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<blockquote data-quote="Kerrz" data-source="post: 2348555" data-attributes="member: 22914"><p>My Character. I'll attach the build-guide, if you want to check it over.</p><p></p><p>[CODE][B]Name:[/B] Wulfgar Finan</p><p>[B]Classes/Levels:[/B]</p><p> Fighter 11</p><p> Occult Slayer 5 (CW p.66)</p><p> Sword of Righteousness 3 (BoED p.78)</p><p> Risen Martyr 10 (BoED p.68)</p><p>[B]Race:[/B] Tiefling (PlanarHB p.15)</p><p>[B]Size/Type:[/B] Medium Deathless</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Chaotic Good</p><p>[B]Deity:[/B] Michelle CG Goddess of Fertility/Life (Love)</p><p></p><p>[B]Str:[/B] 33 +11[B]Level:[/B] 30 [B]XP:[/B] 435,002</p><p>[B]Dex:[/B] 33 +11[B]BAB:[/B] +19/+14/+9/+4 [B]HP:[/B] 208 (28x7+12)</p><p>[B]Con:[/B] -- +- [B]Grapple:[/B] +25 [B]Dmg Red:[/B] 10/+5</p><p>[B]Int:[/B] 17 +3 [B]Speed:[/B] 60' [B]Spell Res:[/B] 40</p><p>[B]Wis:[/B] 14 +2 [B]Init:[/B] +13 (9+4) [B]Spell Save:[/B] +X</p><p>[B]Cha:[/B] 17 +3 [B]ACP:[/B] -1 [B]Spell Fail:[/B] 25%</p><p> [B]Epic Atk Bonus:[/B] +5 [B]Epic Save Bonus:[/B] +4</p><p></p><p></p><p> [B]Base Armor Shld Dex Size Nat Defl Misc Total[/B]</p><p>[B]Armor:[/B] 10 +12 +8 +10 +0 +5 +5 +0 50</p><p>[B]Touch:[/B] 25 [B]Flatfooted:[/B] 40</p><p></p><p> [B]Base Mod Misc Epic Total[/B]</p><p>[B]Fort:[/B] 11 +- +1 +4 +16</p><p>[B]Ref:[/B] 5 +6 +1 +4 +16</p><p>[B]Will:[/B] 10 +2 +2 +4 +18</p><p></p><p>[B]Weapons:[/B]</p><p>Bonded Magebane Keen Holy +5 Scimitar of Frost </p><p> +43/+38/+33/+28 1d6+17 (2d6 Holy, 1d6 Cold, +2 Atk & +3d6 Mages) 15-20/x2</p><p>Two-Handed Bash Shield Bash</p><p> +36/+31/+26/+21 1d4+15 x2</p><p></p><p>[B]Languages:[/B] Common, Infernal, Celestial, Draconic, Dwarven</p><p></p><p>[B]Abilities:[/B]</p><p>Important Bits:</p><p> Immunities -- All mind affecting effects, poison, sleep effects, </p><p> paralysis, stunning, disease and death effects, critical hits, </p><p> nonlethal damage, or ability drain, damage to physical scores </p><p> (Str, Dex and Con) as well as fatigue and exhaustion effects, </p><p> acid, cold, electricity.</p><p> Resistances -- Spells 40</p><p></p><p>Long Story:</p><p></p><p>Tiefling</p><p> Darkvision 60'</p><p> Darkness (Sp): Darkness once per day as caster level = character level.</p><p></p><p>Occult Slayer</p><p> Magical Defense (Ex): +3 on saves vs Spells or Spell-Like Abilities</p><p> Weapon Bond (Su): Bond with ONE weapon of MW or better for 1d6 bonus </p><p> damage vs spellcasters or creatures with spell-like abilities.</p><p> Mind Over Magic (Su): Cause a spell or spell-like ability targeted </p><p> against him to rebound onto originator as a free action twice per </p><p> day. Treats as Spell Turning as Caster Level 10.</p><p> Vicious Strike (Ex): Readied attack to disrupt spellcaster causes </p><p> double damage if hits.</p><p> Auravision (Su): The ability to see magical auras at a range of up to</p><p> 60' as a free action. Otherwise functions as Detect Magic spell. </p><p> Cannot be used to determine anything other than the number of </p><p> magical auras present.</p><p> Nondetection Cloak (Su): Slayer and any gear worn or carried becomes </p><p> difficult to locate through divinations such as clairaudience/clair-</p><p> voyance, locate object, and other detection spells. Gains magical </p><p> protection from divinations equivalent to a nondetection spell of </p><p> caster level 5, except that it affects only the slayer and his </p><p> possessions.</p><p> Blank Thoughts (Ex): As a free action, can suppress or resume </p><p> immunity to mind-affecting spells (charms, compulsions, patterns, </p><p> phantasms, and morale effects.)</p><p></p><p>Risen Martyr</p><p> Spiritual Body (Ex): Type changes to Deathless (BoED pg. 157) - no </p><p> Constitution score, reroll HP with d12s, ability scores remain </p><p> unchanged (except Con) and all other characteristics remain the same.</p><p> Charisma Score Increase: +4 Charisma</p><p> Deflection Bonus (Su): Deflection bonus to AC = Cha Bonus</p><p> Holy Purpose (Ex): +4 bonus on attack rolls, damage rolls, ability </p><p> checks, and skill checks that are directly related to the </p><p> fulfillment of his purpose.</p><p> Bless (Sp): 3x/day, use bless as the spell.</p><p> Daylight (Su): Daylight as the spell as a free action.</p><p> Acid Immunity (Ex): Immunity to acid.</p><p> Detect Evil (Sp): Detect Evil as the spell at will.</p><p> Protective Aura (Su): Against attacks made or effects created by evil</p><p> creatures, this ability provides a +4 deflection bonus to AC and a </p><p> +4 resistance bonus on saving throws to anyone within 20 feet of </p><p> the martyr. Otherwise it functions as a magic circle against evil </p><p> effect, and a lesser globe of invulnerability, both with a radius </p><p> of 10 feet</p><p> Shield Other (Sp): 3x/day, Shield Other as the spell.</p><p> Celestial Brilliance (Sp): 1x/day, Celestial Brilliance as the spell.</p><p> Cold Immunity (Ex): Immunity to cold.</p><p> Holy Aura (Su): Continuous Holy Aura, as spell, only on martyr.</p><p> Electricity Immunity (Ex): Immunity to electricity.</p><p> Perfection (Su): Considered a celestial for the purpose of any spell </p><p> or effect that has special effects on celestials. Considered an </p><p> Eladrin.</p><p> Code of Conduct: A risen martyr who willfully commits any evil act </p><p> is destroyed immediately and sent to the Upper Planes for judgement.</p><p></p><p>Non-Obvious Item Abilities</p><p> Fly (Sp): As the spell</p><p> Exceptional Arrow Deflection: Deflect any type of ranged attack (including</p><p> spells that require a ranged touch attack). Any time the bearer would</p><p> normally be struck by a ranged attack, he can make a Reflex saving throw</p><p> (DC 20 + Attack Enhancement or Spell Level) to deflect the attack. Must</p><p> be aware of the attack and not flat-footed.</p><p> Spell Resistance: 40 from Mantle of Epic Spell Resistance</p><p> Weaponbreaking: Any weapon that succesfully hits must make DC 20 Fort</p><p> save or be destroyed</p><p> Boots of Swiftness: +6 Dex, Double Speed, Evasion as Rogue Ability,</p><p> jumping distance not limited by height, +20 on Balance, Jump, Climb</p><p> and Tumble, 3x/day Haste for 20 rounds.</p><p> Obsidian Steed: 1/week for up to 24 hours, turn into mount as Heavy</p><p> Warhorse with following 1/round at will: Overland Flight, Plane</p><p> Shift, Ethereal Jaunt. If ridden by good person 10% Likely per use</p><p> to travel to Lower Planes and return to statuette form.</p><p> </p><p></p><p>[B]Feats:[/B]</p><p>Feats by Character Level (29):</p><p>Level Feat Name Short Description</p><p>1 Weapon Focus (Scimitar) +1 bonus on attack rolls with chosen weapon</p><p>3 Improved Shield Bash Retain Shield bonus to AC while Shield Bashing</p><p>6 Cleave Extra Melee Attack after Dropping Target</p><p>9 Great Cleave No limit to cleave attacks each round</p><p>12 Knight of the Stars (BoED p.44) +1 luck bonus on any roll or check 1x/day</p><p>15 Weapon Specialization (Scimitar) +2 bonus on damage rolls with chosen weapon</p><p>18 Nimbus of Light +2 bonus on Diplomacy and Sense Motive checks w/ good creatures; 5' Radius Bright Light, 10' Radius Shadowy Illumination at will</p><p>21 Greater Weapon Focus (Scimitar) +2 bonus on attack rolls with chosen weapon</p><p>24 Pierce Magical Protection Ignore Spell-based bonuses to AC</p><p>27 Dire Charge (ELH p.53) You can make full attacks as part of a charge in 1st round (or surprise)</p><p></p><p>Fighter Bonus Feats by Fighter Level (11):</p><p>Level Feat Name Short Description</p><p>1 Improved Initiative +4 bonus on Initiative Checks</p><p>2 Combat Expertise Trade Attack Bonus for AC (max 5 points) </p><p>4 Power Attack Trade Attack Bonus for Damage (up to BAB)</p><p>6 Combat Reflexes Additional Attacks of Opportunity up to Dex Bonus</p><p>8 Mage Slayer +1 Will, spellcasters you threaten cannot cast defensively</p><p>10 Resounding Blow (BoED p.45) Potential Cowering Effect on Critical Hit</p><p></p><p>Bonus Exalted Feats by SoR Level (3):</p><p>Level Feat Name Short Description</p><p>1 Nymph's Kiss (BoED p.44) +2 on Cha-related Checks, +1 bonus on saving throws against spells, 1 bonus skill point per level (Starting with 17th) -> 13 skill points to lvl 29</p><p>2 Quell the Profane (BoED p.45) Potential STR damage to evil creature on critical hit</p><p>3 Holy Radiance (BoED p.44) Glow with light harmful to undead (1d4/round in 10')</p><p></p><p></p><p>[B]Skill Points:[/B] 147 [B]Max Ranks:[/B] 32/16</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Climb *STR 10 +11 -1 +20</p><p>Gather Information CHA 10 +3 +2 +15</p><p>Handle Animal CHA 9 +3 +2 +14</p><p>Intimidate CHA 14 +3 +2 +19</p><p>Jump *STR 10 +11 -1 +20</p><p>Knowledge (Arcana) INT 14 +3 +17</p><p>Knowledge (The Planes) INT 10 +3 +13</p><p>Listen WIS 10 +2 +12</p><p>Ride DEX 9 +11 +20</p><p>Sense Motive WIS 10 +2 +12</p><p>Speak Language (Celestial) --- 1</p><p>Spellcraft INT 13 +3 +16</p><p>Spot WIS 10 +2 +12</p><p>Swim **STR 10 +11 -2 +19</p><p></p><p>[B]Used equipment: Cost (gp)[/B]</p><p>Manual of Gainful Exercise +5 137,500</p><p>Manual of Quickness in Action +5 137,500</p><p>Tome of Clear Thought +3 82,500</p><p>Tome of Understanding +3 82,500</p><p>Tome of Leadership and Influence +3 82,500</p><p></p><p>[B]Worn Equipment: Cost(gp)[/B]</p><p>Armor of the Celestial Battalion (ELH p.128) 616,300</p><p>Amulet of Natural Armor +5 50,000</p><p>Belt of Giant Strength +6 36,000</p><p>Mantle of Epic Spell Resistance (ELH p.146) 290,000</p><p>Ring of Protection +5 50,000</p><p>Ring of Weaponbreaking (ELH p.137) 600,000</p><p>Boots of Swiftness (ELH p.144) 256,000</p><p>Helm of Teleportation (900m 3x/day) 73,500</p><p>Ioun Stone (Absorb 50 8th level spells or lower) 40,000</p><p>Ioun Stone (+1 competence Atk, Save, Skill, Ability) 30,000</p><p>Magebane Keen Holy +5 Scimitar of Frost 200,315</p><p>Exceptional Arrow Deflection Heavy Adamantine +6 Shield 1,963,170 </p><p></p><p>[B]Stored Equipment Cost(gp)[/B]</p><p>Amulet of the Planes 120,000</p><p></p><p>Total Cost 4,847,785</p><p>[B]Money:[/B] 152,215gp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 532 1064 1600 3200 8000</p><p></p><p>[B]Age:[/B] 35</p><p>[B]Height:[/B] 5'</p><p>[B]Weight:[/B] 134lb</p><p>[B]Eyes:[/B] Hazel</p><p>[B]Hair:[/B] White</p><p>[B]Skin:[/B] Tan[/CODE]</p><p><strong>Appearance:</strong> From the chest up, Wulfgar appears as a well-built though short human male with shaggy white hair, a tanned complexion, and deep hazel eyes. Unfortunately, his lower half tells a different story of his heritage, as he sports a pair of goat legs covered in white fur.</p><p></p><p><strong>Background:</strong></p><p>[sblock]</p><p> Born halfway up a mountain on Hezabron, in a human mining town named Bolagon, to a pair of perfectly normal human parents, Wulfgar and his cloven feet were... quite a surprise, to say the least. His parents believed him to be a demon and bad omen, and left him at the temple in a blanket, where the adepts took him in out of the icy northern cold. One particular priest fought for the young child, insisting that evil was a fact of upbringing, not birth, and helped secure for the young child a place within the church, or atleast at the home of the priest who took him in.</p><p> Of course, Wulfgar understood none of this until much later, and by then he had dealt with the misunderstood hatred of the populace of Bolagon for many years. Wulfgar had a very kind teacher though, and was blessed with a unique perspective which saw the good in everyone. Unfortunately, this unique perspective did not generally agree with the local constabulary, and Wulfgar spent much of his misspent youth explaining to the sheriffs and guards why he was knocking over the stands of corrupt merchants and assaulting bullies.</p><p> Oddly enough, this give-and-take relationship with the guards of the town led to a connection between Wulfgar and some of the wiser members of the guard who could see past the physical and observe the boy's true intentions. They came to the conclusion that if the silly brat was going to act out his own brand of justice, they should atleast help teach him about the "proper" version... with a little teaching of the finer points of bully-bashing on the side.</p><p> Wulfgar, however, was determined to see things his way, and only his way. After his eighteenth birthday he was "encouraged" to leave Bolagon before he wound up in the stockade. So Wulfgar set off to the wide world to right wrongs and help people, much as he had been set to doing during his stay in his home town.</p><p> His first trip down the mountain led Wulfgar to learn of the mysteries of magic. In his home town of Bolagon, even the highest priests were not capable of using magic to a great extent, so the experience was fresh and new to him. However, in the great coastal city of Pellamon, Wulfgar saw much decadence and excess caused by too much magical power. Too much was being wasted, and far too much was being abused for ill purposes. Through his observations, Wulfgar came to the conclusion that magic was just too powerful to be abused, and set his life to learning how to punish those who abused society through the use of magic.</p><p> After several years of training in the larger cities on the continent of Hezabron, Wulfgar returned up the mountainous passes to Bolagon with his knowledge and sought out the priest who had been his father-of-sorts. The town watch made it clear that Wulfgar was not welcome, but he shrugged off their protests. He knew that he was there to cause no problems. When he reached his father, Wulfgar heard of a great threat sweeping through the highlands and heading towards the town. A great pack of Ogre Magi and Goblinoid Shamans had grouped together an army, and as the living soldiers perished, they were brought back to serve as undead. The wave seemed unstoppable, and Wulfgar's father did not know what to do except leave town.</p><p> Wulfgar would have nothing of it though. His town was not going to be ransacked by these defilers while he still lived and breathed. In the dark of night he stalked out to the pass which the army had to come through, and waited. The army passed through, and still he waited. Finally the entourage of the Magi entered the pass, and Wulfgar knew his time had come. With one last prayer for the gods, and a promise to keep the mortal realms safe from magical abuse, he dropped down upon the group and started flashing his scimitar like an animal. With his training at hand, the battle was over quickly, and the army was without its leaders.</p><p> When he returned to Bolagon, however, Wulfgar was far from congratulated. The few remnants who had not fled the town outright began to throw stones at him and disbelieving his stories of defeating the magi. Their hatred of the beasts in the army, which was still oncoming even without its leaders, was spreading to the far more immediate beast of Wulfgar.</p><p> The army had been slowed by removing its leaders, however it was far from stopped. Amassed a scant few miles from town, the undead were being corralled towards the town by their living compatriots. This slow-moving advance scared the townspeople even more and they chased Wulfgar out of town with their stones, because Wulfgar knew that fighting back would be wrong... but standing still and taking it would just be stupid. Unfortunately, he was not going to leave his town, even if they hated him. So he stood on the field before Bolagon and waited while he prayed to the gods above for strength.</p><p> He waited for what seemed like ages for the oncoming army... facing an army of thousands alone for a town that hated him. Still he stood, defiant in the face of this great evil. He fought valiantly, and killed hundreds of the beasts as they came into town... however thousands, even leaderless, will eventually overwhelm a single man. Fortunately, his sacrifice gave the town time to bolster its defenses, and the wave of creatures crashed against it and dissipated. The undead were no longer being held to the battle by their living counterparts, and the living were being pegged off by arrows from building tops over the rough palisade. The marauding horde was no more... but neither was Wulfgar.</p><p> As Wulfgar's soul began to escape, a beautiful woman came to it with a laugh. She told him that he had fought valiantly without pause or second thought about defending those who hated him. She said that the fight was not over for him. She told him that his cause was just, and that it made her laugh to see the mortals abusing magic with such overwhelming hubris taken down by her agent. And so, she raised his spirit to continue its purpose - to rid the world of mortals who abuse magic for evil ends. His purpose continues even today as another great battle approaches.[/sblock]</p></blockquote><p></p>
[QUOTE="Kerrz, post: 2348555, member: 22914"] My Character. I'll attach the build-guide, if you want to check it over. [CODE][B]Name:[/B] Wulfgar Finan [B]Classes/Levels:[/B] Fighter 11 Occult Slayer 5 (CW p.66) Sword of Righteousness 3 (BoED p.78) Risen Martyr 10 (BoED p.68) [B]Race:[/B] Tiefling (PlanarHB p.15) [B]Size/Type:[/B] Medium Deathless [B]Gender:[/B] Male [B]Alignment:[/B] Chaotic Good [B]Deity:[/B] Michelle CG Goddess of Fertility/Life (Love) [B]Str:[/B] 33 +11[B]Level:[/B] 30 [B]XP:[/B] 435,002 [B]Dex:[/B] 33 +11[B]BAB:[/B] +19/+14/+9/+4 [B]HP:[/B] 208 (28x7+12) [B]Con:[/B] -- +- [B]Grapple:[/B] +25 [B]Dmg Red:[/B] 10/+5 [B]Int:[/B] 17 +3 [B]Speed:[/B] 60' [B]Spell Res:[/B] 40 [B]Wis:[/B] 14 +2 [B]Init:[/B] +13 (9+4) [B]Spell Save:[/B] +X [B]Cha:[/B] 17 +3 [B]ACP:[/B] -1 [B]Spell Fail:[/B] 25% [B]Epic Atk Bonus:[/B] +5 [B]Epic Save Bonus:[/B] +4 [B]Base Armor Shld Dex Size Nat Defl Misc Total[/B] [B]Armor:[/B] 10 +12 +8 +10 +0 +5 +5 +0 50 [B]Touch:[/B] 25 [B]Flatfooted:[/B] 40 [B]Base Mod Misc Epic Total[/B] [B]Fort:[/B] 11 +- +1 +4 +16 [B]Ref:[/B] 5 +6 +1 +4 +16 [B]Will:[/B] 10 +2 +2 +4 +18 [B]Weapons:[/B] Bonded Magebane Keen Holy +5 Scimitar of Frost +43/+38/+33/+28 1d6+17 (2d6 Holy, 1d6 Cold, +2 Atk & +3d6 Mages) 15-20/x2 Two-Handed Bash Shield Bash +36/+31/+26/+21 1d4+15 x2 [B]Languages:[/B] Common, Infernal, Celestial, Draconic, Dwarven [B]Abilities:[/B] Important Bits: Immunities -- All mind affecting effects, poison, sleep effects, paralysis, stunning, disease and death effects, critical hits, nonlethal damage, or ability drain, damage to physical scores (Str, Dex and Con) as well as fatigue and exhaustion effects, acid, cold, electricity. Resistances -- Spells 40 Long Story: Tiefling Darkvision 60' Darkness (Sp): Darkness once per day as caster level = character level. Occult Slayer Magical Defense (Ex): +3 on saves vs Spells or Spell-Like Abilities Weapon Bond (Su): Bond with ONE weapon of MW or better for 1d6 bonus damage vs spellcasters or creatures with spell-like abilities. Mind Over Magic (Su): Cause a spell or spell-like ability targeted against him to rebound onto originator as a free action twice per day. Treats as Spell Turning as Caster Level 10. Vicious Strike (Ex): Readied attack to disrupt spellcaster causes double damage if hits. Auravision (Su): The ability to see magical auras at a range of up to 60' as a free action. Otherwise functions as Detect Magic spell. Cannot be used to determine anything other than the number of magical auras present. Nondetection Cloak (Su): Slayer and any gear worn or carried becomes difficult to locate through divinations such as clairaudience/clair- voyance, locate object, and other detection spells. Gains magical protection from divinations equivalent to a nondetection spell of caster level 5, except that it affects only the slayer and his possessions. Blank Thoughts (Ex): As a free action, can suppress or resume immunity to mind-affecting spells (charms, compulsions, patterns, phantasms, and morale effects.) Risen Martyr Spiritual Body (Ex): Type changes to Deathless (BoED pg. 157) - no Constitution score, reroll HP with d12s, ability scores remain unchanged (except Con) and all other characteristics remain the same. Charisma Score Increase: +4 Charisma Deflection Bonus (Su): Deflection bonus to AC = Cha Bonus Holy Purpose (Ex): +4 bonus on attack rolls, damage rolls, ability checks, and skill checks that are directly related to the fulfillment of his purpose. Bless (Sp): 3x/day, use bless as the spell. Daylight (Su): Daylight as the spell as a free action. Acid Immunity (Ex): Immunity to acid. Detect Evil (Sp): Detect Evil as the spell at will. Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the martyr. Otherwise it functions as a magic circle against evil effect, and a lesser globe of invulnerability, both with a radius of 10 feet Shield Other (Sp): 3x/day, Shield Other as the spell. Celestial Brilliance (Sp): 1x/day, Celestial Brilliance as the spell. Cold Immunity (Ex): Immunity to cold. Holy Aura (Su): Continuous Holy Aura, as spell, only on martyr. Electricity Immunity (Ex): Immunity to electricity. Perfection (Su): Considered a celestial for the purpose of any spell or effect that has special effects on celestials. Considered an Eladrin. Code of Conduct: A risen martyr who willfully commits any evil act is destroyed immediately and sent to the Upper Planes for judgement. Non-Obvious Item Abilities Fly (Sp): As the spell Exceptional Arrow Deflection: Deflect any type of ranged attack (including spells that require a ranged touch attack). Any time the bearer would normally be struck by a ranged attack, he can make a Reflex saving throw (DC 20 + Attack Enhancement or Spell Level) to deflect the attack. Must be aware of the attack and not flat-footed. Spell Resistance: 40 from Mantle of Epic Spell Resistance Weaponbreaking: Any weapon that succesfully hits must make DC 20 Fort save or be destroyed Boots of Swiftness: +6 Dex, Double Speed, Evasion as Rogue Ability, jumping distance not limited by height, +20 on Balance, Jump, Climb and Tumble, 3x/day Haste for 20 rounds. Obsidian Steed: 1/week for up to 24 hours, turn into mount as Heavy Warhorse with following 1/round at will: Overland Flight, Plane Shift, Ethereal Jaunt. If ridden by good person 10% Likely per use to travel to Lower Planes and return to statuette form. [B]Feats:[/B] Feats by Character Level (29): Level Feat Name Short Description 1 Weapon Focus (Scimitar) +1 bonus on attack rolls with chosen weapon 3 Improved Shield Bash Retain Shield bonus to AC while Shield Bashing 6 Cleave Extra Melee Attack after Dropping Target 9 Great Cleave No limit to cleave attacks each round 12 Knight of the Stars (BoED p.44) +1 luck bonus on any roll or check 1x/day 15 Weapon Specialization (Scimitar) +2 bonus on damage rolls with chosen weapon 18 Nimbus of Light +2 bonus on Diplomacy and Sense Motive checks w/ good creatures; 5' Radius Bright Light, 10' Radius Shadowy Illumination at will 21 Greater Weapon Focus (Scimitar) +2 bonus on attack rolls with chosen weapon 24 Pierce Magical Protection Ignore Spell-based bonuses to AC 27 Dire Charge (ELH p.53) You can make full attacks as part of a charge in 1st round (or surprise) Fighter Bonus Feats by Fighter Level (11): Level Feat Name Short Description 1 Improved Initiative +4 bonus on Initiative Checks 2 Combat Expertise Trade Attack Bonus for AC (max 5 points) 4 Power Attack Trade Attack Bonus for Damage (up to BAB) 6 Combat Reflexes Additional Attacks of Opportunity up to Dex Bonus 8 Mage Slayer +1 Will, spellcasters you threaten cannot cast defensively 10 Resounding Blow (BoED p.45) Potential Cowering Effect on Critical Hit Bonus Exalted Feats by SoR Level (3): Level Feat Name Short Description 1 Nymph's Kiss (BoED p.44) +2 on Cha-related Checks, +1 bonus on saving throws against spells, 1 bonus skill point per level (Starting with 17th) -> 13 skill points to lvl 29 2 Quell the Profane (BoED p.45) Potential STR damage to evil creature on critical hit 3 Holy Radiance (BoED p.44) Glow with light harmful to undead (1d4/round in 10') [B]Skill Points:[/B] 147 [B]Max Ranks:[/B] 32/16 [B]Skills Ranks Mod Misc Total[/B] Climb *STR 10 +11 -1 +20 Gather Information CHA 10 +3 +2 +15 Handle Animal CHA 9 +3 +2 +14 Intimidate CHA 14 +3 +2 +19 Jump *STR 10 +11 -1 +20 Knowledge (Arcana) INT 14 +3 +17 Knowledge (The Planes) INT 10 +3 +13 Listen WIS 10 +2 +12 Ride DEX 9 +11 +20 Sense Motive WIS 10 +2 +12 Speak Language (Celestial) --- 1 Spellcraft INT 13 +3 +16 Spot WIS 10 +2 +12 Swim **STR 10 +11 -2 +19 [B]Used equipment: Cost (gp)[/B] Manual of Gainful Exercise +5 137,500 Manual of Quickness in Action +5 137,500 Tome of Clear Thought +3 82,500 Tome of Understanding +3 82,500 Tome of Leadership and Influence +3 82,500 [B]Worn Equipment: Cost(gp)[/B] Armor of the Celestial Battalion (ELH p.128) 616,300 Amulet of Natural Armor +5 50,000 Belt of Giant Strength +6 36,000 Mantle of Epic Spell Resistance (ELH p.146) 290,000 Ring of Protection +5 50,000 Ring of Weaponbreaking (ELH p.137) 600,000 Boots of Swiftness (ELH p.144) 256,000 Helm of Teleportation (900m 3x/day) 73,500 Ioun Stone (Absorb 50 8th level spells or lower) 40,000 Ioun Stone (+1 competence Atk, Save, Skill, Ability) 30,000 Magebane Keen Holy +5 Scimitar of Frost 200,315 Exceptional Arrow Deflection Heavy Adamantine +6 Shield 1,963,170 [B]Stored Equipment Cost(gp)[/B] Amulet of the Planes 120,000 Total Cost 4,847,785 [B]Money:[/B] 152,215gp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 532 1064 1600 3200 8000 [B]Age:[/B] 35 [B]Height:[/B] 5' [B]Weight:[/B] 134lb [B]Eyes:[/B] Hazel [B]Hair:[/B] White [B]Skin:[/B] Tan[/CODE] [B]Appearance:[/B] From the chest up, Wulfgar appears as a well-built though short human male with shaggy white hair, a tanned complexion, and deep hazel eyes. Unfortunately, his lower half tells a different story of his heritage, as he sports a pair of goat legs covered in white fur. [B]Background:[/B] [sblock] Born halfway up a mountain on Hezabron, in a human mining town named Bolagon, to a pair of perfectly normal human parents, Wulfgar and his cloven feet were... quite a surprise, to say the least. His parents believed him to be a demon and bad omen, and left him at the temple in a blanket, where the adepts took him in out of the icy northern cold. One particular priest fought for the young child, insisting that evil was a fact of upbringing, not birth, and helped secure for the young child a place within the church, or atleast at the home of the priest who took him in. Of course, Wulfgar understood none of this until much later, and by then he had dealt with the misunderstood hatred of the populace of Bolagon for many years. Wulfgar had a very kind teacher though, and was blessed with a unique perspective which saw the good in everyone. Unfortunately, this unique perspective did not generally agree with the local constabulary, and Wulfgar spent much of his misspent youth explaining to the sheriffs and guards why he was knocking over the stands of corrupt merchants and assaulting bullies. Oddly enough, this give-and-take relationship with the guards of the town led to a connection between Wulfgar and some of the wiser members of the guard who could see past the physical and observe the boy's true intentions. They came to the conclusion that if the silly brat was going to act out his own brand of justice, they should atleast help teach him about the "proper" version... with a little teaching of the finer points of bully-bashing on the side. Wulfgar, however, was determined to see things his way, and only his way. After his eighteenth birthday he was "encouraged" to leave Bolagon before he wound up in the stockade. So Wulfgar set off to the wide world to right wrongs and help people, much as he had been set to doing during his stay in his home town. His first trip down the mountain led Wulfgar to learn of the mysteries of magic. In his home town of Bolagon, even the highest priests were not capable of using magic to a great extent, so the experience was fresh and new to him. However, in the great coastal city of Pellamon, Wulfgar saw much decadence and excess caused by too much magical power. Too much was being wasted, and far too much was being abused for ill purposes. Through his observations, Wulfgar came to the conclusion that magic was just too powerful to be abused, and set his life to learning how to punish those who abused society through the use of magic. After several years of training in the larger cities on the continent of Hezabron, Wulfgar returned up the mountainous passes to Bolagon with his knowledge and sought out the priest who had been his father-of-sorts. The town watch made it clear that Wulfgar was not welcome, but he shrugged off their protests. He knew that he was there to cause no problems. When he reached his father, Wulfgar heard of a great threat sweeping through the highlands and heading towards the town. A great pack of Ogre Magi and Goblinoid Shamans had grouped together an army, and as the living soldiers perished, they were brought back to serve as undead. The wave seemed unstoppable, and Wulfgar's father did not know what to do except leave town. Wulfgar would have nothing of it though. His town was not going to be ransacked by these defilers while he still lived and breathed. In the dark of night he stalked out to the pass which the army had to come through, and waited. The army passed through, and still he waited. Finally the entourage of the Magi entered the pass, and Wulfgar knew his time had come. With one last prayer for the gods, and a promise to keep the mortal realms safe from magical abuse, he dropped down upon the group and started flashing his scimitar like an animal. With his training at hand, the battle was over quickly, and the army was without its leaders. When he returned to Bolagon, however, Wulfgar was far from congratulated. The few remnants who had not fled the town outright began to throw stones at him and disbelieving his stories of defeating the magi. Their hatred of the beasts in the army, which was still oncoming even without its leaders, was spreading to the far more immediate beast of Wulfgar. The army had been slowed by removing its leaders, however it was far from stopped. Amassed a scant few miles from town, the undead were being corralled towards the town by their living compatriots. This slow-moving advance scared the townspeople even more and they chased Wulfgar out of town with their stones, because Wulfgar knew that fighting back would be wrong... but standing still and taking it would just be stupid. Unfortunately, he was not going to leave his town, even if they hated him. So he stood on the field before Bolagon and waited while he prayed to the gods above for strength. He waited for what seemed like ages for the oncoming army... facing an army of thousands alone for a town that hated him. Still he stood, defiant in the face of this great evil. He fought valiantly, and killed hundreds of the beasts as they came into town... however thousands, even leaderless, will eventually overwhelm a single man. Fortunately, his sacrifice gave the town time to bolster its defenses, and the wave of creatures crashed against it and dissipated. The undead were no longer being held to the battle by their living counterparts, and the living were being pegged off by arrows from building tops over the rough palisade. The marauding horde was no more... but neither was Wulfgar. As Wulfgar's soul began to escape, a beautiful woman came to it with a laugh. She told him that he had fought valiantly without pause or second thought about defending those who hated him. She said that the fight was not over for him. She told him that his cause was just, and that it made her laugh to see the mortals abusing magic with such overwhelming hubris taken down by her agent. And so, she raised his spirit to continue its purpose - to rid the world of mortals who abuse magic for evil ends. His purpose continues even today as another great battle approaches.[/sblock] [/QUOTE]
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