'Sealed In Blood' In Character PBP Game Characters

OOC Thread- http://enworld.cyberstreet.com/showthread.php?threadid=46846

Post your characters here:

Character Creation Rules:
ECL: 26
Point Buy: 40
Standard equipment for ECL 26
If you want an alternate race, talk to me in #IR in Mirc or email me (check profile).
Alignment: Any

Note-Using the 3.5e rule where if you play an ECL race, add up all your HD and levels when considering feats. Aka, if you have 9 monster HD you still have 4 feats. If you're a 9 HD monster with 9 levels in a class, you have 7 feats.

Background-A Pit Fiend is in possession of your character's soul. Decide upon the reason (if needed, depending on history/alignment) why the fiend has their soul and probably a reason why they would agree to perform a task for the fiend in exchange for their freedom (as opposed to burning in the fiery pits of hell).

Small Revisions-Harm has a will save, as inflict critical wounds on a successful save but cannot reduce the target below 4 hitpoints. Leadership feat disallowed (don't want to run too many characters)
-Time Stop's duration is changed to 2 rounds and can't be extended since its technically instantaneous
-Ring of Spell Turning is limited to 7th level spells and under, the epic armor enhancement of the same name remains the same.
-BAB for monster's HD over 20 follows the epic level advancement (aka, +1 BAB/2 levels or wizard progression)
-Mord's Disjunction and Antimagic Field (and variants) are banned.
-Iron Will line of feats and their epic versions grant a +3 bonus instead of +2.
-Skill Focus can be chosen for a Single skill to give +3 to it, or 2 skills for +2 each.
-For the purposes of Epic Spellcasting, use only your base ranks in Spellcraft + your Base Int mod (only count permanent bonuses, such as inherent, but not from stuff like headbands of intellect) + any Skill Focus bonus you might have to cast your spell.

We will be using the Fate Points system, you don't need the feat Fated to earn Fate points, although it helps. PCs without the feat start with 1 Fate Point while those who have it start with 2 (with the exception of Darkwolf, who has +1 extra fate point from my last game that wans't really used)

Feat:
Fated (General)
Prerequisites: None
Benefit: You gain 2 Fate points per Chapter (thread reaches 200 posts or until I decide, usually when a major plot is finished)
Special: This may be taken only at 1st level.

What do Fate Points do?
For 1 Fate Point:
-Reroll one save or attack.
-Regain 15 hitpoints at any time (can be used to prevent dying if you're not reduced to -25 hitpoints or below)
-Regain a single spell cast or spell level expended.
-Reduce the extra damage taken from a critical hit to what it would be normally.
-Reroll Combat Initiative.

For 2 Fate Points:
-Gain an extra partial action, this stacks with haste
-Automatically suceed a save
-Gain a save vs. a killing attack with no save (such as vorpal) (DC determined by the DM)
-Regain 40 hitpoints at any time (can be used to prevent dying if you're not reduced to -50 hitpoints or below)

For 3 Fate Points:
-Ignore the negative level normally lost from a Raise Dead or similar spell.

All such usages of Fate Points are Free Actions. No more than 1 effect from Fate Points may be expended in a given round.

Note: Fate Points will also be gained via various other ways, including helping the DM (For this reason, Darkwolf's character gains 2 extra Fate Points from the start for helping me think of this game's name). Fate Points may be gained regardless if you have the Fated feat or not.

I decided you gain +1 Fate point when beating a foe considered to be a "Boss" monster or character.

Edit for Zack:
Dragon of the Brood is fine, that's what I planned on you playing. Although simply edit your current post so things don't get cluttered here if you don't mind.

Current Character Roster:
Lichtenhart-?
Zack2216-Dragon of the Brood class
Mr. Draco-Hellfire Wyrm
Darkwolf-Half-Dragon/Half-? Weretiger Monk/Singh Rager
Kalanyr-Paragon Ghaele Eladrin
Rathan-?
Venus-?
 
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Sei-Ryu (human):
Dragon LN
Level 24 Dragon of the Brood

HP: 24d8+216 (408)
AP: 293
Init. + 13
AC: 35 (10+ 9 dex + 11 nat. + 5 luck)
Damage Reduction 3/-

Saves
Fort: +28; Will +19; Ref + 24

Str 30 (16 +1 lvl +5 book +8 enh.)
Dex 28 (14 +3 level +5 book, +6 enh.)
Con 28 (16 +1 level +5 book, +6 ehn)
Int 12 ( 8 +4 book)
Wis 18 (12 + 4 book +2 enh.)
Cha 30 (16 + 1 level + 5 book + 8 enh.)

Darkvision 100'
Blindsight 30'
immune to sleep and paralysis

Brood sword stats:
2d8/ 15-20/x2 (with feats)
+6 enhancement bonus
Hardness 40/-
HP: 68

Dragon Genes:
fire (4)-shadow (6)- Miracle (16)
Cold (4)-radiance (6)-Force (8)
Lightning (4)-trance (8)- Infinite (40)
Max amount of genes in a single form: 3
Hp healed during transformation (264)

Attacks: Brood sword
+35/+30/+25
2d8+22 15-20/x2

Alternate Forms
whelp form (small): 38 AC, 432 HP, +37/+32/+27, 2d8+18 15-20/x2; 24 Hp healed apon revert; 5d6 b.w. 30 ft. cone ref.32; 30 ft/ 60 ft. fly (poor) fort +29
Dragon form (large): 38 AC, 456 HP, +36/+31/+26, 3d8+19, 15-20/x2; 48 HP healed apon revert; 5d6+24 b.w. 30 ft. cone ref. 33; 30 ft./ 60 ft. fly (poor) 5 by 10/5 Fort. +30
Behemoth form (huge): 41 AC, 528 HP, +37/+32/+27, 4d8+21, 15-20/x2; 120 HP healed upon revert; 5d6+48 b.w. 30 ft. cone, ref. 36; 30 ft., 15 by 15/ 10ft. Fort. +33
Warrior form (med.): 38 AC, 432 HP, +38/+33/+28, 3d8+20, 15-20/x2; 24 HP healed apon revert; 30 ft./60 ft. fly; init. +14; Ref + 25, fort +29
Myrmadon (med.): 47 AC, 456 HP, +44/+44/+39/+34, 4d8+21, 15-20/x2; 47 HP healed apon revert; 30 ft./ 60ft. +15 init. haste (included in ac) Fort. +30, Ref. +26
Tiamat (huge): 41 AC, 504 HP, +37/+32/+27, 4d8+21, 15-20/x2; 96 HP healed apon revert; 12d6+24, ref. 35; immune to poison, acid, and +4 to saves against ability damage, death effects, ability drain, and energy drain; Improved Grab (Ex), Constrict (Ex) 4d8+28; 60 ft. fly (perf) Fort. +32
Infinite (med.): 51 AC, 480 HP,+38/+38/+33/+28, 4d8+20, 15-20/x2; 72 HP healed apon revert; Haste;+15 init.; Fort +36, Will +24, Ref. +31
Ultimate Kaizer (med.):66 AC, 528 HP, +51/+51/+51/+51, 5d8+21,15-20/x2; 120 HP healed apon revert; 30 ft., init. +16, 12d10 b.w. 60 ft. cone Fort 37; 30 ft.; Fort. +38, Ref. +32, Will +24

Skills: Launguage (8 pts) common, draconic, dwarven, elven, undercommon
Diplomacy +37 (+27 ranks, +10 cha)
Intimidate +37 (+27 ranks, +10 cha)
Jump +37 (+27 ranks, +10 str)
Handle animal+29 (+19 ranks, +10 cha)

Feats:
weapon focus (brood sword), improved initiative, flyby attack, snatch, lightning reflexes, improved critical, faster healing, iron will
Epic Feats: Damage Reduction, keen brood sword, Greater Brood Sword

Equipment:
+5 books (str, dex, con, cha) (550,000)
+4 Books (int, wis) (220,000)

Belt of the Dragon (+8 str, +6 dex, +6 con, +8 cha) (1,566,400) +wilding clasp (4k)

Clear/iridescant ioun stone (84,600)-sustains me without food, water, or air

incadescent blue sphere ioun stone (+2 wis)

Cloak of resistance +5 (25,000) +wilding clasp (4,000)

Bag of holding (#4) (10,000)

Ring of Luck (+5 AC) (62500),

Ring of evasion (25,000)

ring of warmth(not equiped) (2100)

1000 gp left over

A city is burning in front of me, tears running down my cheek, holding on to the only toy I could save from the flame. In the distance, diabolic laughter, with a somewhat feminine voice, although aged. In the back of my mind, I hear a voice. It sounds like myself, but something is different. "Child, what happened here?" In a somewhat caring voice, but harsh, as if being kind wasn't a regular occurance for the entity. I replied "My whole family is gone! I don't know if they got out of the fire..." "Aren't you sad, almost angry that your parents are gone? You know, I think someone did that on purpose..." says the entity, sparking something in my heart with every word. "Who would do something like that? I don't know anyone so mean!" I replied. "Don't you want to hurt the thing that would do something like that to your parents?" I heard, hissingly. "Ya! I want to show him how mad I am! I want him to be sorry!" I began yelling out loud, the village still burning in from of me. The entity, hissing once again "You know, it could be really hard to show that mean person. You must get strong, so that you can avenge your parents." With more tears flowing, but now out of anger rather than sorrow. "How do I do that?" I ask. "You know, I could help you with that, but first, what kind of monster do you think is strong enough to beat up such an awful person?" It says. "A dragon could! They are really big and strong!" I say, with some glee, the idea of getting my parents back an image still in my mind. "Well then, lets make a trade." I hear the voice, except now it has manifested behind me, as a young boy my age. I thought he looked familiar, but I couldn't quite put my finger on it. The area around me goes black, no grass, no fire, just me and the other boy. "Lets make a trade." A green ball of flame appears in his hand. As I look down, I see a pale blue ball of fire in my hand. "If you give me that one, I will give you this one. What I have here will help you get revenge for what happened to your parents." he says, staring intently at the blue flame I have in my hand. "Will it really? I guess I could, but why do you want this?" I ask, staring into, what I now notice, to be straight black eyes. "Well, it wouldn't be fair if I just gave this to you without getting something back, now would it." "No, I guess not." He walks closer to me. "So, what do you say? Is it a deal?" Grinning intently, with an almost sadistic glee. "If I can avenge my parents, then yes." I walk closer to him, my hand holding out the ball. He absorbs the blue light into his hand. "You know what, I like you. If you do me a favor, I will give you your blue light back." "Ok, then what is it?" I say, as my voice begins to lose it's childlike glee to it. "The bad person who killed your parents, she has a friend, a very old friend. His name is Gramza, and he is what many of the old ones call a demilich. If you can destroy him, I will give this back to you." "Why do you want me to destroy this Gramza guy?" I say, monotone, almost with anger. "He owes me something, but he hasn't paid his due. I can't collect myself, so I want you to go in my stead." I reply "I will try." "Then it is done." He raises his hand and drops the flame in front of me. When I took it, I was surrounded by red, with black shapes moving all around me. I didn't have control of my body, but I could see and feel what I was doing. I was charging at something, and I cleaved into it. I was struck in the back, but I was able to smash him down to. I was surrounded, and soon overwhelmed. My heartbeat grew faster, and soon I couldn't see, with or without my eyes open. I felt my body change, hair being replace with spikes, grow thick hide. I erupted from the throng of shadows. I let out a rumbling roar, and a jet of flame shot forth from my mouth. The shadows disapeared, and then more began to form. It felt like I was fighting and struggling forever. I blacked out, and awoke. A large tear ran down my face, and quickly fell to the ground. When I looked down, the drop of blood hit a hilt poking out of the ground, and a jewel on the hilt began to grow a deep red. I felt a searing pain on my back, as if I was being branded. I tugged at the hilt, and pulled forth a crystaline weapon, shaded in a deep amythist. Runes were carved into the blade, but soon disapeared after I picked up the sword. However, at the bottom of the blade, was a silver symbol of a wickedly barbed rose with flaming leaves. When I stood, I found myself much taller than I was earlier, and I had different apparel, it covered in blood splotches and slashes. I looked around, and where I was looked somewhat familiar, but something had changed. A village had replaced the one I had lived in before it was destroyed. I stood quickly, blood rushing to my head. I ran into the village, and found that it was entirely different from my home. Confused, I asked a maiden what year it was, and what happened to the village that was hear before. It had been 15 years to the day since my village was erased from history. I was able to do some manual labor around the town to earn my keep, and I was able to learn more about the present. During my sleep, I would have nightmares, about that night. It eventually lead to my seeing fragments of what had destroyed my village, a female lich, and where she went afterward. I left immediately, a rage, alien to me, burning, driving me forward. I didn't even think of paying my respects to the fallen. I was able to catch up with the fiend, and beat my long held hatred into her. During her torture, I found that she was apart of a larger circle, and that my mark was one of the leaders. Aparently she was searching for lost arcana and decided to burn my village to the ground when she recieved no help. Since then, I have only been able to find one other, and apparently they now know that I actively seek them out, although now that I have become stronger, it is difficult for them to openly opose me. Nowadays, I have regular dreams of my childhood self chasing after the blue light I had traded for the ability to gain revenge. At the end of the dream, before I wake up in a cold sweat and fall asleep again, a clawed hand grips the blue light, extinguishing it.

Character summary:
6'0", 180 pounds, lean
red iris', black slicked back hair, very well shaven
wears black loose fitting pants and a belt, that has a golden clasp clamped onto it. He wears a black leather shirt. And over it, a deep red cloak with the coiling silhouette of a great dragon, the head placed in the center of the back, with great burning eyes. The cloak also has a chain connecting one corner to the other across the chest.
Has a ring on each hand, and has a small pouch (the bag of holdng) tied to his side around the belt.
You can usually see two ioun stones, one blue, one iridescant, floating around my head.

Believes in defending the innocent (well, what he believes to be innocent, mostly children) at any cost. Hardened by the 15 years of unending strife and battle, he feels no guilt or pleasure when he kills. Though a loner, he can show great loyalty to those he trusts. He is usually quiet, absoarbing whats around him. However, he sometimes has an uncontrollable anger, especially when provoked.
 
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Mysliwy Plomiei

Hellfire Wyrm
Huge Dragon (Fire)
Alignment: Lawful Evil
Hit Dice: 23d12 + 322 (598)
Initiative: +8 (+3 Dex, +5 Kaupaer’s Skittish Nerves)
Speed: 60 ft., burrow 30 ft., fly 250 ft. (clumsy)
AC: 59 (+3 Dex, -2 size, +28 natural, +10 armor, +5 deflection, +5 luck)
Attacks:
Bite: +50 melee (+22 BAB, +17 Str, +5 enchantment, +6 luck)
2 Claws: +45 melee (+22 BAB, +17 Str, +5 enchantment, +6 luck, -5 second attack)
Damage:
Bite: 2d8 + 28 (+17 Str, +5 enchantment, +6 luck)
Claw: 2d6 + 19 (+8 Str, +5 enchantment, +6 luck)
Face/Reach: 10 ft. by 30 ft./10 ft.
Special Attacks: Breath weapon, crush 2d8+25, frightful presence, spell-like abilities
Special Qualities: DR 20/+5, fiendish form, fire subtype, immunities, infernal aura, keen senses SR 37, summon baatezu
Saves:
Fort: +37 (+12 HD, +1 epic, +14 Con, +5 luck, +5 resistance)
Ref: +26 (+12 HD, +1 epic, +3 Dex, +5 luck, +5 resistance)
Will: +31 (+12 HD, +1 epic, +8 Wis, +5 luck, +5 resistance)
Abilities:
Str: 44 (+17) – (16 base, +18 race, +4 tome, +6 enchantment)
Dex: 16 (+3) – (10 base, +6 enchantment)
Con: 38 (+14) – (16 base, +16 race, +6 enchantment)
Int: 26 (+8) – (14 base, +12 race)
Wis: 26 (+8) – (10 base, +16 race)
Cha: 50 (+20) – (16 base, +18 race, +5 tome, +5 levels, +6 enchantment)

Skills:

Bluff: +66 - (+26 ranks, +20 Cha, +20 circumstance)
Concentration: +40 - (+26 ranks, +14 Con)
Diplomacy: +66 - (+26 ranks, +20 Cha, +20 circumstance)
Intimidate: +66 - (+26 ranks, +20 Cha, +20 circumstance)
Jump: +43 - (+26 ranks, +17 Str)
Knowledge (Arcana): +34 - (+26 ranks, +8 Int)
Knowledge (History): +34 - (+26 ranks, +8 Int)
Knowledge (The planes): +34 - (+26 ranks, +8 Int)
Knowledge (Religion): +34 - (+26 ranks, +8 Int)
Listen: +54 - (+26 ranks, +8 Wis. +20 circumstance)
Scry: +34 - (+26 ranks, +8 Int)
Sense Motive: +54 - (+26 ranks, +8 Wis, +20 circumstance)
Spot: +54 - (+26 ranks, +8 Wis, +20 circumstance)
Search: +34 - (+26 ranks, +8 Int)

Feats: Quicken Spell-Like Ability (2/day/ability), Empower Spell-Like Ability (2/day/ability), Flyby Attack, Snatch, Hover, Power Attack, Retain Spell-Like Abilities
Epic Feats: Penetrate Damage Resistance

Breath Weapon (Su): A hellfire wyrm can breathe a 50-foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC: 35 – {10 +.5 * 23 + 14}) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again.

Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC: 35 {– 10 +.5 * 23 + 14}) or be pinned, automatically taking 2d8+25 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +47). While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC: 41). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm

Spell-Like Abilities: Constant- true seeing (divine version). At will- blasphemy, charm person, demand, desecrate, dictum, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, unholy aura, unhallow, wall of fire. 3/day- fire storm, greater dispelling. Caster level 27th (20 + 3 tatoos + 4 pseudo-feats); save DC: 30 + spell level.

Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed.

Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.

Immunities: A hellfire wyrm is immune to sleep and paralysis effects.

Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage pr round. It can suppress this aura as a free action.

Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Summon Baatezu (Sp): Once per day, a hellfire qyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.

Equipment:

Tome of Charisma +5 – 137,500

Tome of Strength +4 – 110,000

Mantle of Power – 252,000
+6 Str, Dex, Con, and Cha.

Ring of Cold Immunity – 240,000

Amulet of Hellish Might – 1,228,500
+5 luck bonus to saves
+5 resistance bonus to saves
+10 armor bonus
+5 deflection bonus to AC
+5 luck bonus to AC
+20 circumstance bonus (bluff, diplomacy, intimidate, listen, sense motive, spot)
Ethereal Jaunt on Command
On command, this amulet enables the wearer to act as though hasted for up to 50 rounds each day. The duration of the haste need not be consecutive rounds.
Its magic only functions for characters of Lawful Evil alignment. (Gift from Lady Fierna of Phlegethos for service in the Blood War)

+5 Headband of Natural Weapons (3) – 151,800

Ring of Magical Prowess – 248,600
Greater Magic Tatoo – 3/day
Wearer acts as if he had the feats spell penetration and greater spell penetration
Acts as a ring of sustenance

Bracers of Mastery – 39,600
Use activated Kaupaer’s Skittish Nerves
Use activated Divine Favor (caster level: 18)

Rod of Mindblank - 86,400
Mindblank 2/day

5,600 gp
 
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Name: Hyanda tel Seldarine (Blade of the Gods)
True Name: Nossevoronwe
Fatepoints: 3 (1 Base + 1 Helping the DM+1 Killing Agatha)

Examplar Tulani
Medium Size Outsider (Chaos,Good)
HD: 15d8 (120 hp) + 210 hp (330 hp)
Initiative: +15 (Dex)
Speed: 70 ft, Fly 100 ft (Perfect)
AC: 65 ( +12 natural +15 Dex + 13 Insight + 10 Armor Bonus + 5 luck) (+4 Deflection vs Evil/Lawful foes)
Touch: 43 Flatfooted: 50 Flatfooted Touch:28 ((All +4 vs Lawful or Evil Foes)
Attacks: Melee AB +55/+49/+44 (BAB 15+ 18 (Strength) + 16 (Insight +6 (luck)) ); Ranged Attack Bonus +52/+47/+42 (BAB 15+ 15 (Dexterity) + 16 (Insight) + 6(luck) ); +5 Lightblade +60/+55/+50 (melee) ; Quarterstaff +55/+49/+44 (melee)
Damage: Lightblade (+5 Holy Chaotic Keen Longsword of Leopard's Readiness, that may invoke Bless Weapon at caster level 1 as a standard action) 1d8+ 29* (+5 enhancement + 18 Strength + 6 luck) + 2d8 (positive energy vs evil) + 2d6 (holy vs evil) + 2d6 (chaotic vs Lawful) (16-20/x2), * +38 when swung 2 handed; Quarterstaff: 1d6+33 (+27 Strength +6 Luck) + 2d8 (positive energy vs evil);
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Spell-like Abilities, Spells , Gaze , Positive Energy ,
Special Qualities: Alternate Form, Celestial Qualities (+4 Racial Bonus on Poison Save],Damage reduction 35/+5 or +1 cold iron, SR 38, Darkvision 60 ft, Fast Healing 14, Immunity (Acid,Cold,Electricity,Fire,Magic Missile and all its variants, Petrification), Sonic Resistance 20,+4 save vs Poison, Low-light Vision,Outsider Qualities (No need for food,drink,sleep or air), Blindsight 120'
Saves:
Fort +33 (+9 + 14 [Con]+5(resistance)+5(luck))
Ref +34 (+9 +15 [Dex]+5(resistance)+5(luck))
Will +35 (+9 + 16 [Wis]+5(resistance)+5(luck))
Abilities:
Str 14 +16 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=46 (+18)
Dex 14 +10 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=40 (+15)
Con 14 +8 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=38 (+14)
Int 16 +10 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=42 (+16)
Wis 14 +10 (Tulanie)+5 (Examplar)+5 (Inherent)+6 (Enhancement)+2 (level)= 42 (+16)
Cha 14 +14(Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)+ (1 level)= 45 (+17)
Skills*: (18x 21 (Tulani) = 378 Skill Points)
Class Skills: Tulani: Animal Empathy, Concentration , Diplomacy, Escape Artist, Hide, Knowledge (Religion,Planes,Arcana), Listen, Move Silently, Perform, Sense Motive, Search, Spellcraft, Scry, Spot, Tumble, Wilderness Lore

Animal Empathy 18 (Ranks) + 17 (Cha) + 20 (Compentece)= +55
Concentration 18 (Ranks) + 14 (Con) + 20 (Competence) = +52
Diplomacy 18 (Ranks) + 17 (Cha)+ 20 (Competence) + 4 (Synergy) = +59
Escape Artist 18 (Ranks) + 15 (Dex) + 20 (Competence)= +53
Hide 18 (Ranks) + 15 (Dex) +20 (Competence) = +53
Knowledge (Arcane) 18 (Ranks) + 16 (Int) + 20 (Competence)= +54
Knowledge (Religion) 18 (Ranks) + 16 (Int) + 20 (Competence) = +54
Knowledge (The Planes) 18 (Ranks) + 16 (Int) + 20 (Competence)= +54
Listen 18 (Ranks) + 16 (Wis) +20 (Competence) = +54
Move Silently 18 (Ranks) + 15 (Dex)+20 (Competence) = +53
Perform (Sing,Dance,Epic,Speech,Harp,Fiddle,Flute,Lute,Violin,Tragedy, Romance,Storytelling,Trumpet,Drama,Pan pipes ,Lyre,Comedy, Piano) 18 (Ranks) + 17 (Cha) +20 (Competence)= +55
Sense Motive 18 (Ranks) + 16 (Wis)+20 (Competence) = +54
Search 18 (Ranks) + 16 (Int) +20 (Competence)= +54
Spellcraft 18 (Ranks) + 16 (Int) +20 (Competence) = +54
Scry 18 (Ranks) + 16 (Int) +20 (Competence) = +54
Spot 18 (Ranks) + 16 (Wis) +20 (Competence) = +54
Tumble 18 (Ranks) + 15 (Dex) +20 (Competence)= +53
Wilderness Lore 18 (Ranks) + 16 (Wis) +20 (Competence) = +54
Bluff (cc) 9 (Ranks) + 17 (Cha) +20 (competence) = +46
Disguise (cc) 8 (Ranks) + 17 (Cha) + 20 (Competence) +2 (Synergy) = +47
Innuendo (cc) 9 (Ranks) + 16 (Wis) +2 (Synergy) +20 (Competence)= +47
Intuit Direction (cc) 1 (Ranks) + 16 (Wis) = +17

Languages: Common,Celestial,Infernal,Draconic,Abyssal (Racial)
13 from Intelligence- Sylvan, Elven, Auran, Terran,Aquan, Ignan, Undercommon, Drow, Elctran, Freezan, Giant,Drow Sign Language,Dwarven

Feats:
1: Track
3: Flyby Attack
6: High Voice
9: Improved Critical (Lightblade)#
12: Empower Spell
15: Great Flyby Attack
Feats (Examplar): Epic Blindsight#, Penetrate Damage Reduction
Virtual: Spell Penetration and Greater Spell Penetration

#[counted in stats]
Alignment: Chaotic Good

Celestial Qualities:

quote:
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Protective Aura (Su): As a free action, tulani 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 law (only one per creature),
protection from arrows, and as a minor globe of invulnerability, all
as cast by a sorcerer of 15th level (15HD). The aura can be dispelled, but the
celestial can create it again as a free action on its next turn.Any evil creature must make a Will save
DC 39 to be able to approach within 20 ft. of a tulani

Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by an 15th-
level sorcerer. This ability is always active.

--------------------------------------------------------------------------------


Spell-Like Abilities - At will—aid,alter self, color spray, comprehend languages, chain lightning, continual flame, cure light wounds, dancing lights, daylight, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), mass charm, persistent image, planeshift (self only) , polymorph any object (willing targets only), prismatic spray, see invisibility, telekinesis, teleport without error, wall of force;3/day- greater dispelling 1/day— meteor swarm,power word: kill, time stop; 1/year—grant another’s wish. These abilities are as the spells cast by an 17+3th-level sorcerer (save DC 27 + spell level).

Spells: Tulani can cast divine spells from the cleric list and the Air, Animal, Chaos,Elf, Good,Liberation, Plant, Protection, Trickery and War domains as a 16+3th-level clerics (save DC 26 + spell level). Exemplars forego the need to use divine foci in their spellcasting, and need not use material components if the value is less than 1000gp. They are considered to have an XP cushion of 5,000 XP/week when casting spells which have an experience point component.

OOC-Working on new Spellist. The below spelllist is very very wrong

Spells Per Day 0- 6 | 1- 9 | 2- 9 | 3-9 | 4- 8 | 5- 7 | 6- 6 | 7- 6 |8 - 5
Spells Prepared
Level 0
Virtue x2
Guidance x2
Detect Magic x1
Detect Poison x1

Level 1
Magic Stone
Bless x2
Deathwatch
Entropic Shield
Sanctuary x2
Entangle x2

Level 2
Consecrate x 3
Lesser Restoration x2
Speak with Animals x2
Spiritual Weapon
Shatter x2


Level 3
Meld Into Stone
Searing Light x2
Remove Curse x2
Bestow Curse x2
Blindness/Deafness x2

Level 4
Dimensional Anchor
Discern Lies
Dismissal
Neutralize Poison
Restoration
Chaos Hammer
Holy Smite
Control Plants

Level 5
Circle of Doom
Healing Circle
Dispel Evil
Dispel Law
Flame Strike
Hallow
Slay Living


Level 6
Banishment
Blade Barrier
Geas/Quest
Harm
Heal x2

Level 7
Ressurection
Holy Word
Word of Chaos
Greater Restoration
Bolt of Arborea x2

Level 8
Earthquake
Firestorm
Mass Heal
Symbol
Empower Chain Lightning

Gaze (Su): In humanoid form—slay evil creatures of fewer than 8 HD, range 80 ft., Will negates DC 39, but even if successful the creature is blinded and stricken with fear for 2d10 rounds. If the opponent is of any nonevil alignment or is evil and of 8 HD or more, then it suffers blindness and fear only if it fails to save.

Positive Energy (Ex): The tulani’s blade of light deals an additional 2d8 points of positive energy damage to evil creatures.

Fly (Su): A tulani in humanoid form can fly unaided as a free action.

Alternate Forms (Su): A tulani can assume the secondary form of any other eladrin as a free action, or assume its humanoid form from any alternate form as a standard action. The tulani keeps its AC and base attack bonus but causes double the damage of a bralani, noviere, or firre eladrin’s alternate form. In the ghaele’s form, its light-beams strike for 3d12 points of damage each and never miss. A tulani can use its spell-like abilities and spells in any form it chooses to assume, and of course its celestial qualities are always functional.
A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a tulani always reverts back to its primary, humanoid form if killed. A true seeing spell reveals the tulani’s humanoid form.

Vulnerability to Cold-Wrought Iron (Ex): +1 weapons made of specially crafted cold iron deal damage to tulani at normal efficiency, even though their enchantment bonus is lower than +5.

Alternate Forms

Shiere (small globe of light): Speed: Fly Speed 80' (perfect),

Noviere (Dolphin): Speed: 80 ft swim, Attack: Ram +55/+49/+44 , Damage 4d8+ 18 + possible envelopement

Envelopment (Ex): On a natural attack roll of 19 or 20 with her ram attack, a noviere can envelope their foes in the watery mass of their own bodies. To break free an enemy must make a strength check DC 25 or find a way to drive the noviere away with magic. Neither the held opponent nor the noviere can make any attacks while the opponent is held. If the noviere was engaged in mortal combat with her enemy and envelopes it, she will often simply hold the opponent underwater until it drowns.

Ghaele (Globe of Light): Speed: Fly 170 (perfect) , Attack: Light Rays: Autohit (300 ft), Damage: 3d12

Firre (Pillar of Flame): Fly 100' (perfect) ,Attack: Burning Rays +52/ +52 ranged touch (200 ft) Damage: 6d6 (fire) /6d6 (fire)

Coure (small globe of faerie light: Speed Fly 100 ft (perfect)

Bralani (Whirlwind): Fly 80' (Perfect) Attack: Snow or Sand Blast +52 Ranged Touch 2d10 (20' Cone)

Any creature within 20 feet of the Tulani in whirlwind form suffers –2 to attacks due to stinging sand in its eyes, Will negates DC 36. Any medium-size or smaller creature within 5 feet of a bralani in its whirlwind form is swept off its feet by the raging winds and thrown 10 to 30 (2d6 x5) feet, Ref negates DC 36.

Eqipment (2,500,000)

Star of Arvandor( 2,106,200 GP * 7/10 CG Only = 1,474,340 ) (Sollir told me no Alignment Discount so I owe: 728755 GP = 728,755GP <-Licht pointed out a miscalculation on Tome prices by me.)

Protection from 20 Negative Levels 20 * 1000 GP (Slotless) = 20 000 (Derived from Scarab of Protection-DMG)
Ring of Freedom of Movement 40 000 * 2 = 80 000 (DMG)
Ring of Blinking 30 000 * 2 = 60 000 (DMG)
Boots of Steadfastness 6 000 * 2 = 12 000 (A&EG)
Eyes of the Dark Aura 2000 * 2 = 4 000 (S&S)
Prayer Bead of Karma 5000 * 2 = 10 000 (DMG)
Phylactery of Faitfulness 1000 * 2 = 2 000 (DMG)
Periapt of Wound Closure 15 000 * 2 = 30 000 (DMG)
Rod of Embassy (Arborea) 20 000 * 2 = 40 000 (A&EG)
Boots of Springing and Striding 6 000 * 2 = 12 000 (DMG)
+6 Enhancement Bonus to All Stats 36 000 * 6 * 2 = 432 000 (DMG)
+5 Resistance Bonus to All Saves 25 000 * 2 = 50 000 (DMG)
+10 Force Armor Bonus 100 000 (Main power-robes) = 100 000 (DMG/ELH)
+5 Luck Bonus (Saves) 62 500 * 2= 125 000 (T&B)
+5 Luck Bonus (AC) 62 500 * 2 = 125 000 (T&B)
+20 Competence Bonus (Animal Empathy, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Innuendo, Knowledge(Arcana), Knowledge(Planes), Knowledge(Religion), Listen, Move Silently,Perform, Scry,Search,Sense Motive, Spellcraft, Spot, Tumble, Wilderness Lore) 21 * 8000 * 2 = 336 000 (T&B)
Virtual Spell Focus & Greater Spell Focus 12 400 (Slotless) (Derived from Robe of the Magi-Alignment Discount Removed)

At Will (Thought Activated-Standard Action)
Clairaudience/Clairovoyance 12 000 * 2 = 24 000 (PsiHB Third Eye Open)
Divine Power (18th caster level) 36 000 * 2 = 72 000 (T&B)

50 rounds/day (Thought Activated-Standard Action)
Haste 8000 GP * (2 (Slotless) + 4 (Extra 40 rounds)) = 48 000 GP (DMG+Sollir's House Rule)

3/day Command Word Activated
Create Magic Tattoo (13th caster level) 2 * 13 * 1800 * 2/ (5-3) = 46 800
(FRCS/PHB)

Use Activated
Mindblank (Main Power-Vest) 240 000 = 240 000 (T&B)
Detect Magic 1000 * 2 = 2000 GP (T&B)
Read Magic 1000 & 2 = 2000GP (T&B)
Steadfast Gaze 2000 * 2 = 4000 (T&B)
Scent 12 000 * 2 = 24 000 (SavSp/T&B))
Pass Without Trace 2000 * 2 = 4000 (T&B/PHB)
Prestidigitation 1000 * 2 = 2000 (T&B/PHB)
Death Ward 56 000 * 2 = 112 000 (T&B/PHB)
True Seeing (Divine) 75 000 GP (main power-cloak) = 75 000 GP (UE-Mask of True Seeing)

The Star of Arvandor is a powerful magical tatoo drawn on Hyanda's body by the Seldarine, it consists of a star with the planar symbol of Arborea emblazoned in the centre ( a running mountain range) with interwoven lines of text extending outward like branches on a tree around his torso and across his back, the text is written in the High Tongue and is an account of Hyanda's purpose. OOC- Uses Vest,Robe and Cloak slots. Caster Level: 20

Lightblade 262 315 GP
+5 Keen Holy Chaotic = 200 000 GP
Use Activated Bless Weapon = 8 000 GP (+ 2000 unconvential penalty) * 2 = 20 000 GP (DotF/T&B/PHB)
Pounce ( 30 000 - (2000 * 2 (+10 Climb)) - (2000 * 2 (Low-Light Vision)) = 22 000 GP (A&EG-Claws of the Leapard/T&B/MaF-Low Light Vision)
Readiness (20 000 GP)
Masterwork Longsword (315 GP)
A lightblade is a Tulani's weapon summoned and dismissed with but a thought, however it takes a full day to bond with a weapon and make it a lightblade a Tulani may maintain only two Lightblades at a time- one for each hand)


One of Each Ability Tome +5 - 825000 GP

Eladrin's Travelling Pack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches,
each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can
actually hold material equal to as much as 30 cubic feet in volume or 250 pounds in weight. The large central portion of the
pack can contain up to 150 cubic feet or 1000 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a
specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a
haversack contains. Retrieving any specific item from a haversack is a free action. The handy haversack and whatever it
contains gain a +5 resistance bonus to all saving throws.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, secret chest; Market Price: 30,000 gp; Weight: 5 lb.

Staff (Changestaff prepared)
Masterwork Harp 100 GP (In Pack)
Expensive Spell Components - None

Cash on Hand- None

New Feat
From: http://enworld.cyberstreet.com/showthread.php?s=&postid=762209&postid=762209&perpage=1

WIth minor alterations (Included below)

A language exists of such power and fairness that only those who have known love, justice and compassion may utter it and live. This language, usually called the High Voice, was originally the language of the good gods and their most loyal and powerful servants. Also called High Celestial, this is the language that the tongue of the lesser holy beings and mortal clerics was based on. Translating or writing the High Voice is impossible, for its concepts of goodness, justice and mercy are too complex and accurate.
Besides communicating in the language of exalted goodness, you can use it for:
Awe: By speaking words of praise, courage and holiness, you can awe the creatures who can hear you. Using the High Voice in this matter drains you of 1d4 points of Charisma per round of use. Those withing hearing range and line of sight must make a Will save vs. DC 10 + 1/2x your level + your Cha mod. Those who fail suffer consequences based on their level and alignment;
Levels 1-10, Evil: Characters are afraid and shaken, and flee from the source of their fear as quickly as possible, not stopping until they are out of hearing and sight. When cornered or otherwise unable to flee, a character may fight, though tey are still shaken for 1d10 rounds.

Levels 1-10, Neutral: Characters are awed by such pure words of utter holiness and stand unable to take any actions but still capable of defending themselves (no easier to hit, can't be coup de graced , or sneak attacked, recieve reflex saves etc) for 1d10 minutes.

Levels 1-10, Good: Characters of good alignment respond favourably to the High Voice, and are charmed persons for 1d10 minutes.
Levels 11+, Evil: These characters, are so impressed by or possibly afraid of the speaker, that they are unable to attack this obvious beacon of exalted goodness for 1d4 rounds + 1 round per point of charisma lost.
Levels 11+, Nonevil: These characters are impressed, treating the speaker more favourably, and consider him or her more worthy of respect. Increase their attitude by one step.
Courage: By speaking to your allies in High Celestial for one round, you inspire courage in them, much like the bardic ability of the same name. They receive a +2 morale bonus on saves against charm and fear effects and a +1 morale bonus on attack and damage rolls for 5 + Cha mod rounds. Using the High Voice in this manner drains 1d4 points of Charisma.
Power: You can energise good magic items and spells with the High Voice. As with the other uses, this drains 1d4 points of Charisma per use. By weaving High Celestial words in addition to verbal components, you can increase the effective spellcaster level of a spell or magic item with a +1 divine bonus without extra cost. Weapons forged or ensorcilled under the sound of the High Voice are always considered blessed weapons, and most Holy Avengers and Artifacts of Good were created with it's help.

Good-aligned gods, Paragon creatures and the upper ranks of the Celestials who meet the requirements can speak High Celestial by default. Other creatures, and mortal servants of Good need to take this feat, for their physiology was never designed for it's use.

HIGH VOICE [BLESSED]
You learn to speak the tongue of the highest rank of celestial beings.
Prerequisites: Unwavering Good alignment, base Will save bonus +5, Int 15, Cha 15.
Benefit: You can use the High Voice to reinforce your allies, rebuke your enemies or help cast good spells and create good magic items.
Normal: Attempting to speak in the High Voice without this feat usually results in the death of the user; the concepts and words are of such purity that they consume unworthy and non-good parts of those who utter them.
Special: This feat may only be taken by characters who are extremely Good; they must have served the same diety throughout their adult life and possess a nigh virginial record of goodness and faith.


* New Spell:

Bolt of Arborea
Conjuration (Good,Chaotic)
Cleric 7
Range: Medium (100 ft + 10/lvl)
Target: One Creature
Components: V, S , M , Eladrin
Save: No
Spell Resistence: Yes

Using this spell an Eladrin calls on the planar power of Arborea to smite its foes. This manifests as a bolt of flickering golden light that flies unerringly towards the designated target and strikes them for damage depending on their alignment and type as displayed on the following table.

Code:
 [color=white]
Alignment                                        Damage
Non-Lawful and Non-Evil                          0
Lawful or Evil                                   1d8 / 2 caster level
Lawful Evil                                      1d8 / caster level
Lawful or Evil, Undead or Outsider               1d8 / caster level
Lawful Evil, Undead or Outsider                  1d10 / caster level  


[/color]

Against an evil foe this is holy damage, against a lawful foe its chaotic damage, against a lawful evil foe its half and half. With an odd split favouring holy damage.


This spells damage caps at caster level 14.

Material Component: A representation of nature from Arborea (such as a vial of water from the ocean or a leaf from a tree)



Autopilot Actions
On the Planes
General: Reactivate Aura if Dispelled, Let gaze work passively, reactivate any dispelled or out of duration at will spell abilities if doing so does not endanger another party member or himself. If combat begins use improved invisibility. Heal or cure party members who need it. Use Telekineses to try and remove cold iron weapons if a foe has one.
Round
1. Mass Charm on neutral or good aligned foes, prismatic spray on evil aligned foes
2. Hold Monster on good or neutral foes who persist in violence, Chain Lightning on evil foes, unless he knows they are immune to electricity, in which case Bolt of Arborea the must powerful evil foe (outsiders and undead in preference to others).
3. Use flyby attack to see how vulnerable to meleeing persistant foes are (strike for subdual damage on good aligned foes)
4. If melee is effective repeat round 3, otherwise if evil targets are present assume Ghaele Form and blast away at the most powerful seeming evil individual, if not assume Firre Form and blast away at the most powerful seeming individual, trying to avoid killing a good or neutral aligned foe.



On the Prime, in Mortal Company
General: Reactivate Aura if Dispelled, supress gaze , reactivate any dispelled or out of duration at will spell abilities if doing so does not endanger another party member or himself and would not be noticeable. Heal or cure party members who need it (not using spells that would breach his cover).
Keep lightblade in hand or sheathe with light aura disabled at all times.

If pretending to be a bard use memorized buff spells or spelllike abilities available to a bard and then enter combat. Striking to subdue good aligned foes.
or
If pretending to be a cleric,
1 Use memorized offensive spells or spelllike abilities available to a cleric of the appropriate god and enter melee combat. Striking to subdue good aligned foes.
2 Use cleric buff spells or spellike abilities available to a cleric of the appropriate god and wade into melee combat.

Appearance
Hyanda
Hyanda stands 8' tall, with flowing silver hair and irradescent silver eyes, his face is elven in build but suffused with the otherworldy beauty and passion of Arborea, he wears a robe of shimmering colours that sparkles and changes colour as he moves. He is slender for his 8' height but this belies his impressive strength. He is surrounded by an aura of powerful Good and Chaotic energies that evil creatures cannot bear to be near, this aura also protects him from lesser magics and being sof lawful nature. When he speaks or sings his voice is truly uneartly, sounding like living music.


Timati
Timati is tall for a gray elf standing at 5 and a half feet. He has the distinctive silver hair and violet eyes that mark him as a 'faerie' elf, a peculiar arrangement of colour and eyes that appears only amongst the grey elves. Timati wears a priests robe. an old tattered backpack and carries a quarterstaff with him at most times. He carries with him at all times a symbol of the Seldarine, the Court of Elven Dieties. Unusually for a Grey Elf Timati is prone to flights of fancy and humour and at times takes strange actions and doesn't seem to hold other races in contempt.

History:

Almost one millenia ago, Hyanda was a mortal elf by the name of Nossevoronwe, a cleric and sacred excorcist of Correlon Larenthion in fact. Nossevoronwe was an adventurer but towards the end of his second century of life he returned to his home town of Qualnessa, in the Forest of Dreams, he lived there in relative peace for 150 years, so his increase in power was slow, although a mighty cleric he was not yet in the realms of truly epic power, alas for Nossevoronwe, for as he was approaching his 350th birthday, an old nemesis, Thargrid of the Ironhammer, a duergar blackguard of formidable power, raised an army of mercenaries, undead and devils and laid seige to the small town, determined to crush his old foe and extract his vengeance for past plans brought to ruin.

Nossevoronwe, looking over the army knew that there was no way that he and the people of the small town could drive them off, Nossevoronwe decided on a daring (reckless) plan that just might work, he challenged Thargrid to a duel to the death, if Hargrid was slain his devils would depart, if Thargrid triumphed he would have his vengeance with a much greater ease. Thargrid weighed up his options and decided that the prissy elf could never stand against him in combat and agreed to the combat to be held at dusk on the next day.

Nossevoronewe, used the time and used 2 of his most powerful spells opening a chain of gates to evacuate the people of the village first to Arborea then back to elsewhere in the Forest of Dreams to bring warning to others. This would weaken him in the combat to come.

At dusk Nossevoronwe and Thargrid met alone on the field of battle to begin their duel. Thargrid charged forth with speed uncanny in a dwarf and was surprised when Nossevoronwe turned aside the mighty hammer blow with his longsword,and so the battle began in earnest, both combatants exchanged blows and spells as a pillar of divine fire smote the blackguard and summoned fiends ripped at the elf's body. The battle wore on for more than 20 minutes as the two well matched foes countered and attacked, at last both were drained of energy, and new that one more action would push them into unconsciousness if it was not a spell of healing, Thargrid attempted to heal himself but Nossevoronwe seeing this was likely to be his only chance to defeat his foe lashed out with his longsword just before the healing spell was cast and the two foes drifted into unconsciousness and spiralled into death as their life bloods mixed together on the forest floor.

With their leader gone the Devils had no choice to depart as their oath stated, the mercenaries fell to quibbling amongst themselves and the mindless undead were almost useless. When the people of Qualnessa returned bringing reinforcements they find the much weakened army easy to defeat and so the town of Qualnessa was saved and Nossevoronwe was laid to rest beneath his church on elven soil as was the custom, Thargrid's body was burnt were it had fallen and nothing would grow on that spot for many a year.

However the tale of Nossevoronwe does not end here, for as his friends celebrated and mourned his loss his spirit flew on wings of ether, towards Arvandor, the court of the Seldarine, arriving there Nossevoronwe was surprised,awed and honoured to find the Creator of Elves himself awaiting him. Correlon was impressed by Nossevoronwe's sacrifice and had an offer for him, Nossevoronwe could give up what he had been and become an emisary for the Seldarine or he could go to Arvandor and live as a petitioner, Nossevoronwe honoured by the opportunity to continue serving his gods accepted and so was remade as the greatest of the Eladrin,a Tulani but he was invested with more divine and planar power than the Tulani are normally granted making him greater than even a Planetar, possible even approaching the mighty Solar in power. After his transformation Nossevoronwe was no more and where he had been there was Hyanda tel Seldarine (The Blade of the Gods), Nossevoronwe was the core of Hyanda's spirit, his very essence, his True Name. And so Hyanda's tale truly begins. After a hundred years of leanign his new abilities, his powers and weaknesses, the first task the Seldarine set for their new servant was a simple one, normally given to a powerful ghaele, but one that would allow Hyanda to come to grips with practival applications new powers and abilities, as well as the powers and abilities he had lost in his transformation,.

The mission was simple, travel to the Prime Material and restore the rightful king of The Forest of Dreams, Nosse Telquarn, to his throne for his father's brother, Nessaren Telquarn, a secret worshipper of Vhaerun had poisoned Nosse's father and taken the throne, the Usurper was slowly poisoning the minds of the elves and fey of the forest, moving them towards worship of the evil drow diety.

Hyanda used his abilities to alter his form to that of a nondescript elven cleric and then Planeshifted to the Prime and then Teleported without Error to the edge of the forest kingdom.

Arriving at the edge of the Forest headed to his old home town of Qualnessa to gather some information, unsurprisingly the elven town had changed very little in the past hundred years and Hyanda was thankful his appearance didn't match the one he had had as a mortal lest someone recognise him. Making some enquiries Hyanda heard a rumour that Nessaren had been seen dealing with an Infernalist, and that the young prince was still in the Usurper's care, fearing what this meant Hyanda left the town and Teleported to the Kings Palace. Posing as a Cleric of Correlon Larenthian he gained access to the Palace and sought out the princes room, drawing on a glamour to make himself unseen Hyanda disappeared from normal sight and stood waiting for night when he suspected some great ill would befall. Indeed he was correct, for as midnight struck, an uncannily beautiful elf entered the room, when she immediately looked at him Hyanda knew that she was not what she seemed and the Star of Arvandor revealed to him the truth, she was an Erinyes a devillish tempter of mortals. The Erinyes knowing she was outmatched but unable to renege on her bargain tried to move towards the young king and snatch him up so she could escape, moving with blinding speed Hyanda struck her with his lightblade badly wounding her and forcing her to divert her attention. Focusing his power Hyanda unleashed a blinding ray of prismatic light, the Erinyes died in a blue tinged blast of elctricity and her form faded as she returned to the Hell from which she came. Knowing that he could not afford to leave the prince here but being unwilling to directly affect mortal destiny, Hyanda sought out one of the Forest Wardens, and convinced him to take the prince, Hyanda would see to it that the Infernalist and Usurper would believe that their temptress had succeeded in her mission what so ever it be. Using his ability to change shape Hyanda assumed the form of the Erinyes and turning invisble searched the area for the Infernalist finding the mortal Hyanda dropped his/her cloak of invisibility.

"Master, my duty is done. I demand the payment I was promised. "

"Go then Nyrassaveranti, take the child, do with him as you will just make sure he never sets foot on this plane with a hope of knowing what he is. I'm sure your master, Grassat of the Ironhammer has a use for him, Pit Fiends on the rise seem to have a use for anything. "

Barely concealing his shock that his nemesis not only was still conscious but a fiend of significant power Hyanda disappeared.

Awaiting the princes growth to adult hood Hyanda spent the next 50 years wandering the prime material plane posing as a various figures, ranging from Elanna the half-elven bard to Tharonair, the elven cleric, but he always kept an eye on the young prince and visited him regularly seeing to it that he was well trained for his destiny. On the day of his 110th birthday the Forest Warden reminded the prince who he was and that he needed to free his people who were suffering under the Usurper who was spreading the worship of the dark dieties of the Drow pantheon and was allowing an increasing number of devils to enter the kingdom.

The young prince decided that he would rally the loyal amongst the people to him, Hyanda playing the role of Tharonair advised the young king on good strategies for battle and how to win the hearts of his people. With such aid Nosse, rallied the people to him and was making swift progress across the Forest reclaiming it for the Seldarine and all free people. While in battle Nosse seemed to have uncanny luck, evil summoned creatures could not strike him and arrows fired at him turned aside, no one really payed much attention to the priest of Correlon that was always acompanying the King to be.

As they approached the palace the Usurper having become desperate ordered the Infernalist to call the Pit Fiend IronHammer and his company of devils, promising them freedom to roam the entire kingdom for 500 years in exchange for their aid. Pleased with such a bargain the IronHammer stepped through the portal and followed by his fiendish legion marched onto the field of battle.

Upon seeing each other Hyanda and IronHammer recognised their ancient foes and both vanished, in the chaos of the battle, to the Astral plane their to contend in their seemingly unending feud, with a clash of blades and spells flying through the non-air the two champions of opposing beliefs fought with everything they had. Eventually Hyanda unleashed a Holy Word sending the mighty pit fiend back to whence he came. Knowing that their feud was not over but that there was an ongoing battle to deal with Hyanda returned to the Prime, and wading into the melee called upon the powers of Chaos and Good to banish the devils again and again, as the hellish army was reduced the remnants of the Usurpers followers fled the field knowing that they stood little chance.

After the crowning of the new king Hyanda returned to Arborea and spent more than 3 centuries gaining information on his old foe, during that time the two continued their ongoing feud intermitently across the Primes and across the planes, each one and lost some but neither could seem to finish the other. Eventually the Ironhammer struck upon an idea, using the right that the Usurper king had given him the Ironhammer began to allow any devil willing to join him free access to the Prime, knowing that he could not stand against such a horde and knowing that to bring in the hosts of heaven would defy the Veil of the Eladrin, Hyanda did the only thing he could he sought out a fiend of even greater power, one who he had heard only vague rumours of: Luz'Noc, a pit fiend of ancient age and disturbing power, Hyanda made a deal with the fiend, in exchange for stopping the IronHammer and barring him and his followers fom entering the Prime World containing the forest of dreams, Hyanda would do a service, that did not defy his basic nature, for the fiend in the future, since Hyanda was free to strike out at powerful fiendish figures without attracting the ire of Hell's overlords Luz'Noc agreed to the deal, specifying that once the favour was done his protection would be ended, and so an agreement was reached, as insurance on his end of the Bargain Hyanda told the fiend his true and secret name the essence of his being, and the Fiend and he swore Oaths of Binding, once the favour was fulfilled the True Name would pass from the Fiends mind, the fiend's protection would be lifted and Hyanda would be free of debt. Although the Seldarine viewed the deal with distaste they knew it achieved a necessary good.

And so two more centuries passed as the hatred and rivalry between Hyanda and IronHammer increased, each would move to thwart the others plans across the cosmos. At the end of the two centuries Luz'Noc called in his favour, standing before the powerful fiend Hyanda looked on as the mighty outsider lord of evil spoke

"The duration of allowance into your precious prime for my fellows has ended, now I claim my favour .......... "
 
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Duke of Hell Template: Level-ized

Duke of Hell

Level 1-+10 ft to movement, spell likes (at will- blasphemy, deeper darkness, 1/day-symbol), +1 level, +2 Str

Level 2- +1 profane bonus to AC, spell likes (at will-fireball, 1/day-destruction), +1 level, +2 Wis

Level 3- spell likes (at will-dispel magic, major image, 2/day-symbol), +1 level, +2 Con

Level 4- spell likes (at will- mirage arcana, 2/day- destruction), feat- corrupt spell-like ability, +1 level, +3 Cha

Level 5- +1 profane bonus to AC, spell likes (at will- unholy aura, polymorph self, 3/day- symbol), call Baatezu (1 pit fiend, 2 cornugons/gelugons, 4 hamatulas, 6 barbaze, erinyes, osyluths, or 12 lemures), +1 level, +2 Dex

Level 6- spell likes (at will-permanent image, unholy blight), Immunity to polymorphing, petrification, or any other form-altering attack, +1 level

Level 7- spell likes (at will- charm monster, flamestrike, 3/day- destruction, 4/day- symbol), DR +10/+1 (gain over present DR), +1 level, +2 Int

Level 8- +1 profane bonus to AC, spell likes (at will-improved invisibility, unhallow 5/day- symbol, 1/day- meteor swarm), SR = CR + 10, +1 level, Regeneration (Ex) {equal to Con modifier, bypassed with a blessed or holy weapon of at least +6 enchantment}

Level 9- spell likes (6/day- symbol, 1/week- wish), +2 levels, Diabolical Adaptation, +2 Int, Diabolical Metamorphosis

[edit]- made the changes in the email...

Duke of Hell template from www.dicefreaks.com
 
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Here's what I got so far...alot more work is needed.. working as fast as I can!

Domaskis of Tidus-Rath
Half-Water Elemental Human
Alignment: N/G
Medium Elemental (Water,Cold)
Cleric (Water,War(Trident)) 5/Elemental (Water) Archon 5 /Elemental Savant(Water) 10/Hierophant 3
HD: 13d8+ 10d4 + 184 (328 hp)
BAB: 22/17/12/7
AC: 10 + (3 Dex) + (5 natural) + (16 Armor)= 34
Str 19 [25] +7 Dex 17 +3 Con 21 [27] +8 Int 20 +5 Wis 30 [36]+ 13 Cha 18 [24] +7
Speed: 30' (60'), Swim 90 ft
+5 Keen Trident of Speed and IceStorm To Hit: 40(60)/40/35/30/25 1d8+23+5d6 17-20X2 10ft.
(5d6 dmg ice storm; no save)
Skills (0 skill points remaining):
Knowledge (Nature) : 26 + 7 + 1= 34
Knowledge (Religion): 26 + 7 + 1= 34
Knowledge (Arcana) : 26 + 7= 33
Knowledge (The Planes): 26 + 7= 33
Spellcraft: 26 +13= 39 (+36 for epic spell)
Concentration 26 +8 +20= 54
Scry: 13 + 7= 20
Spot: 7 +13= 20
Search 5 +13= 18
Listen: 7 +13= 20
Sense Motive 10 +13= 23
Languages: Common, Aquan, Infernal, Draconic, Celestial
Feats:Educated,Spellcasting Prodigy (Cleric),Energy Substitution Cold,Empower Spell,Weapon

Focus (Trident),Martial Weapon Proficiency (Trident), Spell Stowaway (Heal), Improved Crit, Quicken

Spell-like Ability (Horrid Wilting), Sacred Defender (+7 Sacred AC for 20 rounds 7/day)
Epic Feats: Epic Spellcasting
Saves: Fort +26 Ref +16 Will + 36
Special Abilities: Spell-Like Abilities, Hierophant Abilities (Spellpower +6),Elemental Penetration +3,

Elemental Focus +3,Mephit Underlings, Rebuke/Command Water Subtype 5/day, Turn/Destroy Fire

Subtype 5/day, Truestrike 1/round, Active Divine Power (+6 to Atk and Dmg), Active Divine Power (+6

to Cha)

Special Qualities: Water Immunity, Cold Immunity, Disease Immunity,Elemental Qualities (Immune to

flanking,poison,sleep,paralysis and stunning,critical hits,Darkvision 60'),Elemental Perfection, Water

Mastery, Drench,Vortex (DC 28)
Spell-Like Abilities: 1/day Obscuring Mist, Fog Cloud,Water Breathing,Control Water,Ice Storm*, Cone

of Cold*, Acid Fog, Quickened Horrid Wilting,Elemental Swarm (water only), Planeshift, DC 26+Spell

Level, as a 25th level cleric. *DC 29 + Spell Level.

Items: Tome of Wisdom +5, Periapt of Wisdom +6, Tome of intelligence +4, Boots of Striding and

Springing and Speed, Cloak of Resistance +5, Manual of bodily health +4, Manual of gainful exercise

+5, Tome of leadership and influence +4, Manual of quickness in action +4, Belt of giant strength (+6),

Brouch of health (+6), Circulet of natural armor (+5), Lens of detection, Ring of Protection +5, + 5

Platemail of the Deep, Gloves of Luck (+5 Saves), Ring of Immunity to Fire, + 5 Keen Trident of Speed,

Vest of Divine Might, Handy Haversack, 5,000 gp Diamond, Mithril Holy Symbol of a Hexagon with

three tidal lines etched into it, Crystal of Concentration (Concentration +20)

Gold Left to Spend: 6,100



Mephit Underlings (All have:Empathic Link,Improved Evasion,Sycophantic Fawning): 2 Water

Mephits, 1 Ooze Mephit

Shogablu the Ooze Mephit Underling
Small Outsider (Water)
Hit Dice: 5d8+5 (45 hp)
Initiative: +0
Speed: 30 ft, fly 40 ft average
AC: 17 (+1 size, +6 natural)
Attacks: 2 claws +7 melee
Damage: Claws 1d3+2
Special Attacks: Breath Weapons (10ft cone, Dmg 1d4,Living creatures that fail -4 morale penalty to

AC,-2 morale penalty to attcks for 3 rounds, Reflex half: DC 15) ,Spell-Like Abilities (Melf's Acid arrow

1/hour (3rd level sorceror, 1/day- Stinking Cloud, 6th level sorceror ),Summon Mephit
Special Qualities: Fast Healing 2 (only in wet or muddy environments),DR 5/+1
Saves: Fort Fort +5 Ref +4 Will +4
Abilities: Str 15 Dex 10 Con 13 Int 12 Wis 11 Cha 15
Skills: Bluff 10 Hide 8 Listen 8 Move Silently 8 Spot 8 Knowledge (Planes) 9 Knowledge (Nature)

9,Diplomacy 10 ,Sense Motive 8
Feats: Power Attack,Ability Focus (Breath Weapon)


Wake and Mako the Water Mephit Underlings
Small Outsider (Water)
Hit Dice: 5d8+5 (45 hp)
Initiative: +0
Speed: 30 ft, fly 40 ft average
AC: 17 (+1 size, +6 natural)
Attacks: 2 claws +7 melee
Damage: Claws 1d3+2
Special Attacks: Breath Weapons (15ft cone, Dmg 1d8,Reflex half: DC 15) ,Spell-Like Abilities (Melf's

Acid arrow 1/hour (3rd level sorceror, 1/day- Stinking Cloud, 6th level sorceror ),Summon Mephit
Special Qualities: Fast Healing 2 (only in rain or when submerged),DR 5/+1
Saves: Fort Fort +5 Ref +4 Will +4
Abilities: Str 15 Dex 10 Con 13 Int 12 Wis 11 Cha 15
Skills: Bluff 10 Hide 8 Listen 8 Move Silently 8 Spot 8 Knowledge (Planes) 9 Knowledge (Nature)

9,Diplomacy 10 ,Sense Motive 8
Feats:Power Attack, Ability Focus (Breath Weapon)

Spells Per Day (As an 18th level cleric at 21st caster level):

0th Level: 6 *
Create Water
Detect Magic x3
Read Magic x2

1st Level: 7+1*
Bane x2
Curse Water
Detect Undead x2
Divine Favor x2

2nd Level: 7+1*
Augury
Bull's Strength x4
Find Traps x2
Spiritual Weapon

3rd Level: 7+1*
Create Food and Water x2
Speak with Dead
Stone Shape
Deeper Darkness
Dispel Magic
Invisibility Purge
Continual Light

4th Level: 7+1*
Air Walk x2
Control Water
Death Ward
Discern Lies
Freedom of Movement
Spell Immunity

5th Level: 7+1 *
Break Enchantment
Slay Living
True Seeing
Dispel Evil
Plane Shift
Flame Strike
Ice Storm

6th Level: 5+1 *
Blade Barrier
Cone of Cold
Etherealness
Heal x2
Harm

7th Level: 4+1*
Destruction x2
Greater Restoration
Greater Dispelling
Acid Fog

8th Level: 4+1 *
Greater Planar Ally
Mass Heal x3
Horrid Wilting


9th Leve: 4+1*
Implosion
True Resurrection
Miracle x2
Elemental Swarm (Water Only)

Epic Spell: 4 *
Maelstorm Gate: Combination of Gate to the Plane of Water and Maelstorm(DC 51 to Cast) DC 50,

10d6 Bludgoning dmg per round for a max of 20 rounds. It's a full round action and range is 125 ft.

(Everyone in a 50ft. Radius of the spell is effected if Ref. save is failed.)


Domaskis knows nothing of his life as of 1 month ago.... He has no idea why he cannot remember who

he was before this time... all he does know is that he has alot of power running through his body... and

NO idea where it came from.... also as of late.. he has prayed for his spells and has gotten no

answer... yet somehow he manages to have the spells requested the next morning....
 
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Name: Jack of Spades
True Name: Lenny Jacobs

Male Human Rogue 21 Void Incarnate 5

Alignment: Chaotic Neutral

HP: 26d6+130 (286 hp)

Initiative: +15 (+11 Dex +4 Improved Initiative)

AC: 45 (10 +11 Dex +10 Armor +5 Natural Armor +5 Deflection +4 Luck)
Touch: 30 Flatfooted: 34 Flatfooted Touch: 19
Additional modifiers: +1 Dodge (Against a selected opponent), +4 Dodge (Mobility), +5 Dodge (Fighting Defensively), +10 Dodge (Total Defense), +1-5 Defending Weapon

Attacks: Nightblade +38/+33/+28 (BAB 15 +3 EAB +11 Dex +5 Enhancement +4 Luck)
Additional modifiers: +4 Sneak Attack, +2 Morale (Retribution), -4 Fighting Defensively, -1-5 Defending Weapon

Damage: Nightblade 1d6+9 18-20x2 (+4 Str +5 Enhancement)
Additional modifiers: +4 Sneak Attack, +2 Morale (Retribution), -1-5 Defending Weapon

Saves:
Fort +23 (+6 Base +3 Epic +5 Con +5 Resistance +4 Luck)
Ref +38 (+12 Base +3 Epic +11 Dex +3 Feat +5 Resistance +4 Luck)
Will +22 (+6 Base +3 Epic +4 Wis +5 Resistance +4 Luck)

Abilities:
Str 18 (12 +6 Enhancement)= +4
Dex 32 (16 +5 Advancement +5 Inherent +6 Enhancement) = +11
Con 20 (14 +6 Enhancement) = +5
Int 28 (16 +1 Advancement +5 Inherent +6 Enhancement) = +9
Wis 18 (12 +6 Enhancement) = +4
Cha 20 (14 +6 Enhancement) = +5

Skills*: (24x15 Rogue + 5x13 Void Incarnate = 425 Skill Points)

Rogue Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).

Void Incarnate Class Skills: Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)


Balance +40 . . . . . . . . . . . . .(2 Ranks +11 Dex +4 Synergy +20 Competence +3 Luck)
Bluff * +57 . . . . . . . . . . . . . .(29 Ranks +5 Cha +20 Competence +3 Luck)
Decipher Script +20 . . . . . . . .(8 Ranks +9 Int +3 Luck)
Diplomacy +16 . . . . . . . . . . . (+5 Cha +8 Synergy +3 Luck)
Disable Device * +56 . . . . . . . (24 Ranks +9 Int +20 Competence +3 Luck)
Escape Artist * +60 . . . . . . . .(26 Ranks +11 Dex +20 Competence +3 Luck)
Forgery +20 . . . . . . . . . . . . . (8 Ranks +9 Int +3 Luck)
Gather Information +40 . . . . . .(12 Ranks +5 Cha +20 Competence +3 Luck)
Hide * +63 . . . . . . . . . . . . . . (29 Ranks +11 Dex +20 Circumstance +3 Luck)
Innuendo +40 . . . . . . . . . . . . (10 Ranks +4 Wis +4 Synergy +20 Competence +3 Luck)
Intimidate +45 . . . . . . . . . . . .(12 Ranks +5 Cha +4 Synergy +20 Competence +3 Luck)
Jump +46 . . . . . . . . . . . . . . . (5 Ranks +4 Str +4 Synergy +3 Luck +30 Unnamed)
Listen +56 . . . . . . . . . . . . . . .(29 Ranks +4 Wis +20 Competence +3 Luck)
Move Silently * +63 . . . . . . . . (29 Ranks +11 Dex +20 Circumstance +3 Luck)
Open Lock * +58 . . . . . . . . . . (24 Ranks +11 Dex +20 Competence +3 Luck)
Pick Pocket * +62 . . . . . . . . . (24 Ranks +11 Dex +4 Synergy +20 Competence)
Profession (Card Player) +12 . . (5 Ranks +4 Wis +3 Luck)
Read Lips +20 . . . . . . . . . . . . (8 Ranks +9 Int +3 Luck)
Search +60 . . . . . . . . . . . . . . (28 Ranks +9 Int +20 Competence +3 Luck)
Sense Motive * +52 . . . . . . . . (25 Ranks +4 Wis +20 Competence +3 Luck)
Spot +56 . . . . . . . . . . . . . . . .(29 Ranks +4 Wis +20 Competence +3 Luck)
Tumble * +65 . . . . . . . . . . . . .(29 Ranks +11 Dex +2 Synergy +20 Competence +3 Luck)
Use Magic Device +57 . . . . . . . (29 Ranks +5 Cha +20 Competence +3 Luck)

*=Skill Mastery

Languages: Common, Orc, Elven, Giant, Dwarven, Gnome, Halfling + Tongues

Feats:
1: Lightning Reflexes
1b: Fated
3: Improved Initiative
6: Weapon Finesse (Rapier)
9: Dodge
12: Quicker Than The Eye
15: Mobility
18: Spring Attack
21: Dexterous Fortitude
24: Dexterous Will

Special Attacks:

Sneak Attack +11d6
Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty. A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Crippling Strike
When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.

Special Qualities:

Evasion
At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.

Uncanny Dodge
At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank. At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.

Slippery Mind
If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.

Defensive Roll
Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Skill Mastery
The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Blank Aura II (Ex)
The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura. For every four levels gained above 1st, the void incarnate can share this aura with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.

Improved Evasion (Ex)
At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex)
Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect. You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action. This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex)
Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind I (Ex)
At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell. For every four levels gained above 5th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.

Equipment:

Mask of Lies and Truths . 495 000 gp
Very few things are hidden to the wearer of this mask of gold and obsidian, that bestows an impressive clarity of perception, while hiding the features, the motives and the very nature of its wearer. The mask adds a +6 Enhancement bonus to the Wearer's Intelligence, Wisdom and Charisma scores, and a +20 Competence bonus not only to the Gather Information, Listen, Search, Sense Motive and Spot skills, but also to Bluff, Intimidate, Innuendo and Use Magic Device checks. It gives the wearer Low Light Vision, Darkvision in a 60' range, Blindsight in a 30' range, True Seeing in a 120' range, total immunity to gaze attacks and allows the owner to cast Claivoyance/Clairaudience at will. (Caster level 10)

Tattoo of the Spade . 285 000 gp
The symbol of the spades suit, drawn under the skin in the middle of the chest in everchanging and swirling shades of black, gives the recipient an instinctive understanding of the laws of chance, bestowing upon him a +4 Luck bonus to Attacks, Armor Class and Saves, and a +3 Luck bonus to skill checks. (Caster level 16)

Nightblade . 270 320 gp
This adamantine rapier +5 has been enchanted to channel the mystical energies of the night. The blade has been transformed into a shape of darkness where sparks like distant stars can be seen, and that seems to absorb the light nearby. The blade now ignores non-living matter, thus ignoring armor and AC enhancement bonuses, but cannot harm undead, constructs and objects. At the beginning of his turn as a free action, the wielder can decide to transfer part or all of the sword's enhancement bonus to his AC as a special bonus that stacks with all others. This effect lasts till the beginning of his next turn. The Nightblade is more effective when used to make a sneak attack, adding a +4 bonus to the wielder's attack and damage rolls, and it infuses the owner with a vengeful spirit, bestowing a +2 Morale bonus to his next attack and damage rolls, as long as the attack is directed against the last opponent that struck the owner in the previous round. (Caster level 16)

Everstanding Boots . 251 000 gp
Enchanted by a wizard that was also an experienced journeyman, these soft dark leather boots allow the wearer to travel safe and fast in most environments. The Everstanding boots affect the wearer as if it was under the constant effect of the spells Expeditious Retreat, Jump, Feather Falling, and Pass Without Trace. They emulate the power Body Equilibrium and the enchantments of the Slippers of Spider Climbing, the Boots of Levitation and the Winged Boots.they also give a +20 Competence bonus on the owner's Balance and Tumble checks but their most impressive power is the ability to bestow Haste on the wearer for up to 50 rounds a day, and to allow him to use Dimension Door at will. (Caster level 10)

Thieving Gloves . 201 200 gp
These adorned thin black leather gloves have many talents a thief, but also every adventurer can appreciate. They act as Gloves of Storing and of Arrow Snaring, allow free use of the cantrips Prestidigitation, Mage Hand and Mending, give a +6 Enhancement bonus to the wearer's Strenght and Dexterity scores and a +20 Competence to his Pick Pocket and Escape Artist checks. They also carry, cleverly shrunk and disguised in the decoration, a full set of thieves' tools than can be retrieved only by the wearer, enchanted to give him a +20 competence bonus to Open Lock and Disable Device checks, and to automatically cast the cantrip Silent Portal. The tools lose their power if separated by more than 15' from the gloves, but it recovers if they are returned to their hiding place on the gloves. (Caster level 10)

Wholesome Belt . 138 400 gp
This sturdy hide belt can absorb up to three energy-draining attacks or death effects (such as finger of death) per day. (An attack that would bestow two negative levels counts as two attacks.) It also allows the wearer to cast Heal, Restoration and Neutralize Poison each once per day. (Caster level 11)

Wholesome Necklace . 124 000 gp
Sharing the same purpose of the belt, this plain golden necklace grants the owner a +6 Enhancement bonus to his Constitution score, and emulates the effects of a Necklace of Adaptation, a Periapt of Wound Closure, a Periapt of Health and a Ring of Sustenance. (Caster level 10)

Vest of Hardiness . 100 000 gp
This black vest grant a +5 Natural Armor bonus to AC and a +5 Resistance bonus to saves. (Caster level 15)

Bracers of Armor +10 . 100 000 gp
Caster level 20

Ring of Protection +5 . 50 000 gp
Caster level 15

Brooch of Understanding . 40 000 gp
Enchanted by a bard who wanted to dispose more freely of his spells, this elegant silver brooch keeps the wearer under the constant effect of the spells Tongues and Comprehend Languages, and allows him free use of the cantrips Read Magic and Detect Magic. (Caster level 4)

Ring of Freedom of Movement . 40 000 gp
Caster level 7

Mantle of Stealth . 24 000 gp
The enchantment on this jet-black mantle makes it blend so well in shadows that it bestows a +20 circumstance bonus to the wearer's Hide and Move Silently skill checks. (Caster level 10)

Surreal Swordbelt . 10 000 gp
When in use, this scabbard appears much like any other scabbard: a sturdy leather sheath attached to a leather belt. As soon as the weapon's hilt is grasped, however, the sheath vanishes and the weapon is free to be wielded. While the weapon is in hand the Surreal Swordbelt appears only as a belt with an intricate rune on either side. When the weapon is touched to either rune the scabbard reappears around it. The owner of a Surreal Swordbelt gains the use of the Quick Draw feat with the weapon sheathed in it.(Caster level 7)

Handy Beltpouch . 4 000 gp
This magic beltpouch works very similarly to the Heward's Handy Haversack, carrying up to 120 pounds or 12 cubic feet. Whenever a part of an item enters the pouch, it is shrunk just enough to fit the opening.(Caster level 5)

Rod of Negation . 44 600 gp
Caster level 16

Wand of Silence . 4 500 gp
Caster level 3, charges left 47

Wand of Cure Moderate Wounds . 4500 gp
Caster level 3, charges left 48

Wand of Fog Cloud . 4 500 gp
Caster level 3, charges left 43

Wand of Shield . 4 500 gp
Caster level 6, charges left 47

Compass . 2 000 gp
This useful device unerringly indicates the direction of the North.(Caster level 1)

Diamonds (3) . 15 000 gp

Black Star Sapphires (5) 5 000 gp

Black Pearls (8) . 4 000 gp

Jets (10) . 1 000 gp

Black Tindertwigs (93) . 500 gp
These special tindertwigs work like their more common variant, but their flame emits no light.

Miniated Deck . 400 gp
A red leather pouch contains this pack of cards in vellum that has been lovingly engraved with precious colors.

Cigarette Lighter . 400 gp
An elegant silver box with a golden motif picturing gold and red interwining dragons, it opens to reveal a small flame. To light a torch with this flame is a full round action. (Caster level 1)

Cigarettes (9*100+58) . 100 gp
"Dark Embrace". Best Quality. Cinnamon flavored.

100 pp 80 gp

Manual of Quickness of Action +5 (used) . 137 500 gp

Tome of Clear Thought +5 (used) . 137 500 gp
 
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iron_maskL.jpg


Queen of Diamonds

"Poor little lady. Even now, she is so beautiful."
"She looks like she is only asleep. You'd say that at any moment she could wake up and start singing her songs."
"I'll never know what they meant now. I don't even know what language it was."
"We'll never know. Sheila's songs were all she had left to remind her she didn't always lived here, that she had a different life, once, somewhere."
"Now they're just another one of her mysteries. All our customers loved her because she was so mysterious. Maybe only Lenny knows the truth now."
"Don't call me that way again."
"Oh Lenny dear, you're here? I didn't notice you."
"You can't notice me if I do not want you to do. And don't ever call me Lenny again. Only mum can call me that way. For you, my name is Jack."
"Yes...Jack but now come away. You shouldn't stay here."
"I want to stay another little bit with my mum. Alone."
"Mmm... all right Jack. We'll call you later when the dinner is ready."
"Thank you. Please leave me now. I want to stay alone."

King of Spades

"Remember always to observe how they breathe, Jack. Breath doesn't lie. If you know how a man breathes, you'll know how he thinks, you'll know his next move, you'll know if he lies or not. With time, you'll know how to stop his breath. Remember also that there's nothing to be proud of in what we do. Pride is an enemy worse than a thousand bloodhounds. It'll find you, no matter how well you've covered your tracks, no matter how well you're hidden. I've see many good thieves killed by their pride. Let me tell you this: people everywhere hate us, well, they're right. They hate us because we kill their dreams. Everytime you steal something, you're killing a dream. When you kill someone, you're stealing everything he's got, you're killing all his dreams at once. That's not something to be proud of, no matter what a thousand mindless thugs could say to you. True thieves live just a step away from hell, so they know very well where they're sending their victims. Do you understand what I'm saying?"
"Yes, sir."
"Jack, I don't want you to think that just because you will be able to do things the normal people can only dream of, this will make you a better man. This will make you a predator in a world of preys. But the eagle is no better than the lamb. She's just an eagle. But Jack, if you have to be an eagle, then be the best eagle on your mountain. Be sure no one dares to challenge you. Choose what you want to do and be the best there is at what you do."
"Why are you telling me these things, Master of Shadows?"
"Because I'm old, Jack, and I won't be the Master of Shadows much longer. They haven't killed me yet, because they still fears the talons of the great eagle, even though they haven't seen her fly in quite some time already. But their desire, their pride is getting stronger, and as soon as I'll falter, they will destroy me. So you have to learn now, and to learn well, because this is the great eagle's last dream, the dream I won't let them kill. I want you to avenge me, and become the last Master of Shadows."
"The last Master..?"
"Yes. I want you to become Master of Shadows to destroy the Shadow Veil. To completely erase the organization from existence. And with it, to destroy every proof I ever existed. I know you're the only one that can do it. But you still have so much to learn..."

Queen of Spades

"What? What the hell..?!"
"...is in your wine? Don't you recognize it, Baron? It's the same poison you used to kill your brother. But don't worry; you know it works slowly. It just gives us enough time for a talk."
"Who are you? Guards! There's an intruder in the Palace!"
"Your guards aren't coming. The luckiest ones will awake in the morning with a serious headache."
"Then who are you? What do you want from me? Money?"
"No, Baron, I don't want your money. And I am no intruder either. I think I have as many righs as you to be here actually."
"I said who are you!?"
"How strange you don't recognize me. I thought you would have already understood. I'm Sheila's son. You can call me Jack."
"I... I do not know anybody named Sheila."
"What a poor liar you are, Baron. Look at how you sweat. Or is that the poison? You were a much better liar when you were young. In fact it took me quite a long time tosee through the web of lies you weaved around my mother and father. Yes, my father. But you have already figured out who my father was, haven't you, Baron? Or should I say dear uncle. For Sheila truly loved only one man."
"That's... That's not possible."
"It isn't? My mother was a woman of many secrets. She never even told me my father's name. I had to find it out by myself. And she never told you she was pregnant. Too bad for you. You had a nearly perfect plan, I must admit. You were the only one person they could trust. And you betrayed them both. Tell me if I'm wrong, Baron. You were the only one that knew how they loved each other. My grandfather was a very choleric man, and they were afraid to ask him permission to marry. They probably sought your advice, because you got along with the old man better than my father. They always ended up arguing, while you knew how to talk to him. You promised your help, to put their case under a good light.You said they'd better let you speak with your father, because you could make him reason. But I guess you never actually talked to my grandfather, did you, Baron?"
"I..I don't know what you're talking about..."
"Come on, dear uncle, I know you can do better than that. You have been quite a genius. You knew that even though my father and you were twins, you were quite different. Your father always argued with mine, but he appreciated his indipendence, his honesty and his valor, while he was less and less convinced by your silver tongue, your condescending and ambiguous manners. You must have thought that, if he had been the first to give the old man a heir, you would have lost the title you wanted so much. No, you had to avoid it at all costs. So you told my mother that your father was mad with rage that his son fell in love with a stranger, and a singer moreover, and that he forbade my father to see her again, under pain of being accused of treason and executed. Only something like that could have urged her to remain hidden like she did for all those years. She never even sang again in public. She must have thought that my father would have looked for her anyway, no matter the consequences. She did that to save him. Then you went to my father and told him that the old man sent you to test her good faith; you were to offer her money to disappear, while telling her how many sacrifices her life as a baroness would have required. You told him she accepted, and proof of it was the fact he couldn't find her no matter how much he searched. You also thought that my father would have never forgiven the Baron, and would have spontaneously renounced to the title, or he would have argued with his father with too much violence, sooner or later. As I said, a nearly perfect plan. Why then did you have to kill him?"
"He grew suspicious. He started asking the wrong questions. He was too close to the truth. I had to stop him. As I have to stop you now."
"No, Baron, I wouldn't make such violent movements, they'll only make the poison work faster. And the antidotes you have in your pouch won't save you. You'll find they taste like fresh water actually. I do appreciate though that you start telling the truth, finally."
"Tell me what you want, then! My title? My money? You can have everything you want!"
"I don't want nothing of you, Baron. I just wanted to see my father in your face for a while. My past finally dies here tonight. You too, I'm afraid. See you in hell."
"...Hahaha. Don't go away so soon, Jack. You wanted to see your father's face? Maybe you did. Your mother was a woman of many secrets? Did she tell you of the last night with your father? Well it wasn't 'your father'. It was me. He didn't deserve such a beautiful woman all for himself. That was a wonderful night indeed. Who is the poor liar now, Jack? Who is your real father? If I die, you'll never know! Jack! Come back, please! Jack! Jaaack!"
 
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