[sblock=She didn't know who she was, but so many tales she had (CR 19)]
That trap had done more than just shatter her memmories, her own esscence had been warped... spellwarped... now she has memories she isn't even sure they are her own, a collection of information boiling in her head...
? Female Spellwarped (MM3) Elven Bard 7/Fighter 3/War Chanter 7 (Complete Adventurer)
Aberration (augumented humanoid (elf))
Init +4;
Senses Low-light vision; Listen +2, Spot +2
Languages: Common, Elven, Draconic, Sylvan
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AC 20, touch 14, flat-footed 16;
(+4 Dex, +2 Natural, +4 armor)
hp (max) 185 (4d6+3d10+10d8+51);
Immune magical sleep effects
Saves [SR 28]
Fort +18 (10 class + 3 Con)
Ref +9 (8 class + 4 Dex)
Will +5 (8 class) [+2 racial bonus against spells from the Enchantment school]
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Speed 30 ft. (6 squares)
Melee
Longsword +20/+15/+10 (1d8+4/17-20) or
Longsword +18/+13/+8 (1d8+5/17-20) and Longsword +18/+13 (1d8+2/17-20)
Ranged
Composite Longbow +19 (1d8/x3) (110ft. range increment)
Space 5 ft.;
Reach 5 ft.
Base Attack +15;
Grp +19
Atk Options Arcane Strike, Combat Expertise, Two Weapon Fighting, Improved Two Weapon Fighting, Dual Strike
Special Actions Bardic Music, War Chanter Music
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Spells per day: 3/5/3/1
Spells Known: 6/4/4/2
0-
1- Expeditious Retreat, Feather Fall, Identify, Undetectable Alignament
2- Darkness, Eagle's Splanedor, Heroism, Mirror Image
3- Gaseous Form, See Invisibility
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Abilities (32 pts):
Str 18 (6pts + 4 template)
Dex 18 (6pts + 2 racial + 2 template)
Con 16 (6pts - 2 racial + 4 template)
Int 14 (2pts + 4 template)
Wis 10 (2pts)
Cha 20 (10pts + 4 stat bumps)
Feats:
Fighter bonus feats:
Oversized Two-Weapon Fighting (Complete Adventurer, treat One Handed weapon in offhand as light weapon)
Two Weapon Fighting
Arcane Strike (Complete Warrior, Sacrifice a spell to gain a bonus equal to its level and 1d4xSpell level bonus damage on all attacks for the round)
Combat Expertise
Dual Strike (Complete Adventurer, As a standard action make an attack roll to hit with two weapons -at a -4 if off-hand weapon is light, at a -10 if not-)
Improved Critical (Longsword)
Improved Two Weapon Fighting
Weapon Focus (Longsword)
Skills [Bardic Knowledge +11]
Intimidate +24 (10 Ranks Bard, 3 ranks Fighter, 6 ranks WC, 5 Cha)
Perform (Singing) +25 (10 Ranks Bard, 10 Ranks WC, 5 Cha)
Perform (Storytelling) +25 (10 Ranks Bard, 1.5 Ranks Fighter, 9 Ranks WC, 5 Cha)
Knowledge (History) +12 (10 Ranks Bard, 2 Int)
Climb +21 (10 Ranks Bard, 3 ranks Fighter, 4 Str)
Jump +24 (10 Ranks Bard, 3 ranks Fighter, 7 Ranks WC, 4 Str)
Sense Motive +20 (10 Ranks Bard, 10 Ranks WC)
Tumble +14 (10 Ranks Bard, 4 Dex)
Skill Bonuses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell Absorption(Su)
Whenever a spell fails to penetrate a spellwarped creature's SR, the creature gains one of the following benefits, chosen at the time that the specific spell effect is resolved:
Might: the creature gains a +4 enhancement bonus to Strength for 1 minute.
Agility: the creature gains a +4 enhancement bonus to Dexterity for 1 minute.
Endurance: the creature gains a +4 enhancement bonus to Constitution for 1 minute.
Life: the creature gains temporary hit points equal to 5 x the level of the failed spell.
Speed: the creature's base speed increases by a number of feet equal to 5 x the level of the failed spell.
Resistance: the creature gains energy resistance 10 to one energy type.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Bardic Knowledge: A bard may make a special bardic knowledge check to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
[sblock=Bardic Music] 14 times per day, this bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired).
Starting a bardic music effect is a standard action. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): Can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.[/sblock]
[sblock=War Chanter Music]
War Chanter Music: War chanter music follows the same rules as bardic music, and War chanter levels stack with bard levels for the purpose of determining how often a character can use war chanter or bardic music. War Chanter levels do not stack with bard levels for determining which songs a bard has access to.
Inspire Toughness The allies must be able to hear the war chanter. The effect lasts as long as the war chanter concentrates, and for 5 rounds thereafter. The affected allies gain 14 temporary hit points and the benefit of the Diehard feat.
Inspire Recklessness The ally must be within 60 feet (can also use it on herself). The effect lasts as long as the ally hears the war chanter, and for 5 rounds thereafter.
An affected ally gains the ability to decrease his AC by a number less than or equal to his base attack bonus, and add that same number as a moral bonus on melee attack rolls.
Combine Songs Can combine two types of bardic music at the same time, providing the benefits of both.
Inspire Awe Foes within 60 feet must make a Will save DC 17 + Cha or be paralyzed with fear if they have 7 HD or less, panicked if they have 8 to 16 HD, frightened if they have 17 to 22 HD, and shaken if they have 23 HD or more. The effect lasts as long as the foe hears the war chanter, and for 1 round thereafter.
[/sblock]
Possessions (minimum): Longsword (x2), Composite Longbow, Chain Shirt
Not sure how you want to equip her:
NPC: 170k
PC: 580k
Bonus:
Twin Blades of Opposition: This +4 flaming frost Longsword can be split into two twin blades: a +2 Flaming burst longsword and a +2 Icy burst longsword. When using both blades simultaneously, the wielder gains cold and fire resistance 5 as well as a +4 shield bonus to armor class.
[/sblock]