I don't quite know why I want to show this to people but for some reason I do. These are the PC's in my game. Each has a few special abilities related to an element and are made up using 32 point-buy. Each has benefitted from a +1 inherent bonus to a random ability score (from RttToEE, under the Moathouse dungeons). There are also a couple of things that are unique to each character, which have been gained through gaming. The unique things are as follows:
Alarallen - has been conversing with a being known as the Dreamspeaker (in my world, elves dream... which is just as well seeing as Sehanine, an elven goddess, governs the realm of dreams...) and has thus been able to gain ranks in Lucid Dreaming. He also has a spell called Alarallen's Ice Blade which is identical to Shelgarn's Persistant Blade except that the dagger is made of ice and does cold damage rather than being a force effect. He plans on mastering Lucid Dreaming and eventually creating his own dreamscape. He is also the only one who will be taking all his levels in the one class.
Eco - is a lesser tiefling. Essentially this is a tiefling without the resistances and thus just a regular character race (no ECL adjustment). Has also made his own poison called Wormcrawl (because it is a cross between Purple Worm Poison and Carrion Crawler Brain Juice) which has a DC of 20, an initial effect of unconsciousness and a secondary effect of 1d6 Strength loss. Also has a spell called Effigy which essentially envelopes him in either flames or smoke, providing either 1d4 extra flame damage or a +10 bonus to Hide.
Kouros - has begun creating his own religion based on his philosophy that all the religions of neutrality and good should combine to combat the unbalancing effect of evil in the world. He plans to take leadership next level and begin the expansion of the religion. He has gained his half-celestial template (I allowed this in game) through a deal made with a solar whilst waiting to be ressurrected. He may also be taking a prestige class we both worked on but he's yet to aquiesce to my balanced and reasoned thinking on the matter
Matuhiti - originally a Flannic sorcerer, he also gained his aasimar abilities through a deal with a higher power of good whilst awaiting ressurrection (my PC's don't go to another plane like normal, they go to a special dream-scape created for them by the Dreamspeaker). Again, this is a lesser aasimar which is essentially the aasimar without the resistances and in this case (due to there being no negative to ability scores), without the skill bonuses either. He has made many of his own items and some for the group as well. He intends on becoming an Arcane Devotee of Celestian and then an Archmage. Judging by how often he decimates my NPC's now, I'm dreading him getting them... The Totemic Glyph of Hotoru is a spell he made up and I refined.
In addition to this, all of them represent an element. They do not yet know why they were blessed with these powers and nor do they know why they have met each other in the Dreamspeaker's dreamscape for their entire lives. That is part of why they are on the journey they are now on.
The powers they gain are resistance to the chosen element (air, earth, fire, water) equalling their hit dice and a spell every five levels. The first spell is 0th-level and at 5th they gained a 1st-level spell and the 0th could be cast one more time. This will continue so at 10th-level they will gain a 2nd-level spell and the 0th and 1st will be castable one more time per day. All the spells must in some way be representative of the element the character represents. For the definitions of this representation, we used the Oriental Adventures definitions for the shugenja.
The orbs of the elements, listed in their equipment, are potent magical items which are related to their destiny (they have discovered this and also a prophecy which states they will destroy the Champion of Elemental Evil). So far, the only power they can manifest from them is the spell Mark of Air, Earth, Fire or Water from Monte Cook's Book of Eldritch Might, once per day at 12th-caster level.
--
Alarallen Seannodel (al-AR-rallen SHEE-anno-del)
Chaotic Good Male High Elf (Highfolk) Bard (8)
STR: 12 : DEX: 18 : CON: 12 : INT: 14 : WIS: 10 : CHA: 16
HP: 40 : AC: +11 (+4 Dex, +4 Mithral Chain Shirt, +1 Bracers of Natural Armour, +2 Ring of Protection)
SAVES: Fort: +3, Ref: +10, Will: +6.
COMBAT: Longsword (+1): +8/+3, 1d8+2, 19-20/x2.
Composite Longbow (+1, Mighty [+1]): +11/+6 or +12/+7, 1d8+2 or +3,
110 ft., 20/x3.
FEATS: Extra Music, Point Blank Shot, Precise Shot.
SKILLS: Bluff +4, Diplomacy +4, Forgery +3, Hide +7, Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Gnoll, Goblin, Orc, Ignan, Infernal, Sylvan, Terran, Undercommon; Lucid Dreaming +11, Move Silently +7, Perform +14, Tumble +8, Scry +8.
SPECIAL ABILITIES: Bardic Knowledge: 10; Cold Resistance, 8; Countersong; Elven abilities; Fascinate; Inspire Courage; Suggestion; Purify Food & Drink, 2/day; Ice Blade, 1/day;
SPELLS: Spell Slots:- Cantrips: 3; 1st: 4; 2nd: 3. Spell DC's = 13 + spell level. Spells Known:- 0th: easy math, ghost sound, mage hand, open/close, prestidigitation, resistance; 1st: charm person, protection from evil, silent image, sleep; 2nd: invisibility, mirror image, see invisibile, Tasha's hideous laughter; 3rd: dispel magic, scry, slow.
ITEMS: Bag of Holding (#1), Boots of Levitation, Goggles of Scrying (+6), Longbow (+1, Mighty [+1]), Longsword (+1), Mithral Chain Shirt, Orb of Water, Ring of Protection (+2), Scrolls (cure light wounds, identify), Wands (change self [1st, 29], cure light wounds [1st, 23]).
--
Eco Deusar (EE-ko dew-SAR)
Chaotic Neutral Male Tiefling (lesser) Rogue-Fighter (6/2)
STR: 13 : DEX: 20 : CON: 14 : INT: 16 : WIS: 10 : CHA: 10
HP: 52 : AC: +12 (+5 Dex, +7 Mithral Chain Shirt [+3]).
INIT: +9 (+5 Dex, Improved Initiative). SAVES: Fort: +7; Ref: +10; Will: +2.
COMBAT: Shortswords (+1/+1): +12/+7 or +8/+8/+3, 1d6+2/1d6+2, 19-20/x2.
FEATS: Ambidexterity, Blind-fight, Improved Initiative, Quickdraw, Weapon Finesse (shortsword).
SKILLS: Bluff +7, Climb +5, Craft (trapmaking) +4, Craft (poisonmaking) +20, Diplomacy +7, Disable Device +13, Disguise +4, Gather Information +5, Hide +14, Innuendo +4, Languages: Abyssal, Common, Elven, Infernal; Jump +4, Listen +11, Move Silently +15, Open Lock +14, Read Lips +4, Search +11, Sense Motive +7, Spot +11, Tumble +14, Use Magic Device +1.
SPECIAL ABILITIES: Darkness, 1/day; Darkvision, 60 ft.; Evasion; Firefinger, 2/day; Effigy, 1/day; Fire Resistance, 8; Sneak Attack, +3d6; Uncanny Dodge (can't be flanked).
ITEMS: Artisan's Tools (poisonmaking), Cloak of Arachnida, Dagger (+1), Disguise Kit, Gloves of Poison-crafting (+6), Mithral Chain Shirt (+3), Orb of Fire, Poisons (Wormcrawl x 4), Potion (cure light wounds), Shortswords (2/+1), Tanglefoot Bag (1), Thieves' Tools (MW).
--
Kouros Ironstone (koo-ROSS)
Neutral Good Male Half-Celestial/Hill Dwarf (Irongate) Cleric (5)
STR: 20 : DEX: 12 : CON: 20 : INT: 12 : WIS: 20 : CHA: 14
HP: 53 : AC: +14 (+1 Dex, +9 full-plate [+1], Large Steel Shield [+1], +1 natural)
SAVES: Fort: +10; Ref: +3; Will: +10.
COMBAT: Maul (+1): +10, 1d10+6, 20/x3.
FEATS: Exotic Weapon Proficiency (maul), Toughness, Weapon Focus (maul).
SKILLS: Concentration +5, Craft (weaponsmith) +6, Diplomacy +8, Knowledge (religion) +8.
SPECIAL ABILITIES: Immune to Acid, Cold, Disease & Electricity; Darkvision, 60-ft.; Low-light vision; Dwarven Abilities; Turn Undead, 5/day; Travel: Free action up to 5 rounds per day.
SPELLS: Domains: Travel & War. Spell DC's = 15 + spell level. Spell Slots:- Orisons: 5; 1st: 5+1; 2nd: 3+1, 3rd: 2+1.
ITEMS: Cloak of Resistance (+1), Maul (+1), Full-plate Armour (+1), Large Steel Shield (+1), Orb of Earth, Scrolls (raise dead), Wands (divine favour [1st, 24]).
--
Matuhiti (maa-TWO-hee-tee)
Neutral Good Male (Flan) Aasimar (lesser) Sorcerer (8)
STR: 9 : DEX: 16 : CON: 12 : INT: 14 : WIS: 12 : CHA: 22
HP: 31 : AC: +4 (+3 Dex, +1 Bracers of Armour)
SAVES: Fort: +5; Ref: +7; Will: +9. (Cloak of Resistance +2)
COMBAT: Shortspear: +3 or +7, 1d8-1, 20-ft., 20/x3.
FEATS: Craft Wondrous Item, Enlarge Spell, Spellcasting Prodigy (sorcerer).
SKILLS: Concentration +22, Knowledge (arcana) +10, Knowledge (the planes) +3, Knowledge (religion) +10, Languages: Auran, Common, Draconic, Flan; Listen +8, Spellcraft +10, Spot +13, Tumble +14, Wilderness Lore +6.
SPECIAL ABILITIES: Detect Magic, 2/day; Electricity Resistance, 8; Featherfall, 1/day; Light, 1/day.
SPELLS: Spell Slots:- Cantrips: 6; 1st: 8; 2nd: 8; 3rd: 7; 4th: 4. Spell DC's = 17 + spell level. Spells Known:- 0th: disrupt undead, launch bolt, mage hand, mending, prestidigitation, ray of frost, resistance, zzzt; 1st: disappear, mage armour, magic missile, shield, true strike; 2nd: detect thoughts, see invisibility, totemic glyph of Hotoru; 3rd: gaseous form, haste; 4th: shadow conjuration.
ITEMS: Antitoxin (1), Bolts (9, MW), Bracers of Armour (+1), Brooch of Shielding (94), Cloak of Resistance (+2), Headband of Charisma (+2), Orb of Air, Potions (cure light wounds x 3, cure moderate wounds, spider climb), Quaal's Feather Token (bird), Scentbreakers (2), Scrolls (fly x 3, resist elements), Sorcerer's Vest (+10 to Concentration, Spot & Tumble; +8 to Listen), Sunrod (1), Tanglefoot Bags (2), Tindertwigs (10), Wands (invisibility [3rd, 38], magic missile [5th, 47]).
Alarallen - has been conversing with a being known as the Dreamspeaker (in my world, elves dream... which is just as well seeing as Sehanine, an elven goddess, governs the realm of dreams...) and has thus been able to gain ranks in Lucid Dreaming. He also has a spell called Alarallen's Ice Blade which is identical to Shelgarn's Persistant Blade except that the dagger is made of ice and does cold damage rather than being a force effect. He plans on mastering Lucid Dreaming and eventually creating his own dreamscape. He is also the only one who will be taking all his levels in the one class.
Eco - is a lesser tiefling. Essentially this is a tiefling without the resistances and thus just a regular character race (no ECL adjustment). Has also made his own poison called Wormcrawl (because it is a cross between Purple Worm Poison and Carrion Crawler Brain Juice) which has a DC of 20, an initial effect of unconsciousness and a secondary effect of 1d6 Strength loss. Also has a spell called Effigy which essentially envelopes him in either flames or smoke, providing either 1d4 extra flame damage or a +10 bonus to Hide.
Kouros - has begun creating his own religion based on his philosophy that all the religions of neutrality and good should combine to combat the unbalancing effect of evil in the world. He plans to take leadership next level and begin the expansion of the religion. He has gained his half-celestial template (I allowed this in game) through a deal made with a solar whilst waiting to be ressurrected. He may also be taking a prestige class we both worked on but he's yet to aquiesce to my balanced and reasoned thinking on the matter

Matuhiti - originally a Flannic sorcerer, he also gained his aasimar abilities through a deal with a higher power of good whilst awaiting ressurrection (my PC's don't go to another plane like normal, they go to a special dream-scape created for them by the Dreamspeaker). Again, this is a lesser aasimar which is essentially the aasimar without the resistances and in this case (due to there being no negative to ability scores), without the skill bonuses either. He has made many of his own items and some for the group as well. He intends on becoming an Arcane Devotee of Celestian and then an Archmage. Judging by how often he decimates my NPC's now, I'm dreading him getting them... The Totemic Glyph of Hotoru is a spell he made up and I refined.
In addition to this, all of them represent an element. They do not yet know why they were blessed with these powers and nor do they know why they have met each other in the Dreamspeaker's dreamscape for their entire lives. That is part of why they are on the journey they are now on.
The powers they gain are resistance to the chosen element (air, earth, fire, water) equalling their hit dice and a spell every five levels. The first spell is 0th-level and at 5th they gained a 1st-level spell and the 0th could be cast one more time. This will continue so at 10th-level they will gain a 2nd-level spell and the 0th and 1st will be castable one more time per day. All the spells must in some way be representative of the element the character represents. For the definitions of this representation, we used the Oriental Adventures definitions for the shugenja.
The orbs of the elements, listed in their equipment, are potent magical items which are related to their destiny (they have discovered this and also a prophecy which states they will destroy the Champion of Elemental Evil). So far, the only power they can manifest from them is the spell Mark of Air, Earth, Fire or Water from Monte Cook's Book of Eldritch Might, once per day at 12th-caster level.
--
Alarallen Seannodel (al-AR-rallen SHEE-anno-del)
Chaotic Good Male High Elf (Highfolk) Bard (8)
STR: 12 : DEX: 18 : CON: 12 : INT: 14 : WIS: 10 : CHA: 16
HP: 40 : AC: +11 (+4 Dex, +4 Mithral Chain Shirt, +1 Bracers of Natural Armour, +2 Ring of Protection)
SAVES: Fort: +3, Ref: +10, Will: +6.
COMBAT: Longsword (+1): +8/+3, 1d8+2, 19-20/x2.
Composite Longbow (+1, Mighty [+1]): +11/+6 or +12/+7, 1d8+2 or +3,
110 ft., 20/x3.
FEATS: Extra Music, Point Blank Shot, Precise Shot.
SKILLS: Bluff +4, Diplomacy +4, Forgery +3, Hide +7, Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Gnoll, Goblin, Orc, Ignan, Infernal, Sylvan, Terran, Undercommon; Lucid Dreaming +11, Move Silently +7, Perform +14, Tumble +8, Scry +8.
SPECIAL ABILITIES: Bardic Knowledge: 10; Cold Resistance, 8; Countersong; Elven abilities; Fascinate; Inspire Courage; Suggestion; Purify Food & Drink, 2/day; Ice Blade, 1/day;
SPELLS: Spell Slots:- Cantrips: 3; 1st: 4; 2nd: 3. Spell DC's = 13 + spell level. Spells Known:- 0th: easy math, ghost sound, mage hand, open/close, prestidigitation, resistance; 1st: charm person, protection from evil, silent image, sleep; 2nd: invisibility, mirror image, see invisibile, Tasha's hideous laughter; 3rd: dispel magic, scry, slow.
ITEMS: Bag of Holding (#1), Boots of Levitation, Goggles of Scrying (+6), Longbow (+1, Mighty [+1]), Longsword (+1), Mithral Chain Shirt, Orb of Water, Ring of Protection (+2), Scrolls (cure light wounds, identify), Wands (change self [1st, 29], cure light wounds [1st, 23]).
--
Eco Deusar (EE-ko dew-SAR)
Chaotic Neutral Male Tiefling (lesser) Rogue-Fighter (6/2)
STR: 13 : DEX: 20 : CON: 14 : INT: 16 : WIS: 10 : CHA: 10
HP: 52 : AC: +12 (+5 Dex, +7 Mithral Chain Shirt [+3]).
INIT: +9 (+5 Dex, Improved Initiative). SAVES: Fort: +7; Ref: +10; Will: +2.
COMBAT: Shortswords (+1/+1): +12/+7 or +8/+8/+3, 1d6+2/1d6+2, 19-20/x2.
FEATS: Ambidexterity, Blind-fight, Improved Initiative, Quickdraw, Weapon Finesse (shortsword).
SKILLS: Bluff +7, Climb +5, Craft (trapmaking) +4, Craft (poisonmaking) +20, Diplomacy +7, Disable Device +13, Disguise +4, Gather Information +5, Hide +14, Innuendo +4, Languages: Abyssal, Common, Elven, Infernal; Jump +4, Listen +11, Move Silently +15, Open Lock +14, Read Lips +4, Search +11, Sense Motive +7, Spot +11, Tumble +14, Use Magic Device +1.
SPECIAL ABILITIES: Darkness, 1/day; Darkvision, 60 ft.; Evasion; Firefinger, 2/day; Effigy, 1/day; Fire Resistance, 8; Sneak Attack, +3d6; Uncanny Dodge (can't be flanked).
ITEMS: Artisan's Tools (poisonmaking), Cloak of Arachnida, Dagger (+1), Disguise Kit, Gloves of Poison-crafting (+6), Mithral Chain Shirt (+3), Orb of Fire, Poisons (Wormcrawl x 4), Potion (cure light wounds), Shortswords (2/+1), Tanglefoot Bag (1), Thieves' Tools (MW).
--
Kouros Ironstone (koo-ROSS)
Neutral Good Male Half-Celestial/Hill Dwarf (Irongate) Cleric (5)
STR: 20 : DEX: 12 : CON: 20 : INT: 12 : WIS: 20 : CHA: 14
HP: 53 : AC: +14 (+1 Dex, +9 full-plate [+1], Large Steel Shield [+1], +1 natural)
SAVES: Fort: +10; Ref: +3; Will: +10.
COMBAT: Maul (+1): +10, 1d10+6, 20/x3.
FEATS: Exotic Weapon Proficiency (maul), Toughness, Weapon Focus (maul).
SKILLS: Concentration +5, Craft (weaponsmith) +6, Diplomacy +8, Knowledge (religion) +8.
SPECIAL ABILITIES: Immune to Acid, Cold, Disease & Electricity; Darkvision, 60-ft.; Low-light vision; Dwarven Abilities; Turn Undead, 5/day; Travel: Free action up to 5 rounds per day.
SPELLS: Domains: Travel & War. Spell DC's = 15 + spell level. Spell Slots:- Orisons: 5; 1st: 5+1; 2nd: 3+1, 3rd: 2+1.
ITEMS: Cloak of Resistance (+1), Maul (+1), Full-plate Armour (+1), Large Steel Shield (+1), Orb of Earth, Scrolls (raise dead), Wands (divine favour [1st, 24]).
--
Matuhiti (maa-TWO-hee-tee)
Neutral Good Male (Flan) Aasimar (lesser) Sorcerer (8)
STR: 9 : DEX: 16 : CON: 12 : INT: 14 : WIS: 12 : CHA: 22
HP: 31 : AC: +4 (+3 Dex, +1 Bracers of Armour)
SAVES: Fort: +5; Ref: +7; Will: +9. (Cloak of Resistance +2)
COMBAT: Shortspear: +3 or +7, 1d8-1, 20-ft., 20/x3.
FEATS: Craft Wondrous Item, Enlarge Spell, Spellcasting Prodigy (sorcerer).
SKILLS: Concentration +22, Knowledge (arcana) +10, Knowledge (the planes) +3, Knowledge (religion) +10, Languages: Auran, Common, Draconic, Flan; Listen +8, Spellcraft +10, Spot +13, Tumble +14, Wilderness Lore +6.
SPECIAL ABILITIES: Detect Magic, 2/day; Electricity Resistance, 8; Featherfall, 1/day; Light, 1/day.
SPELLS: Spell Slots:- Cantrips: 6; 1st: 8; 2nd: 8; 3rd: 7; 4th: 4. Spell DC's = 17 + spell level. Spells Known:- 0th: disrupt undead, launch bolt, mage hand, mending, prestidigitation, ray of frost, resistance, zzzt; 1st: disappear, mage armour, magic missile, shield, true strike; 2nd: detect thoughts, see invisibility, totemic glyph of Hotoru; 3rd: gaseous form, haste; 4th: shadow conjuration.
ITEMS: Antitoxin (1), Bolts (9, MW), Bracers of Armour (+1), Brooch of Shielding (94), Cloak of Resistance (+2), Headband of Charisma (+2), Orb of Air, Potions (cure light wounds x 3, cure moderate wounds, spider climb), Quaal's Feather Token (bird), Scentbreakers (2), Scrolls (fly x 3, resist elements), Sorcerer's Vest (+10 to Concentration, Spot & Tumble; +8 to Listen), Sunrod (1), Tanglefoot Bags (2), Tindertwigs (10), Wands (invisibility [3rd, 38], magic missile [5th, 47]).