Age of Heroes - LR Gestalt Game


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Silvanyck Greenbough

Silvanyck Greenbough
Male Wood Elf Warlock/Bard Gestalt 10th lvl
CG

Str 12 ..pts 4
Dex 18 ..pts 10 +2 race
Con 14 ..pts 6 -2 race +2 magic
Int 14 ..pts 6
Wis 12 ..pts 4
Cha 18 ..pts 10 +2 Level bonuses

Hit Points 57
AC 25, Touch 16, Flat 21
Init +5
BAB +7/+2, Grap +8
Speed 30
Fort +5, Ref +11, Will +8 +1 to all saves from Luckstone

+12/+7 Melee, +1 Ghost touch Starmetal Rapier, 1d6+2+7d6 Eldritch Blast, 18-20/x2
+12/+7 Melee MW Dagger, 1d6+1+7d6 Eldritch Blast 19-20/x2
+12/+7 Ranged, Eldritch Blast, 7d6+0, 20/x2, 60'r
+12/+7 Ranged, Mighty MW Composite Longbow, 1d8+1, 20/x3, 110'r

Medium, 6'2" tall, 180 wt, 131 yrs old
Coppery Red hair, Hazel eyes, Coppery green tinged skin

Speaks Common, Elven, Damaran, Sylvan, and Orc

Skills 104 (13x6+26Int) +1 to all skill checks from Luckstone

Appraise (+2Int)
Balance (+4Dex+2Syn)
Bluff (5+4Cha)
Climb (+1Str)
Concentration (12+2Con)
Craft (+2Int)
Decipher Script (+2Int)
Diplomacy (5+4Cha+2Syn)
Disguise (+4Cha+2Syn)
Escape Artist (+4Dex) ac
Gather Information (+4Cha+2Syn)
Heal xx (+1Wis)
Hide (5+4Dex+1/+3Feat) ac +5 in the Lethyr Forest due to armor colors
Intimidate (2+4Cha)
Jump (+1Str+2syn) ac
Knowledge (arcana) (5+2Int)
Knowledge (history) (5+1Int)
Knowledge (local) (5+3Int)
Knowledge (planes) (1+2Int)
Knowledge (religion) (1+2Int)
Listen (6+1Wis+2 Race+1/+3Feat)
Move Silently (4+4Dex+1/+3 Feat+5 boots) ac
Open Lock xx (1+4Dex)
Perform Wind Instruments (6+4Cha)
Perform Oratory (13+4Cha)
Profession (+1Wis)
Ride xx (+4Dex)
Search xx (2+2Int+2 Race)
Sense Motive (5+1Wis)
Slight of Hand (1+4Dex+2Syn) ac
Spellcraft (8+2Int+2Syn)
Spot xx (+1Wis+2 Race+1/+3Feat)
Survival xx (1+1Wis)
Swim (1+1Str)
Tumble (5+4Dex) ac
Use Magic Device (9+4Cha)
Use Rope xx (+4Dex)

Feats
-Forester (+1 to Hide, Listen, Move Silently & Spot--+3 in Forest) Regional
-Weapon Focus Ranged Spells (+1 to hit with ranged spells)
-Weapon Finesse (Use Dex. Bonus to hit with certain melee weapons)
-Point Blank Shot (+1 to hit and damage on ranged attacks within 30')
-Precise Shot (Fire into melee with no penalty or risk of hitting allies)

Wood Elf Traits
-Immune to Magic Sleep
-Does not sleep, enters 4 hour reverie
-Low Light Vision
-Proficiency in Longsword, Rapier, Longbow and Shortbow including composites.
-+2 racial bonus on Listen, Spot and Search Checks
-Automatic search checks vs. secret/concealed doors within 5'

Bard Abilities
-Bardic Music
-Bardic Knowledge (level+2Int+2syn)
-Countersong
-Fascinate
-Inspire Courage +2
-Inspire Competence
-Suggestion
-Inspire Greatness
-Simple Weapons+longsword,Rapier,Sap,Shortsword,&Whip
-Light Armor and shields

Warlock Abilities
-Eldritch Blast 5d6
-Detect Magic
-Damage Reduction 2/Cold Iron
-Deceive Item (Take ten on use magic device)
-Fiendish Resilience 1 (Fast Healing 1 for 2 min day)
-Energy Resistance 5 (Fire, Cold)
-Simple Weapons/Light Armor

Spells Per Day 3|4/4/3/1
0th- Ghost Sound, Mage Hand, Light, Know Direction, Read Magic, Summon Instrument
1st- Cure Light Wounds, Feather Fall, Identify, Comprehend Languages
2nd- Glitterdust, Cat's Grace, Shatter, Blur
3rd-Cure Serious Wounds, Deep Slumber, Fear, Haste
4th-Invisibility Greater, Freedom of Movement

Invocations
--Least
-Hideous Blow (Add Eldritch Blast to Melee attack)
-See the Unseen
-Entropic Warding

--Lesser
-Eldritch Chain
-Fell Flight
-Voracious Dispelling

Appearance/Personality: Silvanyck is rarely seen unless he chooses to be. He slips quietly through the Forest of Lethyr that is his home. He is a tall well built Copper (Wood) Elf with Coppery green tinged skin and piercing hazel eyes. His reddish copper colored hair is worn long and carefully braided. He is lithe in the way of all elves and touched with the personal magnatism of some distant fey ancestor. His voice is strong and carefully trained, equally effective giving orders orders on the battlefield or telling humorous tales to amuse elf children around the fire at night. A longbow of fine craftsmanship hangs at his shoulders while a stout club craved with intricate leaves shares space on his hip with an antler handled hunting knife and a beautifully crafted rapier of strange greenish metal. A long spear completes his weaponry. His well worn, but skillfully wrough studded leather armor has been dyed with the native plant extracts of the Lethyr forest allowing it to blend in. His low soft boots create hardly a rustle as he walks. His only adornments are a thin piece of green leather he uses to tie his braid, a wooden holy symbol in the shape of a cressent moon pinned to his chest, a simple gold ring and a strip of purple cloth covered in golden arcane symbols he wears draped around his neck. Despite all this hardware there is a feeling of power that goes beyond the physical about Silvanyck. Something in his sharp eyes or flicker of light at his finger tips suggests that he is in touch with the ancient power of the fey people and their forests.

History/Background: Silvanyck is a child of the Lethyr forest. His parents are both bards and he was raised in their tradition. However, at a young age he discovered that he had inherited something more than an ear for music from his ancestors. His family was near the southern reach of the Lethyr when they stumbled into a band of Theskian Orcs. Having no weapon and seeing his parents trying to defend him with little hope, young Silvanyck called upon something deep within his elven spirit. The power of his eldritch blasts was enough to turn the battle for his family and though all were wounded they survived. As he grew more power came to him and he learned the Bard's craft as well. Tales of his heroism grew and though not a Ranger or Druid he became known as a defender of the forest. His ability to inspire others is often in demand and he accompanies patrols frequently when there is trouble in the forest. He loves to roam the deep shadows of the forest surrounded by the ancient trees. Like his people he has little use for cities or so called civilization.

+2 Studded Leather Armor with Lethyr forest colors 4,000 gp regional bonus enhanced
+2 Heavy Darkwood Shield 4,257 gp
Explorers' Outfit

+1 Ghost Touch Starmetal (Complete Arcane) Rapier 13,320 gp
Mighty MW Composite Longbow 500 gp
20 arrows 4 alchemical silver and 4 cold iron 6 gp
MW Dagger 302 gp
MW Club 300 gp

Potion of Cure Light Wounds x3 (regional bonus)
Chasuble of Fell Power, Greater (+2d6 to Eldritch Blast) 18,000 gp (Complete Arcane)
+2 Ring of Protection 8,000 gp
Wand of Cure Moderate Wounds 4,500 gp
Amulet of Health +2 4,000 gp
Handy Haversack 2,000 gp
Boots of Elvenkind 2,500 gp
Survival Pouch 5,000 gp (Complete Adventurer)
--Similar to robe of useful items can pull 5x per day: water, campfire, tent & bedrolls, trail rations, rope, shovel, bow&arrows, mule with tack.
Stone of Luck 20,000 gp

Flint & Steel (backpack) 1 gp
Crowbar (backpack) 2 gp
100' silk rope and grapnel 21 gp
MW Thieve's Tools 100 gp
MW Flute 100 gp
Waterskin (wine) 11 gp
Wooden Holy Symbol 1 gp (Cressent Moon)


Coins- 1,062 gp
 
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Ilshana Phineus Archer AKA "Midnight Mask!"

...AKA a lot of other things too.

[sblock]Name: Ilshana / Midnight Mask
Race: Human
Class/Level: Beguiler 10 / Duskblade 10
Exp:

Desc: Ilshana is an physically arresting human woman, with a youthful-looking face and a wide, open smile. Only the mischievous glint in her bright green eyes might betray the trickster's soul behind that innocent mien. Her hair varies by whim, and need for anonymity, ranging from short cropped to long and flowing, from corn-blonde to dark violet-black. Sometimes these changes are wrought with magic, other times with more mundane tools. Ilshana enjoys bright primary colors, with a royal blue cloak worn over red or green blouses and trousers. Regardless of color, her clothing always incorporates a surprising number of hard to find pockets...just in case. When in her 'Midnight Mask' persona, she dresses in dark greys and blacks, with a black cloth mask over the upper half of her head, leaving only her mouth and chin visible.

Strength (STR) 10
Dexterity (DEX) 20
Constitution (CON) 14
Intelligence (INT) 22
Wisdom (WIS) 14
Charisma (CHA) 14

Alignment: Chaotic Good
AC: 24 (10 +5 Dex +7 armor, +2 Deflection)
Hit Points: 68
Movement: 30'

Base Attack Bonus: +10
Init: +5
Melee Attack: +10 (+15 w/finesse)
Ranged Attack: +15
Fort: +12
Reflex: +11
Will: +12

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Armored Mage
Trapfinding
Cloaked Casting, +1DC, +2 vs Spell Pen
Surprise Casting (Swift action feint)
Bonus Feats: Silent Spell and Still Spell
Advanced Learning
1st level: Magic Aura
3rd level: Heroism

Arcane Attunement (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic, 7/day)
Armored Mage (med armor, hvy shield)
Bonus Feat: Combat Casting
Arcane Channeling
Quick Cast 2/day
Spell Power +2 vs spell pen

Skills: 133
Bluff +15 (13 ranks +2 Cha)
Concentration +15 (13 ranks +2 Con)
Diplomacy +19 (13 ranks + 2 Cha, +2 Bluff, +2 Sense Motive)
Disable Device +19 (13 ranks + 6 Int)
Gather Info +10 (6 ranks +2 Cha, +2 Knowledge: Local)
Knowledge: Arcana +15 (9 ranks + 6 Int)
Knowledge: Local +15 (9 ranks + 6 Int)
Search +19 (13 ranks + 6 Int)
Sense Motive +15 (13 ranks +2 Wis)
Speak Languages - (4 ranks)
Spellcraft +17 (9 ranks + 6 Int, +2 Knowledge: Arcana)
Tumble +8 (5 ranks +3 Dex)
Use Magic Device +15 (13 ranks + 2 Cha)

Feats
1 Eschew Materials
1 Combat Expertise
3 Weapon Finesse
6 Improved Feint
9 Spell Focus: Enchantment

Languages - Common, Draconic, Elvish, Dwarf, Halfling, Gnome, Orcish, Goblin

Spells (Beguiler) (DC 16+lvl, +1 for enchantments)
Slots
0 - 6/6, 1 - 8/8, 2 - 8/8, 3 - 7/7, 4 - 6/6, 5 - 4/4

0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1 - Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self,
Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep,
Undetectable Alignment, Whelm
2 - Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust,
Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisible,
Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst
3 - Arcane Sight, Clairvoyance/Clairaudience, Crown of Veils, Deep Slumber, Dispel Magic,
Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invis Sphere,
Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field,
Zone of Silence
4 - Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility,
Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog
5 - Break Enchantment, Dominate Person, Feeblemind, Friend to Foe, Hold Monster, Incite Riot,
Mind Fog, Telepathic Bond, Seeming, Sending, Swift Etherealness

Spells (Duskblade)
Slots
0 - 6/6, 1 - 10/10, 2 - 9/9, 3 - 4/4

Known
0 Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1 Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike
2 Bear's Endurance, Darkvision, Scorching Ray, Dimension Hop
3 Protection from Energy, Vampiric Touch

Money - 29gp, 4sp

Weapons -
"Wizardspike" - Spell Storing Rapier +2, +17 to hit, 1d6+2 dmg, 3lbs, 18320gp

Armour -
"Discreet Valor" - Glamered Mithril Chain Shirt +3, AC +6, Max Dex +6, 10lbs, 12800gp

Gear -
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs
Everburning Torch, 110gp, 1lb

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Caltrops, 1gp, 2lbs
Money

-Mount!
"Cazumel" - Light Warhorse, 150gp
Riding Saddle, 10gp, 25lbs
Saddlebags, 4gp, 8lbs

Magic -
Vest of Resistance +3, 9000
Gloves of Dexterity +4, 16000
Headband of Intellect +4, 16000
Ring of Protection +2, 8000
Handy Haversack, 2000
Wand of Barkskin, 4500
Wand of Shield, 750
Potion Cure Moderate Wounds, 300

Background:
Pending
[/sblock]
 
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Devona Rift, Combat Medic AKA:Hit Point Battery

Devona Rift , Human Medic ( Cleric 5\Combat Medic 5/Healer 10 ):
76942_CN.jpg


CR 10; Medium-size; HD10d8+30; HP 79; Init 6; Spd 30 ft.; AC 26 {10+3 Dex+9 armor+0 shield+2 Def.+1 NA+1 Insight}, touch 17, flat-footed 23 (+1 natural); BAB +9/+4; Grap +11; Atk;+12/+7 1d8+3 20x2

Full Atk: +12/+7 1d8+3 20x2
Space/Reach 5 ft/5 ft;

SA: Turn Undead 11/day, Cleanse Paralysis (Remove Paralysis 1/day), Cleanse Disease (Remove Disease 1/day), Cleanse Fear (Remove Fear 1/day), Cleanse Poison (Neutralize Poison 1/day), Cleanse Blindness (Remove Blindness 1/day), Cleanse Spirit (Greater Restoration 1/day)
Once per round for up to 10/day
Kickers: Sanctuary DC 25, Reflex +5, Aid (+13 HP, +1 morale atk and saves vs fear

SQ: Healing Hands (+5 to healer spells of healing), Effortless Healing (No attacks of opportunity when casting healing spells as a healer), Spontaneous Healer, Unicorn Familiar (20 hours/day), Evasion, Field Healer (Heal check move action, Take 10), Spontaneous Heal, Defensive Casting(level on concentration checks while defensively casting)

AL LG
SV Fort: 7+3=10, Ref: 6+3=9, Will: 7+5=12

Stats:
Str 14, Dex 16, Con 16, Int 10, Wis 20, Cha 20

Skills: 91sk. Pts.
Knowledge (Religion) 13, Concentration 16 (21), Heal 21, Sense Motive 16, Spellcraft 11
Feats:
Augment Healing, Combat Casting, Dodge, Extra Turning, Sacred Healing, Mastery of Day and Night
Class ability: Mobility
Domain Granted Power: Improved Initative


Prepared Spells: (as a 10th level Cleric) Domains: Healing, Time
DC 15+Spell level [Prays for spells at Day break]
0th – 6, 1st – 4+1+2, 2nd – 4+1+1, 3rd – 3+1+1, 4th – 3+1+1, 5th – 2+1+1
0 level – 2Light, Purify Food and Drink, Guidance, Mending, Amanuensis
1st level – Obscuring mist, Vigor (lesser) (15rds FH 1), Inhibit, Shield of Faith, Domain: True Strike
2nd level – Divine Insight, Quick March, Close wounds, Divine Protection, Stabilize, Domain: Gentle Repose
3rd level – Ring of blades, Mass Aid, Daylight, Domain: Haste
4th level – Restoration, Lesser Holy Transformation, Shield of faith (mass)Domain: Freedom of Movement
5th level – Righteous Wrath of the Faithful, Vigor (greater) (20rds FH4), Domain: Permanency

Prepared Spells: (as a 10th level Healer)0-6 1st-6+2 2nd-5+1 3rd-5+1 4th-4+1 5th-4+1
0th - 2 Cure minor wounds, 2 Purify food and drink, 2 Deathwatch
1st – 5 Cure light wounds, Protection from evil, Sanctuary, Remove Fear
2nd – 3 Cure moderate wounds, 2 lesser restoration, remove blindness/deafness
3rd – 3 Cure serious wounds, Close wounds, Status, Restoration
4th – 2 Cure critical wounds, Mass cure light wounds, Panacea, Freedom of movement
5th – 2 Mass cure moderate wounds, Revivify, Stone to flesh, Break enchantment

Possessions:
+4 Mithral Chain Shirt (20175), +1 Morningstar (4315), Belt of Con +2 (4000), Periapt of Wis +4 (16000), Cloak of Cha +4 (16000), Gloves of Dex +2, Ring of Sustence (2500), Ring of Protection +2 (8000), Amulet of Natural Armor +1 (2000), 1,500 gp of diamonds, Silver dagger (22), Cold Iron Dagger (4), Ever burning Torch (110), 100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Ioun Stone (5000),Bag of Holding Type I (all small items are in), Holy Symbol necklace of two hands outstretched(silver 25gp), Healer’s kit (10) (50gp), 246gp
 
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Aramel the Righteous
Human (Mineral Warrior Half-Celestial)
Paladin 4/Knight 4/Arcane Duelist 2//Bard 3/Invisible Eye Monk 2/Mineral Warrior 1/Half-Celestial 4
Lawful Good
Heronious

leaving.asp


5’8”, 185 lbs., 28 years old
Silver Hair, Purple Eyes, Platinum Skin
Str 16 [+3] (2 points, +6 templates)
Dex 20 [+5] (6 points, +4 enhancement, +2 template)
Con 28 [+9] (10 points, +4 enhancement, +8 templates)
Int 14 (+2) (6 points)
Wis 10 (+0) (+2 templates)
Cha 28 [+9] (16 points, +6 enhancement, +2 levels, +2 templates)


Level breakdown:
  1. Paladin 1/Bard 1 Aura of good, Detect evil, Smite evil 1x/day, Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire courage +1
  2. Paladin 2/Bard 2 Divine Grace, Lay on Hands
  3. Paladin 3/Bard 3 Aura of Courage, Divine Health, Inspire Competence
  4. Paladin 4/Bard 4 Turn Undead
  5. Knight 1/Monk 1 Fighting challenge +1, Knight’s challenge, Knight’s code, Flurry of blows, Unarmed strike
  6. Knight 2/Mineral Warrior 1 Shield Block +1
  7. Knight 3/Half Celestial 1 Bulwark of Defense
  8. Knight 4/Half Celestial 2 Armor Mastery (medium), Test of mettle
  9. Arcane Duelist 1/Half-Celestial 3 Chosen Weapon, Enhance Chosen Weapon +1
  10. Arcane Duelist 2/Half-Celestial 4 Apparent Defense

Hit Points: 151 (4d10+4d12+2d8+90)
AC: 40 (10 base, +5 dex, +9 cha [ascetic mage], +9 cha [apparent defense], +4 natural, +3 shield), Touch: 33, Flatfooted: 26
Initiative: +5
BAB: +9, Grapple: +12
Speed: 30 feet, Fly 60 feet (good), Burrow 15 ft.

Saves
  • Fort: +25 (+4 paladin, +2 monk, +1 knight, +0 arcane duelist, +9 con, +9 divine grace)
  • Ref: +24 (+4 bard, +2 monk, +1 knight, +3 arcane duelist, +5 dex, +9 divine grace)
  • Will: +20 (+4 paladin, +4 knight, +3 arcane duelist, +0 wis, +9 divine grace)
Attacks
  • +13/+8 melee, masterwork greatsword, 2d6+4, 19-20/x2
  • +15/+10 ranged, masterwork composite (+3) longbow, 1d8+3, x3, 110' range
Skills 63 bard, 7 monk, 15 knight, 14 arcane duelist (99 total)
  • Concentration +22 (13 ranks, +9 con)
  • Diplomacy +22 (13 ranks, +9 cha)
  • Knowledge (Nobility and Royalty) +14 (12 ranks, +2 int)
  • Perform (Wind) +22 (13 ranks, +9 cha)
  • Ride +14 (9 ranks, +5 dex)
  • Sense Motive +13 (13 ranks)
  • Spot +13 (13 ranks)
  • Tumble +18 (13 ranks, +5 dex)
  • Speaks Common, Celestial, Abyssal
  • Armor Check Penalty: -2 (-2 shield)
Feats
  • Dodge (Level 1 - Race)
  • Mobility (Level 1 - Character)
  • Devoted Performer (Level 1 – Campaign Bonus)
  • Ability Focus (Knight’s Challenge) (Level 3 – Character – Monster Manual)
  • Combat Reflexes (Level 5 – Monk Bonus)
  • Ascetic Mage (Level 6 – Character – Complete Adventurer)
  • Mounted Combat (Level 6 – Knight Bonus)
  • Divine Shield (Level 9 – Character – Complete Warrior)
Human Racial Traits
  • Base Speed: 30 ft.
  • +4 skill points at first level, +1 skill point every level thereafter
  • One bonus feat at first level
Mineral Warrior Racial Traits
  • Subtype: Earth
  • Burrow speed equal to ½ highest speed, lose any pre-existing flight ability
  • Natural Armor +3
  • Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus (if any) to its attack roll and deals 1 extra point of damage per racial Hit Die.
  • Special Qualities:
    • Darkvision (Ex): A mineral warrior has darkvision with a range of 60 feet or the base creature's darkvision, whichever is better.
    • Damage Reduction (Ex): A mineral warrior gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies.
  • +2 Str, +4 Con, -2 Int (minimum 1), -2 Wis, -2 Cha
Half-Celestial Racial Traits
  • Type: Outsider
  • Fly speed (good) equal to twice land speed
  • Natural Armor +1
  • Special Attacks:
    • Daylight (Su)-Half-celestials can use a daylight effect (as the spell) at will.
    • Smite Evil (Su)- Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
    • Spell Like Abilites-Protection from evil (3x/day), Bless, Aid, Detect Evil, Cure serious wounds, Neutralize poison, Holy smite, Remove disease, Dispel evil
  • Special Qualities:
    • Darkvision 60’
    • Immunity to disease
    • Resuistance to acid 10, cold 10, electricity 10
    • Damage Reduction 5/magic
    • Natural Weapons are treated as magic for overcoming damage reduction
    • Spell resistance equal to HD+10 (20)
    • +4 racial bonus on Fort. Saves against poison
  • +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha
Caster Levels:
  • CL 4 Bard
  • CL 2 Paladin
Bard Spells
  • Cantrips: 3/day, Detect Magic, Mending, Summon Instrument
  • 1st Level: 5/day, Grease, Improvisation (SC), Inspirational Boost (SC)
  • 2nd Level: 2/day, Harmonize (RoS), Whirling Blade (SC)
Equipment
  • Masterwork Greatsword-350 gp, 8 lbs
  • Masterwork Composite (+3) Longbow-700 gp, 3 lbs.
    • 100 arrows-10 gp, 30 lbs.
    • 20 cold iron arrows-2 gp, 3 lbs.
    • 20 alchemical silver arrows-3 gp, 3 lbs.
  • +1 Animated Heavy Steal Shield-9,170 gp, 15 lbs.
  • Purple Robes-30 gp, 6 lbs.
  • Gloves of Dexterity +4-16,000 gp, - lbs.
  • Amulet of Health +4-16,000 gp, -lbs
  • Cloak of Charisma +6-36,000 gp, 2 lbs.
  • Wand of Lesser Vigor-750 gp, -lbs.
  • 8,985 gp
 
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Ununkua’em the Vanquisher

83281.jpg


Race: Male Phrenic Goliath of Legend (Medium Outsider (Native, Psionic))
Class: Cleric 3/Ranger 2/War Mind 5
Alignment: Lawful Good


Strength: 34 (16 Base, +4 Race, +10 Legend, +4 Enhancement)
Dexterity: 18 (14 Base, -2 Race, +6 Legend)
Constitution: 32 (16 Base, +2 Race, +10 Legend, +4 Enhancement)
Intelligence: 16 (12 Base, +2 Legend, +2 Phrenic)
Wisdom: 20 (14 Base, +2 Legend, +2 Phrenic, +2 level)
Charisma: 20 (12 Base, +4 Legend, +4 Phrenic)

Abilities:
Goliath:
-Abilities: Str +4, Dex -2, Con +2
-Powerful Build: Treated as Large in beneficial circumstances
-Mountain Movement: Standing jumps considered running, does not take -5 to climbing for fast climbing
-Acclimated: Doesn’t take penalties for high altitudes
-Bonus to Sense Motive: +2
-Speaks Common and Gol-Kaa
-Favored Class: Barbarian
Monster of Legend:
-Natural Armor +5
-Casts spells as a 5th level Cleric
-Haste: Acts as if permanently Hasted
-See in Darkness: See perfectly in Darkness, even magical darkness
-Saves: +3 to all saves
-Abilities: Str +10, Dex +6, Con +10, Int +2, Wis, +2, Cha +4
-Bonus Feats: Improved Initiative, Multiattack
Phrenic:
-Psi-like abilities: 3/day Defensive Precognition, Empty Mind, Mind Thrust, Intellect Fortress, 1/day Force Screen, Body Adjustment, Brain Lock, Aversion, Psionic Blast, Psychic Crush
-Naturally Psionic: 1 bonus power point
-Abilities: Int +2, Wis +2, Cha +4
-Power Resistance: 20 (HD +10)
Cleric:
-Knowledge Domain: Knowledge (all) added to skill list, +1 Caster level for divination
-War Domain: Martial Weapon Proficiency (Greatsword), Weapon Focus (Greatsword)
-Turn Undead (as 3rd level cleric)
Ranger:
-Favored Enemy: Outsider (evil)
-Track as a bonus feat
-Combat Style: Rapid Shot as bonus feat
War Mind:
-Chain of Personal Superiority: +2 Insight Bonus to Strength and Constitution for up to a minute 3/day
-Chain of Defensive Posture: +2 Insight Bonus to Armor Class for up to a minute 3/day
-Enduring Body: 1/- damage reduction
-Sweeping Strikes: On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.



Armor Class: 29 (10 + 9 armor, +3 Dex, +5 Natural, +1 Haste, +1 Deflection)
Hit Dice: 3d8 + 2d8 + 5d10 + 110 (163hp)
Initiative: +8
Move: 60ft (50ft armored)
BAB: +9

Attack: (Large Greatsword)+24/+24/+19 (8 BAB +12 Str, +1 Haste, +1 Enhancement,+1 Weapon Focus)
Damage: (Large Greatsword) 3d6 +19 (+18 Str, +1 Enhancement) 17-20/x2
Attack (Large Greatbow) +15/+15/+10 (9 BAB, +4 Dex, +1 Haste, +1 Enhancement)
Damage: (Large Greatbow) 2d8 + 13 (+12 Str, +1 Enhancement) 20/x3

Saves:

Fort +26 (10 Base, +11 Con, +3 Legend, +2 Resistance)
Refl +17 (7 Base, +4 Dex, +3 Legend. +1 Haste, +2 Resistance)
Will +14 (4 Base, +5 Wisdom, +3 Legend, +2 Resistance)

Feats:

0: Martial Weapon Proficiency (Greatsword) (War Domain)
0: Weapon Focus (Greatsword) (War Domain)
0: Improved Initiative (Bonus)
0: Multiattack (Bonus)
1: Divine Might
1: Power Attack
3: Exotic Weapon Proficiency: Great Bow
4: Track (Ranger Bonus)
5: Rapid Shot (Ranger Bonus)
6: Cleave
9: Improved Critical (Greatsword)


Skills (30 Cleric, 18 Ranger, 25 Warmind):

Concentration 24 (13 Ranks, +11 Con)
Diplomacy 11 (6 Ranks, +5 Cha)
Heal 11 (6 Ranks, +5 Wis)
Intimidate 13 (8 Ranks, +5 Cha)
Knowledge (History) 5 (2 Ranks, +3 Int)
Knowledge (Psionics) 11 (6 + 2 Ranks*, +3 Int)
Spell craft 7 (4 Ranks, +3 Int)
Spot 18 (8 + 5 Ranks*, +5 Wis)
Survival 11 (6 Ranks, +5 Wis)
*=some cross class

Languages:
Common, Gol-Kaa, Celestial, Infernal, Abyssal

Cleric Spells: Caster level 8 DC 15 + spell level 6/6/4/4/3

0. Create Water, Detect Magic (x3), Mending, Purify Food and Drink
1. Divine Favor (x2), Bless, Shield of Faith (x2), Protection from Evil, +Magic Weapon
2. Align Weapon, Darkness, Silence, Hold Person. +Detect Thoughts
3. Deeper Darkness, Dispel Magic, Invisibility Purge, Magic Circle against Evil, +Magic Vestments
4. Greater Magic Weapon, Freedom of Movement, Death Ward, +Divine Power


Psionics: Power Points 33 (20 Base +12 Wis +1 bonus) Caster Level: 5

Powers Known
1. Offensive Precognition, Offensive Prescience
2. Hustle

Equipment:

14,200 Glamered Mithral Full Plate +1
7,050 Starmetal Large Greatsword +1
1,800 Hat of Disguise
16,000 Belt of Strength +4
16,000 Amulet of Health +4
2,000 Ring of Deflection +1
4,000 Cloak of Resistance +2
4,650 Large Composite Great bow (+12 Str) +1
16,000 Winged Boots
2,500 Ring of Sustenance
2,000 Handy Haversack
750 Wand of Cure Light Wounds (50)
500 Silversheen (x2)
10 Spell Component Pouch (x2)
1 Small steel mirror
.1 Bedroll
2 Winter Blanket (x4)
2 crowbar
1 flint and steel
1 grappling hook
.5 hammer
1 pitons (x10)
20 Silk Rope (100ft)
2 Spade
50 Healers kit
25 Holy Symbol, Silver
4 Large Cold Iron Arrows (x40)
3 Large Arrows (x60)
452gp
4sp
 
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Gereon the Wanderer

Gereon the Wanderer
NG Sun Elf Wizard 5/War Weaver 5 – Archivist 10

Age: 200
Gender: Male
Height: 6 ft. 6 in.
Weight: 140 lb.
Eyes: Green
Hair: Black
Skin: Light gold

STR: 10 [--] (2 points)
DEX: 14 [+2] (6 points)
CON: 14 [+2] (6 points, -2 race, +2 enh)
INT: 28 [+9] (16 points, +2 race, +2 level, +6 enh)
WIS: 12 [+1] (4 points)
CHA: 14 [+2] (6 points)

Hit Dice: 10d6 + 20
HP: 58
Armor Class: 17 (10 base + 2 Dex + 6 Armor – 1 Flaw)
Initiative: +2
BAB: +5
- Melee: +5
- Ranged: +7

Speed: 30’

FORT: +11 (7 Base + 1 Con + 3 Res)
REFL: +8 (3 Base + 2 Dex + 3 Res)
WILL: +11 (7 Base + 1 Wis + 3 Res)

Abilities:
- +2 to Intelligence, -2 Constitution
- Immune to magic sleep effects
- +2 racial bonus on saving throws vs. enchantment spells or effects
- Low-light vision
- Weapon proficiency: longsword, rapier, longbow & shortbow
- +2 racial bonus on Spot, Listen and Search checks
- Automatic Search check
- Generalist Wizardry
- Scribe Scroll
- Wizard Bonus Feat
- Familiar
- Dark Knowledge (6/day) (tactics, puissance, foe)
- Lore Mastery (+2 decipher script, knowledge (arcana & the planes)
- Still Mind
- Eldritch Tapestry (9 allies)
- Quiescent Weaving (4 spells)
- Enlarged Tapestry


Feats & Flaws:
1st Level
- Vulnerable (flaw)
- Spellfire Wielder (normal)
- Scribe Scroll (wizard)
- Collegiate Wizard (bonus)
- Master Linguist (flaw bonus)
3rd Level
- Draconic Archivist (normal)
5th Level
- Enlarge Spell (wizard)
6th Level
- Magic of the Land (normal)
9th Level
- Archivist of Nature (normal)
10th Level
- Extend Spell (archivist)


Skills: 9x13sp
Knowledge (arcana) +26 (13 ranks, +9 Int, +2 archivist, +2 feat)
Knowledge (planes) +24 (13 ranks, +9 Int, +2 archivist)
Knowledge (nature) +22 (13 ranks, +9 Int)
Knowledge (religion) +22 (13 ranks, +9 Int)
Knowledge (dungeon) +22 (13 ranks, +9 Int)
Decipher Script +19 (8 ranks, +9 Int, +2 archivist)
Spellcraft +24 (13 ranks, +9 Int, +2 synergy)
Concentration +14 (13 ranks, +1 Con)
Heal +8 (7 ranks, +1 Wis)
Craft (weaving) +15 (6 ranks, +9 Int)
Perform (string instruments) +10 (5 ranks, +2 Cha, +3 Circ)


Languages:
- Common, Elven, Celestial, Draconic, Infernal, Abyssal, Sylvan, Aquan, Terran, Ignan, Auran, Goblin, Giant, Dwarven, Orc, Undercommon, Seldruin


Wizard Spellcasting:
Caster Level: 9
Save DC: 10 + 9 Int + Level

Spells Prepared:
0th Level – Detect Magic, Read Magic, Message, Prestidigitation
1st Level – Grease, Magic Missile, Shield, Enlarge Person, Benign Transposition, Kelgore’s Fire Bolt, Ray of Enfeeblement
2nd Level – Glitterdust, Protection from Arrows, Scale Weakening, Heroics, See Invisibility, Mirror Image
3rd Level – Dispel Magic, Fly, Haste, Dimension Step, Displacement, Arcane Sight
4th Level – Greater Invisibility, Extended Greater Mage Armor, Greater Resistance, Explosive Cascade
5th Level – Wall of Force, Telekinesis, Teleport, Dismissal


[sblock=Spellbook]
Oth level – (4/day) All
1st level – (7/day) PHB: Mage Armor, Grease, Unseen Servant, Identify, Enlarge Person, Reduce Person, Jump, Expeditious Retreat, Feather Fall, Magic Missile, Detect Secret Doors, Charm Person, Ray of Enfeeblement, Disguise Self, Shield / Comprehend Languages, True Strike; PHB II: Rouse, Stand, Kelgore’s Fire Bolt, Bigby’s Tripping Hand; SC: Benign Transposition, Ebon Eyes, Fist of Stone, Nerveskitter (10x25=250)
2nd level – (6/day) PHB: Protection from Arrows, Glitterdust, Web, Cat’s Grace, Owl’s Wisdom, Fox’s Cunning, Eagle’s Splendor, See Invisibility / Arcane Lock, Resist Energy, Detect Thoughts, Hideous Laughter, Scorching Ray, Blur, Invisibility, Mirror Image, False Life, Knock, Rope Trick; PHB II: Dimension Hop, Master’s Touch, Whelming Blast, Bigby’s Warding Hand, Seeking Ray, Animalistic Power; SC: Baleful Transposition, Swim, Speak to Allies, Snake’s Swiftness, Scale Weakening, Lively Step, Heroics, Combust, Earthbind (26x50=1300)
3rd level – (5/day) PHB: Dispel Magic, Heroism, Rage, Displacement, Fly, Blink, Haste, Greater Magic Weapon / Explosive Runes, Nondetection, Protection from Energy, Arcane Sight, Clairaudience/Clairvoyance, Hold Person, Daylight, Fireball, Lightning Bolt; PHB II: Dimension Step, Regroup, Inevitable Defeat; SC: Avoid Planar Effects, Reverse Arrows, Greater Mage Armor, Regal Procession, Servant Horde, Sonorous Hum, Amorphous Form, Dragonskin, Girallon’s Blessing, Spell Vulnerability, Corpse Candle, Glowing Orb (24x75=1600)
4th level – (4/day) PHB: Greater Invisibility, Polymorph, Lesser Globe of Invulnerability, Black Tentacles, Solid Fog, Arcane Eye, Summon Monster IV, Scrying / Remove Curse, Dimension Door, Confusion, Lesser Geas, Resilient Sphere; PHB II: Slashing Dispel, Explosive Rune Field, Celerity, Mystic Surge; SC: Greater Resistance, Orb of Force, Know Vulnerabilities, Battle Hymn, Explosive Cascade, Voice of the Dragon (15x100=1500)
5th level – (4/day) PHB: Telekinesis, Teleport, Summon Monster V, Cloudkill / Dismissal, Mage’s Private Sanctum, Wall of Stone, Contact Other Plane, Prying Eyes, Dominate Person, Feeblemind, Hold Monster, Wall of Force, Permanency; PHB II: Field of Resistance, Mana Flux, Sonic Shield; SC: Lesser Ironguard, Indomitability, Vitriolic Sphere, Greater Blink, Draconic Might, Dragonsight, Earth Reaver, Xorn Movement (21x125=2625)
[/sblock]

Archivist Spellcasting:
Caster Level: 10
Save DC: 10 + 9 Int + Level

Spells Prepared:
0th Level – Detect Magic, Read Magic, Light, Mending
1st Level – Snakes Swiftness, Conviction, Shield of Faith, Aspect of the Wolf, Shillelagh, Lesser Vigor, Divine Favor, Endure Elements
2nd Level – Hold Person, Lesser Restoration, Barkskin, Status, Resist Energy, Aid, Spiritual Weapon
3rd Level – Vigor, Cure Serious Wounds, Blindsight, Righteous Fury, Ring of Blades, Crown of Smiting
4th Level – Delay Death, Dimensional Anchor, Armor of Darkness, Holy Smite, Death Ward, Blessing of the Righteous
5th Level – Spell Resistance, Flame Strike, Valiant Fury, Summon Nature's Ally V


[sblock=Prayerbook]
Oth level – (4/day) All
1st level – (8/day) PHB: Cure Light Wounds, Bless, Protection from Evil, Divine Favor, Endure Elements, Shield of Faith, X, Hide from Undead / Bane, Remove Fear, Sanctuary, Entangle, Pass without Trace, Shillelagh, Speak with Animals; SC: Aspect of the Wolf, Conviction, Crab Walk, Divine Insight, Snakes Swiftness, Lesser Vigor (13x25=325)
2nd level – (7/day) PHB: Aid, Bull’s Strength, Bear’s Endurance, Lesser Restoration / Consecrate, Find Traps, Hold Person, Remove Paralysis, Status, Spiritual Weapon, Zone of Truth, Identify, Barkskin, Flaming Blade, Wood Shape; PHB II: Linked Perception, Mark of Judgement; SC: Brambles, Wave of Grief (15x50=750)
3rd level – (6/day) PHB: Cure Serious Wounds, Protection from Energy, Water Breathing, Magic Circle Against Evil / Create Food and Water, Glyph of Warding, Invisibility Purge, Magic Vestment, Prayer, Remove Disease, Remove Blindness/Deafness, Speak with Dead, Stone Shape, Daylight, Plant Growth, Speak with Plants, Wind Wall; PHB II: Crown of Clarity, Crown of the Grave, Crown of Smiting; SC: Attune Form, Blindsight, Circle Dance, Righteous Fury, Ring of Blades, Spikes, Treasure Scent, Vigor (24x75=1600)
4th level – (6/day) PHB: Death Ward, Neutralize Poison, Spell Immunity, Freedom of Movement / Cure Critical Wounds, Dimensional Anchor, Divination, Divine Power, Summon Monster IV, Holy Smite, Scrying, Summon Nature’s Ally IV; PHB II: Blessing of the Righteous, PHB II: Renewed Vigor; SC: Armor of Darkness, Sheltered Vitality, Summon Elementite Swarm, Summon Hound Archon, Wind at Back, Delay Death (16x100=1600)
5th level – (4/day) PHB: Spell Resistance, True Seeing, Plane Shift, Righteous Might / Atonement, Break Enchantment, Commune, Dispel Evil, Flame Strike, Hallow, Mark of Justice, Summon Monster V, Baleful Polymorph, Commune with Nature, Control Winds, Summon Nature’s Ally V, Wall of Fire; SC: Righteous Wrath of the Faithful, Greater Stone Shape, Summon Bralani Eladrin, Valiant Fury, Greater Vigor (18x125=2250)
[/sblock]

[sblock=Spells Commonly Cast]
Extended Greater Mage Armor; +6 armor bonus to AC, 20 hours (entire party)
Greater Resistance; +3 resistance bonus to saves, 24 hours (entire party)
[/sblock]

[sblock=Spells in Eldritch Tapestry]
Dimension Step (PHBII)
Armor of Darkness (PHBII)
Valiant Fury (SC)
Spell Resistance[/sblock]

Equipment:
Melee weapons
-Light of Arvandor +6 (1d6, 20/x2) MW Serren Quarterstaff; Glowing Orb tops it (4350gp, 4lb)
-Silvered Dagger +5 (1d4-1, 19-20/x2) (22gp, 1lb)

Ranged weapons
-MW Elvencraft Comp. Longbow +8 (1d8, 20/x3, 110ft.) (700gp, 2lb)

Miscellaneous Magical or Psionic Items
-Blessed Book (12500gp, 2lb)
-Headband of Intellect +6 (36000gp, 1lb)
-Heward’s Handy Haversack (2000gp, 2lb)
-Amulet of Health +2 (4000gp, 1lb)
-Ring of Sustenance (2500gp)

Wands, Staffs or Dorjes
-Magic Missile (5th level) (50/50chg) (3750gp, 1oz)
-Lesser Vigor (50/50chg) (750gp, 1oz)

Mundane equipment
-Explorer’s Outfit (-gp, -lb)
-Elven Tree Tent (30gp, 5lb)
-Go Board (20gp, 1lb)
-Spell Component Pouch x4 (20gp, 4lb)
-Scroll Case x4 (4gp, 2lb)
-Ink (16oz. vial) (128gp)
-Inkpen x10 (1gp)
-Notebooks x4 (60gp, 12lb)
-Elven Lap Harp (350gp, 4lb)
-Flagon of Elven Mead (60gp, 5lb)
-Arrows (100) (5gp, 15lb)

Other Costs
Lady’s College Fellowship (5000gp)
[sblock=College Benefits]
Book: Silver Marches, pg. 62
Cost: 5000gp per year as a fellow, half if spend half their time serving in the Spellguard.
1) A student attempting to learn a new spell gains +2 bonus on their Spellcraft check to do so, providing they make the attempt on the college grounds.
2) Once per quarter, a student or fellow may add a spell of her choice to her spellbook for free, just like the new spells gained at each level. She must spend a total of 4 hours per day for at least thirty days during the quarter attending classes and studying to gain this benefit.
3) A student or fellow may copy spells from the college’s spellbooks at any time, provided she pays a special fee equal to half the market price normal for that spell.
4) A student or fellow may use the college’s laboratories and libraries for creating magic items even if she does not have the appropriate item creation feat. The character must pay a special fee equal to 10% of the market price of the item she creates. The wizard must meet all other requirements of the item she creates.[/sblock]
-Archivist Spells (6525gp)
-Wizard Spells (7275gp)

Weight Carried: 14lb (32lb in haversack)
Remaining money: 2654gp


Description
Gereon, like all Sun Elves, is tall and graceful. His light golden skin contrasts perfectly with the smoldering emerald of his eyes and the glossy blackness of his hair. Rarely wearing anything particularly ostentatious, his garb is often dusty from long travels on the road. He walks with a ancient staff of gnarled serren wood, a glass globe grown into the wood at its top which emits a soft azure glow.

Personality
Gereon is practical and mindful of how he exerts the magic he has learned. Preferring to walk or ride a horse than fly, to do things by hand than to shape it with his will. He has great respect for the natural way of things, preferring to let that maintain it’s course and dispensing advice for others not to abuse the power they possess, to think through the consequences of their actions, and to examine ones inner motives for pursuing various goals. He has shed the vanity of his race, often times enjoying the company of humans or halflings to that of his own people.

Gereon is driven by many things: an indomitable wanderlust; a search for wonders of old and new discoveries, magical or mundane; the protection of the world from great evils. He has a penchant for drinking and the day-to-day pleasures of life, a fact of his life that he has not given up from his rebellious youth.
 
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batface.jpg


Desc: In his natural form Vhandamere stands just over 2 feet tall. While his face is wrinkled with age and his fur graying, he still manages to be heartwrenchingly cute. He exudes a warmth and serenity, not to mention a visible celestial glow, that tends to put people at ease. And while his voice is high pitched, its tones are melodious.


Race: Middle-Aged Anthropomorphic Bat Saint
Alignment: Neutral Good

Str 4 base 8 cost 0 (Bat -4, Middle Aged -1)
Dex 8 base 8 cost 0 (Middle Aged -1)
Con 20 base 18 cost 16 (Saint +2, Middle Aged -1, Levels +1)
Int 16 base 15 cost 8 (Middle Aged +1)
Wis 28 base 18 cost 16 (Bat +6, Saint +2, Middle Aged +1, Levels +1)
Cha 13 base 8 cost 0 (Bat -2, Saint +4, Vow of Poverty +2, Middle Aged +1)

Hit Points: 98
AC 36 (base 10 Dex -1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +1 Size +1 Flaw -1) Touch 28, Flat 36
Init +3
BAB +10/+5, Grap +1
Speed 15 Land 20 Air
Fort +19 (classes +13 con +5 Vow +1)
Ref +8 (classes +8 Dex -1 Vow +1)
Will +21 (classes +9 Wis +9 Vow +1 Ninja +2)
Additional +1 on all saves vs.spells and spell-like abilities, +2 vs paralysis hold or entangle

Druid 1/Barbarian - Sacred Vow, Vow of Poverty, Alertness, Endurance, Flaw:Shaky, Flaw:Vulnerable
Druid 2/Ninja 1 – Nymph's Kiss (Exalted bonus feat)
Druid 3/Cleric 1 – Eschew Materials
Druid 4/Ninja 2 - Intuitive Attack (Exalted bonus feat)
Druid 5/Fighter 2 – Improved Initiative (Fighter Bonus Feat)
Druid6/ (Saint)– Natural Spell, Nimbus of Light (Exalted bonus feat)
Druid7/ (Saint)
Druid8/ Master of Many Forms 1 – Touch of Golden Ice (Exalted bonus feat)
Druid 9/ Master of Many Forms 2 – Multiattack
Druid 10/ Master of Many Forms 3 – Lliira's Blessing (Exalted bonus feat)

Balance (Dex) 1 ranks 0 (synergy)
Bluff (Cha) 8 ranks 7
Concentration (Con) 18 ranks 13
Diplomacy (Cha) 7 ranks 4 (9 total on Wild Empathy, synergy*2)
Disguise (Cha) 4 ranks 5 (6 total in character, synergy)
Handle Animal (Cha) 6 ranks 5
Hide (Dex) 6 ranks 7
Jump (Str) -1 ranks 0 (synergy)
Knowledge (nature) (Int) 18 ranks 13 (druid +2)
Knowledge (planes) (Int) 10 ranks 7 (3 cross class)
Listen (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Move Silently (Dex) 1 ranks 2 (bought cross class)
Spellcraft (Int) 8 ranks 5
Spot (Wis) 24 ranks 13 (alertness +2) (28 total with Blindsense)
Survival (Wis) 11 ranks 0 (Druid +2)
Tumble (Dex) 5 ranks 6

Special Abilities:

Bat Inherited characteristics
Blindsense - A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills - A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Saint
Tongues, always on.
Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier (+9)
Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any Evil creature that attacks the Saint with a Natural Attack takes the same amount of damage.
Able to cast Guidance, Resistance, Virtue, and Bless at will at Character level.(10th)
Gain Fast Healing (5).
Protective Aura – 20’ radius nimbus of light that can be activated as a Free Action. Acts as a double strength Magic Circle against Evil and a Less Globe of Invulnerability.
HD Damage Reduction 5 / evil

Barbarian
Rage – 1/day
Fast Movement +10'

Cleric
Luck Domain - ‘Good Fortune’ once per day a single roll can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept.
Destiny Domain - A single attack, save, ability check, or skill check made by a willing creature other than yourself can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept. Usable once per day as an Immediate Action. You must be able to see the target.

Druid
Animal Companion (see below)
Nature Sense +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy
Woodland Stride - Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step - Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape - 6 times per day, 10 hour duration.
Venom Immunity - Immunity to all poisons.

Master of Many Forms
Shifter Speech – You may speak verbally regardless of the form you take. You may also communicate with other creatures of the same kind while in a Wild
Shape.
Improved Wild Shape (Humanoid, Giant, Monstrous Humanoid – You may now use Wild Shape to take the form of a Humanoid, Giant, or Monstrous Humanoid whose base hit dice are not greater than your hit dice.
Improved Wild Shape (Large) – Your Wild Shapes may now be up to Large-sized.
Fast Wild Shape – Wild Shape as a move action.

Ninja
Wisdom bonus to AC (+9). This bonus applies even when Flat-Footed, but not when immobilized, wearing any armor, using a shield, or when carrying a Medium (or heavier) load.
Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers each day. As long as you have at least one use left, you receive a +2 bonus on Will saves.
Ghost Step (invisible) – become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity.
Sudden Strike +1d6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC. May not be used to do non-lethal damage. May be used with a Melee weapon or a Ranged weapon within 30’.
Note: The main difference from Sneak Attack is that it does not applied to Flanked foes.
Trapfinding

Vow of Poverty
+7 AC doesn't effect touch attacks, doesn't stack with armor.
Exalted bonus feats at 1st level 2nd level and every 2 levels thereafter.
Endure Elements – no need for fortitude saves between -50 and 140 degrees.
+2 enhancement bonus to attack and damage rolls, good typed.
Sustenance – Doesn't need to eat or drink.
+1 Deflection bonus to AC
+1 Resistance bonus to all saving throws
+2 to a single ability score
+1 Natural Armor bonus
Mind Shielding - Immune to Detect Thoughts, Discern Lies, and any attempt to discern alignment
Damage Reduction – DR 5/evil


Animal Companion
Hopzeru, Fleshraker Dinosaur
M Animal HD 8d8+16 Init +6 Speed 50' AC 25 touch 15 flat 20 Base Attack +6 Grap +10 Attack +10 d6+4 Full 2 claws +10 d6+4 1 bite +5 d6+2 and tail +5 d6+2 and poison (cannot use bite and tail at same time) SA leaping pounce – full attack on charge, if hits M or smaller free trip attempt, if successful free grapple attempt. If trip fails opponent can't trip in return, if grapple fails opponent still prone. SA poison DC 14 d6 Dex/d6 Dex con save

Druid Spells

0 Detect Magic X4, Create Water, Cure Minor Wounds
1st EntangleX2, Obscuring Mist, Omen of Peril (CD,SC), Animate Wood, Wood Wose (CD,SC), Enrage Animal (SC)
2nd Blinding Spittle (PgtF), Gust of Wind, Lesser Restoration, Major Resistance (SS), Embrace the Wild (Cadv), Briar Web (CD,SC)
3rd Lion's Charge X2 (SC), Venomfire (Serpent Kingdoms), Hypothermia X2 (SC)
4th Flame strike, Blast of Sand (Sandstorm), Arc of Lightning (SC), Enhance Wild Shape X2 (SC)
5th Animal Growth, Baleful Polymorph X3

Cleric Spells

0 Cure Minor Wounds, Guidance X2
1st Sanctuary X2, Vigor, Hide from Undead

Equipment

loincloth

Favored Forms

Cave Troll
Init +5 Speed 50'
AC 46 (base 10 Dex +1 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +11 Size -1 Flaw -1) Touch 28, Flat 45
Grapple +23
Attack: Claw +19 melee (2d6+9) (evil must save vs DC 14 or d6/2d6 Dex loss)
Full Attack: 2 Claws +19 melee (2d6+9) and Bite +17 (1d8+4) (evil must save vs DC 14 or d6/2d6 Dex loss)
Special Attacks: dazing blow(DC 22 fort save if 2 claws hit), pounce, improved grab (free grapple if bite hits), rake (+19 2d6+4 when grappling) and, rend (2d6+13 if 2 claws hit)
Special Abilities (if Enhance Wild Shape active): dark vision 90', fast heal 8, low-light vision, scent
Str 29 Dex 13 Con 30

Giant Octopus
Init +6 Speed 30'
AC 43 (base 10 Dex +2 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +7 Size -1 Flaw -1) Touch 29, Flat 41
Grapple +19
Attack: Tentacle rake +19 melee (d4+5) or bite +19 (d8+5)
Full Attack: 8 Tentacle Rakes +19 (d4+5) and Bite +17 (d8+2)
Special Attacks: improved grab (free grapple if tentacle hit M or smaller), constrict (2d8+6 when grappling m or smaller)
Special Abilities: ink cloud (20X20 darkness concealment 1/min), jet (move 200' backward as dbl move), +4 hide
Str 20 Dex 15 Con 16

Fleshraker Dinosaur
Init +7 Speed 60'
AC 44 (base 10 Dex +4 Insight [Saint] +9 untyped [Ninja] +9, Armor [Vow] +7, Deflection +1 Natural +6 Size -1 Flaw -1) Touch 31, Flat 40
Grapple +13
Attack Claw +19 (d6+3+DC 14 d6/d6 poison)
Full Attack 2 Claws +19 (d6+3+DC 14 d6/d6 poison) and Tail +17 (d6+1+DC 14 d6/d6 poison)
Special Attack: leaping pounce (full attack plus rake on charge, free trip if damages same size or smaller, if trip successful free grapple which pins if successful), poison, rake (+12 d6+2)
Special Abilities: low-light vision, scent, +8 hide (+10 in forest), +6 jump
Str 17 Dex 19 Con 18
Note: the Venomfire spell is often used in this form (venom does an additional d6/level acid damage with each use)
 
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