Almost done, just need to blow the last 11000gp. Narrowed it down to one of three items or so. Just gotta pick now.
Concept is as previously posted...ie - Character is last survivor of a lonely mountain enclave that was razed. She has come to chew arse and kick bubble gum, and she's all out of...er...yeah. Basically, she's taking the long approach to vengeance. Her ultimate goal is to bring the house down on the demons, but since she's serious about it, she's trying to do it smart. She's lawful neutral, because in the end, there's not much she wouldn't do to further the goal. If she has to step on some necks to make it happen...so be it. If she has to serve some demons in order to destroy others...fine. She'll get them all in the end.
If selected, I shall writeup a full detailed background. I'm reluctant to do so in advance, as it constitutes a lot of work and effort that might be wasted if I'm not.
Here's... [sblock=Thorn!]Name: Thorn (Amalthea-Upon-Waters)
Race: Human
Class: Monk 1 / Sorc 8 / Fatespinner 4
Align: Lawful Neutral
Exp:
Desc: Pending
Str 9 -1 1
Dex 14 +2 6
Con 14 +2 6
Int 10 +0 2
Wis 12 +1 4
CHa 26 +8 13
HP 70 (8+12d4+26)
Init +2
Move: 30'
BAB +6/+1
Melee +5/+0
Ranged +8/+3
Grapple +9
AC 30 (10 + 2 dex + 1 monk + 1 insight + 8 cha, +2 luck, +2 def, +4 armor), 26 touch, 28 flatfooted
Buffed AC: 39 (+5 natural, +4 shield)
Will +18 (+12 base + 1 Wis + 2 luck, +3 resist)
Reflex +12 (+5 base + 2 Dex + 2 luck, +3 resist)
Fort +12 (+5 base + 2 Con + 2 luck, +3 resist)
Race Abilities
Bonus Feat
Bonus skill points
Class Abilities
Improved Unarmed Attack
Improved Grapple
Flurry of Blows
Metamagic Specialist (PHB2 Variant Class Ability)
Spin Fate (can apply up to +4 spin to spell DC)
Fickle Finger of Fate (cause other to reroll any roll as immed action 1/day)
Spin Destiny (can apply spin to saves or skill checks)
Deny Fate (autostabilize 1/day)
Resist Fate (reroll any 1 roll /day for self)
Feats
1 Eschew Materials
1 Spell Penetration
3 Empower Spell
6 Ascetic Mage
9 Quicken Spell
12 Greater Spell Penetration
Skills 20+24+12
Bluff (Cha) +13 (5 ranks + 8 Cha)
Concentration (Con) +18 (16 ranks + 2 Con)
Diplomacy (Cha) +16 (4 ranks + 8 Cha + 4 synergy)
Knowledge (arcana) (Int) +8 (6 ranks + 0 Int +2 synergy)
Listen (Wis) +5 (4 ranks + 1 Wis)
Profession (Gambler) (Wis) +6 (5 ranks + 1 Wis)
Sense Motive (Wis) +6 (5 ranks (1cc) + 1 Wis)
Spellcraft (Int) +6 (6 ranks + 0 Int)
Spot (Wis) +5 (4 ranks + 1 Wis)
Spell Slots (Caster level: 12 (16 vs SR), base DC = 18)
0 6/6, 1 - 8/8, 2 - 8/8, 3 - 8/8, 4 - 8/8, 5 - 6/6, 6 - 4/4
Known
0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation
1 Shield, Magic Missile, True Casting, Mage Armor, Fists of Stone
2 Scorching Ray, Baleful Transposition, Glitterdust, Invisibility, Dimension Hop
3 Disobedience, Anticipate Teleport, Dragonskin, Dispel Magic
4 Orb of Force, Dimension Anchor, Dragon's Breath
5 Cacophonic Burst, Greater Blinking
6 Greater Heroism
Buff Effects:
Shield: AC +4 (Force)
Mage Armor: AC +4 (Force)
Fists of Stone: Str +6
Disobedience: Blocks Charms/Compulsions
Dragonskin: +5 AC (Natural) +20 resist energy type
Greater Blinking: 50% miss chance, ready action to go ethereal for one attack
Greater Heroism: +4 hit, saves, immune to fear, +12 temp HP
Equipment
Money: 11,700 7gp 9sp
Weapon
Unarmed, +5 to hit, 1d6-1 dmg (+spell level hit/dmg)
Dagger, +5 to hit, 1d4-1 dmg, 1gp, 1lb
Runestaff, +7 to hit, 1d6+1 dmg, Smite for x2
Armor
Noble's Clothing, 75
Gear
Jewelry, 100
Signet Ring, 5
Tent, 10
Bedroll, 1sp
Wateskin, 1gp
Runestaff of Power, 38,300
+2/MW staff, grants +2 luck to AC and saves, each spell usable 1/day with slot of appropriate level spent.
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (5'radius hemisphere around caster)
Circlet of Charisma +6, 36,000
Vest of Resistance +3, 9,000
Ring of Protection +2, 8,000
Dusty Rose Ioun Stone, 5,000
Handy Haversack, 2,000
Foci:
Anticipate Teleport, 500gp[/sblock]