konner09
Moderator
Barbary Macaque at the Rock of Gibraltar

Posts: 215
|
 |
« on: August 19, 2010, 01:26:52 AM » |
|
PLease post your charector sheet here
|
|
|
|
|
Logged
|
I became insane, with long intervals of horrible sanity. - edgar allen poe
|
|
|
|
Nick
|
 |
« Reply #1 on: August 19, 2010, 02:53:17 AM » |
|
(The Twin-Forged Maker) ONE Appearance History Nature Organization ApprenticeStatsONE (CR 10) Cleric 5 / Ordained Champion 4 / Warpriest 1 LG Medium Living Construct (Warforged) Init +8; Senses Headband of the Scout, Perception +17 Aura lawful good; Languages common, giant, draconic, elven _____________________________________________________________ AC 31, touch 14, flat-footed 30 (10, +8 (armor), +4 (enhancement), +2 (shield), +3 (magic vestment), +3 (deflection), +1 (dex) ) hp 94 (5d8 + 4d8 + 1d10 +40) ; fast healing - ; regeneration - DR 2/adamantine Immune Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Resist critical 25% ; SR - Weakness subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Fort +18, Ref +8, Will +16 _____________________________________________________________ Speed 20ft. (4 squares) Melee +13/+8 morphic armblade (bastard sword) (1d10 +11, 19-20/x2), +12/+7 morphic armlance (lance) (1d8 +9 /x3), +12 morphic battlefist slam (1d8 +9 /x2) [Holy Sword +1 to attack and damage, +2d6 against Evil, Magic Circle][+2 sizes, 1d8 – 3d6, 1d10 – 3d8] Ranged +10 Space 5ft; Reach 5ft Base Atk +8; Grp +13 Atk Options melee, spellcasting, smite (+3 cha to hit, +10 damage, no alignment) Special Actions devotions, rebuke construct 6/day, spellcasting, turn undead 6/day Combat Gear +4 morphic adamantine armblade, large adamantine shield (+3 magic vestment), +4 adamantine full plate (adamantine body) _____________________________________________________________ Domains:Warforged – Rebuke Constructs 6/day Pact – Dropped for Improved Initiative (Ordained Champion ability) War – Exotic Weapon Proficiency (armblade), Weapon Focus (armblade) Glory – Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll. Cleric Spells Prepared (CL 10th) 5th (2+1/day)— Righteous Wrath of the Faithful, Righteous Might, [Stalwart Pact] 4th (4+1/day)— Moonbolt, Revenance, Freedom of Movement, Air Walk, [Repair Critical Damage] 3rd (4+1/day)— Spikes, Magic Vestment x3 [Stone Construct] 2nd (5+1/day)— Benediction, Avoid Planar Effects, Silence, Hold Person, Darkness, [Lesser Construct Essence] 1st (5+1/day)— Impede, Bless, Comprehend Languages, Ebon Eyes, Obscuring Mist, [Repair Light Damage] 0th (6/day)— Cleric Spell List Swap5th — Revivify, Righteous Wrath of the Faithful, Earth Reaver, Doomtide, Mass Curse of Ill Fortune, Triadspell, Stalwart Pact, 7 / unhallow, scrying, slay living, dispel good, mark of justice, atonement, mass inflict4th —Moon Bolt, Revenance, Seed of Life (ComChamp), 3 / control water, discern lies, giant vermin3rd — Blindsight, Chain of Eyes, Mass Conviction, Fell the Greatest Foe, Girallon’s Blessing, Ice Axe, Weapon of Energy, 7 / animate dead, contagion, helping hand, daylight, continual flame, meld into stone, inflict serious wounds2nd — Avoid Planar Effects, Close Wounds, Deific Vengeance, Divine Insight, Benediction, Fuse Arms, 6 / augury, death knell, shatter, zone of truth, desecrate, make whole1st — Conviction, Ebon Eyes, Resurgence, Impede, 4 / doom, bane, curse water, bless water, magic stone_____________________________________________________________ Abilities Str 20, Dex 14, Con 18, Int 16, Wis 18, Cha 16 Feats Adamantine Body, Apprentice (close wounds) (b), Awesome Smite, Combat Expertise (b), Destruction Devotion, Leadership (retrained Diehard b), Exotic Weapon Proficiency (armblade) (b), Improved Inititative (b), Mentor (b), Power Attack (b), Protection Devotion, Weapon Focus (armblade) (b), Weapon Specialization (armblade) (b) SkillsPhysical Acrobatics +7 (2), Athletics +8 (2), Endurance +9 (2), Escape Artistry -, Jump +9 (1), Legerdemain -, Stealth - Social Affability* +7 (1), Animal Handling -, Bluff* -, Disguise -, Intimidation* +9 (1), Psychology* +7 (1) Utility Appraisal +7 (1), Ciphers +7 (1), Concentration* +15 (8), Devices +14 (8), Dowsing -, Healing -, Perception +17 (10), Survival +8 (1) Academic Arcana -, Cultures +6 (1), Dungeoneering +7 (1), Geomancy +8 (1), Thaumaturgy* +16 (8) Possessions Lesser:-Vanishing Bloodlust Adamantine Shield of Mercy (MIC 21) Spend a smite attempt to heal smite-level of damage, 2/day standard action invisibility and inaudibility that cannot be detected by any nonmagical sensory method (including scent, hearing, tremorsense, blindsense, and the like. Lasts 3 minutes or until you attack. Creatures immune to mind-affecting spells and abilities perceive you normally. +4 morale bonus on attack rolls to confirm critical threats. 1/day free action command to produce keen edge effect on one weapon you carry. Least: Handy Haversack, -Masterwork Artisan's Kit 5lb -Climber's Kit 1/4 lb -Healer's Kit 1lb -Magnifying Glass -lb -Mirror 1/2 lb -Ink -lb -Spyglass 1lb -Pen and Paper -lb -Sealing Wax 1lb -Waterskin x4 16lb -Alchemist Fire x20 20lbs -Oil x80 80lbs -Gloves of Greater Mighty Whallop (1/day, CL9, 9hrs, +2 sizes, warforged only) -Morphing Adamantine Armblade standard change to another weapon of its size or smaller -Boots of the Winterlands, travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell -Heartseeking Amulet 3/day turn melee into melee touch -Scout’s Headband, 1 charge darkvision 60ft 1hr, 2 charges see invisibility 10 minutes, 3 charges true seeing 1 minute. -Eager Adamantine Shield Spikes -Lesser Crystal of Lifekeeping (+3 against necromantic & death effects), -Amulet of Teamwork, +2 damage on flanking, +1 to aid another -Steadfast Boots, +4 against bull rush, overrun or trip. Treated as readied against a charge whenever wielding a two handed weapon, thus dealing double damage. -Potions: 1st - Reduce Person, Expeditious Retreat x2 ; 2nd - Alter Self, Mirror Image x2 -Mundane: Holy Symbol, Signet Ring, Alchemist Fire x50, Bottles of Oil x50, Warforged repair kit x5 _____________________________________________________________ ClericBonus Domain: If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you can add the War domain spells to your class spell list, but you do not gain its domain ability or any extra spell slots for domain spells. Combat Feats: You can permanently sacrifice one or two of your domain granted powers to acquire an equal number of feats from the list of fighter bonus feats, as long as you meet the prerequisites' for them. You may not sacrifice your War domain ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind. Continued Advancement: levels in ordained champion stack with levels of other appropriate classes for the purpose of turning or rebuking undead, and for all level-dependent domain granted powers. Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion. If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature's ally. Diehard: At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard, you can select any other feat for which you meet the prerequisites as your bonus feat. Smite (Su): At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin's smite evil ability (PH 44). Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours. Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaotic-aligned strike. Thus, a 3rd-level ordained champion who sacrificed aflame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level. Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level. Rapid Spontaneous Casting (Ex): When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires. Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead). Rally (Ex): A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level. Turn Undead (Su): Stacks. AWESOME SMITE [TACTICAL] Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks. Prerequisites: Power Attack, base attack bonus +6, smite ability. Benefit: This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time. Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/— or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite. Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round. Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a nonmagical weapon. DESTRUCTION DEVOTION [DOMAIN] Your attacks weaken your opponents' defenses. Benefit: Once per day as an immediate action, you can call upon the forces of destruction to weaken your opponents' defenses. If you deal damage with a melee attack (but not a melee touch attack) while this ability is active, you temporarily reduce the struck opponent's armor bonus or natural armor bonus by 1. Reductions from multiple hits stack, to a minimum bonus of+0. If the opponent has both armor and natural armor bonuses, it chooses which one to reduce. Once one bonus reaches +0, the other bonus automatically gets reduced until into reaches +0 or the effect ends. This effect lasts for 1 minute, after which all armor and natural armor bonuses reduced in this way return to normal. Upon reaching 10th level, you reduce your opponent's armor or natural armor bonus by 2 per successful hit. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend. PROTECTION DEVOTION [DOMAIN] You exude an aura that protects you and those around you. Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend. ________________________________________________________________________ Major Ragna Longshot Appearance History Nature Organization StatsRagna Longshot (CR 8) Paladin 8 LG Medium Warforged (Living Construct) Init +9; Senses Headband of the Scout, Perception +13 Aura lawful good, aura of courage; Languages common, giant, draconic, celestial _____________________________________________________________ AC 27, touch 17, flat-footed 22 (10, +5 (armor) +3 (enhancement) +5 (dex) +1 (buckler) +1 (enhancement) +2 (deflection) ) hp 82 (8d10 + 30), fast heal -, regeneration - ; DR - Immune Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Fear. Resist critical 25%; SR - Weakness subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Fort +18, Ref +14, Will +15 _____________________________________________________________ Speed 30ft. ( squares) Melee +12 slam (1d6 +4 /x2) Ranged +16/+11 composite longbow (1d8 +7 force damage /x3, 110ft) Space 5ft; Reach 5ft Base Atk +8; Grp Atk Options melee, ranged, smite evil 6/encounter +4 to attack and damage, +8 damage against evil targets in addition. Special Actions 30ft aura of courage +4 morale against fear, detect evil 120ft swift, invocations, lay on hands 64 damage/day standard, turn undead 7/day Combat Gear +3 mithril breastplate, +3 precise force composite longbow, slam attack, barricade buckler, etc etc. _____________________________________________________________ Invocations Known (CL 8th) Least (at will)— Heaven’s Arrow, Master Rider Lesser (at will)— Flying Mount, Dauntless Defender Invocations List _____________________________________________________________ Abilities Str 18, Dex 20, Con 16, Int 13, Wis 15, Cha 18 Feats Apprentice (b), Burst Smite, Dodge (b), Extra Smite, Improved Initiative, Mentor(b), Power Attack (b) SkillsPhysical Acrobatics +10 (2), Athletics +8 (2), Endurance +7 (1), Escape Artistry -, Jump* +9 (2), Legerdemain -, Stealth - Social Affability* +8 (1), Animal Handling* +15 (8)-, Bluff -, Disguise* -, Intimidation* +2 (0), Psychology* +4 (1) Utility Appraisal -, Ciphers -, Concentration -, Devices +6 (2), Dowsing* -, Healing -, Perception +13 (8), Survival - Academic Arcana -, Cultures* +8 (1), Dungeoneering -, Geomancy -, Thaumaturgy* +11 (4) Possessions Lesser:- +3 Precise, Force Composite Longbow (+4 str) +least Fiendslayer crystal (+1d6 to evil outsiders) Least: Handy Haversack, -Climber's Kit 1/4 lb -Magnifying Glass -lb -Mirror 1/2 lb -Ink -lb -Spyglass 1lb -Pen and Paper -lb -Sealing Wax 1lb -Waterskin x4 16lb -Alchemist Fire x20 20lbs -Oil x80 80lbs -*used in Bow -*used in Bow -*used in Bow -*used in Bow -Repairing Belt (Healing Belt) - +1 Barricade Buckler (cheaper version, Warforged only) 3/day 5ft by 5ft vertial wall of force 1 minute. -Scout’s Headband, 1 charge darkvision 60ft 1hr, 2 charges see invisibility 10 minutes, 3 charges true seeing 1 minute. -Lesser Crystal of Lifekeeping (+3 against necromantic & death effects), -Amulet of Teamwork, +2 damage on flanking, +1 to aid another -Potions: 1st - Reduce Person, Expeditious Retreat x2 ; 2nd - Alter Self, Mirror Image x2 -Mundane: Holy Symbol, Signet Ring, Alchemist Fire x50, Bottles of Oil x50, Warforged repair kit x5, Mithril Breastplate (+4 enhancement allocated freely) -Arrows: Signal x20, Alchemist’s (1d4 fire, DC 15) x20, Flight (range increment +25ft) x100 _____________________________________________________________ Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level. Detect Evil (Su): A paladin automatically learns if there is evil within 120 ft. As a swift action, he can focus on one target within range and determine whether or not it is evil, and the strength of its aura if it is. Smite Evil (Su): Once per encounter as a swift action, a paladin may charge his next melee attack with holy power. He adds his Charisma modifier as a bonus on attack and damage. If the smite hits and the target is evil, it takes additional damage equal to the paladin's class level. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, to a maximum of five times per encounter at 20th level. Invocations (Sp): A paladin performs invocations taken from the paladin list. Unlike a warlock, a paladin's invocations do not have a somatic component, though they do have a divine focus component. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. Lay on Hands (Su): Beginning at 2nd level, a paladin with a Wisdom score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to quadruple his paladin level × his Wisdom modifier. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is normally a standard action - a paladin may use this ability as a swift action by halving he damage healed. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature. If a paladin succesfully smites an undead creature, he may use lay on hands against it as a free action as part of the attack. Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 30 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead. Turn Undead (Su): When a paladin reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of his character level would. Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). At any time, a paladin may magically call his mount from the celestial realms in which it resides as a swift action. This ability is the equivalent of a spell of a level equal to one-half the paladin’s level. The mount appears adjacent to the paladin after 1 round and remains indefinitely; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. The paladin's mount heals rapidly - ten minutes in the celestial realms is sufficient to restore it to full health. The mount appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, unless the mount is somehow returned from the dead. Binding Smite (Su): At 6th level, any creature struck by the paladin's smite evil becomes entangled for 1 round per two paladin levels. Great Smiting: At 7th level, a paladin may expend two uses of smite evil as a swift action to treat all his attacks as smite attacks for 1 round. Burst Smite [General] Prerequisite: Smite evil Benefit: When you use smite evil with an attack, you may expend an additional use of the ability to deal damage equal to your paladin level + your Charisma modifier to each evil enemy within 10ft of the attack target (Reflex half, DC = 10+ half your paladin level + your Charisma modifier). Special: If you possess the Great Smiting class feature, you may expend three uses of smite evil to treat all of your attacks as Burst Smites for 1 round. ________________________________________________________________________ Mount: IronhoofIronhoof was a magebread heavy warhorse doomed for mercy killing after suffering grievous injuries in the course of service. ZERO’s journey brought him to the horse where upon seeing great potential for this mount, bought the injured beast and carried it with him to his temporary workshop where with a little bit of divine power and mechanical wizardry, gave the animal a new lease of life in service to any paladins of his faith. Half-forged Magebred Heavy War Horse (CR 10) Size/Type: Large Living Construct Hit Dice: 10d8 +66 (100 hp) Initiative: +4 Speed: 60ft (12 squares) AC: 30 (10 +4 dex +5 armor +12 natural -1 size), flat-footed 25, touch 24 Base Attack/Grapple: +7/+18 Attack: +14 hoof (1d6 +7) Full Attack: 2 hoofs +14/+19 melee (1d6 +7) and bite +7 melee (1d4 +3) Space/Reach: 10ft/5ft Special Attacks: - Special Quality: Excellent Learner, Low-light Vision, Scent Saves: Fort +13, Ref +11, Will +4 Abilities: Str 24, Dex 18, Con 22, Int 7, Wis 13, Cha 2 Skills: Acrobatics +11 (4), Athletics +10 (5), Endurance +9 (4), Escape Artistry +11 (4), Jump +14 (5), Perception +9 (5), Stealth +11 (4), Survival +9 (5) Feats: Dodge (+Mobility), Spring Attack, Power Attack*, Combat Expertise*, Mithril Body, Multiattack, Run.
Living Construct traits
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Swift Breed: One of the creature's modes of movement increases its speed by 10 feet.
|
|
|
|
« Last Edit: August 19, 2010, 11:40:39 AM by Nick »
|
Logged
|
"You'll still be living in caves." "Hell I don't mind that." befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
|
|
|
|
veekie
|
 |
« Reply #2 on: August 19, 2010, 03:09:55 PM » |
|
Character DONE NPC DONE Organisation - See Pantheon DONE Phenomenon DONE 4x Historical events DONE One Non-elucidean Horror AppearancePersonalityAkashiel Everkeeper(CR 10)Illumian(Naenhoon) Cleric(Spontaneous Domain,Slime, War) 2/Human Paragon 3/Sovereign Speaker 5 N Medium Humanoid (Human) Init +3; Senses Perception +20, Aura Strong Neutral; Languages Abyssal, Auran, Aquan, Celestial, Common, Ignan Illumian, Infernal, Terran _____________________________________________________________
AC 27, touch 16, flat-footed 24(+9(armor)+2(shield)+3(dex)+3(def)) hp 79 (10d8+30), fast heal -, regeneration -; DR - Immune Fortification 25%, Symbol based magic of CL 10 or less Resist +2 vs shadow spells; Vulnerable -4 saves vs Symbol magic SR - Fort +12, Ref +9, Will +21 _____________________________________________________________
Speed 30ft. (6 squares) Melee +14/+9 quarterstaff(1d6+10 /x2) Melee +10 touch Ranged +18/+13 composite longbow(w/ keen arrows) (1d8+10 19-20/x3, 110ft), ignore cover, ignore melee penalty Ranged +13 touch Space 5ft.; Reach 5ft. Base Atk +6; Grp +10 Turning Check 1d20+4 Turning Level 13 Atk Options Rebuke Air/Turn Earth 9/day Rebuke Fire/Turn Water 9/day Rebuke Oozes 9/day Rebuke Plants 9/day Rebuke Undead 9/day Special Actions Apprentice - Convert any 4th level or higher spell into Panacea Spontaneous Domain(Slime) - Convert any spell to Slime spell of same level Domain Spontaneity(Travel)- Spend 1 turn/rebuke to convert any spell to Travel spell of same level Illumian Words - 2/day spend turn/rebuke to add known metamagic to spell. 1 turn/spell level Luminous Sigils - Standard action suppress, free restore Travel Domain - 7 rounds/day Freedom of Movement, automatic Combat Items Empowered Spellshard(Acid Arrow) - Empowers Acid Arrow 3/day, no action Greater Anklet of Translocation - Teleport 10ft /will, swift Least Metamagic Rod of Sculpting - Sculpt Spell 3/day on spells of 1-3rd Symbol of Divine Unity - Chain Spell 3/day on spells of 1-3rd Symbol of Divine Unity - +2 to Turning Level 3/day _____________________________________________________________
Domain Spells Known 5th - Control Winds(Air), Evard's Black Tentacles(Slime), Fire Shield(Fire), Flame Strike(War), Greater Construct Energy Ward(Warforged), Teleport(Travel), Wall of Thorns(Plant), 4th - Air Walk(Air), Command Plants(Plant), Delay Death(War) Dimension Door(Travel), Divine Power(War), Repair Critical Damage(Warforged), Rusting Grasp(Slime), Wall of Fire(Fire) 3rd - Fly(Travel), Magic Vestment(War), Plant Growth(Plant), Poison(Slime), Resist Energy(Fire only), Stone Construct(Warforged), Gaseous Form(Air), 2nd - Barkskin(Plant), Lesser Construct Essence(Warforged), Locate Object(Travel), Melf's Acid Arrow(Slime), Produce Flame(Fire), Spiritual Weapon(War), Wind Wall(Air), 1st - Burning Hands(Fire), Entangle(Plant), Grease(Slime), Longstrider(Travel), Magic Weapon(War), Obscuring Mist(Air), Repair Light Damage(Warforged)
Cleric Spells Known (CL 10th) 5th- Atonement, Break Enchantment, Greater Command, Commune, Mass Cure Light Wounds, Dispel <Alignment>, Disrupting Weapon, Flame Strike, Hallow, Mass Inflict Light Wounds, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep, True Seeing, Unhallow, Wall of Stone. 0/4 SC: Revivify, Mass Sanctuary, Symbol of Spell Loss Frost: Boreal Wind Sand: Wall of Magma,
4th- Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Imbue with Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Lesser Planar Ally, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues. 0/6 SC: Wrack, Revenance, Glowing Orb, Moon Bolt, Panacea Frost: Freeze Armor
3rd- Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against <Alignment>, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall. 0/6 SC: Vigor, Weapon of Energy CC: Footsteps of the Divine PHB2: Energy Vulnerability Sand: Haboob
2nd- Aid, Align Weapon, Augury, Bear's Endurance, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth 0/3 spells free SC: Infernal Wound, Close Wounds, CC: Substitute Domain,
1st- Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect <Alignment>, Detect Undead, Doom, Endure Elements, Entropic Shield, Hide From Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from <Alignment>, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I. 1/3 Spells free SC: Ebon Eyes, Resurgence, Lesser Vigor
0th- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue SC: Amaneunsis CC: Summon Holy Symbol
Cleric Spells Prepared (CL 10th) 5th (3+1/day)— Boreal Wind, Revivify, Wall of Magma 4th (4+1/day)— Freeze Armor, Giant Vermin, Moon Bolt, Panacea 3rd (5+2/day)— Bestow Curse, Blindness/Deafness, Dispel Magic, Vigor, Weapon of Energy 2nd (6+1/day)— Aid, Close Wounds, Lesser Restoration, Magic Vestment, Resist Energy, Substitute Domain, 1st (6+1/day)— Blessed Aim, Entropic Shield, Lesser Vigor, Obscuring Mist, Protection from Evil, Summon Monster I, 0th (6 /day)— Amaneunsis, Create Water x2, Cure Minor Wounds, Detect Magic, Summon Holy Symbol _____________________________________________________________
Abilities Str 14+4, Dex 13+4, Con 12+4, Int 10+4, Wis 20+4, Cha 15+4 SQ Bonus Domain(Air, Fire, Plant, Travel, Warforged), Extra Domain Slot, Final Utterance, Glyphic Resonance, Illumian Words(Neanhoon), Luminous Sigils, Power Sigils(Hoon, Nean) Spellcasting, Rebuke Air/Turn Earth, Rebuke Fire/Turn Water, Rebuke Oozes, Rebuke Plants, Rebuke Undead, Domains Air, Fire, Plant, Slime, Travel, War, Warforged Feats ApprenticeB, Combat ExpertiseB, Domain Spontaneity(Travel), MentorB, Power AttackB, Reach Spell, Spontaneous Domains, Twin Spell, Weapon Focus(longbow)B, Weapon Specialization(longbow)B, Zen Archery Class Skills Affability, Arcana, Bluff, Ciphers, Concentration, Healing, Intimidation, Psychology, Survival, Thaumaturgy +10 more(Animal Handling, Cultures, Geomancy, Perception) Skill Ranks Affability 1, Animal Handling 1, Arcana 4, Ciphers 10, Concentration 1, Cultures 6, Geomancy 1, Healing 8, Intimidation 1, Perception 8, Thaumaturgy 8, Skill Mods Acrobatics 3, Affability 8, Animal Handling 13, Appraisal 4, Arcana 13, Athletics 5, Bluff 2, Ciphers 15, Concentration 11, Cultures 13, Devices 4, Disguise 4, Dowsing 9, Dungeoneering 4, Endurance 5, Escape Artistry 3, Geomancy 15, Healing 15, Intimidation 8, Jump 4, Legerdemain 3, Perception 20, Psychology 4, Stealth 3, Survival 9, Thaumaturgy 22, Possessions Miscellenous Adventuring supplies Handy Haversack -Serpentstongue Arrow x100 15lbs -Bell -Bedroll 5lbs -Chalk -Flint and Steel -Grappling Hook 4lbs -Small Steel Mirror 0.5lbs -Parchment - lots -Ink - lots -Quill -Signal whistle -Signet Ring(Church of the Order: High Priestess) -Spell component pouch -Silk Rope 100ft 10lbs Belt Pouch -Dozen Glowing Orbs -Plaque of Symbol of Sleep -Plaque of Symbol of Spell Loss -Plaque of Symbol of Pain Spell component pouch Holy Symbol for each of the 12 gods and the three pantheon symbols, linked into a chain. Tattooed Symbol of the Order, back of left fist Thinaun Gauntlet, Left Hand. _____________________________________________________________
Organization Temple of the Celestial Order Environment Any Advancement By level _____________________________________________________________
Weapons and Armor Proficiencies All simple weapons. Flail,Heavy Pick, Heavy Shield, Light Pick, Longbow, Longsword, Rapier, Scimitar, Scythe, Trident, Warhammer, All armor, all shields(except tower shields)
Domain Powers Air - Rebuke air creatures, turn earth creatures 3+Cha/day Fire - Rebuke fire creatures, turn water creatures 3+Cha/day Plant - Rebuke plants 3+Cha/day Slime - Rebuke oozes 3+Cha/day Travel - Freedom of movement when needed, total 7 rounds/day, Survival as class War - Martial Weapon Proficiency(Longbow), Weapon Focus(Longbow), Weapon Specialization(Longbow) Warforged- Rebuke constructs 3+Cha/day
Feat Effects Apprentice(Spellcaster, Panacea) - All Academics as class skills, +1 rank to both, 1 request/level, 1 preferred spell Combat Expertise - Trade up to -5 attack to gain up to +5 dodge AC. Domain Spontaneity(Travel) - Cast Travel Domain spells spontaneously by expending Turn/Rebuke attempts Mentor - +2 competence to Concentration, Arcana, Thaumaturgy, Geomancy, free noob Power Attack - Trade attack for melee damage at 1:2 ratio. Reach Spell - Touch spell -> 30ft range, +1 spell level Spontaneous Domains - Cast domain spells from domain slots spontaneously Twin Spell - Double spell effect, +3 spell level Weapon Focus/Specialization - +1 to hit, +2 damage with longbows
Magic Items 10x Least(4k) -Empowered Spellshard(Acid Arrow) 3,000gp MIC - 3/day Empowered Acid Arrow -Goggles of Foefinding 2,500gp - Ignore less than total cover -Greater Anklet of Translocation 3,500gp - at will 10ft teleport(swift), Custom(modified Anklet of Translocation) -Least Metamagic Rod of Sculpting - Sculpt Spell 3/day on spells of 1-3rd level -Quiver of One Last Shot 4,000gp - Unlimited supply of Keen ammo. -Elvencraft Livewood Composite Longbow --(Bow) Aquatic Precise 4,000gp - Fires normally underwater, No -4 for shooting into melee --(Quarterstaff, Side A) Hideaway Morphing 4,000gp, change to/from compact form as swift action, Change to any 2 handed melee weapon as standard --(Quarterstaff, Side B) Psychokinetic Greater Illumination(as per the crystal), 3,500gp +1d4 Force damage, hits incorporeal and 60ft radius bright light, 60ft shadowy illumination as swift -Glamered Mithril Breastplate of Light Fortification 3,700gp - Looks like priest robes, 25% Fortification -Animated Heavy Shield 4,000gp 1x Lesser(25k) Symbol of Divine Unity 23,450gp
Custom Items
Symbol of Divine Unity Price (14000+9000+4500+1500+3000+1500)*7/10= 23,450gp Body Slot Throat Caster Level 10th Aura Strong, no school Activation Swift(mental) Weight - Threads of dozens of metals are plaited into a thin chain for this fist sized orb of polished agate. When worn and attuned by a priest, the fogged interior clears to reveal the divine symbol of his patron in it's heart. When a pantheon cleric wears this symbol, it instead shows the cleric's pantheon symbol, orbited by the symbols of each god within.
You can cast up to three spells per day of up to 3rd level that are chained as though affected by the Chain Spell Feat The Symbol of Divine Unity allows you to perform turning and rebuking as if your level were three higher. For each of the following prerequisites that you meet, you gain an additional use of turning or rebuking. 2 ranks in Thaumaturgy Improved Turning Feat At least one divine feat The Symbol of Divine Unity contains three charges, which are renewed each day at dawn. Spending one or more charges increases your effective level for the purpose of a single turning or rebuking check, which must be made before the end of your turn. 1 charge : Increase effective turning level by 2. 2 charges: Increase effective turning level by 3. 3 charges: Increase effective turning level by 4. The Symbol of Divine Unity can only be fully used by the cleric of a pantheon, but functions as a holy symbol for any cleric wearing it. Components: Least Metamagic Rod of Chaining + Reliquary Holy Symbol + Scepter of the Netherworld + Talisman of Undead Mastery.
Quiver of One Last Shot Price 4,000gp Body Slot - Caster Level 1 Aura Weak Conjuration Activation - Weight 4lbs This quiver of braided wood and steel seems empty at first sight, but whenever you reach in, one arrow is always at hand.
The Quiver of One Last Shot always contains one missile appropriate to a projectile weapon that the wielder is holding(whether an arrow, bolt or sling bullet). The missile is enchanted with the keen or impact enhancements. Additional ammunition placed in the quiver do not disappear, but prevents it from generating more until it is emptied. Created ammunition vaporise a minute after being removed from the quiver. Components: Use Activated Bolt Power
|
|
|
|
« Last Edit: August 20, 2010, 08:10:57 AM by veekie »
|
Logged
|
The mind transcends the body. It's also a little cold because of that. Please get it a blanket. I wish I could read your mind, I can barely read mine. "Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~" -Ibuki Suika, on overkill
To sumbolaion diakoneto moi, basilisk ouranionon. Epigenentheto, apoleia keraune hos timeis pteirei. Hekatonkatis kai khiliakis astrapsato. Khiliarkhou Astrape!
There is no higher price than 'free'. "I won't die. I've been ordered not to die."
|
|
|
|
Mister_Sinister
|
 |
« Reply #3 on: August 19, 2010, 03:51:46 PM » |
|
Character BackgroundAshara was born to the umbragen of House Drannar in the city of Urcaen, in an enclave of the Brotherhood of Nul, centuries after the umbragen had been cast out of the surface city of Caen. Ashara, being the child of a priestess of Umbra, was expected to train as one herself, and was given a Church mentor by the name of Reverent Mother Priestess Ellara, but her being part of a Nul enclave also required her to serve in its military wing, the Militia. She proved exceedingly capable in both, and quickly got promoted to a Hand of Nul Scorpion Rider regiment, as well as being given the honour of Reverent Mother Priestess at an unusually young age. She exhibited an unusual set of qualities for an umbragen, appearing like the legendary First Ones of old, as her darkvision could pierce the deepest tunnels, and her skill with the crossbow was unmatched.
As part of her training for the Scorpion Riders, she had to venture into the cave complexes outside Urcaen and return with a tamed monstrous scorpion to serve as her mount - or die trying. Ashara spent nearly a week, living off fungi and mushrooms, searching for the ideal monster to be her mount. She avoided the usual places that these beasts congregated, as she knew that she needed something truly exceptional. At the end of that week, just when she was about to give up hope and go tame an ordinary monstrous scorpion, she stumbled across her future mount, much smaller back then, but still covered with the minerals that comprise his hide. She tamed him quickly, and decided to name him Gos'Faeranamlim, believing a fancy name would make him serve her better as a mount. This proved inordinately successful - not only was he capable and tough, he was also intelligent enough to understand complex spoken commands, and grew quickly to the point when it became less of a mount and more of a war platform against her enemies. His poison was the envy of every Scorpion Rider, and Ashara often milked and sold it to supplement her income.
She would have likely continued to serve her two separate masters until the end of her life if it were not for an unusual occurrence not long after her promotion. A party of adventurers from Khorvaire discovered an ancient cave complex in Xen'drik connected to Urcaen, although at considerable distance, and decided to explore it, expecting to find great treasure or lost secrets. Their careless wandering requires a Scorpion Rider regiment to be dispatched, and Ashara's regiment happened to be the one that was sent. The adventurers were dispatched with some difficulty, but one of the prisoners, a gnome, exhibited powerful arcane magic with a versatility that Ashara, nor her superiors in the Brotherhood, had never witnessed. The captive was brought back as an undead creature, and was sent for studies to the Brotherhoods mage-scientists.
What they discovered was a remarkable use of magic that had been unscientifically transmitted by the gnomes through their own generations. With the help of magicite-infused elixirs and unusual training, the mage-scientists were able to replicate this effect in other species, although it was highly unreliable and often led to the death of those that were tested on. It took several years for the mage-scientists to find a stable magicite-based compound that would produce non-fatal results. It was time to test it on real subjects - drow.
Ashara's status in the Brotherhood and the priesthood was continuing to rise, but she knew that being a servant of so many masters might not let her live long in the politics and backstabbing of the umbragen. Additionally, her House were expecting more and more of her, and she felt that she needed any advantage possible to ensure that some young hopeful with fewer responsibilities wouldn't usurp her position and undo all of her hard work. When the Brotherhood decided that she would be the first test subject of Project Shadow, she gladly accepted. Since the project was secret from all except Holy Kren, she was promoted to Kommander, and the hardest part of her training began.
While her magical powers grew exponentially, she found them increasingly more difficult to control. Although she was by far the most promising member of Project Shadow, she still found the magicite infusions to be highly toxic, and often vomited heavily and fell sick. Despite this, she redoubled the secret training, and quickly mastered everything that the gnome corpse could teach her. She quickly became the leader of Project Shadow, and through the project, met her future lover, a capable wizard named Maun. The two began to have a very physical and fast relationship, but due to their complex mixture of duties, both decided that children were simply not a possibility, nor desirable, due to Maun being from House Codiac, a match that Ashara's superiors would not have looked upon favourably. After all, she hardly needed more problems to juggle.
Due to all the time dedicated to the Brotherhood and Project Shadow, to say nothing of her priestly duties, Ashara felt that she needed to raise the profile of her House somehow, before they became too suspicious. She used the money she had saved selling her scorpion mount's venom to begin a lucrative scorpion racing track. Her own mount frequently raced, sometimes with her as a jockey, a previously-unknown thing among the umbragen, who always let lesser beings be the jockeys. She also pioneered the use of 'death races', where magical obstacles, monsters and wands mounted to the scorpions were added to races. This proved phenomenally popular, and money quickly flowed into the coffers of House Drannar. With her elders appeased through expensive gifts, and her own fortune guaranteed forever, Ashara bought Maun from House Codiac, and set him up to run the races, due to his capable head for numbers and fiendish intellect. The fact that he now frequently graced her bedroom was but another very palpable benefit to her position. To cement his position (and protect her own), she took him on as her apprentice.
This happy state of affairs was rapidly brought to a close only a year after this event, when Holy Kren himself called Kommander Ashara before him. He showed her a letter that could potentially allow the Brotherhood to conquer Caen forever - whole new universes lay out there. She had again been chosen to be the vanguard of the Brotherhood, and she willingly accepted. Taking her mount, a few slaves and her most valuable possessions with her, she left Maun in charge of Project Shadow and her racetrack. She knew the absence would not be long - and nor would it be long until the forces of Urcaen and the Brotherhood ruled not only Caen, but all of Xen'drik... and possibly, even all of Eberron. PictureAppearanceAshara is a young and very beautiful drow, with perfect ebony skin, white eyes and long, flowing, white hair, which she keeps loose. She dresses very provocatively, often wearing little more than a bikini top and bottom, and carries a fur coat which emphasises her curves for when it gets cold. The magicite has given her scars which glow a dull blue, and to conceal these scars, her lithe and muscular body is covered with elaborate magical tattoos. She wears knee-high boots, and holds herself with an almost regal bearing. Her voice sounds like this. Complete with cheesy accent. PersonalityMain Character StatsAshara Iniir (CR 10) Lesser drow cleric of the Umbra 2/drow paragon 3/shadowcraft mage 4/scorpionne 1 LE Medium humanoid (elf) Init +9; Senses darkvision 90ft, Perception +18 Languages Common, Elven, Abyssal, Infernal _____________________________________________________________
AC 29, touch 24, flat-footed 18 (+5 armour, +5 Dex, +5 Wis, +1 monk, +3 deflection) hp 67 (2d8+6 plus 3d6+9 plus 4d4+12 plus 1d8+3) Immune magic sleep Resist +2 Will vs. spells and SLAs, +2 saves vs. enchantment spells and SLAs, 35% concealment, scorpion affinity Weakness light blindness Fort +11, Ref +12, Will +18 _____________________________________________________________
Speed 30ft. (6 squares) Melee short sword +13 (1d6+5, 19-20/x2) Ranged light crossbow +16 ranged (1d8+3, 19-20/x2) Base Atk +5; Grp +7 Atk Options rebuke undead 7/day, shadow illusion Special Actions elfy detect secret doors Combat Gear familiar _____________________________________________________________
Cleric Domains: Illusion, Scorpion Cleric Spells Prepared (CL 10th) 5th—bewildering mischance, break enchantment, revivify, slay living (domain) 4th—divination, mystic aegis, revenance, stifle spell, stoneskin (domain) 3rd—alter fortune, chain of eyes, hesitate, mass lesser vigour, meld into stone (domain) 2nd—bewildering substitution, black karma curse, lesser restoration, poison (domain), quick march, Tyche's touch 1st—ebon eyes, impede, lesser vigour, omen of peril, ray of resurgence, sign, spider climb (domain) 0th—amanuensis, create water, detect magic, detect poison, light, purify food and drink Spell-like Abilities (CL 10th) 2/day—dancing lights, daze, touch of fatigue Buffs Active Create magic tattoo x2, both extended for a 96-hour duration _____________________________________________________________
Abilities Str 14, Dex 21, Con 16, Int 16, Wis 20, Cha 19 SQ domain spontenaity (Illusion), silent illusion Feats Apprentice (spellcaster, preferred spell close wounds), Combat Expertise, Earth Sense, Earth Spell, Heighten Spell, Improved Initiative, Leadership, Martial Weapon Proficiency (hand crossbow), Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (short sword), Mentor, Power Attack, Spell Focus (illusion) Skills Affability +17 [10], Animal Handling +18 [10], Bluff +17 [10], Perception +18 [10], Stealth +18 [10], Thaumaturgy +17 [10] Possessions bracers of armour +1, bunch of bolts, fur coat (of the skanky variety), knee-high skank boots of infinite translocation, lesser rod of metamagic Extend, light crossbow, monk's bikini bottom, orb of mental renewal, ring of sustenance, ring of communication x3, short sword, third eye clarity Her scorpion also carries some stuff. She also has ten 1st level slaves, and one 2nd level slave. Three of them are skeletons, the rest are umbragen. Her 10k is invested in her racing track and prize race scorpions. Her cohort's 8k are invested in supplies, magicite, Urcaen Pitch, an alchemical kit, some construction materials, seeds, etc. needed to set up a long-term encampment, as well as all the gear needed to work with magicite, as well as make and invent stuff. Prayerbook
5th—atonement, bewildering mischance, break enchantment, commune, dispel chaos/evil/good/law, disrupting weapon, earth reaver, flame strike, greater command, hallow, insect plague, mark of justice, mass cure light wounds, mass inflict light wounds, plane shift, raise dead, revivify, righteous might, righteous wrath of the faithful, scrying, slay living, spell resistance, summon monster V, swift etherealness, symbol of pain, symbol of sleep, true seeing, unhallow, wall of stone 4th—air walk, control water, cure critical wounds, death ward, delay death, dimensional anchor, discern lies, dismissal, divination,[/i] divine power, freedom of movement, giant vermin, greater blindsight, greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, mystic aegis, neutralize poison, poison, recitation, repel vermin, restoration, revenance, sending, sheltered vitality, spell immunity, spell vulnerability, stifle spell, summon monster IV, tongues, wrack 3rd—animate dead, alter fortune, bestow curse, blindness/deafness, blindsight, chain of eyes, contagion, continual flame, create food and water, cure serious wounds, daylight, deeper darkness, dispel magic, divine retaliation, energy aegis, girallon's blessing, glyph of warding, helping hand, hesitate, inflict serious wounds, invisibility purge, lesser visage of the deity, locate object, magic circle against chaos/evil/good/law, magic vestment, mass conviction, mass resist energy, mass lesser vigour, meld into stone, obscure object,, prayer, protection from energy, remove blindness/deafness, remove curse, searing light, speak with dead, stone shape, summon monster III, water breathing, water walk, wind wall[/i] 2nd—aid, align weapon, augury, avoid planar effects, bear's endurance, bewildering substitution, black karma curse, body ward, bull's strength, calm emotions, close wounds, consecrate, cure moderate wounds, darkness, dark way, death knell, delay poison, desecrate, eagle's splendour, enthrall, find traps, gentle repose, hold person, inflict moderate wounds, insight of good fortune, lesser restoration, living undeath, make whole, owl's wisdom, quick march, remove paralysis, resist energy, shatter,[/i] shield other, silence, soul ward, sound burst, spiritual weapon, status, summon monster II, Tyche's touch, undetectable alignment, zone of truth 1st—bane, bless, blessed aim, bless water, cause fear, command, comprehend languages, conviction, cure light wounds, curse water, deathwatch, detect chaos/evil/good/law, detect undead, divine favour, doom, ebon eyes, endure elements, entropic shield, hide from undead, impede, inflict light wounds, lesser vigour, magic stone, magic weapon, obscuring mist, omen of peril, protection from chaos/evil/good/law, ray of resurgence, remove fear, resurgence, sanctuary, sign, shield of faith, summon monster I 0th—amanuensis, create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue _____________________________________________________________
Domain Spontenaity (Illusion): Instead of spontaneously casting inflict spells, Ashara can spontaneously cast spells from the Illusion domain. These are, in order of level, silent image, minor image, displacement, phantasmal killer, persistent image (she can't cast anything more powerful yet).
Extended Illusion (Ex): All of Ashara's illusion spells are extended for free.
Familiar: Ashara's familiar is called Ecraen, and she's a scorpion. Her stats are given later.
Scorpion Affinity (Ex): Ashara is immune to the poison of scorpions and scorpion-like creatures. Moreover, she can communicate with scorpions and arthropods of all kinds as long as the creature has at least Int 1. Normal scorpions never attack or harm Ashara unless magically controlled.
Silent Illusion (Ex): Illusion spells cast by Ashara don't have verbal components.
Shadow Illusion (Su): Everyone should know how the shadowcraft mage works by now.
________________________________________________________________________________________________
Cohort StatsGos'Faeranamlim (CR 6) Mineral warrior Huge monstrous scorpion CE Huge vermin (earth) Init +4; Senses darkvision 60ft, tremorsense 60ft, Perception +13 Languages understands Elven _____________________________________________________________
AC 29, touch 11, flat-footed 29 (-2 size, +1 Dex, +18 natural, +2 deflection) hp 105 (10d8+60); DR 8/adamantine Immune mind-affecting effects Fort +16, Ref +7, Will +6 _____________________________________________________________
Speed 50ft. (10 squares), burrow 25ft Melee 2 claws +19 (1d8+12) and sting +17 (2d4+7 plus poison) Space 15ft.; Reach 10ft. Base Atk +7; Grp +24 Atk Options constrict 1d8+9, earth strike 3/day, improved grab, poison Combat Gear devastation gauntlets _____________________________________________________________
Buffs Active Create magic tattoo x1, extended for a 96-hour duration _____________________________________________________________
Abilities Str 28, Dex 13, Con 23, Int 4, Wis 11, Cha 4 SQ Feats Ability Focus (poison), Combat Expertise, Extra Smiting, Improved Initiative, Multiattack, Power Attack Skills Athletics +20 [10], Jump +20 [10], Perception +13 [10], Stealth +14 [10] Possessions bit and bridle, devastation gauntlets, handy haversack, howdah, pearl of power 1st level x3, pearl of power 2nd level x4 (3 used), saddlebags, vanisher cloak Also carries Ashara's potion collection: potion of delay poison, potion of remove paralysis, potion of lesser spell immunity, potion of comprehend languages, potion of lesser vigour, potion of hide from undead _____________________________________________________________
Earth Strike (Ex): +6 to hit, +10 to damage on one attack
Improved Grab (Ex): Off claw attack.
Poison (Ex): From tail sting attack, DC 23, 1d6 Con/1d6 Con ________________________________________________________________________________________________
|
|
|
|
« Last Edit: August 19, 2010, 04:23:02 PM by Mister_Sinister »
|
Logged
|
Everything I learned about DnD I learned from Frank Trollman at The Gaming Den... but nowadays, my work space is the New DnD Wiki. Check them both out!
|
|
|
|
veekie
|
 |
« Reply #4 on: August 20, 2010, 04:33:40 AM » |
|
Akashiel's ApprenticeAppearancePersonalityAcolyte Srin Reaver (CR 2)Strongheart Halfling Cloistered Cleric(Trickery, Magic) 2 TN Small Humanoid (Halfling) Init +4; Senses Perception +2, Aura Weak Neutral; Languages Celestial, Common, Halfling, Infernal _____________________________________________________________
AC 21, touch 16, flat-footed 17(+5(armor)+4(dex)+1(size)+1(def)) hp 14 (2d6+4), fast heal -, regeneration -; DR - Immune - Resist +2 save vs fear; SR - Fort +6, Ref +5, Will +6 _____________________________________________________________
Speed 20ft. (4 squares) Melee +3 Dagger 1d3-1 19-20/x2 or +3 Silver Dagger 1d3-2 19-20/x2 Melee +2 touch Ranged +8 Dagger 1d3-1 19-20/x2 or +8 Silver Dagger 1d3-2 19-20/x2 Ranged +6 touch Space 5ft.; Reach 5ft. Base Atk +1; Grp -4 Atk Options Special Actions Spellcasting Turn Undead 6/day Trickery Devotion 1/day(trade turning for uses) - 2 minutes simulacrum, Unseen Servant+Silent Image _____________________________________________________________ Domains Knowledge, Magic, Trickery, Cleric Spells Known Bane,Cause Fear,Command, Blessed Aim, Lesser Vigor, Resurgence Cleric Spells Prepared (CL 2nd) 1st (3+1/day)— Extended Blessed Aim, Extended Obscuring Mist, Extended Protection from Evil, Extended Disguise Self# 0th (4/day)— Cure Minor Wounds x2, Extended Detect Magic, Extended Light _____________________________________________________________ Abilities Str 9, Dex 19, Con 14, Int 13, Wis 15, Cha 16 SQ Turn Undead, Spontaneous spells(Cures) Feats Apprentice(Resurgence), Extend Spell, Trickery Devotion, Skills Acrobatics 6, Affability 8, Athletics 1, Bluff 6, Cultures 8, Disguise 8, Healing 7, Psychology 7, Perception 4, Stealth 11, Thaumaturgy 7 Skill Ranks Affability 2, Bluff 2, Cultures 2, Disguise 2, Healing 2, Psychology 2, Stealth 2, Thaumaturgy 2 Class Skills Affability, Arcana, Bluff, Ciphers, Concentration, Cultures, Disguise, Geomancy, Healing, Intimidation, Psychology, Stealth, Thaumaturgy Possessions Mw Dagger(adamantine, cold iron, silver) x3 Mw Dagger x3 Mithril Chain Shirt Mw Healing supplies Wooden Holy Symbol of the Order 1st level Potion x3 Ebon Eyes Protection from Evil Expeditious Retreat 2nd level Potion x3 See Invisibility Avoid Planar Effects Invisibility _____________________________________________________________
Organization Temple of the Celestial Order Environment Any Advancement By level _____________________________________________________________
Feats: Apprentice(Spellcaster, Resurgence) - All Academics as class skills, +1 rank to both, 1 request/level, 1 preferred spell Extend Spell - Double spell duration, +0 spell level Trickery Devotion - Unseen Servant that looks like you 1/day, 2 minutes. Spend Turning to recharge
|
|
|
|
|
Logged
|
The mind transcends the body. It's also a little cold because of that. Please get it a blanket. I wish I could read your mind, I can barely read mine. "Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~" -Ibuki Suika, on overkill
To sumbolaion diakoneto moi, basilisk ouranionon. Epigenentheto, apoleia keraune hos timeis pteirei. Hekatonkatis kai khiliakis astrapsato. Khiliarkhou Astrape!
There is no higher price than 'free'. "I won't die. I've been ordered not to die."
|
|
|
VennDygrem
Member
Grape ape

Posts: 1689
|
 |
« Reply #5 on: August 20, 2010, 06:43:24 AM » |
|
Desirae 'Dez' Del-Kaanen Human Warlock 1/Cleric 4/Eldritch Disciple 5 (ECL 10) CG Medium Humanoid (human) Init +7; Senses (with See the Unseen) Darkvision 60ft, See Invisibility; Perception +13 Languages Common, Elven, Celestial, Infernal, Giant, Draconic, Undercommon _____________________________________________________________ AC 28, touch 19, flat-footed 26 (+5 armor, +2 Dex, +4 shield (Magic Vestment enh.), +3 deflection, +4 enh.) hp 96 (1d6+9d8+50) Immune n/a Resist n/a Weakness n/a Fort +11, Ref +11, Will +17 _____________________________________________________________ Speed 30ft. (6 squares) Melee 1 Morningstar +15/+10 (1d8+8, x2) Melee 2 Eldritch Glaive +15/+10 (5d6+4, x2) Melee 3 Warning Spiked Gauntlet +15/+10 (1d4+4, x2) Ranged Eldritch Blast +13 (5d6+4, x2) Base Atk +7; Grp +11 Atk Options Melee, Eldritch Glaive, Eldritch Blast Special Actions Turn Undead (8/day), Spellcasting, Invocations, Gift of the Divine Patron, Eldritch Spellweave Combat Gear Morningstar, Warning Spiked Gauntlet, Greater Chasuble of Holy (Fell) Power, Mithral Buckler, Mithral Breastplate _____________________________________________________________ Cleric Domains: Knowledge Cleric Spells Prepared (CL 10th) 5th— spiritwall, triadspell [true seeing]4th— Anticipate Teleportation (Even days)/Assay Spell Resistance (Odd Days), freedom of movement, mystic aegis, [divination]3rd— magic vestment, knight's move x3 (triadspell), Unluck x2, [clairaudience/clairvoyance]2nd— bewildering visions, stolen breath x2, divine insight, resist energy, make whole [detect thoughts]1st— omen of peril, karmic aura x2, updraft, divine favor, endure elements (Even Days)/Divine Favor (Odd Days), [detect secret doors] 0th— create water, detect magic x2, detect poison, purify food and drink, Read MagicSpell-like Abilities (CL 10th) at-will— See the Unseen, Entropic Warding, Fell FlightBuffs Active See the Unseen (24h), Entropic Warding (24h), Fell Flight (24h), Endure Elements (48h), Divine Insight (20h), Magic Vestment [shield] (20h), Anticipate Teleportation (48h) _____________________________________________________________ Abilities Str 19, Dex 14, Con 17, Int 16, Wis 22, Cha 18 SQ n/a Feats Apprentice (martial artist) {b}, Power Attack {b}, Combat Expertise {b}, Mentor (philosopher) {b}, Extend Spell {h}, Combat Reflexes, Shape Soulmeld (Strongheart Vest), Knowledge Devotion, Toughness Skills PossessionsRemainder coming soon
|
|
|
|
« Last Edit: August 22, 2010, 03:11:17 AM by VennDygrem »
|
Logged
|
|
|
|
|
|
|