'Sealed In Blood' In Character PBP Game Characters

Melchiah

Lawful Evil Strongheart Halfling Lost Soul Psy 13

Str 26 (10 (Base) + 12 (Race) + 0 (Inh) + 4 (Enh))
Dex 40 (18 (Base) + 08 (Race) + 5 (Inh) + 6 (Enh) + 3 (Lvl))
Con 36 (16 (Base) + 10 (Race) + 4 (Inh) + 6 (Enh))
Int 22 (08 (Base) + 08 (Race) + 0 (Inh) + 6 (Enh))
Wis 24 (10 (Base) + 08 (Race) + 4 (Inh) + 2 (Enh))
Cha 33 (16 (Base) + 06 (Race) + 5 (Inh) + 6 (Enh))

BAB: +9 / +4
BSB: +8 / +4 / +4

Bow: (+38) / +38 / +38 / +33
[BAB + 15 (Dex) + 5 (Luck) + 7 (Enh) + 1 (Size) - 2 (Rap) + 2 (Comp) +1 (Haste) (+ 1 from Graft, +1 from PBS, +2 from Outsiderbane (Chaotic))]

Bow: 1d8 + 20 / 19-20/x3
[1d8 + 8 (Str) + 2 (Spec) + 7 (Enh) + 2 (Luck) + 1 (Comp) (+ 1 from Graft, +1 from PBS, +2d6 from Lawful, +2d6+2 from Outsiderbane (Chaotic))]

Claw Bracer: +25/+25/+20
[BAB + 8 (Str) + 5 (Luck) + 1 (Enh) + 1 (Size) +1 (Haste) (+ 1 from Graft)]

Claw Bracer: 2d4 + 11 / 19-20/x2
[1d4 + 8 (Str) + 1 (Enh) + 2 (Luck) + 1d4 (Psi) (+ 1 from Graft)]

Mecurial Longsword: +24/+24/+19
[BAB + 8 (Str) + 5 (Luck) + 5 (Enh) + 1 (Size) +1 (Haste) - 1 (Holy) - 4 (Prof) (+ 1 from Graft)]

Mecurial Longsword: 1d8 + 19 / 20/x4
[1d8 + 12 (Str) + 5 (Enh) + 2 (Luck) (+ 1 from Graft, + 2d6 (Holy))]

AC: 67 (Touch: 38, Flat: 51)
[10 (Base) + 10 (Arm) + 19 (Nat) + 5 (Def) + 5 (Luck) + 15 (Dex) + 1 (Size) + 1 (Div) + 1 (Dodge)]

HP: 273

PP: 56

Saves: +42 / + 41 / +32
[BSB + 5 (Luck) + 5 (Res) + 11 (Cha) + X (Stat) (+1 Dodge)]

Speed: 60 ft. and 110 ft. fly (good)

Feats:

1 Point Blank Shot
1 Precise Shot
1 Rapid Shot
2 Psionic Shot
3 Combat Reflexes
5 Fell Shot
6 Improved Unarmed Strike
6 Weapon Specialization (Composite Longbow)
8 Deflect Arrows
9 Additional Magic Item Space (Armor)
10 Improved Critical (Composite Longbow)
12 Infinite Deflections

Skills:

Autohypnosis 16 / +25
Psycraft 16 / +22
Knowledge (Psionics) 16 / +22
Knowledge (The Planes) 16 / +22
Knowledge (Tactics) 16 / +22
Concentration 16 / +29
Stabilize Self 16 / +29
Use Psionic Device 16 / +27

Special Attacks:

Smite Chaos (Su)
Command Undead (Su)
Sneak Attack (Ex) [1d6]

Special Qualities (DC 27):

Fear Aura (Su)
Immunities (Ex) [Poison, Electricity, Fire]
Resistances (Ex) [Acid, Cold: 13]
Spell Resistance (Ex) [26]
Telepathy (Su)
See in Darkness (Su)
Know Alignment (Su)
Aura of Despair (Su)
Regeneration (Ex) [1: Blessed/Holy]
Damage Reduction (Su) [13/+4]

Psionic Modes:

Ego Whip
Empty Mind
Intellect Fortress
Mental Barrier
Mind Blast
Psychic Crush
Thought Shield
Tower of Iron Will

Spell-like Abilities:

At will:
Alter Self
Animate Dead
Burning Hands
Charm Person
Clairaudiance/Clairvoyance
Confusion
Death Knell
Deeper Darkness
Desecrate
Doom
Major Image
Produce Flame
Pyrotechnics
Suggestion
Telekinesis
Teleport Without Error
Unhallow

Always Active:
Comprehend Languages
Detect Magic
Detect Thoughts
Discern Lies
Magic Circle Against Chaos
Tongues
True Seeing

Item Effects:

Death Ward
Freedom of Movement
Haste
Immune to Form Altering Transmutations
Mind Blank
Resistances [Acid, Cold, Sonic: 30]
Sustenance

===Manuals===
[495.000]

Manual of Quickness of Action +5 (137.500)
Manual of Bodily Health +4 (110.000)
Tome of Wisdom +4 (110.000)
Tome of Leadership and Influence +5 (137.000)

===Weaponry===
[391.260]
Mithril Buckler +1 of Heavy Fortification (37.000)

Lawful Hornblade Mighty [+4 (+8)] Zalantar Composite Longbow +4 of Outsiderbane (Chaotic) (200.830)

Charged Adamantine Claw Bracer +1 of Warning and Mind Feeding (53.030)

Baatorian Greensteel Holy Mecurial Longsword +5 (100.400)
===Slotted===
[1.375.800]

Helm of The Mind [permanent Mind Blank, +2 Wis, +6 Cha, permanent Shadow Mask] (360.000)

Lenses of Luck +5 [ac] (62.500)

Cloak of Luck +5 [saves] (62.500)

Amulet of Free Movement [permanent Freedom of Movement] (56.000)

Tattoo of Proof Against Transmutation and Quickness [Expeditious Retreat, Armor Item Space] (51.000)

Tattoo of Haste and Archery [Haste, Bracers of Archery, Armor item space] (74.200)

Robe of Strength (+4) Dexterity and Constitution +6 (140.000)

Vest of Life [Permanent Death Ward] (56.000)

Right Bracer of X [+1 AC, Reactive Spell Turning, 6 Slvls, 1/day] (plot)

Gloves of the Planes [Plane Shift at will, permanent Avoid Planar Effects] (101.000)

Ring of Resistance and Sustenance [30 resistance vs. Cold, Acid, Sonic and provides Sustenance, +5 luck attack] (211.600)

Ring of Protection and Resistance +5 [deflection, resistance] (100.000)

Belt of Protection +10 and Luck +2 (120.000)

===Nonmagical Equipment===
[46.020]

2xGem (10.000)

200 Arrows (20)

House in Abriymoch + furniture (17.500)

Cash (18.500)
===Misc Equipment Stuff===
[192.920]

Fate of One 61.620
Mindlink 46.620
Body Adjustment 31.620
Wish [Smite Chaos instead of Good] 26.530
Wish [Magic Circle against Chaos instead of Good] 26.530

===Power List===

0: Burst, Detect Psionics, Know Direction
1: Call Weaponry, Compression, Feel Sound
2: Body Adjustment, Combat Prescience, Expansion, Vigilance
3: Displacement, Improved Biofeedback, Lesser Metaphysical Weapon, Mindlink
4: Dimension Door, Fate of One, Polymorph Self
5: Graft Weapon

 
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Zardunicxthlyn (He goes by Xert)

Thaerestian / alcoyte of the skin 10 / Loremaster 1
Medium Outsider
Hit Dice: 10d8 + 10d4 con + 1d4 + 220 (293 HP)
Initiative:
Speed: 30 feet, fly 60 feet (average)
AC: 28 ( +14 natural, +10 Dex, +4 Mage Armor) (+7 Shield)
Attacks: Touch +19 melee
Damage: Touch 1d8+10
Face/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Elemental touch, spell-like abilities, power word, summon monster, spells
Special Qualities: Damage reduction 25/+2 and 10/+3, SR 32 arcane/25 other, fiendish & celestial, fast healing 2, detect magic Dark vision with a range of 120 feet.

Saves: Fort +30, Ref +25,Will +23
Abilities:

18 Str 10+8 Racial,
31 Dex 13+10 Racial, +6 Magic, +2 PRC
33 Con 15+10 racial, +6 Magic, +2 PRC
43 Int 18+12 racial, +5 Inherent +2 levels +6 Magic
19 Wis 13+0 Racial, +6 Magic
22 Cha 12+10 Racial

Skills:
Skill Rank Abil. Other
Concentration 44 24 10 10
Hide 34 24 10
Knowledge (arcana) 50 24 16 10
Knowledge (religion) 40 24 16
Knowledge (Planes) 40 24 16
Knowledge (History) 40 24 16
Listen 28 24 4
Move Silently 34 24 10
Scry 34 24 10
Search 40 24 16
Spellcraft 50 24 16 10
Spot 28 24 4
Alchemy 28 12 16
Knowledge (Nature) 28 12 16
Knowledge (Hell) 28 12 16
Knowledge (Abyss) 28 12 16
Appraise 28 12 16
Disable Device 30 12 16 2
384 384



Feats: Eschew Material, Multi spell, quicken spell, Maximize Spell, Spell Penetration, Spell Focus(Illus.), Quicken Spell like ability, Empower Spell, Improved Spell Capacityx2 Ignore Material Component.
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary
Challenge Rating: +15 ECL
Alignment: lawful neutral

Summon Celestial Monsters (Sp): All arcane angels can summon a celestial creature (as in a summon monster spell) with the same number of HD as themselves with 100 percent chance of success. They can summon a celestial creature with up to double their own HD with a 30 percent chance of success. Summoned creatures automatically return whence they came after one hour. A summoned creature that can summon others cannot use this ability for one hour after its own summoning. Arcane angels can use this ability once per day.

Celestial Qualities
Aura of Menace (Su): Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed at a Will save to resist its effects. The save DC varies with the type of arcane angel—10+1/2 HD + Cha Mod. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day.
Protective Aura (Su): As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn. Teleport (Su): Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects.
Tongues (Su): Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid.
Resistances (Ex): Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): Arcane angels have low-light vision and 60-foot darkvision.

Thaerestians
These arcane angels have gone so far as to eschew the bonds of morality. They no longer concern themselves with good and evil—merely with arcane magic. Each thaerestian works alone studying or defending some mysterious arcane power source, unique spell, or the like. They respect valiance and even defer to the judgments of the Yeven occasionally, although almost as often they ignore these other angels for their own individually determined agendas. They seem particularly interested in things near to the heart of the ultimate expression of magic— wish spells, power words, and particularly soul magic (see Chapter Four). A few work as allies to those who serve the gods of magic, but these instances are rare. Thaerestians stand about 6 feet tall. Their wings hang upon them like a fluttering, tattered cloak of dark energy 15 feet across. They have dark, smoldering eyes.

Combat
Thaerestians are aloof and cold, but quick to anger. They use all means necessary to destroy any that oppose them.

Elemental Touch: The damage inflicted by a thaerestian’s touch can be acid, cold, electricity, fire, or sonic, as chosen by the thaerestian. Each round it may choose a different energy type.

Spell-Like Abilities: At will—continual flame, discern lies, greater dispelling(3/d), invisibility, magic missile, polymorph self, read magic, scry, and see invisibility; 1/day- permanency,& spellmaster*. These abilities are as the spells cast by a 17th-level sorcerer.

Power Word (Sp): Once every other day, a thaerestian can utter any one of the various power word spells as a 20th-level sorcerer.

Detect Magic (Sp): This spell remains always active.

Spells: All thaerestians cast spells as wizards of a level equal to their Hit Dice. Their spellbooks—vast collections of scrolls and books—they hide magically in the recesses of their shadowy wings. These books are destroyed when the thaerestian dies.

Book Intelligence +5 137500
Dexterity Boots +6 36000
Constitution +4 Belt 16000
Wisdom +6 Periapt & concentration +10 40000
Headband of Intellect 36000
Vestments of Wizardry III 70,000
Earing (goggles) of Wizardry IV 100,000
Gauntlets of Wizardry V 250000
Ring of Wizardry VI 360000
Ring of Wizardry VII/II 550000
Bracers of Wizardry IX/I 840000
Cloak of Resistance +5 25000
Boccob’s Blessed Books (3) 28500
MW Thieves Tools 150
book "Lost Arcane Lore" (+10 spellcraft/kn-ar) 8000
2,497,150
Smite Chaos (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a chaotic foe.

Spells Memorized: 4/8/8/8/8/11/7/11/11/10/4/4

0 –Mage Hand x 3, Mending
1 – Unseen Servant, Shield, Mage Armor, Obscuring Mist, Message, True Strike, Ventriloquism, Exp. Retreat
2 – Detect Thoughts, Endurance, Knock, Locate Object, Misdirection, Obscure Object, Prot/Arrows, Whisp. Wind,
3 – Prot/Elem., Non-Detection, Haste, Blink, Light. Bolt, Fireball, Maj. Image, Vampiric Touch,
4 – Shout, Stoneskin, Enervation, Imp. Invis., Dimensional Anchor, Rem. Curse, Dim. Door, Confusion
5 – Q True Strike x2, Q Shield, Dismissal, Hold Monster, Telekinesis, Prying Eyes, Cone-Cold, Pass Wall, Wall/Force, Feeblemind
6 – Q Spectral Hand, Disintegrate, Legend Lore, Mass Haste, Mislead, Perm Image, True Seeing,
7 – Q Haste, Force Cage, Limited Wish, Mansion, Pris. Spray, Rev. Grav., Sequester, Spell Turn, Vision, Finger/Death, Q Major Image, Permanency (1/d)
8 –ME Fireball (90 points), ME Vamp. Touch (90 pts), Discern Location, Horrid Wilting x 2, Maze, Mind Blank, Prot from spells, Trap the Soul, Q stoneskin, Q Enervation
9 – Time Stop, Wish, Meteor Swarm, Gate, Freedom, Energy Drain, Shape Change, Soul Bind, Q Telekinesis, Q Wall of Force
10 –ME Cone/Cold (132 points) Q Disintegrate, Q Mass Haste, Q Mislead
11 – Q Spell Master (1/d) ME Disintegrate, Q P spray, M Horrid Wilting, Q Finger of Death


Spell Like Abilities (DC as 17th lvl sorc)
0 – Detect Magic**, Read Magic(Q)*,
1 – Magic Missile*,
2 – Q Invisibility*, Q see invisibility*, Q continual flame*, Q discern lies*
3 – Mag. Cir/Chaos*,
4 – Scry*, Q Minor Globe*, Q Polymorph Self*
6 – Greater Dispel (3/day), Permanency (1/d)
7 – spellmaster (1/d)
** Always Active
*** Any Power Word Spell 1x/ every other day (DC as 20th Lvl sorc)

Can't attach spell book (too big for upload); emailed to Sollir.
If I missed anything let me know!
 
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Nameless
Shapechanger (Human) Rogue 5/Assassin 5/Shifter 16
Chaotic Neutral

Str 14 (+2)
Dex 12 (+1)
Con 39 (+14)
Int 25 (+7)
Wis 15 (+2)
Cha 19 (+4)

HP: 552, AC 31 (+10 armor, +5 deflection, +5 luck, +1 Dex), Saves F/R/W: +26/+19/+10
Feats (7):
Alertness, Blindsight(Wild), Assume Supernatural Ability, Endurance, Improved Flight, Multiattack, Track
Epic Feats (2+1 bonus):
Fast Healing (x3)
Skills (128 rogue, 60 assassin (10 unspent as of yet), 192 shifter (32 unspent as of yet):
Animal Empathy +22(18 sft), Bluff +29(8 rog, 5 asn, 12cc sft), Climb +28(8 rog, 5 asn, 13 sft), Diplomacy +33(8 rog, 5 asn, 16 sft), Disable Device +20(8 rog, 5 asn), Disguise +33(8 rog, 5 asn, 16 sft), Hide +21(8 rog, 12 sft), Innuendo +10(8 rog), Listen +31(8 rog, 5 asn, 16 sft), Move Silently +14(8 rog, 4 asn), Sense Motive +15(8 rog, 5 asn), Speak Language 8 (8cc rog) Spot +33(8 rog, 5 asn, 16 sft), Search +15(8 rog), Tumble +9(8 rog), Use Magic Device +17(8 rog, 5 asn), Use Rope +9(8 rog), Wilderness Lore +31(29 sft)
Special Abilities:
Assassin Spells, Death Attack (DC 22), Evasion, Poison Use, +2 Saves vs. Poison, Sneak Attack +6d6, Traps, Uncanny Dodge (Dex to AC, No Flanking, +1 vs. traps), Wildshape (Diminutive to Colossal, all types except Shapechanger)
Familiar Forms (1/shifter level+ all with CR less than 5): Aboleth, Balor, Mature Adult Gold Dragon (Assume Supernatural Ability: Breath Weapon), Pit Fiend, Purple Worm, Solar, 10 yet to be chosen
Familiar Templates: Half-Celestial, Mostrous Beast
Languages: Common, Celestial, Infernal, Abyssal, Draconic, Auran, Terran, Ignan, Aquan, Goblin, Giant, Orc,

Attacks
-- +1 shortsword +19/+14/+9 melee (d6+3, 19-20/x2)


Assassin Spells known:
1st: Change Self, Detect Poison, Ghost Sound, Obscuring Mist, Spider Climb
2nd: Alter Self, Darkness, Pass without Trace, Undetectable Alignment
3rd: Invisibility, Nondetection

Assassin Spells Prepared Normally (DC 15+level)
1st (3): Change Self (x2), Ghost Sound
2nd (2): Pass Without Trace, Undetectable Alignment
3rd (2): Invisibility (x2)


Equipment:
+5 Tomes/Manual to Con, Int, Wis, Cha 500,000gp

Amulet of Combat Prowess 1,744,000 gp
-- Affect all natural attacks as a +5 weapon (cost as a double weapon, multiple ability doubling) (200,000)
-- +6 enhancement to Str (multiple ability doubling) (72,000)
-- +4 enhancement to Dex (multiple ability doubling) (32,000)
-- +12 enhancemenet to Con (main power) (1,440,000)

Bracers of Defense 325,000 gp
-- +10 armor bonus to AC (main power) (100,000)
-- +5 deflection bonus to AC (multiple ability doubling) (100,000)
-- +5 luck bonus to AC (multiple ability doubling) (125,000)

+1 Shortword 2,300 gp

History:
Nameless begun his life as a human cutpurse. Through a couple of lucky breaks, he managed to get into a good position in the locak thieves' guild.
With years of training, he managed to learn the skills of a killer, of an assassin. Soon he became one of the most respected ones in his guild. And as always, power was followed by pride. And that pride almost cost him his life.
He was sent after a wizard, but he didn't go readied for the challenges. He was struck by a favourite of spellcasters: Polymorph. The wizard turned him to a mouse and captured him, humiliated him in many ways... did tests on him.
But luck had not forsaken Nameless and one of the wizard's experiments brought with it an unexpected gift: Nameless could change back.
And not only that, he could will his form to that of other creatures. He spent years after years perfecting his skills and finding new subjects to turn into, but finally tried to bite a piece too large for him to chew. The only way of saving his life was offering his services, and his soul, to Luz'Noc.
 
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Aedon Fairchylde

Aedon Fairchylde (updated 06/29/03)
Human Paladin 26 (Half Celestial)
Lawful good
Str: 25 (+5 from book)
Dex: 21 (+5 from book)
Con: 23 (+5 from book)
Int: 21 (+5 from book)
Wis: 23 (+5 from book)
Cha: 32 (+6 levels +5 book+3 bonus)

BAB: +20/+15/+10/+5
Epic BAB: +3
Melee: +25/+20/+15/+10
Holy Avenger Melee: +35/+30/+25/+20
Ranged: +25/+20/+15/+10
Aedon’s Bow attack: +30/+25/+20/+15

Fort: +37 (+5 bracers)
Ref: +30 (+5 bracers)
Will: +32 (+5 bracers)
Epic Save: +3

Hits: 320 (26D10+193)

AC: 34
Flatfooted: 30
Touch: 15

Skills:
Diplomacy: 30/+44
Healing: 30/+36
Knowledge Planar Law: 30/+35
Ride: 30/+35
Knowledge Religion: 30/+35

Languages: Common, Undercommon, Infernal, Celestial, Abyssal, and Draconic.

Feats:
Fated
Mounted Combat
Mounted Archery
Power Attack
Extra Turning
Quicken Turning
Divine Vengeance
Trample

Epic Feats:
Epic Reputation
Holy Strike
Positive Energy Aura
Epic Rider

Paladin Powers
Detect Evil at will
Divine Grace +11
Lay on hands: 286 points
Divine Health
Turn as a 17th level cleric
Remove disease 6x per week.
Holy Mount: DawnBlaze Pegasus.
Spells:
1st Protection from Evil, Detect Undead, Read Magic, Divine Favor, Cure light wounds
2nd Remove Paralysis x2, Resist Elements x2
3rd Heal Mount x2, Cure Moderate wounds, Dispel Magic
4th Dispel Evil x2, Freedom of Movement x2


Items: (28,000 and change unused.)
1 each of the manuals at +5 each = 672,000
Heward’s haversack = 2000
Daern’s Instant Fortress = 55,000
Glove of storing (left hand) = 2,200
Gauntlet of Rust = 11,500
Bracers of resistance +5 = 25,000
Helm of Brilliance: 157,000
Necklace of Adaption = 19,000
+5 Holy Avenger = 120,315 (BAB: +31/+26/+21/+16)
+5 Mighty (+4) composite longbow / Lawful, Evil outsider bane = 162,800
Quiver of Ehlonna = 1,800
+4 Large Steel Shield = 16,180
Armor of the Celestial Battalion = 616,300
Ring of Fire Elemental command = 200,000



Holy Avenger Melee: +33/+28/+23/+18 (totaled) Damage from Holy Avenger: 1D8+5/+5 str/+1d6 flaming/+2d6

Hits: 268
Normal Combat modifiers:
30’ radius aura of bluish light causes 1D6 damage to all undead (helm of Brilliance)
First 30 points of fire damage absorbed by helm of Brilliance
30 points of fire immunity per round (Ring of Fire Elemental Command)
Holy Avenger is Flaming Weapon (helm of Brilliance)
5’ radius SR: 15 (From Holy Avenger)
Armor of the Celestial Battalion: Magic circle against Evil.
Fly at will
Holy Blessed Weapon
Positive Energy Aura: Undead within 15 feet is automatically effected by my Turn undead as follows any undead of 14th level or lower are automatically turned and any of 4th or lower are immediately destroyed.

Spell like abilities: (once per day except where noted)
1) Protection from Evil 3/day
2) Bless
3) Aid
4) Cure Serious Wounds
5) Neutralize Poison
6) Holy Smite
7) Remove Disease
8) Dispel Evil
9) Holy Word
10) Holy Aura 3/day
11) Hallow
12) Symbol
13) Summon Monster 9 (Celestials only)
14) Heal

Low Light vision, immune to acid, cold, disease, and electricity, and gain a +4 racial bonus to Fortitude saves against poison. +1 natural armor.



The Knight stood at the top of a mountain peek and wept. His long silver-white hair blowing in the fierce hot wind as the infernal menace flew away with his essence. Aedon had done as he promised. The town of Ryllian was saved from destruction, but at what cost to her defender.
His gold eyes scanned the peaceful village of 153 people safe asleep in their beds knowing that their local hero was keeping them safe. Little did they know that in order to save them from a threat they knew nothing about they would never see their champion again.
Aedon nodded to his mount and said a last goodbye to the home he had known for the last 59 years. His family and friends could never know of the pact he made. How Aedon’s foolish bravery had led him to make an enemy that even the “Mighty Fairchylde” could not oppose, and how in order to save the town he had surrendered his immortal soul. He had no choice. He had told the town leaders many years ago that he would defend Ryllian with his soul if necessary and so it came to that.

Aedon Fairchylde was a traveler and a Paladin. For many years he had traveled the planes righting wrongs and defending the weak. Eventually he grew tired and decided to settle down in the town of Ryllian. He was greeted with suspicion at first because his reputation drew enemies and he was constantly fighting them off and endangering the innocents. After a decade the town settled down and the world forgot about the Paladin living the life of a healer in the town of Ryllian and everything was peaceful and calm. Aedon married a town woman named Traci and they had 3 lovely daughters. All of who took after their father Sashi joined the clerics, Torri is the town healer, and Danni is the local sheriff.
One day Aedon went for a ride to town a week away only to find that an old enemy had become the town mayor and was turning the townsmen into pseudonatural monsters. He was able to defeat the Pseudonatuarlist but their employer a vengeance demon took note of the Paladin and decided that he would destroy the town while Aedon was away.
The Demon unleashed a powerful spell that destroyed the town and everyone in it but froze time at the last second before the spell went off. The daemon waited for Aedon to return and advised the knight about the impending destruction of the village and all that Aedon loved. The demon offered Aedon a choice, His soul for the souls in both Ryllian and the other town. Aedon had no choice. He could not allow his loved ones to come to harm.

Now as Aedon walked away from his home and all that he loved he could think of only one thing, getting his soul back and destroying the fiend who did this to him.
 
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Kip Ix'til

Lawful Evil Half-fiend Kobold Psionic Warrior 18/Fiend of Possession 6

Str 26 (15 -4 race +4 Template +5 inherent +6 enhancement)
Dex 30 (13 +2 race +4 Template +5 inherent +6 enhancement)
Con 26 (13 +2 Template +5 inherent +6 enhancement )
Int 23 (14 +4 Template +5 inherent )
Wis 24 (14 +4 inherent +6 enhancement)
Cha 38 (16 +2 Template +5 levels +5 inherent +6 enhancement )

Speed: 30ft (60ft boots)
BAB: +13 / +8 / +3
BSB: +13 / +8 / +8

Touch attacks:
Claw bracers: +34 /+29 / +24
[BAB + 13 +1 size +3 EAB +1 wpn fcs +3 luck+5 enchantment+8 str]
Damage : 1d4 + (1d6 piercing 1pp) + 16 ; crit: x2+(1d6) and Fort save DC 29 or die/14-20
Two weapon Bracers:+32 / +32 / +27 / +27 / +22
[BAB + 13 +1 size +3 EAB +1 wpn fcs +3 luck -2 TwF +5 enchantment+8 strength]
Damage : 1d4 + (1d6 piercing 1pp) + 16(right)/+9(left) ; crit: x2+(1d6) and Fort save DC 29 or die/14-20


AC: 40 (displaced 50%/ lightly fortified 25%)
[10 + 8 (Arm) + 2 (Nat) + 5 (Dex) +1 (size) +3 (luck) +5 (deflect)+6 (armor adder)]

HP: 487

Saves: +32 / + 34 (evasion) / +26
[BSB + 3 ESB + 3 (luck) + 5 (Resist) X (Stat)]

Feats:
1 All armor
1 All Simple and Martial weapons
1 Abidexterity
1b Two Weapon fighting
2b Exotic weapon (claw bracer)
3 Weapon focus (Claw bracer)
5b Weapon Finess (Claw Bracer)
6 Power attack
6b Weapon specialization (Claw Bracer)
8b Psionic Weapon (1 pp for +1d4)
9 Quickened Spell like ability (MM2)
11b Deep Impact (5 pp for touch attack)
12 Cleave
14b Improved Crit (Claw bracers)
15 Great cleave
17b Quicken Power (+8 pp)
18 Improved two weapon fighting
21 Overwelming critical (+1d6)
24 Devastating Critical (Fort DC 29 or die)

Psionic Combat modes: 107 points
Offense: Ego Whip, id Insinualtion, Mind blast, Mind thrust, Psychic Crush
Defense: Empty Mind, Intellect fortress, Mental barrier, Thought shield, Tower of iron will

Psionic Powers: 3/3/3/3/3/3/2
0 - level
Catfall, Burst ,Float

1 - level
Bite of the wolf, Compression, Call Weaponry

2 - level
Body equalibrium (walk on water), Levitate, Vigilance

3 - level
Displacement, Improved biofeedback, Claws of the vampire

4 - level
Inertial barrier (10/+5 DR), Dimension door, Dissolving Touch (7d6 acid)

5 - level
Adamant Grasp, Adapt Body, Energy barrier (convert energy attacks to harmless light)

6 - level
Shield of Prudence (+6 insight bonus to AC), Ablating


Skills:
Autohypnosis ( wis ) 20 Ranks ( +27 ) +7 Stat
Balance ( dex ) 20 Ranks ( +52 ) +10 Stat +2 Sinergy +20 Comp
Bluff ( cha ) 9 Ranks ( +25 ) +12 Stat+4 comp bonus
Climb ( str ) 20 Ranks ( +48 ) +8 Stat +20 Comp
Concentration ( con ) 20 Ranks ( +28 ) +8 Stat
Diplomacy ( cha ) 9 Ranks ( +29 ) +12 Stat +4 Sinergy +4 comp bonus
Disquise ( cha ) 9 Ranks ( +27 ) +12 Stat +2 Sinergy +4 comp bonus
Hide ( int ) 17 Ranks ( +53 ) +6 Stat +30 Comp
Hide ( dex ) 17 Ranks ( +57 ) +10 Stat +30 Comp
Jump ( str ) 20 Ranks ( +50 ) +8 Stat +2 Sinergy +20 Comp
Knowledge Arcana ( int ) 6 Ranks ( +12 )+6 Stat
Listen ( wis ) 9 Ranks ( +16 ) +7 Stat
Move Silently ( dex ) 8 Ranks ( +48 )+10 Stat +30 Comp
Psicraft ( int ) 16 Ranks ( +22 ) +6 Stat
Search ( int ) 9 Ranks ( +15 ) +6 Stat
Sense motive ( wis ) 9 Ranks ( +16 ) +7 Stat
Spell Craft ( int ) 10 Ranks ( +16 ) +6 Stat
Spot ( wis ) 17 Ranks ( +24 ) +7 Stat
Stabilize Self ( str ) 20 Ranks ( +28 ) +8 Stat
Swim ( str ) 20 Ranks ( +28 ) +8 Stat
Tumble ( dex ) 20 Ranks ( +52 ) +10 Stat +2 Sinergy +20 Comp
Use Psionic device ( cha ) 20 Ranks ( +38 ) +14 Stat +2 Sinergy +4 comp

Languages:
Draconic, Abyssial, Celestial, Infernal, Common, Elf, Orc

Special Qualities:
Darkvision 60ft, Light Sensitivity,
Claws and teeth: 1d3/1d4
Immune to Poison
Acid Resistance 20
Cold Resistance 20
Electricity Resistance 20
Fire Resistance 20

Spell like abilites:(1/day) (each one quickened 1/day)
Darkness (3/day), Desecration, Unholy blight, Poison (3/day), contagion, Blasphemy, Unholy Aura (3/day), Unhallow, Horrid Wilting, Summons monster IX (fiend only), Destruction

Class abilities:
Fiend of Possession
DC for Powers: Will DC 28
Ethereal Form (SU): As 24th level sorceror at will
Hide Presence (EX): as Reactive action may make a hide check (using int) vs DC of spell used to detect him. Works against Smite also. +4 circumstance bonus if not Possessing someone.
Possess Object (Su): When ethereal may possess any object. Magic objects get a will save. Can see and hear from those objects. May use abilities that don't use any movements or sound.
Curse (Su): May Make a possessed item radiate a corrupt and befouling nature. Anyone touching the object must make a will save or fall under effects of Bestow Curse. Effect person will not know its from the object.
Magic Item (Su): May grant weapons or armor Bonuses upto +6. This may be in the form of enhancement or special abilities.
Control Object (Su): May control moving possessed objects or possessed Objects with moving parts as a free action.
Animate Object (Su): May Animate objects like the spell.
Possess creature (su): Will save to ride within another person. They control themselves but you can see and hear what they see. You also can communicate telepathicly with them. And read their thoughts if they fail another will save. Evil creatures get -2 save.
Ally or Enemy (su): Willing targets can add +4 profane bonus to one stat. Unwilling targets -4 profane penalty to one stat. Only works on possessed targets and is a free action to grant.
Possess Noncontinuous Object (Su): May possess dust, smoke, a section or wall or floor.
Control Creature (Su): Can take control of a possessed creature. Will save to resist. Must make 3 continous will saves to be free of possiblity of control for the day. If the Fiend wins he controls the person for 6 + charisma + 1/time controlled before rounds. May repeat. Keeps Int, Wis, char and all spell like abilities.
Gains access to all Abilities, skills, feats and spell knowledge of the person.




[2,500,000]

===Manuals===
Manual of Bodily Health +5 [137,000]
Manual of Gainful exercise +5 [137,000]
Manual of Quickness of Action +5 [137,000]
Tome of Clear Thought +4 [110,000]
Tome of Leadership and Influence +5 [137,000]
Tome of Understanding +5 [137,000]

[Total: 795,000 ]
===Weapons===
Kris
Keen Claw Bracer +5 of Briliant Energy [ 194,325 ]
Int 16, Wis 17, Cha 13 Ego: 18
Alignment: Lawful evil
Speak: Infernal, Abyssial, Draconic, Giant
Primary abilities: Item can Intuit Direction (10 ranks), Find traps at will, Detect magic at will, Wielder does not need to breathe


Kras
Keen Claw Bracer +5 of Briliant Energy [ 194,325]
Int 6, Wis 17, Cha 16 Ego: 16
Alignment: Lawful evil
Speak: Infernal
Primary abilities: Wielder has free use of evasion, Wielder has free use of Blind-Fight, Detect secret doors at will

[Total: 388,650]
===Wonderous===
Gloves of Charisma +6 [36,000]
Headband of health +6 [36,000]
Girdle of Giant strength +6 [36,000]
Perapt of Wisdom +6 [36,000]
Psychoactive skin: Skin of the hero [68,000]
Boots of Epic Swiftness [256,000]
Mantle of Great Stealth [242,000]
Vest of Restistance +5 [25,000]
Bracers of Armor +8 [64,000]
Ring of protection +5 [ 50,000 ]
Ring of Freedom of Movement [ 40,000 ]
Mithril Datansa +5 of Displacement, (Death ward, Command, light Fortification) [201,025]
Rose colored Glasses [psionic universal] (Mind blank 1/day on command) [48,960]
Daern’s Instant Fortress [55,000]
Amulet of the planes [80,000]
Decanter of Endless water [9,000]

[Total: 1,282,985 ]

===Unslotted===
17 Psionic Tattoos Body adjustment (heals 3d8 hps, disease/poison, or 2 temp stat) [10,200]


[Total: 10,200]
===Nonmagical Equipment===
Noble clothing (Dark Blue with gold trim)
4 Diamonds (5,000 gps each)
5 Rubies (500 gps each)

215 gold


[Total: 22,500]
===Misc Equipment Stuff===

2,350 gold in tower

Background:
The wind was blowing swiftly across the hilltop as Adria stared down at the ruins of the old inn. Her pack had made it this far without drawing too much attention. They had run across a single group of five goblin raiders and only lost ten of their number taking them out. She looked at her brethren with pride. The finest of the draconian warriors. As they advanced on the front door her hackles started to raise. She could smell something foul within the enterance to the building.

The first set of warriors rushed the door and screams were instantly heard from within. Stepping through the door was a hulking fiend from the netherworlds. Adria tryed to run immediately but was grazed by the flames of his whip dropping her into a world darkness and pain. When she awoke and looked about she noticed her body had been severely damaged but she was still alive. Very few of her brethren had survived the onslaught.

Weeks, later she discovered exactly the nature of her damage when she was told she was pregnant. She had been given a gift and from that was born Kip Ix'til.

As Kip grew up the other children refused to fight and wrestle with him. His mother always told him he was special. And he took that to mean he was destined for something like war leader. What she didn't tell him at the time was his tainted draconic blood wasn't the result of some ritual. When he began to display his psionic powers he was banished from his tribe. His mother fought to have him stay with the tribe but was killed by the current chief. Kip angered by this action took the next two years to hunt down every member of his tribe and torture them to death.

He currently is working as a mercenary.
 
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Saint Tracy Vannieu of the Gun
Human Female
Rogue 10/Gunsai 16
Neutral


Abilities:
Str 10
Dex 32 (+11)
Con 22 (+6)
Int 16 (+3)
Wis 24 (+7)
Cha 13 (+1)

Combat Stats:
Base Attack Bonus: +20/+15/+10/+5
Melee: +23/+18/+13/+8
Ranged: +34/+29/+24/+19
Hit Points: 344
Armor Class: 52 (+11 Dex, +7 Wis, +1 Class, +5 Deflection, +8 Armor, +5 Natural Armor, +3 Luck)
Initiative: +15 (+11 Dex, +4 Feat)
Movement Rate: 120 ft (60 ft base, +60 ft item)

Attacks per round*:
The Saint (Single Fire): +49/+49/+44/+39/+34
or The Saint (Rapid Shot): +47/+47/+47/+42/+37/+32
*All attack and damage rolls with the Saint are at +1 when firing at targets within 30 feet. In addition, it's threat range is 15-20 when wielded by Tracy. All attacks listed are using +5 clips.

Weapons and Armor
Weapons: The Saint [+6 Adamantine Light Pistol of Speed] (2d6+6 dmg, crit 18-20/x2, Pen 6, Rcl 4, Range 50')
Ammo: 15 +5 60-round clips, 1 +4 60-round clip, 1 masterwork 60-round clip, 10 normal 60-round clips

Saving Throws:
Fort: +18
Ref: +36
Will: +21

Feats:
Weapon proficiency: Rogue
Exotic Weapon Proficiency (Firearms)
Dodge
Weapon Focus (Light Pistol)
Improved Critical (Light Pistol)
Point Blank Shot
Quick Draw
Precise Shot
Shot on the Run
Uncanny Accuracy
Improved Initiative
Rapid Shot

Skills:
Balance +40 (29 ranks, +11 Dex)
Bluff +25 (24 ranks, +1 Cha)
Climb +12 (12 ranks)
Craft (Firearms) +19 (16 ranks, +3 Int)
Innuendo +15 (8 ranks, +7 Wis)
Intimidate +25 (24 ranks, +1 Cha)
Jump +39 (29 ranks, +10 item)
Knowledge (Firearms) +19 (16 ranks, +3 Int)
Listen +15 (8 ranks, +7 Wis)
Move Silently +19 (8 ranks, +11 Dex)
Open Lock +19 (8 ranks, +11 Dex)
Perform (Guitar, Poetry) +9 (8 ranks, +1 Cha)
Pick Pocket +19 (8 ranks, +11 Dex)
Search +11 (8 ranks, +3 Int)
Spot +28 (21 ranks, +7 Wis)
Tumble +40 (29 ranks, +11 Dex)
Use Magic Device +11 (10 ranks, +1 Cha)

Languages:
Common, Japanese, Drow Sign Language, Orc

Class Abilities:
Rogue Abilities
Sneak Attack +5d6
Evasion
Uncanny Dodge (Dex bonus to AC, can't be flanked)
Special Ability (Feat)

Gunsai Abilities
Monk Abilities
--Unarmed Attack Damage 1d10
--Move 60 ft.
--+1 AC Bonus
At every other level, the Gunsai's unarmed attack damage, move speed, and AC bonus improve as if she had gained a level in the Monk class. If the Gunsai did not previously have any levels of Monk, she begins to process as a level one monk in regards of the above.

Way of the Gun (Ex)
Such is the assuredness and precision of the Gunsai's movements that, even should she be flanked on all sides by melee foes, she can shoot without drawing blows. The Gunsai no longer suffers attacks of opportunity if she fires a light pistol in a threatened zone.
If the Gunsai did not previously gain her Wisdom bonus as an AC Bonus (If she was not previously a monk), she begins to do so.


Brilliant Disarm (Ex)
The Gunsai's understanding of the motion of guns and her ability to get one to hand quickly is matchless. If the Gunsai disarms an adjacent foe who was wielding a light pistol, she may immediately make, as a free action, one attack with that pistol against its wielder, as if the wielder were flat-footed. The Gunsai must have a free hand to do so, and can only make the one shot.

Peerless Gunman +8 (Ex)
The Gunsai gains the listed number (equal to 1/2 Gunsai level) as a competence bonus to all attacks made with light firearms.

The Willow Bends (Ex)
The Gunsai's understanding extends to how to get away from gunfire, as well. If the Gunsai choses to remain still and take no action other than dodging gunfire, she gains a +8 dodge bonus to AC against ranged attacks for that round.

Seamless Barrage (Ex)
The Gunsai knows, as soon as the bullet leaves the barrel, if a shot will be fatal enough, sparing precious time in picking a new target. If the Gunsai drops a foe with a ranged attack from a light firearm, she may immediately make a single follow-up attack at the same attack bonus against any foe within range of her pistol that is also within 10 feet of the original target. The Gunsai may only make a single 'extra' attack in this manner.

Matchless Awareness (Ex)
A Gunsai always knows where her foes are, even if she's not watching them. A Gunsai with this power may freely make ranged attacks with no penalty against foes behind or to the side of her, without changing her facing. She may also strike unimpaired at foes who she cannot see due to invisibility or darkness, as long as they are not making an attempt to actively conceal their presence. This does not, however, allow her to pinpoint hidden foes, merely to target accurately foes that she cannot see.

Perfect Barrage (Ex)
The Gunsai may now make an unlimited number of 'extra' attacks with Seamless Barrage, as long as she consistently strikes and drops foes, she may continue making attacks until there are no more foes to shoot, a foe doesn't die from his wound, or she misses a shot.

Saint of Smoke and Thunder (Ex)
The Gunsai's knowledge of the battlefield is transcendental, to the point where she can dodge shots without making an effort, sliding seamlessly between bullets or arcing gracefully away from blasts of energy. The Gunsai may cause a number of shots from ranged weapons per round equal to 1 + half her Dexterity modifier to simply miss, regardless of the attack roll. If she is actively defending herself with The Willow Bends, she may negate twice this number.

Equipment:
Cash
485 pp
Wearing/Carrying
-Traveler's Outfit
-Boots of Graceful Striding [40000 gp]
The Boots of Graceful Striding give their wearer a +6 enhancement bonux to Dexterity and double their move rate, as well as give them a +10 competence bonus to Jump checks.
-Ring of Protection +5 [50000 gp]
-Bracers of Armor +8 [64000 gp]
-Periapt of Wisdom +6 [36000 gp]
-Jeans of the Warrior (60 ft. Blindsight) [56000 gp]
(Takes the place of a robe)
-Belt of Natural Armor +5 [50000 gp]
-Shirt of Spell Resistance (SR 27) [150000 gp]
-Skin of the Hero [68000 gp]
-Earring of True Seeing [75000 gp]
This earring allows the user to see as though using a true seeing spell. (Takes the place of goggles)
-Ring of Mind Blank [240000 gp]
-Earring of Health +6 [36000 gp]
(Takes the place of a headband)
-Lighter [400 gp]
A simple, dull black box, it opens to reveal a small flame. To light a torch with this is a full round action.
-Cigarettes [100 gp]
-Guitar [50 gp]
A stringed instrument. Jet black, six strings, electric.

Notes:
Has read the following...
manual of quickness of action +5
tome of understanding +4
manual of bodily health +4


Description:
Eyes - Green
Hair - Black
Height - 4' 7"
Weight - 113 lbs.
Age - 18

Appearance:
She wears black denim jeans with the knees worn out, and a plain black denim shirt. On her feet are sleek black leather boots, with the ends of her jeans hanging over them. The clips of ammunition for her weapon are strapped to the leg of her jeans, and her pistol is tucked into the front of her jeans. The bracers on her arms are perhaps the most unusual article she is wearing, though they are - like most of her attire - simple, black, and denim. A pair of simple silver rings adorn the fourth finger of her right hand and the third finger of her left. She also wears a simple necklace, and a black leather belt with a small and simple silver buckle is looped through her jeans. Upon her ears are two small diamond stud earrings, one on either ear. Her black hair is roughly cut, and hangs down to slightly below her shoulders. A jet black guitar is strung across her back, held in place by a black leather strap.

History:
I'm from New York. Sorry, can't get more specific than that... my earliest memories are of bein' a street urchin. Pickin' pockets, lootin' buildings, that kind a' thing... just 'nother kid goin' nowhere in the world.
That all changed one day, when I was seven or so. I ran into a guy, dressed in a brown trenchcoat, carryin' a briefcase. Well, I thought to myself, there might be money in that thing. So I followed him.
He seemed to know that I was tailin' him. So he stops, and turns, and looks dead at me, even though I was hidin' in the shadows.
"Hey." He says. "I know you're there. Come out into the light."
I did.
"Come with me." He says, simple-like. "You need to get off the streets. Learn a thing or two. I'll teach you something, give you something to do with your life." He wasn't from around town. He sounded like he was from Boston, but it was hard to tell. I never did find out where he was from.
And so I met the Doc. He had a name, but I forgot what it was. It didn't matter. He was the Doc, and that's all.
We were a team, the Doc and I. For years after that, we worked together. See, the Doc was a detective-type; he worked for people who had things missing, and whatnot. I worked as his sidekick, doin' the dirty work and gettin' into things that the Doc couldn't. I'm a small person, and I was even smaller then, and the Doc couldn't get into someplaces.
But one day, that all changed. See, I'd always carried around this little pistol. Don't know where I got it, but I've always had it... got a neat design a' some kind, I don't know, but it was something to run my little hands over in the deep of the night. Well, the Doc got himself into one helluva fix. See, the Doc was surrounded by these seven or eight guys. Mean ones, too: big ol' guys. Musta been ogres or somethin', but I never seen them in New York - they're from someplace on the west coast, or so I heard. I think Seattle - somethin' about the rain.
So anyway... there's these seven or eight ogres, or whatever. And I says, "Get back, Doc! I'll kick 'em outta here!" And I take out that little pistol of mine, and I shot every one of the damn bastards. Got 'em good, too - not one of 'em was standin' when I was done.
I was maybe 12 at the time.
The Doc looks at me, with some kind of wierd expression on his face. Then he says, "We've got to get you a real gun." So he takes me to this nice shop, and we get me a real nice pistol. I kept my old one, though... just in case.
So anyway, word about what I did spread 'round the street. Soon, people were callin' me a saint or somethin', a saint of guns. People on the streets say some wierd :):):):), you know? So somehow, my name went from "hey you" to "St. Tracy of the Gun". Kind a' funny, actually. That a little kid like me'd get a name like that.
So anyway, after that, the Doc and me kind a' levelled off. I wasn't the sidekick no more. I was a partner. He did the detective work, and I guarded his ass, or whoever else needed guarding on our jobs. Nobody messed with me no more - no man, nobody with brains screwed around with St. Tracy.
I'm not even Catholic. Hell, man, I'm a friggin' agnostic. When you see a guy get blown away by a fireball from some pissed off ogre-mage... you'd believe in god, too. A god, anyway. Besides, people were callin' me a friggin' Saint... had to keep up the image, you know?
So anyway. I get older, the Doc got older... he must a' been really old, too, 'cause he started goin' gray around my 17th. We'd just pulled off one helluva job: I'd had to blow away some dragon, man. It was crazy: this thing was huge compared to me. I had to shoot the damn thing like twenty times to down it. Doc got what we needed, though, and that's all that counted. It put food on the table, too, so that was good.
"So," The Doc says, on my seventeenth, "Saint Tracy, how you doin' today?"
He always called me St. Tracy when he was serious 'bout somethin', so I says, "Fine. What's up, Doc?"
Yeah, yeah, I know, Bugs Bunny... well, to hell with him, man. I gotta say what I gotta say, and ain't nobody gonna say friggin' different. I shot the last guy who said somethin' bout the way I talk. Like I says before... nobody screws with St. Tracy.
"Tracy, I'm old." The Doc says. "I can't do this anymore. You've got to take over for me. Ten years ago, I found you... now I pass my legacy on to you."
And I says, "No, Doc, you can't quit! We just downed a friggin' dragon. Come on. One more job, for me."
The Doc looks at me a long time, and then he says, "Alright, Tracy. For you."
So we do one more job together, for the last time.
We were doin' just fine, just fine, got what we needed. When, all of a friggin' sudden, a crapload of demons just show up outta nowhere.
Now, this is New York, so I've seen this happen a few times, and I've handled it just fine. But this time... man, friggin' A, there was a Pit Fiend in with 'em! I don't know who the hell he was, but he was nasty, man. Then, I noticed it...
The Doc was dead.
"You sonovabitch!" I yelled. "You friggin' nailed Doc!"
And this Pit Fiend there, he just sneers at me. And all of a sudden, I understand...
This here Pit Fiend has heard of me, here in New friggin' York. He's heard of Saint Tracy of the Gun, and he's here to acquire her services for some crap. And he's killed the Doc to get them services. I dunno what the hell he wants, but I can't live with the Doc dead. So I says...
"You bring him back! I'll pay your damned price!"
And suddenly, then, I know what the price is... my soul. Well, I thought, I'm damned to hell anyway. Saint Tracy ain't no friggin' saint, so I might as well.
"Done." I says.
And then I got a funny feelin'... like somethin' I'd had was gone. There was somethin'... wierd about everything.
"You bastard." I says, but it don't have any strength behind it.
The Doc, though, he got up. And there was a funny glow in his eyes... like there was somethin' wrong with him. Then he split apart, and there was a friggin' demon there...
I shot the hell outta that demon. I shot the hell outta all those demons. But no matter what I did, I couldn't hit that damned Pit Fiend. He laughed when I'd killed all his little friends.
"Let's make a deal." He says, all like that one game show. I forget what it's called. I shoot TV's that have it on when I see them, now. "You do something for me, and I'll give you your soul back."
He talked real funny. Demons and them are supposed to have a Wisconsin accent - after all, Wisconsin's hell. Close enough; there's portals like mad that lead there. Lot's of demonic cows over there. Crazy friggin' place. But this here Pit Fiend didn't have that accent. He had one that I'd never heard before.
Well, I thought, I am a Saint, or what passes for one down here in New York. I'm game.
"Good." The Pit Fiend says, like he reads my mind. Then he disappears.
And there I was, as alone as I was that first day when the Doc found me. The Doc was gone - that damned Pit Fiend tricked me. And now I had to do somethin' for this bastard to get my friggin' soul back, just so I can keep playin' this little game of bein' called Saint Tracy of the Gun.

Well, Saint Tracy is pissed off. Saint Tracy is very friggin' pissed off, and she's gonna do this thing for Mr. Pit Fiend, then she's gonna blow his damn head off with her own friggin' gun. Saint Tracy'll be damned before she let's that friggin' Pit Fiend off for this.
 
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An approximation of what Tracy looks like...
 

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Name: Liriel
True Name: Elreliness

Mechanics Currently Down For Severe Retooling.


Appearance
Drow form
In her usual form, Liriel appears as a short drow female, approximately 5 feet tall. A jeweled mithral circlet sits on her silver hair, a long hooded cloak that shimmers and sparkles runs down her back to the floor. She also wears fine gloves, an intricately woven belt as well as fine boots and a wide variety of jewelery, including a pendant and a pair of bracelets. Strangely she wears a quiver on her back, but doesn't seem to be carrying a bow. A pair of adamantium thinblades hang from her belt.

Wolf Form
In Liriel's wolf form she appears as a majestic wolf with a silver coat and uncannily intelligent purple eyes.

History
Liriel is a lyseeri, a powerful being of the Plane of Faerie, she was born a mere 1000 years ago and spent her first century in the traditional Lyseeri pursuits of hunting and crossing to the prime roving around. It was during this initial time of playful hunting and learning that Liriel met and Awakened Mithral Claw, the powerful Faerie Wolf was one of Liriel's more enjoyable hunts, so she befriended the creature and brought it to full sentience with an empowered Awaken spell the two have journeyed together ever since. During her 60th year Liriel called a familiar as another companion, and Silverwing answered the call, also a creature more than it seems to be. Around her 100th year Liriel grew bored with hunting Faerie animals and playing harmless pranks and she set out to explore the multiverse.

Liriel planeshifted first to a plane that had much in common with her home plane of Faerie, the Glades of Arborea, she wandered there exploring that plane with her companions and meeting the natives, soon though in that paradise Liriel and her companions again grew bored.

The next stop was the Abyss, in this plane of chaos and horror Liriel found the first true excitement she'd had in 100 years, she and her companions set about killing the lesser demons who had immediatley assailed her, revelling in the pleasure of removing the life from sentients, it was during this pleasurable slaughter that Liriel encountered a powerful demon, a Balor, unlike the lesser demons that had simply been throwing themselves into combat and dying in a blaze of spells and lightning quick thinblade thrusts, the Balor parlayed and Liriel, looking for something more entertaining than slaughtering such pathetic creatures, even if it was a little fun, listened. The Balor called himself Errul Darkflame, and noticing the savage joy Liriel had taken in the slaughter, a delight matching that of the Balor's own, the creature offered Liriel an alliance of sorts, Errul would teach Liriel of the planes and the interesting places there on and Liriel being free to wander the planes unlike the Balor would work as an assassin, destroying those that Errul desired destroyed, a task that her innate abilities were well suited too.

[Incomplete]


Illusionary Dragon Linky Thingy: http://benharris2.tripod.com/benharris/id99.html
 
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Conner Hellflame, under construction:

Conner Hellflame, male ghost (former human) Ftr6/Mnk 1/Blackguard2/Sacred Fist 10/Epic Sacred Fist 3: CR 26; ECL 26; Medium-size Undead (ghost); HD 22d12; hp 264; Init +9 (M: +12); Spd Fly 30 ft (Perfect Manueverability); AC 26 (+9 Deflection, +7 Wis), Manifested AC 47 (+10 Armor, +12 Deflection, +10 Wis, +5 luck); Melee "Hellbite" +49/+44/+39/+34 (1d10+24+1d6 fire, Crit 15-20/x2); Unholy Flame +35/+30/+25/+20 or +33/+33/+28/+23/+18 (1d6+15, half Fire, half Unholy, Crit 20/x2); SQ blindsight 30', dark blessing, detect good, evasion, fast healing 3, flurry attack, ghost powers, inner armor, no shadow blows (useless), poison use, puissant fists +4 (useless), smite good, unholy flame, uncanny dodge (Dex bonus to AC, can't be flanked); AL LE; SV Fort +27 (M: +40), Ref +26 (M: +42), Will +24 (M: +40); Str 20 (M: 26), Dex 20 (M: 26), Con -, Int 17, Wis 24 (M: 30), Cha 28 (M: 34).
BAB: +19/+14/+9/+4, EAB: +1
Skills and Feats: X; Alertness, Cleave, Great Cleave, Combat Casting, Combat Reflexes, Expertise, Flyby Attack, Great Flyby Attack, Improved Critical (Longsword), Improved Initiative, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword); Epic Feats (2): Fast Healing, Penetrate Damage Reduction.
SA–Smite Good (Su): 1/day, if the target of a normal melee attack is good, Conner Hellflame gains a +2 damage bonus.
SA–Stunning Attack (Su): 1/day, Conner Hellflame may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 17).
SQ-Inner Armor (Ex): 12x/day, Conner may harness his inner hellfire to protect himself from external threats. He may invoke a +4 concentration bonus to AC, a +4 resistance bonus on all saves (doesn't help with his Manifested saves, since they include a resistance bonus), and spell resistance 13 for 7 rounds (or 10, while Manifested).
SP-Unholy Flame (Sp): Conner may use a standard action to invoke unholy flames around his hands and feet. Instead of normal damage, a successful attack with these flames deals 1d6+15 damage. At least half the damage is fire damage, and the rest is unholy damage (and thus not subject to effects that reduce fire damage). An unholy flame attack may be combined with a flurry attack.
Blackguard Spells (-/3)
1st-
Sacred Fist (5/5/4/3) (Pick a single Domain):
1st-
2nd-
3rd-
4th-

Equipment: "Hellbite" (+5 Keen, Ghost-touch, Flaming, Unholy Longsword of Surety, When wielded, grants +6 enhancement bonus to Strength, Dexterity, Wisdom, and Charisma, +10 Armor bonus, +5 resistance bonus to all saves, +5 luck bonus to attacks, AC, and saves).
Conner has read and benefitted from several Tomes, granting him a +5 inherent bonus to Str, Dex, Int, Wis, and Cha


Epic Sacred Fist
11-+1 Inner Armor use
12-Improved Evasion
13-+1 Inner Armor use
14-Bonus Feat, Enhanced Sacred Flame (Up to 1d8+20)
15-+1 Inner Armor use
16-
17-+1 Inner Armor use
18-Bonus Feat
19-+1 Inner Armor Use
20-
21-Enhanced Sacred Flame (Up to 1d10+25), +1 Inner Armor Use
22-Bonus Feat
23-+1 Inner Armor Use
24-
25-+1 Inner Armor Use
26-Bonus Feat
27-+1 Inner Armor Use
28-Enhanced Sacred Flame (Up to 2d6+30)
29-+1 Inner Armor Use
30-Bonus Feat

Spell Progression
Level, 1st, 2nd, 3rd, 4th
11 2/2/2/2
12 3/2/2/2
13 3/3/2/2
14 3/3/3/2
15 3/3/3/3
16 4/3/3/3
17 4/4/3/3
18 4/4/4/3
19 4/4/4/4
20 5/4/4/4
21 5/5/4/4
22 5/5/5/4
23 5/5/5/5
24 6/5/5/5
25 6/6/5/5
26 6/6/6/5
27 6/6/6/6
28 7/6/6/6
29 7/7/6/6
30 7/7/7/6
 
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