Temporary character in progress (pls ignore)

Voidrazor

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Tehrazhon, the Abomination
Code:
Male Voidmind (+1 LA) Half-Ogre (+1 LA?) Anthropomorphic Whale (3 HD +0 LA) afflicted with Lycanthropy (Giant War Crocodile) (8 HD +2 LA)
Monk of the Passive Way 2 / Fighter 2 / Paladin of Slaughter 2 / Exotic Weapon Master 1 / Warshaper 3  / War Hulk 15

Strength    100  (+45)  14 base +6 Enchantment +5 Inherent +1 Levels +4 Voidmind +6 Half-Ogre +8 Anth Whale +20 Were-Croc +4 Warshaper +30 War Hulk
Dexterity    32  (+11)  14 base +6 Enchantment +5 Inherent +1 Levels +2 Voidmind -2 Half-Ogre +4 Anth Whale +2 Were-Croc
Constitution 40  (+15)  15 base +6 Enchantment +5 Inherent +4 Levels +2 Voidmind +4 Anth Whale +4 Warshaper
Intelligence 12  (+1)    8 base +4 Inherent +2 Voidmind -2 Half-Ogre
Wisdom       32  (+11)  14 base +6 Enchantment +5 Inherent +1 Levels +4 Anth Whale +2 Were Croc
Charisma     24  (+7)   15 base +6 Enchantment +5 Inherent +2 Levels -2 Voidmind -2 Half-Ogre

Size: Huge
Height: 20 ft
Weight: 3 tons
Skin: Blue
Eyes: Grey, flecked with gold
Hair: none
Age: 33 years

HP:  (8 + 15d8 + 5d10 + 15d12 + 540 Con + 60 Epic Toughness X2)
AC: 58 (10 base +12 Dex +8 Armor +5 Deflection +11 Natural +11 Monk +1 Insight) 47 Touch 46 Flat-footed
Initiative: +24 (+11 Dex +5 insight:Warning +8 Superior Initiative)
BAB: +24

Fort 56 (19 base +8 Epic +15 Con +5 resistance +1 Ioun Stone +1 Luckstone +7 Paladin)
Ref 48 (14 base +8 Epic +12 Dex +5 resistance +1 Ioun Stone +1 Luckstone +7 Paladin)
Will 43 (10 base +8 Epic +11 Wis +5 resistance +1 Ioun Stone +1 Luckstone +7 Paladin)

Melee Attack +75 (+24 BAB +45 Str +5 Enhancement +1 Competence)
Ranged Attack +42 (+25 BAB +11 Dex +5 Enhancement +1 Competence)

1 Anthropomorphic Baleen Whale 1 
2 Anthropomorphic Baleen Whale 2
3 Anthropomorphic Baleen Whale 3
4 Were Giant War Crocodile 1
5 Were Giant War Crocodile 2
6 Were Giant War Crocodile 3
7 Were Giant War Crocodile 4
8 Were Giant War Crocodile 5
9 Were Giant War Crocodile 6
10 Were Giant War Crocodile 7
11 Were Giant War Crocodile 8
12 Monk of the Passive Way 1
13 Monk of the Passive Way 2
14 Fighter 1
15 Fighter 2
16 Paladin of Slaughter 1
17 Paladin of Slaughter 2
18 Exotic Weapon Master 1
19 Warshaper 1
20 Warshaper 2
21 Warshaper 3
22 War Hulk 1
23 War Hulk 2
24 War Hulk 3
25 War Hulk 4
26 War Hulk 5
27 War Hulk 6
28 War Hulk 7
29 War Hulk 8
30 War Hulk 9
31 War Hulk 10
32 War Hulk 11
33 War Hulk 12
34 War Hulk 13
35 War Hulk 14
36 War Hulk 15

Feats
Voidmind Bonus Feats: Alertness, Combat Reflexes, Great Fortitude
Lycanthrope Bonus Feat: Iron Will
Monk Bonus Feats: Combat Expertise, Improved Trip
Fighter Bonus Feats: Power Attack, Cleave
War Hulk Epic Bonus Feat: Dire Charge
1st EWP - Spiked Chain
3rd Weapon Focus (Spiked Chain)
6th Stunning Fist
9th Leadership
12th Leap attack
15th Knock-Down
18th Improved Initiative
21st Improved Combat Reflexes
24th Superior Initiative
27th Large and in Charge
30th Deft Opportunist
33rd Epic Toughness
36th Epic Toughness

Skill Points 158 (20 @ 1st, 10 @ 2nd-3rd, 48 @ 4th-11th, 21 @ 12th-14th, 9 @ 15th, 50 @ 16th-20th)
Skill Name	         Ability   Total	Mod	Ranks	Misc.
Hide                      Dex      28 =         +3      +11  +1 Luck, +5 Competence(cc)
Jump              	  Str	   24 = 	+11	+11     +1 Luck, +1 Competence
Listen                    Wis	   14 = 	+11	+1      +1 Luck, +1 Competence
Move Silently             Dex      26 =         +3      +11       +1 Luck, +5 Competence(cc)	
Spot         	          Wis	   31 = 	+6	+23     +1 Luck, +1 Competence	

Skill Tricks: Collector of Stories

Equipment 

Arms - Strongarm Bracers ??k
Head - Horned Healm 8k (Magic Item Comp p.112) + Spellsight Spectacles 3,750 (Magic Item Comp p.138) + Hat of Disguise 2,700 + Headband of Conscious Effort 3k (Magic Item Comp p.109) 
Face -  
Shoulders - Cloak of Resistance +5 25k + Cloak of Stone 12k (Magic Item Comp p.88)
Throat -  + Retributive Amulet 13,500 (Magic Item Comp p.121)
Body - Dyr's Impervious Vestments ??K + Ghost Shroud 5k (Magic Item Comp p.104)
Torso - Dispelling Cord 1,500 (Magic Item Comp p.94)
Hands - Gloves of Dexterity +6 36k
Waist - Epic Belt of Strength +12 1,440k + Belt of Battle 18k (Magic Item Comp p.73)
Feet - Boots of Speed 12k
Finger - Ring of Deflection +5 50k
Finger - 

Eager (Magic Item Comp p.34) Warning (Magic Item Comp p.46) Gauntlet +1 18,302
+5 Tome of Clear Though 137,500 (Used)
Eversmoking Bottle 5,400
Rod of Absorption 50k
Luckstone 20k
Pale Green Ioun Stone 30k
Handy Haversack 2k
Sphere of Awakening 1,800 (Magic Item Comp p.186)
Tome of Worldly Memory 1,500 (Magic Item Comp p.190)
Enveloping Pit 3,600 (Magic Item Comp p.159) (full of boulders)
22 Scrolls of Greater Mage Armor (Comp Arc p.114) 14,000 [2 Used]
20 Scrolls of Divine Power 14,000


Remaining funds 26,548
 
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Code:
Bladeling Divine Minion of Sebek Psion (Telepath) 5 // Master of Many Forms 1/ Survuvor 1 / Fiend of Possession 1 (+2 LA)

Strength 11  +0 (0 cost 8 base -3 Racial [+6 Divine Power])
Dexterity 10 (0 cost 8 base +2 Racial)
Constitution 20  +5 (6 cost 14 base +6 Enhancement)
Intelligence 18  +4 (10 cost 16 base +2 Racial)
Wisdom 16  +3 (8 cost 15 base +1 Levels)
Charisma 34  +12 (16 cost 18 base +6 Racial +2 Levels +6 Enhancement +2
inherent)

Initiative 24 [20 no roll, Sign]
AC 22 (10 base +4 Armor +3 Enhancement +2 Natural +3 Deflection) (20% miss vs. ranged)
HP 97 [[url=http://invisiblecastle.com/find.py?id=949621]89[/url]  (levels 1-10) + 8 ([url=http://invisiblecastle.com/roller/view/1592862/]Hit Point roll (1d10=4)[/url] die roll +4 Con at 11th) + +23 Temporary (d10+9 False Life +7 Divine Power)]

Fort +19 (10 base +5 Con +3 Resistance +1 Luck)
Ref +12 (8 base +3 Resistance +1 Luck)
Will +32 (14 base +3 Wis +3 Resistance +12 Luck) 

Attack (melee) +0 [+10 Divine Power]
Attack (ranged) +3 [+10 Divine Power]

Feats:
Improved Initiative (Domain Bonus)
Overchannel
Skill Focus: Hide
Leadership
Improved Cohort (9th lvl human artificer, now reduced to 8th from crafting and transformed into a kaorti)


Skills:
Autohypnosis +6 (0.5 ranks +3 Wis +2 Synergy +1 Luck)
Bluff +23 (10 ranks +12 Cha +1 Luck)
Concentration +10 (7 ranks +4 Con -2 Feeble +1 Luck)
Disguise +23 (10 ranks +12 Cha +1 Luck)
Hide 32 (14 ranks +0 Dex +3 Skill focus -4 Armor -2 Feeble +1 Luck +20 Forestfold) or 42 (13 ranks +4 Int +3 skill focus +1 Luck [+20 Forestfold])
Intimidate +23 (10 ranks +12 Cha +1 Luck)
Know: Arcana +11 (6 ranks +4 Int +1 Luck)
Know: Architecture +5 (0.5 ranks +4 Int +1 Luck)
Know: Dungeoneering +5 (0.5 ranks +4 Int +1 Luck)
Know: Planes +10 (5 ranks +4 Int +1 Luck)
Know: History +5 (0.5 ranks +4 Int +1 Luck)
Know: Local +5 (0.5 ranks +4 Int +1 Luck)
Know: Nobility +5 (0.5 ranks +4 Int +1 Luck)
Know Religion +5 (0.5 ranks +4 Int +1 Luck)
Move Silently +16 (0 ranks -4 Armor +20 Forestfold)
Psicraft +5 (0.5 ranks +4 Int +1 Luck)
Sense Motive +10 (6 ranks +3 Wis +1 Luck)
Spellcraft +16 (11 ranks +4 Int +1 Luck)
Spot +14 (10 ranks +3 wis +1 Luck)
UMD +30 (7 ranks +12 Cha +10 Competence +1 Luck)

Invocation: Dark One's Own Luck (Cha to one save)

[sblock=Abilities]Kaorti
* Exotic Weapon Proficiency (ribbon dagger)
* Spell-Like Abilities: 1/day alter self, color spray, feather fall, ray
of enfeeblement, reduce, spider climb Caster level 2nd DC 14+spell level
* Vile Transformation (Su): A kaorti can infuse any living creature with
otherworldly essense from the Far Realm, permanently transforming it into a
mockery of its previous form. The process takes 8 hrs, during which time the
kaorti's jaws must be locked onto the victim, who must be willing or
helpless for the duration. After 8hrs the victim must make a DC 11 Fort
save. Failure indicates that the victim transforms into a kaorti if
humanoid, or into a kaorti thrall. If the victim suceeds at the save, the
kaorti can attempt the tranformation again; each additional attempt raises
the save DC by +1. Creature tranformed into kaortis retain any class
abilities and modify their ability scores as follows: Str -4, Dex +4, Int
+4, Cha +6. They become neutral evil and embrace the racial ethos of the
kaortis. They gain all the other abilities and disadvantages of a standard
kaorti. This transformation is the only way the kaorti can propagate their
kind. A victim transformed into a kaorti thrall gains the fiendish creature
template, except that instead of gaining the smite good SA it gains the
ability to cast true strike on itself 1/day (the pseudonatural creature
template (Complete Arcane) may be used instead at DM discretion).
* Material Vulnerability (Ex): The material plain is painful to an
unprotected kaorti. An unprotected kaorti must make a Fort svae each hour
(DC 15 +1 per previous check) or take d6 subdual damage and become fatigued.
The fatigued condition persists until the kaorti recovers all the subdual
damage it took from exposure. If a kaorti is rendered unconscious from
subdual damage (from this or another source), the Material Plane environs
begin to deal normal damage at the same rate (Fort sve neg. DC continues to
increase as normal). A Kaorti wearing a resin suit, or a kaorti inside a
cyst is protected from the effects of the material plane.
* Outsider Traits: Kaortis have darkvision 60' and cannot be raised or
resurrected.
* +8 racial bonus to Heal
Phrenic
* 3/day—defensive precognition, empty mind, mind thrust, intellect
fortress 1/day – force screen, body adjustment, brain lock, aversion,
psionic blast, psychic crush
* 1 pp
* Power Resistance 20
* May take psionic feats
Cleric
* Trickery Domain - Hide,Bluff & Disguise as class skills
* Time Domain - Improved Initiative as a bonus feat
Warlock
* Eldritch Blast 1d6
Fiend of Possession
* Ethereal Form(Su): Become Ethereal at will as if casting Etherealness
(17th caster level). Possessing an object or creature effectively ends a use
of this ability, so time spent in another body or object doesn't count
against the duration of this ability.
* Hide Presence(Ex): When possessing an object or creature a FoP can
hide it's presence by making a special hide check, DC equals DC of spell[+4
bonus if FoP isn't controlling the object or creature. A successful check
allows the FoP to avoid virtually anything that would betray it's presence
in the possessed creature or object. Thus it can pass through a magic circle
against evil, enter a temple warded by a forbiddance, or escape detect via
detect evil. When possessing a creature a FoP can make this hide check to
protect the possessed creature from the full effects of alignment based
spells such as holy smite. If the fiend makes a successful hide check, then
the possessed creatures takes damage appropriate to it's actual alignment,
but if the check fails the creature is affected as if it were the fiend.
* Possess Object(Su): Possess item from Tiny to Colossal size,
unattended nonmagical items are automatically possessed, magic items and
attended items receive a save [DC28]. A FoP becomes part of the object it
possesses, so it is no longer ethereal. The FoP is aware of what is going on
around the object, it can see and hear up to 60 feet away. In any round in
which it takes no other action [such as using a spell-like ability], it
extends it's senses to twice it's normal range [120]. The fiend is
vulnerable to spells that specifically affect outsiders or creatures or the
fiends alignment such as holy word, holy smite etc, and is affected by
mind-affecting spells but not physical attacks. Harming the object does not
harm the fiend, although if the object is destroyed, the FoP is forced back
into it's ethereal form. When possessing an object a FoP can use any ability
it has that requires no physical action, such as using a spell-like ability
or telepathy. It can't cast spells, attack physically, or perform any other
physical action, until it reaches a high enough level to make the possessed
object perform these tasks.
* Curse(Su): Can cause items to radiate a corrupt and befouling nature,
anyone touching the item must make a will save [DC28] or be subject to a
bestow curse effect. The affected creature doesn't know that the curse came
from the item.
* Magic Item(Su): Can cause weapons or armour to function as magical
items. Powers up to the FoP class level[+6] can be bestowed upon the item,
if the item is already magical the FoP can increase the powers of the item
equal to his class level. If a FoP possessing an item attempts to possess a
creature that uses the item or keeps it on it's person, the target's save DC
increases by 1 for each day the possessed item has been on it's person [to a
maximum of +10]. A character making a search check [DC25] while examining
the possessed item can tell that there is something strange about it.
* Control Object(Su): When possessing an item with inherent mobility, a
FoP can control the objects movement. The FoP can cause the vehicle or
similar object to move at a speed up to the fiends own land speed in it's
corporeal form. Other moving parts such as a clocks hands or a crossbows
firing mechanism, are under the FoP control. Thus a FoP could make a wagon
steer towards a pedestrian, or roll out of a stable without a horse
attacked. It could make a crossbow arm and fire [but not aim itself].
Exerting control is a free action, though actually moving an object requires
a move action.
* Animate Object(Su): A FoP may animate [as the animate object spell] an
object with no inherent moving parts.
* Possess Creature(Su): A FoP may possess creatures as well as objects,
an unprotected target must make a will save [DC28, evil creatures have a -2
save], if the save is successful the target is immune to this ability for 24
hours. A FoP which possess a creature becomes part of the victim, thus it
can't be targeted by spells or attacks separately from the victim. Damage
taken by the possessed creature has no effect on the FoP. If the victim dies
the FoP is forced back into it's ethereal form. The FoP ca sense anything
the victim can, at any time the FoP can telepathically communicate with the
victim by projecting words in any language the victim understands. The FoP
is constantly aware of the victims current thoughts and it can choose to
probe it's memories as well, but the victim is allowed a Will save [DC24].
* Ally or Enemy(Su): A FoP may reward of punish any willing creature it
possesses, the FoP may bestow a +4 or -4 profane bonus to any of the
creatures ability scores as a free action.
* Possess Noncontinuous Object(Su): A FoP possess object ability becomes
more loosely defined, thus a FoP may possess a pool of water, a cloud of
dust, or a section of wall or floor.
* Control Creature(Su): A FoP may exert direct control over a creature
it is possessing. Attempting to establish control is a standard action, the
victim must make a Will saving throw [DC25 or DC27 buffed] each round until the FoP
abandons the attempt, or the victim fails the save or the victims make three
consecutive saves, indicating that the FoP can't control the victim that
day. Once control is established the FoP automatically maintains control for
12+ [6 + Cha mod + 1 for each previous occasion] rounds. When in control of
a victim, the FoP has access to all of the creatures skills, feats, and
spell knowledge. The fiend now acts as though it is the creature in all
respects. The FoP uses it's own Int, Wis and Cha scores, but adopts all of
the victims physical ability scores. The FoP can make use of it's own
spell-like abilities as well. The FoP retains the creatures type and is
affected by spells and other effects as if it were the possessed creature.
The Fiend can choose whether the possessed creature retains awareness of
it's bodies senses and actions, in which case it mentally communicates with
the fiend, or simply blacks out for the duration of the control.
Ending Possession: Spells such as dismissal and banishment are among the
only effects that can target a FoP separately from the object or creature it
inhabits. When these spells are directed against the FoP, the spell effect
is resolved as if the fiend were in its normal, corporeal form, using its
own Hit Dice, saving throws, ability scores etc. If successful, these spells
drives the fiend out of the victim and back to it's home plane. Holy Word
and similar spells can also drive out a possessing fiend and send it back to
it's home plane, but a FoP can hide it's presence to escape the effect of
such spells. Certain other special abilities (such as the granted power of
the Exorcism prestige domain) can force a FoP out of a victim and back into
it's ethereal form.[/sblock]
 

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