[Sealed in Blood-V.2] Character Thread

Characters for the Sealed in Blood PBP game.

Representing...
Chaos-Kalanyr
Evil-Serpenteye
Good-Hafrogman
Law-Festy Dog
Neutrality-Lichtenhart

OOC Thread:
OOC Thread

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.

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).
Normal: You gain 1 Fate point per Chapter.
Special: This may be taken only at 1st level.

What do Fate Points do?
For 1 Fate Point:
-Reroll one save or attack.
-Regain 25 hitpoints at any time (can be used to prevent dying if you're not reduced to -35 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 50 hitpoints at any time (can be used to prevent dying if you're not reduced to -60 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. Fate Points may be gained regardless if you have the Fated feat or not.

You gain +1 Fate point when beating a foe considered to be a "Boss" monster or character.
 
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He who will eventually become The God Emperor

(Naked)

Paragon (+12ecl) Human, Gestalt (+2ecl) Wizard12-Monk2/Fighter3/Ur-Priest7

Str: 25/+7 (10 +15 (Paragon) )
Dex: 29/+9 (14 +15 (Paragon) )
Con: 29/+9 (14 +15 (Paragon) )
Int: 31/+10 (16 +15 (Paragon) )
Wis: 34/+12 (16 +15 (Paragon) +3 (Levels) )
Cha: 29/+9 (14 +15 (Paragon) )

HP: 306 (102 +96(Paragon) +108(Con) )
AC: 49 (10 +6(Insight) +6(Luck) +6(Natural Armour) +12(Wisdom) +9(Dexterity) )
SR: 37 (26+11)
Speed: 90ft.
Initiative: +9
Bab: 9 +1(monk) +3(fighter) +5(Ur-Priest)

Attacks: +28/+23 (Unarmed)
*A paragon creature makes all its attacks with a +12 luck bonus on the attack roll.
Damage: 1d6+7(str)+10(luck) (Unarmed)
*A paragon creature gains a +10 luck bonus on Damage rolls for all melee and thrown ranged attacks.

Saves:
Fort: 25 (+3(Monk) +3(Fighter) +2(Ur-Priest) +8(insight) +9(con) )
Ref: 24 (+3(monk) +4(Wizard) +8(insight) +9(dex) )
Will: 28 (+8(wizard) +8(insight) +12(wis) )

Non-Epic Feats: 8 (1(bonus,Paragon) +1(bonus, Human) +3(levels) +2(bonus, Fighter) +1(Bonus, Wizard) )
Feats Gained after Ecl 20: 2(level) +1(Wizard)
-
Iron Will*, Malign Spell Focus*, Versatile (Bluff, Sense Motive),
-
Bonus Feat for Paragon: Dark Speach.

Skillpoints:188
Skills:
................................Total...Points used...Synergy...Ability...Competence(P)...Enhancement
Bluff:...................................32......15....................9.........8
Concentration:......................32......15....................9.........8
Diplomacy:............................36......5+(20/2)...2+2...9.........8
Intimidate:............................34......4+(22/2)...2.......9.........8
Knowledge(Arcana):...............33......15....................10........8
Knowledg(Geography):............33......15....................10........8
Knowledge(History):...............33......15....................10........8
Knowledge(Nobility androyalty):33......15....................10........8
Knowledge(Religion):...............33......15....................10........8.
Knowledge(The planes):..........33......15....................12........8
Sense Motive:.......................35......15....................12........8
Spellcraft:............................35......15............2.......10........8
Spot:...................................35......(30/2)...............12........8
(Used Skillpoints: 231 (he'll get more with equipment))

Languages:1+10+3(cost 6 skillpoints)
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Sylvan, Undercommon.

(MONK
Class Skills: The monk's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha).
WIZARD
Class Skills: The wizard's class skills (and the key ability for each skill), Concentration (Con), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int).
U-P
Class skills-Bluff, concentration, craft, knowledge (arcana, religion, the planes), and spellcraft.
Skill points = 2/level)


Special Qualities:
*Fire and cold resistance 10.
*Damage reduction 10/epic.
*Fast healing 10.
*A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
*Spell-Like Abilities: 3/day: Greater dispel magic, Haste, and See invisibility. caster level = to 12 + paragon's HD.
*A Paragon does not need to eat, sleep or breathe.
*A Paragon does not age physically after having reached adulthood and is not affected by any magical aging-attacks or -effects. (Although he will still eventually die of old age.)
*A Paragon is filth-repellant, he and the items on his body never become dirty and never needs cleaning.

Class-features:
Monk:
*Wisdom bonus (if any) to AC.
*Stunning attack.
*Evasion.
*Deflect Arrows.
Wizard:
*Familiar.
*Scribe Scroll.
Ur-Priest:
*Rebuke Undead as a 15th lvl Cleric (7+8(Insight bonus from Paragon) )
*Siphon Spell Power (Ex): A 6th level Ur-Priest can temporarily sacrifice two (or more) lower spell slots and use those spell slots to prepare a higher level spell. The higher level spell must be a spell level that the ur-priest can cast. Only one exchange of this sort may be made each day. The levels of the lower level slots are totaled, then reduced to 3 quarters (round down) to determine the level of the higher level spell slot.

Spellcasting:
Caster Level: Wizard 12+12=24, Ur-Priest 7+6+12=25
Wizard: DC: 10+10+8+spell-level
0: 4
1: 4+3
2: 4+3
3: 4+2
4: 3+2
5: 3+2
6: 2+2

Ur-Priest: DC: 10+12+8+spell-level
0: 6
1: 4+3
2: 3+3
3: 3+3
4: 3+3
5: 2+2
6: 1+2
7: 0+2
 
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(mostly) Naked Theseus

Theseus

Male Minotaur, Ranger 19
XP: 325,000/351,000 for ECL 27
Alignment: NG

Size: L (7'9", 768 lb)
HD: 6d8 + 19d8 + 4*25
HP: 300
Initiative: +6
Speed: 30ft
AC: 20 (10 +4 armor +2 dex +5 natural -1 size)
ff: natural cunning t: 11
BAB: +22 [+5 minotaur +14 ranger + 3 epic]

Str:25 (+7) [8 pts +8 racial +2 20th, 24th]
Dex:14 (+2) [6 pts]
Con:18 (+4) [6 pts +4 racial]
Int:13 (+1) [ 6 pts +3 47th, 8th, 12th]
Wis:16 (+3) [ 8 pts +1 16th]
Cha:12 (+1) [ 6 pts -2 racial]

Fortitude: +17 [+2 minotaur +9 ranger +2 epic +4 stat]
Reflex: +18 (evasion) [+5 minotaur +9 ranger +2 epic +2 stat]
Will: +17 [+5 minotaur +4 ranger +2 epic +3 feat +3 stat]

Attacks:

halberd
(+30/+25/+20/+15*, 2d8+10* dmg, 20/x3, P/S, 10' natural reach)

gore
(+28/+23/+18/+13*, 1d8+3* dmg, 20/x2, P, 10' natural reach)

two weapon fighting
halberd (+28/+23/+18/+13*)
&
gore (+26/+21/+16*)

powerful charge
(+30*, -2 ac, 4d6+10 dmg*, 20/x2, P, 10' natural reach, dire charge)

longbow
(+23/+18/+13/+8*, 2d6* dmg, 20/x3, P, 100' range increment)

Skills:

Climb +18/13
Heal +16/13
Hide +9/13
Intimidate +5/4
Jump +23/18
Knowledge (Nature) +16/13
Listen +30/19*
Move Silently +13/13
Search +23/18
Spot +30/19*
Survival +19/17 (+2 above ground, +2 tracking)*

* favored enemy bonus applies

Feats:

weapon focus:halberd (1)
combat reflexes (3)
blind-fight (6)
track (ranger 1)
two weapon fighting (ranger 2)
improved initiative (9)
endurance (ranger 3)
alertness (ranger 4 -- spirit guide)
expertise (12)
improved two weapon fighting (ranger 6)
improved trip (15)
greater two weapon fighting (ranger 11)
iron will (18)

epic weapon focus:halberd (21)
dire charge (24)

Racial Abilities:

+8 str, +4 con, -4 int, -2 cha
+5 natural armor
large size
scent
natural cunning (immune to maze, never lost, no flatfooted)
+4 search, spot, listen
gore natural attack (1d8 + 0.5*str)
Darkvision 60'
move 30'
powerful charge (4d6 + 1.5*str)

Class Abilities:

*favored enemy: humanoid (human) +4
*favored enemy: outsider (evil) +6
*favored enemy: monsterous humanoid +2
*favored enemy: dragon +2
bonus feats
wild empathy +20
spirit guide (alertness, slippery mind, improved alertness)
woodland stride
swift tracker
evasion
camouflage
hide in plain sight
spells

Languages:

Giant
Common

Spells:

caster level 9

4/4/4/2

1: DC 14: alarm, animal messenger, delay poison, longstrider,
2: DC 15: barkskin, protection from energy x2,windwall
3: DC 16: cure moderate wounds x2, neutralize poison, remove disease
4: DC 17: freedom of movement, treestride

Equipment:

Halberd
Longbow
Chain Shirt
 
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Jack revised - naked

Jack of Spades
Code:
[b]Abilities[/b]
[b]Str:[/b] 12  +1 [ 4 points]  
[b]Dex:[/b] 26  +8 [10 points, +5 advancement +5 inherent]
[b]Con:[/b] 14  +2 [ 6 points] 
[b]Int:[/b] 17  +3 [10 points, +1 advancement]  
[b]Wis:[/b] 12  +1 [ 4 points] 
[b]Cha:[/b] 14  +2 [ 6 points]
Alignment: Chaotic Neutral
Race: Human
Class Levels: Rogue 21 Void Incarnate 5
Hit Dice: 26d6+52
HP: 208
AC: 22 [10 +8 Dex +4 armor]
Init: +12 [+8 Dex +4 feat]
BAB/Grapple: +15(+3) / +19
Melee Attacks
Rapier [+27/+22/+17, 1d6+2, 18-20x2]
Dagger [+27/+22/+17, 1d4+1, 19-20x2]
Ranged Attacks
Dagger [+27, 1d4+1, 19-20x2, 10']
Speed: 30'
XP: 325,999/351,000

Code:
[b]Saves[/b]
[b]Fort:[/b] +11 [+ 9 base +2 Con]
[b]Ref :[/b] +26 [+15 base +8 Dex +3 feat]
[b]Will:[/b] +10 [+ 9 base +1 Wis]

Code:
[b]Skills[/b]                             [328 skill points]
Appraise                       + 5 [ 2 ranks +3 Int]
Balance 	               +12 [ 0 ranks +8 Dex +4 syn]
Bluff                          +27 [25 ranks +2 Cha]
Climb                          + 2 [ 1 ranks +1 Str]
Craft: Trapmaking              + 5 [ 2 ranks +3 Int]
Decipher Script                + 5 [ 2 ranks +3 Int]
Diplomacy                      +10 [ 0 ranks +2 Cha +8 syn]
Disable Device*                +20 [15 ranks +3 Int +2 cir]
Escape Artist                  +32 [24 ranks +8 Dex]
Forgery                        + 5 [ 2 ranks +3 Int)
Gather Information             +10 [ 8 ranks +2 Cha]
Hide*                          +32 [24 ranks +8 Dex]
Innuendo                       +10 [ 7 ranks +1 Wis +4 syn]
Intimidate                     +10 [ 4 ranks +2 Cha +4 syn]
Jump                           +10 [ 5 ranks +1 Str +4 syn]
Listen                         +30 [29 ranks +1 Wis]
Move Silently*                 +32 [24 ranks +8 Dex]
Open Lock*                     +20 [10 ranks +8 Dex +2 cir]
Pick Pocket*                   +20 [ 8 ranks +8 Dex +4 syn]
Profession: Card Player        + 5 [ 4 ranks +1 Wis]
Read Lips                      + 5 [ 2 ranks +3 Int]
Search                         +30 [28 ranks +2 Int]
Sense Motive                   +26 [25 ranks +1 Wis]    
Spot                           +30 [29 ranks +1 Wis]
Swim                           + 2 [ 1 ranks +1 Str]
Tumble*                        +39 [29 ranks +8 Dex +2 syn]
Use Magic Device               +20 [18 ranks +2 Cha]
 *=Skill Mastery

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

Racial Features
+1 skill point per level
+4 skill points at first level
+1 feat at first level

Class Features
Sneak Attack +11d6
Uncanny Dodge (21)
- Dex bonus to AC
- can't be flanked
- +4 vs traps
Slippery Mind
Defensive Roll
Skill Mastery
Crippling Strike
Blank Aura II
Improved Evasion
Void Presence
Mettle of Fortitude

Languages
Common, Orc, Elven, Giant

Equipment
Code:
[B]                                Cost    Weight    Location[/B]
Manual of Dex +5            137,500gp    -       used
[size=1](I need it otherwise I don't meet feats' and PrC's prereqs.)[/size]
Mithral Shirt                 1,100gp   10lb     worn
Adamantine Rapier             3,020gp    2lb     belt, right
Masterwork Dagger               302gp    1lb     hidden in a boot
Masterwork Thieves' Tools       100gp    2lb     hidden in a sleeve
[B]Total Weight:[/B]                           15lb

             [B]>Light< Medium   Heavy   Lift    Drag[/B]
[B]Max Weight:[/B]     43      86     130     260     650
 
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Victor Demar
Aka:
(The) Serpent
Sharru
El Astabis
The Emerald Viper
The Eye of Zhaan Seghess
He who will eventually become The God Emperor

Alias:
Ahri BelEresh
Anderes Namtar
Sterefan Rax


(+2500000gps)

Paragon (+12ecl) Human, Gestalt (+2ecl) Wizard12-Monk2/Fighter3/Ur-Priest7

Str: 25/ +7 (10 +15 (Paragon) )
Dex: 40/+15 (14 +15 (Paragon) +5 (Inherent from Tome) +6 (Enhancement from Item) )
Con: 40/+15 (14 +15 (Paragon) +5 (Inherent from Tome) +6 (Enhancement from Item) )
Int: 42/+16 (16 +15 (Paragon) +5 (Inherent from Tome) +6 (Enhancement from Item) )
Wis: 45/+17 (16 +15 (Paragon) +5 (Inherent from Tome) +6 (Enhancement from Item) +3 (Levels) )
Cha: 40/+15 (14 +15 (Paragon) +5 (Inherent from Tome) +6 (Enhancement from Item) )

HP: 378 (102 +96(Paragon) +180(Con) )
AC: 73 (10 +6(Insight) +6(Luck) +6(Natural Armour) +17(Wisdom) +15(Dexterity) +8(Armour(bracers)) +5(Deflection) )
SR: 37 (26+11)
Speed: 90ft.
Initiative: +15
Bab: 9 +1(monk) +3(fighter) +5(Ur-Priest)
Attacks: +28/+23 (Unarmed)
*A paragon creature makes all its attacks with a +12 luck bonus on the attack roll.
Damage: 1d6+7(str)+10(luck) (Unarmed)
*A paragon creature gains a +10 luck bonus on Damage rolls for all melee and thrown ranged attacks.

Saves:
Fort: 36 (+3(Monk) +3(Fighter) +2(Ur-Priest) +8(insight) +15(con) +5(enhancement))
Ref: 35 (+3(monk) +4(Wizard) +8(insight) +15(dex) +5(enhancement) )
Will: 40 (+8(wizard) +8(insight) +17(wis) +5(enhancement) +2(feat))

Non-Epic Feats: 8 (1(bonus,Paragon) +1(bonus, Human) +3(levels) +2(bonus, Fighter) +1(Bonus, Wizard) )
Feats Gained after Ecl 20: 2(level) +1(Wizard)
-
Iron Will*, Malign Spell Focus*, Versatile (Bluff, Sense Motive), Power Attack, Reckless Attack, Arcane Strike, Divine Might, Skill Focus (Spellcraft), Spellpenetration, Spell Focus (Transmutation), Quicken Spell.
-
Bonus Feat for Paragon: Dark Speach.

Skillpoints:280
Skills:
................................Total...Points used...Synergy...Ability...Competence(P)...Enhancement
Bluff:...................................58......15....................15........8...20
Concentration:......................38......15....................15........8
Diplomacy:............................62......5+(20/2)...2+2...15........8...20
Intimidate:............................40......4+(22/2)...2.......15.......8
Knowledge(Arcana):...............59......15....................16........8...20
Knowledge(Arch. and eng.): ....39......15....................16........8
Knowledg(Geography):............39......15....................16........8
Knowledge(History):...............59......15....................16........8...20
Knowledge(Nature):................39......15...................16........8
Knowledge(Nobility and royalty):39.....15...................16........8
Knowledge(Religion):...............59......15....................16........8...20
Knowledge(The planes):..........59......15....................16........8...20
Scry:...................................39......15...................16........8
Sense Motive:.......................60......15....................17........8...20
Spellcraft:............................61......15............2.......16........8...20
Spot:...................................60......(30/2)...............17........8...20
(Used Skillpoints: 280)

Languages:1+10+5(cost 10 skillpoints)
Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon.

(MONK
Class Skills: The monk's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha).
WIZARD
Class Skills: The wizard's class skills (and the key ability for each skill), Concentration (Con), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int).
U-P
Class skills-Bluff, concentration, craft, knowledge (arcana, religion, the planes), and spellcraft.
Skill points = 2/level)


Special Qualities:
*Fire and cold resistance 10.
*Damage reduction 10/epic.
*Fast healing 10.
*A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
*Spell-Like Abilities: 3/day: Greater dispel magic, Haste, and See invisibility. caster level = to 12 + paragon's HD.
*A Paragon does not need to eat, sleep or breathe.
*A Paragon does not age physically after having reached adulthood and is not affected by any magical aging-attacks or -effects. (Although he will still eventually die of old age.)
*A Paragon is filth-repellant, he and the items on his body never become dirty and never needs cleaning.

Class-features:
Monk:
*Wisdom bonus (if any) to AC.
*Stunning attack.
*Evasion.
*Deflect Arrows.
Wizard:
*Familiar.
*Scribe Scroll.
Ur-Priest:
*Rebuke Undead as a 15th lvl Cleric (7+8(Insight bonus from Paragon) )
*Siphon Spell Power (Ex): A 6th level Ur-Priest can temporarily sacrifice two (or more) lower spell slots and use those spell slots to prepare a higher level spell. The higher level spell must be a spell level that the ur-priest can cast. Only one exchange of this sort may be made each day. The levels of the lower level slots are totaled, then reduced to 3 quarters (round down) to determine the level of the higher level spell slot.

Spellcasting:
Caster Level: Wizard 12+12=24, Ur-Priest 7+6+12=25
Wizard: DC: 10+10+8+spell-level
0: 4
1: 4+4
2: 4+4
3: 4+4
4: 3+4
5: 3+3
6: 2+3

Ur-Priest: DC: 10+12+8+spell-level
0: 6
1: 4+5
2: 3+4
3: 3+4
4: 3+4
5: 2+4
6: 1+3
7: 0+3


Wealth total: 2'500'000 gp

Equipment:
Tomes and Manuals +5 for Dexterity, Constitution, Intelligence, Wisdom and Charisma: 5*137'500gp: 687'500gp

Bracers of the Warlord: Armour +8, Resistance bonus to Saving throws +5.
(64'000gp +50'000gp): 114'000gp

Headband of Superior Thought: Enhancement bonus of +6 to Intelligence, +20 to Bluff, Diplomacy, Knowledge ( (Arcana) (History) (Religion) (The planes) ), Sense Motive, Spellcraft, Spot.
(36'000gp +144'000gp): 180'000gp

Belt of the Infernal Fortress: Deflection bonus of +5 to AC: 50'000gp

Amulet of Immunity: Death Ward (use activated), Periapt of Health,
(56'000gp +15'000gp): 71'000gp

Ring of Spell Turning (command activated): 150,000 gp.

Ring of Instinctive Excellence: Gives wearer the following: +6 to Wisdom, Improved Evasion.
(36'000gp +50'000gp): 86'000gp

The Suit of Critical Defence : (Armour Slot): +1 Cloth Armour of Major Displacement and Heavy Forticication:
(50'000gp +51'000gp): 101'000gp

Contact Lenses of Truth: True Seeing (use activated): 132'000gp

Boots of Mobility: Freedom of Movement (use activated), Fly (use activated):
(40'000gp +60'000gp): 100'000gp

Cloak of the Mind: Mind Blank 1/day: 43'200gp

Gloves of Dexterity +6: 36'000gp

Robe of Charisma +6: 36'000gp

Pants of Constitution +6 (Vest Slot): 36'000gp

Portable Hole of Handiness (Combines the features of a Portable Hole and a Handy Haversack): 14,000 gp

Scroll of Genesis (used*): 3,825 gp
(180ft r demiplane)

Blessed Book x2: 19000gp (90 spells)

Pearl of Penultimate Power
Functions like a Pearl of Power but allows the owner to recall four cast spells from every level between 1 and 7 (4 1st level spells, 4 2nd etc.) It also functions like a Bead of Karma 5/day.
(4'000 +16'000 +36'000 +64'000 +100'000 +144'000 +196'000 +25'000): 585'000gp


Spellbooks (the costs assume he copied them all from bought scrolls)

Blessed Book #1
1st-Level Arcane Spells
Change self: 0 gp, Charm person: 0 gp, Color spray: 0 gp, Enlarge: 0 gp, Grease: 25 gp, Identify: 25 gp, Magic Missile: 25 gp, Ray of enfeeblement: 25 gp, Reduce: 25 gp, Shield: 25 gp, Shocking grasp: 25 gp, Sleep: 25 gp, Unseen servant: 25 gp, Ventriloquism: 25 gp,

2nd-Level Arcane Spells
Blindness/deafness: 0 gp, Bull’s strength: 0 gp, Cat’s grace: 0 gp, Fox's Cunning: 0 gp, Darkvision: 150 gp, Detect thoughts: 150 gp, Invisibility: 150 gp, Knock: 150 gp, Locate object: 150 gp, Melf’s acid arrow: 150 gp, Mirror image: 150 gp, Owl's Wisdom: 150 gp, Protection from arrows: 150 gp, Web: 150 gp, Lahm's Finger Darts (BOVD): 150 gp.

3rd-Level Arcane Spells
Blink: 0 gp, Clairaudience/clairvoyance: 0 gp, Fireball: 0 gp, Fly: 0 gp, Gaseous form: 375 gp, Greater magic weapon: 375 gp, Haste: 375 gp, Magic circle against chaos: 375 gp, Magic circle against evil: 375 gp, Magic circle against good: 375 gp, Magic circle against law: 375 gp, Slow: 375 gp, Suggestion: 375 gp, Tongues: 375 gp, Vampiric touch: 375 gp,


Blessed Book #2
4th-Level Arcane Spells
Charm monster: 0 gp, Confusion: 0 gp, Contagion: 0 gp, Detect scrying: 0 gp, Dimensional anchor: 700 gp, Dimension door: 700 gp, Emotion: 700 gp, Enervation: 700 gp, Evard’s black tentacles: 700 gp, Improved invisibility: 700 gp, Phantasmal killer: 700 gp, Polymorph other: 700 gp, Remove curse: 700 gp, Summon monster IV: 700 gp,

5th-Level Arcane Spells
Cloudkill: 0 gp, Cone of cold: 0 gp, Dismissal: 0 gp, Domination: 0 gp, Feeblemind: 1,125 gp, Hold monster: 1,125 gp, Major creation: 1,125 gp, Mind fog: 1,125 gp, Persistent image: 1,125 gp, Stone shape: 1,125 gp, Summon monster V: 1,125 gp, Telekinesis: 1,125 gp, Teleport: 1,125 gp, Transmute mud to rock: 1,125 gp, Transmute rock to mud: 1,125 gp, Wall of force: 1,125 gp, Wall of iron: 1,175 gp,

6th-Level Arcane Spells
Acid fog: 0 gp, Analyze dweomer: 0 gp, Disintegrate: 1,650 gp, Eyebite: 1,650 gp, Flesh to stone: 1,650 gp, Mass suggestion: 1,650 gp, Programmed image: 1,650 gp, Project image: 1,650 gp, Stone to flesh: 1,650 gp, Summon monster VI: 1,650 gp,

Total cost: 41500 gp

Magical Component Pouches x5: 100gp

Magical Spell Focuses: 10'000gp

Noble's Outfit x5: 500gp

Sum: 2'498'600gp

Liquid Wealth: 1'400gp


Appearance
Those who can penetrate the magical disguises He frequently uses will see a perfect human being, and those who are truly perceptive will see a more than perfect, more than human being. His hair, cut in a simple unpretentious style, is golden blond and His lightly tanned skin is suffused by a subtle golden radiance. His eyes are striking, the colour of emerald, and... I think you get the point. His clothing is simple but elegant, expensive but not gaudy, just in case you didn't get the point. The point being perfection, not in a weird sort of "fantasy as wishfulfillment" sort of way, simply perfection.

Background
(Exerpt from a thesis on ancient history, written by Astorias the Sage of the University of New Rel-Astra 3689 after the Third Cataclysm, before his presumed execution by the Inquisition in the same year. His soul was apparently erased, as is the standard operating procedure of the Inquisition, and all memory of him was magically purged from the multiverses, but one copy of his thesis found its way to our records where it must remain well hidden and protected. The thesis seems to be coloured by heretical bias randomly intermixed with a nearly orthodox religiosity but is is the best record of the early life of The One God and Emperor that we posess. I suspect that only He Himself knows more about the topic than our exclusive circle. ... ... ...)
Childhood
He was born, not of immaculate conception, not as an act of His own eternal will, and not as a punishment of the Gods inflicted upon the worlds. He was born, and the theologians were all wrong for he was born of a woman and fathered by a man. His parents were poor, nameless, and besides giving Him life they were entirely pointless. They were just one couple, theretofore childless, drowning in the chaos of the Greyhawk War. Temples have been built in their honour, they have been worshiped as Saints, as aspects of the One God and Emperor, but the Sacred Family are not the topic of this thesis. They were His biological parents, but there is no sign of any heredity from them to Him.
He was born, and his childhood was over.
Awakening
Even in the womb he had surpassed the intellect of his simple parents. He had learned everything they could teach him as a featus. He stayed with them for a time, for his form was yet unformed and his mind had not yet achieved Clarity, but he soon moved on. There are many stories about The Child, most of them featured in the Deus Infant antologies, but their reliability is questionable. One of the more detailed legends feature the Child God's travels trough the Hells, and claims that he for a time acted as a judge in the court of Mephistopheles at the age of two. In other stories he's battling with, most likely symbolic, representations of the various alignments. Little is truly known about this time, except that he did travel extensively, most likely searching for a deeper understanding of his own self.
Fatherhood
He returned to Oerth in his twelvth year,

Greed

Apotheosis
The events of The First True War and the Ascention are well known and need not be elaborated upon.
 
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Zeraxis; Sorceror 6/ Loremaster 8/Archmage 2
Incubus; Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8 (48) +16d4 (64) +110 (222 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 25 (+5 dex, +9 natural, +1 dodge), touch 16, flat-footed 19
Base Attack/Grapple: +14/+17
Attack: Claw +17 melee (1d6+3)
Full Attack: 2 claws +17 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues, secrets (dodge trick, newfound arcana, more newfound arcana, applicable knowledge), lore +18, greater lore, high arcana (spellpower +1, spellpower +2)
Saves: Fort +15, Ref +15, Will +23
Abilities: Str 16, Dex 20, Con 20, Int 26, Wis 22, Cha 44
Skills: appraise +16/8, bluff +32/15, concentration +30/25, decipher script +16/8, diplomacy +26/9, disguise +26/9*, gather information +25/8, hide +14/9, intimidate +26/9, knowledge (arcana) +33/25, knowledge (history) +26/18, knowledge (nobility) +26/18, knowledge (religion) +30/22, knowledge (planes) +33/22, listen +23/9^, move silently +14/9, perform (dance, storytelling, song, viola, harp, panpipe, drama, comedy) +25/8, profession (librarian) +28/22, search +20/12, spellcraft +31/20.5, spot +23/9^
Feats: skill focus (knowledge: the planes), empower spell, extend spell, widen spell, skill focus (spellcraft), spell focus (necromancy), spell focus (enchantment), improved familiar, greater spell focus (necromancy), greater spell focus (enchantment)
Environment: Library
Organization: Solitary
Alignment: LN
Languages: Abyssal, Draconic, Celestial, Infernal, Ignan, Terran, Aquan, Auran, Sylvan, Elven, Drow Silent, Common, Dwarven, Giant

*While using his alter self ability, an incubus gains a +10 circumstance bonus on Disguise checks.
^While the familiar is within arm's reach, the master gains the Alertness feat.

Energy Drain (Su): An incubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on
the victim. If the target is not willing to be kissed, the incubus must start a grapple, which provokes an attack of opportunity.
The incubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the
victim to accept another kiss from the incubus. The victim must succeed on a DC 30 Will save to negate the effect of the
suggestion. The DC is 30 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 31), detect good, detect thoughts (DC 29), ethereal jaunt (self plus 50
pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 30), greater teleport (self
plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day an incubus can attempt to summon 1 vrock with a 30% chance of success. This ability
is the equivalent of a 3rd-level spell.
Tongues (Su): An incubus has a permanent tongues ability (as the spell, caster level 12th). Incubi usually use verbal
communication with mortals.
Skills: Incubi have a +8 racial bonus on Listen and Spot checks.

Spells Known:
0th: (9) Arcane Mark, Dancing Lights, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Ray of Fire, Read Magic
1st: (5) Feather Fall, Magic Missile, Ray of Enfeeblement, Shield, True Strike
2nd: (5) Arcane Lock*, Fog Cloud, Hideous Laughter, Knock, Web
3rd: (4) Blink, Greater Magic Weapon, Vampiric Touch, Slow
4th: (4) Confusion, Dimensional Anchor, Enervation, Greater Invisibility
5th: (4) Feeblemind, Hold Monster, Mage's Private Sanctum, Wall of Force
6th: (3) Disintergrate, Greater Dispel Magic, True Seeing*
7th: (2) Finger of Death, Waves of Exhaustion
8th: (1) Mind Blank

*Note to self: Price to cast

Caster lvl: 19

Spells/day: (DC 27 + spell level)
0th: 6
1st: 6+5
2nd: 6+4
3rd: 6+4
4th: 6+4
5th: 5+4
6th: 6+3
7th: 4+3
8th: 3+3

Van'tar
Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 22 (111 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20
Base Attack/Grapple: +3/–5
Attack: Sting +19 melee (1d4 plus poison)
Full Attack: Sting +19 melee (1d4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Saves: Fort +10, Ref +13, Will +18
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: diplomacy +11/9, hide +20/9, knowledge (arcana) +25/25, knowledge (history) +18/18, knowledge (nobility) +18/18, knowledge (religion) +22/22, knowledge (planes) +22/22, listen +10/9, move silently +12/9, search +12/12, spellcraft +20/20.5, spot +10/9
Feats: Flyby Attack, Weapon Finesse
Environment: Library
Organization: Solitary
Alignment: Lawful evil

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution based and includes a +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include

monstrous spider, raven, rat, and boar.

Equipment: 1674900gp
Tome of Charisma +5
Tome of Wisdom +5
Tome of Intelligence +5
Tome of Constitution +5
Tome of Dexterity +5
Tome of Strength +5
 

Kurogasa
Male Elf, Mage 25, Neutral Evil

Str 14 (+2) [2 points +4 Inherent]
Dex 21 (+5) [6 points + 2 racial + 2 level + 5 Inherent]
Con 16 (+3) [6 points - 2 racial + 4 Inherent]
Int 20 (+5) [10 points + 4 Inherent]
Wis 18 (+4) [6 points + 4 Inherent]
Cha 25 (+7) [10 points + 4 level + 5 Inherent]

HP: 175 Init: +5
AC: 15 (+5 Dex)
Saves: Fort +11 (+3 Con, +6 Class, +2 Epic), Ref +13 (+5 Dex, +6 Class, +2 Epic), Will +18 (+4 Wis, +12 Class, +2 Epic)
Skills (ranks): Climb +7(5cc), Concentration +26(23), Dispel Magic +32(28), Divination +27(23), Hide +33(28), Knowledge (Arcana) +15(10), Move Silently +33(28), Scry +27(23), Spellcraft +28(23)
Feats: Craft Charged Item, Craft Permanent Spell, Craft Wondrous Item, Evoke Specialist, Still Spell
Special Features: Elf traits, Magical Boons, Permanent Spells, Spell Expertises, Spell Masteries, Tradition Skills (Hide, Move Silently)

Spell lists known:
3 Abjure/Hex: Fire, Good, Light, Shadow
7 Charm: Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant, Vermin
9 Create: Air, Death, Force, Life, Metal, Mist, Nature, Shadow, Void
7 Evoke: Acid, Death, Earth, Fire, Ice, Shadow, Void
2 Heal: Life, Shadow
3 Illusion: Lightning, Shadow, Void
4 Infuse/Drain: Force, Shadow, Space, Void
5 Move: Air, Death, Force, Life, Space
5 Transform: Earth, Fire, Life, Shadow, Space

Magical Boons:
Bonus Feat, Resist Fear; Uncanny Vision x2 (Darkvision 60ft); Improved Signature Spell (Evoke Shadow), Improved Signature Spell (Scry), Major Shadow Resistance

Permanent Spells:
Long-step: Move Space 4/Gen 0; Can teleport up to 150ft as a full-round action five times a day. Must make an intelligence check if teleporting outside line of sight. 3,200XP
Shroud of Shadow: Create Shadow 0/Gen 0; Can create shadows extending 20ft from him at will. The shadows are normal shadows, and creatures with Darkvision can see through them. 1,000XP
Shroud of Shadow, Greater: Create Shadow 3/Gen 1; Can radiate pure darkness with a 60ft radius from him twice per day. Creatures with Darkvision can't see in this darkness, but he can. 1,067XP

Equipment:
Tome/Manual +4 for Str, Con, Int, Wis (110,00 each, 440,000 total)
Tome/Manual +5 for Dex, Cha (137,500 each, 275,000 total)
 
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Theseus, equipped

Theseus

Male Minotaur, Ranger 19
XP: 325,000/351,000 for ECL 27
Alignment: NG

Size: L (7'9", 768 lb)
HD: 6d8 + 19d8 + 9*25
HP: 425
Initiative: +10
Speed: 60ft
AC: 50 (+1 v evil)
(10 +9 armor +7 shield +6 dex +5 natural +5 deflection +5 insight +4 luck -1 size)
ff: natural cunning t: 29
BAB: +22 [+5 minotaur +14 ranger + 3 epic]

Str:[36] (+13) [8 pts +8 racial +2 20th, 24th +5 inherent +6 enhancement]
Dex:[22] (+6) [6 pts +2 inherent +6 enhancement]
Con:[29] (+9) [6 pts +4 racial +5 inherent +6 enhancement]
Int:18 (+4) [ 6 pts -4 racial +3 47th, 8th, 12th +5 inherent]
Wis:[27] (+8) [ 8 pts +1 16th +5 inherent +6 enhancement]
Cha:[20] (+5) [ 6 pts -2 racial +2 inherent +6 enhancement]

Fortitude: +34**
[+2 minotaur +9 ranger +2 epic +9 stat +5 resistance +4 luck +2 morale +1 competence]
Reflex: +34** (evasion)
[+5 minotaur +9 ranger +2 epic +6 stat +5 resistance +4 luck +2 morale +1 competence]
Will: +34**
[+5 minotaur +4 ranger +2 epic +3 feat +8 stat +5 resistance +4 luck +2 morale +1 competence]

** +4 sacred vs "evil" spells.

Attacks:

Horn of Crete: +49 (+19 base +3 epic +13 str +3 feat +2 morale +1 competence +4 luck +5 enhancement -1 size)
(+49/+44/+39/+34, 2d8+28+(2d6 v evil)* dmg, 20/x3^, P/S, 10' natural reach) ^ autoconfirm vs evil

gore +44 (+19 base +3 epic +13 str +2 morale +1 competence +4 luck +3 enhancement -1 size)
(+44/+39/+34/+29, 1d8+13+(2d6 v evil)* dmg, 20/x2, P, 10' natural reach)

two weapon fighting
Horn of Crete (+47/+42/+37/+32)
&
gore (+42/+37/+32)

powerful charge
(+46*, -2 ac, 4d6+26+(2d6 v evil) dmg*, 20/x2, P, 10' natural reach, dire charge)

longbow +43 (+19 base +3 epic +6 dex +2 morale +2 competence + 4 luck +5 enhancement +3 ammunition -1 size)
(+43/+38/+33/+28, 2d6+26* dmg, 20/x3, P, 200' range increment)

grapple +44

Skills:

Climb +39/19
Heal +29/19
Hide +38/19
Intimidate +14/9
Jump +83/28
Knowledge (Nature) +27/19
Listen +62/28*
Move Silently +27/19
Search +58/28
Sense Motive +30/0*
Spot +62/28*
Survival +38/28 (+2 above ground, +2 tracking)*

* favored enemy bonus applies

Feats:

weapon focus:halberd (1)
combat reflexes (3)
blind-fight (6)
track (ranger 1)
two weapon fighting (ranger 2)
improved initiative (9)
endurance (ranger 3)
alertness (ranger 4 -- spirit guide)
expertise (12)
improved two weapon fighting (ranger 6)
improved trip (15)
greater two weapon fighting (ranger 11)
iron will (18)

epic weapon focus:halberd (21)
dire charge (24)

Racial Abilities:

+8 str, +4 con, -4 int, -2 cha
+5 natural armor
large size
scent
natural cunning (immune to maze, never lost, no flatfooted)
+4 search, spot, listen
gore natural attack (1d8 + 0.5*str)
Darkvision 60'
move 30'
powerful charge (4d6 + 1.5*str)

Class Abilities:

*favored enemy: humanoid (human) +4
*favored enemy: outsider (evil) +6
*favored enemy: monsterous humanoid +2
*favored enemy: dragon +2
bonus feats
wild empathy +20
spirit guide (alertness, slippery mind, improved alertness)
woodland stride
swift tracker
evasion
camouflage
hide in plain sight
spells

Languages:

Giant
Common

Spells:

caster level 9

5/5/5/4

1: DC 19:
2: DC 20:
3: DC 21:
4: DC 22:

change self at will

Equipment:

Horn of Crete 165,020 gp
(large +5 adamantine blessed holy ghost touch halberd)

Wind of the Ahm 75,400 gp
(large +5 mighty [+13] composite longbow of distance)
(50 +3 arrows)


White Chain 101,200 gp
(+5 angelic mithril chain shirt of medium fortification)

Interceptor 49,190 gp
(+5 animated large steel shield)


Great Protector Band 464,000 gp
(Ring:
greater universal energy resistance [fire, cold, electricity, acid, and sonic resistance 30]
+5 deflection to AC
+5 resistance to saves
adaptation [as necklace of adaptation]
health [as periapt of health]
sustenance [as ring of sustenance])

Ring of the Beast 165,000 gp
(Ring:
regeneration [ as ring of regeneration]
+6 enhancement to wisdon
chameleonic [as ring of chameleon power]
jumping [as ring of jumping])

Talisman of Minos 104,600 gp
(Amulet:
+3 holy gore attack [as necklace of natural weapons]
+6 enhancement to constitution)

Heart of Gold 212,800 gp
(Slotless:
+4 luck to AC
+4 luck to saving throws
heal 1/day [as 11th level caster])

Gloves of the Titans 176,500 gp
(Gloves:
+6 enhancement to strength
+4 luck to attack rolls
+4 luck to damage rolls
fiercesome grip [as gloves of fiercesome grip])

Hornbands of Awareness 110,500 gp
(Helmet:
+5 insight to AC
+20 competence to listen
+20 competence to search
+20 competence to sense motive
+20 competence to spot)

Anklets of Movement 63,750 gp
(Boots:
+6 enhancement to dexterity
fast movement [as boots of striding as springing]
flight [as winged boots])

Cloak of the Divine Presence 104,000 gp
(Cloak:
+6 enhancement to charisma
heroic inspiration [as standard of heroism]) {+2 moral attacks, saves, skills 30'}

Bracers of Archery 5,100 gp
Ioun Stone: Pale Green Prism 20,000 gp

Theseus has gained the benefits of tomes to increase his strength (+5), dexterity (+2), constitution (+5), intelligence (+5), wisdom (+5) and charisma (+2) 660,000gp

4,940 gp



For centuries, the Ahm tribe has farmed the fertile river valley that is their ancestral home. They are not a warlike people, yet they survive and prosper surrounded by their more agressive neighbors. The tribe reveres Minos, the Bull god, and he watches over them. He chooses an infant from the minotaur tribe that roams the steppes to the south, and that infant is delivered unto the Ahm tribesman as their champion. The champion is watched over and raised by the tribe, and in turn he defends them against the encroachments of the other human tribes, and even against the minotaur raiding parties that occasionally find their way north. The champion leads the tribe's warriors into battle, and fights side by side with them to vanquish their foes.

Theseus was the latest of the Champions of the Ahm. Minos had spirited him away from the minotaurs before their brutish ways could be imprinted in his mind, and he was raised by the tribe's people and Jereth, their previous and now elderly, champion. He learned the ways of warfare from Jereth and the tribe's warriors, and learned the way's of the wild and of stealth from the tribe's warriors. He wanted for nothing, and lived only to train for his duties. When the time came for his first battle, he aquitted himself well. He stood on a hilltop, wielding the arms and armor of the champion of Minos, and he roared his challenge to the charging warriors of the Teht tribe. Horses reared and threw their riders, grown men turned pale and fled from the battle as Theseus charged down the hill, his halberd raised high above his head.

Time proved Theseus to be the greatest of Minos's champions that the tribe had ever seen. His early time with the Ahm was marked by a long and lasting peace as the neighboring tribes quickly learned that they could not face him in battle. Even alone he was a match for their strongest forces, and with his tribesmen at his side, he could not fall. Theseus never abandoned his training, despite the fact that he had no battles to fight. He began ranging further and further from the tribe, confident that little would happen while he was gone. He traveled far during these years, learned much and faced and defeated many foes, but he never stayed away from his tribe for too long.

However, it was during one of these outings that the sorcerer Verlis came to reside in the river valley of the Ahm. He constructed a tower at the edge of the tribe's lands, but made no hostile movements towards the Ahm. The tribe left Verlis to himself, and he in turn left the tribe alone. When Theseus returned from his latest journey he visited the tower as a representative of the Ahm. The sorcerer was polite and respectful and not at all threatening. Theseus saw no reason to antagonize Verlis as long as he intended the Ahm no harm.

Verlis was of course not nearly as harmless as he pretended, and indeed he used his time alone in his tower to plot the destruction of the Ahm and their champion so that he could complete his domination of the area. Before he ever constructed the tower he had subjugated the various tribes in the surrounding lands. However, he did not wish to move hastily against Minos's champion. From his tower he negotiated with the minotaur tribe and summoned various demons to his cause. When all was in preparation for his final strike, he unleashed the cornerstone of his plan.

Theseus was helpless when the fever spread through the Ahm. It struck quickly and completely, and within days everytribes man was dying of the disease, or already dead. Against this formless foe, all of Theseus's strength was worthless. The disease left him unscarred, but he could not prevent it from harming his charges. Bereft of all other options, he turned to the only avenue left to him. He made the trip to Verlis's tower to seek advice. The sorcerer was very sympathetic and rushed to consult his books, where he found a reference to a possible cure to the fever. He could mix the elixer for the Ahm, but he would need to spend time preparring it, and he lacked one vital ingredient. The Braxis Flower grew far to the south, and it's petals were instrumental to the erradication of the fever. Theseus naturally set out at once in search of the flower.

As soon as Theseus was safely gone from the valley, Verlis summoned the warriors of the tribes under his control. They rode through the valley and destroyed everything that the fever had not already killed. The Ahm were no more. For Theseus, Verlis sent a demonic messenger ahead to the minotaur tribe. The demon and the minotaurs ambushed the lone champion weakened from days of caring for the sick and dying and then exhausted by even more days of ceaseless travel on his vain quest. He gave good accounting of himself, but the combinded strength of his foes proved too much even for the Champion of Minos. His tattered and torn corpse was left bleeding into the plains, his only mission in life a failure.

That is where Luz'Noc found him. His life force had not completely abandonded him yet, but it was only a matter of time. The pit fiend had been following a foe of his, the demon sent by Verlis. Sensing profit to be made, Luz'Noc approached the fallen champion and explained to him what had happened, and the plot against the Ahm. He offered a bargain. Theseus's soul in exchange for his life now, and the opportunity to execute his final duties to his tribe. Delirious and defeated, Theseus accepted the offer. Luz'Noc called forth a powerful item of good that had fallen into his possession. The molten lump of gold was forced into Theseus's chest, burning a hole where his heart should be. The heart of gold filled the champion with renewed purpose and called him back from the brink of death, repairing his broken body. Luz'Noc left him then, prepared to wait for the soul that would be his.

Naked except for the golden lump in his chest, Theseus followed the tracks of his foes until they diverged. The minotaurs had traveled back to their homeland, carrying with them the spoils of the battle. Theseus came upon them in the night, and destroyed them. Having regained the arms and armor that befit Minos's Champion, he turned once more to return to the Valley of the Ahm. He came upon the destruction and wept. He spent a day burying what remained of the Ahm before turning to Verlis's tower. The sorcerer, confident is his victory was caught unprepared for the assault of the rightous wrath that filled Theseus that day. His human and demonic allies were scattered, and his tower was shaken to it's very foundations. Finally, Theseus confronted Verlis and exacted his revenge. The sorcerer's broken body was crushed upon the rubble of his tower.

Luz'Noc arrived to find the minotaur champion weeping alone on the stones there. He called upon Theseus's debt, and the Champion of the Ahm followed the fiend to hell, and there to serve him for all eternity. He made war against the enemies of Luz'Noc, crushing the demons and devils that dared to challenge the might of his master. Theseus has regained some of his spirit, but the loss of his tribe still weighs heavily upon his mind, as do the deeds committed under the terms of his debt. He awaits the future with trepidation, never sure what new evil it will bring.
 
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Kurogasa
Male Elf, Mage 25, Neutral Evil

Str 20 (+5) [2 points +4 Inherent + 6 Enhancement]
Dex 27 (+8) [6 points + 2 racial + 2 level + 5 Inherent + 6 Enhancement]
Con 22 (+6) [6 points - 2 racial + 4 Inherent + 6 Enhancement]
Int 26 (+8) [10 points + 4 Inherent + 6 Enhancement]
Wis 24 (+7) [6 points + 4 Inherent + 6 Enhancement]
Cha 31 (+10) [10 points + 4 level + 5 Inherent + 6 Enhancement]

HP: 250 Init: +8
AC: 33 (+8 Dex, +10 Armor, +5 Deflection)
Saves: Fort +19 (+6 Con, +6 Class, +2 Epic, +5 Resistance), Ref +21 (+8 Dex, +6 Class, +2 Epic, +5 Resistance), Will +26 (+7 Wis, +12 Class, +2 Epic, +5 Resistance)
Skills (ranks): Climb +10(5cc), Concentration +29(23), Dispel Magic +38(28), Divination +30(23), Hide +46(28), Knowledge (Arcana) +20(10), Move Silently +46(28), Scry +30(23), Spellcraft +33(23)
Feats: Craft Charged Item, Craft Permanent Spell, Craft Wondrous Item, Evoke Specialist, Martial Weapon Proficiency (Greatsword), Quicken Spell, Still Spell, Weapon Focus (Greatsword)
Special Features: Elf traits, Magical Boons, Permanent Spells, Spell Expertises, Spell Masteries, Tradition Skills (Hide, Move Silently)

Spell lists known:
4 Abjure/Hex: Force, Good, Nature, Shadow
7 Charm: Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant, Vermin
9 Create: Air, Death, Force, Life, Metal, Mist, Nature, Shadow, Void
7 Evoke: Air, Death, Earth, Fire, Ice, Shadow, Void
2 Heal: Life, Shadow
3 Illusion: Lightning, Shadow, Void
4 Infuse/Drain: Force, Shadow, Space, Void
5 Move: Air, Death, Fire, Force, Space
4 Transform: Earth, Fire, Life, Shadow

Magical Boons:
Bonus Feat, Resist Fear; Uncanny Vision x2 (Darkvision 60ft); Improved Signature Spell (Evoke Shadow), Improved Signature Spell (Create Shadow), Major Shadow Resistance

Permanent Spells:
Long-step: Move Space 4/Gen 0; Can teleport up to 150ft as a full-round action five times a day. Must make an intelligence check if teleporting outside line of sight. 3,200XP
Shroud of Shadow: Create Shadow 0/Gen 0; Can create shadows extending 20ft from him at will. The shadows are normal shadows, and creatures with Darkvision can see through them. 1,000XP
Shroud of Shadow, Greater: Create Shadow 3/Gen 1; Can radiate pure darkness with a 60ft radius from him twice per day. Creatures with Darkvision can't see in this darkness, but he can. 1,067XP

Spell Expertise: +2 bonus to Spellcraft and Knowledge (Arcana) related to spells of the following action or element: Abjure/Hex, Charm, Create, Evoke, Illusion, Infuse/Drain, Move, Transform; Air, Death, Fire, Force, Life, Shadow, Void
Spell Mastery: +2 bonus to caster level checks to cast unknows spells from a written source if it only contains following types of action or element: Charm, Create, Evoke; Shadow

XP Spent so far: 17,627

Equipment: 1,365,500gp so far
Tome/Manual +4 for Str, Con, Int, Wis (110,00 each, 440,000 total)
Tome/Manual +5 for Dex, Cha (137,500 each, 275,000 total)
Amulet of Mental and Physical Might; +6 Enhancement bonus to all stats (396,000gp)
Boots of Movement; (Move Air 6/Move Fire 2/Gen 1) Grants flight (perfect maneuverability) equal to base speed, and a +30ft Enhancement bonus to base speed (self-crafted, 40,500gp and 3,240XP)
Bracers of Armor +10 (100,000gp)
Cloak of Shadows; (Infuse Void 6/Gen 1) Grants a +10 Enhancement bonus to Hide and Move Silently (self-crafted, 24,500gp and 1,960XP)
Gasa (Hat slot); allows the casting of Invisibility (Illusion Shadow 3/Gen 0, EoM p. 66) as spell-completion at will (self-crafted, 45,000gp and 3,600XP)
Ring of Protection; (Abjure Force 7/Gen 1) Grants a +5 Deflection bonus to Armor Class (self-crafted, 32,000gp and 2,560XP)
Ring of Resistance; (Abjure Force 4/Gen 1) Grants a +5 Resistance bonus to all saves (self-crafted, 12,500gp and 1,000XP)
 

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