So here is Eadric, as of last week in fact. Before you say 'ohmygod' bear in mind that the campaign is somewhat further advanced than the SH - there are, I guess, implicit spoilers in his stat block. Balancing the characters - something I try to do from time to time, despite the fact I don't think the concept holds any real credibility - has always been a guessing game for me. The spellcasters (burning xp and developing spells) are a particular problem in this regard, as are my attempts to avoid a glut of magic items, so I have to intuit it to a large extent.
Note that the PrC ideas developed for Ed were suspended in light of the 3.5 half-celestial template. I think that, with the saint template in the BOED, they are likely to be dropped altogether - Mark is still ruminating on that one.
Also note the development of Lukarn - it continues to be a levelled weapon. The sunblade power has evolved somewhat. More on this as the SH unfolds.
More to follow.
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Eadric of Deorham, the Ahma
Male half-celestial human paladin 15 / divine disciple 5 / fighter 2; CR 25; Medium outsider (augmented humanoid, native); HD 15d10+90 plus 5d8+30 plus 2d10+12; hp 253; Init +2; Spd 20ft. (base 30ft.); AC 30, touch 12, flatfooted 28; Base Atk +19; Grp +28; Atk +35 melee (1d10+15/15-20, +6 keen fiend bane bastard sword); Full Atk: +35/+30/+25/+20 (1d10+15/15-20, +6 keen fiend bane bastard sword); SA smite evil – half-celestial ability, smite evil – paladin ability, spells, spell-like abilities, turn undead; SQ aura of courage, damage reduction 10/magic, darkvision 60ft., daylight, detect evil, divine emissary, divine grace, divine health, domain power, imbue with spell ability, lay on hands, remove disease 4/week, resistance to acid 10, cold 10, and electricity 10, spell resistance 32, sacred defense, strength domain power, transcendence; SV Fort +28 (+32 against poison) Ref +16 Will +22; AL LG; Str 28 Dex 15 Con 22 Int 14 Wis 20 Cha 27.
Skills and Feats: Diplomacy +37, Handle Animal +13, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (religion) +27, Perform (oratory) +17, Ride +19, Sense Motive +30; Cleave, Divine Might, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Critical (bastard sword), Mounted Combat, Overwhelming Critical (bastard sword), Power Attack, Ride-by Attack, Spirited Charge, Weapon Focus (bastard sword)
Aura of Courage (Su): Eadric is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
Daylight (Sp): Eadric can use a daylight effect at will.
Lay on Hands (Su): Eadric can heal 105 points of damage per day. He may choose to divide his healing among multiple recipients, and he does not have to use it all at once.
Divine Emissary: Eadric can telepathically communicate with celestials within 60 feet.
Imbue with Spell Ability (Sp): As the spell, except Eadric does not need to use any 4th-level spell slots to activate this ability. He transfers currently prepared spells on a one-for-one basis. He may only transfer 1st- and 2nd- level spells.
Sacred Defense: Eadric adds +2 to saving throws against divine spells and spell-like or supernatural abilities of outsiders.
Smite Evil – Half-Celestial (Su): Once per day, Eadric can make a normal melee attack to deal an extra 20 points of damage to an evil foe.
Smite Evil – Paladin (Su): Four times per day, Eadric can add a +7 bonus to his attack roll and deal an extra 15 points of damage to an evil foe.
Spells Prepared (5/4/4/4; save DC 15+ spell level): 1st – bless, bless weapon, divine favor (x2), lesser restoration, resistance, enlarge (D); 2nd level – eagle’s splendor, owl’s wisdom, remove paralysis, shield other, bull’s strength (D); 3rd level – dispel magic (x2), greater magic weapon, remove curse, magic vestment (D); 4th – break enchantment, death ward, dispel chaos, restoration, spell immunity (D).
Spell-Like Abilities: 1/day – aid, bless, cure serious wounds (DC 21), detect evil, dispel evil (DC 23), hallow (DC 22), heal (DC 23), holy smite (DC 22), neutralize poison (DC 21), remove disease (DC 21), resurrection; summon monster IX; 3/day – holy aura (DC 25), protection from evil (DC 19). The save DCs are charisma based.
Strength Domain Granted Power: Eadric can perform a feat of strength as a supernatural ability, gaining a +20 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Turn Undead (Su): Ten times per day, Eadric may turn undead as a 12th level cleric. He gains a +2 bonus on his turning check for possessing 5 or more ranks in Knowledge (religion).
Possessions: +4 full plate armor of invulnerability, belt of giant strength +6, +3 heavy steel shield of blinding, 3 javelins of lightning, 4 potions of cure serious wounds, 2 potions of haste, +2 heavy dragonbane lance, Lukarn (see below), The Left Eye of Palamabron (minor artifact, see below). Keep, estates, mundane items and sundry possessions valued at 650,000 gps.
Lukarn: +6 keen fiend bane bastard sword; AL LG; Int 14, Wis 17, Cha 18; Empathy, 60 ft. vision and hearing, Ego score 30.
Languages: Lukarn understands Celestial and Common.
Greater Power:Heal 1/day.
Awesome Power: Sunburst (DC 23) 1/day.
Special Purpose: Slay chaotic evil creatures.
Special Purpose Power: Confusion (DC 23) for 2d6 rounds.
The Left Eye of Palamabron: This gem of seeing also confers the ability upon its bearer to use discern lies, zone of truth (DC 13) and zone of revelation at will. The discern lies ability is technically infallible: no saving throw is permitted, and spell resistance is ineffective against it. Caster level is 20th, where appropriate.