The IR Aftermath FINISHED Characters


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Valiance Bluesky - Final Character

<_____ INFORMATION _____>

Name: Valiance Bluesky
Class: Barbarian6 Fighter4 Tempest10
Race: Half Celestial Human (No wings)
Stats: str28[34] dex20 con25[30] int18 wis20 cha18
Allignment: Chaotic Good
Deity: Obad-Hai
Age: 26
Height: 5'9"
Weight: 175 lb
Sex: Male
Initiative: +5 (5dex)
BAB: +20/+15/+10/+5
Melee: +32/+27/+22/+17
Ranged: +25/+20/+15/+10
AC: 20 [39 (RAGE 37) Flatfooted: 30 Touch: 31]
HP: 16d12+4d10+140 [340 / 340 (RAGE 368)]
Saves: Fort: 23 [+31 (33 Rage)]
Ref: 11 [+16]
Will: 11 [+16 (20 Rage)]
XP: 210.000+1.999 [11.5k]


<_______ Skills, Feats & SQ _________>

FEATS

(Slots)
Exotic Weapon Proficiency (Lightsaber)
Improved Critical (Lightsaber)
Weapon Focus (Lightsaber)
Weapon Specialisation (Lightsaber)
Ambidexterity
Dodge
Two Weapon Fighting
Mobility
Spring Attack
Leadership
Twin Style
(Gained by classes)
Improved Two Weapon Fighting
Greater Two Weapon Fighting
Supreme Two Weapon Fighting
Absolute Ambidexterity
Offhand Parry +6


SKILLS

Jump (str) +35
Listen (wis) +27
Climb (str) +35
Intimidate (cha) +27
Wilderness Lore (wis) +20
Swim (str) +34
Spot (wis) +17
Handle Animal (cha) +12
Intuit Direction (wis) +13


SQ

Fast Movement
Rage 2/day
Uncanny Dodge (Dex to AC)
Uncanny Dodge (Cannot be Flanked)


<_____ POSSESSIONS _____>

Manual of Great Health +4 (110000)
Manual of Unusual Strenght +4 (110000)
Manual of Fast Reflexes +1 (27500)
Tome of High Wisdom +1 (27500)

Keen Holy Lightsaber +5, CG only (90020)
Keen Holy Lightsaber +5, CG only (90020)
Studded Leather (of Haste (10r/Day) Heavy Fort +4 CG Only (70120)

Belt of Giant Strenght (36000)
Amulet of Bodily Health (36000)
Gloves of Resistance +5 (25000)
Ring Protection +5 of Sustenance (55000)
Ring of Luck (AC) +5 (62500)
Winged Boots (12000)
Goggles of Blindsight 1/Day (32000) (lvl 5 druid spell, caster lvl 16)
Phylactery of Faith (1000)

140 gp left


<_____ ATTACKS & DAMAGE _____>

Keen Holy Lightsaber +5

BAB: +20/+15/+10/+5
Melee: +32/+27/+22/+17
Attack: +38/+33/+28/+23
RageAt: +40/+35/+30/+25
Good:
Damage: 2d6+17 (+Holy)
RageDm: 2d6+19 (")
Off:
Damage: 2d6+12 (")
RageDm: 2d6+13 (")


__________________________________________________
__________________

COHORT

Str 8 -1
Dex 14 +2
Con 12 +1
Int 14 +2
Wis 12 +1
Cha 25 +7

Lvl 8 Bard / 10 Loremaster
HP 68/68 (7d6+10d4+17)

AC: 13
BAB +10/+5
Fort+10
Ref +16
Will +18
XP: 153.000 [9k for next]

FEATS:
Skill Focus (Knowledge [Music])
Silent Spell
Still Spell
Enlarge Spell
Extend Spell
Empower Spell
Craft Wonderous Item
Jack of all Trades
Subsonics

SQ:
Bardic Music (7/day): Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit.
The Bardic Music effects are:
* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.
* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability.
* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability.
* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
The target gains the following boosts:
* +2 Hit Dice (d10s that grant temporary hit points).
* +2 competence bonus on attacks.
* +1 competence bonus on Fortitude saves.
Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below.
Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player’s Handbook for more information on bardic knowledge.
Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.
True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.

Secrets:
Secrets of Inner Strenght
The lore of True Stamina
Secret Knowledge
Dodge Trick
Applicable Knowledge

SKILLS:
Perform (cha) +48 (+50 Instrument) Types: Vocals, Guitar, Drums, Trumpet, Storytelling, Comedy, Ballad, Piano, 12 more...
Use Magic Device (cha) +28
Knowledge (Arcana) (int) +23
Knowledge (Music) (int) +25
Decipher Script (int) +23
Concentration (con) +21

POSSESSIONS:
Gloves of Performance +20 Perform (8000)
Headband of Appearance +6 Charisma (36000)
Ring of Resistance +5 (25000)
Tome of Leadership and Influence +1 (27500)
Masterwork Electrical Guitar (100)
Masterwork Microphone (100)
Boots of Speed (8000)

Gold: 3.300

SPELLS:

KNOWN/DAY:
0 Lvl: 6/4 - Detect Magic, Read Magic, Mage Hand, Dancing Lights, Mending, Light
1 Lvl: 5/4 - Detect Secret Doors, Identify, Feather Fall, Ventriloquism, Charm Person
2 Lvl: 5/4 - Tongues, Locate Object, Detect Thoughts, See Invisibility, Cure Moderate Wounds
3 Lvl: 5/4 - Dispel Magic, Clairaudience/Clairvoyance, Greater Magic Weapon, Cure Serious Wounds
4 Lvl: 4/4 - Cure Critical Wounds, Dimension Door, Dismissal, Break Enchantment
5 Lvl: 4/3 - Greater Dispelling, Healing Circle, Mind Fog, Persistent Image
6 Lvl: 3/2 - Mass Suggestion, Plane Shift, Greater Scrying
 
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Faysaran, Nature's Fury

Male Half-Celestial (Human) Dru 19
Medium-size humanoid
HD: 19d8+95(201)
Init: +7
Speed: 30ft
AC: 32(+2 leather + 5 enhancement +2 shield + 4 enhancement +5 deflection +3 dex +1 nat)
Attacks: Scimitar +18/+13/+8
Damage: Scimitar 1d6+4
Saves: Fort: +25, Ref: +17, Will +32
Abilities: Str 17, Dex 17, Con 21, Int 22, Wis 35, Cha 17
Skills: Animal Empathy +35, Concentration +27, Disguise +16, Handle Animal +37, Heal +16, Hide +35, Knowledge (Nature) +28, Listen +22, Move Silently +35, Profession(Herbalist) +34, Ride +5, Scry +26, Spellcraft +28, Spot +22, Wilderness Lore +44;
Alignment: Neutral Good
Actual appearance: Age 30, Human male 6'0", 200 lbs
Current appearance: Age: adult legendary wolf 4', 100 lbs (Str 24, Dex 28, Con 20: Improves init by 6, AC by 6, Dex based skills by 6, Speed is 60, ref save increases by 6, attack is +22 bite for 2d6+10 damage with trip attempt upon hitting, gain Scent feat while in wolf from)
Deity: Mielikki

Special Qualities:
Low-light vision - 60 ft
Immune to Acid, Cold, Electricity, Disease, +4 fort save against poisons
Nature Sense - Identify all plants and animals
Animal Companion -
Woodland Stride - full speed in wilderness
Trackless Step - cannot be tracked in natural surroundings
Resist Nature's Lure - +4 to saves vs fey spell-like abilities
Wildshape 6/day - (Tiny - Huge, Dire, Legendary)
Venom Immunity - immune to all natural poisons
A Thousand Faces - alter self at will
Timeless Body - no aging penalties
Wildshape Elemental 3/day - (small - large)

Feats:
Class: Armor Proficiency (Light)&(Medium)&(Shield),Druid Martial Weapon Proficiencies, Master Wild Shape
Slots:
Blindsight - 120ft Blindsight regardless of form
Extend Spell
Fast Wild Shape - Changing forms is a move-equiv action
Eschew Materials - do not need material components if they do not have a price
Natural Spell - Can cast spells in animal form - if spell requires a foci it must be available
Spellcasting Prodigy (Druid) - +2 wis with regards to memorizing spells and casting them
Track
Wildshape Legendary - Kal charged me a feat for it

Languages:
Common, Druidic, Auran, Aquan, Ignan, Terran, Sylvan

Equipment:
Outfit (Explorer's)
Nature's protection - Large Wooden Shield +4, Wild, Medium fortification, Wisdom enhancement +6, Intelligence enhancement +6, Deflection enhancement +5, Saving throw luck enhancement +4, Saving throw resistance enhancement +5, wearer must be LN, NG, N, NE, CG, or CN
---75% resistance to sneak attacks and crits, enhancement bonuses and armor bonuses count when wild shaped
Periapt of Faithfulness and Constitution(+4)
---Acts as Phylactery of Faithfullness
Wilding Clasp - on Periapt
---Item its on does not shift with user and continues functioning properly
Nature's Wrath - Scimitar +1, spellstoring - 'Poison' stored
Leather of the Woods - Leather Armor +5, Wild, Nimbleness, +10 circumstance enhancement bonus to Spot, Listen, Move Silently, Wilderness Lore, Animal Empathy, Handle Animal, Listen, and hide skills, acts as a ring of sustenance, wearer must get along with the unicorn
--Intelligent item: CG, EGO: 50 Int 10, Wis 24, Cha 24, Detect evil at will, Improved initiative on wearer, Cat's grace 1/day, Magic circle vs Evil 1/day as 10th lvl caster, Teleport (w/ up to 600 lbs 1/day, Special purposes: Defend animals and defeat/slay servants of Melkor, Special purpose powers: Immunity to hold and charm, Dispel evil on hit against servants of Melkor
--was made from the unicorn that was always around Mielikki when she was on Faerun. After the unicorn died, it willed that Mieliekki be protected after it passed on. She grants it to one of her druidic worshippers to help protect them.
---Enhancement and armor continues to work while wild shaped, improved ACP and max dex, do not need food or drink and only need 2 hours of sleep
Tome of Understanding +5 - used
---Faysaran has read a tome of understanding to improve his wisdom
Scroll of Awaken - used
---Yogi was awakened using this
Collar of Resistance +4 - on Yogi
Heward's Handy Haversack
Ring of Healing - casts Heal 2/day
Spell component pouch

The following is owned and is in the Handy Haversack:
Scroll (True Resurrection)
Trail Rations 15 days worth
Food for Bear (meat and plant products) 15 days
Waterskin 10 full
Silk Rope
Lots of Holly and Mistletoe some in pouch rest in HHH
Focus for Creeping Cold
Focus for Bottle of Smoke
Focus for False Bravado
Oak Staff for Focus for Changestaff and Spellstaff
Focus for Bombardment
Spare Explorer's Outfits x6
Pitons x 5 and hammer
Healer's Kit
5000gp diamond
2 500gp diamonds
2964 gp

Total Encumbrance: 34 lbs

Spells:
0(6 - 23): Create Water x2, Dawn, Detect Magic, Purify Food and Drink, Light
1(9 - 24): Pass without Trace, CLW, Entangle*2, Detect Animals or Plants, Invisibility to Animals, Obscuring Mist, Power Sight*2
2(8 - 25): Bark skin*2, Body of the Sun, Chill Metal, Delay Poison, Heat Metal*2, Lesser Restoration, Soften Earth and Stone, Wood Shape
3(8 - 26): CMW, GMFx2, Neutralize Poison, Plant Growth, Regenerate Ring, Stone Shape, Water Breathing
4(8 - 27): CSW, Dispel Magic, Flame Strike*3, Freedom of Movement, Scrying, Wind at Back
5(8 - 28): Control Weather, CCW, Inferno, Wall of Thorns, Wall of Fire, Commune with Nature, (Extended*3 Creeping Cold)*2
6(6 - 29): Crumble, Greater Call Lightning, Greater Dispelling, Regenerate Circle, Elemental Immunity, Wall of Stone
7(6 - 30): Creeping Doom, Fire Storm, Harm, Heal, True Seeing, Wind Walk
8(5 - 31): Finger of Death, Grove of Serenity, Repel Metal or stone, reverse gravity, SNA 8, Sunburst
9(5 - 32): Invulnerability to Elements, Nature's Avatar, SNA9, Thunderswarm*2
Spell stored in oak staff(spellstaff) Extended x7 Creeping Cold

Animal Companion:
Awakened Legendary Bear - Yogi
Large Animal
22d8+154 (249hp)
Init +2 (dex)
Speed: 50ft
AC: 21 (-1 size, +2 dex, +10 natural)
Attacks: 2 claws +28 melee and bite +23 melee
Damage: Claw 2d6+13, Bite 4d6+6
Face/Reach: 5ft by 10ft/5ft
Special Attacks: Improved Grab
Special Qualities: Scent
Saves: Fort +24, Ref +19, Will +14
Abilities: Str 36, Dex 14, Con 24, Int 9, Wis 16, Cha 15
Skills: Hide -2, Listen +8, Spot +8, Swim +18
Wearing Collar of Resistance +4
 
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Traal Yeroth, Master Hunter

Movanic devas are found primarily on the Positive, Negative, and Material planes. They often directly aid the mortal followers of good deities, doing this only in moments of dire need and usually only for the more prominent or powerful mortals.
They have milky white skin, silver hair, and colorless eyes. Their wings are white with a silver sheen. They otherwise resemble very strong humans, with broad shoulders and heroic build.

Male Movanic Deva Paladin 1/Rogue 7/Duelist 1/Monk 1
Medium-size Outsider (Good)
Alignment: Lawful Good
Deity: Hoar
HD: 11d8 + 6d6 + 2d10 + 80 (170/170)
Init: +24 (+15 Dex; +5 Kaupaer's Skittish Nerves; +4 Improved Initiative)
Speed: 40ft, fly 120ft (good)
AC: 50 (+15 Dex; +11 Natural Armor; +8 Int; +6 Wis)
Attacks:
Fang of the Hunter: +46/+46/+41/+36/+31
w/Rapid Shot: +44/+44/+44/+39/+34/+29
Unarmed Strike: +20/+15/+10/+5
Damage:
Fang of the Hunter: 1d12 + 1d6 (elemental: lightning) + 2d8 (searing light, 4d6 vs: undead, 4d8 vs: undead creatures vunerable to sunlight, +2d6 vs: constructs) + 2
Unarmed Strike: 1d6+3
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Evasion, Uncanny Dodge (Racial, +2 against traps), Divine Grace, Lay on Hands, Divine Health, Canny Defense, Unarmed Strike, Stunning Attack, Spell-like Abilities, Damage Reduction 10/+1, SR 24, PR 24, Celestial Qualities, Darkvision 60 ft, Low-light Vision
Saves: Fort: +33, Ref: +47, Will +33
Abilities: Str 17 (+3), Dex 40 (+15), Con 18 (+4), Int 26 (+8), Wis 22 (+6), Cha 30 (+10)
Skills: Appraise +9; Balance +16; Bluff +20; Climb +4; Concentration +15; Craft (Generic) +9; Diplomacy +34; Disguise +13; Escape Artist +39; Forgery +9; Gather Information +34; Heal +7; Hide +59; Innuendo +18; Intimidate +11; Jump +4; Knowledge (Generic) +9; Knowledge (Space) +32; Knowledge (Technology) +32; Listen +54; Move Silently +59; Perform (Generic) +11; Perform (Storytelling) +14; Pilot (Space) +39; Psicraft +25; Ride +16; Scry +9; Search +52; Sense Motive +34; Spellcraft +25; Spot +61; Swim +4; Tumble +21; Use Computers +32; Use Rope +16; Wilderness Lore +7
Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Dodge, Quick Reload, Lightning Reload, Mobility, Ambidexterity, Quicken Spell-like Ability (Antipsi Field), Quicken Spell-like Ability (Antimagic Field), Weapon Focus (Automatic Rifle), Live for Stealth, Improved Initiative (virtual feat)
Languages: All
Encumbrance: Light (21.5lb / 100lb)

Equipment:

"Fang," Intelligent, Adamantite, Automatic Rifle: (With silencer and flash suppressor equiped; 1000ft range increment; crit 20, x3)

Hardness: 30
Hit Points: 120

Enchantments:
+1, Distance, Shock, Searing Automatic Rifle of Speed.

Ability Scores:
Int: 22 (+6)
Wis: 24 (+7)
Cha: 11 (+0)
Ego: 48


Primary Powers:
Wielder does not need to breathe
Wielder has free use of Improved Initiative
Wielder can See Invisible at will

Extraordinary Powers:
Heal 1/day
Haste (wielder only, 10 rounds)
Magic Missile (200ft range, 3 missiles) 3/day
Summon Monster VI 1/day

Purposes:
Slay servants of Anhur- Web, centered on impact point of first bullet fired each round
Slay diametrically opposed alignment- Shocking Grasp cast on first bullet fired each round

Other Abilities:
True Strike on command.
Hunter's Mercy on command.
Make Whole on command 1/day.

Rifle Scope of Clairaudience/Clairvoyance (attached to Fang of the Hunter):
Use activated Clairaudience/Clairvoyance.

Power of the Hunter:
Ring.
Use activated Wind Tunnel. (Whatever ranged weapon is wielded by the wearer acts under the effect of a constant Wind Tunnel spell).
Its magic only functions in the hands of a character of lawful good alignment.

Senses of the Hunter:
Ring.
+20 to all Spot checks.
+20 to all Search checks.
+20 to all Listen checks.
Use activated Hawkeye.
Use activated Kaupaer's Skittish Nerves.
Its magic only functions in the hands of a character of lawful good alignment.

Headband of Resistance:
+5 Resistance bonus to saving throws.

Shape of the Hunter:
Cloak.
+20 to all Hide checks.
+20 to all Move Silently checks.
Use activated Pass Without Trace.

Robe of Teleportation
User can use Teleportation as the spell 2/day.

Manual of Quickness of Action (+5):
Traal Yeroth has read a manual of Quickness of Action (+5).

Wish
Traal Yeroth gained the feat Weapon Focus (Automatic Rifle) through the use of a Wish spell.

Claw Bracers of Dexterity (+6):
+6 Dexterity bonus.

Medallion of Charisma (+4):
+4 Charisma bonus.

Boots of Hermes:
Doubles flight speed (natural or magical) while worn.

Luckstone.
+1 Luck bonus on Skill Checks, Saving Throws, and Ability Checks.

Heward's Handy Haversack
Extradimensional storage device.
The following items are in the Haversack:
5 Bullets of Greater Undead Slaying (DC 23)
5 Bullets of Greater Construct Slaying (DC 23)
30 x Metal cartridge clip, rifle (30)
4 x Metal cartridge clip, rifle (30) - +1 Sure-Striking Bullets
Green, High-output Laser
PC Watch
4 x Portable Solar Charger
Terapin Mine Handheld
2 x Soudbug
GPS and Environmental Detection Unit
Delta Shockproof Lighter
Photon Light 3 - White
5-Million Candlelight Power Flashlight
Mini Bug Detector
DX3900 Digital Camera
DX-Series Camera Dock
2 x 128MB Compact Flash Card
Laptop (2GHz, 1GB DDR RAM, 21 inch)
Scrambler/Encryption Device
Infrared Datastream Connection Kit
Satellite-Uplink Communications System
Standard Headset with Infrared Eye-piece and Encrypted Radio Transceiver
Waterproof, Lightweight Camping Tent
All-weather, Waterproof Sleeping Bag
Satellite-Uplink Communications System
Mirror
Silver Holy Symbol of Hoar
20 Spare Sets of Rechargeable Batteries
Miscellaneous Data Disks with program copies (Llortmils Software Division)
68gp

*All equipment runs off of quick recharging batteries compatabile with the Portable Solar Chargers.

Class/Racial Abilities:

Live for Stealth:
Benefit: Add rogue to your favored class list.
Special: This feat can only be taken at first level.

Evasion (Ex): 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 (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor.

Uncanny Dodge (Ex): +2 bonus to Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks by traps.

Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.

Lay on Hands (Sp): A paladin can heal wounds by tough. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level. The paladin can cure herself. She may choose to divide her curing among multiple recipients, and she doesn't have to use it all at once. Lay on Hands takes a standard action to use.

Divine Health: A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Canny Defense: When not wearing armor, duelists add their Intelligence bonus (if any) to their Dexterity bonus to modify Armor Class while wielding a melee weapon. If the duelist is caught flatfooted or otherwise denied his Dexterity bonus, he also loses this bonus.

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantaes when doing so. They deal more damage than normal. A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.

Stunning Attack (Su): A monk has the ability to stun a creature damage by her unarmed attacks. The monk can use this supernatural ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 16), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for 1 round. A stunned character can't act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the monk's stunning attack.

Movanic Deva Racial Abilities:

Spell-like Abilities (Sp): At will-aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, dispel psionics, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-cure light wounds, antimagic field, and antipsi field; 1/day-protection from arrows and spell turning. These abilities are as the spells cast by an 8th-level sorcerer (DC 20 + spell level).

Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.

Uncanny Dodge (Ex): Movanic devas are never caught flat-footed and cannot be flanked.

Skills: Extremely alert, movanic devas receive a +4 racial bonus to Spot and Listen checks.

Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equals to the celestial's Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.

----------

Created by Hoar in his divine realm, Traal Yeroth appears to be a normal Movanic Deva. However, during his creation, Hoar infused his being with greater power than normal, easily making him a match for Planetars, and nearly reaching the power of a Solar. Traal Yeroth serves as Hoar's divine servant in matters that require more subtlety than a Solar or other celestial can provide.

Some centuries after his creation, Traal Yeroth was sent to Toril to gather information on the growing event called the "First Industrial Revolution." Taking the guise of a human, he began gathering as much information about the technology being developed as he could, and surprisingly, found the "taste" of it to his liking. Unfortunately, from his point of view, his presence was needed by Hoar on the world of Oerth, to assist the training of a cleric of Hoar before his quest to retrive an ancient holy artifact. It was during this time that he began to dabble in the unarmed fighting arts, finding them interesting, but not quite as much to his liking as the technology of Toril.

Though, as fate would have it, the Industrial Revolution came to him. He began to hear rumors of new developments in an area calling itself the Llortmils Technomancy. With the blessing of Hoar, he again took up a human guise, and worked his way into the Technomancy to learn more of these developments. Recognizing the designs as Torilian, he began working with the gnomes, still disguised, in earnest. Then, Vecna and his legions came forth from the annals of time, and Traal Yeroth was forced to show his true form while helping in the defense of the Technomancy.

It was during the battle against Vecna's legions which later spawned the Blood Waste, that Traal was struck down by an archmage of great power. As the archmage was muttering the final words to a spell to finish him off, Traal began to pray to Hoar for assistance. With his eyes closed, he waited there for the death he was certain would come. After nearly a minute, he opened his eyes to see what had happened. The archmage was dead on the ground, killed by the rifle which had appeared in Traal's hands…

That battle made Traal realize he had been shirking his responsibilities to bring vengeance upon the deserving. Praying for forgiveness from Hoar, Traal, and his new companion, the intelligent rifle named Fang, set off traveling Oerth, delivering justice and earning the reputation of "Master Hunter," as it is said that none who are targeted for vengeance escape him.

(remainder of background comming soon)

----------

Hoar
The Doombringer, Lord of Three Thunders
Faerunian Demigod
Symbol: Black-gloved hand holding a coin with a two-faced head
Home Plane: The Barrens of Doom and Despair
Alignment: LN
Portfolio: Revenge, retribution, poetic justice
Worshipers: Assassins, fighters, rogues, seekers of retribution
Cleric Alignments: LE, LG, LN
Domains: Fate, Law, Retribution, Travel
Favored Weapon: "Retribution's Sting" [javelin of lightning] (javelin)

Hoar (hore) is the vengeful deity of retribution invoked by those who seek to repay an eye for an eye. He is a moody deity, prone to violence and with a penchant toward bitter humor.

Since the Time of Troubles, the Doombringer has been consumed with bringing about the downfall of Anhur, the Mulhorandi deity of war, and to a lesser extent the pantheon that spawned him.

Aside from a handful of temples, the church of Hoar is composed primarily of itinerant wanderers whot ravel from town to town agreeing to pay for Hoar's intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee.
Charlatans receive a fitting ounishment by Hoar's hand.

Hoar's clergy also seek out victims of injustice, hear their stories, evaluate the veracity of their accounts, and track down the perpetrators in order to inflict a fitting form of punishment.

No injustice is too large or too small for revenge to be sought and a fitting punishment meted out, earning the church of Hoar the ire of town watches and Tyrists alike as well as the adulation of the downtrodden.

Clerics of Hoar pray for their spells at midnight, when the bells toll for those deserving of fitting justice.

Clerics of Hoar are encouraged to celebrate the anniversery of the most fitting and sweetest act of revenge.

Silent or thunderous priests (as appropriate) must be given to Hoar each and every time some form of vengeance is extracted

In addition, the churhc of Hoar observes two official holy days.
On the 11th of Eleint, the Penultimate Thunder is celebrated with feasts of game, bead, fruits, and mead, marking the defeat of the Untheric war god Ramman.

On the 11th of Marpenoth, the Impending Doom is observed with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be rememberd.

Many clerics of Hoar multiclass as assassins, fighters, or rogues

History/Relationships:

Hoar is actually the ancient Untheric deity worsihpped in the eastern Inner Sea lands as Assuran. Centuries ago, he was driven from Unther by Ramman, although his cult remained strong in Chessenta. He eventually slew his rival during the Time of Troubles, but Anhur stole Ramman's unclaimed portfolio before Hoar could act, eearning Hoar's ire. Both Tyr and Shar contest for Hoar's tormented soul, as the Dark Goddess seeks to turn him into a servant of blind vengeance and bitterness while the Maimed God seeks to unlock Hoar's bittersweet humor and shift his portfolio to favor irony and poetic justice.
Meanwhile, Hoar conspires with Beshaba in unleashing bad luck on the deserving.

Dogma:

Uphold true and fitting justice and maintain the spirit of the law, not the letter of the law.
Fitting recompense will always accrue for ones actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. Walk the line of the Doombringer's teachings, seeking retribution, but do not fall into the trap of pursuing evil acts for evil's sake, for that way is seductive and leads only to ones downfall. Vengeance must be sought out for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dear only invite future attacks.

Kal read: Character finally done! :)
 
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Sanctus Lightforged - Devout of Pholtus

Male dwarf Cleric (Pholtus) 5 / Harper Priest 2 / Sacred Exorcist 10 / Heirophant 3; medium size humanoid; HD 20d8 + 100; hp 213; init +1; speed 20ft (15ft); AC 41 (touch 16, flat-footed 40); attack +16/+11/+6 melee (surestriking, holy, lawful, flaming burst, +1 morning star of disruption - d8+3); AL LG; saves fort +24, ref +12, will +34; str 12(14), dex 12, con 20, int 18, wis 22(28), cha 14(20); height 4'6", weight 319lb;

skills -

concentration +19
diplomacy +14
spellcraft +21
knowledge(religion) +23
knowledge(arcana) +21
knowledge(planes) +19
knowledge(undead) +21
heal +23(+25 with kit)
scry +18
spot +14
listen +14
sense motive +14
intimidate +13

languages -

common
dwarven
celestial
abyssal
draconic
fiendish

feats -

alertness
iron will
extend spell
extra turning
master of energy
divine reach
empower turning
heighten turning
spell power
empower spell

special attacks -

divine spells
turn undead 24/day
turning lvl: 15 (19 with amulet)
sun(domain) - greater turning 1/day

special qualities -

knowledge (domain) - casts divinations at +1 caster lvl
exorcism (domain) - use a turning to drive out possessing spirits
chosen foe +3 (undead)
concecrated presence
detect evil at will
dispel evil 3/week
dwarf racial abilities
90% chance to comprehend any language
80% chance to read any magic

magic -

divine spells per day: 6/8+1/8+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1
DC: 21 + spell lvl, divination 22 + spell lvl
divine caster lvl: 20 (number of spells as if lvl 17)

prepared spells -

0th lvl-
create water
detect magic x2
detect poison
mending
purify food & drink

1st lvl-
detect secret doors
sanctuary
invisibility to undead
doom
divine favour
detect undead x2
protection from evil

2nd lvl-
detect thoughts
inflict moderate wounds x2
zone of truth
silence
hold person
spiritual weapon
make whole
resist elements

3rd lvl-
searing light
daylight
magic vestment
windwall
magic circle against evil
remove curse
remove disease
protection from elements

4th lvl-
fire shield
status *
neutralize poison
restoration
death ward
dimensional anchor
dismissal
freedom of movement

5th lvl-
true seeing*
spell resistance
break enchantment
wall of stone
flame strike x2
plane shift

6th lvl-
fire seeds
blade barrier
greater dispelling
harm
windwalk
banishment

7th lvl-
sunbeam
holy word
greater scrying *
regenerate
greater restoration

8th lvl-
sunburst
holy aura
firestorm x2

9th lvl-
prismatic sphere
storm of vengeance
summon monster 9

equipment -

heavily fortified +5 full plate
+5 large steel shield of reflection
surestriking, holy, lawful, flaming burst, +1 morning star of disruption
heward's handy haversack
murlynd's spoon
bowl
boots of adaption
decanter of endless water
luckstone
amulet of turning
ring of regeneration
ring of protection +5
belt of natural armour +5
cloak of wisdom +6
vest of resistance +5
gauntlets of ogre power
lenses of charisma +6
helm of comprehend and read languages
bedroll
winter blanket
2 scrollcases
10 pieces of chalk
chest
amazing lock
crowbar
3 flasks
flint & steel
5 ounces of ink
5 quills
20 pieces of paper
40 pieces of parchment
small steel mirror
sack
signet ring
sealing wax
sledge
shovel
tent
10 vials
waterskin
3 spell component pouches
belt pouch
portable ram
silver holy symbol
healer's kit
magnifying glass
merchant's scale
4 explorer's outfits
2 cold weather outfits
2 cleric's vestments
2 artisan's outfits
125 days worth of trail rations
5000 gp worth of diamonds

1783 gp
11 sp
1 cp
 
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Zizzyzazu

Illithid Ftr12, Lawful Neutral

Str 14 (+2)
Dex 19 (+4)
Con 14 (+2)
Int 27 (+8)
Wis 25 (+7)
Cha 25 (+7)

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 27) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 23 + spell level)

Species Skills:
Bluff, Concentration, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Spot
Class Skills:

Species Skill Points: (HD+Intelligence) x 2 or 58
Fighter Skill Points: (2+Int mod) x Level or 12 x 7 or 84

8 ranks Bluff (+15)
15 ranks Climb (+17)
15 ranks Drive Two-Wheel Vehicle (Motorcycle) (+19)
12 ranks Hide (+16)
8 ranks Intimidate (+15)
15 ranks Jump (+17)
12 ranks Move Silently (+16)
9 ranks Listen (+16)
15 ranks Pilot Starcraft (+19)
9 ranks Knowledge (History of the Apotheosis War) (+16)
15 ranks Ride Horse (+19)
9 ranks Craft (Gunsmith) (+16)

Species Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle)
Class Feats: Weapon Focus (Automatic Rifle), Lightning Reload, Mounted Archery, Rapid Shot, Shot on the Run, Vehicle Combat, Fast Reload, Weapon Specialization (Automatic Rifle), Trample, Point Blank Shot, Mobility, Far Shot

Feat Notes:
Vehicle Combat is exactly like Mounted Combat, except for vehicles instead of mounts. Same for all other feats from the Mounted Combat chain.
Fast Reload allows me to reload a Rifle as a MEV rather than a standard action.
Lightning Reload allows me to reload a Rifle as a Free Action rather than a MEV.

Gear: (760,000 GP worth)

Ectoplasmic Hovercycle (70,000 GP): Zizzyzazu carries a small stick on his person at all times. When this stick is broken in half, the two halves become the handlebars of an ectoplasmic hovercylce that immediately forms between them. This motorcycle weighs 250 lbs, but has a Fly speed of 150. It can carry up to 900 lbs, and has a maneuverability rating of Good. It has 90 hp, hardness of 10, and regenerates hitpoints at 5 per round. Additionally, the rider is protected from adverse environments, able to survive in vacuum, deep water up to eight miles deep, and gaining energy resistance 3 to all energy types.

"...Impossible to catch, moving like the wind, shattering enemy lines..."

(128,000 GP) Word of Ilsensine: +4 Lawful Automatic Rifle of Shade-Bane

"...Moving like a cat through enemy territory, capping shade wizards at two hundred yards midsprint, blowing them to the afterlife in a blaze of light and ordered wrath..."

(220,000 GP) Plasma Lance: +5 Ferroplasm Heavy Lance of Plasma (+5d6, divided between Sonic, fire, acid, cold, and lightning - Plasma will hurt damn near anything, and requires almost universal energy resistance to completely resist.)

"...Shrieking across the battlefield on a glowing hovercycle, impaling enemy warriors on a lance of raging fire and letting them be consumed by the rage of his mighty weapon, tearing great rents in the armor of enemy battleships..."

(Unknown Amount, let's just say the rest of my cash) Bracers of the Sky-Lancer: These iron and tungsten bracers wrap around the arms in a spiral. When the wielder delivers an attack from a mount or vehicle using a lance (or other weapon that does bonus damage when mounted) the damage multiplier is increased by 2 (from x2 to x4, for example.) This is accompanied by a sonic boom that will deafen the target unless they make a Fort save (DC 17)

"...His mighty blows blasting open the hulls with a cacaphony of raging sound, the crew sucked out screaming in to the vacuum of space..."

(36,000 GP) Inherent Power Boost Amulet +6

"...Blessed by Ilsensine himself, his powers far ahead of lesser Illithid..."

He also carries, on his person, two small diamonds of fine craft, should his body ever be shattered beyond his ability to survive.
 

Kal's Critiquing Post

A Ghaele is ECL 14 + 3 (for being a special cohort) = 17 leaving you with at most 3 levels to spend on cleric levels. Thats assuming you can get a ECL 20 cohort. Which you can't since a cohort is always at least 1 level lower than you no matter what.

Draco I must say no to X2 Crit multipliers thats always as good as keen, and sometimes as good as Keen x2 or x3.

Impact- Blunt Weapons Only, increase the crit multiplier by the base eg X2 => x3 , X3 => X5 etc. If a weapon is both Bludgeoning and something else it can have this OR keen but not both. Enchant Modifer +1.

MR DRACO

Thanks
 
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Oberion Silverward, Half-elf Outsider

Monk lvl 20
Align: LN
HD: 20d8+100 (205hp)
Str 16 (+6), Dex 22 (+6), Con 14 (+6), Int 12, Wis 14 (+6), Cha 10
Ht 5’10”
Wt 129
Age 26
Init: +9
Spd 180 = 90(x2)

Skill Rank: Balance 6, Climb 2, Concentration 3, Diplomacy 13, Disable Device 6, Escape Artist 7, Hide 11, Jump 7, Knowledge (arcana) 5, Listen 2, Move Silently 12, Perform 6, Pick Pocket 4, Sense Motive 5, Tumble 11.

AC: 46=10+4(AC bonus)+9(Dex)+5(Wis)+8(Armor)+5(Defl)+5(Ntrl)

Fort: 23=17 + 1(Luck) + 5 (Cloak)
Ref: 27=21 + 1(Luck) + 5 (Cloak)
Will: 23=17 +1(Luck) + 5 (Cloak)

Melee: +21/+18/+15/+12/+9
Ranged: +24/+19/+14

Unarmed
Att Bonus(30) = Base(15)+Abil Mod(9)+Enhancement(5)+Feat(1)
Damage = (1d20) +6(+5) + (1d8+3 electrical damage)

Feats: Combat Reflexes, Deflect Arrows, Fists of Iron, Improved Trip, Improved Unarmed Strike, Power Attack, Weapon Finesse (Unarmed), Weapon Focus (Unarmed), Freezing the Lifeblood

Half-Elf: Med size, Immunity to sleep spells and similar magical effects, +2 saving throw bonus against Enchantment spells or effects, low-light vision, +1 bonus on Listen, Search, and Spot checks, Elven blood
Outsider: An outsider is a non-elemental creature that comes from another dimension, reality, or plane. Unless noted otherwise, outsiders have darkvision with a range of 60 feet.

Class Features:
AC Bonus, Evasion, Fast Movement, Flurry of Blows, Monk weapon proficiencies,
Stunning Attack: 20/day; Fort save (25) = DC 10 + (10) one-half the monk's level + (5)Wisdom modifier, Unarmed Strike, Deflect Arrows(feat), Still Mind: +2 bonus to saving throws against spells and effects from the Enchantment school, Slow Fall (any distance), Purity of Body, Improved Trip (feat); Wholeness of Body, Leap of the Clouds, Improved Evasion, Ki Strike (+3), Diamond Body, Abundant Step (Caster lvl 10, dimension door/day), Diamond Soul (SR 30), Quivering Palm, Timeless Body (no ability penalties for aging and cannot be magically aged), Tongue of the Sun and Moon, Empty Body, Perfect Self (DR 20/+1).

Languages: Common, Elven, Undercommon, all (Tongue of Sun and Moon)

Equipment:
Headband of Perfect Excellence
Lenses of Darkness
Cloak of Resistance +5 combined with Wings of Flying
Amulet of Mighty Fists +5 combined with Amulet of Natural Armor +5
Robe of Stars
Healthy Heart Shirt +6
Bracers of Armor +8
Ring of Protection +5
Ring of Elemental Resistance, Major (Fire) combined with Ring of Shocking Blows
Belt, Monk’s
Boots of Striding and Springing
Stone of Good Luck (Luckstone)
Heward’s Handy Haversack
Sovereign Glue
Universal Solvent
Bedroll
Caltrops
Chain (10ft)
2x Chalk, piece
2x Flask, metal (filled with water)
Flint and Steel
Mirror, small steel
Monk’s Outfit
350 gp

:::::::::
Oberion was born during a human-elf conflict and ended up at the doors of a monastery before his first year of life. He grew up in pro-human Order of the Battling Wing.
When his hair and eyes began to change to a silver tint around his eighth year, he became no-longer a student but a punching bag. His abilities, however, progressed rapidly. He sparred less and less with his peers and more often with his trainers, but he was always “put in his proper place” by the Order’s master, <LE> Igor Ivan. Ivan beat the boy senseless on countless occasions but never let him die. Around his seventeenth year at the monastery, Oberion successfully competed in an annual combat challenge. Outraged that the boy had beaten every “pure” human student, Ivan forced Oberion into a one-on-one duel. Though outmatched in training and experience, Oberion’s determination proved too much. After winning Oberion declared victor’s rights and helped himself to some of the items in the monastery before making a quick exit. He wandered for a while trying to find out about his parents and family but only meet with dead ends. Oberion gave up wondering and took to gainful employment with the Searing Talons, a group of bounty hunters. He was teamed with an <LG> Embermage named Serak. Serak was a courageous woman who risked her life without question to aid those in need and it ended up costing her her life. Serak and Oberion were on an apprehend assignment that went bad. Oberion killed the fugitive (legal action) but still continues to blame himself for Serak’s death and refuses to be assigned a full partner. Oberion works with what he knows: self-discipline and self-sacrifice.
 
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Janos Audron

Janos Audron

Male lich Nec 5/Red 10/Acm5; Medium-size undead; HD 20d12; hp 123; Init +1; Spd 30 ft.; AC 29 (touch 11, flat-footed 25); Atk +9/+4 melee (1d6, Quarterstaff) or +9/+4 melee (1d8+5 [Will DC 28 half] plus paralysis, lich touch) or +5/-1 melee (1d4, Bladed Boot) or +10/+5 ranged touch (by spell); AL LN; SV Fort +10, Ref +14, Will +21;

Str 11
Dex 12
Con –
Int 40
Wis 29
Cha 26

Height 6’ 5”.
Weigth 215 Lb.

Skills:

Alchemy +16
Bluff +13
Concentration +51
Craft (Armorsmithing) +38
Craft (Weaponsmithing) +38
Diplomacy +22
Forgery +25
Innuendo +13 / +11
Intimidate +32
Knowledge (Arcana) +58
Knowledge (History) +16
Knowledge (Religion) +16
Knowledge (The Planes) +16
Listen +4
Scry +31
Search +15
Sense Motive +9
Spellcraft +60
Spot +4

Feats:

Craft Magical Arms and Armor
Craft Wonderous Items
Greater Spell Focus (Necromancy)
Leadership
Magical Artisan (Craft Magical Arms and Armor)
Magical Artisan (Craft Wonderous Items)
Scribe Scroll
Skill Focus (Spellcraft)
Spellcasting Prodigy (Wizard)
Spell Focus (Evocation)
Spell Focus (Necromancy)
Tattoo Focus

Special Attacks:

Paralyzing Touch (Su): Creatures touched must succeed at a Fortitude save (DC 28) or be permanently paralyzed.
Fear Aura (Su): Creatures of less than 5 HD in a 60 ft. radius that look at the lich must succeed at a Will save (DC 28) or be affected a though by a fear as cast by a 20th-level sorcerer.

Special Qualities:

Archmage High Arcana: Mastery of Elements, Spell Power +1, Spell Power +2, Spell Power +3, Spell Like Ability
Immunities (Ex): Immune to cold, electricity, polymorph, and mind-affecting attacks.
Red Wizard Abilities: Specialist Defense (Necromancy) +4, Spell Power (Necromancy) +5, (Great) Circle Leader, Scribe Tattoo.
+4 Turn Resistance
Damage Reduction 15/+1
Undead Qualities
Enhanced Intelligence. Janos Audron has read a Tome of Clear thought and has a +5 inherent bonus to his Intelligence, included above.

Languages:
Common
Infernal
Draconic
Loross
Netherese
Mulhorandi (var.)
Chondathan
Undercommon
Halruaan

Wizard Spells Per Day: 5/9/9/9/9/6/8/7/7/6 Base DC = 34 + spell level, 36 + spell level for Evocation, 43 + spell level for Necromancy. Wizard Caster Level: 19th. Specialized School: Necromancy. Prohibited Schools: Divination, Conjuration (at 6th level).

Possessions:
Possesions marked with an * are for Lawful people only
*Amulet of the Arcanist
*Belt of Proof against Transmutation
*Cloak of Charisma +6
*Headband of Intellect +6
*Vest of Resistance +5
*3rd Eye (+20 compentence bonus to Concentration, Knowledge (Arcana) and Spellcraft and Spell Penetration feat)

*Bladed Boot +1 with 5 times the Spellblade enhancement against the following spells:
Greater Dispel Magic
Heal
Trap the Soul
Control Undead
Meteor Swarm

*Bladed Boot +1 with 5 times the Spellblade enhancement against the following spells:
Imprisonment
Chains of Vengance
Anti Magic Aura
Temporal Stasis


Artisan Outfit
Artisan Tools
Noble's Outfit + Jewlery
Signet Ring
Holy Symbol (Wee Jas)
Holy Symbol (Shar)

*Ring of Universal Elemental Resistance (Major)
Spell Component Pouch 2x
Spellbook
Tome of Clear Thought +5
Tome of Learning
*Lyre of Building
*Shar’s Blessed Book (2 times)
Phylactery
Bracers of Sending(25 charges left)

Megaira the Helmed Horror (see below)
Wizard Tower (see below)

151.619 GP left, of which 145.000 is in a bank account and the remaining 6.619 is on his person in gems.

Active Spells:
Mind Blank [22nd]
Create Magic Tattoo (Caster Level) [19, 20, 21]
Immunity to Turning [22nd]
Contingency (Antimagic Field when in the area of effect of a Mordenkainens Disjunction that I didn't cast) [22nd]
Mage Armor [22nd]
Haste [17th]
Blindsight [22nd]
Gentle Repose [22nd]


Spell List:

Level 1
Protection from Chaos
Shield
Mage Armor
Charm Person
Magic Missile
Chill Touch
Feather Fall
Spiderclimb

Level 2
Ghoul Touch
Blindness / Deafness
Create Magic Tattoo
Shroud of Undeath
Eagle's Splendor
Fox Cunning

Level 3
Magic Circle Against Chaos
Nondetection
Protection from Elements
Phantom Steed
Fireball
Gentle Repose
Vampiric Touch
Fly
Haste
Secret Page
Slow
Blindsight
EMP

Level 4
Dimensional Anchor
Improved Invisibility
Enervation
Fear
Polymorph Other
Ghorus Toth's Metal Melt
Immunity to Turning

Level 5
Fabricate
Feeblemind
Hold Monster
Mind Fog
Wall of Force
Magic Jar
Ball Lightning
Grimwald's Graymantle
Lutzaen's Frequent Jaunt

Level 6
Antimagic Field
Greater Dispelling
Repulsion
Contingency
Prorogate Death
Disintegrate
Undeath to Death

Level 7
Banishment
Shadow Walk
Limited Wish
Finger of Death
Teleport Without Error
Greater Ironguard
Netform

Level 8
Mind Blank
Clone
Horrid Wilting
Etherealness
Polymorph Any Object
Utter Thrall

Level 9
Dominate Monster
Freedom
Mordenkainens Disjunction
Meteor Swarm
Energy Drain
Time Stop
Wish
Simbul's Spell Trigger
Duplicate
Elminster's Effugent Epuration

Memorized Spells:

0th: 1 Light, 3 Detect Magic, 1 Disrupt Undead
1st: 3 Spirit Worm, 1 Mage Armor, 1 Charm Person, 2 Magic Missile, 2 Shield
2nd: 3 Ghoul Touch, 3 Create Magic Tattoo, 1 Shroud of Undeath, 2 Blindness / Deafness
3rd: 1 Fireball, 1 Fly, 1 Phantom Steed, 1 Blindsight, 1 Slow, 1 Magic Circle Against Chaos, 1 Nondetection, 1 Protection from Elements, 1 Gentle Repose
4th: 2 Improved Invisibility, 3 Enervation, 2 Ghorus Toth's Metal Melt, 1 Fear, 1 Immunity to Turning
5th: 1 Firebrand, 1 Ball Lightning, 1 Fabricate, 1 Lutzaen's Frequent Jaunt, 1 Wall of Force, 1 Magic Jar, 1 Teleport
6th: 2 Greater Dispel Magic, 1 Geas, 1 Mass Haste, 1 Repulsion, 1 Contingency, 1 Disintegrate, 1 Circle of Death
7th: 1 Banishment, 1 Shadow Walk, 2 Finger of Death, 1 Antimagic Aura, 1 Control Undead, 1 Teleport Without Error
8th: 2 Mind Blank, 3 Horrid Wilting, 1 Prismatic Wall
9th: 1 Mordenkainens Disjunction, 1 Meteor Swarm, 2 Energy Drain, 1 Time Stop

Lela
Female Outsider Cle 7/Dis 5/Con 5; Medium-size humanoid; HD 17d8; hp 71+85, 156 HP; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +9/+4 melee (1d6, Quarterstaff) or +9/+4 ranged touch (by spell); AL LN; SV Fort +9, Ref +5, Will +14;

Str: 11
Dex: 12
Con: 20
Int: 12
Wis: 28
Cha: 11

Skills:

Knowledge (Religion) 20/+21
Spellcraft 20/+21
Concentration 20/+25
Diplomacy 20/+20

01 Battle Touch
01 Precise Touch
03 Spell Focus (Evocation)
06 Extend Spell
09 Persistent Spell
12 Eschrew Material Components
15 Reach Spell

SQ:
Divine Health
Slippery Mind
Divine Wholeness
Divine Body
Divine Emissary
Sacred Defense +2
Imbue with Spell Ability
Transcecdence(Chaos)
New Domain
Domains: Death, Magic, Law, Summoning
Rebuke Undead

Equipment:
Periapt of Wisdom +6 (36)
Belt of Vitality +6 (36)
Prayerbeads (Karmax2) (11)
Cloak of Resistance +3 (9)

Spells/day:
lvl: 0/1/2/3/4/5/6/7/8/9
Nr: 4/8/7/7/7/6/5/4/3/2
dm: 0/1/1/1/1/1/1/1/1/1


Megaira the Helmed Horror Companion:

Megaira Medium-Sized Construct; HD 13d10; hp 66; Init +1; Spd 30 ft., Air Walk 30 ft.; AC 19 (touch 11, flat-footed 18); Atk +12/+7 melee (2d6+4+1d6/19-20, Flaming Burst Greatsword) or +10/+5 ranged (1d10/19-20 Heavy Crossbow); Fort +4; Refl +5; Will +7;

Str 16
Dex13
Con –
Int –
Wis 16
Cha 12

Skills:

Listen +4
Spot +4

Feats:

Cleave
Great Cleave
Power Attack

Special Qualities:
Air Walk
Feather Fall (Sp)
Construct Immunities
Immunities (Ex): Immunte to Magic Missile, Fireball, Meteor Swarm, Mordenkainen’s Disjunction, and Mind-Affecting attacks.
See Invisibility

Wizard Tower:

This tower was built in one day. One morning, the people of The Shaar saw an enormous globe of pure darkness [shadow canopy]. Those who dared to approach couldn't see anything, but they heard someone play a lyre [of Building]. Whoever it was was quite skilled (20 perform check). The playing lasted the entire day, and when the darkness retreated, they saw a tower. Not a 'normal' one. The tower was about 90 ft. high, but was pitch black and had twisted forms. They were afraid of it: they sensed a great evil. They rode out to gather their companions, but when they returned, the tower had grown. It had walls 6 feet think, and it was enforced with multiple layers of iron [Wall of Iron, I included the material components in my possisions (17000 GP), FYI]. Whoever lived there unleashed powerful spells and devils on the horde that gathered to destroy the building. The losses would've been huge, but strangely enough, the man wanted to make an agreement. Basically it came down to the good old: "you leave me alone, I leave you alone, and we don't ask questions." The people in the Shaar generally drive miles around the tower, for they don't want to hear the screaming from some poor soul in there...and neither do they want to ride into some strange trap...

The tower has 5 levels. 3 Above ground, 2 below. General purposes of the floors:

B2: The creation room. This room is never totally dark, for there are many strange alchemecal substances that radiate a red or blue glow. It gives the room a spooky appearance. This room also holds the special equipment needed to build a Helmed Horror (including the torturing equipment) and half the wall is filled with small bottles with, mostly black, substances.

B1: Summoning Room. A permanent Summoning Circle and 4 permanent Magic Circles are crafted on the ground. Usually the visitors are Devils to help him in his quest for power, but sometimes Nishuru's too, to recharge the staves, or sometimes even Succubi for the more ... exotic pleasures.

F1: The welcoming room. In case there Janos would want to invite guests in his house (other than for his own goals), this is where he'd welcome them. A pleasant room with comfortable, and quite expensive furniture. Also, this floor houses the kitchen and the rooms for personel (in case he ever needed to eat).

F2: Private Quarters. This is where Janos spends his time in quiet contemplation. A comfortable chair, a fireplace and a nice view. Here is the one place that he can find rest. When sitting by the fire, looking over the Shaar, something comes over him that gives him a feeling of peace...something he strangely longs for...

F3: The Library. Books. Rows of books. And then some more. This is Janos' lifework. All his knowledge is stored here. All kinds of books and tomes on a great variaty of topics. From poison to angels and from history to technology. Everything Janos knows is stored here (probably because he has written down what he knows).

History:

Fire. Torture. Insanity. Pain. Endless suffering, without hope of freedom. The images were always the same. He saw himself, chained, humiliated, tortured by things far beneath him. Things he could have slain with ease when he still had the power. When he was still out there, free. Not only free from the chains, but also from the marks, the marks that bound him to the Devil.

The images came when he closed his eyes, whenever his consciousness passed away. "No rest for the wicked", never had he heard a more true saying. They started as flashes, as some quick glance into the future. But when the years passed, and he continued working for Him, the images grew more intense, became more frequent and only after a long time did he realise it was him who was the victem...

Life. He laughed at those who desperatly clang to it. At them unable to see that all life ended in death. Eventually. For him, death had been a release. The release from a weak body. The release from Time. A Passing to a more pure state. The next logical step for those who had the knowledge and the money.

But deep in his heart, or what was left of it, he had to admit that death did not only bring good things. With endless time, he grew bitter, cold, alone. It did not come suddenly. Else, he would have detected it, stopped it, cured it...whatever. But he didn't see it coming. It came gradually. Of course, now, looking back at it, he noticed the subtle signs that he missed when he was still young. When he drowned all his feelings in the hate in his soul. Every little grievance, insult, mistreatment and other crimes against him, he remembered. He spend his young days plotting against those who had wronged him. Their deaths were painful. Pleasing to watch. And yet, there always was this sense that something was missing. An emotion he never knew after he died...something small, fragile ... but untouchable. It seemed like it eluded him. And it was very skilled at that.

In time, when the sense grew that he was somehow incomplete, he turned to other ways to satisfy himself. Power, wealth, knowlege. Goals he also had in life. Then, they were unreachable, now they were so easy to get. And as his knowledge and power grew, so did his emptyness. And all it takes is one Devil to turn your own feelings against you...

Late on night, when he was delving into the secrets of protecting his wealth and his library using creatures that fully obey you, he found a piece in one of his tomes. It contained instruction for a ritual to gain insight in the construction of magical guardians.

Sometimes, he could even see the irony of the whole situation. Of course he had skimmed the tome when he bought it. And he specially prepared it to make it resistant to insects and water damage. Never had he noticed that piece of paper. He should have been suspicious, but back then, his lust for power was greater than his common sense. Even the sacrifice of elves and humans seemed perfectly logical ... at that time.

That same night, he performed the ritual. The thing that appeared was obviously not human. It radiated immense power. But it kept his end of the 'bargain'. It filled his mind with arcane secrets, so obscure, so evil that most mortal would have gone insane, or maybe died from shock. He knew the creation process for what was commonly known as a Helmed Horror.

He began the construction. It was a diffictuly task, mentally draining, and costing many GP. When he finally had it completely assembled, he searched his mind for the activation method. And what he found shocked even him ... well, a little.

He thralled a cleric and forced him to return his family. They weren't delighted to see him again. They had lived quite a nice live with their God. And now, to have that taken away and to face your killer, especially when he's family, wasn't exactely something that made them happy. But their power was no match for his skills. He enslaved them, tortured them. Made them suffer for weeks. And finally, he killed them again, only to capture their souls to activate his masterpiece: the Helmed Horror.

The Helmed Horror...yes. For years it was his pride. Too bad he didn't have any family left to create another one. Together with it, he became a assassin of some renown. Eventually, even the High Lords of Waterdeep were too afraid to accept any gift that looked valuable without checking it, double checking it and casting Disjunction on it, just to make sure that it wasn't a Helmed Horror. Janos made good money. He was a high skilled, versatile, morally bankrupt man. For one like him, there are always deals to be made, and money or power to be gained. But when the years passed a strange feeling came to him. Guilt. He could surpress it. His family had hurt him. Many times. His act was justified. ... right? And with his guilt, his doubt grew. He became restless, wanted the satisfaction of a job well done to ingore his feelings.

His jobs became more frequent. His methods more brutal. His pleasure of his work declined and his doubt and guilt kept on growing. He was losing it. Sometimes, he spent entire weeks, just sitting in his chair, looking over the infinite vastness of The Shaar. Sometimes he'd go to rather unpopulated area's of Toril, and kill everything he encountered. And it was this random slaughtering that evenrually brought him to reason.

One night, after he had burned a few fishermen in Chult, he passed out. He remembered passing out. And he remembered waking up. But when he woke up, he wasn't the same anymore. He had a strange desire. To kill, to hurt. There was a pain in his head, a hunger in his soul and ... a mark on his shoulder. He recognised it. Mephistopheles had claimed him. That night, he fought the pain, he fought the hunger. Back in his tower, he called out to all the Gods. That someone would have mercy. He noticed nothing... he went to his room. He accepted what he had done. He accepted that what he had done was wrong ... so wrong. He felt the guilt, and didn't fight it. For the first time, he accepted what he had done. And he cried. He felt totally helpless, totally alone. The Gods had forsaken him.

He saw the Helmed Horror. It had changed. Not so much physically: for anyone else, it had stayed the same. For Janos, however, it was, instead of his most priced possession and most useful tool, the embodiement of his guilt. The Helmed Horror was a burden he had to carry. That moment, he made a vow. He swore to all the Modrons of Mechanus that he would free his family from their prison, and that he personally would see to it that they went to where they belonged...

Then came the Oerth War. He fought. With renewed strenght he fought. He had a goal in life, well unlife, but that's not the point. He fought against the shade, side by side with people who clang to life. People he used to mock. They died around him, selflessly sacrificing them for the greater good, for the survival of Toril. And maybe, just maybe, he thought while he saw them fall around him, is giving your life for a good cause better than clinging to your hopeless life. The truth of that thought struck him, hard. It was him who clanged so desperately to life that he had passed through death, only to live forever. He was the person he mocked, he laughed at. He bowed his head in shame, ready to kill himself and taking as many shades as possible with him. But he didn't. He still clang to life. And he had a goal. He was different ... he thought.

With the Oerth War ended, and a Domain of Hope created, Janos hopes to find a way to release his family from the prison. Eventually, he want to be forgiven, so that he too may find rest, the rest that he denied himself. The rest that he will never get if Mephistopheles has it his way...
 
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Nyovne "the infidel" Sindweller

Name: Nyovne Sindweller
Race: Quickling (Small Fey)
Class: Quickling1/Ranger1/Rogue6/Ninja of the Crecent Moon10/Duelist1
Allignment: Chaotic Neutral
Deity: Erevan Ilsere/AL:Chaotic Neutral/Portfolio:mischief, change, rogues
Age: 126
Height: 2’9”
Weight: 28 lb
Sex: Female

Quicklings are small and slender, resembling miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their skin ranges from pale to blue-white. Their hair is silver or white. Quicklings dress in fine clothes of bright colors. They are fond of silver and black, and often wear or adorn their clothes with these colors. Quicklings never wear any form of armor or cumbersome clothes.

Stats:
Str 12 +1
Dex 38 +14
Con 23 +6
Int 19 +4
Wis 18 +4
Cha 19 +4

HD: 7d6+10d8+2d10+112
HP: 208hp
AC: 41
BAB: +14/+9/+4
Initiative: +14
Speed: 240 ft

Saves:
Fort +17
Ref +33
Will +15


Skills:
Hide +47
Move Silently +45
Jump +15
Balance +20
Tumble +35
Escape Artist +24

Spot +13
Search +10
Listen +14
Wilderness Lore +14

Open Lock +35
Disable Device +35
Craft (Electronics) +13
Use Computers +25
Profession (Electrical engineer [computing]) +25
Profession (Programmer) +25
Knowledge(Security systems) +35
Knowledge (Technology) +25
Knowledge (Programming) +25
Knowledge (Vehicles) +25
Pilot (Vehicles) +35

Feats:
(slots)
Quick Draw
Improved Unarmed Strike
Deflect Arrows
Flick of the wrist
Improved Two Weapon Fighting
Combat Reflexes
Expert Tactician

(Gained by classes)
Ambidexterity
Two Weapon Fighting
Track

(Gained by race)
Weapon Finesse (Dagger)
Dodge
Mobility
Spring Attack


Special Abilities:
(from classes)
Favored Enemy: Humans

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: She retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker and she can no longer be flanked. Another rogue or ninja at least four levels higher can still flank.

Canny Defense: A duelist gains her Intelligence bonus as a bonus to AC, she loses this bonus when she would normally lose her Dexterity bonus to AC.

Monklike Armor Bonus: A ninja of the Crecent Moon gains her Wisdom bonus as a bonus to AC, she loses this bonus when she would normally lose her Dexterity bonus to AC.

Improved Evasion: The ninja takes only half damage on a failed reflex save.

Opportunist: Once per round, She can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a ninja with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Poison Use: Ninjas are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Fast Climb: The ninja can scurry up a wall at unbelievable speed. With each successful Climb check, the ninja can move half her speed as a move-equivalent action, or her speed as a full-round action. Furthermore, she retains her Dex bonus to AC while climbing.

Fast Sneak: When using Move Silently and Hide, the ninja can move at her normal speed without suffering a penalty to those skills.

Invisibility: The ninja can turn invisible (as the spell invisibility, but targetting herself only) once daily for each level of ninja.

Gaseous Form: You can assume gaseous form, as the spell, once per day for 1 round per class level. Using this ability requires a full-round action.

Silencing Attack: If the ninja successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents casting spells with a verbal component and shouting warnings or alarms.

Kuji-kiri: By making mystical hand gestures as a standard action, the ninja can render opponents helpless as if she would cast hypnotic pattern. The ninja can affect 2d4 +1 per ninja level HD with kuji-kiri, and subjects must make Will saves against DC 12 + the ninja’s Charisma bonus to avoid the effect. The hypnotic pattern lasts as long as the ninja continues to gesture, plus one additional round. The ninja can use this power once daily for each level of ninja.

Improved Kuji-kiri: The ninja’s swirling hand gestures are harder to resist. Kuji-kiri now affects 3d6 +1 per ninja level HD of creatures, and the Will save DC is 15 + the ninja’s Charisma bonus.

Always Sneaky: The ninja is always taking 10 on Move Silently and Hide. Unless the ninja wants to be seen or heard, make opposed Spot and Listen check to detect the ninja’s presence.

Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the ninja maneuvres and fights just as well in darkness as in light. Invisibility and darkness are irrelevant, though the ninja still cannot discern ethereal beings. The ninja’s blindsight extends for 60 feet.

Ethereal Jaunt: By focussing his ki, the ninja can become ethereal for a moment or two. Three times a day as a free action, the ninja can make an ethereal jaunt (as the spell of the name, except the duration is only 1 round).

(from race)
Spell-Like Abilities: 1/day--dancing lights, daze, levitate, shatter and ventriloquism. These abilities are as the spells cast by a 6th-level sorceress (save DC 12 + spell level)

haste (ex): A quickling is affected by a permanent haste spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC. The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal.
This is a inherent bonus and cannot be dispelled or negated.

Natural invisibility (ex): A quickling is effectively invisible when in its natural climate (temperate) or when not moving. It loses this invisibility when it attacks.

Skills: Quicklings receive a +8 racial bonus to jump checks.

Feats: Quicklings gain the Spring Attack feat as a bonus feat.

Low light vision: All quicklings can see in dimly lit conditions as well as in daylight.

Attacks:
Dagger 1: ("Good Hand")
Attack: +27/+22/+17/+12
Damage: 1d4+2 + 8d6 (sneak attack)

Dagger 2: ("Off Hand")
Attack: +27/+22
Damage: 1d4+1 + 8d6 (sneak attack)


Items:
2 Daggers

Modern and stylish sunglasses

Gloves

Belt of Health (+6 enhancement bonus to Constitution, +5 resistance bonus to saves)

Diadem

Amulet

Bracers

Tatoo

Ring of nine lives (Nine times when the wearers hitpoints are reduced to 0 or lower the ring automatically casts heal upon it wearer, 9 charges left)

Ring

Cloak

4 Discs

Laptop

Boots

5pp and 5gp and 5sp and 5cp on her at all times. She has acces to 8471gp funds on her bank account.
 
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