Jemals Legends Gallery

Jemal

Adventurer
Gallery for my Legends characters. Post'em up.

ALSO, once I've finalized a characte here (IE told you it's GTG), please do not edit it without consulting me first, and be sure to include WHY it was edited(Not detailed, but "level up", "fixed feat/spell problem", "Added new loot", etc). I like to know what changes are going on with my PCs.
 

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[sblock=Oroz Brook]
Race: Raptoran
Wieght: 120 lbs
Hieght: 5'4"
Skin: White
Hair: White
Eyes: Red
Age: 16
Diety: N/A
Alignment: CG

2 Fighter, 2 Barbarian, 1 Bard, 10 Warchanter, 1 Exotic Weapon Master, 4 Frenzied Berserker

Str: 32 (Base 16 + 5 Tomb + 6 Enhacement + 5 Level)
Dex: 22 (Base 16 + 6 Enhancement)
Con: 26 (Base 15 + 5 Tomb + 6 Enhancement)
Int: 14 (Base 12 + 2 Enhancement)
Wis: 10 (Base 10)
Cha: 10 (Base 10)

BAB: 19
Ref: +15 = 3 Base + 6 Dex + 5 Resistance + 1 Luck
Fort: +32 = 18 Base + 8 Con + 5 Resistance + 1 Luck
Will: +12 = 6 Base + 0 Wis + 5 Resistance + 1 Luck
AC: 37 = 10 Base + 6 Dex + 9 Armor + 5 Deflection + 7 Shield
HD (d6 first + 3d10 + 6d12 + 10d8): 135 = 6+21+48+60
HP: 295 = 135 HD + 160 Con
Speed: 80ft/80ft Flight (Average)
Languages: Common, Tuilvilanuue, Sylvan
Initiative: +6 = 6 Dex

Feats (10): Power Attack, Combat Expertise, Cleave, Destructive Rage, Intimidating Rage, Weapon Proficiency (Gnomish Hooked Hammer), Weapon Focus (Gnomish Hooked Hammer), Leap Attack, Improved Combat Expertise, Die Hard

Skills: (109)
Craft (Weaponsmithing): +7 = 4 Ranks + 2 Int + 1 Luck
Perform (Oratory): +24 = 21 Ranks + 4 Cross Classed Ranks + 0 Con + 1 Luck
Sense Motive: +16 = 15 Ranks + 0 Wisdom + 1 Luck
Jump: +87 = 23 Ranks + 11 Str + 10 Racial + 2 Synergy + 20 Speed + 20 Competence + 1 Luck
Tumble: +50 = 42 Cross Classed Ranks + 6 Dex + 2 Synergy + 20 Competence + 1 Luck
Balance: +29 = 0 Ranks + 6 Dex + 2 Synergy + 20 Competence + 1 Luck
Climb: +34 = 0 Ranks + 11 Str + 2 Racial + 20 Competence + 1 Luck

Class Features: Rage 1/day, Uncanny Dodge, Fast Movement, Bardic Music 11/day, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Uncanny Blow, Supreme Cleave, Frenzy 2/day, Deathless Frenzy, Warchanter Music, Inspire Toughness, Inspire Recklessness, Combine Songs, Inspire Awe, Singing Shout, Inspire Legion

Racial Features: Wing Aided Movement, Flight, Pact with the Wind Lords, Unerring Direction, Low Light Vision, Weapon Familiarity (Footbows), +2 Racial Bonus to Climb and Spot

Spellcasting: Bard: Caster Level 1
Spells Known:
0 (4): Message, Summon Instrument, Light, Detect Magic
Spells/Day:
0: 2

Magical Equipment:
Boots of Swiftness: 256,000
Tome of Str +5: 137,500
Tome of Con +5: 137,500
Cloak of Resistance +5: 50,000
Amulet of Health +6: 36,000
Belt of Giant Str +6: 36,000
Ring of Protection +5: 50,000
Ring of Sustenance: 2,500
Gnomish Hooked Hammer (Pick: Adamantine, +5, Defending) : 78,000
Mithril Shirt +5 Heavy Fortification: 101,100
Headband of Int +2: 4,000
Hewards Handy Haversack: 2,000
Gloves of Storing x2: 20,000
Luckstone: 20,000
Animated Heavy Mithril Shield +5: 50,020
Immovable Rod x2: 10,000
Potion of Barkskin +5 x3: 3,600
Potion of Crue Serious Wounds x4: 3,000

Mundane Equipment:
1,000ft Silk Rope: 200
100 Smokesticks: 2,000
Grappling Hook: 1
Bell: 1
Bullseye Lantern: 12
Oil x10: 1
Waterskin: 1
Shovel: 2
Everburning Torch: 110
452gp

Attack: 19 BAB + 11 Str + 1 Weapon Focus + 5 Enhancement = +36 1d6+27

Rage/Frenzied Attack: 19 BAB + 18 Str + 1 Weapon Focus + 5 Enhancement = +41/+41/+36/+31/+26 1d6+37

Description: Oroz is a short and wiry raptoran, and his size disguises his true strength. For the most part, he is a kind, caring, heroic individualy who spends most of his life helping others. However, he posseses a terrible rage deep inside him, a dark mark of the horrors he experienced. His only goal in life his to save his kin from the horrible undead curse bestowed upon them. He carries with him an unusual weapon, a larger sized Gnomish Hooked Hammer, something given to him by a town of gnomes he once rescued.

He managed to hunt down the beings who had orcastrated the attack on the town, a pair of tricksters who had raided a dead archmage's tower and used the items to gather the unsavories of the regions into a horde of vengful sub-humanoids. Fortunatly for Oroz, the pair betrayed each other and one ran off with most of the items leaving the other near defenseless. When corned by Oroz, he quickly surrendered to him, offering his magical boots in exchange for his life with the incentive that they would allow him to catch the other trickster.

After turning him over to local authorities, he put his new found boots to the test, easily traversing the harsh wilderness until he managed to catch up to his quarry in record time. So fast in fact, the man hadn't even concieved in being found so fast and was completely and utterly unprepared. After catching the trickster and turning him in as well, he handed over most of the stolen gear to the local mage guild in order to prevent it from being misused again. He did keep the boots however, the lure of an object that would speed up his adventures and assist his life's work being too great. Using a unique blend of his clans fighting syle, the martial skills he developted in his days with the militia, and the speed and agility gained by his prized boots, he is a very unpredictable fighter with a few nasty tricks up his sleeve.

Background: Oroz never knew he possesed the Wind bloodline, or the power to transcend standard mortals and become a being of legend. In fact, he never had any intention of fighting to begin with. He grew up wanting to be nothing more than a musician.His clan was not pleased about this revelation, preffering he take up arms and become a hunter and protector, but they learned to accept his wayward dreams. The eldars of the clan knew of his bloodline, but kept the information from him. They feared he would end up like his father, being used as a weapon by army after army until he transcended or died in the process. His father ended up being killed in service of the one group of people who did not wish him to fight. His clan, who were being destroyed by an evil dragon, had no choice but to turn to him for aid, and his death sent waves of grief through them. They vowed to keep his son away from such a life.

Oroz went through frequent walks through the forest around the cliffs they lived on. On one of these walks he got lost, having travelled too far away from his home. Unable to fly yet, he spent the next day trying to get home. When he returned he expected a serious scolding from his mother and backbreaking labor as punishment for his recklessness. The sight that greeted him was a disaster. His entire home was smoldering ruins. The bodies of his friends and family were strewn about on the ground where they were slain. Grief overcame the young raptoran, and he spent the next few days merely sitting around staring at the carnage that surrounded him. At the dusk of the third day, a man wandered into the ruined city. He conforted Oroz, and told him he had the power to bring the dead back to life. Oroz assisted the man in his preperations, and was asked to leave the city for the final stage. When he returned, the city was empty. No caster. No bodies. Until he was confronted by a horrible undead abomination. Unable to contemplate the situation, Oroz ran only to find his way blocked by a two of his close friends. He was relieved to see friendly faces, but soon discovered the faces included fangs as he was set upon by his companions. Oroz barely managed to escape the city he was raised in, and ran into the wilderness.

Oroz found his way into a human metropolis. He spent the next year of his life in fear. The harsh ways of the big city left him barely able to survive doing odd jobs for the people who were very suspiscious of him for being different. He decided to join the city militia, a place where they could train him to defend himself, he could make a decent living, and he could help people who were like he was, alone and afraid. His combat talents quickly grew, but at the same time a terrible rage began to fester. Aiding the horrific mutilation of his loved ones, and unable to bring them to proper rest gnawed at him deep on the inside. Friends of his helped him suppress his rage by getting him to rally the troops with war chants. he became the mascot of the army, gliding overhead inspiring the troops below. But the suppressed rage kept growing, and leaking out as he became unstable. He soon became unfit to continue serving, and travelled off to find a solution to his dark emotions, and to find a way to aid his defiled kin. During this trip, he encountered a sage who informed him that he carried a unique bloodline. The sage explained that his problem may be linked to this bloodline, and instructed him to seek out an Elder Prophet who knew much about the bloodlines. [/sblock]
 
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[sblock=Arineil Silverwing]Arineil Silverwing, Arm of Heironeous

Bloodline: Celestial

Female Human Fighter 10 / Barbarian 10
Neutral Good
Representing Rathan

Strength 30 (+10) (10 pts.) [+4 Level Bns. +4 Manual, +6 Enhancement]
Dexterity 14 (+2) (6 pts.)
Constitution 28 (+9) (10 pst.) [+1 Level Bns. +5 Manual, +6 Enhancement]
Intelligence 12 (+1) (4 pts.)
Wisdom 12 (+1) (4 pts.)
Charisma 10 (+0) (2 pts.)


Size: Medium
Height: 6' 5"
Weight: 200 lb
Skin: Light
Eyes: Green
Hair: Light Blonde; Straight

Total Hit Points: 363 [includes improved toughness]

Speed: 40 [40 barbarian, +10 Boots, -10 Armor]

Armor Class: 40 = 10 [+1 dexterity] [+13 Armor] [+7 Shield] [+4 Deflection] [+5 Natural Armor]
Touch AC: 15
Flat-footed: 40 [uncanny dodge/improved Uncanny dodge]

Special:
Damage Reduction: 6/-
Spell Resistance: 40
See Invisibility [Permanent via Miracle to cast Permanency: 1000xp]

Rage Info:
Per Day: 3/day
Str: 34 +12
Attack: Korinna(Magic Falchion): +40/+35/+30/+25 [16-20x2] for 2d4+25 (+2d6 against evil aligned beings)
Con: 32 +11
Will Save: +14
AC: 38
Extra HP: 40

[sblock=Rage (Ex)]

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.[/sblock]

Initiative modifier +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +28 = 14 [base] +9 [constitution] +5[Enhancement]
Reflex save: +13 = 6 [base] +2 [dexterity] +5[Enhancement]
Will save: +12 = 6 [base] +1 [wisdom] +5 [Enhancement]

Attack (handheld): +30/+25/+20/+15 = 20 [base] +10 [strength]
Attack (unarmed): +30/+25/+20/+15 = 20 [base] +10 [strength]
Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
Grapple check: +30/+25/+20/+15 = 20 [base] +10 [strength]
Korinna(Magic Falchion): +38/+33/+28/+23 [16-20x2] for 2d4+23 (+2d6 against evil aligned beings)
Jorin(Magic Longbow): +24/+19/+14/+9 [20x3] for 1d8+7 dmg

Light load: 466 lb. or less
Medium load: 467-933 lb.
Heavy load: 934-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.


Languages: Abyssal Celestial Common Draconic Spiritfolk Elven

Feats:

Human: Dodge
1st: Weapon Focus x1 Weapon(s): Falchion
Fighter 1st: Improved Initiative
Fighter 2nd: Power Attack
3rd: Cleave
Fighter 4th: Great Cleave
Fighter 6th: Weapon Specialization x1 Weapon(s): Falchion
6th: Improved Toughness
Fighter 8th: Greater Weapon Focus x1 Weapon(s): Falchion
9th: Improved Critical x1 Weapon(s): Falchion
Fighter 10th: Weapon Mastery: Slashing
12th: Thick Skinned (+DR 2/-)
15th: Thick Skinned (+DR 2/-)
18th: Greater Weapon Specialization Weapon(s): Falchion

Skills: (Total= Mod + Ranks Respectively)
Appraise (Int) 1 = +1
Balance (Dex) 2 = +2
Bluff (Cha) +0
Climb (Str) 22 = +10 +12
Concentration (Con) 3 = +3
Decipher Script (Int) 5 = +1 +4
Diplomacy (Cha) 4 = +0 +4
Disguise (Cha) +0
Escape Artist (Dex) 2 = +2
Forgery (Int) 1 = +1
Gather Information (Cha) +0
Handle Animal (Cha) 6 = +0 +6
Heal (Wis) 4 = +1 +3
Hide (Dex) 2 = +2
Intimidate (Cha) 12 = +0 +12
Jump (Str) 31 = +10 +12 +4 [speed 40] +5 [Boots]
Knowledge [nobility] (Int) 3 = +1 +2
Knowledge [religion] (Int) 4 = +1 +3
Knowledge [planes] (Int) 4 = +1 +3
Listen (Wis) 13 = +1 +12
Move Silently (Dex) 2 = +2
Ride (Dex) 10 = +2 +6 +2 [handle animal]
Search (Int) 1 = +1
Sense Motive (Wis) 4 = +1 +3
Spot (Wis) 4 = +1 +3
Survival (Wis) 7 = +1 +6
Swim (Str) 12 = +10 +2
Use Rope (Dex) 2 = +2

This character also has 4 ranks in Speak Languages.


Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Barbarian:

* Rage

* Fast Movement (already included)

* Uncanny Dodge (level 2)

* Trap Sense (level 3)

* Improved Uncanny Dodge (level 5)

* Damage Reduction 1/- (level 7)

* Damage Reduction 2/- (level 10)

Fighter:

* Bonus Feats (already included)


Arineil Silverwing's Equipment:

Bedroll
Blanket, winter x1
Block and tackle
Case (for map or scroll)
Quiver x2
Arrows (40)
Crowbar
Flint and steel
Grappling hook
Lantern (bullseye)
Oil flasks x5
Paper sheets x5
Parchment sheets x10
Pouch x4
Rations (1 day) x10
Rope (50', silk) x10
Signet ring
Waterskins x2
Whetstone
Holy symbol [Heironeius] (silver)

Magic Items: (All items crafted are crafted by Chevik using Arineils XP pool)

Mantle of Epic Spell Resistance (290,000)
Manual of Gainful Exercise +4 (110,000)
Belt of Giant Strength +6 (18,000) [Crafted] *1440 xp*
Manual of Bodily Health +5 (137,000)
+5 Mithril Fullplate of Heavy Fortification (110,650)
+5 Animated Large Steel Shield (49170)
+4 Holy Ghost Touched Cold Iron Falchion (104,450)
Bracers of Resistance +5 (18750) [As Cloak of Resistance: Crafted] *1500 xp*
Ring of Protection +4 (32,000)
Ring of Freedom of Movement (40,000)
Boots of Striding and Sprining (5,500)
Amulet of Health +6 and Nat Armor +5 (55,000) [Crafted] *4400 xp*
Handy Haversack (2,000)
Helm of Comprehend Languages and Read Magic (5,200)
Lenses of Night [As Goggles of Night] (12,000)
+2 Cpmposite Longbow +7 (9,100)

Money
Platinum:
Gold: 137
Silver:
Copper:

XP Pool: 8340 xp Spent/1660 Remaining

More about Arineil Silverwing:

Arineil shot out of bed coated in a thin sheen of sweat. Before she had woken her mind was alive with dream dream and prophecy that would overwhelm normal beings. A voice whispered to her

"You have found the chosen of another faith, the holder of lore and knowledge, you quest is far from over my blessed one, you must not falter as your greatest quest will be laid before you very soon." the voice uttered low and then faded to nothing.

Arineil saw her past before her next, where it all began first. A small nomadic band of savages were family to her in the beginning and life up to this point was very basic from this now divinely important woman. Hunting, fishing, and of course tribal squabbles were her daily life and it did not take her long to rise to the forefront of her tribes most powerful war born leaders. Arineil was no schermisher to say the least her prowess was nearly solely based at this point on sheer brute force and powerful 'charge in and kill them all before they blink' tactics. It was obvious to anyone with intelligence that this barbarian woman was meant for greater purposes and greater things. Arineil was given her Silverwing title for the great metal wings she would don as she charged into battle with wild rage. When ask by other members of her tribe why she wore them into battle she would tell them she was just doing as she saw the ones in her dreams do. Great glowing winged beings would charge from the skies into battle with massive spanse of wings flowing behind them. In battle the wings would be coated in the blood of her enemies giving her the look of a deadly servant of the heavens and some witnesses to her carnage would speak of her aura mid combat akin to that of a raging guardian angel of an unknown deity as she collided with foe after foe ending in sheer and undeniable victory for the savage woman.

Arineils dreams continued to fill her with power and in some cases fear as well as she could feel them taking a grip within her mind and her body and before long Arineil was not even aware of just exactly how savage and powerful she had become. Something within her watched over her in battle and in life in general but never showed signs to her save for her dreams. One dream was particularly overwhelming for the barbarian. Her tribe in this dream was slaughtered for her transgressions and because her enemies feared her so much they took the steps to destroy those around her in hope of demoralizing her enough to form a weakness within her. Taking this dream to heart she fled her tribe to keep them safe, her first act in many that would show she was not like most savages that she was meant for better things, she put those around her before herself, she in fact showed her first sign of compassion. In the nights to come her dreams showed her that her tribe would struggle without her prowess as a battle leader but in turn they would survive and to her this was what was acceptable.

Arineil found it hard to live life alone at first. No one to share stories with or break bread with, no one to protect or to command in battle, her purpose in life seemed to have left her with nothing and no other knowledge for anything else but blood and carnage, mind body and soul she was lost. Thoughts of suicide rand through her slowly advancing mind as she watched other civilizations from afar and each day without her tribe slowly drove her father into depression and heightened her thoughts of ending her time here on this planet. Arineil rested her chest against the very sword she used to cut down countless scores of her enemies as he closed her eyes intent on ending her suffering. Before she would get the chance to though she was stoped as bolt of heavenly fire struck her where she stood and encased her mind in darkness for what seems like an eternity. The voice was the one she had heard many times in dream after dream and she looked up into the darkness as it spoke.

"You must ease your mind my chosen... You must know up until now your life has been lived for me... you have been given the skills and knowledge to fight.. to take on the pain and suffering that will be required for your future. Within you lies great potential and now I will show you the path to true salvation. You will learn honor, justice, and valor in combat. You will learn control and patience in battle and in everyday life, through me you will become whole and good."

Arineil awoke in a alter many many miles from where she was struck. The alter was carved into a stone face and depicted a white hand gripping a bolt of holy lightning and upon the alter lay a sword of a quality the barbarian had never seen before. Curious as she was she stood from her prone position and moved to the alter with shaky steps. The sword was dull and looked well used yet not worn. The blade was un-chipped and unbelievably sharp, the flat of the blade was coated nearly completely in runes and words foreign to Arineil. The stone platform in which it rested upon had only one carved saying just below the sword again in the same foreign language and Arineil sat down before the carving and studied it. The voice had told her she was to learn patience and so looked upon the sword and stone alter and tried with all her mental might to decipher its meaning and in doing so why she had been brought here.

Frustrated with her inability to read the carvings Arineil decided to forage for shelter, grabbing large limbs and the like to cobble together a makeshift lean-to to cover herself with before the alter itself refusing to leave alone or give up on her task at hand. Her dreams this night seemed to be a bit more controlled than any other than she had had before. The angelic beings spoke to her this time, this was not normal to her as it was the norm to see them battling great demonic beings or powerful mages in her dreams not talking in the least from what she could remember of them. Five long days and nights past her by as she sat before the alter in the daytime and encountered more talking in her dreams at night. Before long she seemed to be witnessing angelic beings talking amongst themselves rather than to her directly and it was these dreams that helped her being to understand a word here and there as she watched them talk and converse. One the sixth day she awoke and moved to the nearby river to wash her face and it hit her. she finally knew what the stone alter was trying to tell her. She rushed back to read what she had learned to read from her dreams. Looking upon the stone she read it aloud to herself.

"Take the sword my child, and once you do you will know the true meaning of warrior, use it to defend honor and justice, and in time I will call upon you when I need you most."

Arinel reached out slow and gripped the hilt of her new calling. She hefted the nearly weightless sword to eye level and read upon it the inscriptions of the god Heironeous. I was his most gifted teachings of valorous battle and compassionate protection. The barbarian could feel the rush of knowledge within her as if the god had bestowed unto her the ability to see the world with new eyes. Her path was clear to her now and she fled the alter she had grown so fond of in search to rid the world of her Gods enemies. Arineil was now armed with the foresight of godly knowledge and battle prowess nearly unmatched. Over the next few years Arineil did what her dreams directed her to do. She smote down the evil in the world where she would find between major quests Heironeous would task her to do. It was a new and revitalized life's purpose for the battle queen and she was proudly loving every moment of it. It would not be long however before she was given her hardest test yet, she must find the creator of many things.

Arineil's dream this night told her of one not much unlike herself, yet very different. He was one faith as she now had but his would be different. His deity would be the creator of vast and great knowledge and he would be able to craft for Arineil the things she needed for her next task, and she was to follow him in his quests as it would lead her to her next part of her destiny. For many months Arineil spent her days traveling to destinations given to her in code within her dreams before she would find what she was looking for. A Devout follower of Boccob himself Chevik Quintillion was the most intelligent and wise man Arineil had ever met. She just knew he was the one her deity told her she was meant to find and in before long she asked him to create things for her. She would describe to Chevik objects from her dreams and he would spend late nights creating them for her. Now that her newest quest was finally complete she would fulfill the last part of her dreams prophecy and would stay with the vessel of untold knowledge and protect him until her dreams gave her a different task.

Feldars Arcane Ward:
Arineil was indeed a loner amongst friends. Her clashing demeanor was a stark contrast to her companions yet she would do anything to keep them close to her, though you'd never hear her admit it. Feldar was like a tiny brother to her in alot of ways and the two never shared unkind words for each other outwardly. There were times when both of them would have liked to did battle in each of their respective talents on each other but when it came down to it there was a deep yet silent respect for each of their chosen paths. The night of Feldar's capture and eventual death was not easy on Arineil as she struggled with everything she had not to stride off in a futile search for her 'brother'. Chevik assure her he would be with them once more, all she needed was a bit of patience which normally Arineil was in short supply of. Day went by with no word, scry after scry failed in their attempt to locate their friend and Arineil grew increasingly more impatient. Finally she asked Chevik for a ritual that would bind Feldar in a small way to each of them and at first he refused stating Feldar wished not to return.

Arineil convinced Chevik though as she took him aside and explained to him what the little guy meant to her. Before long all three companions laid before them treasures and prayers of untold wealth and heart-felt memories. The process seemed to take days upon days to complete but Arineil did not move from her knelt position before the ritual circle, she remained motionless and bore a hole into the circle with her piercing stare all the while her mind was filled with memory after memory of the adventures she has spent side by proverbial side with her little 'brother' Feldar. Once completed Arineil stepped aside and withdrew from the other two for the rest of the day, the ritual had taken it's mental toll on her and she was not able to hide her emotions so easilly, she hated feeling weak. Feldar though knowing and sensing her weakness bestowed upon her a gift for her years of companionship in the form of a mantle of great arcane resistance and promised to her she would still see him in her dreams, and for this she was grateful and would never forget the one she lost.

Pictutre: Arineil Silverwing (Copyright Luis Royo)[/sblock]
 
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[sblock=Tagret]
Code:
Tagret Artalen, wayward monk

Bloodline: Water Element
Male Human Monk 20
Lawful Good
Representing OnlytheStrong

Strength 16 (+3) (2 pts.) [ +6 Enhancement]
Dexterity 30 (+10) (10 pts.)(+ 3 Level + 6 Enhancement + 5 Manual)
Constitution 14 (+6) (6 pts.) 
Intelligence 14 (+6) (6 pts.)
Wisdom 16(+1) (10 pts.) [+2 Level + 6 Enhancement + 4 Manual]
Charisma 10 (+0) (2 pts.) 


Size: Medium
Height: 5'8''
Weight: 160lbs
Skin: Darkly Tanned
Eyes: Crystal Blue
Hair: Bald

Total Hit Points: 152 

Speed: 40 [30 base, +60 Monk]

Armor Class: 52 = 10 [+10 dexterity] [+8 Armor] [+5 Deflection] [+5 Monk] [+4 Natural Armor] [+9 wisdom] [+1 Enhancement]
Touch AC: 35
Flat-footed: 42 



Initiative modifier +10 = +10 [dexterity] 
Fortitude save: +19 = 12 [base] +2 [constitution] +5[Enhancement]
Reflex save: +27 = 12 [base] +10 [dexterity] +5[Enhancement]
Will save: +26 = 12 [base] +9 [wisdom] +5 [Enhancement]


Attack (unarmed): +30/+30/+30/+25/+20 = 15 [base] +10 [dexterity] + 5 [Enhancement]
Attack (missile): +25/+20/+15 = 15 [base] +10 [dexterity]
Grapple check: +21 = 18 [base] +3 [strength]


Light load: 76 lb. or less
Medium load: 153 lb.
Heavy load: 230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.


Languages: Aquan, Common, Orc

Feats:

Human: Versatile Unarmed Strike
Monk Bonus:  Stunning Fist
Monk 1st:  Power Attack
Monk Bonus: Combat Reflexes
Monk 3rd:  Weapon Finesse
Monk Bonus: Improved Trip
Monk 6th:  Weakening Touch
Monk 9th:  Improved Natural Attack
Monk 12th: Great Natural Attack
Monk 15th:  Fiery Fist
Monk 18th:  Leap Attack

Skills: (Total= Mod + Ranks  + Misc Respectively)
Appraise (Int) 1 = +2
Balance (Dex) 2 = +10 + 23 + 2
Bluff (Cha) +0 
Climb (Str) 3 = +3
Concentration (Con) 2 = +2
Decipher Script (Int) 2 = +2  
Diplomacy (Cha) 2 = +2
Disable Device (Int) 2 = +2 
Disguise (Cha) +0
Escape Artist (Dex) 10 = +10
Forgery (Int) 2 = +2
Gather Information (Cha) +0
Handle Animal (Cha)  +0  
Heal (Wis) 9 = +9 
Hide (Dex) 33 = 10 + 23
Intimidate (Cha)  +0  
Jump (Str) 50 = 3 + 23 + 24
Knowledge [nobility] (Int) +0
Knowledge [religion] (Int) +0
Knowledge [planes] (Int) +0
Listen (Wis) 20 = 9 + 11 
Move Silently (Dex) 33 = 10 + 23
Open Lock (Dex) +10 = + 10
Perform (Cha) +0
Profession (Wis)  + 10 = +10
Ride (Dex) + 10 = +10
Search (Int) +2 = + 2
Sense Motive (Wis) 32 = 9 + 23
Spot (Wis) 21 = 9 + 12 
Survival (Wis) +9 = + 9 
Swim (Str) +3 = + 3
Tumble (Dex) 35 = 10 + 23 + 2 
Use Rope (Dex) 10 = +10




Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Monk:

* Flurry of Blows

* Unarmed Strike

* Improved Evasion

* Still Mind

* Ki Strike (Magic/Lawful/Adamantine)

* Purity of Body

* Slow Fall Any Distance

* Diamond Mind

*Abundant Step

*Diamond Soul

*Quivering Palm

*Timeless Body

*Tongue of Sun and Moon

*Empty Body

*Perfect Self


Tagret Artalen's Equipment:

Bracer's of Armor +8
Goggles of Night
Boots of Levitation 
Gloves of Dexterity +6
Headband of Wisdom +6
Ring of Armor (+4 nat/+5 bonus)
Ring of Elemental Command (water)
Cloak of Resistance +5
Amulet of Mighty Fists +5
Shirt of Giant's Strength +6
Monk's Belt
Manual of Quickness in Action +5
Tome of Understanding +4
Daern's Instant Fortress
Heward's Handy Haversack
Sling
Thunderstone (50)
Ioun Stone (Dusty Rose)
Ioun Stone (Clear)



19,750gp

XP Pool: 10000 Remaining
[/sblock]

[sblock=Background]

Tagret rarely left the side of his Master, who in turn rarely left his own home. They lived in the middle of nowhere, in a place that few would of found suitable for living. Every year the waters would rush past their borders, nearly demolishing his Master's home. Each year, Tagret and his Master would sit on the bank's of those very waters, waiting for them to rush back. Many times his Master had walked over the raging waters, even disappeared beneath it's depths for an impossibly long amount of time.

He heart longed to be able to tame the raging waters like his Master did. And so he studied, the movement of that very river. He studied how the gentle brook can turn into the roaring rapid in a matter of mere moments. He watched as mighty trees and impossibly tough boulders broke and bowed to the fury of the water. When Tagret was a young man, his Master had a new style of training for him. Giving him a ring made of a strange clear blue material, he told Tagret to go into the water. Tagret was waste deep when he was instructed to go through his martial routines, only this time do them under water. He was told to do 1,000 punches, kicks, trips, even jumping attacks while under the water.

Before he became entirely submersed, his Master instructed him of the power of the ring as well as it's meaning to both Master and Student. The Master had decided that Tagret was no longer a simple student, but a master of the arts. Tagret bowed in a solemn thank you to his Master and moved deeper into the depths. After hours of practice, he was finally ready to come back to the surface. Only the surface was different. It was very different. The river itself had changed. It was flowing in a different direction than before.

He came to a harsh reality.... he was lost. Somehow the hours spent underwater had washed him miles from home. He hoped it was only miles. And so he started walking.[/sblock]
 
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[sblock=Adamas the Myth - Bloodline: Sylvan]BLOODLINE: Sylvan

Adamas – the Myth

Male Elf Fighter
Alignment: CG
ECL: 20

Abilities: (36)
STR - 28 (10 Points + 4 Manual + 2 Level Adjustment + 6 Belt of Giant’s Strength)
DEX - 30 (10 Points + 2 Racial + 4 Manual + 2 Level Adjustment + 6 Gloves of Dexterity)
CON - 18 (6 Points – 2 Racial + 5 Manual + 1 Level Adjustment)
INT - 10 (2 Points)
WIS - 12 (4 Points)
CHA - 12 (4 Points)

HP: 20d10+80+20 = 243
Speed: 40ft
Initiative: +10

AC: 42 (+ 10 Dex + 8 Bracers of Armor + 5 Amulet of Natural Armor + 3 Two Weapon Defense + 5 Ring of Protection + 1 Weapon Supremacy)
Flat Footed AC: 29
Touch AC: 25

Saves:
Fort: 21 (12 Base + 4 Constitution + 5 Cloak of Resistance)
Reflex: 21 (6 Base + 10 Dexterity + 5 Cloak of Resistance)
Will: 12 (6 Base + 1 Wisdom + 5 Cloak of Resistance)

BAB/Ranged/Grapple: +29/+30/+29

Weapons:
If Used Two Handed:
+5 Holy Flamed Cold-Iron Bastardsword +37/32/75/22 1d10+2d6+1d6+24 17-20x2
+5 Holy Frosted Adamantine Bastardsword +37/32/27/22 1d10+2d6+1d6+24 17-20x2
*Note: AC Drops 3 if not Two-Weapon Fighting

If Two-Weapon Fighting:
+5 Holy Flamed Cold-Iron Bastardsword +35/30/25/20 1d10+2d6+1d6+20 17-20x2
+5 Holy Frosted Adamantine Bastardsword +35/30/25 1d10+2d6+1d6+20 17-20x2

If Fighting Defensively with Two-Weapons (AC up to 47)
+5 Holy Flamed Cold-Iron Bastardsword +31/26/21/16 1d10+2d6+1d6+20 17-20x2
+5 Holy Frosted Adamantine Bastardsword +31/26/21 1d10+2d6+1d6+20 17-20x2


Ranged:
+1 Composite +6 Longbow +31/26/21/16 1d8+7 x3

Class Abilities:
Light, Medium, Heavy Armor Proficiency
Simple and Martial Weapon Proficiency

Racial Abilities:
Immune to Sleep Effects
+2 saving throw bonus versus enchantment spells or effects
Low-Light Vision
+2 Racial bonus to Listen, Spot, and Search checks.
If passing 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.

Skills:
Climb – 19 (10 Ranks + 9 Str)
Jump – 30 (10 Ranks + 9 Str + 5 Boots + 4 Speed Increase + 2 Synergy)
Listen – 3 (0 Ranks + 1 Wis + 2 Racial)
Ride – 20 (10 Rank + 10 Dex)
Spot – 3 (0 Ranks+ 1 Wis + 2 Racial)
Swim – 15 (6 Ranks + 9 Str)
Tumble – 17 (5 CC Ranks + 10 Dex + 2 Synergy)

Feats:
1st – Two Weapon Fighting
1st* - Exotic Weapon Proficiency – Bastard Sword
2nd* - Weapon Focus – Bastard Sword
3rd – Power Attack
4th* - Weapon Specialization – Bastard Sword
6th – Two Weapon Defense
6th* - Improved Two Weapon Fighting
8th* - Melee Weapon Mastery - Slashing
9th – Quick Draw
10th* - Greater Weapon Focus – Bastard Sword
12th – Improved Two Weapon Defense
12th* - Greater Weapon Specialization – Bastard Sword
14th* - Improved Critical – Bastard Sword
15th – Oversized Two Weapon Fighting
16th* - Greater Two Weapon Fighting
18th – Greater Two Weapon Defense
18th* - Weapon Supremacy – Bastard Sword
20th – Improved Toughness

Languages:
Common
Elven

Equipment: Cost
Belt of Giant Strength +6 – 36,000gp
Gloves of Dexterity +6 – 36,000gp
Manual of Bodily Health +5 – 137,500gp
Manual of Gainful Exercise +4 – 110,000gp
Manual of Quickness of Action +4 – 110,000gp
Holy Flaming +5 Cold-Iron Bastard Sword – 134,370gp
Holy Frosting +5 Adamantine Bastard Sword – 131,335gp
Bracers of Armor +8 – 64,000gp
Amulet of Natural Armor +5 – 50,000gp
Cloak of Resistance +5 – 25,000gp
Ring of Protection +5 – 50,000gp
Ring of Evasion – 25,000gp
+1 Longbow, composite (+6 Strength Bonus) – 3,000gp
Boots of Striding and Springing – 5,500gp
Instant Fortress – 55,000gp
Feather Token Tree – 400gp

Total Money: 26,895gp

Physical Appearance:

Age: 164
Height: 5’5”
Weight: 121
Eyes: Blue
Hair: Brown
Skin: Tanned-Fair

Background:
In the long lives of elves there are few who seek glory and riches for their entire existence, with so much natural beauty abundant and overflowing if one knows where to look. For an elf whose eyes are attuned to such things, magnificence is all around, whether it be the melodic tones of a talented musician or the mixing and blending of paints and dyes.

And then there are those elves who dedicate years, the lifespans of man, perfecting their art. They don’t measure time in days, weeks, months or years; instead it is separated in accomplishments and goals. In time such an elf becomes his art, be it a palette of colors, ready to illustrate on a blank canvas; or an instrument, plucking at the strings, living, breathing the music.

And Adamas has his swords.

As an elf, ready to decide between a family and a life of adventure, Adamas needed a second less than one to make his choice. And no one was surprised. He possessed the skills needed to be great, a swordsman of his generation, but he thirsted for more, not out of power or ego, but to him it was a work of art.

When he left his enclave he was a skillful swordsman, marveling onlookers with his speed and deftness and sheer strength, a gift beyond his years.

When he came back it was many years later and he was a different elf. He had traveled far and experienced many things, horrific and fantastic alike. If you caught him on a wistful day he would tell of his exploits, of how he and his companions traversed many miles as champions of good. But he had gathered his riches, his companions aged to the point of resting to the end of their days.

But rest Adamas did not, instead he sought solitude where he could continue to practice, day and night, plucking his strings, painting his canvas. He lived and breathed his swords, their movements as intricate as a dancer’s, every slight adjustment calculated, precise. And so it was that he lived, isolated and honing his trade, the rumor of the woodland swordsman growing from fact to rumor to myth.

And then came the day he desired more, more than the woods and the countless swords, the thrill of a challenge called out to him, to bring him to heights never thought possible for a mortal, never thought possible for an elf and his swords.[/sblock]
 
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Xavid Atalasca
Code:
Male Lawful Neutral Human
Cleric 1/Wizard (Transmuter) 5/Master Specialist (CMage) 4/Fatespinner (CArc) 4/Mindbender (CArc) 1/Exotic Weapon Master (CWar) 1/Wayfarer Guide (CArc) 1/Loremaster 3
Bloodline: Battle


        Base       Level      Enchancement   Inherent  Total    Modifier
Str     10         +0         +6             +5        21       +5
Dex     10                    +4                       14       +2
Con     14                    +6                       20       +5
Int     18         +5         +6             +5        34       +12
Wis     12                    +6              +1       19       +4
Cha     10         +0         +0             +0        10       +0

Size: Medium
Height: 5' 11"
Weight: 168 lb
Skin: Pale
Eyes: Hazel
Hair: Black with red highlights
Age: 3112 years

Feats:
1st Spell Focus: Transmutation, EWP:Spiked Chain (human)
2nd Scribe Scroll (Wizard bonus)
3rd Weapon Focus:Spiked Chain
6th Arcane Disciple (CDiv): War, Extend Spell (Wizard bonus)
7th Skill Focus:Spellcraft (Master Specialist bonus)
9th Arcane Strike (CWar), Greater Spell Focus: Transmutation (Master Specialist bonus)
12th Skill Focus: Knowledge Arcana
15th Persistent Spell (CArc)
18th Arcane Disciple (CDiv): Mysticism (SpC)
20th Forge Ring (Loremaster secret bonus)

Fort 23 (10 base +5 Con +5 resistance +1 Ioun Stone +2 Loremaster Secret)
Ref  14 (4 base +2 Dex +5 resistance +1 Ioun Stone +2 Familiar)
Will 29 (19 base +4 Wis +5 resistance +1 Ioun Stone)
HP: 169 (+30 Temp)

Skill Name	         Ability   Total	Mod	Ranks	   Comp                   Synergy
Bluff                  	  Cha	    6 = 	+0       5         +1
Concentration            Con	   33 = 	+5      23         +5
Craft: Calligraphy       Int	   14 = 	+12      1         +1
Craft: Weapon           Int	   16 = 	+12      3         +1
Diplomacy	          Cha	   12 = 	+0       7         +1       +4
Hide                     Dex	   10 = 	+2	 7	   +1
Intimidate	          Cha	    7 = 	+0       4         +1      +2
Know: Arcana            Int	   23 = 	+12      10         +1
Know: Geography         Int	   23 = 	+12      10         +1
Know: Planes            Int	   31 = 	+12      18         +1	
Know: Religion            Int	   17 = 	+12       4         +1
Listen	                  Wis	    9 = 	+4	 4         +1	
Prof: Gambler            Wis	   10 = 	+4       5         +1	
Sense Motive             Wis	   10 = 	+4	 5         +1
Slight of Hand            Dex	   11 = 	+2	 8         +1
Spellcraft               Int      26 =         +12       13         +1	
Spot                     Wis	    9 = 	+4       4         +1	
Tumble	                  Dex	   14 = 	+2	 11         +1	
Skill Tricks: Conceal Spellcasting, False Theurgy, Swift Concentration
[sblock=Class Abilities]Cleric - Aura of Law, Mysticism Domain (+1 [Cha] Luck to Saves 1 rnd 1/day free action), Renewal Domain (gain d8 HP if at 0 to -9 1/day), Turn Undead 1st lvl 3/day
Transmuter - Focused Specialist, Banned schools (Abjuration, Enchantment, Necromancy), Weasel Familiar
Master Specialist - Minor School Esoterica (when a transmutation X. casts is dispelled, it remains in effect for an additional round, dispeller knows details)
Fatespinnar - Spin Fate/Destiny (add up to 4pts per day to a spell DC, skill check, attack roll, save as a free action), Fickle Finger (force another creature to re-roll any roll as an immediate action 1/day), Deny Fate (auto stabilize when dying 1/day), Resist Fate (re-roll for self 1/day)
Mindbender - Telepathy 100'
Exotic Weapon Master - Flurry of Strikes (as a full round action take extra attack at highest BAB, all attacks at -2)
Wayfarer Guide - Enhanced Capacity (carry 1 additional med. creature w/ Teleport), Improved Range (+50% range w/ Teleport)
Loremaster - Secret (+2 Fort, bonus feat), Lore (Bardic Knowledge at +15)[/sblock]
[sblock=Equipment]
Head - Headband of Intellect +6 36K
Eyes - Eyes of the Eagle 2,500
Neck - Necklace of Wisdom and Health 45K 3,600xp *crafted
Torso -
Body - Tunic of Steady Spellcasting (CAdv) 1,250gp 100xp *crafted
Waist - Belt of Giant Strength +6 36K
Shoulders - Cloak of Resistance +5 25K
Wrists -
Hands - Gloves of Dexterity +4 16K
Finger - Ring of Enduring Arcana (CMage)/Arcane Might (CArc) 14,500gp 1,160xp #crafted +300xp
Finger - Ring of Evasion/Theurgy (Carc) 25K 2,000xp #crafted
Feet - Boots of Speed 24K (2 pair)

Adamantine Holy Spell-Storing Spiked Chain +1 35,025
Animated Mithril Light Shield +1 10,009
Handy Haversack 2K
Heward's Fortifying Bedroll 1,500 120xp *crafted (CMage)
Pale Green and Orange Ioun Stones 60k
2 Beads of Karma 40,000
Greater Metamagic Rod of Extend 24,500
Metamagic Rod of Quicken 75,500
Lesser Metamagic Rod of Quicken 35K
Pearls of Power
3 3rd level 27,000
2 4th level 32,000
5th level 25,000
9th level 81,000

used Manual of Gainful Exercise 137,500
used Tome of Clear Thought 137,500
used Tome of Understanding 27,500
scrolls for copied spells (none with xp or material components) 12,400
spell foci for Shapechange, Undermaster, Spell Matrix, Mnemonic Enhancer, and Contingency 4,550
materials for 10 castings each of Project Image, Permanent Image, True Seeing, and 20 castings of Create Magic Tattoo 5,550
[/sblock]
[sblock=Spells]
Long-term Spells
Spell Matrix: Bristle, Dimension Hop - 4hrs
extended Heroics: Weapon Specialization - 8hrs
extended (via rod) Foresight - 8hrs
extended (via rod) Shapechange - 8hrs

Create Magic Tattoo: +1 CL - 24hrs
persistent Divine Favor - 24hrs
persistent Mirror Image - 24hrs
persistent Wraithstrike - 24hrs
persistent Sonorous Hum - 24hrs

Greater Enlarge Person - 25hrs
Greater Mage Armor - 25hrs
Greater Magic Weapon: spiked chain - 25hrs
Heart of Water - 25hrs
Magic Vestment: shield - 25hrs
Heart of Earth - 25hrs
Heart of Fire - 25hrs
Elemental Body: Air - 25hrs
Moment of Prescience - 25hrs

Arcane Sight - Permanent

Note: Create Magic Tattoo is at CL 24 (18 base, +1 Ring of Arcane Might, +1 Ioun Stone, +4 Bead of Karma) but is considered CL 28 against dispel attempts (Ring of Enduring Arcana). All other morning buffs are at CL 25 and CL29 vs dispels.

Memorized Spells
1st Benign Transposition (SpC) X2, Enlarge Person, Nerveskitter (SpC) X2, Silent Image X2, True Casting (CM), Wall of Smoke (SpC)
2nd Blinding Color Surge (PHbII) X2, Bristle (SpC), Dimension Hop (PHbII) X2, Glitterdust, Heroics (SpC), Rope Trick, Wraithstrike (SpC)
3rd Alter Fortune (PHbII), Dimension Step (PHbII), Greater Enlarge Person (SpC), Greater Mage Armor (SpC), Greater Magic Weapon, Heart of Water (CM), extended Heroics, Magic Vestment*, Sonorous Hum (SpC)
4th Assay Spell Ressistance (SpC), Divine Power*, Greater Mirror Image (PHbII), Heart of Earth (CM) X2, extended Manyjaws (SpC) X2, Resilient Sphere, Voice of the Dragon (SpC)
5th Arc of Lightning (SpC), Heart of Fire (CM), Friend To Foe (PHbII), Greater Blink (SpC) X2, extended Greater Mirror Image (PHbII), Teleport, Wall of Force
6th Brilliant Blade (SpC), Disintegrate, Freezing Fog (SpC), Mage's Lucubration X2, Permanent Image, True Seeing X2
7th persistent Divine Favor, Elemental Body (SpC), Limited Wish, Project Image, Spell Matrix (SpC) X2, Statue
8th Polymorph Any Object, Lightning Ring (SpC), Greater Celerity (PHbII), persistent Mirror Image, Moment of Prescience X2, persistent Wraithstrike (SpC)
9th Foresight, Shapechange X2, persistent Sonorous Hum (SpC), [empty slot with Greater Visage of the Deity (SpC), Shapechange, and Undermaster (SpC) readied in Ring of Theurgy]

Spellbook
1st Benign Transposition (SpC), Divine Favor*, Enlarge Person, Guided Shot (SpC), Jump, Nerveskitter (SpC), Silent Image, True Casting (CM), Wall of Smoke (SpC)
2nd Blinding Color Surge (PHbII), Bristle (SpC), Create Magic Tattoo (SpC), Dimension Hop (PHbII),Heart of Air (CM), Glitterdust, Heroics (SpC), Mirror Image, Rope Trick, Wraithstrike (SpC)
3rd Alter Fortune (PHbII), Arcane Sight, Dimension Step (PHbII), Dolorous Blow (SpC), Greater Enlarge Person (SpC), Greater Mage Armor (SpC), Greater Magic Weapon, Heart of Water (CM), Magic Vestment*, Manyjaws (SpC), Phantom Steed, Sonorous Hum (SpC)
4th Assay Spell Ressistance (SpC), Divine Power*, Greater Mirror Image (PHbII), Heart of Earth (CM), Mnemonic Enhancer, Resilient Sphere, Voice of the Dragon (SpC)
5th Arc of Lightning (SpC), Heart of Fire (CM), Friend To Foe (PHbII), Greater Blink (SpC), Permanency, Righteous Might*, Teleport, Wall of Force
6th Brilliant Blade (SpC), Contingency, Disintegrate, Freezing Fog (SpC), Mage's Lucubration, Permanent Image, True Seeing
7th Elemental Body (SpC), Limited Wish, Project Image, Statue, Spell Matrix (SpC)
8th Polymorph Any Object, Lightning Ring (SpC), Greater Celerity (PHbII), Moment of Prescience
9th Shapechange, Undermaster (SpC), Greater Visage of the Deity (SpC)*, Foresight
[/sblock]
[sblock=Buffed (long term) combat statistic Pit Fiend form]
Total Modifier
Str 48 +19 (37 Base, +6 Enhancement, +5 Inherent)
Dex 31 +10 (27 Base, +4 Enhancement)
Con 33 +11 (27 Base, +6 Enhancement)
Init: +10
Speed: 50' (70' Hasted) ground 60' perfect (90' Hasted)
AC: 57 (10 base +10 Dex +6 armor +23 natural +6 shield +2 insight) 28 touch 45 flat
(airborne creatures are at -1 to hit)
BAB: +8 Grapple +31
Attack: Spiked Chain +37 touch (+8 BAB +19 Str +5 enchantment +3 luck +1 Wpn Focus +1 competence)
Damage: 2d6+29 (+19 Str +5 enchantment +3 luck +2 Wpn Spec)
Fort 29 (10 base +11 Con +5 resistance +1 competence +2 Loremaster Secret)
Ref 24 (4 base +10 Dex +5 resistance +1 competence +2 Familiar +2 insight)
Will 29 (19 base +4 Wis +5 resistance +1 competence)

Defenses:
Damage reduction 15/good and silver, spell resistance 32, regeneration 5
immunity to fire and poison, sleep, paralysis, stunning, criticals, flanking
resistance to acid 10 and cold 10
never surprised or flat-footed
+8 vs. bull rush, trip, overrun
8 Mirror Images
[/sblock]


Kaethrynne[sblock=Old character]
Code:
Female Chaotic Good Human 
Feat Rogue 2/Barbarian 1/Paladin of Freedom 3/Fighter 1/Bear Warrior 1/Warshaper 2/Frenzied Berserker 10
Bloodline: Vengeance


        Base       Level      Enchancement   Inherent  Total    Modifier
Str     14         +3         +6             +5        28       +9
Dex     10                    +6                       16       +3
Con     14                    +2                       16       +3
Int     14                                             14       +2
Wis     14                    +6                       20       +5
Cha     16         +2         +6             +4        28       +9

Size: Medium
Height: 5' 5"
Weight: 108 lb
Skin: Pale
Eyes: Blue
Hair: dark blonde, long
Age: 3112 years

HP: 206 (2d6+12d12+4d10+2d8+60
Current HP: 
AC: 21 (10 base +3 Dex +8 Armor) 13 Touch 18 Flat-footed
Initiative: +4
BAB: +18
Melee Attack: +28 to hit 4d6+10 damage (+2/2d6 vs evil, +2/2d6 vs arcane spell&spell-like)
Melee Full Attack: +28/23/18/13
Ranged Attack: +19 to hit 1d8+10 damage (+2/2d6 vs evil, +2/2d6 vs arcane spell&spell-like)
Ranged Full Attack +19/14/9/4

Fort 37 (19 base +3 Con +5 resistance +1 Ioun Stone +9 Divine Grace)
Ref  25 (7 base +3 Dex +5 resistance +1 Ioun Stone +9 Divine Grace)
Will 24 (4 base +5 Wis +5 resistance +1 Ioun Stone +9 Divine Grace)


Feats
1st   Improved Bull Rush, Power Attack (Human bonus), Cleave (Feat Rogue)
2nd   Improved Sunder (Fighter)
3rd   Destructive Rage
6th   Intimidating Rage
7th   Combat Brute (Feat Rogue)
9th   Shock Trooper
12th  Leap Attack
15th  Craft Arms & Armor
18th  Combat Reflexes


Skill Name	         Ability   Total	Mod	Ranks	   Comp                   Synergy
Hide                     Dex	   25 = 	+3	10	   +10
Intimidate	          Cha	   23 = 	+9      23         +1	
Jump                  	  Str	   24 = 	+9      14         +1 
Listen	                  Wis	   10 = 	+5	 4         +1	
Move Silently            Dex	   18 = 	+3      15         +1	
Sense Motive             Wis	   10 = 	+5	 4         +1
Spellcraft               Int       8 =         +2       5         +1	
Spot                     Int	    7 = 	+2       4         +1	
Tumble	                  Dex	   11 = 	+3	 8         +1	
UMD                      Cha	   35 = 	+9	23         +1 (+5 w/ Scrolls)	  +2


Languages: Celestial, Elven

[sblock=Equipment]
Helm of Telepathy 27K
Spellsight Spectacles (+5 comp w/ scrolls 1,250gp 100xp)*
Periapt of Wisdom +6 36K
Vest of Resistance +5 (12,500gp 1,000xp)*
Robe of Blending 30K
Belt of Giant Strength +6 36K
Cloak of Charisma +6 36K
Bracers of Armor +8 64K
Gloves of Dexterity 36K
Ring of Freedom of Movement 40K
Ring of Sustenance 2K
2 pairs of Boots of Speed 24K
Ioun Stones: +2 Con, +1 comp to everything 38K
Efficient Quiver 1,800
Handy Haversack 2K

Liberation's Fetters 5,025+(64,000gp 5120xp)#
* +1 starmetal Skillful, Sizing, Holy, Vicious, Magebane spiked chain
Rain of Light 1,700 (36,000gp 2880xp)#
* +1 Holy, Seeking, Sizing, Magebane composite longbow mighty +16
Animated Mithril Heavy Shield +1 10,020

5 epic scrolls of Extended Greater Magic Weapon 26,250
5 epic scrolls of Extended Magic Vestment 26,250
15 epic scrolls of Extended Shapechange 78,750



Used Items

Manual of Gainful Exercise +5 137,500
Tome of Leadership and Influence 110K

Scrolls: See Invis 150, Permanency 10,125, 2X Dispel, Magic 750, 2X Enlarge/Reduce Person 100, Transformation 1950, 2X Holy Smite 1400


Mundane Equipment

Masterwork UMD tools (+2 Circ to UMD) 50
50 cold iron arrows 5
60 silver arrows 9
20 adamatine arrows 61
150' silk rope 30
flint and steel 1
grappling hook 1
ink, pen, and parchment 9
5 flasks of oil 1
3 torches 1
5 flasks (empty) 1
mirror 10
10 pitons 1
20 days rations 10

103,290gp remaining
* Indicates item is crafted by Sigil with Kaethrynne paying the xp
# Indicates item is crafted by and the xp paid by Kaethrynne
[/sblock][sblock=Active Spells & Powers]See Invisible[/sblock][sblock=Planetar form Combat Stats (buffed)]
Str 43 [+16] 25 Base +3 Level +6 Enchancement +5 Inherent +4 Warshaper
Dex 25 [+7] 19 Base +6 Enchancement
Con 26 [+8] 20 Base +2 Enchancement +4 Warshaper
AC 48 (10 base +7 Dex +8 Armor +19 Natural +5 enhancement -1 Size) 24 Touch 41 Flat-footed
Init +7
Fort 42 Ref 29
Melee Attack: +38 to hit 5d6+29 damage (+2/2d6 vs evil, +2/2d6 vs arcane spell&spell-like, 1d6 to self
Melee Full Attack: +38/33/28/23
Ranged Attack: +24 to hit 2d6+16 damage (+2/2d6 vs evil, +2/2d6 vs arcane spell&spell-like)
Ranged Full Attack +24/19/14/9
Special Qualities: damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Active Spells: See Invisible, Magic Vestment, Magic Weapon (chain), Shapechange[/sblock][/sblock]
 
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[sblock=Sigil, the Once-Queen of Summer]Name: "Sigil"
Race: Human (Fey Bloodline)
Class/Level: Warlock 20
Exp:

Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. Around her shoulders is an aquamarine shawl that loops around her arms.

Strength (STR) 10 (2pts) 0
Dexterity (DEX) 24 (6 pts + 4 inherent + 6 enh) +7
Constitution (CON) 20 (4 pts + 2 inherent + 6 enh) +5
Intelligence (INT) 12 (4 pts) +1
Wisdom (WIS) 12 (4 pts) +1
Charisma (CHA) 34 (16 pts +5 lvl + 5 inherent + 6 enh) +12

Alignment: Neutral Good
AC: 32 (10 +7 dex +8 armor +5 deflection, +2 insight), Flatfoot 25, Touch 24
Buffed AC: 36 (+4 force shield)
Hit Points: 182
Movement: 30' Ground, 30' flight, Good

Init: +7
Base Attack Bonus: +15/+10/+5
Melee Attack: +15/+10/+5
Ranged Attack: +22
Fort: +16 (+6 base +5 resist +5 Con)
Reflex: +20 (+6 base +5 resist +7 dex +2 insight)
Will: +18 (+12 base +5 resist, +1 wis)

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Eldritch Blast 11d6
Detect Magic at will
DR 5/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Fiendish Resiliance 5
Energy Resistance 10: Fire and Cold
Imbue Item

Skills:
Bluff +40 (14+12+6+3+5)
Concentration +24 (19+5)
Knowledge (Planes) +5 (4+1)
Sense Motive +21 (20+1)
Spellcraft +24 (23 ranks +1)
Use Magic Device +27 (12+12+3)

Feats
1 Fey Heritage (+3 to save vs Enchantment)
1 Supernatural SLA: Eldritch Blast
3 Craft Wondrous Item
6 Leadership
9 Extra Invocation: Eldritch Spear
12 Extra Invocation: Eldritch Chain
15 Craft Contingent Spell
18 Extra Invocation: Eldritch Cone

Languages - Common, Sylvan, Elven

Invocations (CL 20, Base DC 22)
Least
- Eldritch Spear
- Dark One's Luck (+12 luck bonus to any one save at a time)
- Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)
- See the Unseen (See Invis + Darkvision 60')

Lesser
- Eldritch Chain
- Charm (Charm Monster, Will DC 26, only 1 victim at a time)
- Fell Flight (fly speed = ground speed)
- Flee the Scene (75' dim door, leaves Major Image of caster)

Greater
- Eldritch Cone (Ref DC 27 for 1/2)
- Devour Magic (+15 melee touch, +20 caster level)
- Noxious Blast (Fort DC 28 to avoid Nauseated for 1 min)
- Painful Slumber of the Ages (Will Save DC 28)

Dark
- Retributive Invisibility
- Dark Foresight
- Eldritch Doom (Ref DC 30 for 1/2)

Money - 5,810gp (138exp left to spend)

Weapons -
Grimbich - A rod of iron as thick as a man's thumb, about which coils the ornately and breathtakingly realistically sculpted serpentine body of a black dragon, wings held close to its body and head facing outward along the rod's axis. When Sigil empowers the rod with her magic, the tiny dragon animates and spews forth magically intense acid! Sigil created this to help her deal with the minions of the Winter Queen, many of which were resistant to pure magic, but which magically conjured materials, like acids, could harm normally.
Rod of Eldritch Power (Greater Invocation: Vitriolic Blast), 54,000 (self crafted for 27,000 + 2160xp)

Armour -
Arms of War - Forearm vambraces clearly designed to protect the wearer in battle, the Arms are overlarge, stretching from wrist to elbow, and arch out away from the arms in a gentle, finlike slope. They're made of magically empowered leather made from the hides of fantastic beasts, and reinforced with the bright white/silver of mithril.
Bracers of Armor +8 and Con +6, 59,000gp (32,000 + (18,000 + 9,000)), 4720xp

Gear -
-

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

- In Pouches
Small steel mirror, 10gp, .5lb
Money

Magic -
Jahara's Exquisite Looking Glass (mirror of Mental Prowess) - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. 175,000.

Annulus Pax (ring of spell turning) - A ring of intense magic, originally made by a fey lord who forsook the courts and the intrigue, and instead made himself a diplomat and peacemaker. He's credited now with the uneasy truce between Seelie and Unseelie, and a good many other pacts and oaths that limit the wild nature of Faerie to make it less overtly violent. The ring's magic is simple enough. It turns force back on itself. Spells are rebounded back to the origin. 98,280gp

Crown of the Summer Queen - This circlet is made of a golden band and a silver band, interwoven together in helixes with foil leaves and vines curling and twining around each other. At the forehead sits a bright, finely cut diamond. The resplendence of it enhances the wearer's presence, lending them an aura of magnificence and regality.
Charisma +6, 36,000 and Circlet of Persuasion, 6750, Self crafted for (21,375gp and 1710xp)

Mask of Lies - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. (Self crafted for 8500gp and 680xp)

Greater Chauseble of Fey Power - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length. (self crafted for 9000gp and 720xp)

Cloak of Resistance +5, - A stylish, hooded garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols. It swirls and flares dramatically as she moves or speaks. 25,000.

Ring of Protection +5 - A simple steel band with the icon of a shield on top that projects magical force at incoming attacks to knock them away. 50,000.

Gloves of Dexterity +6, 36,000
Handy Haversack, 2000

Tome of Leadership +5, 137500
Tome of Dexterity +4, 110000
Tome of Con +2, 55000

Wand of Shield (50/50), 750
Wand of Cure Moderate Wounds (50/50), 4,500

Contingent Spells: (19,900gp total)
When I am reduced to 20 hit points or less: Heal (3300, 264xp)
When I fail a save against Feeblemind: Heal (3300, 264xp)
When I am subject to a spell causing instant death: Death Ward (1400, 112xp)
When I am subject to life energy drain: Death Ward (1400, 112xp)
When I am grappled for more than 2 rounds: Freedom of Movement (1400, 112xp)
When I am paralyzed: Freedom of Movement (1400, 112xp)
When I am subject to Imprisonment: Freedom (7650, 612xp)
When I fall more than 10 feet: Feather Fall (50, 4xp)
[/sblock]

[sblock=Cohort]Tatterdemalion
Pixie Bard 13
Small Fey
Hit Dice: 13d6+52 (106 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 27 (+1 size, +9 Dex, +1 natural, +4 armor, +2 deflection), touch 22, flat-footed 18
Base Attack/Grapple: +9/+3
Attack: Short sword +24 melee (1d4+3/19–20) or longbow +24 ranged (1d6+3/x3)
Special Attacks: Spell-like abilities, special arrows, Spells
Special Qualities: Bardic music, damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 28
Saves: Fort +13, Ref +21, Will +16
Abilities: Str 6, Dex 28, Con 18, Int 16, Wis 16, Cha 31
Skills: 108
Concentration (Con) +14 (10 + 4 con)
Craft (Int) +13 (10 + 3 int)
Craft (Int) +13 (10 + 3 int)
Listen (Wis) +19 (16 + 3 wis)
Perform (Cha) +26 (16 + 10 cha)
Sense Motive (Wis) +19 (16 + 3 wis)
Sleight of Hand (Dex) +25 (16 + 9 dex)
Speak Language (n/a) 4 ranks
Use Magic Device (Cha) +20 (10 + 10 cha)
Feats: DodgeB, Weapon FinesseB, Captivating Melody, Versatile Performer, Versatile Spellcaster, Subsonics, Flyby Attack
Languages: Common, Sylvan, Elven, Giant, Draconic, Goblin

Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.
1/day - lesser confusion (DC 21), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 21),

dispel magic, entangle (DC 21), permanent image (DC 26; visual and auditory elements only)

Special Arrows (Ex):
Memory Loss: An opponent struck by this arrow must succeed on a DC 21 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 21 Fortitude save or be affected as though by a sleep spell.

Bardic Music:
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness
Song of Freedom

Bardic Knowledge +16

Spellcasting (Bard CL 13, DC 20+lvl)
0 3 Ghost Sound, Mending, Mage Hand, Message, Dancing Lights, Prestidigitation
1 5 Joyful Noise, Inspiration Boost, Improvisation, Identify
2 5 Harmonic Chorus, Reveille, Sonorous Hum, Tongues
3 5 Haunting Tune, Love's Lament, Cure Serious Wounds, Crushing Despair
4 3 Lingering Chorus, Ruin Delver's Fortune, Dimension Door, Modify Memory
5 1 Hidden Lodge, Wail of Doom

Equipment: 260gp
Weapon
Short Sword +4, 32,310
Short Bow +5, 50,330

Armor
Bracers of Armor +4, 16,000

Gear
Masterwork Harp, 100gp
Rod of Splendor +6, 50,000
Cloak of Resistance +5, 25,000
Gloves of Dexterity +6, 36,000
Amulet of Health +4, 16,000
Ring of Protection +2, 8,000
Goggles of Night, 12,000
Restorative Ointment (5/5), 4,000
[/sblock]

[sblock=Contingent Spell Costs]

Level (min CL) Cost (mkt)
1 100gp
2 600gp
3 1500gp
4 2800gp
5 4500gp
6 6600gp
7 9100gp
8 12000gp
9 15300gp[/sblock]

[Sblock=Bramble - The House That Walks]"Bramble" - 155,375

Description
Bramble at first glance looks like the gigantic truncated stump of what was once a truly monstrously sized tree. A good thirty feet across at its base, it slopes to a narrower 20' tip, jagged and broken looking. Its bark is thick and hoary, with clinging vines and moss and lichens. A sharp eye though will spot shuttered windows that light squeezes out through, and a merrily smoking iron pipe in the back. And of course, there's the large, intricately worked iron double doors in the front.

The front doors open into the great hall, or reception hall. A thin (illusory) mist swirls low over the floor, which slopes gently up towards the rear end. There, perched at the high point in the room, is a magnificent throne of carved and shaped wood, inlaid with gold and silver. All along the walls, ghostly (illusory) forms stand vigil, along with gorgeous glowing (illusory) tapestries that slowly undulate in an intangible wind. Suspended from the ceiling in the center of the great hall is a large golden brazier that shines upward like a tiny sun, illuminating the entire room with the only shadow being directly underneath it.

Behind the throne is the well hidden door that leads to the kitchen and the staircase that leads upwards. The kitchen has a wood burning oven, and two magical fixtures...a basin of water that never empties, and a pantry that is always full of food. It is here that Tatterdemalion cooks meals for Sigil and herself, and whatever guests may be visiting.

Up the staircase is a gorgeously worked wooden door that leads to Sigil's bedroom. This is a large chamber with a luxurious bed and several chairs and a writing desk next to a window. Behind a thin moveable cloth screen is a depression in the floor that can be filled with water for bathing. A small, unobtrusive door leads from here to the privy, which deposits its contents out behind the fortress periodically.

Farther up the stairs is the study, which has a small library of books and scrolls, a large work desk, and a plush chair that faces the door that leads out to the balcony.

The stairs finally wind up to the roof, which is a flat area on top surrounded by the jags of "broken" wood that give the odd house its 'snapped off' look from the ground. These jags of wood serve as battlements, giving cover to people on top. An enchantment lets anyone on top summon protective winds that encircle the whole roof, diverting arrows and other ranged attacks (no effect on ranged spells or siege weapons). This also prevents such projectiles from being fired out though.

Should anyone approach the outer wall of ground level of Bramble, the vines and roots snap out and attempt to entangle the unfortunate, as the Entangle spell. Additionally, the front doors, the trapdoor leading up to the roof, and the balcony door all have statues near them of a griffon rampant. When someone approaches these doors other than Sigil or Tatterdemalion, a mental alert is sent to Sigil (as Alarm spell). Each room of the structure has an invisible force that functions as an Unseen Servant that can be commanded by anyone in the room. The great hall and bedroom in Bramble are always 70 degrees and full of fresh air, regardless of outside conditions. Light, other than that of the Brazier in the great hall, is provided by everburning torches in divots in the walls. All the walls regrow quickly after being damaged, healing 1HP per turn.

Most fantastic of all, Bramble can move! The vines growing on its trunk writhe and twist together, forming four thick, low slung legs that it can carry itself along at a ground speed of 10' per round. Bramble cannot double move, nor run...but it can move continuously with no rests, allowing it to cover up to 24 miles per day on good terrain. Bramble can also float easily, and 'swim' across bodies of water at the same rate it can walk at.

4 stronghold spaces (21,900)

Third Floor
Fancy Office - 2,500gp + 400gp height

Second Floor
Fancy Bedroom Suite - 5,000gp

First floor
Basic Kitchen - 2,000gp
Fancy Throne Room - 12,000gp

Walls (11,000)
Exterior Walls (80%)
4sp Living Wood - 6,400
1sp Windguard - 3,000
1sp Tanglewood - 2,500

Interior Walls (20%) -
4sp Living Wood - 1,600

Doors (3575)
Main Entrance - 2 Iron Doors, 1,000gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Door to Kitchen - 1 secret (DC30) strong wood door, 240gp (amazing (DC40) lock, 150gp)
Door to Bedroom - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Door to Bedroom Privy - 1 simple wooden door, free
Door to Study - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Door to Balcony - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Trapdoor to Roof - 1 secret (DC30) strong wood door, 240gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)

Mobility: (60,000)
Crawling (4sp) - 4,000gp
Sailing (4sp) - 12,000
Speed (1mph) - 44,000gp

Other Stuff (55,500)
Brazier of Daylight, 6,000
Guardian Statues (3) - 9,000
Invisible Helpers (4) - 6,000
Chambers of Comfort (2) - 15,000
Everful Basin - 4,500
Everfull Larder - 15,000
10 Everburning Torches - 900gp[/sblock]

[Sblock=Background]I was born human. I was born with a human name. I was born in a human world.

It was a time of war and strife. A mighty warlord had risen, and the civilized lands quaked in his shadows. When I was a child, my mother and I led simple lives, far from the concerns of war. A small logging village, on the outskirts of a great wood that many claimed haunted, was our home. My mother was an indomitable spirit, and ignored the scary stories to explore the old moss-covered trees of that forest. She never spoke of what happened there, but always seemed to come back knowing things about woodcraft or herbs, or weird ways of magic, that she hadn't known before. And once, she came back with child.

I had a sinister reputation in that village, well before I ever earned it. People were uneasy about my mother, who lived unmarried in a cottage right on the edge of the village. They were uneasy about who my father was. And they were uneasy about me. Picking up on that, I proved them right. I raised all kinds of hell as a child, gaining a well deserved reputation as an imp and rapscallion. From my perspective, if I was going to have people giving me funny looks and whispering about me behind my back, it'd be for something I DID, not for vague nebulous rumors. Even so, I was curious about my father as well...but it was something mother didn't speak of; gently putting aside any such questions.

By the time the Baron came, things had settled down a great deal. Mother was older, but she aged gracefully and still would have been fair at half her age. I was no longer a child, though still not quite a woman. Some men at arms in a wagon came speeding into our village, calling for a healer. For all the mixed feelings the townsfolk had about my mother, they knew she knew of herbs and medicines, and so they brought her to them.

That's how the Baron met my mother, which led to them being wed. The Baron had been raised to the rank from valorous deeds, and so didn't have the hangups about marrying commoners that many of peerage did. He had children of his own, but never seemed quite to know what to do with me. He did not love me, but endured me for the sake of my mother. Meanwhile, I cared little for the drafty, dark, cramped halls of the keep. I preferred to spend my time outside. The edge of the woods was not far off...the same woods as near mother's house in fact, but on the opposite side.

Moar to come![/sblock]
 
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Sabastian Raze -- Male Human Factotum 20
--------------------------------------------
Sabastian Raze: Male Human Factotum 20
CR 20; Chaotic Good-ish Medium Humanoid; HD 20d8+70, Bloodline Skill
HP 242 (182 w/o Amulet); Init +5; Spd 40'.; AC 38, Touch 28, Flat-Footed 33

Base Atk +15/+10/+5; Grp +20
Melee +5 Adamantine Defending Shortsword of Wounding +25/+20/+15 (1d6+10/19-20 x2) or
Melee +5 Adamantine Defending Shortsword of Wounding +21/+16/+11 (1d6+10/19-20 x2) Non-Lethal

Abilities Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 30 (+10), Wis 17 (+3), Cha 16 (+3)
Saves Fort +16, Ref +22, Will +14

Skills Balance +28, Bluff +20. Climb +26, Decipher Script +15, Diplomancy +24, Disable Device +35, Disguise +15, Escape Artist +31, Gather Information +15, Hide +34, Intimidate +20, Jump +39, Knowledge (Arcana) +15, Knowledge (Architecture) +15, Knowledge (Local) +15, Knowledge (Nobility) +15, Knowledge (Religion) +15, Knowledge (The Planes) +15, Move Silently +34, Open Lock +30, Perform (Act) +13, Search +30, Sense Motive +8, Sleight of Hand +26, Speak Language +5, Spellcraft +17, Tumble +28, Use Magic Device +23

Feats Acrobatic, Agile, Combat Expertise, Combat Panache, Improved Toughness, Nimble Fingers, Skill Focus (Disable Device), Tactile Trapsmith

Languages Common, Elven, Dwarven, Gnome, Orc, Undercommon, Celestial, Infernal, Ignan

Class Abilities Arcane Dilettante (8 Spells), Brains Over Brawn, Cunning Breach, Cunning Brilliance, Cunning Defense, Cunning Dodge, Cunning Insight, Cunning Knowledge, Cunning Strike, Cunning Surge, Improved Cunning Defense, Inspiration (10 [5]/Encounter), Opportunistic Piety (9/Day), Trapfinding

Factotum Spells Known (Cast 1/1/1/1/1/1/1/1 Per Day, Save DC 20 + Spell Level, Caster Level 20): All 0th -- 7th Sorcerer/Wizard Spells sans Experience Costs

0th: Mage Hand
1st: True Strike
2nd: Blindness/Deafness
3rd: Hold Person
4th: Bestow Curse
5th: Feeblemind -- Expended
6th: Disintegrate - -Expended
7th: Prismatic Spray

Possessions Tome of Clear Thought +4 [Used], Tome of Understanding +4 [Used], Gloves of Dexterity +6, Belt of Giant's Strength +6, Amulet of Health +6, Headband of Intellect +6, Boots of Striding & Springing, Goggles of Minute Seeing, Mantle of Epic Spell Resistance, Armbands of Might, Heward's Fortifying Bedroll, Metamagic Rod of Silent, Spool of Endless Rope, +5 Vest of the Resistance, +5 Glamered Mithral Breastplate of Elusion, +5 Adamantine Defending Shortsword of Wounding, Ring of Feather Falling, +3 Ring of Protection, +5 Vest of Resistance, Field Provisions Box, Rod of Splendor, Wand of Cure Critical Wounds [50 Charges], Wand of Magic Missile 9th [50 Charges], Everburning Torch, Masterwork Thieves' Tools, Spell Component Pouch, Wooden Holy Symbol x19, Grappling Hook, Waterskin, Chalk x10, Vial of Ink, Boot Blade, Flint & Steel, Inkpen, Crowbar, Belt Pouch x2, Infinite Scrollcase, Arcane Scroll of Overland Flight x2, Arcane Scroll of Chain Lightning x2, Arcane, Arcane Scroll of Guards & Wards, Arcane Scroll of Baleful Polymorph, Divine Scroll of Break Enchantment, Divine Scroll of Find the Path, Divine Scroll of Wall of Stone, Arcane Scroll of Disguise Self x2, Arcane Scroll of Invisibility, Arcane Scroll of Flesh to Stone, Pouch w/ 1987.8gp

[sblock=Background (Abridged)]Heroes come from all walks of life: the young blacksmith's apprentice turned swordsman, the timid herder girl who chose to take up the bow, or even the charismatic bard who assumed the mantle of diplomatic swashbuckler. Heroes, you see, are tempered and forged in the fires of circumstance, their lives reshaped from the mundane into something extraordinary. The reasons behind this phenomenom are as varied as the individuals themselves, ranging from boredom, a sense of adventure, or some sort of cause or philosophy. Such is the multi-colored mantle of adventurism, covered in its many hues and shades that serve to differentiate each and every one as a unique individual of varying skill and quality. Such is history, and such is the future so long as individuality and a unique contenance towards such endeavors exist, expanding the ever-growing repertoire of stories and sagas for eons to come.

Such is the story of Sabastian Raze, a man destined for far more than the tedious existence of most mortals in the Multiverse.

Like many would-be heroes, Sabastian Foffawitz came from humble beginnings. He grew up amongst his occupational kinsmen from a moderately sized traveling circus, his parents keen members of the acrobatic portion of the show. Being the curious lad he was, young Sabastian took an avid interest in all things entertaining, and indeed he was quite the natural. He learned from the most esoteric adventurers, you see; clowns and sword-swallowers, master escapists and magically-aided illusionists, and of course from his mother and father the art of acrobatics and tumbling. One might say he was a chip off the old block, but unbeknownst to anyone save for the gods themselves and the most astute mystics and prophets, something special resided within the young boy -- a spark of something greater than his own sharp intellect and adaptability.

As he grew, so too did his skill amongst his carnie companions. It only stands to reason that his talents saw use, as it would have been a shame to let them wither from disuse. From minor prestidigitizer to high-flying trapeze work, Sabastian was as nimble, acrobatic, and shrewd as any member of his trope, coupled with a sub-par though cleverly utilized array of minor magics, making the young man more talented in a broad sense than most his age. Like most young men, however, even Sabastian yearned for a life with more purpose; to break away and seek his own fortune, visiting exotic locales and meeting interesting individuals. The boy just couldn't bring himself to break it to his friends and family though, and thus remained silent about his dreams.

One day, though, fortune smiled on the youngest Foffawitz, albeit in an odd manner. You see, orcs are very excitable and easily irritable creatures. When the rolling caravan's jovial festivities disturbed them in their natural, brutish habitat, the scornful creatures took up arms against the tapered tents and carriages. While the meandering performers did their best to protect their cloth and wooden homes, the flammable substances were no match for torches and flaming arrows. Though the boy's family was left unscathed, their homes were reduced to nothing but burning embers in the night sky. While others mourned the loss of their beloved possessions, young Sabastian saw opportunity. With his home gone, there was no further reason for him to stay amongst them, and so he bid them all a fond farewell before departing southward in pursuit of his own dreams.

In the bustling hub of Restenford, Sabastian Foffawitz -- now calling himself Sabastian Raze purely on the grounds that, to be quite frank, Foffawitz is an outrageously silly name -- found life outside of the tarp-laiden big-tops much to his liking. While the circus did much traveling in its own right, Sabastian did little of such on his own, nor within the towns and villages they often parked on the outskirts of. Suffice it to say the vigorous young man was fascinated with all things mundane, ranging from the simple tavern bards and wenches of the fairer sex to the gruff smiths and tactful merchants that lined Merchants' Row. His days were mostly spent exploring the nooks and crannies of the vibrant village, eager to meet new people and exchange ideas and hold conversations with them.

Like a child with a toy, Sabastian soon grew weary of these sole pursuits. While the denizens of the city were certainly interesting and lively, there was that certain element of danger he'd begun to miss from his life amongst his family. Fate again took it upon itself to intervene, dropping Sabastian's idlest whim into his lap with all due brazenness. On a warm summer's night, Sabastian was making his nightly trip to the Promiscuous Pixie, a small inn and tavern near the western gates when he was waylaid by a thief clad in darkest attire. He was course, sloppy, and undisciplined, and although the scoundrelous rogue was armed with a sword in hand, Sabastian's intellect and cleverness would be the thief's own downfall. Relinquishing his coin purse willingly, the ever-so-subtle ex-performer's deft hands liberated the brigand's own in turn. Sure, the thief's purse was just a tad lighter, but all in all Sabastian felt he'd broken even -- the coins plus the shattered pride once the vagrant discovered it was missing was satisfaction enough, a small victory for victims past.

Irony, however, held more in store for the young adventurer-to-be.

Sabastian's gloating over his victory at the local tavern didn't take long to reach the ears of the local constables that evening, and before anyone knew what had happened, the entire building had gone silent as the local law made their presence known, dragging Sabastian out into the warm night once more for questioning. As chance would have it, the minted coins and the accompanying satchel they came in were stolen themselves from a wealthy half-elven nobleman of significant importance amongst the citizens. At that point, the long arm of Restenford's City Watch felt that they had caught the would-be burglar, demanding that the young red-head surrender peacably despite Sabastian's plea to hear him out. Unarmed, out numbered, and clearly no match for the half-dozen armed men on his own, young Raze did the only logical thing: he ran.

Even Sabastian, with his odd-ball array of physical skills and mish-mash of magical abilities and pure wit and skill, couldn't elude the City Watch forever. Eventually, he was cornered in the local brothel, his only options being to surrender or attempt a four-story leap. Logically, he surrendered. Incarcerated for crimes uncommitted in the bowels of the Restenford Jail, Sabastian's life was in dire jeapordy of meeting a particularly violent end by means of hanging or guillotine. Sure, he could have escaped, but with the numerous guards patrolling the above floors, his likelyhood of getting out of the establishment were slim to none.

For four days the innocent young man toiled in the dungeon. Day in and day out, the captain of the guard constantly demanded a confession from the fire-maned boy, receiving naught in return. So adamant and shortsighted were they, in fact, that even after the use of a Zone of Truth spell loosed his lips did they consider him a liar who had thwarted the divination. Promises of execution were soon echoed, and a date set within the year to see it done.

Thankfully, other individuals had taken an interest in Sabastian's affairs. With little in the way of queries made, a small escort of men and women clad in black served as the case of escapism Sabastian needed, leading the ill-kept accusee through a secret passage into the sewers of Restenford. Whisked away from his immenent doom, Sabastian's misrepresentation as a thief was all that saved him from death as he was brought before an aged, blind dwarf by the name of Errol. Numerous rumors floated about town of "Eyeless Errol," and it was now that Sabastian discovered that some of them were true. Impressed by the lads canny handiwork in regards to pilfering one of his own men, Errol supplied an invitation to join the ranks of his "legetimate business venture." Granted, it was either death or acceptance, so there really wasn't much choice in the matter. Besides, anything was better than sitting in a cell and awaiting execution.

Raze's unfettered applications in the art of liberating monetary property was well-placed in the service of Errol and his guild of thieves. Passing the Gauntlet with relative ease, Sabastian soon become one of the most prized Hoods amongst the small organization. Whether it be second-story work, pick-pocketry, or simply the disarmament of traps, Sabastian boasted a canny knack for the thievery trade. No lock was a garuntee, no trap of any use against Raze, striking fear in the most wealthy and prominant of Restenford's noble citizenry under the pseuodonym of "The Blink Dog." His handiwork netted himself a fine payroll, as well as the covetted guild-title of Bravo. As a means of his exceptional talents, many of the very nobles Sabastian pilfered from quickly purchased monthly security services through Errol and his Thieves' Guild, keeping the flow of money strong and steady into everyones pockets. His position and freedom secured, Sabastian's need for excitement had been sated, leaving him time to pursue other venues.

In his authoritarian position, Sabastian found a like-minded individual with which he himself shared many traits with. She was a young, ambitious, and lovely human; a roguish dame by even the most broadest sense of identification, who much like Sabastian plyed her tradeskills as an operative of the same organization as himself. Indeed, so akin were the two that they quickly became infatuated with one another, a romantic relationship blossoming into a pure and wholesome variety of love. Indeed, so in love was the young couple that they had proposed the prospect of marriage. Sadly, the relationship was bound to go sour.

The main quandry criminal organizations suffer from is that of political power amongst their own. The up-and-comers always want a piece of the big dogs, or those who felt they should have been promoted in lieu of another often take out bitter grudges against their newfound rivals. The latter happened to be the case for poor Sabastian, a man in a position of comfort and relative stability. When he was promoted by Errol, however, there was one who thought for sure he'd be appointed to the same rank by the name of Haskan Newfell, a halfling with anger issues and a bone to pick with Sabastian. It bears mentioning that the two never particularly got along well, and so when Haskan saw his opportunity to seize Raze's place as a Bravo, he took advantage of it. Hiring a mook-squad of footpads to rough Sabastian up was just a front; it was easy to convince the new blood of the thieves' guild to fight to death, and like a dope, Sabastian fell right into the ploy. In self-defense -- and for the first time -- he was forced to kill, and in so doing was branded a traitor by the definition therein of the guild charter. A double death sentence now placed on his head by the City Guard and the Restenford Thieves' Guild, the weary and wounded factotum threw himself upon the mercy of Errol, infiltrating his own private sanctum purely to make his voice heard. Unfortunately, it was nothing but business in Errol's eyes, and the guild's law had to be enforced... besides, one less mouth to feed means more coins in the bucket for the rest of the brigands. Even his lover agreed, her career more important in her eyes than her relationship with Sabastian. His gambit an utter failure, Sabastian Raze shed his mortal coil that evening at the hands of a dozen cutthroats, all in a bid for power by one sociopathic halfling.

Death is an interesting experience, though no one can really comment on it. That whole "being dead" thing tends to get in the way of that. Indeed, it's also highly subjective to each individual to determine the ultimate validity of their surroundings. Indeed, the afterlife is a general mystery to most uneducated scholars, of which Sabastian most assuredly was.

When he came to, Sabastian -- in a state of delusion and confusion as to where, exactly, he was -- awoke in a warm bed, a fireplace idly burning cleanly-hewn logs to keep the lodging pleasantly sustainable. Outside, the view of rugged and nigh-dystopian landscapes rise and fall in the distance, with mottled buildings coated in a new layer of snow more near and detailable. Frankly, if this was the locale of his final resting place, Sabastian felt sure he'd totally been shafted on the deal. Indeed, this point was well illustrated by the fact that as soon as Sabastian shambled from his abode that he was beset by barbarians and mercenaries alike, gobs of armaments thrust into his unexpected hands with gusto. Such as the way things are on the Outer Plane of Ysgard.

There are only two types of folks in Ysgard; those being the Fighting and the Fallen. Consisting mostly of brutes, savages, and men-at-arms constantly killing one another, Sabastian found great pleasure in the irony of his own demise; dying was bad enough, but now he was forced to do so on a regular basis. A cruel twist of fate would be putting it mildly, really, especially considering that prior to his own death, the only men he'd openly killed were those sent by Haskan. Such is un-life though, and it was an all too apparent sign that the gods have a sense of humor.

You learn quick on the battlefields of Ysgard, lest you become fodder for the warriors with centuries of experience under their belts. Sabastian was no exception, having been taken in after his loss of life on the Material Plane by a motley conglomoration of barbarians, sell-swords, violent warriors of often dubious nature. With all of eternity to sit and twiddle your thumbs, you tend to learn bits and pieces of various things from the odd assortment of assembled petitioners -- tactics, languages, those sort of things. Indeed, while Sabastian lacked the martial prefectures of his newfound elders, he was still fairly handy with a weapon. His forte', if you will, lied as that of a strategist and logistics expert. If it weren't for his devilishly cunning schemes, the slew of beings held together as a fighting force would have been dead and dead again in lieu of basking in the warmth of a victorious camp fire reveling in wine, wenches, and the spoils of battle.

Time prattled on, as it usually does. For an undeterminable amount of time, Raze was left to do naught but fight, revel, then fight some more, Ysgard's constantly beleaguering battles of "entertainment" soon became second-nature and less than amusing for the dead scoundrel. The sheer monotony of the affair had been the cause of its stagnation, leaving Sabastian with more free time than he would have otherwise liked. Sure, it gave him time to make peace with his past and move on, but afterwards ther really wasn't anything else to do. Unable to leave Ysgard, of course, presented numerous problems involving fresh entertainment.

On a particularly humid summer's day, Sabastian received a rather surprised visit in the form of outsiders. As bored as he was, he was quick to initiate conversation with the leader of the half-dozen others with him, a half-elf by the name of Witley garbed in illustriously colored garments reminiscent of something between a performer and a scholar. The two struck up a quick acquaintance with one another, the group of planar explorers invited to stay the night at the ramshackle tent-laiden town that Sabastian and his men had been protecting ever since he first arrived, a lengthy amount of time that seemed like forever. Intrigued by how they had arrived, Sabastian's inquiries were soon answered as Witley explained the nature of his visit and of his organization: the Society of Sensation. Their trek to Ysgard was one made for the benefit of its newest members, looking to expand their repertoire of sensations of wonderment between the sounds of a thunderous battle, the scent of sweat and decay, so on and so forth, and that they had traversed the Multiverse from Sigil by means of a Planar Portal. Frankly, the explination left Sabastian a bit flabergasted. He'd never even considered the prospect of being able to leave, under the assumption that he simply couldn't. His lore of the Planes, obviously, was rather lacking.

Newfound information gained, Raze's next inquiry was a simple one: how to return to the Material Plane. He again found the answer he sought, another portal being his ticket home. The catch, of course, is that it's rather tough to get back if you're dead there, and the only way that problem could be solved is to be re-incarnated... presuming, of course, one could find his body to do so. The Planes are tricky business, it would seem. With his ability to leave pre-facto of insanity, Sabastian took his leave of the droll realm of Ysgard after he -- along with the remaining Sensates, of course -- delved the lower realms thereof. To Sigil they went, Witley making vague promises to see what he could do for his newfound compatriot.

Sigil was unlike anything he'd ever seen. It was a city, to be sure, but so odd and different that it might as well be a bleak fantasy painted in vibrant watercolors. Races of all shapes and sizes walked the streets as if they were natives to this quasi-pocket dimension, while attendants of the local Factions preached here and there of their philosophical outlook, looking to recruit fresh blood into their ranks. Being the intelligent fellow he was, Sabastian took the high-road and simply followed along with Whitley and his crew, more confused and out-of-place than a half-orc barbarian in a forum. Together they journeyed across Sigil until they arrived at the Civic Festhall, wherein the local guildhouse resided.

As stunning as it was inside as it was out, the crew of adventuring would-be's strode their way inward to the central chambers. A man of his word, Witley asked the Sensate Factol for assistance in resuscitating Sabastian, returning him from beyond the grave. An odd request to be sure, considering the lot had only known each other for a few weeks -- or the equivalent thereof, since time seems rather subjective when you're dead. It was an interesting proposition, at least from where the Factol was sitting. Idly agreeing to assist Sabastian in this endeavor, the Factol first proposed that the boy had to prove himself first and attain membership into the Sensates. The task was a simple one: fetch some items from particular planes, and in exchange a resurrection would be had, the location of Sabastian's cold, skeletal corpse to be located whilst he was out and about collecting the items in question. With little in the way of an alternative, Raze agreed to these terms and wasted no time in the act of procuring them after divulging the whereabouts of the nearest portal and the key to activate it.

As daunting as the task was, Sabastian remained adamant in securing a new lease on mortal life. Really, it sounded simple: a bottle of air from the Elemental Plane of Air, a satchel full of gravel from the Elemental Plane of Earth, a vial of fresh water from the Elemental Plane of Water, and a pouch of soot from the Elemental Plane of Fire. Simple, really, sans that whole pain and death nonsense. To make an excessively long story short, however, suffice it to say that Sabastian's endeavors were successful (with help, of course), albeit having been "killed" on numerous occasions due to the inhospitable locations in question and sent back to square one in Ysgard.

With the required possessions in tow, Sabastian returned once more to the City of Doors to reap his rewards, as were promised by the Factol several months (or thereabouts, anyway) prior. The accord nearly complete, Sabastian forked over the items in question, regailing the Factol with what he'd seen and heard, the harshness of the Planes, and the trials and tribulations of the Inner and Outer Planes therein. Satisfied with all that the quasi-dead humanoid had done, the Sensate Factol appointed young Raze as an honorary member of the Society of Sensation, then sent forth her appointed acolyte to perform the neccessary deed, Sabastian's corpse having already been dug out from Restenford ahead of time and (what little there was left) preserved for reincarnation.

It felt alien being back on the Material Plane, the time spent as a displaced spirit seeming like eternity, or a dream one might never wake from. Regardless, it was here and now that Sabastian was -- in a since -- back from the dead, surprisingly more vigorous than he last recalled, though that was some time ago. With a wistful thanks garnered towards Whitley, both his savior and friend, the two parted ways: Sabastian towards the nearest civilization not looking to skin him alive, and Whitley back to where he belonged amongst the patronage of his Factol.

Glad to be back amongst the living, Sabastian travelled the realm for a bit before regrouping with his family amongst the same tents and caravans he'd originally left home from. Joyous reunions were had, and Sabastian entertained his bizarre family of his travels and life outside of the Prime Material. It was during this reunion that Sabastian discovered just how long he'd been gone, the span of a decade come and gone since his fettered demise at the hands of Haskan and his goons back in Restenford. Indeed, he'd missed out on much, including the birth of his little brother, Michael, now age eight, and the passing of one of his own beloved mentors; Zak'Shal, Arcanist Supreme. But this was neither here nor there for the moment, Sabastian content with simply being home.

For a time, things were peaceful. Sabastian soon returned to the center stage, performing as a part of the Flying Foffawitz's once more. Days turned to weeks, and weeks unto months as the circus roamed across the continent, never staying in one place for too long before moving along to the next show. One would think after being killed once and having suffered through all the troubles therein, you'd never consider taking up the call to adventure again. Sabastian thought so, at any rate, but as time dredged on, he soon found himself missing the excitement and the thirll of the unexpected and unique. At first, Raze disregarded this clearly stupid idea, well aware of what might happen again. But like a glutton, Sabastian couldn't quite kick the urge to pick up where he'd left off. Unable to thwart the growing urges in the pit of his stomach, Sabastian instead attempted to rationalize the feelings; coming to the unsound conclusion that he felt as though he needed to exact revenge for his death a decade prior.

Scheming and plotting, Sabastian quickly came to terms with what he had to do to "settle the score," despite the fact he was sane enough to realize he didn't really care. After some convincing to procure the services of some of his closer circus acquaintances, Sabastian's plan came to fruition a few weeks later. After setting out on his own with an empty caravan, some subtle wordplay to recruit some locale ruffians in Restenford, and the procuration of a wizard who'd been slighted by the Thieves' Guild for arcane services, Raze -- again assuming the pseudonym of the Blink Dog to add insult to injury -- looted every last copper and trinket from the guild vaults, pilfering the guild coffers clean too for good measure before riding off into the sunset. There was just something rewarding about the dengerous lifestyle of an adventurer that Sabastian couldn't give up, and with his rationalization sated, the only other alternative was to outright admit adventuring -- consequences be damned! -- was just his niche' in life.

After eluding the presence of Errol's hit-squad, Sabastian pawned everything he didn't keep himself at the farthest town along the western shoreline. With his newfound fortune, he squandered it on preparations and equipment, adamant to continue his adventuring career despite the tell-tale risks. From plundering tombs, diplomatic resolutions, and swords-for-hire, Sabastian enlisted himself with whichever adventuring parties tickled his fancy over the years, no challenge too tough to tackle.

It was during this time that Sabastian met Chevik and Arineil, fellow adventurers of varying purposes in regards to their careers. Having struck a prosperous venture, Chevik -- leader of the group of would-be heroes and heroines -- enlisted the aid of Sabastian, serving as the fourth and final addition to the roster as trap-springer and Jack-of-All-Trades.[/sblock]

[sblock=Personality]Fun-loving, light-hearted, witty, and clever, Sabastian strives to be the life of the party in even the most grim of situations. While perhaps a bit over-confident and arrogant, he nevertheless remains a steadfast, open-minded, and honest member of society, easily intrigued by the latest fad or interesting gossip.

If an antic isn't over-the-top, then this particularly flair-inclined rogue feels as if the act was ill-performed. More flash than substenance, one might say, is Sabastian's personal calling card.

His easy-going demeanor often leaves little to the imagination as to how intelligent this simplistic ex-circus performer really is. While he doesn't particularly have a degree in a field of study or collegial credits to back up his intellectual fortitude, he nevertheless harbors an adaptive mind, and learns quickly, giving him the illusion that he's studied abroad on more than one occassion.[/sblock]

[sblock=Description]Of only moderate height, Sabastian stands as an odd pinacle of misconstrued ordinaryism. With lightly parted hair the shade of a newly lit hearth and compelling eyes of celadon, this young adventurer extrordinaire sports an odd combination of uniqueness and contemporary features to simulate a strange sense of attractiveness.

When not adventuring, Sabastian favors flamboyant, stylish attire, though not overly complex. Fine silk garments or stylish vestments of red, black, or blue in tandem with simple yet appealing breeches and footwear. Adventurewear, on the other hand, leans more towards practicallity: short-sleeved tunics, light-fitting garments, and heavy-soled shoes for long marches, as well as a slew of equipment of various types to see him through to the next sunrise.[/sblock]

[sblock=Mechanical Breakdown][sblock=Ability Scores]Original Array: STR 14, DEX 14, CON 14, INT 16, WIS 12, CHA 12

Level 4: +1 INT
Level 8: +1 INT
Level 12: +1 INT
Level 16: +1 INT
Level 20: +1 WIS

Tome of Clear Thought +4: +4 INT
Tome of Understanding +4: +4 WIS

Headband of Intellect +6: +6 INT
Belt of Giant's Strength +6: +6 STR
Amulet of Health +6: +6 CON
Gloves of Dexterity +6: +6 DEX
Rod of Splendor: +4 CHA

Attribute Totals: STR 20, DEX 20, CON 20, INT 30, WIS 17, CHA 16

At Level 24: +1 INT
At Level 28: +1 WIS[/sblock]

[sblock=Equipment Breakdown]Tome of Clear Thought +4 (110,000gp)

Tome of Understanding +4 (110,000gp)

Gloves of Dexterity +6 (36,000gp)

Belt of Giant's Strength +6 (36,000gp)

Amulet of Health +6 (36,000gp)

Headband of Intellect +6 (36,000gp)

Boots of Striding & Springing (5500gp)

Goggles of Minute Seeing (1250gp)

Mantle of Epic Spell Resistance (290,000gp)

Armbands of Might (2050gp + 51xp)

Heward's Fortifying Bedroll (1500gp + 120xp)

Spool of Endless Rope (1000gp + 25xp)

+5 Vest of Resistance (12500gp + 312xp)

+5 Glamered Mithral Breastplate of Elusion (76,700gp)

+5 Adamantine Defending Shortsword of Wounding (131,110gp)

Ring of Feather Falling (2200gp)

+3 Ring of Protection (18,000gp)

Field Provisions Box (1000gp + 25xp)

Rod of Splendor (25,000gp)

Metamagic Rod of Silent (11,000gp)

Wand of Cure Critical Wounds (21,000gp)

Wand of Magic Missile 9th (6750gp)

Everburning Torch (110gp)

Masterwork Thieves' Tools (100gp)

Spell Component Pouch (5gp)

Wooden Holy Symbol x19 (19gp)

Grappling Hook (1gp)

Chalk x10 (1sp)

Vial of Ink (8gp)

Boot Blade (4gp)

Flint & Steel (1gp)

Waterskin (1gp)

Inkpen (1sp)

Crowbar (2gp)

Belt Pouch x2 (2gp)

Infinite Scrollcase (1400gp + 35xp)

Arcane Scroll of Overland Flight x2 (2250gp)

Arcane Scroll of Chain Lightning x2 (3300gp)

Arcane Scroll of Guards & Wards (1650gp)

Arcane Scroll of Baleful Polymorph (1125gp)

Divine Scroll of Break Enchantment (700gp)

Divine Scroll of Find the Path (1650gp)

Divine Scroll of Wall of Stone (1125gp)

Arcane Scroll of Disguise Self x2 (50gp)

Arcane Scroll of Invisibility (300gp)

Arcane Scroll of Flesh to Stone (1650gp)

Total Gold Spent: 998012.2gp
Total Gold Left: 1987.8gp[/sblock]

[sblock=Crafting Breakdown]

*Infinite Scrollcase (Magic Item Compendium) -- 1400gp + 35xp + Crafted by Chevik

*Heward's Fortifying Bedroll (Complete Mage) -- 1500gp + 120xp + Crafted by Chevik

*Field Provisions Box (Magic Item Compendium) -- 1000gp + 25xp + Crafted by Chevik

*Armbands of Might (Complete Adventurer) -- 2050gp + 51xp + Crafted by Chevik

*Spool of Endless Rope (Complete Adventurer) -- 1000gp + 25xp + Crafted by Chevik

*+5 Vest of Resistance (Complete Arcane) -- 12500gp + 312xp + Crafted by Chevik

XP Spent: 568xp
XP Unspent: 9432xp

^Infinite Scrollcase: An infinite scrollcase holds up to fifty scrolls or other parchments, which can be placed within it or removed as with any normal scrollcase. When you activate an infinite scrollcase, the desired scroll unfurls through the slit, ready to read or cast from. When you cast a spell from a scroll unfurled from an infinite scrollcase, you gain a +4 compe­tence bonus on Concentration checks made to cast that spell defensively. If you have at least a +1 base attack bonus, you can retrieve a scroll from an infinite scrollcase as part of a move action, similar to drawing a weapon.



Prerequisites:
Craft Wondrous Item,

Leomund's secret chest.

Cost to Create:




1,400 gp, 112 XP, 3 days.

^Field Provisions Box: When activated, a field provisions box pro­duces a full day's sustenance (food and water) for up to fifteen humans or five horses. A field provisions box functions once per day.

Prerequisites: Craft Wondrous Item,


create food and water.

Cost to Create: 1,000 gp, 40 XP, 2 days.






^Heward's Fortifying Bedroll: Heward's fortifying bedroll grants you the benefits of a full 8 hours of rest—including the elimination of fatigue or exhaustion, natural healing, and the ability to prepare or ready arcane spells—
over the course of a single hour. Spells cast within the last 8 hours still count against your daily limit as normal. After using Reward's fortifying bedroll, you can't gain the same benefit again (either from the same or a different item) until 48 hours have passed.


Construction:
Craft Wondrous Item, sleep, 1,500 gp, 120

XP, 3 days.

Weight: 2




lb.


^Armbands of Might: These bronze armbands grant their wearer a +2 bonus on Strength checks and Strengthbased skill checks. If the wearer has the Power Attack feat, he gains a +2 bonus on melee damage rolls on any attack on which he uses the Power Attack feat and takes a penalty of at least –2 on his attack roll. Armbands occupy the same space on the body as a pair of bracers or bracelets.



Faint transmutation; CL 3rd; Craft Wondrous Item,

bull’s strength





; Price 4,100 gp



^Spool of Endless Rope: Some adventurers never seem to have enough rope. A spool of endless rope contains an unlimited amount of the fi nest silk rope, yet the whole spool weighs only a single pound. The spool comes with a belt loop so that it can be hung conveniently at an adventurer’s side. To use a spool of endless rope, the owner feeds out as little or as much rope as desired, up to a maximum of 500 feet

at any one time. When fi nished with the rope, the owner can simply wind it back onto the spool. (Feeding out or rewinding requires 1 round per 50 feet of rope.)





The rope can’t be entirely separated from the spool, though it can be cut or broken as a normal silk rope can be. Any portion of rope cut away from the spool disappears instantly, but the spool immediately replenishes the missing rope.



The rope from a spool of endless rope can be spliced or knotted together with another rope (including a rope from a second spool of endless rope), but the rope can’t be wound back into the spool while so attached.


Moderate conjuration; CL 9th; Craft Wondrous Item,

Leomund’s secret chest




; Price 2,000 gp; Weight 1 lb.



^Quoted Directly from Source
[/sblock]


[sblock=Skills, Equipment, & Class Synergy Bonuses]


S. Points at 1st Level: (6 + 3 INT)*4 + 4 Human = 40
S. Points from 2nd - 7th Level: (6 + 3 INT + 1 Human)*7 = 70
S. Points from 8th - 15th Level: (6 + 4 INT + 1 Human)*8 = 88​

S. Points from 16th - 20th Level: (6 + 5 INT + 1 Human)*5 = 60​



Total Skill Points: 258 Skill Points​



+2 Diplomacy (Bluff 5+ Ranks)
*+2 Disguise w/ Acting In-Character (Bluff 5+ Ranks)​


+2 Intimidate (Bluff 5+ Ranks)​


+2 Sleight of Hand (Bluff 5+ Ranks)​


*+2 Use Magic Device w/ Scrolls (Decipher Script 5+ Ranks)

*+2 Use Rope w/ Binds (Escape Artist 5+ Ranks)

+2 Tumble (Jump 5+ Ranks)
+2 Spellcraft (Knowledge (Arcana) 5+ Ranks)
*+2 Search w/ Secret Doors (Knowledge (Architecture 5+ Ranks)
*+2 Bardic Knowledge (Knowledge (History) 5+ Ranks)
+2 Gather Information (Knowledge (Local) 5+ Ranks)
+2 Diplomacy (Knowledge (Nobility) 5+ Ranks)
*+2 Turn/Rebuke Undead (Knowledge (Religion) 5+ Ranks)
*+2 Survival on Planes (Knowledge (The Planes) 5+ Ranks)
*+2 Survival w/ Following Tracks (Search 5+ Ranks)
+2 Diplomacy (Sense Motive 5+ Ranks)
*+2 Use Magic Device w/ Scrolls (Spellcraft 5+ Ranks)
+2 Balance (Tumble 5+ Ranks)
+2 Jump (Tumble 5+ Ranks)
*+2 Spellcraft w/ Deciphering Scrolls (Use Magic Device 5+ Ranks)​















+10 on STR and DEX Checks & Skills (Brains Over Brawn)
+4 Jump (Speed 40')​

+2 Jump (Acrobatic)
+2 Tumble (Acrobatic)​


+2 Balance (Agile)​


+2 Escape Artist (Agile)​


+2 Disable Device (Nimble Fingers)

+2 Open Lock (Nimble Fingers)​












+3 Disable Device (Skill Focus: Disable Device)​



+5 Jump (Boots of Striding & Springing)​

+2 to Strength Checks and Strength-based Skills (Armbands of Might)​


+2 Disable Device (Masterwork Thieves' Tools)​


+2 Open Locks (Masterwork Thieves' Tools)​


+10 Hide (Glamered Mithral Breastplate of Elusion +5)

+10 Move Silently (Glamered Mithral Breastplate of Elusion +5)

+10 Escape Artist (Glamered Mithral Breastplate of Elusion +5)
-1 Balance (Glamered Mithral Breastplate of Elusion +5)
-1 Climb (Glamered Mithral Breastplate of Elusion +5)
-1 Escape Artist (Glamered Mithral Breastplate of Elusion +5)
-1 Hide (Glamered Mithral Breastplate of Elusion +5)
-1 Jump (Glamered Mithral Breastplate of Elusion +5)
-1 Move Silently (Glamered Mithral Breastplate of Elusion +5)
-1 Sleight of Hand (Glamered Mithral Breastplate of Elusion +5)
-2 Swim (Glamered Mithral Breastplate of Elusion +5)
-1 Tumble (Glamered Mithral Breastplate of Elusion +5)​















*Not factored in to Misc. Skills section.​

[/sblock]

[sblock=Feats]

1st -- Acrobatic (PHB I)
Human Bonus Feat -- Agile (PHB I)​


3rd -- Nimble Fingers (PHB I)​

6th -- Tactile Trapsmith (cAdv)​






9th -- Skill Focus: Disable Device (PHB I)​



12th -- Improved Toughness (cWar)​



15th -- Combat Expertise (PHB I)


18th -- Combat Panache (PHB II)​





















At 21st -- Epic Reputation (ELH)​

At Exemplar 3rd -- Improved Initiative (PHB I)​






At 24th -- Great Intelligence (ELH)​



At Exemplar 6th -- Versatile Performer* (cAdv)​



At 27th -- Einhander (PHB II)


At Exemplar 9th -- Persuasive (PHB I)

At 30th -- Improved Combat Expertise (cWar)​























*Comedy, Dance, Keyboard, Oratory, String Instruments, Wind Instruments, Sing, Weapon Drill​


[/sblock]

[sblock=Updates]



[sblock=May 3rd, 2009]*Dropped 5 Ranks in Knowledge (History) and put them in Speak Languages, for a total of nine total spoken (Common + 3 INT + 5 Speak Language)[/sblock]​




[sblock=May 3rd, 2009]*Cut Non-Core Item Costs in half and factored in XP costs. Also dropped Arcane Scrolls of Mass Hold Person (x2) to push my overexpenditures into equilibrium. The locations of the items in question have also been annotated. With the excess in funds (again, you seriously want to double-check that since my math is horrible), I snagged another Metamagic Rod.[/sblock]​







[sblock=May 8th, 2009]*Added non-core Wondrous Item Descriptions.[/sblock]​





[/sblock][/sblock]
 
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Chevik - Vessel of Boccob

Chevik Quintillion - Vessel of Boccob for your perusal Jemal

[Sblock=Chevik - Boccob's Vessel]
Chevik Quintillion Male Human Cleric 5/Divine Oracle 1 (CD)/Paragnostic Apostle 4 (CC)/Loremaster 10
Bloodline: Knowledge
NG ECL 20; Medium Humanoid; HD 14d4+6d6+140 (208)
HP 208; Init +5; Spd 30'.; AC 34 [10 Base + 10 Armor + 5 Dex + 5 Natural + 3 Deflection + 1 Insight], Touch 19, Flat-Footed 29
SR: 32 (usually - per SR spell)

BAB +13/+8; Grp +13
Melee +1 Adamantine Holy Ghost Touch Undead Bane Mace (Light) +14/+9 (1d6+1)
Ranged +18/+13

Saves
Fort +25 [8 Base + 7 Con + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp]
Ref +20 [5 Base + 5 Dex + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp]
Will +36 [17 Base + 9 Wis + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp]

Abilities
Str 10 (+0) [2 Pt buy]
Dex 20 (+5) [6 Pt buy + 6 Magic]
Con 24 (+7) [6 Pt buy + 6 Magic + 4 Inherent]
Int 28 (+9) [10 Pt buy + 6 Magic + 4 Inherent + 2 level]
Wis 28 (+9) [6 Pt buy + 6 Magic + 5 Inherent + 3 level]
Cha 22 (+6) [6 Pt buy + 6 Magic + 2 Inherent]

Skills Appraise +14 [+9 Int + 2 Syn w/ Craft], Craft +17 [+5 Ranks +9 Int], Concentration +33 [+23 Ranks +7 Con], Decipher Script +30 [+18 Ranks +9 Int], Diplomancy +9 [+6 Cha +2 Synergy], Disguise +9 [+6 Cha], Gather Information +6[+6 Cha], Heal +20 [6 Ranks +9 Wis +2 Kit], Hide +5 [+5 Dex], Knowledge (Arcana) +37 [23 Ranks +9 Int + 2 Synergy], Knowledge (Arch/Eng) +22 [10 Ranks +9 Int], Knowledge (Dungeonering) +22 [10 Ranks +9 Int], Knowledge (Geography) +22 [10 Ranks + 9 Int], Knowledge (History) +24 [12 Ranks + 9 Int], Knowledge (Nature) +27 [15 Ranks +9 Int], Knowledge (Nobility) +22 [10 Ranks + 9 Int], Knowledge (Religion) +38 [23 Ranks +9 Int +3 Skill Focus], Knowledge (Planes) +35 [23 Ranks +9 Int], Listen +12 [+9 Wis], Ride +8 [+5 Dex], Search +12 [+9 Int], Sense Motive +12 [+9 Wis], Spellcraft +37 [+23 Ranks +9 Int +2 Synergy], Spot +12 [+9 Wis], Swim +1 [-2 Armor Check], Speak Language - 6, UMD +13 [4 Ranks (Loremaster) + 6 Cha]; All Skills have + 2 Luck + 1 Competence from Book of All Knowledge & Pale Green Ioun Stone

Feats 1 - Skill Focus (Knowledge (Religion)), 1 - Extend Spell, 3 - Craft Wonderous Item, 6 - Persist Spell, 9 - Domain Spontaneity (Oracle), 12 - Domain Spontaneity (Magic), 15 - Divine Metamagic (Persist Spell), 18 - Spell Penetration

Loremaster Secrets 1 - 4 Ranks (UMD), 3 - +2 to Reflex, 5 - +2 to Fort, 7 - +2 to Will, 9 - Spontaneous Domain Casting (CC)
(CC) = Complete Champion

Languages Common, Draconic, Celestial, Infernal, Abyssal, Elven, Sylvan, Terran, Undercommon, Giant, Ignan (B), Aquan (B)
(B) = Bonus from Lore Master

Class Abilities
Cleric: Turn Undead 9/day (7 for Persist Spells) (1d20+13), Lore (1d20+34)
Loremaster: Lore (stacks), Greater Lore (Ex): Identify, True Lore (Ex): 1/day Legend Lore or Analyze Dweomer, Loremaster Secrets (see above)
Paragnostic Apostle: Lore (stacks 2x PA level), Manifest Ethos: Damaging spells vs Evil creatures = 1/2 divine damage, Mind Over Body: +1 CL to all Conjuration (Healing) spells, Penetrating Insight: +1 to overcome SR, Pierce the Veil: +2 DC on Necro vs Undead & +2 to Turn Checks, Holy Texts: Paragnostic Apostle levels stack for Turn & Domain powers
Divine Oracle: +1 Sacred bonus on DC of Scry spells

Cleric Spells (Cast 6/8+1/7+1/7+1/7+1/7+1/5+1/5+1/5+1/5+1 Per Day, Save DC 19 + Spell Level, DC 21 + Spell level Necromancy vs Undead; Caster Level 20; CL21 on Conjuration (Healing); 23 on Divination spells: All 0th -- 9th Cleric Spell from approved sources

Typical Spells Memorized:
0 - Create Water, Cure Minor Wounds, Detect Poison, Guidance, Mending, Purify Food and Drink
1 - Read Magic Extended, Divine Favor, Hide from Undead, Shield of Faith, Protection from Evil, Remove Fear, Resurgence (CD), Conviction (SC), *
2 - Consecrate, Make Whole, Resist Energy, Silence, Hand of Divinity (SC), Divine Insight (SC), Protection from Negative Energy (SC), *
3 - Lore of the Gods (CC) - Extended, Holy Storm (SC), Mass Resist Energy (SC), Inflict Serious Wounds, Mass Conviction (SC), Searing Light, Stone Shape, *
4 - Air Walk, Death Ward, Divine Power, Greater Magic Weapon (Cast), Sending , Assay SR (SC), Sound Lance (SC), *
5 - Disrupting Weapon, Flame Strike, Slay Living, Spell Resistance (Cast - Persisted w/ Divine Metamagic), Life's Grace (SC), Dragon Breath (SC), Zone of Revelation (SC), *
6 - Banishment, Greater Dispel, Heal, Undeath to Death, Comet Fall (SC), *
7 - Destruction, Holy Word, Greater Bestow Curse (SC), Withering Palm (SC), Greater Plane Shift (SC), *
8 - Earthquake, Firestorm, Lion's Roar (SC), Stormrage (SC), Wall of Greater Dispelling (SC), *
9 - Mass Heal, Implosion, Miracle, Storm of Vengence, Summon Elemental Monolith (SC), *
* = Domain Spell slot, left open via Spontaneous Domain Casting feat
(SC) = Spell Compendium


Domains
Knowledge: All knowledge skills as class skills; +1 CL on Divination spells
Spell List: 1 - Detect Secret Doors, 2 - Detect Thoughts, 3 - Clairaudience/Clairevoyence, 4 - Divination, 5 - True Seeing, 6 - Find the Path, 7 - Legend Lore, 8 - Discern Location, 9 - Foresight
Magic: Use wands, scrolls, & staves as wizard 1/2 level
Spell List: 1 - Magic Aura, 2 - Identify, 3 - Dispel Magic, 4 - Imbue with Spell, 5 - Spell Resistance, 6 - Antimagic Field, 7 - Spell Turning, 8 - Protection from Spells, 9 - Mordenkainen's Disjunction
Oracle: + 2 CL on Divination spells
Spell List: 1 - Identify, 2 - Augury, 3 - Divination, 4 - Scrying, 5 - Commune, 6 - Legend Lore, 7 - Greater Scrying, 8 - Discern Location, 9 - Foresight
Trickery: Add Bluff, Disguise, & Hide as class skills
Spell List: 1 - Disguise Self, 2 - Invisibility, 3 - Nondetection, 4 - Confusion, 5 - False Vision, 6 - Mislead, 7 - Screen, 8 - Polymorph Any Object, 9 - Shades

Possessions:
Total Gear Value 1,000,000 gp
Remaining 2595 gp

Exp Pool 21092 (10k + 1660 (Rathan) + 9432 (rpgramen))
Remaining @ 20th - 20 xp

Body Slot - Item - GP Value - Source - XP
Tome of Understanding +5 - 137500 - DMG
Tome Clear Thought +4 - 110000 - DMG
Tome of Leadership +2 - 55000 - DMG
Manual of Bodily Health +4 - 110000 DMG

Book of All Knowledge - 65650 - CC; 1/2 market - 5252 xp*
Heward's Handy Haversack - 2000 - DMG
Pearl of Power I x 2 - 1500 - DMG; 1/2 market - 40xp (1 crafted, 1 bought)
Pearl of Power II x 1 - 4000 - DMG
Pearl of the Sirines - 15300 - DMG
Crystal Ball w/ True Seeing - 40000 - DMG; 1/2 market - 3200xp
Ioun Stone (Pale Green) - 30000 - DMG
Ioun Stone (Dusty Rose) - 5000 - DMG

Goggles of Night - 12000 - DMG
Headband of Int/Wis +6 - 45000 - DMG; 1/2 market - 3600xp
Cloak of Charisma: +6 - 18000 - DMG - 1440xp
Necklace of Adaptation - 9000 - DMG
Armor +5 G.Touch Mithral Breastplate - 68200 - DMG
Vest of Resistance +5 - 12500 - CAr; 1/2 market - 1000xp
Gloves of Dex: +6 - 36000 - DMG
Ring of Universal Resist Minor - 84000 - ELH (SRD)
Ring of Protection: +3 - 18000 - DMG
Bracers of Natural Armor +5 - 25000 - DMG; 1/2 market - 2000xp
Belt of Constitution +6 - 18000 - DMG; 1/2 market - 1440xp
Boots of Freedom of Movement - 20000 - DMG; 1/2 market - 1600xp
Weapon +1 Adamantine Holy Undead Bane G.Touch Light Mace - 53005 - DMG

Wand of Shield (full) - 750 - DMG+
Focus for Contingency - 1500 - PHB
Focus for Destruction - 500 - PHB

Permanent Effects (Miracle emulate Permanancy):
See Invisibility - 1000xp
Comprehend Languages - 500xp

Daily Buffs:
Divine Insight (SC): 1hr/lvl (23hrs) - +15 Insight bonus to single skill check then discharged
Greater Magic Weapon: 1hr/lvl (20hrs) - +5 Enhancement bonus to Mace
Nondetection: 1hr/lvl (20hrs) (DC35 to overcome)
Conviction (SC): 10min/lvl (200 min; Recast with Pearl of Power when needed) - +5 Morale bonus to all Saves
Lore of the Gods - Extended: 20min/lvl (460 min)- +10 Insight bonus to all Knowledge checks
Spell Resistance: 32 (Persisted with Divine Metamagic)

Contingency: Heal 1Day/Lvl (20 Days) (Trigger: If Chevik drops below 20% of his max HP's)

*Melete (NG Book of Knowledge) [Int 19, Wis 19, Cha 10; Ego 23]
Lesser Powers - Bless 3/day, Detect Magic at will, +14 Knowledge (Arcana), Cure Moderate 2d8+3 3/day
Greater Powers - Detect Evil at will, Continuous Detect Scrying
Special Purpose - Defend Boccob's servants & interests
Dedicated Power - +2 Luck bonus on Attacks, Saves, Skill & Ability Checks

[sblock=Background]
Born the third son of the Quintillion family, a small noble family on the periphery of the Court, Chevik was always destined to be a clergyman of one persuasion or another. His two elder brothers were groomed from a young age to head the family and the family's concerns respectively, and so Chevik was left to his own devices, studying and reading throughout the days. His bookish inclinations naturally caused him to lean towards the god of knowledge despite the god's somewhat aloof nature towards men and the prime worlds.

As he grew in stature and in knowledge, his elders were often amazed at Chevik's breadth of knowledge, as well as his deep understanding. Church elders exempted Chevik from the normal combat training that a cleric, even those of Boccob, would undergo and allowed him to further pursue his studies and experimentations with new and wonderous items of magic. He joined the Paragnostic Assembly, an organization dedicated to the pursuit of knowledge, acting as both a member and liason for the church of Boccob.

Even though Chevik didn't toe the strict policy of neutrality Boccob decreed, and had a trend to help the helpless and deal gently with those who were "below" his station, Boccob's favor continued to shine on Chevik, giving him special insight with divinations and far-seeing spells that few among the clergy could match. What was finally revealed to Chevik by Boccob through all of his scrying and studies was that real knowledge is gained outside the walls of the church and library.

Realizing only too late that his studies had left him quite deficient in the knowledge of more mundane things like martial combat that his bretheren possessed, Chevik issued a call for some stalwart companions to accompany him as he traveled the world gathering knowledge. What he got instead was a somewhat naive and troubled zealot warrior woman with a good heart, a rakish man with the occasional flash of compassion, and a rollicking good time of a gnomish arcane maester (but mostly an illusionist). Arineil Silverwing, Sebastian Raze, and Feldar Spittlewort (unfortunate gnomish name that it was).

In spite of his initial disappointment at the fellows his call for aid rendered him, Chevik soon grew to love his time with his three adventuring companions as he had loved few before. Their travels took them all over the world and at times beyond, experiencing what the multiverse had to offer, helping where it was needed, learning what could be learned, and deriving joy from their continual exploits. Those items where the party found themselves deficient, Chevik would spend some time to create for his friends.

Life was good until their most recent adventure. Finding themselves on the run from a near horde of goblinkin (yes enough of them can make even the hardiest adventurers run) and nearly completely depleted of spells, the group was caught unawares by a small pack of demons materializing from the ethereal. The goblins that were pursuing caught sight of the demons and decided that retreat was the best part of valor, but that still left the foursome some demons with which to contend. They managed to defeat all but one of the demons, mostly through Arineil's force of arms, but that last demon surprised everyone by grabbing Feldar and shifting back to the ether or some other plane. Many days and commune attempts later, Chevik determined that Feldar was in fact dead, not in torment on some Abyssal plane, but that he was content, with no desire to return.

And so now the four have become three, and the three with an insight and inspiration from Boccob, and Arineils dreams, have sought out the keeper of legend known only to few. For Chevik, he desires more knowledge and the power that comes from knowing to help those in need. Just prior to this newest quest, Chevik spent some time and energy imbuing a holy book of Boccob's Knowledge with sentience and what he hoped was the same jolly spirit that Feldar possessed so that the group would not be without, but the book has more of Chevik than Feldar in it. Still it is a good new companion with much advice to give, even if it can't walk on its own.
[/sblock][/sblock]
 
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[sblock=Silivrenniel, The Sunkeeper *work in progress*]
Silivrenniel Louet

"The Sunkeeper"

Chaotic Good Female Sun Elf Wizard 5 / Elemental Savant (Fire) 10 / Archmage 5

Bloodline: Sun

Patron Deity: none (sun worshiper)

EXP: 5,370

(used 1500 for Permanent Arcane sight, 1000 for Permanent See Invisibility,
1500 for Permanent Tongues, 630 for Spell Scroll Scribing)


Strength
12 (+1)
Dexterity 20 (+5) (base 14, +6 item)
Constitution 22 (+6) (Base 14, -2 racial, +4 tome, +6 item)
Intelligence 36 (+13) (base 18, +2 racial, +5 tome, +5 level, +6 item)
Wisdom 10 (+0)
Charisma 10 (+0)


Size: Medium
Age: 238
Height: 5' 0"
Weight: 92 lb
Eyes: Emerald Green with bright yellow marks (Elemental Savant trait) and a blue glow (Arcane sight trait)
Hair: Light Blonde
Skin: Pale Brown with a slight yellow glow (Elemental Savant trait)

[sblock=Appearance]
A very short and slender elven woman with delicate features, who wears her shoulder length, wheat coloured hair, tucked away in a tight bun at the back of her head. She very rarely undoes her hair, but when she does it shows it's waviness.

Silivrenniel possesses natural elven beauty and elegance, but her stern features and the power and authority emanating from her glowing eyes, make the observant more likely to be intimidated than to find her attractive. Due to delving deep in the mysteries of the element of Fire, Silivrenniel now bears the marks of her ties to it as an Elemental Savant. Her eyes are littered with constantly shifting gold-coloured lights, as if beams of sunlight are reflecting in a pond.

Her skin, the usual light tan colour of a Sun Elf, now seems of a lighter complexion as it emanates a permanent soft glow of a yellow tint, barely noticeable during the day, but present nevertheless.

Silivrenniel is a powerful spellcaster and her strength and knowledge give her confidence, making her bold and decisive. She does not make friends easily, as everything must first be ground to dust by her frighteningly potent mind, before it is allowed a place near her defenses.
[/sblock]


Total Hit Points: 181


Speed: 30 feet

Armor Class: 25 = 10 + 3 [natural] +8 [Bracers of Armor] + 4 [dexterity]

Touch AC: 14
Flat-footed: 21

Special: Elemental specialty (Fire), Energy penetration +4, Energy Focus +2

Elemental perfection:

Character does not age, breathe, eat or sleep.

Type: Medium Elemental (Fire)
+3 natural armor
Darkvision 60ft,
Immunity: fire, paralysis, poison, sleep, stunning, critical hits, flanking
Slam: 1d6+1 bludgeoning, 1d6 fire
Burn (Ex): DC 20+CON
Arcane sight (via Permanency)
See Invisibility (via Permanency)
Tongues (via Permanency)
Spell Resistance: 18 (Robe)
Contingency: Greater Blink: If successfully hit or grappled.

Caster Level: 18 + 3 (Spell Power) + 1 (Ioun stone) + 2 (robe) + 4 (Energy Penetration: Fire) = 22(base)/24(vs SR only)/28(Fire vs SR)
Spell DC: 10 + Spell Level + 13 (Int) + 2 (Energy Focus: Fire) + 1 (Spell Focus: Evocation/Conjuraton)

Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 16 = 5 [base] + 4 [constitution] + 4 [resistance: robe] + 1 [competence: Ioun Stone] + 2 [Rat familiar]
Reflex save: + 15 = 5 [base] + 5 [dexterity] + 4 [resistance: robe] + 1 [competence: Ioun Stone]
Will save: + 20 = 15 [base] + 0 [wisdom] + 4 [resistance: robe] + 1 [competence: Ioun Stone]
Attack (handheld): +11 = 9 [base] + 1 [strength] + 1 [competence: Ioun Stone]
Attack (missile): +15 = 9 [base] + 5 [dexterity] + 1 [competence: Ioun Stone]
Grapple check: +11 = 9 [base] + 1 [strength] + 1 [competence: Ioun Stone]


Light load: 43 lb.
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: - 130 lb.
Lift off ground: - 260 lb.
Push or drag: - 650 lb.


Languages: Common, Elven, Celestial, Draconic, Abyssal, Ignan


[sblock=Feats]
Quicken Spell
Energy Substitution: Fire
Spell Focus: Evocation
Spell Focus: Cojuration
Arcane Thesis (Cone of Cold)
Skill Focus: Spellcraft
Searing Spell
Energy Admixture: Cold
Evasion (ring)
[/sblock]

[sblock=Skills]

Appraise + 14/16 = 13 [Int] + 1 [competence: Ioun Stone] + 2 [synergy: craft]
Balance + 6 = 5 [Dex] + 1 [competence: Ioun Stone]
Bluff + 1 = + 1 [competence: Ioun Stone]
Climb + 2 = 1 [Str] + 1 [competence: Ioun Stone]
Concentration + 30 = + 23 [base] + 6 [Con] + 1 [competence: Ioun Stone]
Craft + 14 = 13 [Int] + 1 [competence: Ioun Stone]
Craft (Weaponsmithing) + 37 = 23 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Craft (Armorsmithing) + 37 = 23 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Decipher Script + 23 = 9 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Diplomacy + 1 = + 1 [competence: Ioun Stone]
Disguise + 1 = + 1 [competence: Ioun Stone]
Escape Artist + 6 = 5 [Dex] + 1 [competence: Ioun Stone]
Forgery + 14 = 13 [Int] + 1 [competence: Ioun Stone]
Gather Information + 3 = + 1 [competence: Ioun Stone] + 2 [synergy: Knowledge Local]
Heal + 1 = + 1 [competence: Ioun Stone]
Hide + 6 = 5 [Dex] + 1 [competence: Ioun Stone]
Intimidate + 1 = + 1 [competence: Ioun Stone]
Jump + 2 = 1 [Str] + 1 [competence: Ioun Stone]
Knowledge (Arcana) + 37 = 23 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Knowledge (The Planes) + 37 = 23 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Knowledge (Religion) + 37 = 23 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Knowledge (Local) + 23 = 9 [base] + 13 [Int] + 1 [competence: Ioun Stone]
Listen + 3 = + 1 [competence: Ioun Stone] + 2 [racial]
Move Silently + 6 = 5 [Dex] + 1 [competence: Ioun Stone]
Ride + 6 = 5 [Dex] + 1 [competence: Ioun Stone]
Search + 16 = + 13 [Int] + 1 [competence: Ioun Stone] + 2 [racial]
Spot + 3 = + 1 [competence: Ioun Stone] + 2 [racial]
Sense Motive + 1 = + 1 [competence: Ioun Stone]
Spellcraft + 42 = 23 [base] + 13 [Int] + 1 [competence: Ioun Stone] +3 [skill focus] + 2 [synergy: Knowledge Arcana]
Survival + 1/3 = + 1 [competence: Ioun Stone] + 2 [synergy: Knowledge The Planes]
Swim + 2 = 1 [Str] + 1 [competence: Ioun Stone]
Use Rope + 6 = 5 [Dex] + 1 [competence: Ioun Stone]
[/sblock]


[sblock=Spells]
Known Spells:

0 level: (all SRD) Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1 level: (5+5, 10 total) Shield, Grease, Magic Missiles, True Strike, Silent Image, Ray of Fire (SC), Backbiter (SC), Benign Transposition (SC), Nerveskitter (SC), Raging Flame (SC)

2 level: (4, 12 bought, 16 total) Mirror Image, Blur, Shatter, Scorching Ray, Glitterdust, Levitate, Body of the Sun (SC), Cloud of Bewilderment (SC), Knock, Bull’s Strength, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor, Touch of Idiocy

3 level: (4, 6 bought, 10 total) Great Thunderclap (SC), Mind Poison (SC), Spell Vulnerability (SC), Magic Circle against Evil, Stinking Cloud, Fireball, Displacement, Fly, Haste, Shrink Item,

4 level: (4, 8 bought, 12 total) Assay Spell Resistance (SC), Burning Blood (SC), Fire Stride (SC), Forceward (SC), Metal Melt (SC), Orb of Fire (SC), Ray Deflection (SC), Spell Enhancer (SC), Wingbind (SC), Stoneskin, Black Tentacles, Resilient Sphere,

5 level: (4, 11 bought, 15 total) Cone of Cold (thesis spell), Permanency, Mass Fire Shield (SC), Greater Fireburst (SC), Anticold Sphere (SC), Greater Blink (SC), Mass Fly (SC), Indomitability (SC), Lucent Lance (SC), Cloudkill, Major Creation, Teleport, Contact Other Plane, Wall of Force, Telekinesis,

6 level: (4, 11 bought, 15 total) Probe Thoughts (SC), Ray of Entropy (SC), Ruby Ray of Reversal (SC), Tunnel Swallow (SC), Acid Storm (SC), Fires of Purity (SC), Howling Chain (SC), Antimagic Field, Globe of Invulnerability, Repulsion, Analyze Dweomer, True Seeing, Chain Lightning, Contingency, Disintegrate,

7 level: (4, 6 bought, 10 total) Ironguard (SC), Energy Immunity (SC), Limited Wish, Banishment, Spell Turning, Mage’s Magnificent Mansion, Phase Door, Power Word: Blind, Delayed Blast Fireball, Reverse Gravity,

8 level: (4, 4 bought, 8 total) Sunburst, Discern Location, Power Word: Stun, Polar Ray, Horrid Wilting, Iron Body, Polymorph Any Object, Temporal Stasis,

9 level: (4+4, 3 bought, 11 total ) Wish, Absorption (SC), Summon Elemental Monolith (SC), Freedom, Mage’s Disjunction, Gate, Power Word: Kill, Dominate Monster, Crushing Hand, Meteor Swarm, Shapechange


Spells/Day
0 level: 4
1 level: 8 = 4 + 4 [Int]
2 level: 8 = 4 + 3 [Int]
3 level: 7 = 4 + 3 [Int]
4 level: 11 = 4 + 3 [Int] + 4 [Ring of Wizardry (IV)]
5 level: 3 = 4 + 3 [Int] - 1 (Spell-Like Ability) - 3 (Spell Power)
6 level: 5 = 4 + 2 [Int] - 1 (Mastery of Shaping)
7 level: 5 = 3 + 2 [Int]
8 level: 5 = 3 + 2 [Int]
9 level: 4 = 2 + 2 [Int]

Prepared spells:

0 level: Message, Read Magic, Prestidigitation, Mage Hand
1 level: Shield, Nerveskitter x 2, Benign Transposition, Raging Flame, Magic Missile x2, Backbiter
2 level: Mirror Image x2, Blur, Glitterdust, Cloud of Bewilderment, Combust, Bull’s Strength, Knock, Touch of Idiocy
3 level: Great Thunderclap, 2 x Spell Vulnerability, 2 x Searing Scorching Ray, Fly, Haste
4 level: Searing Fireball x 2, Assay Spell Resistance x 3, Fire Stride, Spell Enhancer x 3, Stoneskin, Black Tentacles
5 level: 1 x Quckened True strike, Mass Fire Shield, Lucent Lance
6 level: Globe of Invulnerability, Chain Lightning, Disintegrate, Ruby Ray of Reversal, Howling Chain
7 level: Ironguard, Energy Immunity, Spell Turning, Banishment, Reverse Gravity
8 level: Sunburst, Power Word: Stun, Polar Ray, Energy Admixtured (cold) Cone of Cold x 2
9 level: Wish, Absorption, Shapechange, 2 x Meteor Swarm (SLA),

[/sblock]


[sblock=Level Advancement]
1: Wizard - Concentration + 4, Decipher script + 4, Knowledge (arcana) +4, Knowledge (the planes) +4, Knowledge (religion) +4, Knowledge (local) +4 Spelllcraft + 4, gain Scribe Scroll

Feat: Quicken Spell

3: Wizard

Feat: Energy Substitution: Fire

4: Wizard Int raised to 21

5: Wizard Concentration + 9, Decipher script + 9, Knowledge (arcana) +9, Knowledge (the planes) +9, Knowledge (religion) + 9, Knowledge (local) +9 Spelllcraft + 9

Bonus Feat: Spell Focus: Evocation

BAB +2, Fort +1, Ref +1, Wil+4

6: Elemental Savant (Fire) Concentration + 10, Knowledge (arcana) +10, Knowledge (the planes) +10, Spellcraft + 10, Craft: Weaponsmithing +1, Craft: Armorsmithing + 2

Feat: Spell Focus: Conjuration

7: Elemental Savant (Fire) Concentration + 11, Knowledge (arcana) +11, Knowledge (the planes) +11, Spellcraft + 11, Craft: Weaponsmithing +3, Craft: Armorsmithing + 3

8: Elemental Savant (Fire) Int raised to 22,

Concentration + 12, Knowledge (arcana) +12, Knowledge (the planes) +12, Spellcraft + 12, Craft: Weaponsmithing +5, Craft: Armorsmithing + 5

9: Elemental Savant (Fire)

Feat: Arcane Thesis (Cone of Cold)

12: Elemental Savant (Fire) Int raised to 23

Feat: Skill Focus: Spellcraft

15: Elemental Savant (Fire) Concentration + 19, Knowledge (arcana) +19, Knowledge (the planes) +19, Spellcraft + 19, Craft: Weaponsmithing +19, Craft: Armorsmithing + 19

Feat: Searing Spell

BAB +5, Fort +3, Ref +3, Wil+7

16: Archmage Int raised to 24

Concentration + 20, Knowledge (arcana) +20, Knowledge (the planes) +20, Spellcraft + 20, Craft: Weaponsmithing +20, Craft: Armorsmithing + 20, Knowledge (religion) +12

18: Archmage

Feat: Energy Admixture: Cold

20: Archmage Int raised to 25

BAB +2, Fort +1, Ref +1, Wil+4

High Arcana: Mastery of Shaping, Spell-Like Ability (Meteor Swarm), 3 x Spell Power

Totals:

BAB +9, Fort +5, Ref +5, Wil+15

Concentration + 24, Knowledge (arcana) +24, Knowledge (the planes) +24, Spellcraft + 24, Craft: Weaponsmithing +24, Craft: Armorsmithing + 24, Knowledge (religion) +24, Knowledge (local) + 9, Decipher script + 9
[/sblock]

[sblock=Sun Elf]
* +2 Intelligence, –2 Constitution.
* Humanoid (Elf)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Sun elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: A sun elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Sun elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. A sun 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.
* Automatic Languages: Common and Elven. Bonus Languages: Auran, Celestial, Chondathan, Draconic, Gnome, Halfling, Illuskan, Sylvan.
* Favored Class: Wizard. A multiclass sun elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
* Level Adjustment: +0

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Familiar: A female white Rat named Heles.

[sblock=Equipment]
Tome of clear thought +5 (used) 137,500 gp
Manual of bodily health +4 (used) 110,000 gp

Bag of Holding type 4: 10,000 gp
Blessed Book: 12,500 gp
Orange Prism Ioun Stone 30,000 gp
Pale green Prism Ioun Stone 30,000 g
Headband of intellect +6 36,000 gp
Gloves of Dexterity +6 36,000 gp
Amulet of health +6 36,000 gp
Bracers of armor +8 64,000 gp
Robe of the Archmagi 75,000 gp

Pearl of power, 9th-level spell 81,000 gp
2 x Pearl of power, 5th-level spell 50,000 gp
Greater Rod of Metamagic, Empower 73,000 gp
Ring of Wizardry (IV) 100,000 gp
Ring of Evasion 25,000 gp

3 x 9 level scrolls: 11,475 gp
4 x 8 level scrolls: 12,000 gp
6 x 7 level scrolls: 13,650 gp
10 x 6 level scrolls: 16,500 gp
11 x 5 level scrolls: 12,375 gp
8 x 4 level scrolls: 5,600 gp
6 x 3 level scrolls: 2,250 gp
12 x 2 level scrolls: 1,800 gp

Total spell scrolls: 75,650 gp

Contingency focus item: 1500 gp
Ruby Ray of Reversal focus: 500 gp
Howling Chain focus: 500 gp
Ironguard focus: 100 gp
Shapechange focus: 1500 gp
Stoneskin material components x 4: 1000 gp

Scribed scrolls: Anticold Sphere x 2, Indomitability x 2, Teleport x 3 cost 630xp, 7875 gp

Potion of Cure Serious Wounds x 5: 3750 gp

_____
Total: 993,625


GP on person: 6375
[/sblock]

[sblock=background]
The Louets were an ordinary human family, living in a rural village nested deep in the fertile farmlands. They owned a farm and had no trouble providing for themselves, but were not rich by anyone's standards. The family consisted of Robert, the grey haired father and patriarch of the family, Milinda his wife and mother of the four children - Jessy, the youngest daughter and Mark, John and Carla.

On a late summer evening the kids found an exquisitely carved wooden cradle, made of cherry wood and adorned with gold and silver, lying across the farm's doorstep. Inside was a tiny, crying baby girl, with a single note written in elaborate script, saying: Silivrenniel

The Louets were kind hearted folk and adopted the girl (who they were surprised to find out was Elven), and Silivrenniel (or Sila as they called her for short) became part of the family. The girl's youth was a happy and care free time, spent playing with her brothers and sisters and helping around the farm. She was different in that she did not sleep as the humans did, and could see much better during the night. But, the other kids did not condemn Silivrenniel for being of Elven descent - on the contrary, she became an oddity and quite popular with the boys, especially once she entered adolescence.

Her older sister Carla, was the only one who did not like Silivrenniel much, and never truly accepted her as a part of the family, since she had been fourteen when the baby girl appeared on the doorstep.

As they worked during the summer and their whole existence was defendant on the mercy of the sun, Silivrenniel became more and more fascinated with it as a symbol of good. The nearby village's priest had already identified Sila as a Sun Elf, and now the girl had began exploring the roots of her existence. But, seeing as how her family lived hundreds of leagues away from any Elven settlements, and no one knew much about Sun Elves in particular, the girl clung to the name and the belief that the sun is indeed the life giving entity that supports the whole world.

As luck would have it, an experienced Wizard decided to settle in the village when Sila was seventeen, the arcane spellcaster trying to evade the distractions of the larger cities. He quickly noticed the girl's aptitude for magic and her quick wits, and Silivrenniel's parents were overjoyed when he offered to tutor her free of charge.

Silivrenniel spent the next eleven years studying with the Wizard. By the time all her brothers and sisters were married and with children, Sila was still blossoming in to womanhood and had just become a full fledged Wizard.

When her mentor decided to go travel the planes, in search of a legendary artifact, Sila decided it was time to part ways with her family. From then on, her life escalated in to much quicker pace, and the girl had become an adventurer.

Silivrenniel was amazed at the vastness of this world and the other worlds she visited with her mentor, and she quickly outgrew the little farm of her foster parents and the boring life of a human peasant. She was eternally grateful, however, and visited them at least once per year, leaving gold and presents each time.

Being an Elf meant that eventually, Silivrenniel would outlive everyone - her parents, siblings, her mentor, even her nephews, nieces and their children as well. For more than two hundred years Sila was known as a benefactor to the Louet family, a recurring ancient relative that would tell them stories of their great great grand parents and that always help out with money, knowledge or even magic.

In her own personal quest to research the sun and it's nature, Silvanriel abandoned the broad studies of general Wizardry, for the more specified path of an Elemental Savant. It took her years of dedicated experimentation and study to become fully attuned with the element of Fire, but Sila's determination never faltered.

She had already made some contact with her own kind - the Sun Elves, but no one recognized her, and as she had been raised by humans, many viewed her as unsophisticated and plain. Silivrenniel did not like the assumptions her own kind made about her, and in stead dedicated herself to study of the sun and it's element.

Years had passed, and Sila had now gained formidable knowledge in the ways of magic. She had already gained immortality trough her link with the plain of fire, and had amassed a small fortune trough adventuring with various groups. The time had come for her to delve in to the high secures of arcane magic, and for that she needed seclusion and time to concentrate. Silivrenniel once again came home, some two hundred and twenty years after she had been brought here as an infant.

The original spot, where her parents had built thier farm so long ago, now housed a much larger building, made of solid bricks and with wooden corrals for cows and horses. Silivrenniel chose a spot in the nearby woods, where she paid masons and laborers to erect a three story stone tower for her, made of white marble. Inside she had several rooms filled with various tomes, magical ingredients and even a small forge (as she had dedicated much of her time to explore the effects fire had over different metals). The last eighteen years, Silivrenniel spent in unlocking the fearsome potential of the best arcane spells she could learn, truly earning the title of Archmage.

Her family was now a bit reluctant to seek her out, as simple folk feared magic and Elves. Sila, however, never forgot the kindness of her foster parents, and thus, the Louet family enjoyed her support nevertheless.[/sblock]

[/sblock]
 
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