Dead Legends

Dharuhk Svahre

First Post
Alrighty guys, I want you to post up your characters now, and then post an entrance into the in game thread. Don't worry if your character is not 100% finished, I just want to get the roleplay and setting going.
 

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Nephtys

First Post
Almost done

--​

Shahaza​

[sblock=Background]

Part 1 or 2

She stood upon the broken plane of Avernus, surveying a field of carnage. Endless rows of fiends and mortals surged forth beneath her, crashing into her enemies. Expendable. They would die killing diabolic shock troops who were themselves expendable to their master, the Lady Zariel of the First. Somewhere beyond those lines her true enemy hid, cloaked in magic. And killing her would not only win the battle but this entire stage of the endless Blood War. Unlikely as that would be, her schemes had made it a possibility. Diplomacy could someimes win greater victories than any battle.
But this battle was more than a distractrion, her enemies had important resources here in the Golden Forges of Kagat and looting them would take her closer to victory. The Diabolic line rolled back, putting her vanguard in the beginning of a bulge that would surely turn into an encirclement. She sneered. Her opposing general thought her a fool, and he could go on thinking that for a while longer. The loss of a few thousand Dretches, Manes, Rutterkin and Mortals would weaken her less than overconfidence would weaken the Baatezu. Devils were predictable when you understood their way of thinking. They would crush her vanguard, and were surely already moving up hidden troops to attack her flanks and rear. When she moved to protect her flanks they would commit their fliers and then their elite reserves. She shook her head. Her flanks would hold longer than their apparent strength would indicate, her center was unassailable (unless her opponent had the mind of a Demon), and her back protected by a few unpleasant surprises. Her opponent thought that he had chosen the site of this battle. He was mistaken.
They moved sooner than she had expected. So much the better. Fighting a Demonic army on the defensive must have unnerved them. Before the jaws of the enemies trap closed on a near third of her shock troops she felt the report of Asenavi the Merciful, her Captain of the Left. She was under heavy attack by a sizeable force of Hamatula and Barbazu, joined by a company of Osyluth and an elite core of Cornugons. It was a force designed to cut trough the corps of Babau, Bar Igura and Hezrou it attacked and in time it would. Even the skill of her officers could only delay the end. But that would have to be enough. A brief command sent a fraction of her reserves to their aid. That, and the strength of the demonic resistance would convince the enemy general that she had committed a major portion of her strength there. That and - silence.
So, her enemy had some tricks of his own. Several spellcasters of not inconsiderable level if they could act on such a scale. Lieutenants on the edge of the flank confirmed her suspicions, as did a dark miasma on the horizon. No demon would leave that part of the battlefield alive, blocked off from teleportation, burning in black flames and under assault by a force a fraction the size of their own but a dozen times their power. It wouldn't be long before the enemy would commit that force again to another part of the battlefield, all but undamaged by her defenders. She ground her teeth. Never underestimate a Devil. Now the real battle would begin and the pace shift to lightning strikes.
In the center of the battlefield the two vanguards battled on, all but irrelevant to the final outcome. Daiasath the Bold had done well in that ungrateful role, breaking the encirclement, reuniting her two forces of rabble and cutting off a slice of the enemy's rabble in the process. Clever girl, too bad her disloyalty was so obvious. Still, if she survived this she would deserve a promotion for that feat alone.
The strength of the enemies assault on her flank meant that a significant portion of their mobile forces were committed there. That would make this the perfect time to go on the offensive. Sending her center forward like an avalance in a pincer movement around the blood drenched vanguards and her right flank moving with unnatural speed into the surprised enemy Left she signalled open desperation to her unknown opponent. A feint, but not one he could afford to ignore. The attack would cause a ripple in the lines of her foes, a wave of communication that could be read and traced to their source. And then...
"My Lady," a tiny mortal in a dirty cloak, a Halfling or perhaps a Gnome if such distinctions mattered, spoke out in a weary but triumphant voice. "I believe I have found him and I know his defenses." He coughs, expelling blood and viscera, only some of it his own. "Now, can I have More?" "You can have all you desire, once our victory is complete. Those were the terms of your contract, and far more generous than you deserve. Ready yourself, and your acolytes. The time has come."
Space folded and she stepped trough. To the chanting chorus of a hundred mortal casters, the roaring of the Horde and the shrieking noise of layers of magic wards ripped apart she committed herself and her elite guard to combat. There stood the enemy general, a Pit Fiend towering over all others in the great hall, fury radiating from him in palpable waves. "Filth! Incompetent traitors!" She gave him no more time to curse his troops. With a hiss she crossed the space between them and her many weapons clashed with his flesh. He did not last long.

2/2 (unfinished)

Trough some intrigue and support from her victorious army she manages to briefly become the ruler of a level of the Abyss (let's say nr 1351). While she struggles to maintain control of her realm it's invaded by another Lord. Betrayed, she's defeated in battle, captured and put to death. A long drawn out death that makes her question her alignment. Then, some 3400 years later, she awakes in the strangest of circumstances.




[/sblock]

[sblock=Appearance]
Marilith_by_kerembeyit.jpg

[/sblock]


[sblock=stats]
LA 10 / Marilith 16 HD / Fighter 2 / Marshal 1 / Monk 1

AL: LE HT: 10 ft, 22 with tail WT: 4000 lbs


90 points........base..race level Inherent Enhancement Special
Str....47/+18...17....+18..+1... +5....... +6
Dex...36/+13...17....+8..........+5........ +6
Con...42/+16...13...+18.........+5........ +6
Int....32/+11...13....+8..........+5........ +6
Wis...32/+11...13....+8..........+5........ +6
Cha...42/+16...17...+14.........+5........ +6


HP: 422 (8 + 94 + 320) (8 + 15d8 + 2d10 + 1d8 + 1d8 + 20x16)

AC: 70 (10 + 13 dex + 8 armour + 16 nat armour + 5 natural armour enhancement + 5 Deflection + 11 wisdom +2 sacred)
Touch AC: 41
AC at full use of defending weapons: 75 (70+5)
Touch AC at full use of defending weapons: 46 (41+5)

Saves:
For: 38 (10 Outsider +3 Fighter +2 Marshal +2 Monk +16 Con +5 resistance)
Ref: 30 (10 Outsider +0 Fighter +0 Marshal +2 Monk +13 Dex +5 resistance) + Evasion
Will: 30 (10 Outsider +0 Fighter +2 Marshal +2 Monk +11 Wis +5 resistance)

Init: +24 (13 dex +2 typeless +2 typeless +5 insight +2 luck)
Space/Reach: 10 ft./10 ft.


Bab: 18
Grapple: +41 (18 bab + 19 str + 4 size)
Attack +42 (18 bab + 19 str +5 weapon)

Attack +42 (18 bab + 19 str +5 weapon)

Full Attacks

Primary hand
1: +42/+37/+32/+27
Large Mithral Scimitar +5 , Bodyfeeder, Valorous, Keen
Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + Valorous (x2 on Charge) + Critical hit effects (Bodyfeeding)

Secondary hand
2: +42/+37/+32
Large Alchemical Silver Scimitar +5, Defending, Bodyfeeder, Keen
Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + Critical hit effects (Bodyfeeding) + Defending

Teriary Hand
3: +42/+37/+32
Large Mithral Scimitar +5 , Bane (Evil Outsiders), Heavenly Burst, Keen, Stunning Surge (Fort DC 41 16/day)
Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (Evil Outsiders) + Critical hit effects (3d6 vs Evil)

Quaternary Hand
4: +42/+37/+32
Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Keen, Heavenly Burst
Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (good alignments) + Stun DC 36, 16/day + Critical hit effects (3d6 vs Evil)

Quinary Hand
5: +42/+37/+32
Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Keen, Heavenly Burst
Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (good alignments) + Stun DC 36, 16/day + Critical hit effects (3d6 vs Evil)

Senary Hand
6: +40/+35/+30
Halberd of Vaulting +2
Damage: 1d10+19+2+3 /20x3 + 16 Fire
Special: HoV gives x2 damage with all weapons on charge

Tail slap: +37
Damage: 4d6+38+3 + 16 Fire + Improved Grab (free action grapple on hit with tail)



Skills (Total/Ranks) 348 [8x4 + 8x15 + 2x2 + 4x1 + 4x1 + 8x23] [Max rank 23]

...................................................(HD+Fighter+Marshal+Monk+Ability+Racial+Feat+Item+Synergy)
Bluff.........................................48 (19+0+3+0+16+0+0+10)
Concentration............................38 (19+0+0+1+18+0+0+0)
Diplomacy.................................55 (19+0+3+1+16+0+2+10+2+2)
Disguise....................................37 (19+0+0+0+16+0+0+0+2)
Hide.........................................40 (19+0+0+1+10+0+0+10)
Intimidate.................................43 (19+2+1+0+16+0+0+3+2)
Listen.......................................42 (19+0+3+1+11+8+0+0)
Move Silently.............................35 (19+0+0+1+10+0+0+5)
Search......................................35 (19+0+0+0+11+0+0+5)
Sense Motive.............................34 (19+0+3+1+11+0+0+0)
Spellcraft..................................34 (19+0+0+0+11+0+0+0+2+2)
Spot.........................................42 (19+0+3+1+11+8+0+0)
Survival.....................................37 (19+0+0+0+11+0+0+5+2)
Use Mag Dev..............................35 (19+0+0+0+11+0+0+3+2)
Handle Animal:............................22 (0+3+0+0+16+0+0+3)
Jump:........................................71 (0+21+0+1+19+0+0+30)
Knowlege (the Planes):.................31 (19+0+1+0+11+0+0+0)
Knowlege (religion):......................20 (0+0+0+9+11+0+0+0)
Perform (Sing):............................26 (0+0+0+0+16+0+0+10)

Class Skills:
Marshal
Bluff, Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Monk
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Fighter
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).


Feats [7+2]
Power Attack, Power Lunge, Leap Attack, Improved Bull Rush, Shock Trooper, Multiweapon Fighting [Note: Mariliths gain no penalty for off-hand attacks], Improved Multiweapon Fighting [+1 offhand attack/hand], Greater Multiweapon Fighting [+1 offhand attack/hand], Hand of Osano Wo [Full str bonus to all attacks]

Additional Feats/Class Features:
Skill Focus (Diplomacy), Stunning Fist, Unarmed Strike, Minor Aura (Over the Top).

Power Lunge
Type: General
Sources: Enemies and Allies
Ghostwalk
Sword and Fist
Your ferocious attack may catch an opponent unprepared.
Prerequisite: Base attack bonus +3, Power Attack.
Benefit: A successful attack roll during a charge allows you to add double your normal Strength modifier to the attack's damage, regardless of whether you're using one- or two-handed weapons. You provoke an attack of opportunity from the opponent you charged.

Leap Attack
Type: General
Source: Complete Adventurer
You can combine a powerful charge and a mighty leap into one devastating attack.
Prerequisite: Jump 8 ranks, Power Attack.
Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. (Erratad to x4 for two-handed weapons)
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

Shock Trooper
Type: Tactical
Source: Complete Warrior
You are adept at breaking up formations of soldiers when you rush into battle.
Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same rime, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
Special: A fighter may select Shock Trooper as one of his fighter bonus feats.




Special Attacks
Constrict 4d6+38+3+16fire, improved grab, spell-like abilities, summon demon

Special Qualities
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Constrict (Ex)
A marilith deals 4d6+38+3+16fire points of damage with a successful grapple check. The constricted creature must succeed on a DC 29(10+19) Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities
At will—align weapon, blade barrier (DC 32), magic weapon, project image (DC 30), see invisibility, telekinesis (DC 31), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 34). Caster level 16th. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 16th).

Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats
In combination with its natural abilities, a Marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
[/sblock]

[sblock=Equipment]

Head:
* Circlet of Persuasion: 6,750gp [4,500x1,5]
* Greater Choker of Eloquence (Complete Adventure): 36,000gp [24,000x1,5]
* Cowl of Warding (Magic of Faerûn): 200,800 gp
-- 243,550 gp
(+ 3 competence bonus on charisma checks)
(+ 10 diplomacy, +10 Bluff, +10 Perform(Sing))
(The wearer of the cowl is protected by a mind blank spell. and acts as if wearing a ring of freedom of movement. It also turns six levels of spells per day as the spell turning spell)


Eyes:
* Lens of Detection: 5,250gp [3,500x1,5]
* X-ray vision: 25,000gp
-- 30,250 gp
(+5 to Search and Survival)
(On command, the ability to see into and through solid matter. Vision range is 20 feet. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker
substances or a thin sheet of lead blocks the vision.Physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.)

Neck:
* +5 Natural Armour: 75,000gp [50,000x1,5]
* Antimagic Torq (1/day) (underdark): 37,500gp [25,000x1,5]
* Necklace of Adaptation: 13,500gp [9,000x1,5]
* Golembane Scarab: 3,750 [2,500x1,5]
* Scarab of Protection: 57,000 gp [38,000x1,5]
* Retributive Amulet (Book of Exalted Deeds): 56,000 gp.
* Heartseeking Amulet (MIC): 4,500gp [3000x1,5]
* Collar of Umbral Metamorphosis (Tome of Magic): 16,200gp [10,800x1,5]
-- 263,450 gp
(The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.)
(The scarab can absorb 12 energy-draining attacks, death effects, and negative energy effects).
(Detect any golem within 60 feet (a standard action). A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage
reduction.)
(+2 sacred bonus to AC. In addition, when the wearer takes damage from a melee attack made with a natural or hand-held weapon, the damage is divided equally between the attacker and the target. If the
damage is an odd number, the extra point of damage goes to the attacker.)
(Touch Attack with weapon 3/day)
(Gain the Dark creature template for 10 min a day: +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, ex. ability to Hide In
Plain Sight.)

Shirt:

Body: Clothing

Waist:
*Belt of Magnificence (Miniatures Handbook): 200,000gp
*Belt of Battle (MIC): + 18,000gp [12,000 x 1,5])
-- 218,000 gp
(+6 to all stats)
(3 charges/day, 1 charge:move, 2 charges:Standard, 3 charges: Full Round.)

Shoulders:
*Epic Cloak of Spell Resistance: 290,000gp
*Elvenkind: 3,750gp [2,500x1,5]
*Resistance +5: 37,500gp [25,0001,5]
*Cloak of Stone: Underdark: 31,200gp [20,800x1,5]
-- 362,450 gp
(SR 40)
(+5 competence bonus to Hide)
(+5 resistance to saving throws)
(+5 circumstance bonus on Hide and Move Silently checks, meld into stone spell twice a day)

Wrists:
*Armour +8: 64,000gp
*Deathsrike Bracers (MIC): 7,500gp [5000x1,5]
*Bracers of Blinding Strike: 7,500gp [5000x1,5]
*Counterstrike Bracers: 3,750gp [2,500x1,5]
-- 82,750 gp
(Activation: Swift (mental) When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead
as if they were not immune to such extra damage. 1rd, 3/day.)
(+2 Init, 3/day extra attack)
(2/day free aoo against an opponent who fails to hit you with melee attack.)

Hands:
*Mithral Gauntlets: +1, Eager (+2) (MIC, +2 typeless Initiative bonus, +2 damage to all attacks the first round of combat and surprise rounds), Initiative (Oriental Adventures, 10,000 gp, +2 luck bonus on
Initiative), Warning (+1) (MIC, +5 insight bonus to initiative), Luck (+1) (ExPH, reroll 1/day) -- 60,000 gp
*Gauntlets of War (CC): 15,000gp [10,000x1,5]
*Gauntlets of Rusting: 6000gp [4,000x1,5]
*Glove of Storing: 17,250gp [11,500x1,5]
*Gauntlets of Heartfelt Blows (Dragon #314): 18,000gp [12,000x1,5]
-- 116,250 gp
(+1 damage to melee attacks, +3 if you worship a deity with access to the War domain.)
(Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.)
(On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. A glove can only store one item at a time. Storing or
retrieving the item is a free action.)
(The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (+16). This bonus damage also applies to touch attacks.)

Ring:
*Major Spell Storing (-): 200,000gp
*Evasion: 37,500gp [25,000x1,5]
*Flesh ring of Scorn (MiC) 12,000gp [8,000x1,5]
-- 249,500 gp
(Automatically confirms a critical threat against an opponent 3/day, but also deals 2d6 damage to the wearer)

Ring:
*Ring Of Solar Wings (BoExaltedD): 118,000gp
*+5 deflection: 75,000gp [50,000]
-- 193,000 gp
(Gives Gleaming White Solar wings and the ability to fly at a speed of 150 ft (good maneuverability) and feather fall if removed.)

Feet/Tail:
*Elvenkind: 3,750gp [2,500x1,5]
*Speed: 18,000gp [12,000x1,5]
*Striding and Springing: 8,250gp [5,500x1,5]
*Temporal Acceleration (MiC) 64,500gp [43.000x1,5]
*Boots of Tremorsense (Underdark): 45,000gp
*Tailbands of Impact (Dragon Magic): 9,000gp [6,000x1,5]
-- 148,500 gp
(+5 competence bonus on Move Silently)
(Haste 10rds/day)
(land speed +10, +5 to Jump checks)
(swift action "timestop" 2rds 1/day)
(The wearer can automatically sense the location of any creature or object within 30 feet that is in contact with the ground.)
(Str bonus on tail attacks: x 1-1/2 -> Str bonus x 2.)
Worn items Sum 1,370,450gp /4,300,000gp

Weapons:
4 Large Mithral Scimitars +5(+10) : 202,500gp x4= 810,000gp
1 Large Alchemical Silver Scimitar +5(+10): 201,000 gp
1 Halberd of Vaulting: 20,310gp

Weapon Enchantments:
Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes)
Valorous (+1) (Unapproachable East, doubles weapons damage on a Charge),
Stunning Surge (+1) (MIC, Fort save (DC 10 +1/2 char level + Cha or target is stunned for 1 round, 1+Cha/day.)
Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.)
Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds)

6: Halberd of Vaulting (Arms and Equipment Guide)
(This +2 halberd allows its wielder to make powerful leaping attacks. The halberd of vaulting gives its wielder a +30 bonus on Jump checks and removes the usual maximums for jumping distance. Whenever the
wielder takes the charge action, she may attempt a vaulting charge. If the wielder can make a running high jump at least 5 feet high during the charge, the charge attack deals double damage. To make a
vaulting charge, the wielder must have a clear path through the air to the target.

Weapons Sum: 1031,310gp /4,300,000gp


Misc. Items:

Tomes +5 x6 (read): 825,000 gp
Handy Haversack: 2,000 gp
Portable Hole: 20,000 gp
Cephalometer (Underdark): 36,450 gp
Serpent's Eye (Dungeon #115): 30,000 gp
(Foresight (as the spell) once per day. 50 charges.
Rod of Absorption: 50,000gp
Stone of Good Luck (Luckstone): 20,000 gp.
(Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks)
Dusty rose Prism: +1 insight bonus to AC: 5,000 gp
Antimagic Shackles (Book of Exalted Deeds): 132,000 gp
(These adamantine manacles fit any Small to Large creature and create an antimagic field to a radius of 5 feet when they are fastened. The DC to slip out of the shackles 28, break DC 40 Strength check)
Note: One of the cuffs is always attacked to one of her arms
Mirror of Mental Prowess: 175,000gp
Mirror of Opposition: 92,000gp
Rod Of Security: 61,000gp
Healing Blood Flesh Graft (Lords of Madness, fast healing 2): 182,000gp

Misc items Sum: 1,630,450gp /4,300,000gp


Remaining gold: 267,790gp


[/sblock]
 
Last edited:

Shayuri

First Post
Name: Omega
Race: Warforged
Class/Level: Warlock 30

Description: Omega stands a little taller than an average human at exactly six feet, though it walks with a slight hunch that makes it look a few inches shorter. Its head is set on a short articulated neck that angles forward, furthering the visual impression that the construct is constantly 'leaning forward.' Its arms are long, but spindly-looking. Its right arm has some kind of complicated weapon system built into it. Its left arm has a reinforced forearm brace with a round plate of metal attached. Its legs are more powerful looking, with digitigrade posture and some kind of advanced 'exoskeleton' built around the feet and ankles.

The construct's 'skin' is silvery metal that gleams like quicksilver. Etched into it, all over, are arcane runes that gleam with gentle blue effulgence. Potent abjurations glare out of every one, creating formidable mystic defenses against harm both magic and physical. There are plates and portions which look removable that radiate magic and could perhaps be adapted to serve as magical items for other creatures. It has no mouth, but can speak in a hollow, inflectionless voice. The only facial 'feature' it has are the red eyes that burn out of its angular head.

[sblock=Combat Ministats]AC 44, FF 37, Tou 23 (Incorp Touch 33)
Fort: +29, Ref +31, Will +30 (+13 luck bonus to 1)
DR 9/cold iron
SR 40
Resistance: Fire 10, Cold 10, Acid 30
Fast Healing 3 (Boost to 25 for 5min/day)
HP: 397
Base Atk: +32 rngd tch, 16d6 dmg, 120' rng, x2 on Full Attack
Immunities: Immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain, starvation, thirst, sleep, mind-affecting effects, detection via divinations, grapples, effects that slow or immobilize, critical hits, sneak attacks, surprise, any 'normal' projectile attack (as per arrow deflection).

Special Abilities: Constant True Seeing, Blindsight 60', Recognizes arcane and divine spellcasters on sight and can determine highest spell level they can cast, does not incur AoO due to spellcasting in threatened spaces.[/sblock]

[sblock=Game Stats]Strength (STR) 10
Dexterity (DEX) 36 (18 + 7 level + 5 inherent + 6 enh)
Constitution (CON) 30 (20 +4 inh + 6 enh)
Intelligence (INT) 10
Wisdom (WIS) 18 (16 - 2 race = +4 inherent)
Charisma (CHA) 28 (18 -2 race + 4 inherent + 8 enh)

Alignment: Neutral
AC: 44 (10 +6 dex +10 armor +6 shield +5 deflection, +5 natural +2 insight), Flatfoot 37, Touch

23)
Hit Points: 397
Movement: 30' (30' flight, Good)

Init: +13
Base Attack Bonus: +20/+15/+10
Melee Attack: +20/+15/+10
Ranged Attack: +36
Fort: +29 (+6 base +8 resist +10 Con + 5 epic +1 competence)
Reflex: +35 (+6 base +8 resist +13 dex + 5 epic +2 insight + 1 competence)
Will: +30 (+12 base +8 resist + 4 Wis + 5 epic + 1 competence)

Race Abilities
Construct type, living subtype
Immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened

condition, and energy drain.
Cannot heal damage naturally.
Cannot be healed by Cure spells
Stasis at 0 through -10 HP.
Does not eat, sleep, or breathe.
Composite plating: +2 armor bonus, as light armor.
Light Fortification, 25% chance to avoid critical hits/sneak attacks.
Natural weapon, one slam attack for 1d4+Str.

Class Abilities:
Eldritch Blast 16d6
Detect Magic at will
DR 9/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Fiendish Resilience 30, 5 minutes, 2/day
Energy Resistance 10: Fire and Cold
Imbue Item

Skills: 8 + 58
Concentration +20 (10 ranks + 10 Con)
Knowledge (The Planes) +24 (24 ranks + 0 Int)
Spellcraft +24 (24 ranks + 0 Int)
Use Magic Item +17 (8 ranks + 9 cha)

Spot +12
Listen +12
Sense Motive +12

Feats
1 Mithril Body
3 Arcane Mastery
6 Extra Invocation: Dark One's Luck
9 Extra Invocation: Void Sense
12 Improved Fortification (no crits)
15 Craft Contingent Spells
18 Thick Skinned (+2 DR/cold iron)

21 Eldritch Sculptor
23 Epic Fiendish Resilience
24 Epic Fiendish Resilience
26 Extra Invocation: Dark Foresight
27 Paragon Visionary
29 Improved Combat Casting
30 Fast Healing

Languages - Common

Invocations (All Eldritch Blast effects are DC 28 to resist, where applicable)
Least
- Eldritch Spear (500' range)
- Devil's Sight (see in magical darkness)
- See the Unseen (See invisible/Darkvision 60')
- Dark One's Luck (+Cha mod to one save)

Lesser
- Eldritch Chain (120' range, 60' secondary blast, 6 secondary blasts)
- Fell Flight (fly = ground speed, good maneuverability)
- Flee the Scene (100' range dimension door that leaves illusion of self behind)
- Voidsense (60' blindsight)

Greater
- Eldritch Cone (120' range)
- Devour Magic (+20 greater dispel on touch)
- Vitriolic Blast (+2d6 acid for 4 turns)

Dark
- Dark Foresight (As Foresight spell, plus can communicate telepathically with recipient within 100')
- Retributive Invisibility (As greater invis, explodes for 4d6 sonic if dispelled)
- Eldritch Doom (40' radius)
- Path of Shadows (As Shadow Walk, heals 1 day per hour.)

Equipment
Cash: 1620gp

Armor
- +5 Mithril Body, +10 AC, Max Dex +6, ACP 0, 166k
-- Ghost Touch +3
-- Death Ward +1
-- Nimbleness +1
-- Greater Acid Resistance +66k

Repulsor Plate, +6 AC, ACP 0, 1.21mil
- +5 Mithril Buckler
-- Infinite Deflection +6

Weapons
Slam, +20 to hit, 1d4 dmg
Eldritch Blast, +36 ranged touch, 16d6 dmg, 2 atks on full action

Gear
Mantle of Epic Spell Resistance, .29mil
Vest of Epic Resistance +8, .64mil
Headpiece of Epic Charisma +8, .64mil
Boots of Swiftness, .256mil
Third Eye of Concealment, 120,000
Belt of Constitution +6, 36,000
Pale Green Prism Ioun Stone, 30,000
Ring of Projected Force, 150,000
- Telekinesis, 75,000
- Protection +5, 50,000
- 50% Combo charge, 25,000
Ring of Implosive Fields, 158,280
- Spell Turning, 98,280
- Freedom of Movement, 40,000
- 50% Combo charge, 20,000
Essence of Offense and Defense, 77,000
- Natural Armor +5, 50,000
- Greater Chauseble of Fell Power, 18,000
- 50% Combo charge, 9,000
Rod of Mystic Precision, 12,000

Wands
Wand of Ray Deflection 50/50 (CL 7), 21,000
Wand of Targeting Ray 50/50 (CL 15), 11,250

Contingent Spells 13350, 534xp
When I am in the area of effect of a Disjunction: Antimagic Field (3300, 132xp)
When I am subject to a spell causing instant death that penetrates all other defenses: Death Ward (1400, 112xp)
When I am subject to a negative energy spell or effect that reduces ability scores and penetrates all other defenses: Death Ward (1400, 112xp)
When I am subject to Imprisonment that penetrates all other defenses: Freedom (7650, 612xp)

Tomes: 467,500
+4 Dex, 110,000
+4 Con, 110,000
+4 Wis, 110,000
+5 Cha, 137,500[/sblock]

Knowledge Checks:

[sblock=DC 10+19 (arcana)] Though resembling a small golem in some respects, Omega displays intelligence and cunning far beyond that of a normal 'mindless' construct.[/sblock]

[sblock=DC 15+20 (arcana)] The intricacy and power of the runes and layered magical defenses and attacks represents advanced techniques that have been lost for thousands of years. Even if those techniques were recovered though, the expense of creating something like this could bankrupt an entire kingdom.[/sblock]

[sblock=DC 20+3 (arcana)] The specific runes and sigils in the construct's hide are of a particular alphabet used almost exclusively by an ancient mageocratic country called Predas. The nation fell to the superior military might of Targas Empire during their third, and last, campaign to extend their borders by warfare. [/sblock]

[sblock=DC 25+19 (arcana)] Records from the Targas Empire during its decline made mention of a 'demon of metal and fury' attacking their border outposts and eventually even razing villages. As this destructive force slowly, but relentlessly, pierced farther into the Empire they were obliged to commit ever larger forces to try to stop it. This weakened their borders sufficiently that barbarian invaders finished what this 'demon' began, and the Empire slowly collapsed over the course of a hundred years.[/sblock]

[sblock=DC 30+4 (arcana)] The demon was said to fight craftily, engaging from afar to pick off commanders and mages (whom it appeared to be able to discern regardless of disguise) before appearing in the midst of the army, blasting indiscriminately with rapid-firing magical bolts that could dissolve flesh or 'devour souls.' Its hide was unnaturally tough, and it rapidly self-repaired what little damage could be done to it. All accounts agree on one element; the beast's furious speed, both of attack and of movement.[/sblock]

[sblock=DC 40+8 (arcana)] The so-called 'demon of Predas' was finally destroyed as it assaulted the capital city of the Empire in an apparent attempt to kill the Emperor himself. One of the Emperor's bodyguards knew enough magic to read a scroll, but evidently not enough to merit assassination by sniping. As the demon murdered the honor guard, and the few mages' still alive watched their spells bounce harmlessly off of its hide and shield, this guard read a scroll of Antimagic, surrounding himself in a globe of negation. He then jumped the monster from behind and latched on as tightly as he could. To his astonishment, he discovered the creature was not particularly strong, and he had no trouble holding off its attempts to dislodge him. In the absence of the magic it depended on, the remaining guard had much less trouble defeating its defenses and finally managed to beat it until it stopped repairing itself. Its inert body was then made into a statue. By that time however, the disastrous toll it had taken on the already overextended Empire made its eventual dissolution assured.[/sblock]

[sblock=A Little History]3000 years ago, The Targas Empire was the force that unified most of the disparate tribes, petty kingdoms and far flung nations of the continent for nearly two thousand years. It is because of the Targas that there can now be said to be a 'common' language, and a common system of measuring weights for coin and other materials. Though it didn't fall in one night, when it fell it took a great deal with it; ushering in a 500 year dark age of ignorance and degeneration that is only now beginning to lift.

The Targas were originally primitive tribal humans who, unusually for such people, had all pledged to serve one man who's name was...shockingly...Targas. The individual became an office when he died, with warriors battling for the honor and privilege of becoming the next Targas.

In time the entire people took that name for their ethnicity as well. Because the tribes acknowledge a single leader, they could more easily coordinate actions. Disputes could be arbitrated, rather than leading to bloodshed. As the tribes prospered, they began to need more land and more food. The obvious solution was to expand. This happened again, in three intervals. By the end of the third, the Empire was so stretched that its garrisons were needed on all frontiers to quell unrest. When trouble struck at home, requiring troops to be diverted...the subsequent weakening of the borders started a chain reaction that eventually led to the destruction of the Empire. The last Emperor is recorded as being slain in the Imperial Year 1997, and while there was squabbling for the throne afterwards, no one ever convincingly managed to claim it. Even so, it was 500 years later before most scholars agree that the Empire was truly dead. [/sblock]
 

Vertexx69

First Post
Appearance of the Vampire:
In the classic fashion of a bygone era, this striking man could blend into any crowd, on any prime material plane just after sunset. His polished white skin is marbled with the softest network of grey veins. A pair of thin braids fall in front of his long and delicately pointed ears, creating a divider between the white of his stern face and the shining white of the rest of his perfectly combed long hair. When he deigns to slide the pair of burning red lenses down his perfect nose, his pale blue eyes can stop nearly anyone in their tracks.

Dressed in the finest black silks, his supple leather boots and gloves have been dyed the deepest crimson. While the outside of the cloak he wears is the fine black fur of some type of hunting cat, but the inside of it is blood red. And the fact that the garment hangs several feet below his hanging feet only accentuates the truth that Hanshu's boots rarely if ever touch the ground. Nobody is surprised when Hanshu simply vanishes from every form of perception, and ragged wounds appear on the enemy before they fall to pieces.

All of his jewelry and accessories, including the pair of prism crystals that orbit his head, are made of varying shades of red gemstones set in silver. Although he seems to carry no weapons beyond the blackened leather gauntlets on his hands and a quiver on his back, without the slightest indication he can be wielding a huge bow or a pair of immpossibly long black curved blades that shimmer with all the colors of the rainbow if any light reflect off of them. An equally menacing black shield floats beside the ancient vampire, also set with a dark red gem that seems to pull it in front of projectiles sent in its owner's direction.[sblock=Hanshu]
Code:
[B]Name:[/B] Hanshu Mon'saru
[B]Class:[/B] Rogue/Swordsage/Master of Nine
[B]Race:[/B] Elven Vampire
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral

[B]Str:[/B] 52 +21 (18/+6R/+5L/+5I/+10E/+8P)    [B]Level:[/B] 10/7/5 (+8 LA)            [B]XP:[/B] 435,000 (-15,067 with xp Penalty)
[B]Dex:[/B] 30 +10 (18/+6R/+6E)                        [B]BAB:[/B] 15/10/5                     [B]HP:[/B] 152/153 (22d12)
[B]Con:[/B] -- --- (-)                                  [B]Grapple:[/B] +32                  [B]Dmg Red:[/B] 10/S/M
[B]Int:[/B] 20 +05 (18/+2R)                            [B]Speed:[/B] 60'/60'/120'(G)    [B]Spell Res:[/B] -
[B]Wis:[/B] 32 +11 (18/+2R/+4I/+6E/+2Trivia)       [B]Init:[/B] +16                 [B]Spell Save:[/B] -
[B]Cha:[/B] 22 +06 (18/+4R)                              [B]ACP:[/B] -2               [B]Miss Chance:[/B] 20%/50% vs ranged

                   [B]Base  Armor Shld   Dex  Wis   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +12   +7    +10    +10   +11    +10    74(79)
[B]Touch:[/B] 55(60) I60(65)  [B]Flatfooted:[/B] ---

                         [B]Base   Mod  Misc*  Total[/B] (*SS/R/L/C/I) +1 Sacred bonus vs evil
[B]Fort:[/B]                      9    +0    +11   +20  (5/2/3/1/0)
[B]Ref:[/B]                       13   +10   +15   +38  (5/5/3/2/0)
[B]Will:[/B]                      9    +11   +15   +35  (5/2/3/1/4)

[B]Weapon                        Attack             Damage     Critical[/B]
Large Katana         (+46 single) +44/+39/+34    2d8+35    17/20 X2
Large Katana                 +44/+39             2d8+20
Guantlet                       +46              4d6+28       X2
Large Comp LongBow (+21)       +30           2d6+22 Force    X3

[B]Languages:[/B] Common, Elven, Draconic, Infernal, Auran, Giant, Abyssal

[B]Abilities:[/B]

Rogue
Sneak Attack +8d6 (9d6 when denied Dex)
Trapfinding
Improved Evasion
Improved Uncanny Dodge
Trap Sense +4

Elf
+2 Racial bonus to Listen, Search, Spot
Immune to magic sleep

Vampire
Undead Traits
Slam 1d6+18
Blood Drain
Children of the Night
Dominate
Create Spawn
Energy Drain
Alternate Form
DR 10 / Silver & Magic
Fast Healing 5
Gaseous Form
Resistances 30 Acid/Sonic/Fire/Cold/Electricity
Spider Climb
Turn resistance +4
Skills +8 racial bonus on Bluff, Hide, Listen,
Move Silently, Search, Sense Motive, and Spot checks.
Bonus Feats

Swordsage
Initiator level 17
Quick to Act - +2 to initiative
Discipline Focus WF (Diamond Mind)
AC Bonus - +10 Wis bonus to AC
Discipline Focus IS (Tiger Claw) +11 dmg with TC strikes
Sense Magic
Manuevers - K/R 12/6
Stances - 3

Master of Nine
Dual Stance - 10/10 rounds/day
Perfect Form - +1 save DC for manuevers
Counter Stance - Change stance during the use of a counter
Master of 9 - +2 to hit & +9 dmg with all strikes
Manuevers K/R 8/5
Stances 2

Item abilities
Swim - 60ft, Immune to dissolution by submersion in running water
Flying - 120ft (Good), immune to tremorsense
Scentblind - Immune to Scent
Sequestered - Invisible to all sight including see Invisible and true seeing, 
- doesn't become visible after attacks
Nondetection - Divinations and detection items don't work
Ghost fighting - Ignore Icorporeal miss chance
Revelation - Evil Outsiders glow red, Undead glow White, anyone else glows green
Immune to Positive energy spells and effects and blindness
Freedom of movement
Steadfast - Always considered to have main Katana readied against a charge. (AoO deals 4d8+70)
Everbright - Katnanas and shield immune to acid and rusting effects.

[B]Feats:[/B] 
01 2WF
-- I2WF (Bonus Item)
03 EWP (Bastard Sword)
-- Alertness (Bonus Vampire)
-- Combat Reflexes (Bonus Vampire)
-- Dodge (Bonus Vampire)
-- Improved Initiative (Bonus Vampire)
-- Lightning Reflexes (Bonus Vampire)
06 Blind Fighting
09 O2WF
12 Extra Readied Manuever
-- WF (Bastard Sword, Rapier, Short Spear, Trident) (Bonus Swordsage 1)
15 Adaptive Style
18 Darkstalker
21 2WR (epic)

[B]Stances:[/B]
Giant Killing Style - +2 to hit +4 to dmg vs larger enemies
Assassin Stance - +2d6 SA
Giant's Stance - +5ft reach
Aura of Chaos* - Open ended dmg
Crusader Strike - heal 2 per hit to self or ally within 10ft

[B]Manuevers: (Known 20)[/B]
SS1 Saphire Nightmare Blade - Enemy is FF +1d6 with con check
SS1 Counter Charge - Force charging foe to move away from me
SS1 Mountain Hammer - +1d6 ignores DR and hardness
SS1 Stone Bones - DR 5/- with attack
SS1 Wolf Fang Strike - Make an attack with each weapon as standard action
SS1 Soaring Raptor Strike - Jump DC 20  vs larger foe +4 to hit +4d6 dmg
SS2 Burning Blade 
SS3 Shadow Stride - Teleport 50ft as move action
SS4 Searing Charge - Flying Charge deals +5d6 fire dmg
--- Retrain Burning Blade to Emerald Blade - Make melee attack against touch AC
SS5 Pouncing Charge - Make full attack at end of charge
SS6 Disrupting Blow (Will DC38) - Steal actions from foe for 1 round
SS7 Greater Insightful Strike - Deal Con check X2 dmg on regular hit
MN1 Shield Block - Give adjacent ally +11 shield bonus vs 1 melee attack as immediate Interupt
MN1 Divine Surge - +8d8 holy dmg
MN2 Steel Wind - attack 2 foes with standard action
MN3 Iron Heart Surge - end any 1 effect on me with a standard action and gain +2 moral bonus to next hit
MN3 Douse the Flame - foe loses abilty to make AoO for 1 round
MN4 Swooping Dragon Strike - Jump DC = foes AC, foe FF vs hit, +10d6 dmg and fort save DC=Jump for stun
--- Retrain Wolf Fang Strike to Raging Mongoose - Gain 2 extra attacks with each weapon as ImIn
MN5 Feral Death Blow - (Fort DC42) or foe dies, +20d6 if save is made.
MN5 Time Stands Still - Make 2 full attacks

[B]Manuevers: (Readied 12)[/B]
Time Stands Still
Counter Charge
Shadow Stride
Divine Surge
Iron Heart Surge
Searing Charge
Mountain Hammer
Douse the Flame
Feral Death Blow
Pouncing Charge
Swooping Dragon Strike
Raging Mongoose

[B]Skill Points:[/B] 301       [B]Max Ranks:[/B] (25*) 
[B]Skills                   Ranks   Mod  Misc  Total[/B]
Bluff (19)                 19 (25)     +06    +25
Sense Motive  (25)         25 (25)     +19    +44
Search  (19)               19 (25)     +24    +43
Spot (19)                  19 (25)     +30    +49
Listen  (22)               22 (25)     +22    +44
Hide  (25)                 25 (25)     +47(87)+72(112)
Move Silently (22)         22 (25)     +47    +69
Jump  (25)                 25 (25)     +76    +101
Tumble  (25)               01 (01)     +28    +29
Sleight of Hand  (19)      19 (25)     +11    +30
Use Magic Device (19)      19 (25)     +06    +25
Martial Lore  (18)         10 (10)     +06    +16
Knowledge (History)        10 (10)     +06    +16
Knowledge (Nob & Roy)      10 (10)     +06    +16
Knowledge (Religion)       05 (10)     +06    +11
Knowledge (The Planes)     05 (10)     +06    +11

[B]Equipment: (4,300,000g)                Cost  Weight[/B]

+05 Large Adamantine Katana         203,370g  12lb
-Necrotic Focus +3
-Deadly Precision +2
-Everbright                           2,000g
-Prismatic Burst                     30,000g
-Greater Fiendslayer Crystal          6,000g  --

+05 Large Adamantine Katnana         53,370g  12lb
-Everbright                           2,000g
-Prismatic Burst                     30,000g
-Greater Fiendslayer Crystal          6,000g  --

+05 Defensive Gauntlet               72,302g  01lb

+05 Spellstrike Gauntlet             72,302g  01lb

+1 Large Composite Longbow (22)      52,600g  06lb
-Force +2
-Seeking +1
-Precise +1
-Greater Crystal of Acid Assualt      6,000g

Quiver of Energy                     15,000g  01lb
-Elona's                              2,700g
-Large Arrows X120                       12g

+05 Heavy Adamantine Shield          67,170g  07lb
-Animated
-Ghost Ward
-Everbright                           2,000g
-Greater Agility (+5 Ref)             8,000g  --
-Greater Arrow Deflection Crystal     5,000g  --

Phylactory of Virtue                  6,500g

Sundark Goggles of Insight           20,000g  --
-Detection                           15,000g
-Mindarmor                           15,000g
-Raptor Mask                          5,250g
-Revelation                           2,100g

+5 Amulet of Natural Armor           50,000g
-Wisdom +6                           54,000g  --
-Scentblinder                        12,000g
-Vampire Torc  2/2                    7,500g
-Heartseeking  3/3                    4,500g
-Badge of Glory                       5,400g

Mantle of Great Stealth             242,000g
-Turn Resistance                     16,500g
-Mantle of the Predator              12,000g  02lb

Arms of the Naga                     56,000g  08lb
-Rogues Vest                         27,000g
-Ephod of Authority                   1,200g

Skin of the Hero                     68,000g

+07 Celestial Batalion Armor        616,300g  40lb
-Greater Crystal of Screening         3,000g  --

Gloves of the Balanced Hand           8,000g  --
-Ghost Fighting                       6,000g
-Finned                               5,250g

Strongarm Bracers                     6,000g  10lb
-Bands of Bloodrage   3/3             3,900g

Ring of Sequestering                300,000g  --
-Elemental Resist 30 X5             270,000g  --
-Freedom of Movement                 60,000g
-Positive Protection                 54,000g

+05 Ring of Protection               50,000g  --
-Entropic Deflection                 12,000g
-Arming                               7,500g

+10 Belt of Epic Strength         1,000,000g  01lb
-Cord of Favor                        4,500g

Boots of Swiftness 3/3              256,000g  02lb
-Steadfast                            2,100g

Pale Green (Red Garnet) Ione Stone   30,000g
Dusty Rose Prism Ione Stone           5,000g

Greater Trudeath Crystal X2          20,000g  --
Greater Demolition Crystal X2        12,000g  --

Permenant Girallon's Blessing (CL30)  8,400g  --
Permenant Fuse Arms (CL30)            8,400g  --

+05 Manual of Gainful Excersise     137,000g  --
+04 Tome of Understanding           110,000g  --

Portable Hole                        20,000g
-Silver Coffin w/pipe                   100g
-50 cubic feet of home soil            FREE!

Beltpouch                                 1g  01lb
Orb of Mental Renewal                 3,100g
-Eternal wand of Deeper Darkness     10,900g  01lb
-Eternal Wand of Devil Eye           10,900g  01lb
-Feather Tokens of the Tree X6        2,400g  --
474g

[B]Total Weight:[/B]lb 

                           [B]Lgt   Med     Hvy     Lift     Push[/B]
[B]Max Weight:[/B]        14,900    200    300    600    1,500

[B]Age:[/B] 1,024
[B]Height:[/B] 6'0"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] White
[B]Skin:[/B] White
[sblock=Fluff]
Personality:
Having been around for over a thousand years before being
staked, Hanshu has gotten over the whole "Blah I'm evil!" thing and has become something of an altruist. And while he loves nothing more than a good long conversation with a beautiful woman, he is still occasionally plagued by fits of horrendous violence that can be the stuff of blackest nightmare. But for the most part he is the very model of a cultured, if flying, gentleman. This vampire from an age long past is eloquent to a fault, as if his linguistic banter is all that keeps him from slaughtering every living thing in sight.

Background:
Hanshu was a legendary thief, even before he drew the attention of the undead
fiend that killed him... the first time.

The Early Years
Born of wealth and privledge, a son of the tyranical ambassador Tasau (DC 40)
stole away during the night to live a secret life. In those dark hours that his
cruel father would have never allowed, he discovered the truth of the world.
Hanshu's days as a boy were filled with harsh lessons of decorum and poise on
more than threat of violent reproach, should his presentation be anything but
perfect. But by night he learned of excess and to hone his instincts, moving
through alleys that not one of his illustrious tutors would walk down on a dare.
And while he learned to play the part of the dutiful son like a true prodigy,
the lavish galas that he was forced to attend, at all the neighboring palaces
and mansions, became an endless series of scouting missions to case the most
valuable treasures. Later he would return to liberate these baubles, even though
he rarely kept what he stole from the oppulent collections.

The military precision of his daily fencing lessons with the palace gaurd served
him well on more than one occasion, augmented by the savage improv of barroom
brawlers and backalley sneakthieves. During his formative years Hanshu learned
the brutally versatile mastery of the katana in secret, while using the much
lighter western blades of a "gentleman" inside the walled courtyard of his
fathers home. The young aristocrat's fighting style soon became known however,
and during one of his nightly outings, a wealthy onlooker caught the end of an
arguement between a pair of hooded ruffians where swords were drawn. Word moved
quickly through the circles of highest society, and Hanshu was forced to flee
for his life when his father flew into such a murderous rage at the slight to
his reputation.

Needing money for the first time in his life, the highborn rogue was very glad to
possess the skills to suvive. He traveled far from the reach of his blood-thirsty
father. During a spectacular display of athleticism however the elf attracted the
most unfortunate attention of a different kind of creature that hungered for the
blood running through his veins. Hanshu had become quite adept at using words just
as effectively as a sword and had no trouble finding a soft place to lay his beatiful
face each night. His reputation as a legendary lover seemed to almost move faster than
he could, as women began seeking him out to test the legend for themselves. One in
particular watched from the shadows of the brothels and winehalls, to the parlors
and more private chambers of the proper ladies he visited throughout many empires.
And he let her watch, never letting on that he saw her.

Over the decades that followed, rumors abounded that a young elven rogue had fathered
more than a thousand children throughout the whole of the land. Born of everyone
from the lowliest of tavern wenches to the royal consorts of numerous thrones. (DC 30)
He crossed seas and stole fortunes, from the most ruthless beasts and ancient families,
Nothing and no woman was safe from either the skill or the charms of the gentleman
thief, and wherever he went, the mysterious woman with the fiery eyes watched,
and waited. Until he discovered her watching him one night. The woman didn't smile,
or introduce herself, or take him to her bed. She simply tore out his throat with
her teeth and drank his blood until it stopped pumping out of him, and left his body
laying in the street. Nothing more than a meal with an interesting story.

The Arisen
Waking in a box not withstanding, discovering himself now a member of the undead
was quite a shock. In all his dealings before that bitch killed him, he had never
run across any monsters besides those stinking dwarven merchants or those hafling
pipsqueaks. His beautiful golden hair and tanned skin had been drained of all their
lustrous color, leaving him a pale imitation of his former self. But this didn't
seem to matter to the ladies who took him in that night just before dawn. They
fawned over his pale skin and lovely long white hair, saying over and over how
lovely and exotic his features were. At sunset he woke covered in their blood,
and ran screaming from the house in a mindless rage.

For an entire year he fought and screamed in denial at the thing he had become.
He hacked off his hair and carved his flesh only to find himself as handsome and
whole as ever moments later. Weapons did not cut him, poisons could not slay him,
and Hanshu suffered in anguish until he once more felt the craving for blood.
And then she was there again, that bitch that had done this horrible thing to him,
the woman with the fiery eyes.

He attacked her with a fury that he never even knew was inside him. For hours they
fought, tearing hunks out of eachother with hair and blood flying in all directions.
As the first hints of sunlight touched the horizon, the woman put a bit of distance
between them, and told him they could keep fighting after sunset if he really needed
to continue. So they met every night for weeks, fighting nonstop from dusk til dawn.
It became more of a dance after while, once they learned eachother's moves she began
talking to him as he tried to kill her. She told him what he was, how she thought
he could appreciate the gift she had given him, and that she was Evaine (DC 15). But
his rage could not be placated, and as they continued he started getting closer and
closer to casuing her serious harm. So with a wink, she blew him a kiss and vanished
right before his eyes...

The Fury
He raged for centuries, absolutely sure that if he was going to be a monster he would
do it properly. The elf laid waste to friends, families, sleepy hamlets, and after a
time systematically razed an entire city that gave rise to an entire army of vampire
spawn loyal to the legendary progenitor of the great vampiric plague (DC 35) during
the second age of monsters, Hanshu. He carted away moutnains of treasure now that he
had no qualms about slaughtering the owners. The shiny bits he had become so acustomed
to grabbing whenever the opportunity arose became second nature.

Nothing was safe from his endless rampage be it humanoid, beast, undead or aberration.
Anything that had a mind grew to understand that this unassuming White Elf (DC 10) was
a being so purely malevolent and unmerciful that the only thing they could do if they
happened to see him coming, was run in the opposite direction. The mindless rabble that
trudged across the surface of the realm stood little chance against the hell that
followed with him. At the head of a tidal wave of pestilence, nations were divided by
the swaths of destruction he wrought across whole continents. Many fiends and monstrous
races crawled out of the woodwork as they were driven into the open by death weilding
swords instead of the more traditional scythe.

Petty squabbles were put aside, power struggles were paused, and kingdoms that had been
at war for generations were suddenly facing an adversary that they could not vanquish
on their own. Legions of heroes, adventurers, and treasure seekers arose as the 1st
crusade (DC 20) swung into full gear. The cowering masses of civilization grew angry
and took to the streets, burning out every sewer, swarming through every abandoned
building, and scouring every cave for any creature unlike themselves...and kill it.
The parade of hunters that saught Hanshu out to make a name for themselves, honed his
skill with his katanas that he could channel massive energy through his blades...

The Awakened
Eight hundred years of slaughter saw The White Elf span not only several entire material
planes but many inner and outer planes as well. Slowly and against all odds, Hanshu had
grown weary of the sounds of screams. So he desided to seek knowledge for a while
instead of carnage. He began to quest for the most ancient keepers of secret lore and
martial ways...the Masters of the Nine. Atop the highest spire of a forgotten mountain
range on the plane of shadow sat the timeless ruin of a temple. In the center of this
temple, an insectoid being hovered before a single candle in the lotus position. Its
four segmented hands continually moved through a series of alien gestures in smooth
and flowing motions as it stared past the flame. Hanshu wasn't sure if the creature was
conscious or blind or insane as it did not acknowledge his presence as the powerful
vampire stepped through the broken archway and took a seat opposite the tiny flame,
without uttering a word.

Clu'Thrah (DC 25) was a true Master of Nine and had also grown tired of the incessant
noise of other things some time before. So the Thri Kreen became the instructor to
a vampire that was nearly 750 years his senior. Each movement was copied as closely
as a different species could, and the energy flowed between them. From far across the
demi-plane of shadow massive flashes of light could be seen silloueting the temple
against the empty blackness above the ground of that desolate place.

Placing the last great stone at the foot of the master's grave Hanshu placed a pale
hand on the sarcophogus he had fashioned for his friend and teacher in the center of
the temple that become a home for many years. Without the life force of the old bug
however, the ruin suddenly seemed like nothing more than a pile of rocks. So he left
the plane of shadow for the last time, it was time to go back and see the plane he had
originally called his own.

His material plane had changed a great deal since the last time he had seen it. Monsters
openly roamed the countryside while the peoples of the land cowered in their homes.
The great cities that had dotted the lands had been razed nothing but ash, and the great
nations that had claimed them had been all but forgotten. Fueldal lords claimed as much
land as they could, but no more as the terrors that strode through the heavy fog banks
were more than most bands could handle. A few of the people he passed in the towns he
visited bore a passing resemblance to the vampire that passed them unnoticed in the dark.
He found vampire spawn hiding here and there in his travels cowering in graveyards and
ancient sewer systems, snatching babies and drunks in the night.

Hanshu eventually figured he should do something with the veritable ocean of cash he had
accumulated in a myriad of hidden places throughout the lands he had demolished centuries
before. So he decided to build a city just for his kind. He found a bottomless fissure
deep in the misty eastern mountain range and set out hiring every stonemason he could find
to carve a city from the living rock in the insides of the great chasm. The city of
Mon'Sharu (DC 20) was completed in a mere twenty years with the limitless wealth that
the White Elf had at his dispossal.

Word spread through the underworld that vampires were welcome in the new city of shadows.
Beastly spellstitched barbaric vampires came flooding off the windswept plains. Little
more than mindless slavering atrocities, Hanshu was ashamed of his own race for the first
time in half a millenium. Eventually other old vampire would trickle into town, trying to
throw their weight around in the same old ways about the same old topics. This way is
better than that way, or my idea is better than your idea. And the vampire nation suddenly
had a capital. Living workers were brought in from all over and slowly farmed for food
without leaving a huge festering pile of bodies for families to miss and get angry about.
Things were going well in Mon'Sharu for quite some time, when who should walk into the
private chambers of Hanshu himself but the fiery eyed Evaine in the 2 millenium old flesh.
"You ready for the next round?"

The Cleansing of Mon'Sharu
Like so many other societies and kingdoms before, people like having something to blame
besides themselves. Hanshu and Evaine stroll across one of the bridges that span the two
sides of the fantastic city he had built, hand in hand getting ready to retire for the
short day. None of the other vampires were allowed on the lowest levels where they shared
quarters. The sun was just touching the top of the western face as the warning bells
sounded as clay pots of oil began to rain into the chasm of Mon'Sharu shattering against
the high stone walls. Soldiers began to flow into the city, down the steps and ladders
and bridges like water. Every moment that passed brought the sun closer to flooding the
open portions of the city in deadly sunlight. The vampires tore through soldiers as if
they were made of tissue paper, but the living horde of enemy soldiers were spurred on
by the deep pockets of greedy men who wanted the prosperous city of shadows for themselves.

The elder vampires emerged from their chambers to wade into the fray with prescious little
time to spare before the sun bathed them in fiery death. An eerie Deeper darkness rose from
the bottom of the city as Hanshu himself entered the battle to protect what he had spent so
long creating. Wooden arrows rained down from above as battalions of archers on the slopes
above, emptied quivers in high arcs toward the yawning mouth of the fissure in the side of the
mountainous peaks. A few of the elder vampires were not among these undead warriors however,
Anlar, Ronshuvian and Bakalus (DC 35) could not be found.

From outside the city and down the slope of the mountain, a dark curtain started to rise from
the chasm like a sunrise in reverse. Hanshu flashed up into the air above the edge of the cliff
face with that all too familiar burning rage bright in his eyes. He slaughtered hundreds in a
strait line from the city to the malevolently grinning generals at the back of the army.
This wasn't some ragtag army of a neighboring kingdom, but a quiltwork merc army of specialized
squads. This army wasn't on any crusade - they had been hired. Moments before the white elf got
to the leaders of this rabble however, the order was given and a special platoon of fire archers
let blazing arrows fly into the oil soaked city.

The wall of flame that was belched forth from the enterance of the hidden city shot hundreds
of feet into the sky. And to make matters worse, within moments of that fateful instant the sun
reached its zenith and the open center of Mon'Sharu was illuminated by the harsh light of day.
The roars of ancient vampires exploding rocked the montainside, knocking half the remaining
army from their already shaky feet as hanshu cut the last of the generals in half with a massive
single blow that spun him back towards the city just as all this happened. He raced back to the
burning city as fast as he could cut a path back through the milling sea of archers, his arms
and legs peirced by so many arrows that he could barely swing his massive swords. So dismissing
them to the ring that was their sheath, he flew up above the flailing bodies to get back to her.

Topping the edge of the city once more, Hanshu saw all that he had built charred black. The
darkness that traveled with him creating a small area of shade from the burning sun. He flew
down to where Evaine had been fighting before, but the ashes of fallen vampires and men was thick
on these lowest levels. He tore through the deeper chambers where the suns rays and splashed oil
could not penetrate to no avail. Crossing to the other side of the city in a frenzy, he could
not believe what his eyes saw there. The group of old and sodded vampires had Evaine on her knees,
and beheaded her right in front of him, her body falling to ash from the bridge where she was
executed by her own kind. The roar that escaped him then silenced all other sounds of battle, as
the satisfied smirks vainshed from the undead faces that now looked upon their final deaths.

As Hanshu rose from bridge to close with the traitorous fiends, a trio of wicked black arrows
sprouted from his chest, unable to have passed anywhere but strait through his cold dead heart.
The gorgeous white skin of his chiseled face withered into the blackened husk of anything that
had been dead for almost a thousand years must look like. And the last thing he saw as he fell into
the abyss beneath his city of Mon'Sharu was the grins return to the greedy faces of petty things
before he vanished beyond the reach of the suns rays.

Bouncing off the rocky walls of the chasm, the body was broken and battered as a sound Hanshu could
barely hear grew louder and louder. The fissure actually did have a bottom, as an underground river
raged from one end to another, and that would be his true end. No vamipre could sink beneath the
surface of rushing water without being utterly destroyed forever. However when the desicated body
of Hanshu finally hit the bottom, it was not reported with a splash, but with a bristly dry crunch.
His staked form had become wedged in a rocky outcrop, barely a few yards from the roiling black
water where no vampire could come to find it. So there he laid slain and oblivious...again, little
more than a chunk of firewood wrapped in spectacular magic items where nobody ever thought or
cared to look for the legendary White Elf - Hanshu.[/sblock]The Lore of Hanshu [sblock=Knowledge (History)]
DC 18 The Vampire that sired him was named Evaine. Hanshu tried to kill her for weeks after she
turned him. She met her final death during the cleansing of Mon'Sharu, after living with him
there for many decades.

DC 27 Hanshu was known on many planes as The White Elf. Reputed to have been given to him by a
demonic beast who's name has been lost to the sands of time. But it was rumored that the loss of
several limbs was involved.

DC 29 Caused the 1st crusade after his vampiric army became a scrouge to the entirety of living
society, leading to the genocide of all things unnatural.

DC 35 Founded Mon'Sharu, the city of shadows in a mountain ravine.

DC 35 Before he was turned into a vampire, Hanshu supposedly fathered more than 1000 children by
nearly as many women. His line has survived to this day.

DC 36 Hanshu spawned the vampiric plague that began the second age of monsters, by slaughtering
the entire population of a small city single handedly, who then rose and spread across the land.

DC 41 The Master of Nine that taught Hanshu his true mastery of combat manuevering was Clu'Thrah.
Near the end of his time training Hanshu, the Thri Kreen died of extreme old age on the demiplane
of shadow.

DC 43 Hanshu's father was the Ambassador Tasau Mon'saru, who tried to kill Hanshu for streetfighting
as he saw it as an afront to his reputation. He is also where Hanshu got his legendary mean streak.
He was one of the first people Hanshu ate after rising as a vampire.

DC 55 The traitorous vampires Anlar, Ronshuvian and Bakalus hired the mercenary army that cleansed
the city of Mon'Sharu that ultimately lead to Hanshu's slaying.

Random Knowledge mods (1d20=17, 1d20=3, 1d20=15, 1d20=9, 1d20=16, 1d20=5, 1d20=1, 1d20=20, 1d20=3)[/sblock][sblock=Knowledge (Planes)]
DC 27 Hanshu was known on many planes as The White Elf. Reputed to have been given to him by a
demonic beast who's name has been lost to the sands of time. But it was rumored that the loss of
several limbs was involved.

DC 41 The Master of Nine that taught Hanshu his true mastery of combat manuevering was Clu'Thrah.
Near the end of his time training Hanshu, the Thri Kreen died of extreme old age on the demiplane
of shadow.[/sblock][sblock=Knowledge (Nobility and Royalty)]DC 35 Before he was turned into a vampire, Hanshu supposedly fathered more than 1000 children by
nearly as many women, including many in the royal courts of several thrones. His line has survived to this day.

DC 43 Hanshu's father was the Ambassador Tasau Mon'saru, who tried to kill Hanshu for streetfighting
as he saw it as an afront to his reputation. He is also where Hanshu got his legendary mean streak.
He was one of the first people Hanshu ate after rising as a vampire.[/sblock][/sblock]
 

Albedo

First Post
Dizzy May Ember, The Lady of Dismay
[sblock]

Race: Human, Height: 5'11", Weight: 160lbs, Hair: Long Blonde, Eyes: One Green, One Blue, Skin: White, Lived between the years 234 and 263

10 Chameleon, 3 Champion of Gwynharwyf, 9 Geomancer, 1 Cleric, 1 Barbarian, 1 Contemplative, 3 Wizard, 1 Fighter, 1 Holy Liberater

Level Order: 1 Barbarian, 3 Wizard, 1 Fighter, 1 Cleric, 3 Chameleon, 3 Champion of Gwynharwyf, 8 Geomancer, 1 Contemplative, 2 Geomancer, 7 Chameleon

Str: 56/+23 (11 Base + 5 Inherant + 16 Enhancement + 6 Chameleon + 8 Size + 2 Graft + 4 Morale + 4 Sacred)
Dex: 28/+9 (11 Base + 5 Inherant + 6 Enhancement + 2 Size + 2 Graft + 4 Sacred + 4 Morale - 6 Iron Body)
Con: 42/+16 (15 Base + 5 Inherant + 4 Size + 8 Enhancement + 2 Graft + 4 Morale + 4 Sacred)
Int: 41/+15 (18 Base + 5 Inherant + 12 Enhancement + 6 Chameleon)
Wis: 47/+18 (17 Base + 5 Inherant + 8 Enhancement + 17 Insight)
Cha: 54/+22 (18 Base + 5 Inherant + 10 Enhancement + 6 Chameleon + 7 Level + 4 Profane + 4 Sacred)


AC: 71 = 10 Base + 14 Armor + 10 Natural Armor + 22 Deflection + 9 Dex + 2 Insight + 3 Profane + 1 Haste

Touch AC: 47 = 10 Base + 22 Deflection + 9 Dex + 2 Insight + 3 Profane + 1 Haste

Without Dex AC: 62 = 10 Base + 14 Armor + 10 Natural Armor + 22 Deflection + 2 Insight + 3 Profane + 1 Haste
Touch AC without Dex: 38 = 10 Base + 22 Deflection + 2 Insight + 3 Profane + 1 Haste

Fort: +81 = 17 Base + 14 Con + 8 Ability Focus + 6 resistance + 5 Morale + 22 Divine Grace + 5 Epic + 4 Sacred

Ref: +55 = 5 Base + 8 Dex + 6 Resistance + 5 Morale + 22 Divine Grace + 5 Epic + 4 Sacred

Will: +83 = 13 Base + 18 Will + 8 Ability Focus + 6 Resistance + 5 Morale + 22 Divine Grace + 5 Epic + 4 Sacred

BAB: +14
HP: 603
Initiative: +26 = 9 Dex + 4 Graft + 5 Nerveskitter + 4 Signs + 4 Improved Initiative
Speed: 75 = 30ft base + 10ft Barbarian + 5ft Geomancer + 30ft Haste
Fly Speed: 120 (Perfect) = 60ft Base + 30ft Cloud Wings + 30ft Haste
Languages: Common, Celestial, Infernal, Abyssal, Sylven


Feats: Able Learner (1st), Extend Spell (Human), Scribe Scroll (Wizard), Sacred Vow (3rd), Knight of the Stars (6th), Nymph's Kiss (6th), Improved Initiative (Fighter), Spell Mastery (Chameleon), Persistant Spell (9th), Divine Metamagic (Persistant Spell) (12th), Extra Turning (15th), Divine Might (18th), Sanctify Weapon (20th), Vow of Poverty (21st), Nymphs Kiss (22nd), Righteous Wrath (24th), Improved Spell Capacity (Chameleon)(24th), Touch of Golden Ice (26th), Improved Spell Capacity (Chameleon)(27th), Gift of Grace (28th), Ranged Smite Evil (30th), Improved Spell Capacity (Chameleon)(30th),


Special Abilities: Rage, Fast movement, Summon Familiar, Domains (Plant, Fire, Earth) Rebuke Undead 29/day(Cleric), Rebuke Plants 29/day, Rebuke Fire Elementals 29/day, Rebuke Air Elementals 29/day, Aptitude Focus 3/day (+4), Bonus Feat, Mimic Class Feature 3/day, Ability Boon +6, Double Aptitude, Rapid Refocus, Aura of Good, Smite Evil 2/day, Detect Evil, Divine Grace, Furious Casting, Geomancer Drifts (Cat's Tail, Touch Wilt's Flowers, Swift as an Elk, Eyes of the Owl, Eyes of the Eagle, Lion Claws, Grab Like Bear, Trip Like Wolf, Move Like Cheetah, Tremorsense of Earthworm), Leyline (Forest/+3), Spell Versitility 9, Bonus Domain, Divine Health


Grafts: Flexible Spine, Silthilar Bones, Silthilar Muscles, Silthilar Tendons, Healing Blood


Skills: 313
Knowledge Religion: 33/+52
Knowledge Planes: 33/+48
Knowledge Arcana: 6/+25
Knowledge History: 1/+16
Spellcraft: 4/+25
Concentration: 33/+49
Sense Motive: 33/+51
Survival: 18/+346Listen: 33/+51
Intimidate: 33/+55
Diplomacy: 33/+57
Spot: 16/+35
Knowledge Nature: 6/+25
Tumble: 8/+17
Disuise 8/+30
Hide: 0/+13


Spells:
Chameleon (Arcane/Caster Level 34) Spells Known: Greater Reduce Person, Inner Beauty, Ruin Delver's Fortune, Greater Anticipate Teleport, Wings of Cover, Rope Trick, Greater Dimension Jumper, Foresight, Investiture of the Horned Devil, Energy Immunity, Investiture of the Pit Fiend, Nerveskitter, Greater Arcane Sight, Misdirection, Detect Scrying
0 (4): Mage Hand x4
1 (8): Nerveskitter x8
2 (8): Wings of Cover x7, Misdirection
3 (8): Wings of Cover x5, Extended Rope Trick x3
4 (7): Inner Beauty, Ruin Delver's Fortune x5, Detect Scrying
5 (6): Extended Ruin Delver's Fortune x6
6 (4): Greater Anticipate Teleport, Extended Greater Reduce Person x3
7 (4): Energy Immunity x4
8 (3): Investiture of the Horned Devil, Greater Arcane Sight, Extended Energy Immunity
9 (3): Foresight, Greater Dimension Jumper, Investiture of the Pit Fiend


Chameleon (Divine/Caster Level 34)
0 (4): Create Water x4
1 (9): Divine Favor x3
2 (9): Cloud Wings, Extended Conviction, Extend Comprehend Languages x3, Extended Divine Favor x2, Extended Ebon Eyes
3 (8): Blindsight x5, Extended Undetectable Alignment, Speak with Dead, Extended Speak with Plants
4 (8): Investiture of the Orthon, Non-Detection, Tongues, Greater Wing's of Air, Divine Power x4
5 (7): Righteous Might, Owls Insight, Extended Divine Power x3, Triadspell (Extended Divine Favor), Triadspell (Extended Conviction),
6 (5): Bite of the Werebear, Sirine's Grace, Superior Resistance, Spell Resistance, Triad Spell (Extended Ebon Eyes)
7 (4): Aura of Vitality, Investiture of the Ice Devil, Persistant Crabwalk, Persistant Investiture of the Spined Devil
8 (4): Persistant Haste Swift, Persistant Investiture of the Chain Devil, Persistant Lion's Charge, Holy Transformation
9 (4): Investiture of the Hellfire Engine, Persistant Investiture of the Steel Devil, Persistant Devil's Ego, Persistant Charge of the Triceratops


Champion of Gwynharwyf (Caster Level 7)
1 (7): Divine Favor x3, Divine Sacrifice x4
2 (6): Shield Other x2, Extended Divine Favor x2, Extended Divine Sacrifice
3 (5): Blessed Sight, Magic Circle Against Evil x2, Prayer x2
4 (4): Restoration, Glory of the Martyr, Extended Magic Circle Against Evil, Extended Prayer


Cleric (Caster Level 1)
0 (3): Create Water x3
1 (6+1): Signs x6, (Entangle)

Wizard (Caster Level 3)
0 (4): Message x4
1 (7): Wings of Cover x7
2 (6): Wings of Cover x6


Daily Buff Spells: Misdirection, Persistant Inner Beauty, Detect Scrying, Greater Anticipate Teleport, Extended Greater Reduce Person x3, Enegy Immunity x5 (all), Persistant Investiture of the Horned Devil, Persistant Greater Arcane Sight, Persistant Foresight, Persistant Greater Dimension Jumper, Persistant Investiture of the Pit Fiend, Sign, Cloud Wings, Extended Conviction x3, Extend Comprehend Languages x3, Extended Ebon Eyes x3, Extended Undetectable Alignment, Persistant Investiture of the Orthon, Non-Detection, Tongues, Persistant Greater Wing's of Air, Persistant Righteous Might, Persistant Owl's Insight, Persistant Bite of the Werebear, Persistant Siren's Grace, Superior Resistance, Persistant Auro of Vitality, Persistant Investiture of the Ice Devil, Persistant Crabwalk, Persistant Investiture of the Spined Devil, Persistant Swift Haste, Persistant Investiture of the Chain Devil, Persistant Lion's Charge, Persistant Holy Transformation, Persistant Invesiture of the Hellfire Engine, Persistant Investiture of the Steel Devil, Persistant Devil's Ego, Persistant Charge of the Triceratops, Persistant Spell Resistance

Attack:
Gore: Attack+55 = +14 BAB + 5 Epic BAB + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 1d8+41+1d6 Cold = +34 Str + 7 Enhancement + 1d6 Cold


Full Attack:
Gore (Primary) x2: Attack+55 = +14 BAB + 5 Epic BAB + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 1d8+45+1d6 Cold = +34 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold
Claws x2: Attack +56 = +20 BAB + 5 Epic BAB - 5 Secondary + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 2d6+22+1d6 Cold = +11 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold
Wings: Attack +56 = +20 BAB + 5 Epic BAB - 5 Secondary + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 2d6+22+1d6 Cold = +11 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold
Bite: Attack +54 = +14 BAB + 5 Epic BAB - 2 Secondary + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus /Damage 2d8+22+1d6 Cold = +11 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold

Description: The Lady of Dismay has become warped and disfigured after her descent into hell. Her body holds some likeness to a hound archon, but the comparison can easily be missed by the horn sticking out of her head, her demonic wings and claws, her bear-like mouth, lions feet, and cat's tail. Her skin is dark and metallic as if made of cold-iron, and her eyes and mouth emit the eerie glow of hellfire. She wears the same tattered robes she ventured into hell with, all color blackened away as it was near burnt to a crisp from her ordeals. Her only other possesion being a pouch attached to her hip containing components that allow her to use her magical powers. [/sblock]

Backstory:
[sblock]
The tale of the Lady of Dismay is one of trajedy. The forest her clan had lived in for as long as their history draws back had over the last hundred years had become filled with wandering devils. They had long since dedicated themselves to the eradication of the evil invaders, with their clan producing a long line of devil hunters. Dizzy's mother was a story teller, charged with making sure the children of the clan knew their history and role to play in protecting the forest. One night however, she became possessed and started slaughtering the village's children. Dizzy watched as her mother was cut down, as the twisted fiend controlling her popped out and laughed as it scurried into the woods. It was on this day Dizzy's fate as Devil hunter was sealed.
When she was 16, the age of adulthood in her clan, she went with her father on her first hunt. She came back wounded, but in high spirirts as they had brough back the heads of a dozen vile creatures. Her skills continued to develop until she became one of the best hunters in the whole clan. When she was 19, her hunting party stumbled on an excavation site being run by devils and slaves. They launched an attack on the site, and her entire hunting party was slain including her father. However the site was destroyed and all the devils had been slain or run off. She found what looked like a piece to a strange artifact at the site and decided that it must be what the devils were after. She dropped it off at a town bordering the edge of the forest, leaving it with the local church to protect. As she travelled home, she ran into a devious looking sorcerer. The man ranted and raved about how she years of hard work and planning. She knew the man to be dangerous so she drew her sword but it was far too late. With a flick of his hand she lost her ability to move. Laughing maniacally, he introduced himself as Kainin, and proceded to cast a dark and evil incantation on her. Telling her death was too quick, he cursed her and then let her go.

Upon returning to her clan's village, she was greeted by a sight of destruction and agony. The village in ruins, all of her clan slaughtered on the ground. She knew it had to be that damned sorcerer's doing. She buried all of her fallen clan members in their ancestral burial grounds and left the forest in search of Kainin. The devils had spread to the entire area, making her find alot of work as a devil hunter over the next few years. But she began noticing an odd feeling whenever she slayed one. Unsure of what was happening to her, she sought out divine assistance from a church. At first she was turned away, the church members being suspicious of her for some reason. After explaining her plight, they revealed to her that she had a distinctly evil aura around her. They attempted to break the curse that Kainin had set upon her, but his magic was too powerful. Dizzy kept wandering, searching for Devil's to kill, searching for Kainin so she could extract her revenge, searching for a cure for the curse that was afflicting her. It was not long before she noticed the taint of her curse was spreading into her gear. Her sword and armor gained voices, whispering poison into her ear. She resisted them. They instead began to reach out to the people around her, corrupting them into performing evil acts. She would then be accused of working with devils and chased out of town. She knew it was time to get rid of her gear, passed down to her from her father as it was passed down to him for generations. She returned home to lay the items to rest in her clan's burial grounds. She returned a week later to destroy the her familys undead bodies that were ressurected by them.

The act of slaughtering her family was too much for Dizzy, and she finally gave up on life. Screaming to the heaven's, she demanded to know what to do. She was shocked to recieve a response. Out of the forest emerged a whirlwind of glittering sand. Dizzy watched in awe as the sand reformed itself into an elf-like being. The stories her mother had taught her as a child came to mind as Dizzy finally realized who it was that had come calling. Gwynharwyf herself was standing before Dizzy, and the prescense of such a divine entity left Dizzy absent of words. Gwynharwyf informed Dizzy that a great evil was sweeping the lands. And that Dizzy's fate had wound up entwined with that evil. Long ago a wizard with an obssessive quest for knowledge had wanted access to the planes of the gods themselves. When denied, he began constuction of a great portal that could force open any realm. When the gods discovered this plot, they punished the wizard, but found that whatever he had used to overcome the planar protections of the gods made the gate indusctructable. So they dismantled it, and scattered the pieces over the world. The evil sorcerer Kainin was attempting to reconstruct that gate for his master Mephistopheles, ruler of the 8th layer of hell. With that gate they could lay siege to any plane, putting the balance of the world at risk. As for Dizzy's involvement, she had unknowingly prevent Kainin from getting one of the pieces of the gate. The curse placed on Dizzy was designed to corrupt her with the essence of every devil she cut down. Such corruption would eventually consume her and make her a new powerful pawn for the dark sorcerer. However the divine Eladrin offered Dizzy assistance in order to harness the dark powers attempting to consume her soul, and use them to defeat the very man who had placed them upon her to begin with.

Dizzy renewed her quest, backed by the divine power of Gwynharwyf herself. Channeling her dark curse, she found new and powerful ways to employ it to her advantage. Yet, the more powerful she became, the more powerful devils she began to slay, the more powerful devils, the stronger the curse, and the dark manifestations began to appear on her body. Ignoring her deteriorating state, she hunted after Kainin and attempted to prevent him from getting his hands on all the gate pieces. After years of struggling however, Dizzy failed in her quest. The dark spellcaster successfuly collected all the pieces and fled into the depths of hell. Informed by Gwynharwyf, she knew she had to follow. Followers of Gwynharwyf had secured a passageway to the first layer of hell for Dizzy, and she descended into its depths without a second thought. Fighting her way through each layer of hell, she finally made her way down to 8th layer where the portal was being assembled. She finally located Kainin, but was told if she killed him the curse would never go away. The portal was now active and a hoard of devils were travelling to the material plane. She had to act fast. She defeated him and tried to force him to release the curse, but he ended up being slain by an agent of his master Mephistopheles. In the Devil's hand was a soulstone connect to the bargain Mephestopheles had made with Kainin, glowing with the soul of the only man that could save Dizzy. She fought with the beast, but when he was about to lose he used Kainin's soulstone as a spell component in an attempt to empower a spell strong enough to defeat Dizzy. even though the spell failed to stop her, the true damage was done, as the soul of the only person who could break the curse was now forever destroyed. She cut the Devil's head off and proceeded to destroy the magical power sources to the portal. Then she used the divine energy implanted into her by Gwynharwyf to tranport the gate deep into the heart of Celestia where the dvils could not reach it again. The unstable portal itself was still not completely closed after its source was cut off, and Dizzy managed to leap through the rift in order to escape back to the material plane.

Dizzy was expecting to face the devil horde that had crossed through the portal when she reached the other side. She was instead greeted by an army of paladins who had arrived to fight the devils. Corpses of slain fiends littered the earth as the paladins finished off the last of the invaders. Turning to Dizzy, they began to attack her as well. She tried to tell them to stop, but soon realized that the number of Devil's she had butchered on her way though hell had completely transformed her into an abomination of hell. They would not leave her be. Knowing she could not bring herself to attack the forces of good, she was forced to surrender to the paladins. Exhaustion from all the ordeals she was forced to face finally caught up with her as they decided on a scentence of death. The last thought going through her head was that she could finally rest as they chopped it off. [/sblock]

Knowledge Checks: (Base/Total)
[sblock]
Knowledge History DC 10/22: The Lady of Dismay was a cursed woman who roamed around the world searching for a cure, never to find peace. Her place in history is that of a joke or cruel nursery rhyme.

Knowledge History/Planes DC 20/26: While her goals were never accomplished in life, she bears the honer of being one of the few mortals who braved the fires of hell all the way down to level 8 and successfully returned, though where she ended up after is a mystery.

Knowledge History/Religion DC 30/50: She comes from a long line of Devil hunters, and was known throughout the land for her skill in such regards.

Knowledge Arcana DC 35/52: Her curse was consumed the essence of all the Devils she slayed and used that power to corrupt her from the inside. The goal of such a curse is to make her more and more tainted as she gets more and more powerful until she finally turns to the side of darkness as an extremely powerful new pawn. She was cursed by a powerful dark sorcerer named Kainin who was a servant of Mephistopheles, the Lord of the 8th layer of Hell.

Knowledge Religion DC 35/42: The Lady of Dismay was doomed to be overcome by her curse. It was only through intervention by Gwynharwyf that she was able to overcome the darkness inside of her and harness it to give her the strength to continue fighting.

Knowledge Religion/Planes DC 40/52: While her life goal was to break her curse, The Lady of Dismay's true purpose for venturing into hell was to prevent Mephistopheles from using an artifact gate to invade the material plane. She actually accomplished this goal, thwarting the Devil Lord's plan and saving the material plane.

Knowledge History DC 40/53: Her curse had turned her body into a horrific abomination, and when she returned to the material plane she was captured and executed by an army of paladins.
[/sblock]




 
 
 

Jemal

Adventurer
Kayla Elzmyr, the Messenger of the Song

Finis.
[sblock=Kayla Elzmyr, the Messenger of the Song]
Human Bard1/Paladin2/Wu Jen3/Ultimate Magus 12/Mindbender1/Lyric Thaumaturge 5/E.Knight1/Sublime Chord 1/Magical Trickster3/Archmage1
*First 20 lvls = Bard1/Paladin2/WuJen3/Lyric4/Magus8/Sublime1/Knight1
AL: CG HT: 5'11" WT: 150 Hair: Red with Silver Highlights Eyes: Sea-green
XP TO NEXT LEVEL: 6,500/30,000

{91 Points *+1 for guessing near-correct on hundred headed hydra*}
STR: 10 (+0) [10 Points]
DEX: 30 (+10) [15 Points +5 Inherent +6 Enhancement +4 Sacred]
CON: 28 (+9) [17 Points +5 Inherent +6 Enhancement]
INT: 28 (+9) [18 Points +4 Inherent +6 Enhancement]
WIS: 24 (+7) [13 Points +5 Inherent +6 Enhancement]
CHA: 40 (+15) [18 Points + 7 level +5 Inherent +6 Enhancement +4 Sacred]

HP: 352 *+30temp* (3d10+10d6+17d4+270) AC: 60 (10 base +10 dex +12 Armour +6 Shield +5 Nat.Armour + 15 Deflection + 2 Luck)
Saves:
FORT: +45 (9 base +9 con +5 Epic +5 Resistance +15 Cha + 2 Luck)
REF: +46 (9 base +10 dex +5 Epic +5 Resistance +15 Cha + 2 Luck)
WILL: +53 (19 base +7 wis +5 Epic +5 Resistance +15 Cha + 2 Luck)
Init: +10 (10 dex) Movement: 60/Swim 60/Fly 120

Bab: 16
Ranged Touch Attacks: +26

Skills(Total/Ranks):[287 Points, Max rank 33]
Knowledges: Arcana(+48/33), History(+48/33);
Balance(+33/0), Bluff(+52/33), Climb(+21/0), Concentration (+11/1), Diplomacy(+32/5), Escape Artist(+20/4), Hide(+30/14), Jump(+32/0), Listen(+20/12), Move Silent(+17/1), Perform[Dance](+32/5), Perform[String](+34/5), Perform[Sing](+60/33), Profession[Astrologer](+13/6), Sense Motive(+15/5), Sleight of Hand(+30/15), Spellcraft(+50/23), Spot(+46/33), Swim(+9/0), Tumble(+43/12), 6
Skill Tricks: Point it out, Collector of Stories, Back on your feet, Nimble Stand, Conceal Spellcasting, False Theurgy (8 pts)

Feats: [13] Melodic Casting, Skill Focus(Spellcraft), Spell Focus(Transmutation, Evocation), Extra Music, Practiced Caster: Bard, Empower Spell(+1), Maximize Spell(+2), Rapid Metamagic, Quicken Spell(+3), Extend Spell(+1), Persistant Spell(+5), Eschew Materials

Epic Feats: [4] Ignore Material Components, Intensify Spell(+6), Improved Metamagic, Spell Knowledge

Bonus Feats/Class Features:
Bardic Music(11/day), Bardic Knowledge(+26), Inspire Courage +1, Competence, Fascinate, Countersong, Smite Evil(+15atk/+2dmg), Divine Grace, Detect Evil, Lay on Hands(30hp/day), Captivating Melody, Bonus bard Spell slot(1st, 2nd), Bonus bard Spell Known(1st, 2nd), Watchful Spirit, Spell Secret(Extended Shield), Sonic Might(+1d6/spell lvl), Sublime Casting(Add to WuJen) Arcane Spellpower+4, Expanded Spell Knowledge(From Wujen to Bard: 1st,2nd, 3rd; From Wujen to Sublime: 4th,5th, 6th), Augmented Casting(6th or lower, 9/day), Telepathy, Spontaneous Trickster, bonus trick, Metamagic Trick(1/day), Tricky Magic
High Arcana: Mastery of Elements(8th Sublime)

Languages: Common, Draconic, Sylvan, Celestial, Giant

Caster Stats:
No sign = PHB/Spell Comp/C.Arcane, *=Complete Mage, #=Fiendish Codex 1

Bard Casting 9 [CL 18] DC 25+lvl(+1 Trans/Evoc)
Level (Per day) - Known - List(+Wujen Spell knowledge)
Cantrip (3) - 6 - Amaneusis, Arcane Mark, Detect Magic, Mage hand, Mending, Prestidigitation
1st (11) - 5+1 - Focusing Chant(+1atk/skill/ability check, 1min), Improvisation(36/+9), Joyful Noise(Negate Silence, Concentration), Serene Visage(+10 bluff, 18 min), Targeting Ray(+6, 3 min), True Strike
2nd (11) - 5+1 - Circle Dance, Cure Moderate Wounds, Ray of the Python#, Shatter, Sonorous Hum(Maintains Concentration, 18 minutes), Wood shape
3rd (8) - 3+1 - Cure Serious Wounds, G'Elsewhere Chant, Good Hope(+2 morale, 18 minutes), Protection from Energy

Sublime Casting 10 [CL 30] DC 25+lvl(+1 Trans/Evoc)
Level (Per day) - Known - List(+Wujen Spell Knowledge)
4th (11) - 4+1 - Elzmyr's Energy Orb(Orb of Fire), Ruin Delver's Fortune, Assay Resistance, Inner Beauty#, Sirine's Grace
5th (7) - 4+1 - Arcane Fusion*, Dragonsight, Hidden Lodge, Moonbow, Wall of Force
6th (7) - 4+1 - Chain Lightning, Disintegrate, Hindsight, Probe Thoughts, Fire Seeds
7th (6) - 4 - Bite of the Wearbear, Energy Absorption, Analyze Dweomer, Ironguard
8th (4) - 3 - Elzmyr's Energy Ray(Polar Ray), Moment of Presience, Greater Arcane Fusion*
9th (3) - 4 - Meteor Swarm, Time Stop, Undermaster, Effulgent Epuration

Wujen Casting 15 [CL 30] DC 19+lvl(+1 Trans/Evoc)
Level (Per day) - List
Cantrips(4) - Detect Magic, Mage Hand, MessageX2
1st (11) - Detect GoodX3, Extended ShieldX4(1 hr), IdentifyX2, Obscuring Mist, Unseen Servant
2nd (10) - Empowered Magic MissileX2, Extended VentriloquismX2(1 hr), Fire Shuriken, Heart of Air(30 hr), Knock, Rope Trick(30 hr), 2!
3rd (10) - Empowered Fire ShurikenX2, Heart of Water(30 hr), Major ImageX2, Protection from Energy(5 hr), 4!
4th (10) - Heart of Earth(30 hr), Dismissal, Locate Creature, Maximized Fire Shuriken, Minor Creationx2, PolymorphX2, 2!
5th (6) - Persistant AugmentX3, Fabricate, Heart of Fire(30 hr), Major Creation
6th (4) - Persistant Scales of the Lizard, Wall of Iron, True Seeing, Control Weather
7th (3) - Decapitating Scarf, Giant Size, Maximized Fire Breath
8th (2) - Minute Form, Horrid Wilting

Wujen Spellbook
Level - Known(+Bought) - List
Cantrips - ALL
1st - 9+1 - Charm Person, Detect Good, Identify, Magic Missile, Obscuring Mist, Scales of the lizard), Shield, True Strike, Unseen Servant, Ventriloquism
2nd - 4+3 - Heart of Air*, Fire Shuriken, Knock, Minor Image, Rope Trick, See Invisible, Wood Shape
3rd - 4+1 - Heart of Water*, Fireball, Major Image, Protection from Energy, Tongues
4th - 4+1 - Heart of Earth*, Dismissal, Locate Creature, Minor Creation, Polymorph
5th - 4+5 - Heart of Fire*, Fabricate, Fire Breath(30 rnds), Major Creation, Permanency, Servant Horde, Telekinesis, Vitriolic Sphere, Wall of Force
6th - 4+1 - Control Weather, Fire Seeds, Globe of Invulnerability, True Seeing(30min), Wall of Iron
7th - 4+1 - Decapitating Scarf, Delayed Blast Fireball, Energy Absorption*, Giant Size, Greater Teleport
8th - 2+2 - Horrid Wilting, Minute Form, Polymorph Any Object, Repel Metal or Stone

Permanent Spells: 3,500 XP
Tongues, See Invisibility, Alarm(Mental, on book), Alarm(Audible, On Haversack)
*Password for both Alarms is a specific tune being hummed*

DAILY BUFF LIST(24+hours):
W=Wujen, B=Bard, S=Sublime
Heart of Air[lvl2 W]/Water[lvl3 W]/Earth[lvl4 W]/Fire[lvl5 W] - (30 temp hp, +10 jump, +8 Swim, +5 Escape Artist, +8 Resist bullrush/over-run/trip, Swim speed, water breathing, Expend for Fire shield/Stoneskin/Freedom of Movement/Feather Fall.)
Dragonsight[lvl5 S] - Low lightx4, Darkvision 300', half distance penalties for spot, 150' blindsense
Unseen Servant[lvl1W] - Unseen Servant stays in Portable Hole until needed
Energy Absorption[lvl7 S] - (Energy Resist 10, Expend for immunity & half healing)
Persistant[Augment: lvl5W] Inner Beauty[lvl4 S] - (+4Sacred to Dex/Cha)
Persistant[Augment: lvl5 W] Sirine's Grace[lvl4 S] - (15 deflection to AC, +8 perform, water powers)
Persistant Scales of the Lizard[lvl6 W] - (+5 Natural Armour)
Persistant[Augment: lvl5 S] Maximized Fire Breath[lvl5 W] - Gain standard action gout of flame (15' range, 80 fire damage) as ranged touch attack.
Persistant[Augment: lvl5 W] Undermaster[lvl9 S] - (Gain spell-like abilities at will: Earth lock, Earthquake, Excavate, Flesh to Stone/Stone to Flesh, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Mud to Rock/Rock to Mud, Tunnel Swallow, Wall of Stone, Xorn Movement)

Mid-term Buffs(can be extended/Persisted)
Protection from Energy[lvl3 B] - 3 hours - 120 protection vs 1 element.

Equipment: 4,300,000
Armour of the Celestial Battalion (616,300)
Runestaff of Power(38,000) **Cone of Cold, Continual Flame, Fireball, Globe of Invulnerability, Hold Monster, Levitate, Lightning Bolt, Magic Missile, Ray of Enfeeblement, Wall of Force(Sphere)**
+5 Mithril Buckler(26,015)
Cloak of Charisma+6 (36,000)
Vest of Resistance+5 (25,000)
Boots of Swiftness[Evasion, Double Speed, +6 Dex, Haste 3/day, +skills](256,000)
Circlet of Advisement[Int+6, Wis+6, Persuasion] (96,750)
Amulet of Greater Health[Con+6, Immune to Disease/Poison, Wound Closure] (110,250)
Ring of Magic [Arcane Might, Spell Battle, Theurgy, Spell Turning] (256,680)
Ring of Wizardry [1-4] (295,000)
Robes of Elvenkind [+5Hide/Move Silent] (6,250)
Horizon Goggles of Eagle Eyes(+5 spot, +50% range) (11,750)
MW Lyre of Building(13,100)
Spool of Endless Rope (1,400)
Caster GloveX2 (40,000) *Holds Runestaff and Rod*
Portable Hole(20,000)
Hewards Handy Haversack (2,000)
Luckstone (10,000)

Songbook of the Ages [Boccobs Blessed Book, Scrolls of Uncertain Provenance](24,500)
*This book also gave the inherent bonuses Dex+5, Cha+5, Con+5, Wis+5, Int+4. I'm not increasing the cost for this b/c they are one use and it's a flavour thing, having zero in-game impact*(660,000)
**Spells for Spellbook: Spell LvlX50** (3,400)

Immovable Metamagic Lordly Rod "OF" [Immovable, Lordly Might + Lesser, Normal, and Greater of each: Chain, Empower, Maximize, Quicken, Enlarge, Extend, Silent](1,608,300) (+ 122,000) Intelligent)
Intelligent Item: Immovable Metamagic Lordly Rod "OF" :
Int 10, Wis 19, Cha 19, AL: CN, Speech, Telepathy, 120' Darkvision, Blindsense, Hearing
Dedicated Purpose: Defeat/slay Dragons. Dedicated Power: Crushing Despair.
Primary Powers: Dimensional Anchor 1/day, Status at will, Haste 3/day
Lesser Powers: Intimidate(+16), Bluff(+14), Diplomacy(+18), Sense Motive(+14)
Ego: 27

Remaining: 21,305 GP
[/sblock]

[sblock=Backstory]
Kayla Elzmyr was descended from a long line of heroes and legends. The Elzmyrs before her had all been mighty and noble.. Paladins, Sorcerors, even a few Dragons were amongst her ancestors. Her youthful obsession with music came, needless to say, as somewhat of a letdown to her parents. While her siblings were beginning their careers in politics, studying the finer arts, or off adventuring, all she seemed interested in was music.

Ever since she had been a child, Kayla had heard the Song, it was inside her, all around her, in everything... But when she tried to express it, the sounds she produced came as a shock to those around her.. Metallic, loud, sometimes jarring, and rarely melodic. It wasn't long before she was sent to the temple for some 'military and spiritual guidance'. The two years she spent there, although informative, were hard - both on Kayla and those around her. She was not cut out for the life of a paladin, and though she managed to tap into the divine spark, she could tell that she was 'doing it wrong'. Her power came not from a deity, but from something else, something that called to her. Her time at the temple did settle her somewhat though, calming the chaos within her.

After her unsuccessful attempts to join the ranks of the holy knights, it was decided that perhaps the minor arcane proficiency she'd developed (at the great consternation of the temples head paladin) could be focused into something constructive. Thus was Kayla sent east, to enter the tutelage of her uncle, a wise and powerful master of arcane secrets. She learned quickly under him, and her focus and clarity grew, taking her beyond the shortsightedness that had hindered her as a child. It was while she was attempting to learn the art of combining her different magical styles that she heard it again - The music that had been her life when she was young - only know, it came through so clearly, and at last she understood. It wasn't just about the sound, she was actually hearing the magic behind the world itself... Her mind had just been so unfocused before that it had been unable to translate what she heard. And again, something was calling to her.. but this time, she could follow the call.

Her journey took her deep within the bowels of the earth, over pits of tar, beyond a portal of fire, past the corridor of contradiction, and through the hall of the mountains king she travelled. She bested a devil in a musical duel, convinced a Trumpet Archon that she was worthy of his blessing, and crept past a dragon asleep for so long it had become covered in stalagmite formations.
Finally, Kayla found herself in a chamber untouched for millenia. The song of the ages reverberated throughout the auditorium, and in the center was a pedastal holding an ornate book, its silver-trimmed exterior covered in musical and magical symbols. Above the book floated an imposing looking mace, which introduced itself as the defender of the song.

With the help of "OF", and a great deal of time, Kayla was able to translate and understand the mystical music of the Songbook of the Ages, finally tapping into the song of the universe. Once she understood the book (Or at least a good portion of it, there are verses yet beyond even her grasp) she set out into the world, to spread the word.. Or at least, that was the intention. On her way out of the cavern, she passed once more the sleeping ancient wyrm, and such was OF's hatred of the beast that he could not keep silent, crying out for its death. Although she was able to (just barely, with the help of the universal song) defeat it, it inflicted her with an ancient curse which stole her voice.

Through her magical prowess, Kayla forged powers of telepathy that allowed her to converse with those around her once more, but without her voice, she was unable to properly spread the song, and fell into a great depression. She gave in for a time to OF's hatred of dragons, for their part in the fall of the song, and the two of them quested after many great wyrms, destroying any they came across. It was while hunting a Great Silver, a reputed relative of hers, that she heard the song for the last time, and understood how far off the path she had gone. Her actions had become meaningless, almost evil, and there was but one way to atone. Against OF's very vocal objections, she offered her life to the Silver, convinced that if the curse could not be lifted, the song should find a new messenger. Impressed by her offer, and chagrined at his races part in the downfall of the Song, the Silver made her an offer. Its power could not match the evil drake she had fought before, even in final death, but together they could. The two wove a communal spell, breaking the curse and freeing the Song at the cost of both of their lives, knowing that it was now unrestrained, and would find a new messenger, she died at peace, not knowing that it would once more choose her.
[/sblock]

[sblock=MATH Breakdown]
Human Bard1/Paladin2/Wu Jen3/Ultimate Magus12/Sublime Chord1/Mindbender1/E.Knight1/Lyric Thaumaturge 5/Magical Trickster3/Archmage1
*First 20 lvls = Bard1/Paladin2/WuJen3/Lyric4/Magus8/Sublime1/Knight1
*lvl order = Bard1/Paladin2/WuJen3/Lyric4/Magus2/Sublime1/E.Knight1/Magus10/Mindbender1/Lyric1/Trickster3/Arch1

HD: Bard1d6+Paladin2d10+WuJen3d4+Magus12d4+Sublime1d6+Bender1d4+Knight1d10+Lyric5d6+Trickster3d6+Arch1d4

BAB:
Bard 0, Pal 2, Wu Jen 1, Magus 4, Lyric 3, Knight 1, + 5 Epic = 16

Saves:
Fort: Bard+0 Paladin+3 Wujen+1 Magus+2 Sublime+0 Knight+2 Lyric+1=9
Ref: Bard+2 Paladin+0 Wujen+1 Magus+2 Sublime+0 Knight+0 Lyric+4=9
Will: Bard+2 Paladin+0 Wujen+3 Magus+6 Sublime+2 Knight+2 Lyric+4=19

Skills:
Bard 6x4, Pal 2x2, Wu Jen 2x3, Lyric 4x5, Knight 2, Sublime 4, Bender 2, Archmage 2, Trickster 4x3, Magus12x2 Human&Int= 5x33 +2 Amplified Int @lvl20 = 11X2 = 287 Skill points

CL Math:
*X*=what it adds to. S=Sublime, B=Bard, W=Wujen
Bard1/Wujen3
Bard5/Wujen3(Lyric4: *B*)
Bard5/Wujen4(Mag1: *W*)
Bard6/Wujen5(Mag2: *B&W*)
Bard6/Wujen5/Sublime1(Sublime1)
Bard6/Wujen6/Sublime2(Magus3*S&W*)
Bard6/Wujen6/Sublime3(Magus4*S*)
Bard6/Wujen7/Sublime4(Magus5*S&W*)
Bard6/Wujen8/Sublime5(Magus6*S&W*)
Bard6/Wujen8/Sublime6(Magus7*S*)
Bard6/Wujen9/Sublime7(Magus8*S&W*)
Bard6/Wujen10/Sublime8(Magus9*S&W*)
Bard6/Wujen11/Sublime9(Magus10*S&W*)
Bard7/Wujen11/Sublime9(Magus11*B*)
Bard8/Wujen12/Sublime9(Magus12*B&W*)
Bard9/Wujen12/Sublime9(Lyric5*B*)
Bard9/Wujen12/Sublime10(Bender*S*)
Bard9/Wujen14/Sublime10(Trickster3*W*)
Bard9/Wujen15/Sublime10(Arch*W*)

CL: Bard 18, Wujen/Sublime 30
[/sblock]
 
Last edited:

ghostcat

First Post
Ishasha Amar de Wasmer

[sblock=Ishasha Amar de Wasmer]Class: Scout(16), Ranger(2), Fighter(1), Dervish(10), Ninja(1)
Race: Human
Size: Medium
Gender: Female
Alignment: Chaotic Neutral
Deity:
Vision: Blindsense (30'), Darkvision (60')
Move: 10 Squares,50 ft. (30 [Human] +20' [Enhancement: Scout])

STR 10 (+0) [base 10]
DEX 38 (+14) [base 18] +7 [STAT Increase] +5 [Inherent] +8 [Enhancement]
CON 28 (+9) [base 17] +5 [Inherent] +6 [Enhancement]
INT 28 (+9) [base 18] +4 [Inherent] +6 [Enhancement]
WIS 28 (+9) [base 17] +5 [Inherent] +6 [Enhancement]
CHA 10 (+0) [base 10]

Fortitude: +31 (+10 [Base] +9[CON] +5[EPIC] +5[Ring] +2 [Scout:Battle Fortitude])
Reflex: +39 (+15 [Base] +14[DEX] +5[ÈPIC] +5[Ring])
Will: +30 (+9 [Base] +9[WIS] +5[EPIC] +5[Ring] +2 [Ninja:Ki Power])

Armor Class: 59 (10[Base], +14[DEX], +3 [Dervish] +13[Bracers] +5[Natural Armour:Amulet] +5[Deflection: Ring] +9 [WIS: Ninja])
[sblock=AC Adjustments]
Code:
[b]- Fighting Defensively, Total defence:[/b] +4 [Dervish:Elaborate Parry]
[b]- Against OOC:[/b]                         +2 [FEAT: Mobility])
[b]- Named Opponent[/b]                       +1 [FEAT: Dodge]
[b]- Move at Least 10'[/b]                    +4 [Scout:Skirmish]
[b]- Move at Least 20'[/b]                    +2 [FEAT:Improved Skirmish]
[/sblock]Touch: 41 Flatfooted: 59
20% miss chance due to Cloak (Displacement)
Spell Resistance: 40

HP: 413 = (+10 [Ranger (2d8)] +84 [Scout 16d8) +38 [Dervish (10d10)] +10 [Fighter (1d10)] +1 [Ninja (1d6)] +270[CON])
Initiative: +22 (+14 [DEX] +4 [Feat:Improved Initiative] +2 [Scout:Battle Fortitude] +2 [Dervish:Improved Reactions])
BAB: +18+5[Epic], Melee +23/+18/+13/+8, Ranged +37/+32/+27/+22, Grapple +23/+18/+13/+8
Code:
[B]Weapon                  Attack           Damage     Critical[/B]
Composite Shortbow	+39/+34/+29/+24  1d6        20/x3 70'
Scimitar:One Hand       +45/+40/+35/+30  1d6+5      14-20/x2
[sblock=Scimitar Calculations]Attack: 45 =(18 [BAB] +5 [Epic] +5 [Magic:Weapon] +14 [FEAT:Weapon Finess],[Dervish:Slashing Blades] +1 [FEAT:Weapon Focus] +2 [FEAT:Epic Weapon focus])
Damage Bonus:1d6+5 = (+5 [Magic:Weapon])
Critical:14-20 = (18-20 [base] -4 [FEAT: Power Critical])
[/sblock][sblock=Scimitar - Attack Adjustment]
Code:
Scimitar:TWF Primary Hand -2
Scimitar:TWF Off-Hand     -2 [FEAT:Perfect Two-Weapon Fighting]
[Dervish Dance]           +5 (5 times/day)
[/sblock][sblock=Scimitar - Damage Adjustments]
Code:
[b]- Move 10'[/b]                            +5d6 [Scout:Skirmish]
[b]- Move 20'[/b]                            +2d6 [FEAT:Improved Skirmish]
[Dervish Dance]                       +5   (5 times/day)
[b]Flatfooted[/b]                            +2d6 [Ninja:Sudden Strike]
[Scimitar:Flaming]                    +1d6
[b]Critical Hit[/b][Scimitar:Flame Burst]    +1d10
[Scimitar:Shock]                      +1d6
[b]Critical Hit[/b][Scimitar:Shocking Burst] +1d10
[/sblock]Favoured Enemy: Humanoid(orc) +2
Outsider(Evil) +6
Undead +4
ANOther +2
Code:
[B]Class Abilities:[/B]
Dervish
1,3,5,7,9	Dervish Dance (5/day, +5 bonus to attack and damage, Lasts 10 rounds)
1		Movement Mastery
1		Slashing Blades
2,5,8		Fast Movement (+15 to speed)
3		Spring Attack
4		Dance of Death
6		Improved Reaction
7		Elaborate Parry (+4 to AC when fighting defensively)
9		Tireless Dance
10		A Thousand Cuts (1/day, Double No. of Melee attacks in Full attack)

Fighter
1		Bonus feat:Weapon Focus (Scimitar)

Ninja
1		Ki Power
1		Sudden Strike (+1d6)
1		Trapfinder

Ranger
1		Favored Enemy (Humanoid (Orc))
1		Wild Empathy
1		Track
2		Combat Style (Two Weapon Fighting)

Scout
1,3,5,7,11,13,15 Skirmish (+4d6, +4 AC)
2,11		Battle Fortitude (+2 Fort, +2 Init)
2		Uncanny Dodge
3,11		Fast Movement (+20)
3		Trackless Step
4		Bonus Feat:Combat Expertise
5		Evasion
6		Flawless Stride
8		Camouflage
8		Bonus Feat:Blind Fighting
10		Blind Sense 30'
12		Bonus Feat:Improved Initiative
14		Hide in Plain Sight
16		Bonus feat:Alertness

[B]Feats:[/B]
1		Weapon Finesse
3		Mobility
6		Power Critical (Scimitar)
9		Improved Critical (Scimitar)
12		Improved Two-Weapon Fighting
15		Swift Hunter
18		Improved Skirmish
===========================
21		Epic Weapon Focus
24		Two Weapon Rend
27		Greater Two Weapon Fighting
30		Perfect Two Weapon Fighting

Automatic
-		Armor Proficiency (Light)
-		Armor Proficiency (Medium)
-		Armor Proficiency (Heavy)
-		Martial Weapon Proficiency
-		Shield Proficiency
-		Simple Weapon Proficiency
-		Tower Shield Proficiency
Skill Points: 392 = 267 [scout] +22 [ranger] + 7 [fighter] +90 [dervish] +13[ninja]) (including +22[Inherent])
Max Ranks: 33/16.5
SKILLS
Balance +43 (25 Ranks, +14 DEX, +4 Misc.)
Escape Artist +39 (25 Ranks, +14 DEX)
Heal +17 (8 Ranks, +9 WIS)
Hide +47 (33 Ranks, +14 DEX)
Intimidate +7 (7 Ranks)
Jump +48 (27 Ranks, +21 Misc.)
Knowledge (Geography) +23 (14 Ranks, +9 INT)
Knowledge (Nature) +32 (19 Ranks, +9 INT, +4 Misc.)
Listen +44 (33 Ranks, +9 WIS, +2 Misc.)
Move Silently +47 (33 Ranks, +14 DEX)
Perform (Dance) +20 (20 Ranks)
Ride +24 (10 Ranks, +14 DEX)
Search +39 (30 Ranks, +9 INT)
Sense Motive +15 (6 Ranks, +9 WIS)
Spot +41 (30 Ranks, +9 WIS, +2 Misc.)
Survival +42 (33 Ranks, +9 WIS)
Survival (Find or follow tracks) +44 (33 Ranks, +9 WIS, +2 Misc.)
Survival (Lost/Natural hazards) +44 (33 Ranks, +9 WIS, +2 Misc.)
Survival (Natural environments) +44 (33 Ranks, +9 WIS, +2 Misc.)
Swim +8 (8 Ranks)
Tumble +51 (33 Ranks, +14 DEX, +4 Misc.)

Equipment
Amulet of Protection (158,000)
- Natural Armor +5, (50,000)
- Health +6 (36,000)
- Wisdom +6 (36,000)
- 50% Combo Charge (36,000)
Boots of Enhanced Movement (24,250)
- Boots, Winged (16,000)
- Boots of Striding and Springing (5,500)
- 50% Combo Charge (2,750)
Bracers of Epic Armor +14 (1.96mil)
Cloak of Defence (326,500)
- Mantal of Epic Spell Resistance +40 (290,000)
- Displacement (Minor) (24,000)
- 50% Combo Charge (12,000)
Gloves of Epic Dexterity +8 (640,000)
Goggles of Night (12,000)
Handy Haversack (2,000)
- Figurine of Wondrous Power (Obsidian Steed) (28,500)
Headband of Intellect +6 (36000)
Ring of Regeneration (90,000)
Ring (125,000)
- Protection +5 (50,000)
- Resistance +5 (25,000)
- 200% Penalty for wrong slot (50,000)
Lauphata (magic Scimitar) (200,315)
- +5 (Flaming Burst/Ghost touch/Holy)
Sadame (Magic Scimitar) (200,315)
- +5 (Ghost touch/Holy/Shocking Burst)
Composite Shortbow (75)

Books Read: Dex +5, Con +5, Int +4, Wis +5 (522,500)

Total Weight:18 lbs. Money: 245,042gp, 5sp, 0cp Gems:
Code:
[B]             Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]  33    66    100
Age: 32
Height: 5' 9"
Weight: 125 lbs.lb
Eyes: Green
Hair: Blond
Skin: Brown
[/sblock][sblock=Background]Before I can tell you my story, I need to tell you a bit about my people; the Cuna. A nomadic tribe of some one hundred clans, who lived and roamed the Verde plain. Mostly herders only a few clans ever left the plain to trade and explorer in the surrounding lands.

In the middle of the plain is a circle of standing stones, that the Cuna called the Cakra. I don't know if it still exists but it was ancient when I was born. Every year all the Cuna clans gather at the Cakra to celebrate the summer solstice.

My birth clan, the Amar, roamed the plane with their herd of cattle, sheep and goats. I spent my childhood looking after sheep and goats. As I grow older, I also helped protect the heard from the occasional animal predator and the more common Orcish rustlers.

At the solstice meet following my coming of age, I met and married Juan Wesmer, leaving my birth clan and joining the Wesmer clan. I won't say it was a love match but we grew to like and respect each other, so I don't suppose I can complain.

The Wesmer clan consisted of 20 extended families, travelling the world in horse-drawn caravans. Ostensibly they were supposed to be traders. Although if truth be told they were more interested in seeing what was over the next hill than in trading.

I spent the next several years acting as scout for the clan and rising my five children. At the same time my mother-in-law capitalised on my natural agility and started teaching me the Cuna's unique fighting style, known only to a few tribe's members; mainly women.

Having just finished my preliminary training, I was just starting to master the slashing dance, which characterised the style, when the daemon war started. We never found out who did it but someone left a gate open to the abyss, permitting demon hordes to teem onto the prime.

At this time the clan had just discovered an unknown pass through the southern mountains and we were as far from the Verde plain as we had ever being. The first we knew of the invasion was when we received a message from the tribal elders telling us the clans were assembling at the Cakra and that we should return as soon as possible. This was the start of the Warmer clan's long hard fight back home.

In actuality we probably did not meet many demons probably only one or two a day but it felt like we had to fight for every mile we gained. Eventually we made it back to the Verde plain and were starting to relax, that's when things went from bad to worse. Orcus joined the invasion along with his hoard of undead. Instead of the odd demon looking for a meal, it was groups of zombies trying to kill you for no other reason than you were alive. We finally made it back to the Cakra. Everyone was injured, some seriously but miraculously no-one was dead.

Not all the clans made it and most of the ones that did had suffered fatalities. However, a surprising number did make it; the Cuna were a tough people.

The elders started to organise the tribe's defence. Much to my surprise, I was made tribal champion and presenting with my matched pair of scimitars.

The tribe had longer then they expected to prepare but eventually the demons got round to the Cuna. The fighting was long and protracted and while I could easily handle one or two demons, they eventually recognised my importance and came at me in hords. Although I destroyed what seemed like thousands, they were just too many and I was eventually overwhelmed.

How much time had passed I don't know but eventually I recovered conciousness and found myself covered in rotting demons corpses. Pushing my way through I emerged to a slaughterhouse. There were rotting bodies everywhere, human and demon. Plus some unidentifiable things that were long dead. Feasting on this carnage were what seemed like the plain's entire population of scavengers and vultures.

Needless of my own safety I started to run round in a panic checking the human bodies. I found my husband, in-laws, father and brothers. But there were no signs of my children or my mother and sisters. Calming down I noticed that most of the tribe's men had been killed but a lot of the woman and almost all of the children were missing. Checking the area outside of the battlefield for tracks, I finally found faint indications of a large group of humans surrounded by demons.

Revealed that my children were still alive but realising that I was very weak and in no fit state to rescue them, I belatedly sat down to think things through.

Firstly why was I still alive? This one was easy, it could only be the unusual wedding ring my husband gave me. What to do next? Obviously follow the track. At the moment I was in no fit state. So I started to search the bodies, demons as well as humans for anything useful. As for the bodies themselves, there were just to0 many for me to bury. I did briefly think of burying my relations but in the end decided to leave them with the others. As an aside, I did eventually find out that the demons intended to come back and raise the dead but got distracted.

Having found a number of unique items and emptied three curative wands in the process, I was ready to depart. The tracks were old and difficult to follow but I persevered. In the process I encountered a number of other tracks indicating that some of my people had escaped.
I followed the main tracks for several days. At last I came to an underground complex that the Cuna never even known existed. I'd rather forget the next few days, as I scouted an underground cave system teeming with demons. Knowing that if I was found my children were doomed but i needed all the information I could get if I was to rescue them. I found the prisoners; they were safe but very well guarded. I also found the gate that was the source of the invasion, also well guarded. As it was impossible for me to save the prisoners and destroy the gate alone, I had to retreat. I then set about rounding up the Cana survivors.

Eventually we attacked the complex. Split into two parties, the main party's job was to rescue the prisoners; while I lead a small group of heroes and set about destroying the gate.

Unfortunately things did not turn out as planned. Orcus' avatar had taken over guarding the gate. The fight was long and fierce and I ended up sacrificing myself in order to destroy the gate.[/sblock] [sblock=Knowledge Checks][sblock="15+6=21 (Religion)"]Ishasha Wesmer was the Cuna tribal champion during the demon war[/sblock][sblock="10+17=27 (Religion)"]The demon war occurred in 6,572 Common Reckoning, when demon hordes invadid the Prime through an unsecured gate[/sblock][sblock="10+20=30 (Religion)"]Ishasha Wesmer destroyed the gate, thus ending the Demon war[/sblock][sblock="25+5=30 (Religion)"]Ishasha Wesmer lead the Wesmer clan in there heroic odyssey from the southern mountains to the Verde plain at the beginning of the demon war[/sblock][sblock="30+1 = 31 (Geography)"]The Cakra was an ancient stone circle which held some religious significance to the Cuna[/sblock][sblock="15+18 = 33 (History)"]The Cuna were a nomadic tribe of herders that lived around the middle of the 6th millennium Common Reckoning.[/sblock][sblock="20+20=40 (Religion)"]Ishasha Wesmer died during the Cakra massacrer. Only to rise from the dead[/sblock][sblock="35+5=40 (Religion)"]Ishasha Wesmer rallied the survivors of the Cakra massacrer and lead the attack on the Demon's base that ended the demon war[/sblock][sblock="30+19=49 (History)"]Ishasha Wesmer lead the group that discovered the western pass through the southern mountains[/sblock][sblock="40+19=59 (History)"]Ishasha Wesmer's children survived the demon war and went on to rebuild the Cuna tribe[/sblock][/sblock]
 

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