Here is the first draft, a working draft. I just wanted to get the main ideas down for all to see. His main focus is as a warrior, spellcasting and healing are secondary concerns to him. I would appreciate any suggestions. History is to come as well. Also two more domains, skills among other things.
Father Gregori Vanderhaus "Demonbane"
Annointed as Scion of the Phoenix
Human Divinely infused Half Celestial Male Saint
Paladin 5, Cleric 1, Fist of Raziel 6, Warpriest 4, Contemplative 6
Alignment: Lawful Good
Patron Deity: Pelor
Region:
Height:
Weight:
Hair:
Eyes:
Age:
Str: 31 (+10) [12 base, + 4 race, + 5 manual, + 1 lvl, + 6 headband, + 2 divine infused]
Dex: 25 (++7) [10 base, +2 race, +5 manual, +6 headband, +2 divinely infused]
Con: 26 (+8) [12 base, +4 race, +5 manual, +1 level, +2 saint, +4 divinely infused ]
Int: 17 (+3) [10 base, +2 race, +5 tome]
Wis: 40 (+15) [16 base, + 4 race, +2 saint, +5 tome, +3 lvl, +6 headband, +4 divinely infused]
Cha: 42 (+16) [13 base, +4 race, +4 saint, +5 tome, +6 headband, +8 epic rod of splendor, +6 divinely infused]
Class and Racial Abilities:
Half Celestial
AC +1
Special Attacks:
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal +20
against an evil foe.
Spell-Like Abilities:
Protection from evil 3/day, bless, Aid, detect evil, Cure serious wounds, neutralize poison, Holy smite, remove disease, Dispel evil, Holy word, Holy aura 3/day, hallow, Mass charm monster, Summon monster IX (celestials only), Resurrection
Special Qualities:
Darkvision out to 60 feet, Immunity to disease, Resistance to acid 10, cold 10, and electricity 10. Damage reduction: 10/magic, A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction, Spell resistance 35, +4 racial bonus on Fortitude saves against poison.
Saint
AC: insight bonus equal to wis bonus
SA
Holy power; the save DC's of any and all of the saint's special attacks, including spells, spell like, super natural and extraordinary abilities increase by +2, Holy touch; A saint's melee attacks with any weapon or unarmed deal an additional 1d6 points of holy damage against evil creatures, and 1d8 vs undead and evil outsiders. Any creature that strikes a saint with a natural attack takes holy damage as if struck by the saint.
Spell like abilities:
@ will guidance, resistance, virtue and bless.
SQ
DR 10/evil, Fast healing 10 hp/rnd, Immune[acid, cold, electricity and petrification], lowlight and 60 foot darkvision, protective aura[nimbus of light radius of 20 feet. Acts as x2 strength mc vs evil and as a lesser globe of invulnerability], +10 fire resistance, tongues[speak with any creature with a language]
Paladin
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, Detect Evil (Sp): At will, a paladin can use detect evil, as the spell, Smite Evil (Su): +9 att/+5 dam 3/d, Divine Grace (Su), Lay on Hands (Su): 45 hp/day to heal or to harm the undead, Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects, Divine Health (Ex): immunity to all diseases, including supernatural and magical diseases,Turn Undead (Su):
Fist of Raziel
magic circle vs evil, smite evil 4/day [good aligned, confirming crits, holy +2d6 vs evil, fiend smite +2d8 vs evil outsiders/undead] sanctify martial strike, sunder evil item,
Contemplative:
divine health, 2 prestige domains, slippery mind[one extra attempt to save vs mental/mind attacks], divine wholeness[heal self of 12 hp/day], divine body[immune to poisons of all kinds]
Warpriest
2 prestige domains, rally, inflame, healing circle
Hit Dice: 8d8+5d8+11d10+6d6
HP: 204+240 444
AC: (+7 Dex, + armor, )
Init: +7 (+7 Dex)
Speed: 30ft
Saves:
Fortitude 45 [16 base, +8 con, +5 epic, +16 paladin]
Reflex 32 [4 base, +7 dex, +5 epic, +16 paladin]
Will 45 [9 base, +15 wis, +5 epic, +16 paladin]
BAB: +18/+13/+8/+3
Melee Atk: NYLA
Ranged Atk:
Skills:
Concentration (Con),
Craft (Int),
Diplomacy (Cha),
Heal (Wis),
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (religion) (Int),
Knowledge (the planes) (Int),
Profession (Wis),
Spellcraft (Int).
Handle Animal (Cha),
Ride (Dex),
Sense Motive (Wis).
Feats:
combat casting, leadership, power attack, servant of heaven, purify spell, divine might, extra turning
epic divine might, improved spell capacity x2, positive enery aura
Languages: Common, celestial, ignan, draconic, infernal
Spells Prepared
Progression [6/ 9+1/ 9+1/ 9+1/ 8+1/ 8+1/ 7+1/ 7+1/ 6+1/ 6+1/ 3/ 3]
DC's 0 = 25
0 hygeine, keep dry,
1 bless, detect chaos, divine favor, doom, hide from undead, twi light luck, divine inspiration, ray of hope
2 aid, status, consecrate, hold person, lesser restoration, status, zone of truth, elation
3 create food and water, daylight, dispel magic, prayer, remove curse, searing light, speak with dead, hammer of righteousness,
4 death ward, divination, divine power, restoration, greater luminous armor, sunmantle, greater status,
5 greater command, commune, flamestrike, hallow, righteous might, raise dead, plane shift, scrying
6 banishment, greater dispel magic, harm, heal, heroes feast, undeath to death
7 destruction, dictum, holy word, ressurection, greater restoration, regenerate, greater scrying
8 earthquake, firestorm, holy aura, greater planar ally, discern location, last judgement
9 mass heal, implosion, miracle, true ressurection, summon monster 9, sublime revelry[greater aspect fo the diety, armegeddon]
10 purified end to strife x2, purified storm of vengence
11 purified storm of vengence
GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.
HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Armor +10 [called, sacred, soulfire, undead disrupting]
large mithral Shield +6 [called, animated, sacred]
Weapons
Nyla
Nyla, the Holy One, lawful good intelligent bastard sword, 17th level: hardness 20, hp 21;Communication: Telepathy; Perception: Blindsense 60ft., and Hearing;
Abilities: Int12, Wis 12, Cha 15.
Saves
Fort +10 +[10 base, +2 enhancement, +2 for hardness]
Ref +8 [+10 base, +2 enhancement]
Will +7 [+10 base, +2 enhancement, +1 Wis]
Skills:
Knowledge (religion) +21 [20 ranks, +1 Int]
Knowledge (the planes) +21 [20 ranks, +1 Int]
Diplomacy +22 [20 ranks, +2 Cha]
Feats
1st – Weapon enhancement (+1)
2nd – Weapon ability (+1 equivalent)
4th – Weapon ability (additional +1 equivalent)
6th – Weapon enhancement (additional +1)
8th – Bestow Feat (Can bestow Blindsense 60ft. on wielder)
10th – Weapon enhancement (additional +1)
12th – Weapon ability (ghost touch)
14th – Weapon enhancement (additional +1)
16th – Weapon ability (undead bane)
Nyla is an adamantine +4 holy ghost touch undead bane bastard sword. She can bestow blindsense 60 ft. on her wielder, as well as cast the following spells the indicated number of times per day.
2/day – cure light wounds, death ward, detect undead, disrupt undead, disrupting weapon, hygiene, searing light
1/day – consecrate, cure minor wounds, cure moderate wounds, cure serious wounds, daylight, divine power, eagle’s splendor, expeditious retreat, heal, holy word, lesser restoration, lethality denied (BoEM III), mass cure critical wounds, mass cure light wounds, ray of hope (BoED), resurrection, restoration, undeath to death
Nyla costs 8,035gp and 35,488xp to create.
Nyla has an elegant long blade, extremely sharp, with an exaggerated point. Her hilt is seemingly made of gold, and seems to be a pair of arms, their elbows clasping a diamond for the pommel, their arms forming the crossguard, and the hands clasping crystal suns at the end of the quillions.
Nyla is as calm as a priestess with a voice like a lullaby. She was forged in ancient times as a tool to combat undead, and takes her purpose very seriously. She tries to convince her bearer that his time would be better served ridding the world of undead, using her quiet, impeccable logic to convince them. In the hand of someone evil, she tends to make their lives as terrible as possible, in hopes they will throw her away for a champion of good to find.
Bow of Solars 100 100
Rings of Iron golemn fists 20 000
manuals/tomes 6*+6 822 000
rod of epic splender 297 000
headband of perfect excellence 180 000
ring of fire elemental command 200 000
rod of invulnerability 600 000
globe of Kalias 1 500 each
gauntlet of Arthanath[BoEM 3] 5 500
elemental gems 2 250 each
Quiver of Anariel [+5 cold iron arrows] 128 000+4 005
handy haversack 2 000
phylactery of faithfulness 1 000
phylactery of undead turning 11 000
greater prayer beads 95 800
staff of life 155 000
caster level +5 375 000