small shack. Inside he found a case with three small reed figures and a note explaining they were for him and how to use them. He never saw Snalrad again.

Reaping the Whirlwind: Ring of Spell Turning: 98,280

(Turn 9 levels of spells 3/day just as if spell turning had been cast on wearer)

When Verain’til presented his young apprentice (well young to a Great Wyrm Dragon) a ring of simple design, Rahveon asked what it was. Verain’til only responded, it is Reaping the Whirlwind. It has spelled the doom of more than one spell caster who did not thing before they cast.

Divine Power: (Continuous Righteous Might, Continuous Reduce Person): 366,000

(+2 Size Bonus to Strength, Dexterity and Constitution, 3/evil Damage Reduction, +4 enhancement bonus to Natural Armor)

These bracers were on a fanatical priest who was attempting to sacrifice a village to “appease the gods.” Unwilling to listen to reason, Rahveon was forced to slay him. They appear as silvery bracers, but seem to reflect images as if through a flame. When wearing them, the user appears larger than he was, infused with the power of the gods.

+2 Composite Longbow (+25 Str): 11,200

This bow is lightly enchanted, but the most unique part of it is it’s composition. He worked for weeks with the Bowyers of the Misty Forest trying to get a bow of appropriate size and power for him. It is steel backed with adamantine. The string is of woven steel and no one besides Rahveon has been able to string it.

Handy Haversack: 2,000
Mirror of disguise (as hat of diguise, no item slot): 3,600

Money

7,520gp





Appearance: Imagine the term big. Now apply it to a twelve foot tall elephant man. No, that’s not quite right, make the arms and legs less thick and longer. The body less bulky, more human. His arms end in hands, his legs end in feet. Closer. Now imagine that same big elephant man instead of Grey, gold and instead of heavy hide, tight tiny scales over his entire body. Now, get rid of the ears. Tusks are shorter thicker and sharper. Only three thick fingers ending in pure white claws. Gigantic golden bat wing from his back and long golden “whiskers”, like a cat fish. No, not that long, shorter, less than half the length of his trunk, which shouldn’t reach the ground like that, more waist length. Yes I know he looks like Cthulhu. Make a sanity check. Quit looking at me like that. You know a sanity check? From Call of Cthulhu? Bah no one plays the classics anymore.

Now think about him moving. He is not a marionette, fluid, graceful, subtly. A little crouched, yeah, like a panther. Perfect.

Personality: For a being of such power, Prince Rahveon, Heir to the Undella has quite simple tastes. He prefers the hearty company of the simple folk. When he was not out striking a blow against the darkness, it was not uncommon to find him enjoying a brew at a simple tavern in a farming village, singing and laughing with simple residents.

He is remarkably easy going, unconcerned about the trappings of power and wealth, in fact when people kowtow to him it makes him decidedly uncomfortable, though he does expect his opinions to be heard and given weight, he does not expect people to take his opinions without consideration.

In that, his arrogance has gotten him in trouble, sticking his trunk into a beehive as it were. In his youth he was rash and impulsive, but maturity has brought more wisdom. Still when given an equal choice between acting and considering, he will act. And when he flies into his rage, which he tries to limit, he becomes an almost elemental force of destruction

Background: The shadowed darkness held no terror for him, the weapon masters of the Kital had taught him well, even though the place crawled with demons of the darkest sort, their talons lashed at the soul as well as the body.

A third one materialized, then four more out of the ancient crypt. They were hungry, they were foolish. Retribution lashed out once, then a second time and the first one evaporated in a foul smelling smoke. Without hesitation Rahveon continued the stroke taking the third unprepared and he was left without a target within range.

The shadow demons hesitated, watching two of their numbers being destroyed so easily drove doubt into their minds, temporarily overcoming their hunger.

“Have you not heard of the Mountain Shaker, fiends?” He laughed. The best way to describe is voice was immense. It was loud and deep as it echoed off the walls. His armored foot began to stomp out a rhythm shaking the ancient graveyard. “Come, don’t tell me that I frighten terrible night demons like you, I am but one lone warrior and you fiends come from the black Abyss. What could I do to you?”

The fiends stopped quaking, and began to move forward. They could see their leader, massive and bloated with the souls of the innocent coming up behind him. Reuchilk. The reason he had come here. He thought Rahveon did not know he was there. More the fool he was.

Reuchilk drew up to his impressive 25 foot height, thinking to startle Rahveon, instead he spun and thrust Retribution up.

Then time slowed.

His thrust continued, he could see he had surprised Reuchilk, but something outside of his experience was happening. The first wave hit, it felt like something was trying to rip him apart from the inside out, he could sense the other fiends immediately vaporize, the buildings around them began falling apart, but he and Reuchilk were made of sterner stuff.

Inch by inch his blade continued it’s ascent, the second wave hit, a wall of energy, swept over them, further breaking down what remained. His magic protection shuddered, but held resolute against the onslaught. When the wave passed, he was scorched, frozen, electrocuted, rent, burnt and a dozen other damages, but he lived. As did Reuchilk, feeding off the souls he had stolen.

The last wave was the worst, the Unravelling. It swept over them and what remained of the world, undoing creation, leaving nothing in it’s wake. Lesser beings would not have the will to resist it, but again, caught like flies in amber, Reuchilk and Rahveon had the strength to resist the universe telling them they did not exist.

A moment hung between the mortal and the demon, knowledge that they had survived something they should not have and then time ceased to have any meaning, freeing them from whatever had stuck them in time.

Retribution lurched back into motion, striking true and Rhaveon was left utterly alone, floating in nothing. The stress of what he had gone through was too much and he passed out.

Time, where he was, seemed to have no meaning, he slept, and he dreamt the memory of a dying existence. Subconsciously he was aware that what had been or the ideas of what had been now spread out and dispersed and he was caught in it.

The only way to remain who he was was to concentrate on his past to keep it separate from the reality dying around him.

He was born Prince Rahveon, son of the King of the Dor’Kalien, Lord of the Undella. He had grown strong and powerful, if somewhat imprudent. His pride had brought him near ruin more than once, though his exploits kept the Shendru, the lorekeepers and story tellers of the Dor’Kalien in business, both with his prowess and his blunders.

Finally having enough of being mocked, he convinced the Shendru to teach him their path, so at least he could tell his side of the story. His father looked on pleased that his son may be learning a bit more prudence and could learn not to fix all of his problems with his sword.

The Shendru taught him the basics and sent him out into the greater world. He learned from the humans and elves and dwarves that abounded in the outside land. He was occasionally attacked as being monstrous, but he always generous and understanding which usually won people over.

He made his way to the great jungle city of Kital, there he managed to impress the weapon masters enough, with his feats of strength, for them to teach him the way of the Vopar. Finally his long journey ended and he returned home.

What he found when he got there shook him to the core, his people, mighty and strong, had fallen under the sway of a curse and had become enslaved to the Mikral, a group of religious fanatics that had an expansionistic empire.

Untrained in magic of that magnitude and not knowing what else to do, he climbed the Great Mountain that rose from the center of the Savannah to reach the cave of the Great Fire Serpent who legends said had founded the dynasty of kings whom which he was the heir.

He roused the sleeping dragon and beseeched him for aid, which he delivered, but at a price. He freed Rahveon’s people from their bondage and broke the curse that lay upon their spirit, but Rahveon himself must agree to take up the dragon’s crusade against the darkness.

Rahveon became The Mountain Shaker, a one being army, under the tutelage of the Great Dragon, he quickly became a legend. Eventually they became such a thorn in the side of certain dark organization, they pacted with Kalfshe, the Balor Prince.

The demon managed to catch Verain’til unaware, and stole his soul. But Rahveon eventually tracked him down and freed the Great Wyrm’s soul to go to it’s final rest, earning his title of Mountain Shaker in the battle. (His music is percussion, and he stomps out a rhythm, and his strength is such that it shakes everything around it).

Finally the onslaught of the world memories passed and he regained consciousness. He contemplated what had happened. And ultimately knew that everything that he had known, his friends, his family, his people, his world had just been taken from him. For a while he wept at what he lost.

When his tears dried, he knew what he had to do. In his life he had learned nothing was impossible, what has been done, can be undone. He rose with a new purpose.

Edit: typos
 
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Ferrix

Explorer
The Architect

Sigrún, The Architect
Male Elan Psion 10/Constructor 20

Alignment: Neutral
Patron Deity: None
Region:
Height: 6 feet 6 inches
Weight: 180 lbs
Hair: Black
Eyes: Blue
Age: 750 years active

Strength: 18 +4 (11 roll, -3 age, +4 inh, +6 enh)
Dexterity: 22 +6 (15 roll, -3 age, +4 inh, +6 enh)
Constitution: 22 +6 (15 roll, -3 age, +4 inh, +6 enh)
Intelligence: 38 +14 (18 roll, +2 age, +7 level, +5 inh, +6 enh)
Wisdom: 26 +8 (14 roll, +2 age, +4 inh, +6 enh)
Charisma: 23 +6 (13 roll, +2 age, -2 race, +4 inh, +6 enh)

Class and Racial Abilities:
Elan Traits
-Aberration Type
-Naturally Psionic (2 bonus power points)
-Resistance (immediate action to add +4 to saves for one round, 1pp)
-Resilience (immediate action to negate 2hp worth of damage per 1 pp spent)
-Repletion (does not need to eat or drink for 24 hours, 1pp)
Psion Abilities
-Metacreativity Discipline
-Bonus Feats (1st, 5th, 10th)
Constructor Abilities
-Ectoprotection 10
-Advanced Construction
-Combat Construction
-Boost Construct (x4)
-Extended Construction
-Utility Construct
-Enhanced Construction
-Quickened Construction
-Epic Construction
-Bonus Epic Feats (15th, 20th)

Hit Dice: 30d4+180
HP: 271
AC: 47 [10, +21 Armor, +5 Natural, +5 Deflection, +6 Dexterity]
Init: +6 [+6 Dexterity]
Speed: 30 ft.

Saves:
Fortitude +31 [+6 base, +5 epic, +6 Con, +5 resistance, +5 sacred, +4 luck]
Reflex +31 [+6 base, +5 epic, +6 Dex, +5 resistance, +5 sacred, +4 luck]
Will +41 [+14 base, +5 epic, +8 Wis, +5 resistance, +5 sacred, +4 luck]

BAB: +10/+5
Melee Atk: +20 to 24/+15 to 19 (+10/+5 BAB, +5 Epic, +4 Str, +1 to +5 Staff), 1d6+7 to 11 dmg (1d6 +6 Str, +1 to +5 Staff) Staff of the Psion
Ranged Atk: +23 (+10 BAB, +5 Epic, +6 Dex, +2 Ray Focus Mark) ray

Skills: (319 skill points, max ranks 33/16.5)
+80 Craft (sculpting) [33 ranks, +14 Int, +30 Circumstance]
+50 Psicraft [33 ranks, +14 Int]
+49 Concentration [33 ranks, +6 Con, +10 Circumstance]
+39 Use Psionic Device [33 ranks, +6 Cha]
+50 Knowledge (Psionics) [33 ranks, +14 Int]
+34 Knowledge (architecture & engineering) [20 ranks, +14 Int]
+30 Knowledge (history) [16 ranks, +14 Int]
+24 Knowledge (local) [10 ranks, +14 Int]
+24 Knowledge (geography) [10 ranks, +14 Int]
+23 Appraise [9.0 ranks, +14 Int]
+34 Craft (alchemy) [20 ranks, +14 Int]
+34 Craft (blacksmithing) [20 ranks, +14 Int]
+34 Craft (stonemasonry) [20 ranks, +14 Int]
+34 Craft (carpentry) [20 ranks, +14 Int]

Feats:
-Boost Construct (level 1)
-Narrow Mind (psion 1)
-Psionic Meditation (level 3)
-Empower Power (psion 5)
-Burrowing Power (level 6)
-Sculpt Construct (level 9)
-Quicken Power (psion 10)
-Unconditional Power (level 12)
-Fuse Astral Construct (level 15)
-Twin Power (level 18)
-Epic Psionic Focus (epic level 21)
-Epic Psionic Meditation (epic level 24)
-Assume Construct (epic constructor 25)
-Improved Metapsionics (epic level 27)
-Epic Expanded Knowledge (Greater Metamorphosis) (epic level 30)
-Improved Metapsionics (epic constructor 30)

Languages: Common, Terran, Auran, Ignan, Aguan, Draconic

Powers Known
Effective Manifester Level: 31 [28 (base) + 3 (Mark)]
Effective Manifester Level for Overcoming Resistance: 33
Power Points 837 [343 (base) + 2 (elan) + 275 (ring) + 217 (Int mod)]
Base Save DC: 10 + level of power + 14 Int mod + 2 Mark
1st- Detect Psionics, Crystal Shard, Vigor, Ecto Protection, Astral Construct, Energy Ray, Synesthete, Inertial Armor, Defensive Precognition
2nd- Detect Hostile Intent, Concussion Blast, Biofeedback, Repair Damage, Mind Trap, Body Purification, Throw Ectoform (Hyp)
3rd- Body Adjustment, Dispel Psionics, Touchsight, Greater Concealing Amorpha, Hustle*
4th- Intellect Fortress, Divination, Wall of Ectoplasm, Ectoplasmic Cocoon, Telekinetic Maneuver, Schism*
5th- Power Resistance, Plane Shift, True Seeing, Shatter Mind Blank, Personal Mind Blank
6th- Overland Flight, Greater Fabricate, Crystallize, Temporal Acceleration, Contingency, Brutalize Mind (Hyp), Crownfire (Hyp), Probability Mantle (Hyp), Disintegrate*
7th- Ultrablast, Energy Conversion, Moment of Prescience
8th- Recall Death, True Metabolism, Greater Teleport, Bend Reality, Mind Quake (Hyp), Stabilize Construct (Hyp)
9th- Reality Revision, Genesis, True Creation, Timeless Body, Greater Metamorphosis, Etherealness, Id Cascade (Hyp)

*Psychic Chirurgery
(Hyp) Hyperconscious

Manifests inertial armor & overland flight once every 31 hours for 35pp and 11pp respectively, granting a +21 armor bonus and flight. Manifests personal mind blank once per day for 13pp.

Incarnate Powers:
Detect Psionics (500xp)
Psionic Darkvision (1500xp)
Detect Remote Viewing (2000xp)
Psionic Tongues (1000xp)

Equipment:
Crown of Idealism

A crown of pure psychic force which glimmers with staggering might, it was bestowed upon the King of Eahnta half a century ago. Sigrún was a close friend and advisor to the king, but when he grew old, unlike Sigrún he was human, the courts erupted in deception and jealousy as members vied for control. The old king looked upon Sigrún as his only friend within the court as he sat upon the throne before the unseen blade slipped into his ribs and the crown clattered forward upon the floor. When the young son of the king reached for the crown with a smug grin upon his face Sigrún erupted with mental power, tearing the deceptive youth apart with his rage. When the eruption subsided, the palace was in ruins, only the throne, covered in the kings blood and the crown remained untouched around Sigrún. It was then that he picked it up, lifting the king onto his shoulder, he left the kingdom and interred his friend into the calm earth where he belonged. The crown has been with Sigrún ever since. The nation of Eahnta fell apart for over three hundred years after his assault, and then was recreated under the name of Entar.

(+6 Enhancement bonus to Intelligence and Charisma; +5 Deflection bonus to AC) - 158,000gp

Eye of Clarity

The Mark of True Sight. The Lance into Shadows. The Eye of Clarity. These were all names for the smooth mithril disc no more than an inch in diameter which granted the sight beyond sight. A glimpse into reality as reality is. Placed upon the forehead, it can only be removed by the wearer so long as he is conscious. Sigrúns fascination with artistry pushed him into acquiring this item, for he wanted to see the world without the veil of glamers and shadows. He confronted Sevelora, a great elven wizard of The Three Towers, who held claim to the item for more than a thousand years, challenging him to a dual of arcane power for the item. The elven wizard laughed at him, no human could match an true elf's mastery of magic. Perhaps that was true, but the contest did not compare the masteries of magic, but the mastery of the mind shattered the haughty elf's arcane barriers and cast him to the floor, unconscious. Sigrún calmly picked up the smooth mithril disc, placing it upon his forehead. With a disdainful look, he left the elf to his slumber.

(Continuous True Seeing) - 180,000gp

Palpitating Mind

An amulet of dark purple deep crystal, this item was one that Sigrún claimed from an assassin who had slipped into his humble studio and hoped to splay his blood across the floor. The blade nearly took Sigrúns life as it reached deep into his sleeping chest, however his will was too great and he stemmed the unnatural tide of the assassins dark blade. He grasped the assassins head and psychic energy burned the intruders mind. With a gasp of pain the assassin staggered back, clutching his own head he twisted and twirled, knocking over the sculpture Sigrún had been working on, shattering it. With characteristic fury for destroyed art, Sigrún sent a single crystal shard into the assassins, slicing apart chest and bone till it reached the heart and the assassin shuddered and collapsed. He never learned the assassins name, nor why the assassin was sent, but few assassins were ever again sent into his studio, and those that were put a great deal more effort into not knocking over any sculptures.

(Continuous Touchsight, +6 Enhancement bonus to Wisdom) - 114,000gp

Mithrilweave Shirt

This fine shirt, woven from threads of mithril, was given to Sigrún by Alaris, the first of many women in his active three-quarters of a millennia. Its simple design is most definitely elven, although the mark of a dwarven craftsman is found upon its lapel. Alaris passed away nearly seven hundred years ago, but he wears the shirt still.

(Mithril Shirt +1 of Heavy Fortification) - 37,100gp

Corporeal Ward

One of two wards that Sigrún received from the Four Winds, a quartet of air elementals, as payment for his artistic depiction of them. They were quite pleased with the shifting forms of the sculptures.

(Continuous Deathward, +6 Enhancement bonus to Constitution) - 166,000gp

Numinous Ward

One of two wards that Sigrún received from the Four Winds, a quartet of air elementals, as payment for his artistic depiction of them. They were quite pleased with the shifting forms of the sculptures.

(+5 Sacred bonus to Saves, +6 Enhancement bonus to Strength) - 104,000gp

Liber Corpus

When the Bastion of Hope called upon the heroes of the world to stave the tide of demons which assaulted its walls, Sigrún heeded the call, however late he arrived. On the far side of the fields, he called forth an ensemble of astral sculptures to surround him, and with these he carved a swath through the demons until he arrived at the gates of Bastion of Hope. He called out to the guards to let him in, as he was here to aid their great resistance. They would not have let him in, but it was the blessing that a great warrior from the Savannah was manning the great doors themselves alongside a planetar that saw Sigrúns defenses slipping beneath the tide of demons. The great warrior let slip the doors for only a moment, and Sigrún dashed inside, his astral constructs holding at bay the vile beasts. He only had a brief look at the great warrior, a warrior of immense size, one of the elephantine people, and never had a chance to thank him, quickly he was shuffled to the walls to provide support. Despite his late arrival and odd entrance, the powers of the mind helped turn a great many fiends into corpses before they crested those walls. It was later that he received this iridescent purple cloak which allowed him to move without impairment.

(Continuous Freedom of Movement, +5 Resistance bonus to Saves) - 77,500gp

Inimical Armlet

An armlet of carved jade from the jungle city of Katal, it was given as a gift from another great artisan, the famous Artificer, a mystic theurge whose mastery of the divine and arcane magics gave him access to far more than any other on the planet. The Artificer and The Architect had been close friends for ages, although the occasional friendly spat would get between them, it was right before the world was destroyed in the greater gods jealousy that Sigrún did see his friend again and received this armlet. Sigrún misses the company of the Artificer, but does not know if he did survive or not.

(+5 Natural armor bonus to AC) - 50,000gp

Wrighthands

A pair of heavy workmans gloves, many would be surprised at the nimbleness of they allow the wearers fingers. Even going so far as to enhance the wearers skill in a certain dedicated craft. Sigrún was given these for aiding a Kiergen, dwarven mastersmith in the creation of a powerful forge created out of pure adamantine and mithril, from which he forged the Slayer of Dawns, an epic hammer which in the end destroyed the very undercity which it was designed to protect.

(+6 Enhancement bonus to Dexterity, +30 Circumstance bonus to Craft (sculpting)) - 144,000gp

Deepwell

Deepwell was a simple ring of black stone of unmatched hardness with a depression presumably to fit a jewel of some sort was discovered by Sigrún in the simple den of a recently deceased warlord. Seemingly without powers of its own, Sigrún was intrigued however by its lacking of a jewel and so he took it. When he dipped it into the heartpiece of an Inevitable that had confronted him, the depression within it filled with a heavily viscous liquid which seemed to slowly swirl, its hue evershifting. The liquid never flows out of the ring, only seeming to slow or speed up depending upon how deeply invested the wearer is using his psychic powers.

(+275pp, +10 Circumstance bonus to Concentration) - 825,000gp

Shard of Fortune

Once in a while, you happen to stumble upon a shard of time which seems to grant you a second chance. This is one of those shards twisted into the shape of a ring by Sigrúns mental power. Discovered in a great star which fell to the earth, Sigrún was the first at the impact site, delving into the unearthly object for exceptionally rare materials. As he split the core of the star asunder, this crystalline shard seemed to reflect all the moments of his mind.

(True Resurrection 1/month, +4 Luck bonus to Saves, Evasion) - 285,500gp

Times Step

These black boots are reinforced with crystal which glimmers with a silver-blue light, shards of time some say.

(Continuous Hustle) - 120,000gp

Hewards Handy Haversack - 2000gp

Staff of the Psion

Taken from a drow psion who happened to disagree with him over aesthetic principles of sculptures. The drow believed there was no life within art as it where, it was a mere shadow of the world. However, when one of Sigrúns sculptures took form of its own, the drow had very little to say as his own shadow of life was extinguished.

(Psychic Deep Crystal Staff) - 37,000gp

Marks of the Psion

These various dark blue-green tribal-looking markings seem to shimmer as if coated in crystal dust. They are small marks which do not stay in one location upon his body for very long.

-Power Preservation (-4pp) (432,000gp)
-Power Focus (+2 to the DC of powers) (150,000gp)
-Heightened Mind (+3 manifester level) (405,000gp)
-Power Penetration (+2 to Penetration) (150,000gp)
-Ray Focus (+2 attack with rays, +50% dmg) (60,000gp)
-Adaptation (27,000gp)

Tomes of Strength, Dexterity, Constitution, Wisdom & Charisma +4 - 550,000gp
Tome of Intelligence +5 - 137,500gp
4 Power Stones of Incarnate - 4,500gp

Psychic Essences

The psychic essences which Sigrún drew upon when he drank from the Endless falls opened up a great deal within his mind that he did not know.

-Psychic Chirurgery (Hustle) (16530gp)
-Psychic Chirurgery (Schism) (21530gp)
-Psychic Chirurgery (Disintegrate) (31530gp)

Money
14310gp

Appearance: The stout frame of Sigrún could very easily be mistaken for that of a hearty craftsman, and they would in part be correct. His dark hair is long and tied back by a simple leather band, beneath which crested eyebrows rise over two intensely blues eyes. A strong jaw line punctuates his visage. His broad shoulders sink deeply, as if weighed by time itself. His gait is long and determined, yet at the same time casual.

http://elfwood.lysator.liu.se/art/b/u/buck/einar_01.jpg.html

-Sort of similar to the picture above, but without the armor/gauntlets or beard and not a dwarf.

Personality: Sigrún is. That would be the first statement. His very existence has precluded the rise and fall of nations, yet for Sigrún it is as if nothing of such a sort mattered. Rather, he is a creature of artistry. His astral creations have in them an elegance of the loftiest poets. Some would say of The Architect that he is devoid of compassion and feelings for any around him, some would say that he is a man of rampant passions. Perhaps it is just the moment which grips Sigrún.

Background: Sigrún was born in the first age of man. Part of the first humans to spring from the primordial creation. Then he was known as Dagda, a simple artisan. However, unbeknownst to him, he had been chosen by a divine contingent beyond the world to be the first mortal to surpass mere means. They took him and submerged him in the Endless Falls, hoping to imbue him with its glory. The Falls however would not relent, and they buried him deep within. Mired in stasis within the rushing waters, Sigrún was born of Dagda's flesh and the glory of the Falls. For millennia upon millennia, the rise and fall of nations, the shifting of mountain ranges, Sigrún gained sentience before motion. Seven hundred and fifty years past he emerged from the Endless Falls, a being unlike any other.

Sigrún was recovered from the edge of the Endless Falls by a woman named Alaris. She found him in surprisingly excellent condition, but she cared for him still, introducing him to a new world. Sigrún quickly came to love Alaris and in time, she came to love him in return. But as time passed, Sigrún did not age and she did. For the first time, Sigrún knew he was different, something set him apart from those around him. When she died, Sigrún wept. He had known love, had seen it pass unwittingly by in time.

For years Sigrún wandered, he found that as others grew old he remained youthful, he felt like the elves in some ways, separate from the process of aging, but he was unlike the elves, separate from the cycle of nature.

Links to Astral Constructor Stuff
Related Feats
Epic Astral Constructs and Compiled Menus
 
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Kangaxx

First Post
Pilmer Blurwind

[SBlock]Pilmer Blurwind
Male Halfling Rogue 3/ Wizard 5/ Archmage 4/ Arcane Trickster 18
Alignment: Neutral Evil
XP: 439,100
Patron Deity: None
Region: -
Height: 3' 2''
Weight: 42lbs
Hair: Wavy Dark Brown
Eyes: Light Blue
Age: 68

Str: 12 (+1) [6 base, -1 age, -2 racial, +5 tome, +4 belt]
Dex: 26 (+8) [14 base, -1 age, +2 racial, +5 tome, +6 gloves]
Con: 21 (+5) [13 base, -1 age, +5 tome, +4 belt]
Int: 40 (+15) [15 base, +1 age, +7 levels, +5 tome, +12 diadem]
Wis: 24 (+7) [12 base, +1 age, +5 tome, +6 diadem]
Cha: 18 (+4) [11 base, +1 age, +6 diadem]

Class and Racial Abilities:
Halfling: Favored Class: Rogue, +2 dex, -2 str, small size, +2 racial bonus on climb/jump/listen/move silently checks, +2 morale bonus on saves vs fear, +1 racial bonus on all saves, +1 racial bonus to hit with slings and thrown weapons
Rogue: sneak attack +2d6, trapfinding, trap sense +1, evasion
Wizard: summon familiar (currently none)
Archmage: high arcana(arcane fire[4d6 + spell level], mastery of shaping, spell power, arcane reach))
Arcane Trickster: sneak attack +9d6, impromptu sneak attack 4/day, ranged legerdmain 5/day
Other: Immune to all forms of energy, Immune to mind affecting spells and abilities, immune to scrying, 1/2 (20%) concealment, darkvision 120', Can't be flanked, retains dex when flat-footed, comprehends all languages, sees invisible things, is immune to death effects and negative energy, usually has spell turning and greater arcane sight active

Hit Dice: 3d6+24d4 + 150
HP: 238
AC: 54 (10 +8 Dex, +8 armor[bracers], +5 natural armor[bracers] +5 deflection[ring], +5 insight[robe], +4 shield, +8 monk[belt], +1 size)
Init: +12 (+8 Dex, +4 improved intiative)
Speed: 20ft, 60ft flying with Winged Boots

Saves:
Fortitude +30 [+5 base, +5 Con, +5 from robe, +6 from superior resistance, +3 Lucky Joe, +5 epic, +1 racial]
Reflex +39 [+11 base, +8 Dex, +5 from robe, +6 from superior resistance, +3 Lucky Joe, +5 epic, +1 racial]
Will +42 [+15 base, +7 Wis, +5 from robe, +6 from superior resistance, +3 Lucky Joe, +5 epic, +1 racial]

BAB: +10/+5
Melee Atk: +25/+20 (+10 BAB, +5 epic, +5 staff, +3 Lucky Joe, +1 str, +1 size), 1d4+6 dmg (1d4+5 staff, +1 str) Greater Staff of Healing
Ranged Atk: +27 (+10 BAB, +5 epic, +3 Lucky Joe, +8 dex, +1 size) ray

Skills:
Bluff +40 [33 ranks, +4 cha, +3 Lucky Joe]
Concentration +28 [20 ranks, +5 con, +3 Lucky Joe]
Decipher Script +25 [7 ranks, +15 int, +3 Lucky Joe]
Disable Device +63 [33 ranks, +15 int, +3 Lucky Joe, +10 gloves, +2 masterwork tools]
Hide +57 [2 ranks, +8 dex, +3 Lucky Joe, +30 Mantle, +10 gloves, +4 size]
Knowledge(arcana) +33 [15 ranks, +15 Int, +3 Lucky Joe]
Knowledge(dungeoneering) +23 [5 ranks, +15 Int, +3 Lucky Joe]
Knowledge(history) +19 [1 ranks, +15 Int, +3 Lucky Joe]
Knowledge(nature) +19 [1 ranks, +15 Int, +3 Lucky Joe]
Knowledge(religon) +24 [6 ranks, +15 Int, +3 Lucky Joe]
Knowledge(the planes) +23 [5 ranks, +15 Int, +3 Lucky Joe]
Listen +75 [33 ranks, +7 wis, +3 Lucky Joe, +30 Hear No Evil, +2 racial]
Move Silently +55 [2 ranks, +8 Dex, +3 Lucky Joe, +30 Mantle, +10 gloves, +2 racial]
Open Lock +31 [8 ranks, +8 dex, +3 Lucky Joe, +10 gloves, +2 masterwork tools]
Search +61 [33 ranks, +15 int, +3 Lucky Joe, +10 robe]
Sense Motive +73 [33 ranks, +7 wis, +3 Lucky Joe, +30 Speak No Evil]
Spellcraft +38 [15 ranks, +15 int, +3 skill focus, +3 Lucky Joe, +2 synergy]
Spot +73 [33 ranks, +7 wis, +3 Lucky Joe, +30 See No Evil]
Tumble +26 [5 ranks, +8 dex, +3 Lucky Joe, +10 gloves]
Use Magic Device +19 [12 ranks, +4 cha, +3 Lucky Joe] +4 on scrolls

Feats:
Improved Intiative (1st level)
Scribe Scroll (1st level wizard bonus)
Skill Focus(spellcraft) (3rd level)
Spell Focus(Enchantment) (6th level)
Quicken Spell (5th level wizard bonus)
Spell Penetration (9th level)
Greater Spell Penetration (12th level)
Spell Focus (transmutation) (15th level)
Craft Staff (18th level)
Master Staff (21st level)
Multispell (24th level)
Improved Spell Capacity (14th epic arcane trickster bonus)
Multispell (27th level)
Improved Sneak Attack (18th epic arcane trickster bonus)
Automatic Quicken Spell (30th level)

Languages: Common, Halfling, Elven, Draconic

Spells per day - 4/12/8/8/7/6/6/6/6/5/3

Spells Prepared
Save DC 27 + spell level, +1 for transmutation and enchantment
0th*- Read Magic, Light, Acid Splash, Arcane Mark
1st*- Lesser Sonic Orb (ToB) x2, Negative Energy Ray (ToB) x3, Shield, True Strike x5, Magic Missile
2nd*- Lion's Charge (SS), Detect Thoughts, Locate Object, Darkness x2, Invisibility, Mirror Image x2
3rd*- Displacement, Greater Magic Weapon, Fireball, Vampiric Touch x5
4th - Enervation x2, Sonic Orb (ToB), Dimensional Anchor, Greater Invisibility x3
5th - Superior Resistance (SS), Teleport x2, Rary's Telepathic Bond, Hold Monster, Ghostform (ToB)
6th - Greater Heroism, Disentegrate x4, Antimagic field
7th – Energy Immunity x5, Greater Arcane Sight
8th – Spell Turning, Mind Blank, Polar Ray, Polymorph Any Object, Otto's Irrestible Dance x2
9th – Absorbtion, Dominate Monster, Energy Drain, Time Stop, Shapechange
10th - quickened Disintegrate x2, quickened Greater Heroism
* - All 0-3rd level spells are prepared as quickened spells.

spells Known
0th - Detect Magic, Read Magic, Light, Arcane Mark, Acid Splash
1st - Lesser Sonic Orb (ToB), Negative Energy Ray (ToB), Shield, Comprehend Languages, True Strike, Magic Missile
2nd - Lion's Charge(SS), Detect Thoughts, Locate Object, Darkness, Scorching Ray, Invisibility, Mirror Image, Rope Trick
3rd - Displacement, Greater Magic Weapon, Vampiric Touch, Fireball
4th - Sonic Orb (ToB), Dimensional Anchor, Locate Creature, Greater Invisibility, Enervation
5th - Ghostform (ToB), Superior Resistance (SS), Break Enchantment, Teleport, Rary's Telepathic Bond, Hold Monster, Baleful Polymorph, Permanency
6th - Antimagic Field, Greater Dispelling, Greater Heroism, Disintegrate, True Seeing,
7th - Energy Immunity (ToB), Greater Scrying, Greater Teleport, Greater Arcane Sight, Spell Turning, Forcecage, Planeshift
8th - Dimensional Lock (ToB), Stalking Spell (SS), Mind Blank, Maze, Otto's Irrestible Dance, Polar Ray, Polymorph Any Object
9th - Absorbtion (ToB), Mordenkainen's Disjunction, Dominate Monster, Energy Drain, Time Stop, Shapechange


Equipment:

Diadem of Mental Supremacy

Mere weeks before the world was destroyed, Azazel the lich walked into Pilmer's sanctum one night. Azazel usually worked behind the scenes, manipulating churches and kingdoms to do his bidding, but he had come out of seclusion because Pilmer's campaign against the churches was interfering with his plans. He boasted that he was immune to both magic and steel, and that Pilmer would meet a grisly end unless he agreed to work for the lich in the future. Pilmer took him at his word, about the immunities, so he cast time stop, dimensional lock, and force cage, to pin the lich in, then used several bursts of arcane fire to finish him off. This diadem was one of several powerful items he recovered from Azazel's body. The diadem's appearance belies its great power; it is a simple silver band. Pilmer was never able to find Azazel's phylactery, so Azazel was presumably still planning some hideous revenge when the cataclysm occured.

+12 enhancement to Int (1,440,000) + 6 enhancement to Wis (36,000 * 1.5) + 6 enhancement to Cha (36,000 * 1.5)=
1,548,000

See No, Hear No, Speak No Evil(necklace)

Pilmer was only caught sneaking into a church once after his visit to the Endless Falls. The priest who spotted him was wearing this necklace. While he managed to call the guards and foil Pilmer's infiltration attempt, he did not survive the encounter, and Pilmer noticed and grabbed the powerful item before making his escape. The necklace appears to be a chain of mithril with 3 small charms hanging from it: A monkey covering his eyes, a monkey covering his ears, and a monkey covering his mouth.

+30 competence to listen (90,000), +30 competence to spot (90,000 * .75), +30 competence to sense motive (90,000 * .5)=
202,500

Vest of Contentment

During Pilmer's brief stay in a monastery, he was visited by Horgan Millfellow, an old friend and fellow thief from the church. Horgan could tell that he was unhappy there, and gave him this small brown vest in an attempt to cheer him up. While the vest certainly helped, Pilmer was still gone from the monastery within a month. The magical properties of the vest not only sustain it's wearer without food, but actually make him feel as if he has recently eaten a delicious meal. In addition, the breastpocket seems to always contain a pipe, a tindertwig, and some fine tabacco. Pilmer never smoked before receiving the vest, but he's been slowly acquiring a taste for it since.

Sustains Wearer without air (9,000), provides benefits of ring of sustenance(DMG) (2,500 * .75), produces tabacco and pipe (ad hoc 2,000 * 1.5)=
16,375

Belt of the Solar

This impressive belt was worn by the head priest of a temple of law and justice. Pilmer took it from his corpse.
It looks like a typical rope, except it is made of gold instead of hemp, and it ties itself it placed around someone's waist.

continuous death ward (112,000), monk's belt (13,000 * 1.5), +4 Str (16,000 * 1.5), +4 Con (16,000 * 1.5)=
179,500

Mantle of Great Stealth (ELH)

While Pilmer was traveling through the Misty Forest on his way to the Endless Falls, he was confronted by a Pixie. She said that he had trespassed in her mushroom ring and thus had to have a riddling contest with her. If he won, he would henceforth be able to choose when people saw him. If she won, he would never be seen again. Intrigued, Pilmer agreed. The contest lasted for a day and night, but Pilmer prevailed when the pixie could not figure out what 'breathes, speaks, and even dances, yet isn't alive.' The pixie vanished in a puff of smoke, leaving this cloak behind. Pilmer is sure that the Pixie hadn't intended to kill him, and to this day he wonders what would have happened if he lost the contest.
The cloak is dark green and made of an unknown silky fabric. It seems to wrap around wearer of it's own accord when he is trying to be stealthy, and it brings the nearby shadows with it.

242,200

Bracers of Complete Armoring

These bracers were inside of Pilmer's portable hole when he, um, found it.

+8 armor bonus to AC (64,000), +5 natural armor bonus to AC (50,000 * .75)=
89,000

Pinky Ring of Pinky Spells

This ring was worn by Alfred Pitcairn, Pilmer's mentor in the arcane arts during his tenure with the church. Alfred was a harsh teacher, and often told Pilmer he would never amount to anything. Alfred was one of the few people Pilmer truly respected, and after visiting the Endless Falls, he sought out Alfred, now retired, to demonstrate his mastery. Alfred gave him the ring in recognition of his skill, and the two parted amicably.
The ring automatically changes its size to fit on its owners pinky finger. It is a small gold band, with a tiny blue gem set in it. Pilmer still calls it by the ridiculous name his former teacher gave it.

as Ring of Wizardry 1(DMG)=
10,000

Lucky Joe(ring)

Even terrible archmages and mass murderers we're children once. When Pilmer was a lad of 14, he found a strange orange rock in a stream. He used it to win a rock skipping contest in his hometown of Blighton. Afterwards, he called it Lucky Joe and kept it with him whereever he went. Years later he had it fashioned into a ring, which he wears to this day. It's unknown whether the rock had powerful magical properties when it was found, or if it simply absorbed them from it's long association will Pilmer, but Lucky Joe truly is lucky.

derived from ioun stones as explained by Wrahn (DMG)
+3 luck to attack rolls, ability checks, and skill checks, and saves(15,000 * 3^2)
+2 caster level(15,000 * 2^2 * 1.5)
+5 deflection AC (50,000 * 1.5)=
300,000

Winged Boots

Pilmer was given these boots by his church as a reward for learning the identity of the mistress of King Tiberius the XVIIth, ruler of Entar. They were his most treasured possesion for many years. These simple black leather boots each have a small pair of red bat wings protuding from the heels. The wings flap with furious speed while the boots are in use.

as Wings of Flying(DMG)=
54,000

5 Tomes +5(DMG)(already used)

It was rumored that the Great Library of Pernatraxus, lost to time in the Endless Dunes of Kormak, contained a copy of every book ever written. The rumor may have been true before Pilmer happened upon it in his search for the Endless Falls, and removed a few choice items.

137,500 * 5=
687,500

Greater Metamagic Rod of Persistence

While traveling through the capital city of Mythanor in Entar, Pilmer happened upon a mysterious peddler who went by the name Trader Bob. Bob had an impressive supply magical tools, and Pilmer traded many of his older and less used items for two metamagic rods.
The rods are both 1 foot long lengths of bronze, and would be hard to tell apart if they didn't magically impart knowledge of their function to anyone that touches them. Pilmer keeps the rod of persistence in his portable hole.

priced as Greater Metamagic Rod of Quickening(ToB) =
340,200

Metamagic Rod of Silence (ToB)

See above. Pilmer keeps this rod in the largest pocket inside of his robe.

21,600

Evil Robe of the Ultimate Magus

It was rumored that there were only 3 robes like this one in all the Endless Falls, a black one, a gray one, and a white one. It's magic is a powerful boon to any spellcaster of the correct alignment that dons it. Pilmer acquired his from Azazel the lich, along with his diadem.
The robe appears to be blacker than black, if such a thing we're possible. Looking at it gives one the impression that they are not looking at cloth, but the pitch black emptiness of a starless night sky. The inside of the robe is full of pockets and pouches, providing handy access to spell components, or anything else the owner may wish to store there.

provides benefits as Robe of Eyes(DMG)= 90,000
+5 insight bonus to saves(25,000 * 2 for nonstandard bonus, * 1.5)= 75,000
+5 insight bonus to AC(5^2 * 2500 * 1.5)= 93,750
+2 enhancement to spell penetration([derived from evil robe of archmagi, I erred on the side of caution and priced it at] 50,000 * 1.5)= 75,000
+2 enhancement to save DCs (50,000 * 1.5)=75,000
408,750 * .7 for evil alignment restriction=
286,125

Gloves of the Assassin

The gloves of the cat burglar would be a more fitting name for an item with these abilities, but it is remembered for the talents of its most common users. Appropriately enough, Pilmer took the gloves from the body of an assassin hired by an unknown church as a preemptive strike. The assassin was unaware that Pilmer could see the invisible, and and paid heavily for the failing.
These black leather gloves are thin and supple, allowing for delicate manipulations. when needed, high quality thieves tools magically protude from the fingertips.

+6 enhancement to dex(36,000)
+10 competence to disable device ((10,000 * 1.5)
+10 competence to hide (10,000 * 1.5)
+10 competence to move silently (10,000 * 1.5)
+10 competence to open lock (10,000 * 1.5)
+10 competence to tumble (10,000 * 1.5)
contains masterwork thieves tools (100)=
111,100

Staff of Greater Healing

These rare and valuable staves are treasured by priests of good gods for their incredible healing porperties. Pilmer found his in the temple vault of such a god, after slaying several of his priests guarding it.
The staff is a length of steel which is always the same height as the person carrying it. It is covered from top to bottom in arcane runes. Pilmer added the spells silence and true seeing to its compliment, making it an even more valuable aid in his stealthy pursuits.

Mass Heal (3 charges) (750 / 3 * level 9 spell * caster level 20 = 45,000)
Cure Serious Wounds (1 charge) (750 / 1 * level 3 spell * caster level 20 * .75 = 33,750)
Restoration (2 charges) (750 / 2 * level 4 spell * caster level 20 * .5 + 2500 material component = 17,500)
Masterwork Quarterstaff +2 (8,300)
Initial Abilities - 104,550
Pilmer added the following:
True Seeing (3 charges) (375 / 3 * level 6 spell * caster level 20 * 1.5 + 4250 material component = 26,750)
Silence (2 charges) (375 / 2 * level 2 spell * caster level 20 * 1.5 + 4500 for wand of silence = 15,750)
Pilmer paid 147,050 gp and 3400 xp
total value = 180,800

Blessed Book x2

These two magical spellbooks also came from The Great Library of Pernatraxus. They normally reside in Pilmer's portable hole.

25,000

Portable Hole (DMG)

Pilmer saw many odd things in the Misty Forest, but the strangest was a tree growing out of a seemingly bottomless hole in the ground. As he watched, a 10' tall greenskinned man came along and plucked the tree from the hole, then left again. Realizing it's true nature, Pilmer grabbed the hole and ran for his life.
Later, as he searched the hole, Pilmer found that it contained mostly seeds and rocks, but there was also a powerful pair of magical bracers.

20,000

10,500 worth of ruby dust (material component for force cage)

Pilmer keeps a selection of mundane items in his portable hole just in case he needs them:50' silk rope, 5 sunrods, 3 large sacks, a blank book, a quill, an inkwell, extra clothes, 2 fine bottles of wine, a wine glass, extra thieves tools, and a bedroll

paid 100 rather than add up and ad hoc the prices

total spent = 4,290,750

Money
9,250 gp

Notes:

Caster level 30, caster level for spell penetration 36
total sneak attack +12d6
Pilmer's spot and listen modifiers are high enough that he usually sees through all illusions
Pilmer is always under the effects of blur and nondetection from his cloak.
He has cast permanent comprehend languages.
At the beginning of each day, he casts superior resistance(Savage Species), Mind Blank, Greater Magic Weapon on his staff, and 5 copies of Energy Immunity(ToB), one for each element.
He also uses his metamagic rod of persistence to cast a persistent Shield, a persistent Greater Arcane Sight, and a persistent Spell Turning each day.
I included the effects of these spells above where applicable.
Pilmer uses his Use Magic Device skill and Master Staff feat to use the Greater Staff of Healing
The answer is a fire.

Appearance: Pilmer is getting into his later years, and his face is lined with the stresses he's faced. His facial expression gives one the impression that he is always slightly annoyed by something. His hair is cut short, and completely white, and it's impossible to tell the natural color of his eyes through the ethereal blue glow they constantly emenate. His body appears to be shrouded in the void beneath his robe, and he always carries a steel staff that is covered with runes. He would look terribly imposing if he wasn't only 3'2".

Personality: 'Almost sane' is probably the best decription of Pilmer's personality. His capacity for logic and reasoning are unparalleled, but he tends to use these abilities for thinking up worst case scenarios as often as realistic situations. His personal war against the gods has made him paranoid, and everyone he sees is potentially one of their agents out to get him.

Background: Pilmer led an unspectacular life, as a worshipper and agent of (insert appropriate god name here. Someone along the lines of Hextor, who believes in power through strength and is probably LE). For 50 years he devoted himself to the church, believing that he would attain personal power through service and devotion to his god. So his faith was quite shaken when he was sent to a monastery to retire, because the church elders decided he was too old to continue his stealthy duties, which mostly consisted of infiltrating rival organizations finding their weaknesses from within.

He spent a month at the monastery wondering how he could prove to both himself and those around him that he wasn't past his prime. He though he might finally have a way to do that when a rumor reached the monastery, a rumor of a waterfall in the center of the world which contained not only water, but also the energy of all things leaving the world. Pilmer didn't know if it really existed, or even where it might be found, but he knew his days in the monastery were over. He gathered his things and set out in search of the center of the world.

He ventured across the Endless Dunes of Kormak, simply because nobody knew what was on the other side. His journey took him over the Sea of Regrets, though he never learned why the local villagers named it such, and eventually through the Misty Forest, where he finally reached his goal. As he waded into the waters, and looked over the edge of oblivion, he felt himself being transformed. He was infused with power beyond what he had ever imagined.

As the stepped out of the water, he realized the teachings of the church he had devoted his entire life to were nothing but lies. The gods did not grant power; why would they? They are already powerful. The church was just a place where they gathered their sheep, and made sure that none of the flock stepped out of line. But now he knew their secret, and he was going to show them that he was above their petty manipulations. Using his newfound power he teleported back to the church where he had spent half a century, and snuck inside, easily assassinating it's leaders.

Pilmer found a new purpose in life: The gods had taken over and ruined the lives of himself and countless others, and now he was going to remove their influence from the world. He returned to his old work of infiltrating churches, but now he was after lives, not information. His campaign of destruction lasted for several months and through many churches before the gods finally retaliated: They destroyed the world.

Pilmer is convinced that the gods destroyed the world to stop him, but they failed, and now he has all the more reason to get his revenge.[/sblock]
 
Last edited by a moderator:

perivas

First Post
Caira Greenleaf

[SBlock]Caira Greenleaf
Female Dryad Cleric 5/Alienist 7/Thaumaturgist 4/Cosmic Descryer 9
Alignment: Neutral Good
Patron Deity: Green Goddess
Region: Misty Forest
Height: 5 ft.
Weight: 89 lbs.
Hair: Forest Green
Eyes: Emerald Green
Age: 356

XP: 436,000

Str: 13 (+1) [13 base]
Dex: 24 (+7) [14 base +8 dryad +2 enhancement]
Con: 24 (+7) [14 base +4 inherent +6 enhancement]
Int: 18 (+4) [14 base +4 dryad]
Wis: 40 (+15) [14 base +4 dryad +7 level -2 alienist +5 inherent +12 enhancement]
Cha: 28 (+9) [14 base +8 dryad +6 enhancement]

Racial Abilities:
Fey type, +3 Natural armor; Damage reduction 5/cold iron; Spell-Like Abilities: At will—entangle (DC 11 + WIS), speak with plants, tree shape; 3/day— charm person (DC 11 + WIS), deep slumber (DC 13 + WIS), tree stride; 1/day—suggestion (DC 13 + WIS). Caster level 6th. The save DCs are Wisdom-based; Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic; Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check; Languages: Common, Elven, and Sylvan; Low-light vision; Weapon proficiency: simple and longbow

Class Abilities:
Cleric: turn undead (5th level), spellcasting (+5 levels), spontaneous casting (positive energy), domains (air and plant), no evil spells, weapon proficiency: simple, armor proficiency: light, medium, heavy and shield; Alienist: summon alien, alien blessing, metamagic secret (x2), mad certainty, pseudonatural familiar, extra summoning, spellcasting (+7 levels); Thaumaturgist: improved ally, augment summoning, extended summoning, contingent conjuration, spellcasting (+4 levels); Cosmic Descryer: naturalization (planes of air, earth, fire and water), enduring gate (3 days); superior planar summoning (+12 HD), spellcasting (+4 levels), bonus feat

Hit Dice: 28 (ECL 1d8 + dryad 4d6 + cleric 5d8 + alienist 7d4+3 + thaumaturgist 4d4 + cosmic descrier 9d4 +203)
HP: 300
AC: 37 (+8 armor +7 DEX +7 NA +4 deflection +1 insight)
Init: +7 (+7 DEX)
Speed: 30ft

Saves:
Fortitude +26 [+1 dryad +4 cleric +2 alienist +1 thaumaturgist +4 epic +7 CON +1 insight +5 resistance +1 luck]
Reflex +26 [+4 dryad +1 cleric +2 alienist +1 thaumaturgist +4 epic +7 DEX +1 insight +5 resistance +1 luck]
Will +43 [+4 dryad +4 cleric +5 alienist +4 thaumaturgist +4 epic +15 WIS +1 insight +5 resistance +1 luck]

Melee +22/17/12 (+11/6/1 base, +5 epic, +1 STR, +5 luck)
Missile +28/23/18 (+11/6/1 base, +5 epic, +7 DEX, +5 luck)
Grapple +22/17/12 (+11/6/1 base, +5 epic, +1 STR, +5 luck)

Skills:
Concentration +20
Diplomacy +15
Escape Artist +7
Handle Animal +8
Heal +8
Hide +7
Knowledge (Arcana) +8
Knowledge (Nature) +8
Knowledge (Religion) +15
Listen +20
Move Silently +7
Sense Motive +15
Spellcraft +20
Spot +20
Survival +7
Use Magical Device +11
Use Rope(1)(2) +7 (+2 with bindings)

Feats:
Spell Penetration (1st level)
Alertness (3rd level)
Spell Focus (conjuration) (6th level)
Spell Focus (necromancy) (9th level)
Leadership (12th level)
Greater Spell Penetration (15th level)
Craft Staff (18th level)
Energy Resistance (fire) (21st level)
Epic Leadership (24th level)
Master Staff (27th level)
Rapid Spell (bonus Alienist)
Consecrate Spell (bonus Alienist)
Improved Spell Capacity (bonus Cosmic Descryer)

Languages: Common, Druidic, Sylvan, Elven

Spells Prepared
0th (6) create water, detect magic x2, light x2, purify food and drink
1st (5 +d +4) bless x2, endure elements x2, obscuring mist x4, shield of faith x2
2nd (5 +d +4) augury, cure moderate wounds x2, hold person, lesser restoration, make whole, shield other, silence x2, wind wall
3rd (5 +d +4) daylight x2, dispel magic, gaseous form, harrier, meld into stone, speak with dead x2, water breathing
4th (5 +d +3) airwalk, dismissal, divination, freedom of movement, neutralize poison, sending, spell immunity, tongues
5th (5 +d +3) break enchantment, commune, dragon breath x2, flamestrike, plane shift, wall of stone x2, wall of thorns
6th (4 +d +3) chain lightning, consecrated flamestrike, geas, greater dispel magic, windwalk x2, word of recall x2
7th (4 +d +3) consecrated chain lightning, control weather, ethereal jaunt, greater restoration, regenerate, repulsion x2
8th (4 +d +2) antimagic field, control plants, dimensional lock, discern location, earthquake, firestorm, greater planar ally
9th (4 +d +2 +2*) etherealness, gate x2, implosion x2, shambler, sublime revelry, true resurrection x2
10th (1 +2 +s) rapid summon monster IX x4

Spells Activated
renewal pact, stalwart pact, zealot pact

Equipment
1,656,000gp Diadem of the Green Goddess (WIS +12 enhancement; CON +6 enhancement; CHA +6 enhancement)
679,000gp Cloak of the Green Goddess (SR 51, death ward, divine favor, greater displacement, +5 resistance bonus)
600,000gp Amulet of the Green Goddess (+5 caster levels, +2 spell DC, free 1,000xp for spellcasting once per day)
300,000gp Ring of Sequestering
175,000gp Mirror of Mental Prowess
162,000gp Pearl Earrings of Power (2x XI)
137,500gp Tome of Clear Understanding +5
125,406gp Onyx Staff of Perpetual Darkness+5 (17th level caster: energy drain, destruction, deeper darkness)
124,085gp Leather Scale Armor of Deflection and Natural Armor (Elven Leafweave) +5/+4/+4
110,000gp Manual of Bodily Health +4
97,950gp Ring of Three Wishes
75,000gp Gem of Seeing
20,000gp Luck Stone
7,500gp Belt of Levitation
6,300gp Bag of Tricks (tan)
5,000gp Dusty Rose Prism Ioun Stone
4,000gp Clear Spindle Ioun Stone
4,000gp Gloves of Dexterity +2
3,000gp Bag of Tricks (rust)
2,500gp Bag of Holding (type I)
900gp Bag of Tricks (gray) x3
5pp 8gp 7sp 5cp


Loudbark Laughingoak (Cohort)
Male Treant Barbarian 2/Champion of Gwynharwyf 9
Alignment: Chaotic Good
Patron Deity: Green Goddess
Region: Misty Forest
Height: 25 ft.
Weight: 1050 lbs.
Hair: Leaf Green
Eyes: Coal Black
Age: 380

XP: 276,000

Str: 42 (+16) [15 base +18 treant +3 level +6 enhancement]
Dex: 10 (+0) [12 base -2 treant]
Con: 28 (+9) [11 base +10 treant +1 level +6 enhancement]
Int: 11 (+0) [9 base +2 treant]
Wis: 17 (+3) [11 base +6 treant]
Cha: 17 (+3) [13 base +2 treant+2 enhancement]

Racial Abilities:
Space/Reach: 15 ft./15 ft., Animate trees, double damage against objects, trample 2d6+STR*1.5, damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire

Class Abilities:
Barbarian: fast movement, rage 2/day, trap sense +2, uncanny dodge; Champion of Gwynharwyf: detect evil, rage, smite evil 3/day, divine grace, furious casting, damage reduction 4/-, resistance enchantment, fearsome fury, energy resistance (acid, cold and electricity) 5, immune to charm and compulsion

Hit Dice: 18 (5d8 ECL, 7d8 treant, 2d12 brb, 9d12 cog + 207 CON)
HP: 336
AC: 47 (+20 armor +16 NA, +3 deflection, -2 size)
Init: +0
Speed: 30ft

Saves:
Fortitude +31 [+5 treant, +3 brb, +6 cog, +9 CON, +5 resistance, +3 grace]
Reflex +18 [+2 treant, +3 cog, +2 feat, +3 rgr, +5 resistance, +3 grace]
Will +16 [+2 treant, +3 cog, +3 WIS, +5 resistance, +3 grace]

Melee +30/25/20/15 (+16/11/6/1 base, -2 size, +16 STR)
Missile +14/9/4/-1 (+16/11/6/1 base, -2 size)
Grapple +44/39/34/29 (+16/11/6/1 base, +8 size, +16 STR, +4 greater grappling)

Skills:
Diplomacy +3
Handle Animal +8
Hide –9*
Intimidate +14
Knowledge (nature) +14
Listen +16
Sense Motive +16
Spot +16
Survival +16 (+2 aboveground)
Swim +8

Feats:
Power Attack (1st level)
Improved Bull Rush (3rd level)
Knight of the Stars(6th level)
Righteous Wrath(9th level)
Improved Sunder (12th level)
Lightning Reflexes (15th level)
Awesome Blow (18th level)

Languages: Common, Sylvan, Elven

Spells Prepared
1st (2 + 1):cure light wounds x2, divine favor
2nd (2 + 1):shield other, warcry x2
3rd (1 + 1):cure moderate wounds x2
4th (1):restoration

Equipment
1,000,312gp Huge Mace of Ruin +7
240,000gp Ring of Fire Immunity
108,000gp Belt of Mighty Prowess
49,650gp Dragonhide Large Shield of Arrow Deflection +5
28,000gp Elven darkleaf full plate +5
25,000gp Cloak of Resistance +5
18,000gp Ring of Protection +3
18,000gp Amulet of Natural Armor +3
8,000gp Crown of Charisma +2
4,000gp Clear spindle ioun stone
900gp Bag of Tricks (gray)
13pp 8gp

Description
Caira is alluring even by a dryad’s standard. Her skin radiates the sheen of well-polished ebon wood and her tresses appears as long, fine pine needles with a light green color reminiscent of life bursting forth. Her delicate features make those of elven princesses look coarse, while her figure moves with a grace not seen among mortals.

Background
Caira Greenleaf was born a dryad in the most ancient groves of the Misty Forest which lie very close to the Endless Falls. She was an extremely curious creature by dryad standards and longed to the see the sites of the world beyond this ancient forest. She listened intently to the tales told by the priestesses of the Green Goddesss who often visited her. From them, she learned some of the divine artists and helped to preserve the ancient groves that was her home. In fact, she and a young druid named Dunathenik fell in love and were married before the eyes of the Green Goddess. With his love and the ability to grow her tree into one of the giants in the forest, she was able to wander further away through her husband’s eyes and the extended reach of her ancient oak. But in time, Dunathenik passed away. With his passing, her desire to venture forth grew greater and greater.

After a whole century, she decided to see the Endless Falls to find a means to extend the distance of the bond with her oak tree. At a peril to her own life, she reached the Endless Falls which lie several miles from her oak tree. She soaked in Its waters and drew into her great knowledge and potential for power. She suddenly realized how to accomplish her desire. Although she could never truly extend the link between herself and her oak, she could do something else. She used this knowledge to transform her oak into a treant!

As soon as this treant came to be, it laughed out loud in great joy after centuries upon centuries of silence. For this, she named him Loudbark Laughingoak. They would go on many adventures together to preserve the Misty Forest and the ancient groves beyond. Loudbark channeled his nature deposition towards forest ecology and his hatred for those destroying the forest to become an accomplished ranger and an able barbarian. Meanwhile, Caira continued to grow her abilities as a priestess of the Green Goddess…becoming one of her foremost champions in the world. In fact, she was instrumental in building the Forest Empire of Naturistar and served as its high priestess for over 20 years.

In the times at the end of the world, Caira was sad to see the world destroyed. While she was able to preserve a small grove of an ancient forecast, she was unable to save her more animate friends. For now, she waits in the ancient grove, using divination powers to seek out other survivors and the ultimate fate of the world.[/SBlock]
 
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Kelleris

Explorer
Arion Kietsudoku
Male Half-fey/Half-human Bard 23, Ex-assassin 5, Shadowdancer 1
Alignment: Chaotic Good
Patron Deity: Irreligious
Region: Rokugan, Endless Falls
Height: 5’ 9”
Weight: 147 lbs.
Hair: Dirty Blonde
Eyes: Vary by season
Age: 312 years

Str: 21 (+5) [15 base + 6 enhancement]
Dex: 28 (+9) [22 base + 6 enhancement]
Con: 24 (+7) [18 base + 6 enhancement]
Int: 34 (+12) [28 base + 6 enhancement]
Wis: 7 (–2) [7 base]
Cha: 29 (+9) [23 base + 6 enhancement]


Class and Racial Abilities:

Human:
no favored class, additional feat at 1st level, 4 skill points at 1st level and +1 skill point per level thereafter

Half-fey:
low-light vision, immune to enchantment spells and effects, +2 Dex, +4 Cha, charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day, detect law 3/day, sleep or enthrall 1/day, protection from law 3/day, Tasha’s hideous laughter or suggestion 1/day, confusion or emotion 1/day, eyebite or lesser geas 1/day, dominate person or hold monster 1/day, mass invisibility 1/day, geas or mass suggestion 1/day, insanity or mass charm 1/day, Otto’s irresistible dance 1/day

Bard:
bardic knowledge (+47), bardic music 23/day (countersong, fascinate, inspire courage +4, inspire competence, mass suggestion, inspire greatness, song of freedom, and inspire heroics; voice of the ancestors, cathartic joke, gutwrench, twilight of the idols, death of false ideals, yin dance, yang dance [see “sacred scrolls of the Mugenaga clan,” below]), spells

Ex-assassin:
death attack (DC 29), poison use, improved uncanny dodge, +2 save against poison, 3 fighter bonus feats, spells

Shadowdancer:
hide in plain sight


Hit Dice: 29d6 + 174
HP: 312
AC: 46 [55 melee] (10 + 5 luck + 5 deflection + 9 Dex [+9 insight] + 2 dodge + 1 monk + 8 armor + 5 natural armor enhancement + 1 dastana)
Init: +9 (+9 Dex)
Speed: 50 ft.


Saves:
Fortitude: +30 (7 base, +7 Con, + 4 epic + 5 resistance + 5 luck + 2 morale) [+32 vs. poison]
Reflex: +36 (11 base, +9 Dex, + 4 epic + 5 resistance + 5 luck + 2 morale) [+45 in melee]
Will: +24 (10 base, –2 Wis, + 4 epic + 5 resistance + 5 luck + 2 morale)


Attacks:
BAB: +20/+15/+10
Melee Atk: +51/+46/+41 (Akumunaga: 1d6+15 plus 1 point of Con damage, 18-20/x2, P) [20 BAB + 9 Dex + 9 insight + 7 enhancement + 1 weapon focus + 2 morale + 3 luck]
Ranged Atk: +41/+36/+31 (Shadow Blades: 1d2+13/x2, 20 foot range increment, P) [20 BAB + 9 Dex + 5 enhancement + 2 competence + 2 morale + 3 luck]


Skills:
Balance: +44/+77 [22 invested] (32 ranks + 9 Dex + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale + 4 synergy)
Bluff: +52 (32 ranks + 9 Cha + 6 competence + 3 luck + 2 morale)
Climb: +36/+69 [22 invested] (32 ranks + 5 Str + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale)
Concentration: +17/+32 [15 invested] (15 ranks + 6 Con + 6 competence + 3 luck + 2 morale)
Craft (action): +47 (16 ranks + 12 Int + 6 competence + 3 luck + 2 morale + 8 synergy)
Diplomacy: +36 (10 ranks + 9 Cha + 6 competence + 3 luck + 2 morale + 6 synergy)
Disguise: +28/+47 [19 invested] (23 ranks +9 Cha + 6 competence + 3 luck + 2 morale + 4 synergy)
Escape Artist: +20/+52 [32 invested] (32 ranks + 9 Dex + 6 competence + 3 luck + 2 morale)
Hide: +44/+73 [18 invested] (32 ranks + 9 Dex + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale)
Jump: +48/+81 [22 invested] (32 ranks + 5 Str + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale + 4 synergy + 8 speed)
Knowledge (history): +28 (5 ranks + 12 Int + 6 competence + 3 luck + 2 morale)
Move Silently: +44/+73 [18 invested] (32 ranks + 9 Dex + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale)
Perform (act): +25/+43 [18 invested] (23 ranks + 9 Cha + 6 competence + 3 luck + 2 morale)
Perform (comedy): +52 (32 ranks + 9 Cha + 6 competence + 3 luck + 2 morale)
Perform (dance): +40/+73 [22 invested] (32 ranks + 9 Cha + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale)
Perform (oratory): +43 (23 ranks + 9 Cha + 6 competence + 3 luck + 2 morale)
Sense Motive: +12/+15 [3 invested] (6 ranks –2 Wis + 6 competence + 3 luck + 2 morale)
Sleight of Hand: +66/+77 (32 ranks + 9 Dex + 6 competence + 3 luck + 11 item familiar + 10 enhancement + 2 morale + 4 synergy)
Spellcraft: +50 (27 ranks + 12 Int + 6 competence + 3 luck + 2 morale)
Tumble: +29/+49 [20 invested] (25 ranks + 9 Dex + 6 competence + 3 luck + 2 morale + 4 synergy)

Languages: Common, Draconic, Elven, Gnome, Halfling, Infernal, Sylvan, Rokugani, Yuan-ti


Feats:
Deflect Arrows [IB]
Snatch Arrows [IB]
Dodge (HB)
Obscure Lore (Flaw: Gullible)
Weapon Finesse (1)
Item Familiar (3)
Combat Expertise (6)
Mobility (AB)
Weapon Focus (rapier) (AB)
Arcane Strike (9)
Combat Reflexes (AB)
Superior Expertise (12)
Single Blade Style (15)
??? (18)
Permanent Emanation (zone of silence) (21)
??? (24)
Battle Dance (27)
Weaver of Symphonies (Bard 23)


Assassin Spells:
Caster Level: 8th
Save DC: 22 + spell level
Spells per Day: 6/5/3
1st – jump, low-light vision, obscuring mist, true strike
2nd – illusory script, invisibility, pass without trace
3rd – deeper darkness, false life

Bardic Spells:
Caster Level: 26th
Save DC: 19 + spell level
Spells per Day: 4/7/6/6/6/6/5
0th – dancing lights, footpad’s grace (DR302), ghost sound, glittering razors (DR302), light, prestidigitation
1st – grease, harmony (CV), Nystul’s magic aura, undetectable alignment, unseen servant
2nd – alter self, cure moderate wounds, heroism, misdirection, tongues
3rd – blink, haste, fear, glibness, sculpt sound
4th – dimension door, freedom of movement, legend lore, ruin delver’s fortune (WotC), zone of silence
5thfalse vision, greater dispel magic, improvisation (S&S), persistent image, shadow walk
6thanalyze dweomer, animate objects, heroes’ feast, programmed image


Equipment:
Akumunaga, the Serpent’s Nightmare [1,333,020 gold pieces]
mithral dastana [1,200 gold pieces]

boots of springing, striding, and haste [23,000 gold pieces]
charm of the Mugenaga clan (+10 insight bonus on all Balance, Climb, Hide, Jump, Move Silently, Perform (dance), and Sleight of Hand checks) [200,000 gold pieces]
cloak of defense (+5 resistance bonus to saves, +5 deflection bonus to AC, +5 enhancement bonus to natural armor) [325,000 gold pieces]
greater bracers of throwing [25,000 gold pieces]
greater luck stone (possessor gains a +3 luck bonus on saving throws, ability checks, skill checks, and attack rolls) [180,000 gold pieces]
lesser crown of mastery [153,000 gold pieces]
metamagic rod of disguise [11,000 gold pieces]
orb of illusory power [50,000 gold pieces]
ring of regeneration [90,000 gold pieces]
sacred scrolls of the Mugenaga clan (grant improved kuji-kiri and bardic music abilities; see below) [110,000 gold pieces]

devil’s own luck (+5 luck bonus on saves and AC) [150,000 gold pieces]
fruits of Mottlegrasp’s orchard (already eaten) [687,500]
lightning hands (grants the Deflect Arrows and Snatch Arrows feats; doesn’t use a slot] [8,000 gold pieces]
perfected chakras (+6 enhancement bonus to Strength, Dexterity, Constitution, Intelligence, and Charisma; doesn’t use any slots) [288,000 gold pieces]
personal pocket dimension (25 slotless, easy-access heward’s haversacks see below; doesn’t take an item slot) [75,000 gold pieces]
protector’s instinct (+8 armor bonus to AC; doesn’t take up a slot) [128,000 gold pieces]
predator’s instinct (as monk’s belt; doesn’t use a slot) [26,000 gold pieces]
shadow mastery (as robe of stars, plus may cast silent image at will as a caster of your character level; doesn’t use a slot) [120,000 gold pieces]
unchained soul (+3 caster level) [168,750 gold pieces]

4,152,470 gold pieces spent / 147,530 gold pieces remaining


Akumunaga, the Serpent’s Nightmare – This weapon is the sacred blade of the Mugenaga ninja clan, and has a long history stretching back some eleven centuries. The weapon appears to be a battered, but still useable, ninja-to. It is utterly unassuming in appearance. The more its abilities are called upon, however, the more sinister its aspect; it soon becomes obvious that the weapon is a decidedly deadly one, and it has indeed slain hundreds of people over the centuries.

The basic enchantments of Akumunaga make it a +5 vicious, wounding ninja-to (base statistics as a rapier). When the vicious special ability is activated Akumunaga emits an almost invisible dull red glow; this glow can only be spotted in pitch darkness, and doing so requires a DC 30 Spot check. There is no penalty to the wielder’s Hide checks while this ability is active. In addition to dealing 1 point of Constitution damage with every blow, the sword can drain blood 3 times per day, dealing an additional 1d6 points of Constitution damage. When it does so, a Rokugani rune appears inscribed in red on the blade, near the hilt. Touching this symbol and uttering the phrase “a serpent’s life is venom” in Rokugani allows the wielder of Akumunaga to gain temporary hit points, as though the false life spell were cast on him by a 10th-level caster. This requires a standard action. The symbol fades if the wielder draws on it in this way, and it will fade on its own after 24 hours in any case.

Akumunaga is also amazingly light and easy to use. It may be wielded even in a grapple or when the wielder has been swallowed, as the whisper-light blade passes cleanly through flesh and other obstructions when they would block its swing.

The weapon is forged of the incredibly rare metal thinaun, a dark and glittering steel alloy, although the weapon’s enchantments make it less conspicuous than most thinaun weapons. If Akumunaga is touching a creature when it dies, that creature’s soul is sucked into the weapon rather than passing on to its final reward. The soul remains trapped in the blade until Akumunaga is destroyed or another creature dies while touching the weapon. Raise dead, resurrection, and similar spells won’t bring back a creature whose soul is trapped in Akumunaga unless the caster has the blade in his possession. Because the soul is nearby in this case, only one-half of the usual allotment of expensive material components is necessary to bring back the deceased creature. If the wielder dies holding Akumunaga, the sword absorbs his soul, displacing the one previously locked in the weapon’s blade. The wielder has no control over this process, although Akumunaga’s recently-awakened sentience (see below) may retain or release souls as it sees fit.

If it so desires, Akumunaga may reconstitute the soul it stores, either its wielder or its latest victim, bringing that creature back from death as though a true resurrection spell were cast on them by a 21st level caster. This ability may only be used once per month, as it is extremely draining.

Although decidedly effective in out-and-out melee, Akumunaga is really an assassin’s weapon, designed with cold-blooded murder in mind. It adds +2 to the save DC of any death attack made using the weapon, and grants a +4 bonus to attack and damage rolls when used for any kind of sneak attack, including death attacks and the sudden strike ninja class ability.

Twice per day, after a successful melee attack with Akumunaga, the wielder may slip between the threads of local space, moving up to 800 feet as the dimension door spell cast by a 10th-level caster, except that the wielder may act immediately upon arrival. Calling on this ability is a free action. In the days when Akumunaga served the will of its original clan this was a popular assassination technique. The ninja stole into the enemy camp, killed a sentry, and thereby slipped through the enemy’s picket lines. A single blow was then dealt to the real target, slaying them instantly and moving the ninja beyond the reach of any would-be avengers. Inability to kill the target in this way was considered deeply dishonorable for one granted the sacred clan weapon, and such a crime generally led to a demand that the offender take his or her own life.

To facilitate this desire for the clean kill, Akumunaga was also granted the ability to draw on the life-force of the wielder to deal more damage. As a free action useable once per round, the wielder may sacrifice 50 hit points (no more and no less) and add this total to his next attack roll. This damage automatically forces a save versus massive damage; if this slays the wielder, he falls dead only after the attack has been completed.

In addition, the weapon’s wielder can swear to bring death to a given target by holding forth the blade and whispering “even the dragon can fall before the serpent’s fangs” as a standard action, focusing Akumunaga’s abilities on slaying a single person selected by the character who swears the oath. The weapon always gives the mental impression of a striking serpent when it is wielded, although there is no specific mental imagery associated with this effect, but against the sworn target this effect takes on terrifying proportions. Akumunaga is treated as though it had an enhancement bonus 2 greater than normal against a sworn enemy, it gains the keen special ability, it deals 2d6 points of bonus damage against that enemy, and it has a x3 critical damage multiplier against that enemy. These benefits come at a price, however: Akumunaga’s enhancement bonus is 3 points lower against all other opponents, and using any other weapon against the sworn foe requires a Will save against Akumunaga’s ego score. If the sworn enemy is not dead within 7 days, the weapon loses its enhancement bonus entirely for a week. Regardless of the length of time before Akumunaga’s bloodlust is sated, the wielder may only swear one such oath per day.

Even if all these abilities are insufficient to defeat the assassin’s target (which has only happened a dozen or so times in the weapon’s entire history), the target generally wishes that he had died under Akumunaga’s fang, rather than feeling its poisoned gaze. The blade seeps a minute amount of an awesomely powerful poison into the blood of any who are struck by it (though the sentient weapon may choose not to do so). At the same time, the blood (or other vital fluids) that the blow spills adheres to the blade, a macabre decoration with a sinister purpose.

This poison cannot be detected by magical or mundane means and can only be neutralized only if Akumunaga or its wielder wills it or if the blood on the blade wears itself away, which takes one day per HD of the target. Unless this is done, the sufferer experiences horrible nightmares every hour of every night that he or she fails a Will save with a DC of 44. This nightmare prevents restful sleep and inflicts 1d10 points of damage. In addition, the effect encourages "oversleeping" by subtly hypnotizing the sleeper; a DC 44 Will save is required to wake up; this save may be attempted once per hour. This also makes the victim fatigued for the next day and prevents the sleeper from regaining arcane spells for 24 hours. A dispel evil spell cast on the victim will prevent him from having to make this save, but only for a single night. This effect has a caster level of 30. The dreams take the form of a horrible whispering snake’s voice, which coldly points out the victim’s flaws and dishonoring mistakes and relentlessly prophesies doom. Most victims commit suicide or are killed by this damage within a week, and the experience deeply scars virtually everyone subjected to it. The voice is recognizable as Akumunaga’s if someone who has had these dreams hears it elsewhere.

These powers make Akumunaga a formidable death-dealing tool, but is has become something more since the fall of the Mugenaga. In Arion’s hands Akumunaga has become fully sentient. as Arion grew in power and forced that part of his past he was unwilling to face into his only remaining memento of his past. It has a 16 Intelligence and Wisdom, as well as an alarming 30 Charisma, as befits one awakened through sheer force of another’s will. This consciousness is not exactly evil, though it retains the wordless bloodlust of its origins. It seeks the deaths of others, and actively enjoys the slick feeling of blood on its surface, but would much rather kill those who do harm to others than the innocent. The truly evil cannot suffer enough for their crimes as far as Akumunaga is concerned, and it will unhesitatingly use its poisonous bite against those who flee its wrath. It pursues this goal with an abundance of energy, mitigated only by a fanatical loyalty to Arion Kietsudoku, the last remaining member of the clan it was created to serve.

Akumunaga can communicate telepathically out to 120 feet with Arion, and can speak, read, and understand Common, Yuan-ti, Infernal, and Draconic. It may see normally as though it were a sighted creature, as though it were a normal creature (though it lacks any special sight abilities).

So strong is Arion’s connection to Akumunaga, and so vital is the energy of its sentience that Arion may restore the weapon once per month, recreating it entirely and restoring its full magical power, even if it has been completely destroyed.

The synergistic relationship between Akumunaga and Arion also grants it greater abilities. Its base enhancement bonus in his hands is +7, and it gains the merciful special ability. This sheathes the weapon in a crackling white light, and makes the aura generated by Akumunaga’s vicious ability stand out in stark relief. The extra damage granted by the vicious ability represents that weapon’s thirst for blood, and is never converted to nonlethal damage by the merciful quality.

The intelligence of Akumunaga is basically a localized pool of pure life-force, and this accumulation of positive and negative energy has given rise to some new and powerful abilities that were not part of the original weapon’s design. The spiritual energy of both creatures and objects is attracted, slowly but surely, to Akumunaga. This creates a gigantic pool of energy that can be used in ways both subtle and overt, as the blade warps the very nature of reality around itself.

More commonly, this power manifests as a sort of proactive prophecy most of the time. At the start of each day, roll a d20. Once during that day, the wielder may use that roll for and d20 roll instead of rolling normally. This ability must be used before the actual roll, and it replaces it entirely. Akumunaga’s wielder may also draw on the weapon’s energy reserve to duplicate a wish spell, as cast by a 21st level character. When “fully charged” Akumunaga may do this three times, and it regains one such “charge” per month as it draws in more energy. It is not clear yet whether or not these abilities will remain if the weapon is no longer wielded by Arion, as would many of the abilities above (those that derive from Arion’s Item Familiar feat).

Sacred Scrolls of the Mugenaga Clan – The scrolls, made of thin, beaten sheets of thinaun, are said to hold the spirits of the greatest senseis of the Mugenaga clan. The are filled with the secret techniques of the clan, ways of channeling ki energy toward a variety of effects beyond those well-known by those who have the talent. In addition to a great deal of factual information on the Mugenaga and their history, the sacred chants and katas inscribed herein allow for a dizzying variety of techniques, only a select few of which Arion has mastered. In addition, Arion has been hard at work adding marginalia to the scrolls since they have come into his possession, in accordance with his divergent tastes in performance styles. The sacred scrolls contain dozens of different techniques, but the seven that Arion has mastered or added are those below:

The Mugenaga placed a premium on the techniques of disguise, and young initiates have always been taught the basic techniques of the theater. This mixture of theory and practice has led to the development of the voice of the ancestors technique. By entering a trance and accessing the spirits of his ancestors, one who has mastered the technique may use the inspire competence bardic music ability to speak with authority on any topic. This grants a +14 competence bonus on skill checks, rather than the usual +2 bonus, and the performer may grant this bonus to himself as well as his allies. When using this ability, the ninja’s voice takes on a whispery quality reminiscent of the old and wise teachers that the ability draws upon. Mastering the voice of the ancestors requires 23 ranks in Perform (act).

Arion’s own tastes tend toward the comedic more than the overly-serious, and he has worked long and hard to channel his ki in a way that avoids the ponderous solemnity of most of the techniques found in the sacred scrolls. One result of this is the cathartic joke technique, developed after Arion attended the lectures of a famous philosopher who taught that performances could purify the emotions if used correctly. This section of scrolls is a detailed analysis of the psychology of comedy, and is one of Arion’s most inspired pieces. By mastering the cathartic joke, a performer may bend the power of the inspire greatness ability to tell a single, perfect joke. This joke is a bit like a zen koan – devoid of meaning until it is filled by the hearer. The effect is spiritually purifying, and the audience gains a +10 competence bonus on Fortitude and Will saves upon hearing it. This supercedes the normal bonuses of inspire greatness, and the effect may not be maintained. It always lasts for exactly 5 rounds. This technique requires 22 ranks in Perform (comedy).

In contrast to the spiritual nature of the cathartic joke, Arion’s other notes tend instead to be of the gut-wrenchingly funny variety. There is no particular name for this technique; it is simply a collection of really funny jokes, gestures, and facial expressions. When called on, this allows the bard to use fascinate to inflict a -14 penalty on Listen and Spot checks to his audience. The concentration required to maintain this effect is absolute, and the bard may only move 5 feet per round while he maintains it. Both his voice and his hands are likewise occupied, making any other actions difficult. The technique requires 10 ranks in Perform (comedy) to master.

Since the destruction of the Endless Falls, Arion has acquired something of a distaste for the clerics and devoted followers of the gods, although he doesn’t dislike the gods too much, seeing them as little more than mechanistic ideals with little in the way of free will. In keeping with his tendency toward mischief-making, he has worked for years on a speech entitled twilight of the idols, a powerfully moving imprecation against the gods. When used to get across a message contrary to a deity known to the audience, twilight of the idols tends to be uncannily persuasive, granting a +15 bonus on all Perform (oratory) checks made in these circumstances. Mastering this technique requires 5 ranks in Perform (oratory).

Performing twilight of the idols tends to cause a lot of trouble, which is why Arion has penned its counterpart, death of false ideals. The speech invokes the resentment latent in mortal hearts against those impossible circumstances that oppress them, granting great courage. Remarkably, this spirited response lasts for an unprecedented length of time after hearing the performance; struggling against impossible odds is one of the most inspiring of all situations, as long as hope remains. When death of false ideals is performed to inspire courage, it grants the usual morale bonuses, as determined by the level of the bard. The effect of this oration is to make these effects last for a full 90 rounds after the bard concludes the performance, enough to see even a large audience through a large battle. Mastering death of false ideals requires 18 ranks in Perform (oratory).

The most holy and difficult of the techniques in the sacred scrolls are the battle dances, complex and rhythmic movements that allow a full range of movement in battle while still using the flow of ki in a harmonious way. The trickiest of these dances, both of which Arion has mastered, are the yin and yang dances. They each require 16 ranks in Perform (dance).

The yin dance awakens the positive, nurturing element of the user’s spirit, creating a flow of positive energy that greatly increases the dancer’s pool of life energy. This is held in abeyance until the energy is called on by the performer, at which time the effect grants an extra 2d10 HD (with bonus points for a high Constitution) per round for 5 rounds. These bonuses remain until they are cut through by damage or until 5 rounds after the performer ceases to dance. The yin dance also grants a +2 competence bonus on all Fortitude saves, but does not grant the usual bonus to attacks associated with inspire greatness. This dance requires 16 ranks in Perform (dance) to master.

The yang dance, as one would expect, is decidedly less defensive. Similar in form to the yin dance, it grants a +2 competence bonus on attacks, increasing by +2 per round for 5 rounds, to a maximum of a +10 competence bonus on attacks. The yang dance also grants a +2 competence bonus on all Fortitude saves, but does not grant the usual bonus Hit Dice associated with inspire greatness. This dance requires 16 ranks in Perform (dance) to master.

Appearance:

Personality:

Background:
 
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TheOneAboveAll

First Post
Solarion

[SBlock]Name:Solarion Scion of the Phoenix "Dread of the unholy"
Race: Trumpet Archon (Outsider, Lawful, Good)
Class: ECL 8/Outsider 12/Cleric 6/Hierophant 3/Contemplative 1
Alignment: Lawful Good
Height:6' 4"
Weight:275
Eyes: the color of the perfect sunrise
Hair: none
Complexion: Golden hued and perfect. Has a tattoo of the phoenix ascendant on his right arm[moving tattoo from BoEM 3]
Tattoo of a sunrise on the base of his skull and one of a phoenix imposed over a sun placed over his heart.

Strength 34 (+12) (13, +10 Race, +5 Inherent, +6 Enhancement)
Dexterity 26 (+8) (10, +6 Race, +4 Inherent, +6 Enhancement)
Constitution 34 (+12) (12, +12 Race, +4 Inherent, +6 Enhancement)
Intelligence 20 (+5) (10, +6 Race, +4 Inherent)
Wisdom 44 (+17) (16, +6 Race, +5 Level, +5 Inherent, +12 Enhancement)
Charisma 28 (+9) (12, +6 Race, +4 Inherent, +6 Enhancement)

Hit Points: 540 (8d8 + 12d8+7d8+1d6+2d8+360)

AC 68 (10, +8 Armor, +19 Natural, +5 Deflection, +17 Wisdom, +8 Dexterity, +1 Unamed)

Attack: 51/51/46/41/36 (20 BAB, +12 Strength, +5 Weapon, +5 Epic, +1 Competence, +4 Morale, +1 Haste, +3 Luck)

Damage: 1d6 Fire + 1d6 Cold + 1d6 Acid + 1d6 Sonic + 1d6 Electrical + 2d6 + 26 (+18 Strength + 3 Luck + 5 Enhancement) +1 Con damage +2d6 versus Evil

Saves:

Fort +49 (16 Base +12 Con, +5 Resistance, +9 Cha, +1 Epic, +1 Luck, +1 Competence, +4 Morale)
Reflex +40 (10 Base, +8 Dex, +5 Resistance, +9 Cha, +1 Epic, +1 Luck, +1 Competence, +4 Morale, +1 Haste)
Will +54 (16 Base, +17 Wis, +5 Resistance, +9 Cha, +1 Epic, +1 Luck, +1 Competence, +4 Morale)


Racial Abilities

—Darkvision out to 60 feet and low-light vision.
—Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save DC 28. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 22).
—Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
—Spell-Like Abilities: At will—detect evil, continual flame, message. Caster level 12th.
—Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 26 Fortitude save or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.
—Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish)
—A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
—Spell Resistance: 39
—30ft Ground movement
—90ft Flight (good)
—+10 Str, +6 Dex, +12 Con, +6 Int, +6 Wis, +6 Cha
—+14 Natural Armor
—Damage Reduction 10/evil

Class Abilities:

Prestige Domain: Access to the Mysticism domain
Divine Health: Immune to all disease magical and otherwise
Divine Reach 2: A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Bonus Metamagic Feat: Quicken Spell
Domain Powers:
Good: Cast Good spells at +1 Caster Level
Mysticism: Charisma Bonus to saves

Feats:

Extend Spell (1st),
Persistent Spell (3rd),
Spell Penetration (6th),
Greater Spell Penetration (9th),
Purify spell BoED(12th),
Improved Spell Capacity (15th),
Improved Spell Capacity (18th),
Improved Spell Capacity (21st)
Quicken Spell (Hierophant Bonus spell)

Skills:


Concentration 43 (25 Ranks, +12 Con, +1 Luck, +1 Competence, +4 Morale)
Diplomacy 41 (24 Ranks, +9 Cha, +2 Synergy, +1 Luck, +1 Competence, +4 Morale)
Handle Animals 38 (15 Ranks, +17 Wisdom, +1 Luck, +1 Competence, +4 Morale)
Heal 27 (4 Ranks, +17 Wis, +1 Luck, +1 Competence, +4 Morale)
Hide 29 (15 Ranks, +8 Dex, +1 Luck, +4 Morale)
Knowledge (Religion) 35 (24 Ranks, +5 Int, +1 Luck, +1 Competence, +4 Morale)
Listen 40 (17 Ranks +17 Wis +1 Luck, +1 Competence, +4 Morale)
Move Silently 29 (15 Ranks +8 Dex, +1 Luck, +4 Morale)
Perform (wind inst.) 30 (15 Ranks +9 Cha +1 Luck, +1 Competence, +4 Morale)
Sense Motive 44 (21 Ranks +17 Wis, +1 Luck, +1 Competence, +4 Morale)
Spellcraft 35 (24 Ranks +5 Int, +1 Luck, +1 Competence, +4 Morale)
Spot 40 (17 Ranks, +17 Wis, +1 Luck, +1 Competence, +4 Morale)
Use Rope 29 (15 Ranks, +8 Dex, +1 Luck, +1 Competence, +4 Morale)


Spells:

Base DC: 27 Caster Level: 27 Domains: Sun, Good, Mysticism
6/10+1/9+1/9+1/9+1/9+1/7+1/7+1/7+1/7+1/3+1/3+1/3+1

0. Detect Magic, Create Water, Mending, Guidance, Purify Food and Drink, Read Magic

1. Bless, Santuary, Divine Favor, Doom, Command (x2), Eyes of the Avoral (BoED99), Ray of Hope (BoED105), Vision of Heaven (BoED111), Open, +Protection from Evil

2. Calm Emotion, Lesser Restoration (x2), Silence, Augury, Elation (x2) (BoED98), Hold Person, Remove Paralysis, +Spiritual Weapon

3.Daylight, Searing Light, Dispel Magic, Invisibility Purge, Speak with Dead. Remove Disease, Remove Curse, Open, Open, +Magic Circle against Evil

4. Recitation (x2)(DotF), Sending, Greater Magic Weapon, Neutralize Poison, Sword of Conscience (BoED109), Blood of the Martyr (BoED92), Open, Open +Holy Smite

5. Extended Greater Status (BoED100), Flame Strike, Slay Living, Greater Command, Righteous Might, Dispel Evil, Plane Shift, Open, Open, +Open

6. Heal (x5), Banishment, Greater Dispel Magic, +Heroes Feast

7. Persistent Divine Favor, Righteous Wrath of the Faithful (DotF), Holy Word, Repulsion, Destruction, Righteous Smite (BoE106)(x2), +Open

8. Discern Location, Antimagic Field, Fire Storm, Spread Contentment (BoED107),Open, Open, Open, +Open

9. Miracle, Extended Holy Aura, Mass Heal, True Resurrection, Gate, Open, Open, +Open

10. Persistent Freedom of Movement, Persistent Divine Power, Quickened Heal, +Extended Greater Aspect of Deity

11. Quickened Shield of the Archons (BoED107), Quickened Righteous Smite, Persistent Righteous Might, +Open

12. Quickened Firestorm, Persistent Quickshift (BoED), Open, +Open

Possessions:

137,500 +5 Book of Strength
110,000 +4 Book of Dexterity
110,000 +4 Book of Constitution
110,000 +4 Book of Intelligence
137,500 +5 Book of Wisdom
110,000 +4 Book of Charisma

36,000 Gauntlets of Dexterity (+6 Enhancement to Dex)

55,500 Belt of Health (+6 Enhancement Bonus to Constitution, Monk’s Belt)

1,497,700 Circlet of Epic Wisdom, Charisma and Disguise: (+6 Enhancement Bonus to Charisma, Disguise Self at will)

162,500 Cloak (+5 Deflection, +5 Resistance bonus to Saves, and +5 Natural Armor)

332,000 Amulet: As Bracers of Armor +1 of Heavy Fortification and Soul Fire (BoED), Greater Acid and Cold Resistance)

203,000 Adamantine Holy, Screaming, Shocking, Frost, Flaming, Corrosive Great Sword +1 of Wounding (1d6 Fire, Acid, Cold, Sonic, and Electrical damage, +2d6 Holy Damage, +1 Con Damage)

0 Trumpet: This six foot long silvery trumpet allows the use of the Trumpet ability of the Trumpet Archon, but in someone else’s hands it is a useless lump of metal. As a free action a trumpet archon can change it into a +4 Great Sword.

180,000 Glasses of True Sight: These normal looking glasses let any who wear them see the world as it truly is. (Continuous effect: Psionic True sight)

100,100 Bow of Solars
Arrows:
Efficient Quiver 2,000
30,000 Figure of Perfection: This 2inch tall figure appears as a more perfect version of the owner granting greater competence in most endeavors: +1 Competence Bonus to attack rolls, skills, saves and ability checks

260,000 Shirt: (Continuous effect: Greater Heroism) +4 Morale Bonus to Hit, Skills, and saves, Immune to Fear, + 13 HP

135,000 Vest of Greater Magic: (+3 Caster Levels)

64,000 Bracers of Armor +8

240,000 Ring of Fire Immunity
240,000 Ring of Sonic Immunity
20,000 Luckstone
2,000 Handy Haversack

7,300 unspent.

Spell cast Daily : Greater Magic Weapon on Great sword, Persistent Divine Power, Persistent Divine Favor, Persistent Freedom of Movement, Persistent Quickshift, Persistent Spell Immunity (Unholy Word, Word of Chaos, …), Persistent Shield of the Archons.

Not all the spells are chosen.[/SBlock]
 
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Rikandur Azebol

First Post
Sindol of the Dusk, Blackstorm, Demon of Slaughter.

Sindol of the Dusk, Elven Arcane Archer, Alignment: Chaotic Evil
Known under title/nickname Blackstorm due to his favorite archery tactic.

Str: 22 +6 (6 pts.,+4 Enchancement,+4 Inherent.)
Dex: 36 +13 (10 pts.,+6 Enchancement,+5 Inherent,+7 level.)
Con: 20 +5 (6 pts.,+4 Enchancement,+4 Inherent.)
Int: 22 +6 (6 pts.,+4 Enchancement,+4 Inherent.)
Wis: 20 +5 (4 pts.,+4 Enchancement,+4 Inherent.)
Cha: 16 +3 (0 pts.,+4 Enchancement,+4 Inherent.)

Level: 8 Fighter, 2 Wizard, 20 Arcane Archer. XP: 443,101/473,000
BAB: +24 (+19 Base,+5 Epic) Grapple: +30 (+19 Base,+5 Epic,+6 Str)
HP: 336 (8d10+2d4+20d8 +150)
Speed: 60'
Init: +13 (+13 Dex)
AC: 49 (+13 Dex,+5 Natural,+8 Braces,+7 Shield,+5 Deflection,+1 Belt)

Meele Weapon : AB +35(+24 BAB,+6 Str,+5 Rapier) d6+11(crit 15-20,*2) Magic dmg.
Ranged Weapon : AB +50(+24 BAB,+1 Feat,+13 Dex,+10 Arrow,+2 Competence)
d8+23+d6(+10 Arrow,+6 Str, +5 Impact,+1 Vile,+1 Competence,+d6 Sonic or crit +2d10 Sonic) Epic dmg.

Class and Racial Abilities:
Fighter bonus feats, Favored Class: Wizard, Enchant Arrow +10, Hail of Arrows, Imbue Arrow, Seeker Arrow, Phase Arrow, Arrow of Death (20 DC), Immunity to magic Sleep effects, +2 save against enchantment magic, Proficiency: Longsword, Rapier, Longbow (inc. Composite), Shortbow (inc. Composite),+2 racial bonus on Listen, Search and Spot checks. Find secret or concealed door just passing 5' nearby as if actively searching.

Feats: (6 standard, 5 Fighter Bonus, 4 Epic, 2 Arcane Archer Epic)
Point Blank Shot(FB), Precise Shot(FB), Weapon Focus: Composite Longbow(FB), Far Shot(FB), Improved Precise Shot(FB), Rapid Shot, Quickdraw, Manyshot, Dodge, Mobility, Scribe Scroll(WB), Shot on the Run, Swarm of Arrows(AAEB), Uncanny Accuracy(AAEB), Combat Archery, Distant Shot, Improved Manyshot, Epic Reputation, Mounted Combat.

Languages: Common, Elven, Sylvan, Draconic, Abyssal.

Saves:
Fort +28 (+13 base,+5 Epic,+5 Ability,+5 Mantle)
Ref +32 (+9 base,+5 Epic,+13 Ability,+5 Mantle)
Will +23 (+8 base,+5 Epic,+5 Ability,+5 Mantle)

Skill Points: 238/8 Max Ranks: 33/16,5
Skills:
Hide +63 (+20 Ranks,+13 Dex,+30 Mantle)
Spot +55 (+20 Ranks,+5 Wis,+30 Enchancement,+2 Racial)
Listen +25 (+20 Ranks,+5 Wis,+2 Racial)
Move Silently +63 (+20 Ranks,+13 Dex,+30 Mantle)
Surviwal +25 (+20 Ranks,+5 Wis)
Craft(Bowmaking) +39 (+33 Ranks,+6 Int)
Ride +44 (+31 Ranks,+13 Dex)
Use Rope +33 (+20 Ranks,+13 Dex)
Handle Animal +16 (+11 Ranks,+5 Cha)
Intimidate +20 (+11 Ranks,+5 Cha,+4 feat)
Jump +37 (+11 Ranks,+6 Str,+20 Competence)
Swim +17 (+11 Ranks,+6 Str)
Profession: Soldier +10 (+5 Ranks,+5 Wis)
Knowledge: Planes +11 (+5 Ranks,+6 Int)

Spells per day: 4/4, Caster Level 2, DC 16 + Spell level

Spells prepared: 0: Slash Tongue, Unnerving Gaze, Arcane Mark, Prestidigitation.
1: Feather Fall, True Strike, Shield, Seething Eyebane.

Spells Known: Feather fall, Erase, True Strike, Shield, Drug Resistance, Death Grimace
Charm Person, Cheat, Seething Eyebane, Magic Aura, Burning Hands.

Equipment: ( 4,725 gp left) load: L 173/M 346/H 520
Tenacious and Permament Arcane Sight (Caster Level 21, 11,090 gp)
Tenacious and Permament Read Magic (Caster Level 21, 7,750 gp)
Tenacious and Permament True Seeing (Caster Level 21, 34,810 gp)
Tenacious and Permament Bear's Endurance (Caster Level 21, 17,090 gp)
Tenacious and Permament Bull's Strength (Caster Level 21, 17,090 gp)
Tenacious and Permament Cat's Grace (Caster Level 21, 17,090 gp)
Tenacious and Permament Eagle's Splendor (Caster Level 21, 17,090 gp)
Tenacious and Permament Fox's Cunning (Caster Level 21, 17,090 gp)
Tenacious and Permament Owl's Wisdom (Caster Level 21, 17,090 gp)
Vile, Sonic Burst, Mighty +6 Composite Longbow of Collision, Distance and Ruin +1
(1,001,000 gp)
Andamantite Keen Rapier of Souldrinking +5 (203,015 gp)
Inherent Bonuses (687,500 gp)
Quiver of lies (12,000 gp)
Boots of Swiftness (256,000 gp)
Figurine of Wondrous Power, Obsidian Steed usable 5 times per week (147,500 gp)
Mantle of Great Stealth and Resistance +5 (317,000 gp)
Weaponbreaking Ring of the Vile Weapon (630,000 gp)
Ring of Regeneration, Sustenance and Protection +5 (168,750 gp)
Gem of Psychic Poison and Wound Closure (40,500 gp)
Amulet of Natural Armor +5 (50,000 gp)
Braces of Armor +8 and Greater Archery (101,500 gp)
Mithral Ranged,Animated Heavy Shield of Arrow Deflection and Greater Fire Resistance +5 (167,020 gp)
Ear ring of Exquisite Pain(8,000 gp)
Bag of Holding I (2,500 gp)
Monk's Belt (13,000 gp)
Vasharan Worm Pod (35,000 gp)
Ear Studs of Hellbreath (35,000 gp)
Eyepatch Eagle's Eyes +30 Competence bonus to Spot(90,000 gp)
Spellbook (100 gp)
Andamantite, Glamered and Exalted vest of Soulfire,Greater Lighting Resistance and Etheralesness +1 (184,700 gp)

Outlook:Resembling more savage orc rider in his apperance, than descendant of noble elven race Sindol's appearance and behavior is passionful and extreme. His eyes colder and more callous than those of the viper, face twised almost constantly in bored comtempt for everything he sees. He moves like predator ready to strike, some compare him in his savageness to primal feriocity of dragonkind. His golden skin bears marks of many battles, in his hair there are intervowen shrunk skulls of his impressive foes, including powerful fiends and several dragons.

Personality: Detached and callous Sindol seems alvays as if not impressed with his surroundings, wich is quite easy for someone as old. In his long years he fought for almost any cause possible and is little bored with enthusiasm showed for falsehoods and foolies shown by others. In his words, if he bother to speak lingers intensity dreadful for those wise enough to realise it. He thought that nothing could suprise him, until he heard of destruction of his homeworld. And this ... event ... pissed him. Suprised him. He felt anew, his slaves filled with dread and excitment. When lord Blackstorm is aroused, he is deadly dangerous.


Background: Born in perfect and extremly boring Golden Empire, where everything was harmonious. Evil and goodness treated as personal quirks ... and then, he wanted something more than just live his life for his family and mother, many of his brothers and sisters were contet with that. Serving the Empress ... bah ! Then he wouldn't differ from this animated statue, that is accompanying his mother as her personal bodyguard and champion all the time.Nothing was changing there ... and his only passion was warfare. His first tutor was Tsunami, who were mercilessly humilating his pride time and time again ... He never was able to defeat it ! Despite fact that he managed to became second best warrior in the whole empire. But nobody, even whole armies of demons couldn't stop Tsunami. Fools were whispering that she is, in fact, embodiment of war spirit of their homeland. Sindol frustrated with his weakness turned to wizardry, just to find a way of defeating his tutor. Quickly he realised that magic isn't as funny as he thought, and to great suprise of Empire's Archmages ... quit the elite Academy, as the only student who did it of his own will. Frustrated, he entered border patrol forces and was reliving his boiling fury on trepassers and foes. Slowly he started realising his archery potential ... not to mention that his innate power were expressing itself troug his skills. He knew how to mark arrows with his personal magic. Ultimately, he grew bored with small battles of his homeland, and emigrated into the Planes. Empress blessed him powerfully, wich untapped his inner powers and make him understand his full capabality of achieving everything. He left his family without second thought or any remorse, fully knowing that his self banishment wounded his whole clan and utmostly his mother. As if he cared. For several centuries ... or thousands of years ? Who would remember tiny details ? He ventrued here and there, roaming lower planes and passing by City of Doors ... mostly absorbed with his mercenary career within Blood War. One of his few pleasures was fighting and he was alavays eager to please himself. He admired disciplined ranks of devils, even while cutting them like scythe trough grass ... Or in a heat of the moment, turning against his earlier allies and slaugtering so many demons that everybody around were wenting frenzied from bloodlust. Resting afte particularly fruitious contract, during wich he acquired big booty that he already spent on luxuries and fun in Sigil, he overheard about the reasons of the newest riot. Endless Falls were destroyed ! Emotions flooded him, like never before ... Tsunami, invicible warrior ... failed to defend his mother ?! Enraged he summoned his closest minions, leaving rest of his army in the clutches of devils who seized opportunity and slaughtered them without mercy. Ordering his servants to posess his weapons, he rode Voidmaw into the Astral ... directing his seemingly long lost feelings toward his destroyed homeland.
 
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Brother Shatterstone

Dark Moderator of PbP
Euandra Skyblossom: Half-Celestial Nymph/Female (Aerial Avenger/Holy Liberator)

Euandra Skyblossom
Female Half-Celestial Nymph Holy Liberator 5/ Fighter 2/Cleric 1/ Ranger 3/Templar1/Foe Hunter 1


Total effective level: 30
Alignment: Chaotic Good
Height: 6’ 1”
Weight: 143 lbs.
Hair: Straight Blonde
Eyes: Sage Green
Age: Ageless? (Appears to be late 20’s)

Strength: 28 +9 [12, +4 Racial, + 5 Inherent Bonus, +6 Enchantment Bonus, +1 Level Ability Bonus 16th]
Dexterity: 36 +13 [17, +8 Racial, + 5 Inherent Bonus, +6 Enchantment Bonus]
Constitution: 34 +12 [14, +6 Racial, + 5 Inherent Bonus, +6 Enchantment Bonus, +1 Level Ability Bonus 4th]
Intelligence: 28 +9 [16, +8 Racial, + 4 Inherent Bonus]
Wisdom: 24 +7 [12, +10 Racial, +2 Inherent Bonus]
Charisma: 46 +18 [17, +12 Racial, + 5 Inherent Bonus, +10 Enchantment Bonus, +2 Level Ability Bonuses 8th, 12th]

Class and Racial Abilities
Nymph +6 Dex, +2 Con, +6 Int, +6 Wis, +8 Cha; Blinding Beauty (Fortitude DC: 37); Stunning Beauty (Fortitude DC: 37); Unearthly Grace, Wild Empathy +9 (+27) (Synergy from Handle Animal Skill), +8 to Swimming Check and can take a 10 even if distracted or endangered; Dimension Door 1/day; Spells (Divine as a 7th level Druid); Low Light Vision, Damage Reduction 10/Cold Iron

Half-Celestial – +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha; Natural Armor +1; Wings (60’ ft. Good Maneuverability) Smite Evil 1/Day (+19 to Damage vs. Evil Aligned); Daylight (At Will); Spell Like Abilities: Protection from evil 3/Day, Bless, Air, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word, Holy Aura 3/day, Hallow, Mass Charm Monster, Summon Monster IX (Celestial only), Resurrection; Darkvision (60 ft); Immunity to Disease, Resistance to Acid 10, Cold 10, and Electricity 10; +4 on Fortitude Save against Poison; Damage Reduction 10/Magic, Spell Resistance: 29

Cleric – Simple Weapons, Light, Medium, and Heavy Armor, Shields, Exotic Weapon Proficiency: Bastard Sword; Weapon Focus: Bastard Sword; Turn Undead (18/Day); Aura (Chaotic Good); Spontaneous Casting (Heal); Domains: War and Protection

Ranger – Simple and Martial Weapons, Light Armor, and, Shields; Favored Enemy: Evil Outsiders (+2 to Bluff, Listen, Sense Motive, Spot, and Survival); Track; Wild Empathy +11 (+29)

Fighter – Simple and Martial Weapons, Light, Medium, Heavy Armor, and Shields; Two Bonus Feats

Holy Liberator – Simple and Martial Weapons, Light, Medium, Heavy Armor, and Shields; Detect Evil, Resist Enchantment, Divine Grace, Smite evil 1/day (+18 to hit, +5 damage); Turn Undead (18/Day); Immune to Charm and Compulsion

Templar – Simple and Martial Weapons, Light, Medium, Heavy Armor, and Shields; Mettle; Weapon Specialization: Bastard Sword

The Sword of Righteous – Bonus Exalted Feat

Hit Dice: 6d6; 16d8; 8d10; +360 [+30 Belt of Exultant Power]
HP: 574
AC: 49 [all] 50 [designated opponent] (+13 Dex, +11 armor [Mithral Shirt +5*, Mithral Buckler +1*], +18 Defection Bonus [Unearthly Grace], +6 Natural Armor [+5 Amulet, +1 Half-Celestial], +1 dodge bonus [From dodge: One Opponent])
Init: +13 (+13 Dex)
Speed: 60’ ft.; Swim 50’ ft.; Flight 90’ ft. [Maneuverability: Perfect]

* See Equipment for a full list of abilities

Saves
Fortitude +65 [+18 base, +11 Con, +18 Unearthly Beauty, +18 Divine Grace]
Reflex +60 [+11 base, +13 Dex, +18 Unearthly Beauty, +18 Divine Grace]
Will +58 [+13 base, +7 Wis, +18 Unearthly Beauty, +18 Divine Grace, +2 Iron Will] Note: Mettle; Immune to Charm and Compulsion; Resist Enchantment +2

BAB: +14/+9/+4 [+20/+15/+10/+5]
Bastard Sword*: +39/+34/+29/+24 (+20 BAB, +5 Epic, +9 Strength, +5 Weapon) (d10+14/17-20/x2/S)
Spiked Light Mithral Shield*: +39/+34/+29/+24 (+20 BAB, +5 Epic, +9 Strength, +5 Weapon) (d4+9/20/x2/P)
Mighty (+6) Composite Long Bow*: +39/+34/+29/+24 (+20 BAB, +5 Epic, +9 Strength, +5 Weapon) (1d8+11/20/x3/P)

* See Equipment for a full list of abilities

Skills
Balance +35 [0 Ranks, Dex + 13, Synergy from Tumble +2, Competence Bonus from Boots of Swiftness +20]
Bluff +27 [9 Ranks, Cha + 18]
Climb +34 [5 Ranks, Str +9, Synergy from Use Rope +2 (involving ropes), Competence Bonus from Boots of Swiftness +20]
Concentration +33 [21 Ranks, Con + 12]
Diplomacy +43 [21 Ranks, Cha + 18, Synergy from Bluff +2, Synergy from Sense Motive +2]
Escape Artist +13 [0 Ranks, Dex + 13, Synergy from Use Rope +2 (involving ropes)]
Handle Animal +39 [21 Ranks, Cha + 18]
Heal +18 [10 Ranks, Wis + 7]
Hide +34 [21 Ranks, Dex + 13]
Intimidate +41 [21 Ranks, Cha + 18, Synergy from Bluff +2]
Jump +36 [5 Ranks, Str +9, Synergy from Tumble +2, Competence Bonus from Boots of Swiftness +20]
Knowledge: Nature +21 [11 Ranks, Int + 8, Synergy from Survival +2]
Knowledge: Planes +17 [9 Ranks, Int + 8]
Knowledge: Religion +22 [14 Ranks, Int + 8]
Listen +29 [21 Ranks, Wis + 7]
Move Silently +25 [12 Ranks, Dex + 13]
Ride +25 [10 Ranks, Dex + 13, Synergy from Handle Animal +2]
Sense Motive +29 [21 Ranks, Wis + 7]
Spot +24 [16 Ranks, Wis + 7]
Survival +28 [20 Ranks, Wis + 7, Synergy from Nature +2 (in natural environments), Synergy from Nature +2 (on other planes)]
Swim +18 [9 Ranks, Str + 6]
Tumble +44 [9 Ranks, Dex + 13, Competence Bonus from Boots of Swiftness +20]
Use Rope +18 [5 Ranks, Dex + 13, Synergy from Escape Artist +2 (with bindings)]

Feats:
Iron Will (1st feat)
Improved Shield Bash (2nd feat)
Nemesis (3rd feat)
Servant of the Heavens (4th feat)
Track (Ranger)
Rapid Shot (Combat Style Ranger)
Exotic Weapon Proficiency: Bastard Sword (Cleric Bonus)
Weapon Focus: Bastard Sword (Cleric Bonus)
Endurance (Ranger)
Divine Might (5th Feat) [DotF pg. 19]
Two-Weapon Fighting (6th Feat)
Improved Two-Weapon Fighting (Fighter 1st Level)
Greater Two-Weapon Fighting (Fighter 2nd Level)
Divine Shield (7th Feat) [DotF pg. 19]
Gift of Grace (Sword of Righteous)

Languages: Sylvan, Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal

Nymph Spells Per Day: 0 – 6 1st – 4+2; 2nd – 3+2; 3rd – 2+1; 4th – 1+1
Spells Known
Save DC +8

0 – 6 Create Water, Detect Magic, Light, Hygiene, Mending, Learn Heritage
1st – 6 Obscuring Mist, Pass Without Trace, Goodberry, Cure Light Wounds x3
2nd – 5 Lesser Restoration x2, Resist Energyx2, Owl's Wisdom
3rd – 3 Protection from Energy x2, Meld into Stone, Cure Moderate Wounds
4th – 2 ****, *****, Cure Serious Wounds

Cleric: 1st – 1+3
Spells Known
Save DC +8

1st – 3 Bless Weapon x4

Equipment
Read: Tome of Understanding +2 (55,00 gp)
Read: Tome of Leadership and Influence +5 (137,500 gp)
Read: Tome of Clear Thought +4 (110,000 gp)
Read: Manual of Bodily Health +5 (137,500 gp)
Read: Manual of Gainful Exercise +5 (137,500 gp)
Read: Manual of Quick Action +5 (137,500 gp)
Spiked Light Mithral Shield of Exceptional Arrow Deflection +1 (810,030 gp)
Glamered Mithral Shirt (+5) of Heavy Fortification, Acid, Cold, Electricity, Fire, and Sonic (Major Resistance) (433,800 gp)
Boots of Swiftness (242,000 gp)
Headband of Charisma +10 (1,000,000 gp)
Amulet of Natural Armor +5 and Health +6 (104,000 gp)
Belt of Exultant Power (300,000 gp)
Holy Bane (Outsiders, Evil) Aurorum Bastard Sword of Flaming Burst +5 (204,315 gp)
Bracers of Soulfire, Grace, Uncanny Protection, and of Greater Archery (85,600 gp)
Ring of Regeneration and Sustenance (93,750 gp)
Ring of Freedom of Movement and Featherfall (43,300 gp)
Keen Mighty (+6) Serren Composite Long Bow of Seeking, Thundering, Shocking Burst (204,700 gp)
Portable Hole (20,000 gp)
50 Arrows of Flaming (8,000 gp)
Heward's Handy Haversack (2,000 gp)
Quiver of Ehlonna (2,000 gp)

Money
36,105 gp, 0sp

Note – none at this time.

Appearance:

With a dignity and grace that comes from only being very tall, her height comes from her celestial father, and with a physical loveliness that surpasses even her nymph mother’s beauty, though always humble Euandra would never admit or agree to this comparison, Euandra is a daunting figure that few other can turn their eyes from yet alone ignore. Her most dominate feature is a pair of snowy white feathery wings, which are powerful enough to propel her rapidly through the air, that jet out from her back but even her sage green eyes are noteworthy for the intelligence and passion they possess. With her straight blonde framing her angular fey face, which lightly touched behind slightly pointed ears while also being held out of her face with a gold and silver headband, and with her armor glamered into a dress more fitting for a nymph in her grove than a battle field Euandra often looks out of place while smiting her enemies.

Personality:

Euandra’s personality is a unique blend of her parents’ personalities, she posses the courage and zeal of her father and her mother’s chaotic passion, that for the most part, has so far served her well in life and as a loyal servant of Jun-Ta. Though Euandra has never mentioned it, or even suggested it as she dearly loves her mother and would never want to hurt her feelings, Euandra wishes that she didn’t posses her mother’s chaotic nature, it makes her quick to love, quick to a fight, even quick to judge, and in Euandra’s mind this is why Jun-Ta has never allowed her to become one of his celestial paladins like her father is, who she worships as second to only Jun-Ta. It might not seem like it but Euandra is quite proud to be the daughter of her mother, and of the chaotic nymph blood that flows through her, as few doubt that its her chaotic nature that gives her a loyalty and love of Jun-Ta that few possess. Most see Euandra as a compassionate, humble, smart, but most importantly as someone who only wishes to do good, and as someone who strives to leave the world in better shape than which she was born to.

Background:

When Chassen, a celestial paladin and servant of Jun-Ta,

Magic Items of Note:

Belt of Exultant Power

Continuous Persistent Divine Power caster level 30: 300,000gp

(+6 Enhancement to Strength, Changes BAB to 25, +30 HP)

Demrian Kairn had seen too much. Though he was just a lowly assist to the Royal Treasurer, he had stumbled upon the Queen and the Royal Champion in each other’s arms. Not knowing any better, he had told the King, who confronted his disloyal wife in open court. The Queen called Demrian a liar and demanded that her honor had been violated. Of course there was only one way to satisfy such an affront, a duel.

So the next day, Demrian Kairn, accountant, was to face the Royal Champion, the greatest warrior of the land in mortal combat. That night Demrian prayed to Vol Shaido, the god of Justice to guide him in what he should do. In the morning he found the belt lying next to a remarkable sword.

The belt itself looks like nothing more than a finely tooled weapons belt, but it give anyone who wearing it the skill of a master.
 
Last edited:

Zack2216

First Post
Su'ryuu Millixon, level 27 wilder, female human half red dragon
Experience: 443,000 gained, 45k xp spent to reduce Half-dragon ecl by 3, 398,000 xp to hit level 28
Alignment: Lawful Evil
Height: 6'2"
Weight: 133 lbs
Hair: Black
Eyes: Fire red
Age: 23
Type: Dragon

Strength: 38 [roll 14 +8 half-d +1 level +5 inherent +6 bracers of supreme might +4 size]
Dexterity: 26 [roll 13 +5 inherent +8 boots of the swift lion]
Constitution: 28 [roll 13 +2 half-d +5 inherent +6 bracers supreme might +2 size]
Intelligence: 20 [roll 13 +2 half-d +5 inherent ]
Wisdom: 16 [ roll 11 +5 inherent ]
Charisma: 36 [roll 13 + 2 half-d +6 level +5 inherent +10 cloak of epic charisma]

Racial Abilities
Human: +1 feat at 1st lvl, +4 s.p. at 1st lvl, +1 s.p. at each level after 1st
Half Red Dragon: 1/day breath weapon, 30 ft. cone, 6d8 fire damage, ref DC 19 for half; 60 ft. darkvision and low-light vision; immune to fire, sleep, and paralysis

Class abilities
Psychic enervation
Wild Surge +8
Surging Euphoria +4
Volatile mind (6 power points)
Elude touch
evasion (ring of the avians)

Combat Statistics
HP: 336 (28d6+252)
AC: 47 (10 base +8 dex +4 nat +21 inertial armor +4 enh. to nat. arm.-1 size +1 haste), 35 touch, 39 Flat-footed
Initiative: +8 (+8 dex)
Speed: 60 ft.

saves:
Fort +24 (+6 base +4 epic +9 con +5 r.o.r.)
Ref +23 (+6 base +4 epic +8 dex +5 r.o.r. +1haste)
Will +24 (+12 base +4 epic +3 wis +5 r.o.r.)

Base attack bonus/grapple: +19/+14/+9; +33
Full Attack: Shadowfell +34/+34/+29/+24, 3d8+27 and 4 con damage and 2d4 negative levels; and bite +28, 1d8+7

Skills:
Autohypnosis (wis) +36 (31 ranks, +3 wis, +2 syn)
Balance (dex) +57 (10 ranks, +7 dex, +40 b.o.l.s. +2 syn)
Bluff (cha) +33 (20 ranks, +13 cha)
concentration (con) +40 (31 ranks +9 con)
craft (weapons) (int) +10 (5 ranks +5 int)
escape artist (dex) +38 (31 ranks +7 dex)
intimidate (cha) +35 (20 ranks, +13 cha, +2 syn)
knowledge (psionics) (int) +20 (15 ranks +5 int)
listen (wis) +21 (18 ranks +3 wis)
psicraft (int) +38 (31 ranks +5 int +2 syn)
sense motive (cha) +23 (20 ranks +3 wis)
spot (wis) +18 (15 ranks +3 wis)
Tumble (dex) +55(8 ranks +7 dex +40 b.o.l.s.)
Climb (str) +54(+14 str +40 b.o.l.s.)
Jump (str) +68(+14 str +40 b.o.l.s. +2 syn +12 move)

Feats:
1-psionic prodigy (cha)
1-empower power
3-exotic weapon proficiency (dwarven waraxe)
6- expanded knowledge (metaphysical weapon)
9-mind over body
12-expanded knowledge (schism)
15-psionic meditation
18- expanded knowledge (fission)
21-quicken power
24- power knowledge (mind wipe + energy push)
27- automatic quicken power

Languages known: Common, Draconic, Rokugan

Psionics (28 man. level, 483 pp, save dc 24 +power level)
1-Vigor, inertial armor, metaphysical weapon
2-sadism, energy stun, energy push
3-telekinetic thrust, touchsight
4-dimension door, schism
5-adapt body
6-temporal acceleration
7-fission
8-mind blank, psionic
9-assimilate

Equipment:
gp: 68,674gp
Books of bodily health, gainful exercise, quickness in action, clear thought, leadership and influence, and understanding +5 (+5 inherent bonus to each stat, 825000 gp)

Shadowfell: +1 large deep crystal dwarven waraxe of collision, greater wounding. Targets dealt damage also gain 2d4 negative levels. Each negative level grants the weilder 5 temporary hps. 1 day after being struck, the subject must make a fort save dc 25 for each negative level or lose a level. If this sword's power causes a character to have negative levels atleast equal to her current level, the character is instantly slain, and the wielder gains an additional 10 temp hps. Temporary hps last 1 hour. (527,360 gp)

Boots of the Swift Lion (1,232,000)
+30 competence and +10 insight bonus to jump, tumble, balance, and climb
continuous haste, use activated psionic lion's charge (apon charge)
+8 enhancement bonus to dexterity

Bracers of Supreme Might (468,000 gp)
+6 enhancement bonus to strength and con, and a continuous righteous might effect (+4 size bonus to strength, +2 size bonus to constitution, +4 enhancement bonus to natural armor, 3/good damage reduction)

Torc of epic charisma +10 (1 mill. gp) (takes up amulet slot)

Ring of the Avians (28,300 gp)
evasion +continuous featherfall effect

ring of resistance +5 (25 k gp)

2 tattoos of body adjustment (psychic warrior), manifester level 7 (heal 3d12 each), 1400 gp

Psicrown of the Traveler (80,156 gp)
has 750 power points, has the powers Astral traveler, dimension door (psionic), teleport (psionic), and greater teleport (psionic)

Dorje of Plane Shift, Psionic (33,750 gp)
50 charges

Bag of Holding (type 4) 10 k

Description: Su'ryuu's Red Dragon heritage isn't as pronounced as most other half dragons. Her right arm is abnormally larger than the other, and has ruby red scales running up and down it, ending in a great clawed hand. Her left is otherwise normal, excluding her 4 inch long claws extending from her fingers. She has Red scales running from her right shoulder across the top half of her chest and up her neck, stopping midway at her cheaks, but not marking her chin. She has draconic clawed feat, and her legs are draconic up to an inch or so beneath her kneecaps. She has the eyes of a Great Wyrm Red dragon, glowing pools of fire and magma that erupt with blazing psionic energy whenever Su'ryuu manifests her powers. She has ash black hair that changes at the tips to a dark red, like cooling lava red. She wears loose fitting warriors clothes in shades of red and orange, the colors of her court.

Origin:
The Great Wyrm Red Dragon named Tzerelixion, like most other dragons of his ilk, demanded regular sacrifices, usually taking handful's of virgin maiden's every other month or so when he didn't demand cattle or other herd animals.
However, centuries of the same practice can get borring, but that was barely a hint at the back of his mind, what with the regular heroe's raiding his illustrious lair, failing only to be killed and their gear sold back to the town at market price. He knew how to fill his lair, and had been doing so for hundreds of years, until one curious day...

"Good afternoon, Tzerelixion." He hadn't noticed him come in. But that didn't matter. He immediately drew breath, and unleashed a torrent of wicked flame to silence the intruder. "Please, I have better things to do then to kill adventurers..." "Ah, but I am no adventurer." Tzerelixion, surprised, "What? Ok, you have some good protection there, what do you want? You have my attention" He said, thinking to himself to dispel whatever protections he had as soon as his breath weapon was usable again. "Please, I am immune to whatever assualt you could attempt. However, I am not here to releave you of your treasures. I am here to make a proposition. But let me ask you a question. Aren't you bored of all this?" Tzerelixion thought for a moment, and the seed was sown. "If answering this will get rid of you, then yes, I am a little tired of the same thing day afterday. I've already raised a family, but my mate left me some time ago, I here she was killed by dragon slayers. Since then, it's been the same thing, day in and day out. Now, be gone, I'm quite fine with my circumstance." But, the stranger reply's "Ah, but that is where you are wrong. I'll wager with you. I will double your current horde if you can sway the king's daughter without the use of magic, and produce a child." To which Tzerelixion answers "And if I don't?" "You will lose nothing. I just wish to make mischief, and I was always a fan of romance." "Well then, can I atleast alter my appearance to match that of her race?" "Yes, of course, I wouldn't deny you that." and at the finish of his final statement, the stanger disappeared.

It took several years, but Tzerelixion eventually wood the princess with gifts of treasure, magical parlor tricks, and great charisma. As soon as Tzerelixion married her and took her in the bed chamber, he disappeared, satisfied that he had completed his side of the wager. When He returned, he found that the stanger had kept his end, and the dragons horde was doubled. However, those years spent with his wife had changed him. He decided that while he would leave the humans to do as they will, he would bless his child.

With the birth of the child, the mother, who had grown bitter and depressed since the disappearance of her husband, had grown addled with the intense grief of her loss, and the pain of the coming child. On her death bed, the night the child was born, the only word that escaped her mouth when she laid her eye's apon the child "Red." The name stuck, because the girl child had a red scaled right arm, and red reptillian eyes.

Tzerelixion caught wind of his child's birth, but didn't want to reveal that it was his child. He disguised himself as an aged sorcerer, come to bless the child. But when he had come to view the child, something seemed, off. He didn't sense any of the arcane, sorcerous power that is usually linked with chromatic dragon offspring. Saddened at this, he cast a couple spells and went on his way. It would be years before he would visit the child again.

In the mean time, Red had a troubled upbringing. Her parents resented her, because it had been revealed to them that she has a red dragon's blood in her, possibly that of Tzerelixion. They also resented her because she was an abandoned child, and when they looked at her, they were reminded of a grieving daughter that lost her sanity and her life because of this child.

She grew fast, and was very intelligent. She learned quickly of her parent's resent for her, and vowed that her parents would recognize her, one way or another. She was 10 before she was visited by her father again, who wisked her away for a year on threat of destroying the entire country. The parents didn't care, and were glad to be rid of her. In that year, she learned that Tzerelixion was her father, not some terrible beast that consumed maidens for sport. She found comfort in the power promised to her by her father, and so they began planning. Red found that while she had no arcane talent, she did have psionic talent, that was fueled by the rage and torment of an unloved daughter.

In that year, Red had traveled the planes, met Crystal Dragons that had given her excelerated training. One month before she returned, she found her way to the Falls, where she had finished her training.

Standing outside her home's city walls, she sent a short message to the king. "In death, I shall know your love." As soon as he finished the letter, the city was being seiged, not by one woman, but by an army of them, moving around instantly from place to place unleashing terrible havoc apon the city. The king, watching his city, not knowing what could cause this, suddenly saw his daughter, now grown. "Red." "No grandfather, Su'ryuu, The Red Dragon." Her eyes now blazing with psionic might and great rage, she shattered his mind and sent him to one of the infinite layers of hell. Her heart full of joy, with the aroma of burning bodys and screaming commners all around, she finally, for the first time in her life, knew joy. "Well, time to finish what I started."

And so, the nation of Draxan had been established. She had either slaughtered or subjigated all in her country that didn't have any draconic heritage. Her main metropolis of Crimson was entirely populated by half dragons of all kinds. He had no need of an army, because she was her own. Able to solve conflicts in only one or two days, she was easily able to conquer the weaker surrounding lands. "I see you have made well for yourself." A stranger stated. After sending a great ball of energy through the stranger, she noticed something odd about him, it was as if he were an apparition. "Who are you?" "I am a friend of your fathers. You know, the gods are getting worried, and I have come back to take my gift." With a simple snap, he disappeared. I feel strange... After trying out most her powers, she had assumed nothing had changed, until she had tried to duplicate herself at the scale she had used to conquer entire nations. She had lost her ability to do so. Immediately, there were great beams of light, shining and bringing with them utter destruction, all across the country side. Wherever they touched, be it woodland, mountain, cottage or iron wall, nothing was left but leveled blasted landscape. "I see that I am losing more gifts than one. I hope to see you again, father." And as her sight faded out, a great beam of light disintigrated her citadel before her eyes.
 

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