Carnivores Workshop

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and although according to the players handbook i should be allowed to reroll he says i cant, soo ill give it a whirl but my question is how do i OPTIMIZE this.
I can be any Phb race or i can be a changling.

Human

Artificer 8

10th lvl Caster for items that he makes, makes Wands that he crafts function @ 12th lvl Caster

makes Eternal Wands for Persistant Self Buffs ..... regular Wands for Blasting

Attributes: (14,13,12,12,11,11)

11 Str(11)
12 Dex(12)
12 Con(12)
14 Int(14)
11 Wis(11)
13 Cha(13)

4th lvl boost to Cha, 8th lvl boost to wis

Feats:
Nymphs Kiss(human Bonus)
Scribe Scroll(Artificer bonus)
Brew Potion(Artificer bonus)
Craft Wondrous Item(Artificer bonus)
Craft Homunculus(Artificer bonus)
Craft Arms and Armor(Artificer bonus)
Craft Wand(Artificer bonus)
Legendary Artisan(Artificer bonus)
Wand Mastery(Artificer bonus)

1st lvl: Extend Spell
3rd lvl: Persistant Spell
6th lvl: Quicken spell


1. Artificer 1: Artificer Knowledge, artisan bonus, disable trap, item creation, Scribe Scroll, Nymphs Kiss, Extend Spell
2. Artificer 2: Brew Potion
3. Artificer 3: Craft Wondrous Item, Persistent Spell
4. Artificer 4: Craft Homonculus, Legendary Artisan
5. Artificer 5: Craft Magic Arms and Armor, retain essence
6. Artificer 6: Metamagic spell trigger
7. Artificer 7: Craft Wand
8. Artificer 8: Wand Mastery

Skills(85 skill points total to spend)
Class Skills: (55 points spent)
5 ranks Concentration
5 ranks Craft(Alchemy)
1 rank Craft(Poison making)
1 rank Craft(Armorsmithing)
1 rank Craft(Trapmaking)
1 rank Craft(Weaponsmithing)
1 rank Craft(Bowmaking)
5 ranks Knowledge(arcana),
1 rank Knowledge(arch & eng)
1 rank Knowledge(the planes)
1 rank Open Lock
1 rank Profession(herbalist)
1 rank Profession(Smithy)
8 ranks Search
11 ranks Spellcraft
11 ranks Use Magical Device

Cross-Class Skills: (26 points spent)
5 ranks Heal
1 rank Knowledge(Dungeoneering)
1 rank Knowledge(Geography)
1 rank Knowledge(History)
1 rank Knowledge(Local)
1 rank Knowledge(Nature)
1 rank Knowledge(Nobility and royalty)
1 rank Knowledge(Religion)
1 rank Knowledge(Psionics)

Skill Tricks: (4 @ 2points per)(4 points spent)
Collector of Stories
Healing Hands

[sblock= feat descriptions]
Nymph’s Kiss
[Exalted]
(BoED p44)
— 1. +2 bonus on all Charisma-based skill checks.
2. +1 bonus on saving throws against spells & spell-like abilities.
3. +1 skill point per level, starting at this level.

Wand Mastery
[Item Creation] (Eb p62)
Caster level 9th
Craft Wand Any spell you cast from a wand has its DC increased by 2 and its effective caster level increased by 2.

Legendary Artisan
[Item Creation] (Eb p56)
any Item Creation feat
Reduce the cost of XP for crafting any magical item by 25%. [sblock]






Extraordinary Artisan
[Item Creation] (Eb p53)
any Item Creation feat
Reduce the cost of raw material for crafting any magical item by 25%.

Reckless Wand
Wielder
[General] (CArc p82)
Craft Wand
Use Magic Device:
1 rank
You may increase a Wand’s caster level by +2 by consuming one extra charge when using it.

Wandstrike[General](CArc p84)req:Use Magic Device: 4 rank
You may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge. Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or bonus dice (such as Sneak Attack or Smite enemy). The Wand’s effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent. A Wand’s spell effect that does not cover an area (such as Summon Monster I) cannot be used with this feat.




Changeling
Changeling(Eb p12)(RoE p41)(MM3 p24)
• Fav Class: Rogue
• Humanoid (shapechanger)
• Medium size
• 30’ movement
• Standard Vision
• +2 Racial bonus on saves vs. Sleep and Charm effects
• ‘Speak Language’ is always in-class.
• +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks.
• Minor Change Shape (Su) – Disguise Self at will as a Full Round Action. This is a Transformation, not an Illusion. The Changeling’s body changes, but not its possessions. The change is permanent until willingly changed. Use of this ability grants a +10 Circumstance bonus on Disguise checks.



Forest Gnome
Forest Gnome
They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.

Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.

Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.

+1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.

Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.

+4 racial bonus on Hide checks, which improves to +8 in a wooded area.





Str 18
Dex 26
Con 14
Int 13
Wis 12
Cha 14




36000gp budget

450gp Masterworked Elven Courtblade
4405gp +2 Thistledown padded (max dex +10)
4205gp +2 Dark Wood buckler
19000gp+1 Holy Composite Elvencraft Longbow Mighty +3
16000gp Gloves of Dex +4
1800gp Efficient Quiver
5gp 100 Arrows(Regular)
40gp 20x Alchemical Silver Arrows
5gp 50x Cold Iron Arrows
50gp 20x Dragons breath Arrows


900 gp Piercer Cloak (MiC): +1d6 damage if above your target (very nice if you can fly)
400 gp Least Revelation Weapon Crystal (MiC): Struck invisible target illuminated for 1 round.



5100gp +1 Nimble Mithral Chain Shirt(+4 Armor bonus, +8 Max Dex)
1205gp +1 Darkwood Buckler
320gp Masterwork Rapier
19100gp +1 Holy Mighty(+4 str) Elevencraft Composite longbow
4000gp +2 Belt of Str
4000gp +2 Gloves of Dex
2000gp Handy Haversack
5gp 100 Arrows(Regular)
40gp 20x Alchemical Silver Arrows
5gp 50x Cold Iron Arrows
50gp 20x Dragons breath Arrows
150gp light Warhorse
20gp Military Saddle
50gp Guard Dogs(2)..trained...........
16gp saddle bags(4)
220gp Misc Adventuring Gear

will give this:

Str 18
Dex 26
Con 14
Int 13
Wis 12
Cha 14

better Str for More damage..... all other stats are virtually unchanged except slightly lower AC (23 vs 25) and -1 Ranged Attacks, Init, Ref save, Dex skills and Checks and +1 Damage , Str checks.... more equipment

Nimble Armor Special Quality
Nimbleness
This type of armor feels lighter and less restrictive than other armor of its type. While the actual weight is unchanged, the maximum Dexterity bonus increases by +2 and the armor check penalty decreases by 1.
Caster Level: 8th
Requirements: Craft Magic Arms and Armor, cat's grace
Price: +1 bonus









Magic items for Casters:


Body Locations:
Head - 1 headband, hat, helmet, or phylactery.
Face - 1 pair of eyes, lenses, goggles, or a mask
Neck - 1 amulet, brooch, medallion, necklace, periapt, or scarab
Chest - 1 vest, vestment, or shirt
Body - 1 robe or suit of armor
Back - 1 cloak, cape, or mantle
Wrists - 1 pair of bracers or bracelets
Hands - 2 gloves or gauntlets
Finger (l/r) - 2 rings
Waist - 1 belt
Feet - 1 pair of boots, shoes, or slippers

One headband, hat, helmet, or phylactery on the head

[indent][/indent]

One pair of eye lenses or goggles on or over the eyes

[indent]Third Eye, Clarity(MIC) 3000gp for immunity to daze once a day.

Veil of Allure
(Sand p135)14000gp
+2 DC of all Enchantment spells and
Charisma-based supernatural abilities[/indent]

One amulet, brooch, medallion, necklace, periapt, or scarab around the neck

[indent][/indent]

One vest, vestment, or shirt on the torso

[indent][/indent]

One robe or suit of armor on the body (over a vest, vestment, or shirt)

[indent][/indent]

One belt around the waist (over a robe or suit of armor)

[indent]
Belt of Battle(MIC) 12000gp extra Actions for free[/indent]

One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)

[indent][/indent]

One pair of bracers or bracelets on the arms or wrists

[indent][/indent]

One glove, pair of gloves, or pair of gauntlets on the hands

[indent][/indent]
One ring on each hand (or two rings on one hand)
[indent]Ring of Arcane Might(Complete Arcane) 20000gp +1 bonus to arcane caster level for the purpose of spell penetration checks, caster level checks, and all level-based variables of any arcane spell the wearer casts.

Ring of Blinking(DMG) 27000gp On command, this ring makes the wearer blink, as with the blink spell.

Ring of Enduring Arcana(CM) 5000gp Making life hard for them is what you do for a living. Increasing dispel DCs is part of that.

Ring of Wizardry I,II,III,IV
(DMG p233)20000gp, 40000gp, 70000gp, 100000gp
Doubles an Arcane spellcaster’s base number of 1st level, or 2nd lvl, or 3rd lvl, or 4th lvl spells per day.

Ring of Theurgy
(CArc p145)20000gp
An Arcane Caster may transfer up to three Arcane spells of any level into the ring. for Caster of Impromptu Arcane spells only:
You may cast one of the spells in the ring as if it were one of your known spells, though after doing this, the spell is gone from the ring. this allows other arcane casters to boost your spells known for free

Ring of the White Wyrm(Frost p111)64000gp
Ring made from white dragon’s tooth
Icewalking (as Spider Climb, except only on icy surfaces), at will.
Freezing Fog (as Solid Fog but also slippery ice as Grease; owner immune to Grease effect), 2/day.
Wall of Ice, 1/day.
Wearer can speak and understand Draconic.
Wearer may transform into a Half-dragon as a Full-Round Action provoking an AoO, 1/day for 1 hour. Half-dragon gets:[indent]
- +4 natural armor bonus
- Gain bite & claw attacks as dragon of wearer’s size
- Gain breath weapon dealing 3d6 points of Cold damage in 30-ft cone, Ref DC
16 half, 1/transformation
- Cold immunity
- +8 Str, +2 Con, +2 Int, +2 Cha
- Wearer appears in draconic form[/indent]

Ring of Telekinesis(DMG p233)75000gp Telekinesis, on command @9th lvl caster

Ring of Sustenance(DMG p233)2500gp
Must be worn 1 week to activate.
Wearer does not require food, water, & only needs 2 hours of sleep per night.

Ring of Solar Wings(BoED p115)118000gp
The wearer gains gleaming white wings, which grant Fly 150’ (good).
If the ring is removed, Feather Fall activates immediately.

Ring of Regeneration(DMG p232)90000gp
Ring can only heal damage taken while it is worn.
Regain 1 hit point/lvl back every hour.
Regain 1 point of subdual damage/lvl back every 5 minutes.
Limbs, etc., will regenerate too.

Ring of Mind Shielding(DMG p232)8000gp
Wearer is immune to Detect Thoughts, Discern Lies, and all attempts to determine alignment.

Ring of Lore(CArc p144)32250gp
Legend Lore, 1/week.
Stone Tell, 1/week.
Can find magic traps made by glyphs, runes, sigils, & symbols as if he/she was a Rogue.

Ring of Invisibility(DMG p232)20000gp Invisibility, on command.

Ring of Freedom of Movement (DMG p232)40000gp
Freedom of Movement, always on

Ring of Evasion(DMG p232) 25000gp
On Reflex saves for ½ damage, take no damage if save is successful.

Ring of Counterspells(DMG p230)4000gp
Can hold one spell of up to a 6th level. If that spell is cast on the wearer, it is automatically countered & the ring is “empty”, ready to be recharged.

Ring of Feather Falling(DMG p232)2200gp
Feather Fall, automatically when the wearer falls more than 5’.

Ring of Spell-battle(MIC) 12000gp Know of all spell casting within 60’ & can identify these spells (even if not seen) on a Spellcraft check vs. DC (15 + spell level). Once per day, the wearer can Counter an identified spell (no Dispel Check needed) or change its target / center of effect to a new target / point within 60’.[/indent]
One pair of boots or shoes on the feet

[indent]
Sandals of the Vagabond(CC) 4000gp +2 Luck to Initiative, Immune to Fatigue

Sandals of Shifting Sands(Sand p135)2500gp
Wearer may travel across sand and sand crust at normal speed without breaking sand crust or leaving tracks.
Cooled as if protected by Endure Elements

Sandals of
Harmonious Balance
(CAdv p134)14000gp
Plain-looking wood and leather sandals.
+10 Insight bonus on Balance checks.
The wearer may balance on a vertical surface
with the appropriate Balance check. If
successful, the wearer may make attacks,
etc., as if Balancing instead of Climbing.
10 ranks of Balance only:
The wearer may balance on liquids and
other surfaces that would not normally
support the wearer’s weight. On each
consecutive round, the DC increases by 5.

Boots of Tremorsense
(Und p73)45000gp
Wearer can automatically sense the location
of any creature or object within 30’ that is in
contact with the ground.

Boots of the
Winterlands
(DMG p250)2500gp
Move through snow at normal speed without
leaving tracks.
Travel across ice at full speed.
Endure Elements against cold, always on.

Boots of Striding and
Springing
(DMG p250)5500gp
Increases the wearer’s land speed by +10’.
+5 Competence bonus to Jump checks.

Boots of Speed
(DMG p250)12000gp
10 rounds of Haste per day, broken up as
desired. Activated as a Free Action.

Boots of Levitation(DMG p250)7500gp Levitate, on command.[/indent]





Orange Ioun Stone(DMG) 30000gp Orange Ioun Stones are made of win.

+1 Quarterstaff of Warning / +1 Eager Quarterstaff, 16.6k [MIC]: Initiative, initiative, initiative. Even dire tortoises care about this. The alternative is the very cheesy +1 eager warning shuriken.

Diminutive Spell-storing darts [DMG]: A packet of hypodermics! No seriously, get your fellow casters to tuck things into these that you just can't use otherwise.

Dragon Eye Rings(Planar handbook??)
These rings are badges of honor to the Dragonmasters of Lynn, though a few rings have made their way to Eastern Oerik. Their manufacture is held as a secret by the artificers of that secretive order. Each appears as a golden band inset with a gemstone carved in the likeness of a dragon head as seen from a side-view and whose one eye is intent upon the viewer.
Once per day, the wearer can activate see invisibility - this effect lasts for two hours once activated. The wearer also gains a +10 competence bonus on Listen and Spot checks. Finally, the wearer and all allies in a 30-ft. radius gain a +20 ft. enhancement bonus to fly speeds.
Strong abjuration; CL 12th; Forge Ring, see invisibility, fly, resistance, resist energy; Price 55,000 gp.


Ring of The Darkhidden
This ring is usually made of tarnished silver and inscribed with images of closed eyes. The wearer of the ring is invisible to darkvision, although he is fully visible in normal light.
CL 3rd; Prerequisites: Forge Ring, invisibility; Market Price: 6,700 gp.


Ring of Dragonshape
This ring is shaped like a hollowed dragon's claw. It is slipped over the length of the wearer's finger, but doesn't restrict manual dexterity in any way Once per day, the wearer can activate the ring (as a standard action) to polymorph into a young red dragon (if the wearer is evil) or a young gold dragon (if the wearer is good). This effect functions as the polymorph spell, except that the duration is 1 hour. The effect can be dismissed by the wearer as a standard action.
Moderate transmutation; CL 7th; Forge Ring, polymorph; Price: 23,000 gp.





Ring of Spellguard(CM) 4000gp Immune to a single spell


Rings of Spellstoring, 18k-3 levels, 50k-5 levels, 200k-10 levels [DMG]: These are looked on poorly in the community. That's fine. Our needs are different, fundamentally. You buy three different things when you purchase one of them. Extra spell and extra slot. That's two. What's the third? Unlike the Sage's Ruling on extra spell, spells stored in a ring don't need to be on your list. They don't even need to be arcane. Also, if you have close personal friends who are arch-mages, they can cast an epic spell into the heavy hitting ten-level model. I don't recommend making this a life goal.



Hand of Glory, 8k [DMG]: I love rings. I love daylight. I never had either when I needed them. The hand of glory fixes this. There's lots of competition for the throat slot, but this is a good budget-budget option with strong late-game potential. How often do you get to buy an epic feat?






1/2 Fey Water halfling (Dex +4, Str -2, Wis +2, Cha +4)

Fighter(Thug Variant) 14/ Exotic Weapon Master 1

Attributes: (32pt buy)(Dex +4, Str -2, Wis +2, Cha +4)

22 Str(16 +6 Belt -2 Str+2 Belt)
30 Dex(17 +4 Racial +3 lvls +6 Gloves)
16 Con(14 +2 Amulet)
11 Int(11)
10 Wis(8 +2 Racial)
12 Cha(8 +4 Racial)




Feats:
Exotic Weapon Proficency(Greatbow) (Flaw bonus)
Weapon Focus(Greatbow)(Flaw bonus)
Imp Initiative(Fighter Bonus)
Rapid Shot(Fighter Bonus)
Weapon Specialization(Greatbow)(Fighter Bonus)
Greater Weapon Focus(Greatbow)(Fighter Bonus)
Greater Weapon Specialization(Greatbow)(Fighter Bonus)
Ranged Weapon Mastery(piercing)(Fighter Bonus)
Manyshot(Fighter Bonus)
Imp Rapid Shot(Fighter Bonus)
1st lvl: Education
3rd lvl:Knowledge Devotion
6th lvl: True Believer(Ehlonna)
9th lvl: Point Blank Shot
12th lvl: Woodland Archer
15th lvl: Flyby Attack

may sub out:
Imp Rapid
Manyshot


get:
Mageslayer
Pierce Magical Protection




Equipment: (200000gp budget 15th lvl Character)

51500gp +1 Splitting Accurate Elvencraft Mighty(+8 Str)Composite Longbow
36000gp +6 Gloves of Dex
4000gp +2 Belt of Str
4000gp +2 Amulet of Con
12000gp Boots of Speed
22400gp Celestial Armor(+3 Chainmail, +8 max Dex)Fly 1/day
9205gp +1 Arrow Deflection Darkwood Buckler
7000gp 2x Dust of Disappearance
24024gp 4x Raptor Arrows
21600gp Tooth of Dahlver Nar(Leraje.... cast greater magic weapon @20th Caster level)

8271gp left




Combat:
BAB +15
+5 Insight + 10 Dex +1 Size +5





Late Entry VOP Build

Dragonborn Aasimar(+2 Con, -2 Dex, +2 Wis, +2 Cha)

Sorceror 4/ Ruathar 3/ Eldritch Knight 8/ Abjurant Champion 5

Attributes: (32pt buy)

10 Str(8 +2 Inherent)
26 Dex(16 +4 Inherent +6 VOP -2 Racial)
16 Con(14 +2 Racial)
13 Int(11 +2 Inherent)
18 Wis(8 +4 Inherent+4 VOP+2 Racial)
36 Cha(17 +5 lvls +4 Inherent +8 VOP+2 Racial)


Feats:



424480gp 16x Wish Cast by 17th lvl Wizard(5/4/4/3)
20th lvl VOP benifits
constant Endure Elements..................(64500gp)
4th lvl +1 enhancement to all attacks/Feat........................(2000gp+?)
5th lvl No need to Eat or Drink(similar to ring of sustenance...............(2500gp)
6th lvl +6 Exalted AC/ +1 Deflection AC/feat .......................(92000gp)
7th lvl +1 resistance to all saves/ +2 Enhancement (1 Ability)............(5000gp)
8th lvl +1 natural Armor/ mind shielding(sim to ring)/feat........(10000gp)
9th lvl +7 Exalted AC...................................... ........................(122500gp)
10th lvl +2 enhancement to all attacks/ DR 5/feat..................(8000gp)
11th lvl +4/+2 Enhancement(2 Abilities).............................. .........(20000gp)
12th lvl +8 Exalted AC/ +2 Deflection AC/ No need to Breath/feat(168000gp)
13th lvl +2 Resistance all Saves/ Energy Resistance 5 (All Elements).....(34000gp)
14th lvl +3 Enhancement to all attacks/Freedom of movement constant/feat..(74000gp)
15th lvl +9 Exalted AC/+6/+4/+2 Enhancement(3 Abilities)/ DR 5/EVIL ...(258500gp)
16th lvl +2 Natural Armor/feat.................................... ........(8000gp)
17th lvl +4 Enhancement to all attacks/+3 Resistance all saves/ Regeneration.(41000gp)
18th lvl +10 Exalted AC/ +3 Deflection/ True Seeing constant effect/feat....(358000gp)
19th lvl +8/+6/+4/+2 Enhancement (4 Abilities)/DR 10/EVIL............(120000gp)
20th lvl +5 Enhancement to all attacks/ Energy Resistance 15 (All elements)...(155000gp)


Saint Benifits
Saint
(an exalted representation of
the ideals of a Good Deity,
who makes a great sacrifice
and is rewarded)
(BoED p184) (DR324 p104)+
Often surrounded by
a aura of light.
Can be applied to any
living creature of
Good alignment that
is not an Outsider or
Elemental.
Becomes a ‘Outsider (native)’
Immune to Acid, Cold,
Electricity, & Petrifaction
Fire Resistance 10
+4 Racial bonus vs. Poison
Low-Light Vision
Darkvision 60’
+2 DC to all special attacks,
spells, supernatural, spelllike,
& extraordinary
abilities.
Con +2
Wis +2
Cha +4
Lvl +2
CR +2
Tongues, always on.
Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier
Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs.
Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any
Evil creature that attacks the Saint with a Natural Attack takes
the same amount of damage.
Able to cast Guidance, Resistance, Virtue, and Bless at will at
Character level.
Gain Fast Healing (HD/2).
Protective Aura – 20’ radius nimbus of light that can be activated
as a Free Action. Acts as a double strength Magic Circle against
Evil and a Less Globe of Invulnerability.
HD Damage Reduction
1-3 —
4-7 5 / magic
8-11 5 / evil
12+ 10 / evil







CORE Only .... all Sorceror party

Gray Elf
Sorceror 15/ Archmage 5
Feats:
Skill Focus(Spellcraft)
Spell Focus(Illusion)
Spell Focus(Transmutation)
Spell Penetration
Greater Spell Penetration
Quicken Spell-like Ability
Quicken Spell-like Ability

Human
Sorceror 8/ Loremaster 10/ Archmage 5
Feats:
Skill Focus(Spellcraft)
Spell Focus(Illusion)
Spell Focus(Transmutation)
Extend Spell
Empower Spell
Heighten Spell
Quicken Spell-like ability

Wild Elf
Paladin 2/ Sorceror 6/ Eldritch Knight 10/ Arcane Archer 2
Feats:
Weapon Finnesse
point blank Shot
Weapon Focus(Long Bow)
Precise Shot
Quickdraw
Widen Spell
Empower Spell
Maximize Spell

Wild Elf
Rogue 3/ Sorceror 6/ Arcane Trickster 8/ Archmage 3
Feats:
Skill Focus(Spellcraft)
Spell Focus(Illusion)
Spell Focus(Transmutation)
Weapon Finnesse
Spell Penetration
Greater Spell Penetration
Quicken Spell-like Ability




equipment CORE only 20th lvl Sorceror
Adjusted list (for additional cost of combining items) :

110000gp +4 tome of Dex
137500gp +5 Tome of Cha
51000gp +6 Glove of Dex +Glove of Storing
36000gp +6 Cloak of Cha
75000gp Robe of the archmagi: +5 Armor,SR 18, +4 resistance all Saves, +2 enhancement to CL vs SR
97500gp Ioun stone: Combined powers of:[indent]
Orange: +1 caster level
Pearly white : Regenerate 1 point of damage/per level per hour= 20 points per hour
Dusty Rose: +1 Insight AC
Ring of Sustenance
Ring of Freedom of movement[/indent]
27000gp Helm of Telepathy
2000gp Handy Haversack
70000gp Ring of Wizardry 3
3000gp Metamagic Rod of Extend Spell, lesser
24500gp Metamagic Rod of Extend Spell
5000gp Bracers of Archery, lesser
11000gp +1 Defending Adamantine Dagger
32330gp +1 Holy Seeking Shortbow
1800gp Efficent Quiver
8000gp +1 Bane Arrows(50 total: 10 Evil outsider,10 Undead, 10 Dragon, 10 Construct, 10 Aberation)
3gp (60) Cold Iron Arrows
9gp (60) Alchemical Silver Arrows
5gp (100) regular Arrows
12000gp Boots of Speed
4375gp Eyes of Eagle+Minute Seeing: +5 Competence Spot and Search(vs secret doors, traps, and similar concealed objects.)
3500gp Lens of Detection:+5 bonus to Search, +5 bonus on Survival(tracking)
220gp Misc Adventuring Gear
Misc Adventuring Gear
-3xSpell component pouch 15 gp
-Backpack (empty) 2 gp
-3xSaddlebags 12gp
-Bedroll 1 sp
-Block and tackle 5 gp
-10xCase, map or scroll 10 gp
- Fishhook 1 sp
-10xFlask (empty) 3sp
-Flint and steel 1 gp
-Grappling hook 1 gp
-Hammer 5 sp
-5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
-5xInkpen 5 sp —
-Lantern, bullseye 12 gp
-2xMirror, small steel 20 gp
-Mug/Tankard, clay 2 cp
-5xOil (1-pint flask) 5sp
-10xPaper (sheet) 4gp
-10xParchment (sheet) 2 gp
-5xPiton 5sp
-5xPouch, belt (empty) 5 gp
-10xRations, trail (per day) 5gp
-Rope, silk (100ft.) 20gp
-10xSack (empty) 1gp
-Sealing wax 1 gp 1 lb.
-Sewing needle 5 sp
-Signal whistle 8 sp
-Signet ring 5 gp
-Soap (per lb.) 5 sp
-Spade or shovel 2 gp
-Tent 10 gp
-10xVial ink or potion 10 gp
-3xWaterskin 3 gp
-Cold weather outfit 8 gp
-Explorer’s outfit 10 gp
-Scholar’s outfit 5 gp
-Traveler’s outfit 1 gp

218gp 7 silver 2 copper


8258gp left to spend


:D


CantripNs Art link
Doppelganger 4/ Ranger 3/ Fighter 2/ Horizon Walker 7

Primary Scout, Secondary Melee/Ranged Combat....
Doppelganger 4/ Ranger 3/ Fighter 2/ Horizon Walker 7
BAB+16

Attributes: (25pt buy)

16 Str(14+2 Racial)
14 Dex(12+2 Racial)
16 Con(14+2 Racial)
16 Int(14+2 Racial)
12 Wis(8+4 Racial)
13 Cha(11+2 Racial)

Feats:
Track (Ranger Bonus)
TWF(Ranger Bonus)
Endurance(Ranger Bonus)
(Fighter bonus)
(Fighter bonus)
(monstrous humanoid bonus)
(monstrous humanoid bonus)
1st lvl:
3rd lvl:
6th lvl:
9th lvl:
12th lvl:

Abilities:
+16 BAB
Base saves:+12 fort/ +9 Ref/ +7 Will
Skills:121 Skill points
+4 Natural Armor
Immune to Fatigue
immunity to sleep and charm effects
Darkvision 120'
Tremorsense 30'
can assume the shape of any Small or Medium humanoid.
can continuously use detect thoughts as the spell

Doppelganger traits

DOPPELGANGERS AS CHARACTERS
Doppelganger characters possess the following racial traits.
+2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
Medium size.
A doppelganger’s base land speed is 30 feet.
Darkvision: Doppelgangers can see in the dark up to 60 feet.
Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.
Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats.
+4 natural armor bonus.
+4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Special Attacks (see above): Detect thoughts.
Special Qualities (see above): Change shape, immunity to sleep and charm effects.
Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
Favored Class: Rogue.
Level adjustment +4.


CORE Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7

Monster build
Primary Melee, Secondary Ranged, Primary Scout

Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7

BAB+18

Attributes (25pt buy)

32 Str(14 +8 Racial +4 lvls +6 Belt)
21 Dex(11 +4 Racial +6 Gloves)
24 Con(14 +4 Racial +6 Amulet)
13 Int(15 -2 Racial)
11 Wis(9 +2 Racial)
8 Cha(8)

Feats:
Track(ranger bonus)
Rapid Shot(ranger bonus)
Endurance(ranger bonus)
Combat Expertise(Fighter bonus)
Weapon Focus(Composite Longbow) (Fighter bonus)
Weapon Specialize(Composite Longbow)(Fighter bonus)
Combat Expertise(monstrous humanoid bonus)
Improved Trip(monstrous humanoid bonus)

1st lvl: Power Attack
3rd lvl: Run
6th lvl: Improved Bull Rush
9th lvl: Quickdraw
12th lvl: Quicken Spell-Like Ability(Dimension Door)

Centaur racial traits

CENTAURS AS CHARACTERS
A centaur druid is usually a tribe’s designated leader and speaker. Centaur characters possess the following racial traits.
+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
A centaur’s base land speed is 50 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Favored Class: Ranger.
Level adjustment +2.


Equipment

Items:
36000gp +6 Belt of Str
46000gp +6 Gloves of Dex + Gloves of Storing
36000gp +6 Amulet of Con

89000gp +8 Bracers of Armor + Greater Bracers of Archery(+2 Competence Attack, +1 Competence Damage)

73900gp Large +5 Seeking Mighty(+11 Str bonus) Composite Longbow
98320gp Large +5 Holy Halberd





Great Movement (50'(250' Run) + Dimension Door every 1d4 rounds(Quickened 3/day)
Detection: Darkvision 120' + Tremorsense
Great Melee Combat: Large size + 32 Str + Imp Trip
Great Ranged Combat: Large mighty (+11 Str bonus) Composite Longbow
neat trick:
[indent]
1)Fire Arrows (Standard Action or Full Round Action)
2)Store Bow in Glove of Storing(Free Action)
3)Draw Halberd(Free Action)
4)now ready and Threaten 10' and adjacent with Halberd

Attack Bonus=

+18 BAB +11 Str +5 Enhancement =

+34 Attack with Halberd... 2d8(9 average) +5 + 11 +7(holy) = +32 per hit
+37 Attack with Longbow ... 2d6(7 average) +5 +11 +2 WS = +25 per hit



Iron Seige Entry


http://www.prism.gatech.edu/~gth669h/TGoH/
http://forums.gleemax.com/showthread.php?t=829669
Layer 2: Dis (Chapter 2: The Nine Hells) (http://www.wizards.com/default.asp?x=dnd/ex/20061207a&page=1)

Iron Seige entry
Tactical info: http://forums.gleemax.com/showpost.php?p=15456814&postcount=58


Fluff stuff:
As the Circle of Three struggled mightily to push back the omnipresent Chaos, worlds were shattered and reformed and all was in tumult. Chaos, desperate to crush the upstart Circle, tried to call forth its' own champions and mystical artifacts to destroy the Circle. Most of these efforts failed due to Chaos's inherent lack of ability to control its' champions or their powers, but on one battlefield, long after the fight ended, something strange happened.

The area had been bathed in the energies of order and chaos both during the conflict, and the legions of both sides had battled to a standstill there. No one is really sure how, but somehow the shadow of one of these fallen warriors was animated by these conflicting energies. It was weak and frail at first, barely more than a wisp. Forgotten in the carnage of battle, the shadow eased itself back into chaos and tried to understand its' own existence.

The shadow lay forgotten until another titanic clash between the Circle of Three and Pure Chaos. The outpouring of energies supercharged the shadow, giving it full sentience and the powers of a god. Noticed now, and frightened, the shadow fled into the depths of the multiverse. It was chased by the forces of the Circle, who sought its' recruitment or destruction. With the native cunning of a shadow though, it evaded pursuit and and slipped into the still-forming Plane of Shadow. It hid there for centuries, until Order and Chaos had reached a balance of sorts. While it was there it grew in confidence, wisdom, and power, taking on gender and an identity: Kari. When she felt secure in itself, it emerged again and began to build a place for herself in the multiverse.

She still remembered, however, how Order had given chase to her. She disdained the Circle and its' order and sided with Chaos. The random evil of the demons did struck her as appaling and wasteful. She was much more enchanted by the lifestyle of the Eladrins and the Fae, so she became a force for good and for chaos both. She did mellow some over the centuries. From a fanatic for the side of pure Chaos, she has taken a more moderately position, even tending towards neutrality in some matters. She has developed a general hatred for evil, but finds the combined evil and order of the devils to be intolerable. She has focused much of her time and resources into battling such organized evil across the worlds. Then she discovered a New outlet for her feelings: Crafting. It alowed her to be Creative and express herself while at the same time being Constructive. She started to focus on Magic and the making of Magical items .... to the point that she could construct Artifacts. The Nature of an Artifact has impressed her so much that she is interested in analyzing all Artifacts she can find.

IMAGE(http://img89.imageshack.us/img89/4409/angelsspiritsfairiespurplefairy1mt3.jpg)



Name:

Kari the Crafter ,Lady Luck, Guardian of Knowledge, Caretaker of Time, Mistress of Magic




Race: Greater Deity (Divine Rank 18)
Type: Fey, Outsider
Level: 70
Class: Pixie (+4 LA)/ Wizard 10/ Loremaster 43/ Archmage 5/ Master Arcane Artisan 12
Size: Small
Alignment: Chaotic Good

50 Str(base 29 -4 racial +25 Enhancement)
67 Dex(base 34 +8 Racial +25 Enhancement)
95 Con(Base 70 +25 Enhancement)
107 Int(base 60 +6 Racial +16 levels +25 Enhancement)
49 Wis(base 20 +4 Racial +25 Enhancement)
56 Cha(base 25+6 Racial +25 Enhancement)

(All racial bonuses/penalties as well as natural ability increases from gaining levels have been factored in, as well as the effects of stat-boosting items).

Speed (land): 50 ft. Speed (fly): 180 ft. (perfect)

3450hp (HP= 40 (Wiz)180(LM)+20(AM) +60(AR)+3150(con))
AC:181 (base 10 +28 Dex, +18 Divine, +34 Natural Armor, +28 deflection, +1 size, +1 Haste, +1 Pixie bonus, +40 Armor +20 Wis),
Touch AC: 107 ,Flatfooted AC: 153
101 Attack Bonus(135 with Divine Power): 35+28 Dex+1 Size+18 Rank+18 Luck+1 WF(Rapier)...... can add +20 Insight Quickened True Strike
SR 105(base 32+35(1/2 HD)+18 rank+20 Imp SR)

Saves:
3/3/7 Wizard
3/3/7 loremaster
25/25/25 EPIC
+42/+31/+20 Con/Dex/Wis
+36/+36/+36 Luck and Rank
base saves= F/R/W = 109/95/93


Spells and Spl-like abilities
CL for Spells = 72(74 vs SR/PR)
CL for Spell-like Abilities= 88 CL min
DC for Spell-like abilities= 66+ spl lvl

Spell Casting

Base Spells(0-9th lvl):
4 /4 /4 /4 /4 /4 /4 /4 /4 /4
Base Bonus(0-9th lvl):
0 /13/13/13/12/12/12/12/11/11
Bonus 10th lvl +(imp Spl Capacity)11/11/11/10/10/10/10/9/9/9/9/8/ 8/ 8/ 8/ 7/ 7/ 7/ 7/ 6/ 6 @30th lvl
Bonus 10th lvl +(Div Spl Casting )5/ 5/ 5/ 5/ 4/ 4/ 4/ 4/ 3/ 3/ 3/ 3/ 2/ 2/ 2/ 2/ 1/ 1/ 1/ 1 @29th lvl



Total Spells without items not counting spell slots lost from Innate Spell and Archmage high magic(5@16th lvl)and counting additional spells from loremaster):

4/18/18/17/16/16/16/16/15/15/16/16/16/15/14/14/14/13/12/12/12/11/10/10/10/9/8/8/8/7/6 @30th

Spell-like Abilities

Spell-like abilities:
CL for Spell-like Abilities= 88 CL min
DC for Spell-like abilities= 66+ spl lvl

Special Note ..... All Spell-like Abilities can be Quickened and Consecrated automatically from Salient Abilities
At Will:

Knowledge
Time
Force
Luck
Magic
Planning
Artifice


1st lvl:
Detect Secret Doors
Entropic Shield
Nystul’s Magic Aura
Deathwatch
Animate Rope
Mage Armor
True Strike
Magic Weapon

2nd lvl:
Detect Thoughts
Aid
Identify
Augury
Wood Shape
Magic Missile
Gentle Repose
Spiritual Weapon

3rd lvl:
Clairaudience/Clairvoyance
Protection from Energy
Dispel Magic
Clairaudience/Clairvoyance
Stone Shape
Blast of Force
Haste
Magic Vestment

4th lvl:
Divination
Freedom of Movement
Imbue with Spell Ability
Status
Minor Creation
Otiluke’s Resilient Sphere
Freedom of Movement
Divine Power

5th lvl:
True Seeing
Break Enchantment
Spell Resistance
Detect Scrying
Fabricate
Wall of Force
Permanency
Flame Strike

6th lvl:
Find the Path
Mislead
Antimagic Field
Heroes’ Feast
Major Creation
Repulsion
Contingency
Blade Barrier

7th lvl:
Legend Lore
Spell Turning
Spell Turning
Scrying, Greater
Hardening
Forcecage
Moment of Prescience
Power Word Blind

8th lvl:
Discern Location
Moment of Prescience
Protection from Spells
Discern Location
True Creation
Otiluke’s Telekinetic Sphere
Foresight
Power Word Stun

9th lvl:
Miracle....... limited to 6/day
Foresight
Mordenkainen’s Disjunction
Time Stop
Prismatic Sphere
Bigby’s Crushing Hand
Time Stop
Power Word Kill



6/Day
10th lvl Spell equivilant
6/Day Angry Pixie Finger(EPIC level)
6/Day Pixie Jaunt(EPIC level)
6/Day Universal Pixie Boost(EPIC level)
6/Day Pixie Ultimate Dispelling(EPIC level)
6/Day Greater Esoteric Aegis(EPIC level)


Domains:

Knowledge
Time
Force
Luck
Magic
Planning
Artifice
War(fav wpn: Rapier)
Domain Granted powers

18/day Domain Granted powers where applicable:



FORCE DOMAIN
Granted Power:Reroll the damage of a weapon, spell, or an ability and take the better of the two. Usable 1/day as a Supernatural ability.


LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.

MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.


TIME DOMAIN(PGF p91)
Gain Feat: Improved Initiative.

PLANNING DOMAIN(CWar p115)
Gain Feat: Extend Spell.

ARTIFICE DOMAIN (Eb p104)
+4 Competence bonus on Craft checks.
Conjuration (creation) spells are at +1 caster level.

WAR DOMAIN(PH p189)
Gain Feat: Martial Weapon Proficiency and Feat: Weapon Focus in the deity’s favored weapon.






SR 105(base 32+35(1/2 HD)+18 rank+20 Imp SR)

Archmage :

Spl-like ability x5= 5 EPIC spls 6/day cost = 3 16th lvl spell slots(Angry Pixie Finger, Pixie Jaunt, Universal Pixie Boost, Pixie Ultimate Dispelling, plus 1 other)


Loremaster:
Bonus Feat
+1 Attack
+1 dodge bonus to AC
1 bonus 1st-level spell Slot
1 bonus 2nd-level spell Slot

Feats

44 feats as follows:

2 Pixie:
Dodge(pixie bonus)
Weapon Finnesse(Pixie Bonus)

7 regular:
Heighten Spell
Still Spell
Eschew Materials
Skill Focus(Spellcraft)
Skill Focus(knowledge(arcana)
Practiced Caster(Wizard)
Spell Mastery

3 Wizard bonus:
Scribe Scroll(wizard bonus)
Silent Spell(Wizard Bonus)
Twin Spell

1 Loremaster Bonus:
Empower Spell(Loremaster Bonus)

2 Domain granted powers:
Improved initiative
Extend Spell
Martial Weapon Proficency(Rapier)
Weapon Focus(Rapier)

2 Agent retriever bonus:

4 Master Arcane Artisan Bonus:
Improved Spell Capacity
Additional Magic item Space
Efficient Item Creation(Craft wondrous item)
Efficient Item Creation(Craft Arms and Armor)

8 EPIC Loremaster(bonus):
Epic Spellcasting
Enhance Spell
Intensify Spell
Ignore Material Components
Permanent Emanation: Anticipate Teleport
Spell Stowaway(heal)
Spell Stowaway(greater Teleport)
Efficient Item Creation(craft Construct)

2 Salient Ability bonus:
Spell Focus(ALL)
Improved Combat Casting
Scribe EPIC Scroll
Forge EPIC Ring
Craft EPIC Arms and Armor
Craft EPIC Wondrous item
Craft EPIC Construct


17 regular EPIC:
Forge Ring
Craft Arms and Armor
Craft Wondrous item
Craft Construct
Epic Prowess
Expertise
Imp Crit(Rapier)
Maximize Spell
Quicken Spell
Consecrate Spell
Combat Insight
Spell Stowaway(Time Stop)
Improved Heighten Spell

Innate Spell(+8)(Acid Orb (4th) Split Ray(+2) Enhance(+4) Intensify(+7)Heighten(+4)
Innate Spell(+8)Sphere of Ultimate Destruction(9th)(CArc p123)intensify(+7)enhance(+4) = 28th lvl spell ... 600 damage each/round
Innate Spell(+8) Limited Wish(7th)Heightened(+10) 25th lvl spell slot functions as 17th lvl spell
Innate Spell(+8)Replicate Casting(9th) Heightened(+8) 25th lvl Spell Slot functions as 17th lvl spell



Combat Insight Prerequisites: Int 19, Epic Prowess, Expertise, base attack bonus +15.
Your keen intellect allows you to place melee attacks where they will inflict the most damage.
Benefit: When wielding a melee weapon, add your Intelligence modifier rather than your Strength modifier to the weapon's damage rolls.





Salient Abilities

Magic:
ARCANE MASTERY
AUTOMATIC METAMAGIC(Quicken) ........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(consecrate)........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(Twin)........... applied to Spell-like abilities
DIVINE SPELLCASTING
INCREASED SPELL RESISTANCE
SPONTANEOUS ARCANE SPELLS


Martial:
EXTRA DOMAIN(War)
BATTLESENSE
SUPREME INITIATIVE
DIVINE DODGE
DIVINE FAST HEALING
REJUVENATION
IRRESISTIBLE BLOWS(Rapier)
ANNIHILATING STRIKE

Knowledge/Time:
CLEARSIGHT
EXTRA SENSE ENHANCEMENT(vision)
SEE MAGIC
KNOW SECRETS
TRUE KNOWLEDGE

Craft:
EXTRA DOMAIN(Artifice)
MASTER CRAFTER
CRAFT ARTIFACT

Luck:
POWER OF LUCK


Skills:
2695+class skills(20 wiz +40 loremaster +132 EPIC loremaster +20 Archmage+ 24 Master Arcane Artisan ....total 2935



Skill list

Class Skills:
160 Appraise (Int): 73 Ranks +51 Int + 18 Rank +18 Luck
156 Concentration (Con) : 73 Ranks +45 + 18 Rank+18 Luck
112 Craft (Alchemy) 25 Ranks +51 Int + 18 Rank+18 Luck
112 Craft (Armorsmithing) 25 Ranks+51 Int + 18 Rank+18 Luck
112 Craft (Bowmaking) 25 Ranks+51 Int + 18 Rank+18 Luck
112 Craft (Weaponsmithing) 25 Ranks+51 Int + 18 Rank+18 Luck
112 Craft (Trapmaking) 25 Ranks +51 Int + 18 Rank+18 Luck
112 Craft (Poisonmaking) 25 Ranks+51 Int + 18 Rank+18 Luck
160 Decipher Script (Int) : 73 Ranks +51 Int + 18 Rank+18 Luck
153 Diplomacy (Cha) : 73 Ranks +28 Cha + 18 Rank+18 Luck+16 Synergy
160 Forgery (Int) : 73 Ranks +51 Int + 18 Rank+18 Luck
153 Gather Information (Cha) : 73 Ranks +28 Cha + 18 Rank+18 Luck
153 Handle Animal (Cha) : 73 Ranks+28 Cha + 18 Rank+18 Luck
131 Heal (Wis) : 73 Ranks +22 Wis + 18 Rank+18 Luck
160 Knowledge (Arcana) : 73 Ranks +51 Int + 18 Rank+18 Luck
160 Knowledge (Architecture and engineering) : 73 Ranks +51 Int + 18 Rank+18 Luck
160 Knowledge (Dungeoneering) : 73 Ranks +51 Int + 18 Rank+18 Luck
160 Knowledge (Geography) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (History) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (Local) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (Nature) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (Nobility and royalty) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (Religion) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (Psionics) : 73 Ranks +51 Int + 18 Rank +18 Luck
160 Knowledge (The planes) : 73 Ranks +51 Int + 18 Rank +18 Luck
131 Listen (Wis) : 73 Ranks +22 Wis + 18 Rank+18 Luck
89 Perform (Act) 25 Ranks +28 Cha + 18 Rank+18 Luck
89 Perform (Comedy) 25 Ranks +28 Cha + 18 Rank+18 Luck
89 Perform (Dance) 25 Ranks +28 Cha + 18 Rank+18 Luck
89 Perform (Keyboard instruments) 25 Ranks+28 Cha + 18 Rank+18 Luck
89 Perform (Oratory) 25 Ranks+28 Cha + 18 Rank+18 Luck
89 Perform (Percussion instruments) 25 Ranks+28 Cha + 18 Rank+18 Luck
89 Perform (String instruments) 25 Ranks +28 Cha + 18 Rank+18 Luck
89 Perform (Wind instruments) 25 Ranks+28 Cha + 18 Rank+18 Luck
89 Perform (Sing) 25 Ranks+28 Cha + 18 Rank+18 Luck
*** Profession (Wis) : 73 Ranks +22 Wis + 18 Rank+18 Luck....pick several professions
160 Search (Int) : 73 Ranks +51 Int + 18 Rank +18 Luck
*** Speak Language.... max 20 langusges + 20 more Unknown or Obscure or Dead
270 Spellcraft (Int) : 73 Ranks +51 Int + 18 Rank +18 Luck +100 Competence(from Item)+10 Insight(item)
131 Spot (Wis) : 73 Ranks +22 Wis + 18 Rank+18 Luck
131 Survival (Wis) : 73 Ranks+22 Wis + 18 Rank+18 Luck
137 Use Magic Device (Cha) : 73 Ranks +28 Cha + 18 Rank+18 Luck

Cross Class skills(36 ranks max)
94 Autohypnosis : 36 Ranks(72 skill points) +22 Wis + 18 Rank+18 Luck
77 Balance : 10 Ranks(20 skill points) +31 Dex + 18 Rank+18 Luck
100 Bluff : 36 Ranks(72 skill points) +28 Cha + 18 Rank+18 Luck
72 Disguise : 8 Ranks(16 skill points) +28 Cha + 18 Rank+18 Luck
103 Escape Artist : 36 Ranks(72 skill points) +31 Dex + 18 Rank+18 Luck
103 Hide : 36 Ranks(72 skill points) +31 Dex + 18 Rank+18 Luck
80 Intimidate : 16 Ranks(32 skill points) +28 Cha + 18 Rank+18 Luck
97 Martial Lore : 10 Ranks(20 skill points) +51 Int + 18 Rank +18 Luck
77 Move Silently : 10 Ranks(20 skill points) +31 Dex + 18 Rank+18 Luck
77 Open Lock : 10 Ranks(20 skill points) +31 Dex + 18 Rank+18 Luck
94 Sense Motive : 36 Ranks(72 skill points) +22 Wis + 18 Rank+18 Luck
103 Sleight of Hand : 36 Ranks(72 skill points) +31 Dex + 18 Rank+18 Luck
103 Tumble : 36 Ranks(72 skill points) +31 Dex + 18 Rank+18 Luck
77 Use Rope : 10 Ranks(20 skill points) +31 Dex + 18 Rank+18 Luck




EPIC Spells known


Universal Pixie Boost
Transmutation
Spellcraft DC: 246
Components: none
Casting Time: 1 Immediate Action
Range: Touch
Target: Personal
Duration: 40 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop:???????? gp; ?? days; ???Seed: Fortify DC23, Seed: Transform DC 21,+24 unnamed(+144), Immediate action(Ad Hoc +36) incorporeal or gaseous form(+10) to overcome the natural immunity of a gaseous or incorporeal creature (+10),No verbal component (+2),No somatic component (+2),Increase Duration x2(+2)change to Personal(-2)
+25 Unnamed Bonus: to one of the following:1 ability score
1 save category
AC
1 Skill
or Allow caster to Become Incorporeal at will or affect Incorporeal while being Corporeal. Can be cast multiple times, but must specify a different item to Boost(can Boost same thing twice, effects Overlap). It is possible to Boost several Attributes or all three Save categories,etc... but must cast multiple times for effect.



Angry Pixie Finger
Transmutation
Spellcraft DC: 243
Components: none
Casting Time: 1 Immediate action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop:???????? gp; ?? days; ??? XP. Destroy Seed(DC27)Factors: No Verbal Components(+2 DC), No Somantic Components(+2 DC),Add 63d6 (+126 DC), change die to d20(+50DC), Immediate Action (Ad hoc+36 DC), +30 to Caster level to overcome SR(+60 DC), spell is maximised (ad Hoc +20),Mitigating factors: 80d6 backlash (-80 DC),

The character deals 1660 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. This Spell is cast at +30 bonus to Caster level vs SR.




Pixie Jaunt
Transmutation [Teleportation]
Spellcraft DC: 81
Components: None
Casting Time: 1 Immediate action
Range: Touch
Target: You and touched objects or creatures weighing
up to 1,000 lb
Duration: Instantaneous
Saving Throw: None or Will negates (see text)
Spell Resistance: No or yes (see text)
To Develop: gp; days; XP. Seeds:
transport (DC 27). Factors: allow use of shadow or ethereal plane for instantaneous travel as required (+4),To shift the transportation medium to another medium(Time)(+2), allow transport of unwilling creatures that fail a Will save (+4), allow interplanar travel (+4), cast as an Immediate
action (+36),No Verbal Components(+2 DC), No Somantic Components(+2 DC),

As a Immediate action , the caster makes use of the astral, ethereal or shadow plane or converts himself into pure Temporal Energy to travel instantaneously to any point on any plane to which she has at least a reliable description of. She may take with her up to 1,000 lb of creatures and/or objects, but she must be touching them when she uses epic dimension door to take them with her. Unwilling creatures or objects are entitled to a Will save to avoid the effect, and spell resistance applies in such situations.


Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).
Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.


Angry Pixie Glare
Necromancy [Death]
Spellcraft DC: 125
Components: None
Casting Time: 1 quickened action
Range: 300 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
To Develop: 774,000 gp; 16 days; 30,960 XP. Seed: slay (DC 25), Seed:Ward(DC 14). Factor:Nullify Deathward(+6 DC), increase to 160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC), +40 to DC of subject’s save (+80 DC), +50 to caster level to overcome SR(+100 DC), Mitigating Factors: 140d6 Backlash(-140 DC)

As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character’s thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 60 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage. This Spell is cast at +50 to Caster level to overcome SR. This spell ignores Death Ward spells or effects that Prevent Death Spells. The caster is likewise dealt 140d6 points of damage.


Pixie Spell Guard
Abjuration
Spellcraft DC: 35
Components: V, S
Casting Time: 100 days, 11 minutes
Range: Personal
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
To Develop: ?????? gp; ??? days; ??? XP. Seed: Ward (DC 14). Factors: negate up to 10th-level spells (+180 DC), permanent (x5 DC). Mitigating factors: Change from target, touch, or area to personal (-2 DC) ,increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 20 additional casters contributing one EPIC-level spell slot (-380 DC), each caster Burn 1596 XP during casting(-335 DC)

The character can create a permanent ward against all spells of 1st through 10th level that target the subject. Spells that affect an Area are also affected by this spell. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The ward could be brought down by a targeted dispel magic spell. Epic spells using the dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the destroy seed if the enemy spellcaster succeeds at a caster level check.

Pixie Ultimate Dispelling
Abjuration
Spellcraft DC: 270
Components: none
Casting Time: 1 minute
Range: 300 ft.
Target: One creature or object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: ???? gp; ??? days; ??? XP. Seed: dispel (DC 19). Factors: additional +80 to dispel check (+80 DC), no Somantic components(+2 DC), No Verbal Components(+2 DC), Change to Area(+10 DC), Change to 20' Radius(+2 DC), Permanent Duration(x5 DC), Mitigating factor: 140d6 backlash (-140 DC), Burn 16500 XP(-165 DC).

As greater dispel magic, except that the maximum bonus on the dispel check is +90, and the character takes 140d6 points of backlash damage , and Burns13700 Xp. All Spells or Spell effects in the Area are Permanently destroyed if the caster makes the Dispel check.

Aura of the Fey
DC: 78
Range: personal
Area: 100 ft radius
Duration: 5 days
SR: no
Save: none
Seed: Ward (DC 14, prevent function of magics within), stop mind blank (+14 DC),stop Contingency(+12 DC), Stop True Seeing(+10 DC), Stop Touchsight(+8 DC) tenacious (+10 DC), 5x normal area (+16 DC), ward does not stop the magics of the caster (2x), duration x5(+10 DC), Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 20 additional casters contributing one EPIC-level spell slot (-380 DC),personal (-2 DC)

It creates a permanent aura to a radius of 100 feet from the caster. The true purpose of the spell is to surpress the protective magics of other spellcasters within the area of effect, making it much easier for the caster to affect them with magic of her own. Aura of the Fey surpresses Mind Blank, Contingency and True Seeing spells and spell-like effects. The caster's own magics are unaffected by the spell.

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:armor (DC 14). Factors: +36 additional armor bonus (+72), increase duration by 200% (+4). Mitigating Factor: increase casting time by 9 minutes (-18), change target to personal (-2).
Greater epic mage armor works as per epic mage armor, except that it grants a +40 armor bonus to Armor Class, and lasts for 3 days.


Greater Esoteric Aegis (based on GoH Chp2)
Abjuration
Spellcraft DC: 123
Components: V, S
Casting Time: 11 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP (recalculate). Seeds:
ward (DC 14), transform (DC 21). Factors: gain +40 bonus on DC to avoid being dispelled (ad hoc +80), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16). Mitigating factors: change range from touch to personal (-2), increase casting time by 10 min (-20)
The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells and epic spells, and providing a +40 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Consecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.

Second Chance Denied
seed:Life
Spellcraft DC: 76
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Duration: Permanent
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one living creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a spectral pixie maid shaking her head and index finger resolutely.

To Develop: 684,000 GP, 14 days, 27,360 XP. Seed: Foresee (DC 17), Life (DC 27). Factors: Quickened Spell (+28), No verbal or somatic components (+4).


Items

items:
One headband, hat, helmet, or phylactery on the head
One pair of eye lenses or goggles on or over the eyes ........ Detection boost ,should give All-Around Sight, and give immunity to Gaze Attacks
One vest, vestment, or shirt on the torso
One robe or suit of armor on the body (over a vest, vestment, or shirt)
One glove, pair of gloves, or pair of gauntlets on the hands .....modify Gloves of holding(Casters Gloves)
One ring left to get ................... modify Universal Energy Immunity

items:
One headband, hat, helmet, or phylactery on the head ......
One pair of eye lenses or goggles on or over the eyes ........ Detection boost ,should give All-Around Sight, and give immunity to Gaze Attacks, Blindness, Dazzeled
One vest, vestment, or shirt on the torso ........................
One robe or suit of armor on the body (over a vest, vestment, or shirt) .....
One glove, pair of gloves, or pair of gauntlets on the hands .....Gloves of the Artifact Master:boost Craft Skills, function as Rod of Excellent Magic and Rod of Epic Spellcaster,modify Gloves of holding(Casters Gloves)




Ultimate Ring of Pixie Magic(Artifact)
+100 Competence to Spellcraft, +30 All Knowledge checks
Automaticly be aware of the casting of any spell and can Counterspell or Redirect spell as Immediate Action.
Doubles the Number of Spell Slots(normal, not bonus slots)1st-9th per day.
+2 enhancement bonus on caster level checks made to overcome spell resistance.

Ring of Universal Elemental Supremacy
Show
Ring of Universal Elemental Supremacy(Artifact)

This ring functions as a ring of Energy Immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.

Summon Elemental Creature:
This ring allows the wearer to Summon Elemental Creatures of any kind with HD equal to or lesser than the wearer. This type of Summons is different than a regular Summoning Spell, it only requires some of the Element that you desire to Summon, exa: if you had a handfull of Dirt or Stone you could summon an Earth Elemental. This summons Brings Elemental creatures thru the Elemental Medium at hand and does not rely on Extraplanar Travel. The Duration is 8 hours or until Dismissed which ever happens first. This feature opperates once per Day.

Elemental Command:
Elementals can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 27 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.

Elemental Creatures who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

The wearer of the ring is able to converse with Elemental creatures. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him.

In addition to the powers described above, this ring gives its wearer the following abilities(@70th lvl Caster):
[indent]
Feather fall (unlimited use, wearer only)
Wind wall (unlimited use)
Burning hands (unlimited use)
Water walk (unlimited use)
Create water (unlimited use)
Water breathing (unlimited use)
Meld into stone (unlimited use, wearer only)
Soften earth or stone (unlimited use)

Flaming sphere (twice per day)
Pyrotechnics (twice per day)
Stone shape (twice per day)
Gust of wind (twice per day)

Wall of ice (once per day)
Wall of fire (once per day)
Wall of stone (once per day)
Air walk (once per day, wearer only)

Passwall (twice per week)
Ice storm (twice per week)
Control water (twice per week)
Flame strike (twice per week)

Stoneskin (once per week, wearer only)
Chain lightning (once per week)
[/indent]


Extraordinary Bracers of Pixie Armor(Artifact): These +1 Exceptional Infinite Arrow Deflection Bracers treat the wearer’s AC and unarmed damage as a monk of five levels higher. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus. They also give the wearer +15 Competence Escape Artist, +15 Competence Move Silent. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective. The Bracers also allow the wearer to cast spells as if she were a 20th-level paladin of Freedom.



Belt of Martial Juggernaut(Artifact) +25 Enhancement to All attributes, The wearer is treated as two size categories larger than normal (to a maximum of Colossal) for purposes of combat-related opposed checks that apply a modifier based on size, such as bull rush, grapple, and trip. He or she is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Choker of the Silver Tongue (Artifact) ... +100 Competence Diplomacy,+30 competence Bluff and Sense Motive, can use Diplomacy and Bluff as a Move Action, and Sense motive as Free action with no penalty for a rushed check. It also gives +30 competence to Perform(Sing,Oratory,Comedy(joke-telling)) and Adds +2 Competence Caster level to any Spell or Spell-like ability that involves Speach or Language.


Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. The wearer is constantly affected by a Haste effect.

Mantle of Mist(Artifact) The wearer of this cloak gains a +30 bonus on Hide and Move Silently checks. The wearer’s outline is blurry and indistinct, granting concealment (20% miss chance) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell).





Rod of the Epic Spellcaster: This magnificent adamantine rod grants its wielder a +10 insight bonus on Spellcraft checks made to cast epic spells for as long as he or she holds or carries the rod.
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 245,400 gp.

Weapon:

Chaos Spike(Artifact) +10 Anarchic Dread(vs Evil Outsiders)Rapier ..... made of Pure Chaotic Energy(Good Aligned)... can overcome any DR or Hardness as per Mace of Ruin( ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.)

The Chaos Spike is a made of Pure Chaotic Energy(Good Aligned)... that has the ability to transmute into any simple or martial weapon best suited to the current wielder.

The Chaos Spike is exceptionally powerful, especially when used against the Circle of Three (The Overlord, The Progenitor, and The Supreme Virtue) and those who have gained divinity from them.

When used against the Circle of Three (The Overlord, The Progenitor, and The Supreme Virtue) and those who have gained divinity from them, The Chaos Spike behaves as a +10 Anarchic Dread(vs Evil Outsiders weapon with an additional +1 enhancement per divine/Cosmic rank of the target. Additionally, the wielder may invoke the following power:

Sever the Divine: 9/year, a successful strike from The Chaos Spike drains 1d6 divine ranks from a god or Cosmic Entity; a successful opposed rank check (The Chaos Spike has a +18 on this initial check, and neither the god nor it gains a bonus for divine strata) negates this effect. Twenty four hours later, an affected god must make a second opposed rank check (The Chaos Spike has a +9 on this secondary check, and neither the god nor it gains a bonus for divine strata) or permanently lose the divine/Cosmic ranks. Temporary loss of divine/Cosmic rank lowers a deity's/Cosmic Entities bonuses derived from that rank, may render some salient divine abilities unusable, and reduces the deity's/Cosmic Entities control over his portfolio, realm, and the like. If the deity/Cosmic Entity permanently loses ranks, he must sacrifice surplus salient divine abilities. No god/Cosmic Entity can be reduced to a divine rank below 0.


other Artifacts she owns:
Annulus:(Artifact) This artifact is the ultimate psionic nullifier.
Codex of the Infinite Planes:(Artifact).... At Will(DC 58 Spellcraft), astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. @30th CL



Allies

need to have 3 Allies:

Ghaele 20/ Wizard 3/ Mystic Theurge 10/ Archmage 5/ Hierophant 5/ Void Incarnate 3

???????


Sanctified(+2 LA)HA-NAGA 20/ Monster of Legend 7/ Psion 3/ Mystic Theurge 10/ Cerebremancer 9/ Psychic Theurge 9/ Archmage 5/ Hierophant 5



links to Builds from Previous Attempts:

http://forums.gleemax.com/showpost.php?p=15442665&postcount=2025
http://forums.gleemax.com/showpost.php?p=12607420&postcount=1439
http://forums.gleemax.com/showpost.php?p=12607420&postcount=1439
http://forums.gleemax.com/showpost.php?p=12624445&postcount=1462
http://forums.gleemax.com/showpost.php?p=12666267&postcount=1522
http://forums.gleemax.com/showpost.php?p=12781512&postcount=1630
http://forums.gleemax.com/showpost.php?p=12941489&postcount=1666
http://forums.gleemax.com/showpost.php?p=12942717&postcount=1668
http://forums.gleemax.com/showpost.php?p=13056652&postcount=1694
http://forums.gleemax.com/showpost.php?p=13436427&postcount=1783
http://forums.gleemax.com/showpost.php?p=14409669&postcount=1926


AZERS AS CHARACTERS
Azer characters possess the following racial traits.
+2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.
Medium size.
An azer’s base land speed is 30 feet.
Darkvision: Azers can see in the dark up to 60 feet.
Racial Hit Dice: An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
Racial Skills: An azer’s outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.
Racial Feats: An azer’s outsider levels give it one feat.
+6 natural armor bonus.
Special Attacks (see above): Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal +1 extra fire damage. Its metallic weapons also conduct this heat.
Special Qualities (see above): Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.
Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.
Favored Class: Fighter.
Level adjustment +4.
:D

IMAGE(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG210.jpg)

The Little Whipper-Snapper



Pseudodragon 5/ Fighter 4/ Duelist 10/ Horizon Walker 1



Base Stats: (25pt Buy)

6 Str(10-4 Racial)
18 Dex(14+4 Racial)
14 Con(12+2 Racial)
16 Int(16)
10 Wis(8+2 Racial)
11 Cha(11)

@20th lvl:
10 Str(10-4 Racial+ 4 Belt)
30 Dex(14+4 Racial +4 Lvls +2 Tome +6 Gloves)
20 Con(12+2 Racial +6 Amulet)
26 Int(16 +4 Tome+ 6 headband)
10 Wis(8+2 Racial)
11 Cha(11)
Feats

Feats:
Weapon Focus(Sting)(Fighter bonus)
Weapon Specialization(Sting) (Fighter bonus)
Improved Initiative(Fighter bonus)
Weapon Finnesse(Dragon Bonus)
Alertness(Dragon Bonus)
Deflect Arrows(Duelist bonus)
1st lvl: Flyby Attack
3rd lvl: Dodge
6th lvl: Mobility
9th lvl: Hover
12th lvl: Endurance
15th lvl: Wingover
18th lvl: Abiltiy Focus(Poison)

Equipment

Items:
16000gp +4 Belt of Str
36000gp +6 Gloves of Dex
36000gp +6 Headband of Int
186000gp +6 Amulet of Con +5 Amulet of Mighty Fists
64000gp +8 Bracers of Armor
55000gp +2 Tome of Dex
110000gp +4 Tome of Int



BAB +17
Initiative: +18
AC 43 = (+10 Base +8 Int +10 Dex +4 Natural Armor +2 Size +8 Armor +1 Dodge)
AC 51 vs AoO from Movement
AC 56 when Fighting Defensively(5 ranks Tumble + Elaborate Parry)
AC 64 vs AoO from Movement when Fighting Defensively


Attacks:
+17 BAB +10 Dex +5 Enhancement +1 WF = +33

Full Attack with Sting and Bite=
+33 Sting(1d3(2 average) +5 Enhancement +2 WSp + 2d6 Precise strike(7 average) = 16 damage + Poison(Fortitude DC 20) initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours

+27 Bite(+1 bite +5 Enhancement) = +6 Damage

Tactics..... constant Flyby Attacks(Fighting Defensively) .... with Sting(+29 to Hit, 16 damage+ Poison(DC20 , Sleep 1 min/ Sleep 1d3 hours).... AC 56(64 vs AoO)

if it is more important to hit a High AC, then dont fight Defensively... attacks @+33, AC 43(51 vs Movement)

Great Scouting ability ... Fly 60 ft. (good), Tiny Size, Good Skills(great Hide Checks)... also:

low-light vision
darkvision 60 ft.
Blindsense 60 ft.
immunity to sleep and paralysis
spell resistance 19
telepathy 60 ft

Pseudodragon racial traits

PSEUDODRAGON
Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +2/–8
Attack: Sting +4 melee (1d3–2 plus poison)
Full Attack: Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, or clutch (3–5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral good
Advancement: 3–4 HD (Tiny)
Level Adjustment: +3
A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
A pseudodragon can communicate telepathically and can also vocalize animal noises.
COMBAT
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.




Core only Pixie Wizard 15/ Archmage 1

Pixie Racial Stats

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits


[LIST]
[*]–4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.
[*]"Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:
[*]+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))
[*]"A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).:" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.
[*]Low-light vision.
[*]Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
[*]Racial Feats: A pixie receives Dodge, Alertness, and Weapon Finnesse as a bonus feats.(See Errata, MM1)
[*]+1 natural armor bonus.
[*]Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only).
[*]Damage Reduction 10/cold iron
[*]Spell Resistance equal to 15 + class levels
[*]Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
[*]Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
[*]Favored Class: Sorcerer.
[*]Level adjustment: +4

Wizard 15/ Archmage 1

Attributes: (25pt buy)

Base
10 Str(14 -4 Racial)
18 Dex(10 +8 Racial)
14 Con(14)
22 Int(16 +6 Racial)
13 Wis(9 +4 Racial)
14 Cha(8 +6 Racial)

@16th lvl: (ECL20)
10 Str(14 -4 Racial)
22 Dex(10 +8 Racial +4 Gloves)
18 Con(14 +4 Amulet)
32 Int(16 +6 Racial +4 Levels +6 Headband)
13 Wis(9 +4 Racial)
14 Cha(8 +6 Racial)


Feats:
Dodge (pixie bonus)
Alertness (pixie bonus)
Weapon Finnesse(pixie bonus)
Scribe Scroll(Wizard Bonus)
Extend Spell(Wizard Bonus)
Empower Spell(Wizard Bonus)
Quicken Spell(Wizard Bonus)
1st lvl: Flyby Attack
3rd lvl: Skill Focus (Spellcraft)
6th lvl: Spell Focus(Illusion)
9th lvl: Spell Focus(Transmutation)
12th lvl: Spell Penetration
15th lvl: Greater Spell Penetration


Archmage High Arcana

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.


16th lvl Wizard(8th lvl spells max(-1 seventh level slot))
16th lvl Caster(20th vs SR)
Spell DC 31+spell lvl(33+ spell lvl for Illusion and Transmutation)

:D




Iron Seige Tactical

pixie deity
http://forums.gleemax.com/showpost.php?p=12305387&postcount=480

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Iron Seige Tactical


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Iron Seige Tactics:

Most people are trying to Force thier way in, and use brute strength or magical power to get to Dispater ...... and they fail every time. He has prepared for that approach. So the answer is to do something Different, like this.

Construct, made by Kari to serve as Spokesman appears... walks to city ..... requests Audience personally with his Grace the Iron Duke and His Mistress .... subject: opening trade negotiations with Dispater, Currency: Information. due to the sensitive nature of the Information.... only direct dialog between Dispater and Kari is acceptable... but conditions are left up to Dispater, however there are some constraints:

1)Kari and her Retinue are to be escorted directly to Dispaters Court(unharmed and unfettered by any means)
2)regardless of results of trade negotiations, she and her Retinue are to be given the same escort and conditions to leave the Layer of Dis back to Astral plane
3)
4)
5)
6)

Kari can Communicate to any creature near her Construct


Use what you Know:

Called the Lord of the Second, Arch-Duke of Dis, His
Iron Grace, and many other names, Dispater is the best
known and most visible of the Lords of the Nine. In
controlling the largest city in Hell, the Arch-Duke is very
interested in maintaining his high standard of living. He
encourages regular trade between his city and every
other place in Creation, doing all he can to invite mortals
and immortals from across the Cosmos. Maintaining an
open admittance policy for his city, Dispater does all he
can to appear inviting and harmless.
Of course, few
things can be further from the truth.

Dispater is dedicated to trade
and to commerce. He has done his part to make Dis as
hospitable as possible to most sentient beings to a degree
surpassing that of any other Lord.
Countless creatures
trade in Dis every day. Of course, like all things in Hell,
the value of such trade in Dis benefits the interests of
Hell. Dispater encourages the trade of any good so long
as the merchant involved has abandoned his own beliefs
in order to reap a profit. Whether the goods are not as
valuable as they seem or the goods were created through
slave labor, Dispater does not care; what mattes to him is
that the merchant has revealed his sloth or his lack of
ethics in order to achieve greater profit or power.
Of
course, there are many who have no idea that this is what
Dis represents until it is too late (typically when they die
and find that their souls are trapped within Dis for eternity).
In spite of his behavior, Dispater has very few active
enemies across the Cosmos. Simply put, Dispater’s patience
and caution makes it difficult for any to accuse
him of cheating or lying. Indeed, Dispater never lies and
he never cheats.
The Lord of Dis simply never says the
entirety of what he means or else finds a useful interpretation
for his interests. Dispater uses rules, regulations,
and the written word (or lack thereof) as weapons in his
bid to control all within his reach. Even if former allies
thought they were getting the better of the Iron Duke,
they find out that the stipulations of the contract always
ensure that they lose out in the end. As a result, while
Dispater has no clear foes, he certainly has few allies
across the Cosmos. While it is safe to say that most gods
dedicated to honesty, freedom, and trustworthiness perceive
Dispater as an adversary, the truth is that Dispater
rarely allows himself to get personally involved in the
activities of his servants that bring him greater wealth
and stability. Dispater apparently ignores most insults
directed his way unless they in some way threaten his
station in Hell. Still, Dispater does have beings he counts
as foes. Essentially, anything or anyone that seeks to
upset the status quo that has thus far supported – directly
or indirectly – his status in Hell is perceived as a threat to
be dealt with.
What is difficult for most outsiders to determine
is what Dispater considers a threat and how he
comes to such a determination. Dispater, through his
numerous committees and contacts, is often aware of
potential risks to his hegemony that could occur only if
numerous incidents happen. The death of a child, which
leads to the rise of a sibling, which leads to the marriage
of two remote nobles, which leads to a slaad mating with
the noble’s offspring, which creates the foundation of a
kingdom that will one day create a weapon strong
enough to breach the defenses of the Iron Tower… Such
possibilities are enough of a threat for Dispater to do all
he can to see to it that the child in question never dies,
that the sibling himself is killed, that the marriage never
occurs, and that the slaad is ripped apart by a contingency
of pit fiends. Of course, none will ever discover
that Dispater was behind it all because Dispater will
never order the act, but will allow his various committees
to do so instead. Only massive events of cosmic impact
can cause Dispater to get personally involved
, as with the
events surrounding the Sword of Daneel, a legend considered
true as described in the ancient text Fires of Dis.
So severe were the results of this action that many point
to it as the reason why the formians, initially associated
with Arcadia, relocated to Nirvana.

Dispater is one of the oldest devils in existence. He
was one of the first malefircareim granted the status of
Lord of Perdition by Lucifer the Satan before the Dawn
of the Gods. Dispater is also the only Lord who has
never been deposed from his station at Lord of the Second
.
Even Mammon shared his power in Minauros with
Glasya and Mephistopheles was forced to orchestrate his
own coup in order to maintain his infernal fief. Not so,
Dispater. Since he was raised to Lord-Regent of Dis, the
suave, cultured Iron Duke has never been threatened by
lessers, much less cast down. Dispater views his status as
eternal and as certain as the strength of the iron he has
taken as his totem. Dispater credits (naturally) his own
unique take on rulership: never allow your subjects time
to contest your station. Everything in Dis, from the magnificent
Iron Tower to the tasks of the lowliest lemure,
functions under this principle. Everyone and everything
in Dis toils for the sole purpose of maintaining Dispater’s
eternal power. It is for this reason that Dispater is
simultaneously the best known and best defended of the
Lords of the Nine.

Dispater himself is always involved in one plot or
another.
The Iron Duke has established countless committees
to study problems or establish new goals
to improve
the position of Hell. While some of his Dukes are
responsible for discovering ways to breach Sigil, creating
elaborate, intricate models of the Cage, others undergo
training to uncover the means to disallow secundi promotion
when a former Primus “dies.” Dispater knows all
too well the likelihood of any success in these endeavors.
It is the meaningless effort and the corruption of the soul
that matters to Dispater. Still, in the unlikely event that
any success may come of any committee action, Dispater
– who is very keen on being kept abreast of all advances
in his assignments – will sabotage the potential with
another committee…or else, he will create a subcommittee
to ensure that there is no threat to his person;
such committees are just as beneficial as the former since
they take a great deal of time to achieve anything useful

Many point to Dispater’s behaviors as the actions of a
coward. To a point, this is accurate. Dispater fears the
loss of power. He also fears change. Dispater is paranoid
and insecure about his station and will do anything to
maintain it within the iron bounds of order.
However,
Dispater is not afraid to move forward with a plot once
he is certain that the end results will strengthen his own
position. Unfortunately for Dispater, the same kind of
plotting and counterplotting that he uses to stymie any
real or imagined attempts on the part of his servants to
overthrow him are also used before Dispater ever makes
a move. Dispater will study an issue for centuries before
making a decision. Many opportunities have passed the
Lord of the Second by as a result; however, Dispater
tends to focus on long-ranged interests
rather than goals
that require swift responses
. Once Dispater decides that
the time for action is imminent, he moves with surprising
speed and force, often shattering any obstacles and overwhelming
any foe.

Among the other Lords of the Nine, Dispater hates
each and every one. However, he has a very strong alliance
with Mephistopheles, the Cold Lord.
This union is
one forged of familiarity and mutual success. Both Lords
have served longer and with greater result than any other
Lord save Mammon, their former ally. Both value the
hegemony of true devils, particularly those of hellspawn
origins. And both hate The Fallen. While Mephistopheles
despises the fact that The Fallen have brought change
to Hell without his leave, Dispater has a far more practical
reason to hate them: they overthrew standing Lords.
The success of Astarte, Beelzebub, Belial, and Moloch
reveals to Dispater that his station is never entirely safe;
their downfall would simply grant him reassurance. It is
for this same reason that Dispater hates Bael, who revealed
that perseverance can overcome any obstacle.

Still, Dispater sees potential usefulness in Bael, who
overthrew not another devil, but a Fallen. Mammon
holds a special place of loathing in Dispater’s heart
. Former
allies, Mammon betrayed both Dispater and Mephistopheles
at the end of the Dies Irae; furthermore, he has
stolen much from Dispater over the millennia. While
Dispater has no immediate plans for the Lord of Avarice,
he does intend on having his revenge
.

If there is one thing that Dispater fears, it is his master,
Asmodeus.
Of all the Lords, Dispater is the most
loyal to Asmodeus, although this loyalty is not blind like
that of Geryon. Dispater knows that Asmodeus would
not hesitate to abandon him to another if it suited his
needs and Dispater knows that there would be little he
could do about it. Still, Dispater sees no reason to attempt
to overthrow Asmodeus himself until such time
that he knows without a doubt that such a thing could be
accomplished. It is this one place that Dispater and
Mephistopheles vociferously disagree. Indeed, since the
Dies Irae, it has been Mephistopheles’ goal to overthrow
Asmodeus that has caused a growing rift between the
two classic Lords. To date, Dispater has kept his growing
dissatisfaction largely to himself, but he knows that he
would have to chose to side with Asmodeus should
Mephistopheles make a sloppy move to take the Serpent’s
Throne. Asmodeus, for his part, views Dispater as
the most capable Lord and views him with something as
close to respect as The Overlord is capable of possessing.
This respect is bolstered by the fact that Asmodeus
knows that Dispater would defend himself against an
attack, but is wise enough to know that any offense
would be foolish

Regeneration (Ex): The Lord of the Nine is fully
susceptible to attacks made by anarchic, epic, good, and
silver weapons, and by spells or effects with the [Good]
descriptor
.

Dispater fears Haagenti’s ability to give
meaning to the most deplorable task, knowing that such
an attitude upsets his dedication to the status quo.

Aguares has been wooed from an early age by Dispater,
the Lord of the Second seeing great profit to be had
by the Patrician’s services, due to the unethical practices
he uses to gain his lands. Alongside Caim, who uses
logic to ensnare and then enslave mortals, and Titivulus,
the master of rumor and useless information, used to
sedate or mollify those who toil as a result of Hell’s
power, Aguares could do great things. Nothing would
please Dispater more than a myriad of serf-states under
his control.
Aguares, though, has never appeared to be
tempted by such offers, and indeed his work ethic would
be out of place in Dis; moreover, he considers the Dukes
of the Second to be imprudent wastrels. It seems that the
Patrician, once having obtained his lands, no longer sees
the need to deceive and manipulate the populace thereon;
instead, he uses the land itself as a method of control,
using slavery, instilling fear (his “peasant-hunting” expeditions
are legendary), and perpetuating dependency.

Martinet behaves with a smugness that brings rage
even to the stoic face of Dispater,

The Lords become divided along “racial” lines. The Fallen (Astarte, Belial, Moloch, and Beelzebub) battle against the Devils True (Dispater, Mammon, Geryon, and Mephistopheles) to determine the direction of tyranny in the Cosmos. Most of the conflict is subtle, but full battles do occur.
The Lords hate each other, but there are alliances
within this august body. Currently, there are three
groups among the Lords. There is what scholars refer to
as the “classic Lords,” or those who have always been
Lords and are “Devils True;” Mephistopheles and Dispater
are the only two remaining among this group and, if
devils can count on each other, these two are probably
the closest knit pair among the Lords.
The second group
consists of the Fallen and they are actively opposed to
the “classic Lords;” Beelzebub and Belial are the two
remaining members of this group and, while not as
closely allied as Mephistopheles and Dispater, they are
willing to send aid to each other. The final group is the
“unallied.” The “unallied” Lords are those who are either
new to the role or are distrusted/hated by their peers.
Bael, Mammon, Leviathan, and Lilith are the “unallied.”
Many scholars believe that eventually both Bael and
Lilith will join with the “classic Lords.” Bael, although
risen from pit fiend rank and having stolen Lordship
from another, is a true devil; furthermore, he revealed a
great deal of cleverness and trickery in his success at the
expense of a Fallen. Lilith, having been an original Lord
of the Nine, is currently reorganizing Malbolge to her
liking; once the reorganization is complete, she is certain
to reenter Infernal politics with full fervor. In the past,
she was at enmity with Mephistopheles and Dispater, but
since she has to choose between true devils and fallen
angels, she is almost certain to select former enemies
over charlatans.
Mammon and Leviathan are almost guaranteed to
never take up with any group. Mammon, a former ally
to Mephistopheles and Dispater, brazenly betrayed them
both during the Dies Irae, accused them of turning
against Asmodeus, and has stolen a great deal of wealth
from both. Neither trusts him and both are trying to determine
the best way to avenge themselves against him.
Conversely, Mammon hates the Fallen and wants nothing
to do with them unless material wealth is involved.
Leviathan, having always been at enmity with Mephistopheles
and Dispater, is likewise hated and distrusted
by the other Lords. Leviathan has sworn to destroy all of
15 them for their roles in his imprisonment; furthermore, he
has alarmed his peers – including Mephistopheles – with
his vocal goal to overthrow Asmodeus. This alone has
isolated him more than anything else.

In recent years, Zapan has made it policy to meet with
divine proxies rather than with avatars and then only at the
base of the Spire in the Concordant Opposition of the Outlands
where divine power is nullified. This policy adjustment has greatly increased the survival rate of the corps
agents. It is important to note that the gods of Hell are not
handled by this corps but by the Ruby Division of the
Branch of Ambassadorial Relations. However, it is this
corps that deals with the Lords of the Nine

Historically, both demons and devils have sought to
keep the gods out of the Blood War and most gods are
content to let the fiends fight. Still, the devils know that
the gods have a stake in the outcome as there are plenty of
Lawful Good gods that detest demons and would love little
more than to have one-third of the fiend problem removed
even if that means unofficial alliances with Hell. However,
the devils have to be cautious in these arrangements
as gods, capable of seeing through even the most elaborate
plans, have been known to annihilate the participants of
summits, including their own worshippers (who they can
return to life if they so please). There are often no warnings
or inclination of such events. Additionally, the devils
of this corps have to contend with the fact that most gods
see very real little difference between the Dark Ministry
and the Lords of the Nine.

Most gods willing to do business
with the Corps of the Divine hope to get something
out of the rulers of Hell (often a soul);
although Zapan
does have open lines of communication to Martinet to
reach any of the Lords, he knows that the Lords have
probably already turned down offers from gods seeking an
audience. Upon discovering that the diplomats from Hell
are of no use, devils consider it a gift if they make it back
to Hell alive. In any event, devils are still certain to request
the signing of contracts for any agreements that are
reached. Such contracts are usually delivered sealed in
person by Duke Martinet, which suggests that a Lord of the
Nine – possibly even Asmodeus – writes them. Most gods
are informed well in advance that they will be asked to
sign a contract, thereby reducing the possibility of offense
when the deal is ready to close.
Such contracts are binding
in a way that transcends even the best written infernal contract
since devils are hardly in the position to track down
the god for failing to follow through. To date, not even
Zapan knows what failure to meet the stipulations of a
divine contract means as no god that has signed one has
abandoned his part of the bargain.






:D

Primary Melee, Battlefield Control



Brother Crotchkicker Hoofenmouth the Stinky


Minotaur 8/ Monk 12



BAB +15

Attributes: (25pt buy) (Racial mods:+8 Str,+4 Con,-4 Int,-2 Cha)
Base
22 Str(14 +8 Racial)
14 Dex(14)
18 Con(14 +4 Racial)
5 Int(9 -4 Racial)
14 Wis(14)
6 Cha(8 -2 Racial)

@ ECL 20
36 Str(14 +8 Racial +3 lvls +5 Inherent +6 Belt)
18 Dex(14 +4 Gloves)
18 Con(14 +4 Racial)
5 Int(9 -4 Racial)
22 Wis(14 +4 Inherent +4 Amulet)
6 Cha(8 -2 Racial)



Feats:
Power Attack(monstrous humanoid bonus)
Cleave(monstrous humanoid bonus)
Improved Sunder(monstrous humanoid bonus)
Imp Unarmed Strike(monk bonus)
Imp Grapple(monk bonus)
Deflect Arrows(monk bonus)
Imp Trip(monk Bonus)
1st lvl: Improved Natural Attack(Unarmed Strike)
3rd lvl: Improved Bull Rush
6th lvl: Improved Natural Attack(Gore)
9th lvl: Weapon Focus(Unarmed Strike)
12th lvl: ???

Equipment:
110000gp +4 Tome of Wis
110000gp +4 Tome of Str
50302gp +1 Brilliant Energy Quarterstaff
49000gp +6 Belt of Str + Monks belt
16000gp +4 Glove of dex
70000gp +4 Amulet of Wis +3 Amulet of mighty fists
64000gp +8 Bracers of Armor
8000gp +2 Ring of Protection
2500gp Ring of Sustenance
9000gp +3 Cloak of Resistance
2500gp Eyes of the Eagle


Minotaur traits

MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.
+8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A minotaur’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
+5 natural armor bonus.
Natural Weapons: Gore (1d8).
Special Attacks (see above): Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Special Qualities (see above): scent, Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
Favored Class: Barbarian.
Level adjustment +2.


Attack:
unarmed +15 BAB +13 Str +1 WF +3 enhancement = +32
Full Attack with Flurry = +32/+32/+32/+27/+22
Damage = 4d8(18 Average) +3 enhancement +13 str = +34 each hit

Quarterstaff +15 BAB +13 Str +1 enhancement = +29 Melee Touch attacks
Full Attack with Flurry = +29/+29/+29/+24/+19 all Melee Touch Attacks
Damage = 1d8(4.5 ave) +1 enhancement +13 Str = 18 Damage each

AC 37
Armor Class = +10 base +6 Wis +4 Dex +8 Armor +5 Natural Armor -1 Size +3 Monk +2 Deflection

Special Attacks for Battlefield control:
Bull rush +21 ... additional +2 if charge
Disarm +38 unarmed, +37 quarterstaff
Grapple +42
Overrun +21
Sunder +38 Unarmed
Trip +21 Unarmed or Quarterstaff


CORE only, Minotaur 8/ Monk 2/ Blackguard 10

Primary Melee, Battlefield Control



IMAGE(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG189a.jpg)
Brother Gorey Hoofenmouth the Unpleasant, ...... but not as nasty as his Brother Crotchkicker the Stinky


Minotaur 8/ Monk 2/ Blackguard 10



BAB +16

Attributes: (25pt buy) (Racial mods:+8 Str,+4 Con,-4 Int,-2 Cha)
Base
17 Str(9 +8 Racial)
10 Dex(10)
18 Con(14 +4 Racial)
4 Int(8 -4 Racial)
14 Wis(14)
14 Cha(16 -2 Racial)

@ ECL 20
30 Str(9 +8 Racial +3 lvls +4 Inherent +6 Belt)
16 Dex(10 +2 Inherent +4 Gloves)
18 Con(14 +4 Racial)
4 Int(8 -4 Racial)
20 Wis(14 +2 Inherent +4 Amulet)
20 Cha(16 -2 Racial +6 Cloak)


Feats:
Power Attack(monstrous humanoid bonus)
Cleave(monstrous humanoid bonus)
Improved Sunder(monstrous humanoid bonus)
Imp Unarmed Strike(monk bonus)
Imp Grapple(monk bonus)
Deflect Arrows(monk bonus)
1st lvl: Improved Natural Attack(Unarmed Strike)
3rd lvl: Improved Bull Rush
6th lvl: Improved Natural Attack(Gore)
9th lvl: Weapon Focus(Unarmed Strike)
12th lvl: Awesome Blow

Equipment:
55000gp +2 Tome of Dex
55000gp +2 Tome of Wis
110000gp +4 Tome of Str
128302gp +4 Brilliant Energy Kama
72302gp +4 Undead Bane Construct Bane Kama
49000gp +6 Belt of Str + Monks belt
36000gp +6 Cloak of Cha
26000gp +4 Glove of dex + Glove of Storing
112000gp +4 Amulet of Wis +4 Amulet of mighty fists
64000gp +8 Bracers of Armor



Minotaur traits

MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.
+8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A minotaur’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
+5 natural armor bonus.
Natural Weapons: Gore (1d8).
Special Attacks (see above): Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Special Qualities (see above): scent, Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
Favored Class: Barbarian.
Level adjustment +2.


Attacks:



Nixie 3/ Wizard 7/ Loremaster 6/ Archmage 4

Nixie 3/ Wizard 7/ Loremaster 6/ Archmage 4

Stats: (25pt buy)(Nixie -4 Str,+6 Dex,+2 Int,+2 Wis,+8 Cha)

4 Str(8-4 Racial)
20 Dex(14 +6 Racial)
14 Con(14)
16 Int(14 +2 Racial)
13 Wis(11 +2 Racial)
18 Cha(10 +8 Racial)

Feats:
Spell Focus(Transmutation)(loremaster Bonus)
Empower Spell(Wizard Bonus)
Extend Spell(Wizard Bonus)
Weapon Finesse(Nixie bonus)
Dodge(Nixie bonus)
1st lvl: Skill Focus(Knowledge(Arcana)
3rd lvl: Skill Focus(Spellcraft)
6th lvl: Quicken Spell
9th lvl: Spell Focus(Illusion)
12th lvl: Spell Penetration
15th lvl: Greater Spell Penetration

Loremaster Secrets

Feat
Bonus 1st lvl spl
Bonus 2nd lvl Spl
+2 Fort saves


Archmage High Arcana
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Spell-Like Ability: An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.The spell-like ability normally uses a spell slot of the spell's level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.


use 9th lvl Slot... for a Quickened Scorching Ray 4/day



Nixie traits

NIXIE
Small Fey (Aquatic)
Hit Dice: 1d6 (3 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/–6
Attack: Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20)
Full Attack: Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm person
Special Qualities: Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy
Saves: Fort +0, Ref +5, Will +3
Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
Skills: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +8, Perform (sing) +7, Search +3, Sense Motive +5, Spot +8, Swim +6
Feats: Alertness, DodgeB, Weapon FinesseB
Environment: Temperate aquatic
Organization: Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: 1
Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: +3
Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A nixie stands about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan and Sylvan. Some also speak Common.
Combat
Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.
Charm Person (Sp): A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious (Ex): Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp): Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed.
Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills: A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*Nixies have a +5 racial bonus on Hide checks when in the water.




WBL and links
Soahc Progression Guide

Assuming the stats
Str 12 Lvl. =Level
Dex 14 AW. = Average Wealth
Con 14 PP. = Power points
Int 14
Wis 14
Cha 8

1st Lvl. AW. (N/A) PP (1)
Equipment- Longsword, Longbow, Heavy Steel Shield, Scale Mail.

2nd Lvl. AW. (900gp) PP (3)
Equipment- Masterwork Spiked Chain, Riding Dog, Scale Mail, 325gp.


3rd Lvl. AW. (2700gp) PP (6)
Equipment- Masterwork Spiked Chain, Riding Dog (if still alive), Masterwork Full Plate, 900gp.



4th Lvl. AW. (5400gp) PP (9)
Equipment- +1 Spiked Chain, +1 Full Plate, 2300gp.


5th Lvl. AW (9000gp) PP (12)
Equipment- +1 Spiked Chain, +1 Full Plate, Bag of Holding I, 6500gp.


6th Lvl. AW. (13000gp) PP (20*)
Equipment- +1 Spiked Chain, +1 Full Plate, Bag of Holding, Periapt of Wisdom +2*, 9000gp.





3000gp Skin of Ectoplasmic Armor(Complete Psionics)
...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty


Equipment= Ave 75 GP
10gp....5x daggers
35gp...light crossbow
2gp.....20 bolts
10gp ...leather armor

misc equipment and supplies

PW 2
Equipment= Ave 900 GP
as first level...but add the following:
200gp..2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp...6x Guard Dogs(trained).....trained for various things
100gp .10x Acid Flasks
200gp..10x Alchemists Fire
100gp...4x Holy Water

Remainder for misc. items and supplies.
PW 3
Equipment=Ave 2700 GP
As 2nd level....add more mundane Alchemical items



PW 4
Equipment=Ave 5400 GP
same as 3rd lvl but add
2000gp.......Handy Haversack....very useful for his entire career



PW 5

Equipment=Ave 9000 GP
same as 4th lvl..but add:
4000gp .......+2 Headband of Intellect



PW 6

Equipment=Ave 13000 GP
same as 5th lvl..but add:
2500gp .........ring of sustenance
2500gp .........Boots of the Winterlands



PW 7

Equipment= Ave 19000 GP
same as 6th, but add:
4000gp ......+2 Cloak of Charisma




PW 8
Ave 27000 GP,Equipment=
same as 7th lvl


PW 9

Ave 36000 GP,Equipment=
same as 8th lvl ...but add




PW 10
Equipment=Ave 49000 GP
total equipment now:
16000gp...+4 Headband of Intellect
4000gp....+2 Cloak of Charisma
8000gp....Third eye Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance.
2500gp....Ring of Sustenance
2500gp....Boots of the Winterlands
2000gp...Handy Haversack....very useful for his entire career
900gp ...Hand of the Mage..gives Mage Hand At Will
10gp...5x daggers
35gp..light crossbow
2gp...20 bolts
3000gp Skin of Ectoplasmic Armor(Complete Psionics)
...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty
2007gp +1 Heartning Darkwood Medium Shield
200gp......2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp......6x Guard Dogs(trained).....trained for various things
800gp Acid flasks(80)
800gp Alchemists fire(40)
150gp Antitoxin(3)
110gp Everburning torch
200gp Holywater(8)
100gp Smoke sticks(5)
600gp Thunderstones(20)
250gp Tanglefoot Bags(5)

Remainder for misc. items and supplies.



PW 11


PW 12
Ave 88000 GP,Equipment=

PW 13
Ave 110000 GP,Equipment=

PW 14
Ave 150000 GP,Equipment=

PW 15
Ave 200000 GP,Equipment=

PW 16
Ave 260000 GP,Equipment=

PW 17
Ave 340000 GP,Equipment=

PW 18
Ave 440000 GP,Equipment=

PW19

Ave 580000 GP,Equipment=
PW 20
Ave 760000 GP,Equipment=



Work in progress

testtesttesttesttesttesttesttest






interesting link:

Rustmonster.net (http://rustmonster.net/)

http://forums.gleemax.com/leaving.php?destination=http://rustmonster.net/

other fun links:
tsuyoshikentsu's stuff/Lokiyn, Grand Alchemy List (http://tsuyoshikentsu.pbwiki.com/Lokiyn,%20Grand%20Alchemy%20List)


WoTC list of updated Anthropomorphic Animals (http://www.wizards.com/default.asp?x=dnd/ask/20061009a)


:D
Human
Cloistered Cleric 14

Domains:
Divine Magician:
1st lvl Arrow Mind
2nd lvl Create Magic Tatoo
3rd lvl Flame Arrow
4th lvl Polymorph
5th lvl Greater Blink
6th lvl Feindform
7th lvl Greater Ironguard

War............. Bow Proficency, WF(Bow)
Knowledge.... Knowledge Devotion
Point Blank Shot(human bonus)

1st lvl: Extend
3rd lvl: Persistant
6th lvl: DMM:Persistant
9th lvl: Holy Warrior
12th lvl: Woodland Archer

Extend and Persist:

Divine Favor
Divine power
Righteous Might

Arrow Mind
Greater Blink
Fiendform



:D

IMAGE(http://th01.deviantart.com/fs7/300W/i/2005/198/1/c/__Fire_Pixie___Coloured_by_Chikara_Rei.jpg)



1/2 Fey Strongheart Halfling

Marshal 1/ Monk 1/ Sorceror 4/ Mage of the Arcane Order 4/ Incantatrix 10



Attributes: 32pt buy(1/2 Fey racial Dex +2, Con -2, Wis +2, Cha +4)(Halfling racial -2 Str,+2 Dex)

Feats:
Heighten Spell(Strongheart Halfling bonus)
Skill Focus(Diplomacy) (Marshal Bonus)
Imp Unarmed Strike(monk Bonus)
Weapon Finnesse(monk Bonus)
Iron Will(Otyugh Hole bonus)
(MoAO Bonus)
(Incantatrix bonus)
(Incantatrix bonus)
(Incantatrix bonus)
(Incantatrix bonus)
Versatile Spellcaster
Ascetic Mage
Minor Shapeshift
Fiery Burst
Summon Elemental
open feat

Cooperative Spell






or this:
Leadership
Rulership
Landlord


1/2 Fey traits
The Half-Fey

Attribute bonuses Dex +2, Con -2, Wis +2, Cha +4

Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Low-Light Vision (Ex): the half-fey gains low-light vision.

Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Level Spell-Like Abilities Gained
1st Charm person at will, hypnotism 1/day
1st Faerie fire or glitterdust 1/day
3rd Detect law 3/day
3rd Enthrall or sleep 1/day
5th Protection from law 3/day
7th Confusion or emotion 1/day
9th Eyebite or lesser geas 1/day
11th Dominate person or hold monster 1/day
13th Mass invisibility 1/day
15th Geas/quest or mass suggestion 1/day
17th Insanity or mass charm 1/day
19th Otto's irresistible dance 1/day
The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day.

Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school.

Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.




MMA build

try this:

Human

Warblade 18/ Fighter 2

warblade bonus feat list
Acrobatic, Agile, Athletic, Blade Meditation*, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart*, Lightning Reflexes, Quick Draw, Run, Stone Power*, Tiger Blooded*, Unnerving Calm*, White Raven Defense*.


Feats:
Weapon Finnesse(human bonus)
Improved Unarmed Strike(Fighter bonus)
Combat Reflexes(Fighter bonus)
Adaptive Style
Superior Unarmed Strike
Improved natural Attack(Unarmed Strike)
Weapon Focus(Unarmed Strike)
Weapon Specialize(Unarmed Strike)
Melee Weapon Mastery(Unarmed Strike)
Greater Weapon Focus(Unarmed Strike)
Greater Weapon Specialize(Unarmed Strike)
Weapon Supremacy(Unarmed Strike)
Crushing Strike
Pulverize Foe
Snap Kick
Shadow Blade
Martial Study
Martial Stance
Robilars Gambit
TWF
Imp TWF
Double Hit



Crushing Strike
[General]
(PH2 p78)
Base Attack Bonus +14
Weapon Focus (any
bludgeoning)
Weapon Specialization
(any bludgeoning)
Melee Weapon Master –
Bludgeoning
When making a Full Round Attack with any Bludgeoning melee weapon, you receive a +1 cumulative
bonus on attack rolls for each roll that has hit this round (i.e., it restarts at +0 at the start of each round).

Snap Kick req:Improved Unarmed Strike, base attack bonus +6 Make an extra attack, all attacks at -2



Pulverize Foe
Type: General
Source: Champions of Ruin

You enjoy smashing your opponents into submission.

Prerequisite: Str 15, base attack bonus +6, proficient with bludgeoning melee weapon.
Benefit: If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first.
Special: A fighter can select this feat as one of his fighter bonus feats.


core project

Core Project:
1st lvl:
3rd lvl:
6th lvl:
9th lvl:
12th lvl:
15th lvl:
18th lvl:

Project:
Monster builds

Aranea 7/ Sor 3/Fit 1/ EK 9
BAB +14
14th Sorc(7th lvl spl)

Azer 6/ Fighter 14
BAB +16


Bugbear 4/
BUGBEARS AS CHARACTERS
Bugbear characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
Level adjustment +1.







SATYRS AS CHARACTERS
Satyr characters possess the following racial traits.
+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
Medium size.
A satyr’s base land speed is 40 feet.
Low-light vision.
Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A satyr’s fey levels give it skill points equal to 8 x (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
+4 natural armor bonus.
Natural Weapons: Head butt (1d6).
Special Attacks (see above): Pipes.
Special Qualities (see above): Damage reduction 5/cold iron.
Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
Favored Class: Bard.
Level adjustment +2.

GRIG
Tiny Fey
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +0/–11
Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Full Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities, fiddle
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10*, Perform (string instruments) +6, Search +2, Spot +3
Feats: DodgeB, Stealthy, Weapon FinesseB
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 1–3 HD (Tiny)
Level Adjustment: +3
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: Caster level 9th. The save DCs are Charisma-based.
3/day - disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13).
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.




RAKSHASAS AS CHARACTERS
Rakshasa characters possess the following racial traits.
+2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
Medium size.
A rakshasa’s base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 x (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
Racial Feats: A rakshasa’s outsider levels give it three feats.
+9 natural armor bonus.
Natural Weapons: Bite (1d6) and 2 claws (1d4).
Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier.
Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
Favored Class: Sorcerer.
Level adjustment +7.






Ranger 6/ Fighter 2/ Paladin 2/ Horizon Walker 7

1/2 Dragon Primary Melee, Secondary Scout, Primary Battlefield Control



Melee Combat Tactical Movement
1/2 Dragon Wood Elf(+10 Str, +2 Dex, Cha +2)
Ranger 6/ Fighter 2/ Paladin 2/ Horizon Walker 7

Attributes: (25pt buy)
Base
20 Str(10 +10 Racial)
16 Dex(14+2 Racial)
14 Con(14)
13 Int(13)
8 Wis(8)
16 Cha(14 +2 Racial)

@20th
30 Str(10 +10 Racial +4 levels +6 Belt)
22 Dex(14+2 Racial +6 gloves)
14 Con(14)
13 Int(13)
8 Wis(8)
20 Cha(14 +2 Racial +6 Cloak)

Feats:
Track (Ranger Bonus)
TWF(Ranger Bonus)
Endurance(Ranger Bonus)
ITWF(Ranger Bonus)
Power Attack(fighter Bonus)
Weapon Focus(Dire Flail)(Fighter bonus)
1st lvl: Exotic Weapon(Dire Flail)
3rd lvl: Combat Expertise
6th lvl: Imp Trip
9th lvl: Combat Reflexes
12th lvl: Imp Sunder
15th lvl: Imp Disarm

great Attacks, Skills, Saves
BAB +17
Attack bonus= +33 (+17 BAB +10 Str + 5 Enhancement +1 WF)

Full Attack with TWF, ITWF..... initial hit will be a Trip Attempt(Melee Touch Attack).. followed by +4 to Hit vs Prone... also will PA for 4 points = +8Damage

+31/+31/+26/+26/+21/+16... even better vs Undead or Evil outsiders

Damage = 1d8(4.5 average) +15 Str +5 enhancement +8 PA = 32 per hit = 192 per round average... even better vs Undead or Evil outsiders

Opposed Disarm Roll = 1d20 +42(+2 Dire Flail +4 (Imp Disarm) +4 (2 handed) +10 Str +5 Enhancement +17 BAB)

Opposed Sunder roll = 1d20 +40(+4 (Imp Sunder) +4 (2 handed) +10 Str +5 Enhancement +17 BAB)

Opposed Trip Roll = +14 (+4 Imp Trip +10 Str)



Equipment:
36000gp +6 Gloves of Dex
36000gp +6 Cloak of Cha
36000gp +6 Belt of Str
147000gp +5 Undead Bane/+5 Evil Outsider Bane Adamantine Dire Flail
22400gp Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.
2500gp Golembane Scarab .... detect Golems 60', and Ignore thier DR
54000gp Wings of Flying

343900gp spent .... lots left to use up

Ranger 3/ Paladin 2/ Shadowdancer 6/ Horizon Walker 6

Stealth Focused Tactical Movement
1/2 Dragon Wood Elf(+10 Str, +2 Dex, Cha +2)
Ranger 3/ Paladin 2/ Shadowdancer 6/ Horizon Walker 6

BAB +14


Attributes: (25pt buy)
Base
20 Str(10 +10 Racial)
12 Dex(10+2 Racial)
16 Con(16)
13 Int(13)
8 Wis(8)
16 Cha(14 +2 Racial)

@20th
30 Str(10 +10 Racial +4 levels +6 Belt)
12 Dex(10+2 Racial)
16 Con(16)
13 Int(13)
8 Wis(8)
20 Cha(14 +2 Racial +6 Cloak)


Feats:
Track (Ranger Bonus)
TWF(Ranger Bonus)
Endurance(Ranger Bonus)
1st lvl: Dodge
3rd lvl: Mobility
6th lvl: Combat Reflexes
9th lvl: Spring Attack
12th lvl: Combat Expertise
15th lvl: Imp Trip

Weapon of Choice: Heavy Flail, Halberd, Guisarme, or Ranseur

Focus on Tripping, Disarming with Spring Attack+ Dimension Door/Shadow Jump

Core Only Pixie Ranger 3/ Fighter 4/ Horizon Walker 9


heres a Core Only build that is lots of Fun ... easy to Play .... very effective


Pixie

Ranger 3/ Fighter 4/ Horizon Walker 9

Attributes: (25pt buy)

10 Str(14 -4 Racial)
18 Dex(10 +8 Racial)
14 Con(14)
19 Int(13 +6 Racial)
18 Wis(14 +4 Racial)
14 Cha(8 +6 Racial)

@20th lvl
10 Str(14 -4 Racial)
28 Dex(10 +8 Racial +4 lvls +6 Gloves)
14 Con(14)
19 Int(13 +6 Racial)
18 Wis(14 +4 Racial)
14 Cha(8 +6 Racial)


Feats:
Dodge(Pixie bonus)
Alertness(Pixie bonus)
Weapon Finnesse(Pixie bonus)
Track(Ranger bonus)
Precise Shot(Ranger bonus)
Endurance(Ranger bonus)
Weapon Focus(Composite Longbow) (Fighter Bonus)
Weapon Specialization(Composite Longbow)(Fighter Bonus)
Point Blank Shot(Fighter Bonus)
1st lvl: Flyby Attack
3rd lvl: Quickdraw
6th lvl: Blindfight
9th lvl: Rapid Shot
12th lvl: Imp Rapid Shot
15th lvl: Quicken Spell-like Ability(Dimension Door) or Leadership
Terrain Mastery Benefits
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.

Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.


you gain a lot:
BAB +16
Greater Invisibility
SR 31
DR 10/ Cold Iron
Dimension Door every 1d4 rounds
Spell-like abilities
Fly 60'(Good)
Resistance 20 (Fire, Cold)
immune to fatigue
Immune to harmful Spells and Effects based on Alignment
Darkvision 60'
Low-Light Vision


all of this is Constant... without costing anything


Ranger 6/ Fighter 8/ Horizon Walker 6
Monk 11/ Duelist 9


core only Dwarf Monk 11/ Fighter 2/ Duelist 7

Dwarf(+2 Con,-2 Cha)

Monk 11/ Fighter 2/ Duelist 7

Attributes:
10 Str(10)
14 Dex(14)
15 Con(13 +2 Racial)
14 Int(14)
14 Wis(14)
6 Cha(8-2 racial)

@20th:
10 Str(10)
14 Dex(14)
15 Con(13 +2 Racial)
14 Int(14)
14 Wis(14)
6 Cha(8-2 racial)


Imp Unarmed Strike(monk bonus)
Stunning Fist(monk bonus)
Imp Disarm(monk bonus)
Weapon Focus(Unarmed Strike)(Fighter Bonus)
Mobility(Fighter Bonus)
1st lvl: Dodge
3rd lvl: Weapon Finnesse
6th lvl: Imp Initiative
9th lvl: Imp Natural Attack(Unarmed Strike)
12th lvl: Weapon Focus(Siangham)
15th lvl: TWF
18th lvl: ITWF

+17 BAB
Saves:
+12/+12/+9

Equipment:
133000gp +5 Speed Adamantine Siangham
13000gp Monks Belt
36000gp +6 Gloves of Dex
36000gp +6 Amulet of Wis
36000gp +6 Headband of Int
64000gp +8 Bracers of Armor

Attack bonus:
+17 BAB




Unarmed Damage 1d10
+2AC
+30 ft speed


Tibbit racial stats
-2 Strength, +2 Dexterity
Small
Base Speed: 20
Darkvision: 60
Feline transformation:
+2 spot, Jump, Escape Artist

Feline Transformation

Tibbit becomes tiny. Size bonus to AC, To Hit, hide, etc changes according to size. +10 to land speed. -8 Strength (minimum 3), +2 dex. Gains claw/claw/bite routine. Claw is primary attack. Gains scent.

Magic items will actually change their appearance to better suit a cat. For example a belt of ogre strength will change into a kitty collar.





Cleric Archer

Wood Elf

Cleric 16/ Thaumaturgist 4

Patron:Ehlonna

Domains:
Plant
Animal

attributes(25pt buy)

10 Str(8 +2 Racial)
16 Dex(14 +2 Racial )
12 Con(14 -2 Racial)
8 Int(10-2 Racial)
14 Wis(14 )
13 Cha(13)

Feats:
1st lvl: Point Blank Shot
3rd lvl: Weapon Focus(Composite Longbow)
6th lvl: Precise Shot
9th lvl: Rapid Shot
12th lvl: Quicken Spell
15th lvl: Spell Focus (conjuration)
17th lvl: Augment Summoning(Thaumaturgist bonus)
18th lvl: Improved Precise Shot

very useful.... can assist in any battle(During and After).... has great Turning abilities(Plants, Undead) .... he can Summon Tough long lasting reinforcements(+4 enhancement bonus to Strength and Constitution and 2x duration) and support with Ranged attacks





Wild Elf(+2 Dex,–2 Int)

Ranger 2/ Sorceror 8/ Eldritch Knight 10
Track(Ranger bonus)
Rapid Shot(Ranger bonus)
1st lvl: Point Blank Shot
3rd lvl: Precise Shot
6th lvl: Weapon Focus(composite Longbow)
9th lvl:
10th lvl: (Eldritch Knight bonus)
12th lvl:
15th lvl:
18th lvl:

BAB +16
17th lvl Sorceror(8th lvl spells)


new project

Pixie
Soulknife 8/ Soulbow 8

Attributes: (32pt buy)


Feats:

Equipment:

Combat abilities:








project:Ogrun

Ogrun
(Iron Kingdoms)
Humanoid
+4 Str
–2 Int
–2 Wis
Fav Class: Barbarian
• Large Size
• 40’ Movement
• +1d8 Hit Points @ 1st Level
• Level Adjustment +1 (DM is waving the LA)
• +2 Natural Armor bonus to AC
• Ogrun Warcleaver Proficiency (Large Polearm, that has reach and can strike adjacent opponents)

Ranger 6/ Fighter 6/ Barbarian 8

Progression:

Ranger 1 ...... Weapon Focus(Ogrun Warcleaver), Track(ranger bonus)
Ranger 2 ...... TWF(ranger bonus)
Fighter 1 ...... feat, feat(Fighter bonus)
Fighter 2 ...... (Fighter bonus)
Barbarian 1
Fighter 3 .....
Ranger 3
Fighter 4 ..... Weapon Specialization()(Fighter bonus)
Ranger 4 .....
Fighter 5
Ranger 5
Fighter 6 .... feat, feat(Fighter bonus)
Barbarian 2
Barbarian 3
Barbarian 4....
Barbarian 5
Barbarian 6
Barbarian 7 ....
Barbarian 8



project: Pixie ranger 16/17

Pixie
Ranger 17(Wildshape Variant)(Trapmaster Sub lvl)

Feats:
Dodge(pixie Bonus)
Alertness(pixie Bonus)
Weapon Finnesse(pixie Bonus)
Criminal Background(City of Stormreach)(Flaw Bonus)
City Slicker(Flaw Bonus)
1st lvl: Air Heritage(Planar Handbook)
3rd lvl: Knowledge Devotion
6th lvl: Imp Flight
9th lvl: Darkstalker
12th lvl: Quick Reconoiter
15th lvl: Master Pickpocket
feat descriptions
City Slicker[General] (RoD p150)req:1st Level only
Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.

Criminal Background[General](City of Stormreach)
Bluff, Open Lock, Sleight of Hand are always Class Skills for you. can use Sense Motive(DC 15) to detect Criminal Motives, also gain +4 bonus to Gather Information regarding Criminals and Crime

Air Heritage[Heritage](planar Handbook)
Your fly speed increases by 30 feet (up to a maximum increase equal to your normal fly speed). If you don’t have a fly speed as a racial ability, this benefit
has no effect. You also gain a +2 bonus on Balance and Jump checks when carrying a light load or no load and wearing light armor or no armor.

Quick Reconnoiter[General, Scout](CAdv p112)(CAdv p10)+req: Listen: 5 ranks, Spot: 5 ranks
You can make one Spot check and one Listen check each round as a Free Action.also gain +2 Initiative

Improved Flight[General] (RotW p151)req:Natural Fly Speed
Your maneuverability category while flying improves by one category.

Master pickpocket[General](City of Stormreach)req: Dex 15, 8 ranks Sleight of Hand
Steal from adjacent as a Standard Action(even if in Combat),"you can take anything the character has on his or her person provided it is not held in hand", if in a Grapple gain +4 to take items, also can use Sleight of Hand as a Free Action @-10 instead of -20.

Attributes:
10 Str(14 -4 racial)
22 Dex(14 +8 racial)
14 Con(14)
22 Int(16 +6 racial)
14 Wis(10 +4 racial)
16 Cha(10 +6 racial)

Skill points:240 skill points, 224 spent on Skills
Class Skills(using Skilled City Dweller(Web enhancement: replace Ride with Tumble)

Bluff
Climb
Concentration
Craft
Disable Device
Disguise
Forgery
Gather Information
Handle Animal
Heal
Hide
Jump
Knowledge (dungeoneering//)
Knowledge (geography)
Knowledge (nature)
Knowledge (religion)
Knowledge ()
Knowledge ()
Knowledge ()
Knowledge (local)
Listen
Move Silently
Open Lock
Profession
Search
Sleight of Hand
Spot
Survival
Swim
Tumble
Use Rope



Skill tricks: (16 skill points spent on 8 tricks)




Show

Swashbuckler Build:

Daring Warrior
[General, Fighter]
(CSco p76)
Swashbuckler Grace +1
class feature
Weapon Specialization
Add your Fighter and Swashbuckler levels together to determine the size of your Grace class feature bonus
–and– your Fighter level for determining which Fighter only feats you qualify for.

Alternative Class feature: lose Grace... Gain Arcane Stunt*: SLA usable 1+Int times per day.

Shield of Blades*: This depends on both race and the style of your Swashbuckler. If dual-wielding, Shield of Blades is better


Monk 2/ Swashbuckler 3/ Fighter 5

Twin-Sword Style
[Regional]
(PGF p46)
Proficiency with all Martial Weapons.
Must be from one of the following races & regions:
Elf – Menzoberranyr, Waterdeep
Half-Elf – Waterdeep
Human – Sembia, Waterdeep
When fighting with two blades (i.e., Dagger, Longsword, Rapier,
Scimitar, or Short Sword, in any combination), you can designate a
melee opponent during your action and receive a +2 Shield bonus to
your AC against that opponent. This bonus stacks with a Buckler.
You lose this bonus if you are Flat-Footed or do not receive your
Dexterity bonus to AC.


Melee Weapon
Mastery – Piercing
[General, Fighter]
(PH2 p81)
Base Attack Bonus +8
Weapon Focus (any
piercing melee)
Weapon Specialization
(any piercing melee)
Any Melee Piercing weapon you wield has a +2 bonus on attack & damage rolls.


Skewer Foe ... +1d6 every hit after the first

Knowledge Devotion



............................

at mid levels it is very strong..... Chameleon will have CL = 2x class level.... and @ Chameleon 7 you will have 5th lvl spells from 2 lists(Arcane and Divine) @ 14th lvl Caster... at Character level 12

Human

Swordsage 2/ Warblade 1/ Crusader 2/ Chameleon 10

Attributes:

Feats:
Able Learner(Human)
1st lvl: Education
3rd lvl: Adaptive Style
6th lvl: Knowledge Devotion
9th lvl: Weapon Finnesse
12th lvl: Shadow Blade
15th lvl: Exotic Weapon(spiked Chain)

BAB +11

6th lvl Arcane Spells @ 20th lvl Caster
6th lvl Divine Spells @ 20th lvl Caster

8th lvl Initiator Swordsage
8th lvl Initiator Warblade
8th lvl Initiator Crusader

required Skills:
8 ranks Bluff
8 ranks Disguise
4 ranks Sense Motive
4 ranks Spellcraft

suggested:
Max out the following if possible:

Concentration
Diplomacy
Spot
Search
UMD

get at least 10 ranks in the following skills:

Knowledge(Arcana)
Knowledge(Dungeoneering)
Knowledge(Local)
Knowledge(Nature)
Knowledge(Religion)
Knowledge(The planes)

get 1-5 ranks in the follow
Knowledge(Architecture and engineering)
Knowledge(Geography)
Knowledge(History)
Knowledge(Nobility and royalty)

very versatile and powerful... will help any party

CORE only Sorceror
CORE only Sorceror:

Aasimar 1/ Sorceror 6/ Eldritch Knight 10/ Archmage 3

Attributes: (32pt buy)

10 Str(10)
24 Dex(14 +6 Gloves +4 Inherent)
20 Con(14 +6 Amulet)
14 Int(14)
12 Wis(10+2 Racial)
34 Cha(16+2 Racial +5 lvls +5 Inherent +6 Cloak)

BAB +14
18th lvl Sorceror abilities(9th lvl Spells)

feats:
Improved Initiative(Eldritch Knight bonus)
1st lvl: Skill Focus (Spellcraft)
3rd lvl: Spell Focus(Transmutation)
6th lvl: Spell Focus(Illusion)
9th lvl: Spell Penetration
12th lvl: Eschew Materials
15th lvl: Greater Spell Focus(Illusion)
18th lvl: Quicken Spell-Like Ability(Polymorph) 3/day


Archmage high Arcana:
Spell-Like Ability(Polymorph (cost 7th lvl Slot = 4/day)
Mastery of Elements
Arcane Reach


Base Saves:
+10/+6/+11



Spells Known

9 5 5 4 4 4 3 3 2 1
0-lvl:
Prestidigitation
Detect Poison
Detect Magic
Read Magic
Mending
Light
Mage Hand
Open/Close
Acid Splash

1st lvl:
Grease
Identify
Magic Missile
Mage Armor
Protection from Evil

2nd lvl:
Rope Trick
Glitterdust
See Invisibility
Touch of Idiocy
Blindness/Deafness

3rd lvl:
Haste
Magic Weapon, Greater
Vampiric Touch
Phantom Steed

4th lvl:
Enervation
Polymorph
Minor Creation
Dimensional Anchor

5th lvl:
Persistent Image
Fabricate
Telekinesis
Wall of Force

6th lvl:
Disintegrate
Dispel Magic, Greater
True Seeing

7th lvl:
Shadow Conjuration, Greater
Teleport, Greater
Plane Shift

8th lvl:
Polymorph Any Object
Shadow Evocation, Greater
Mind Blank

9th lvl:
Shapechange if allowed, otherwise: Shades
new Build Idea:

Advanced(30HD) Temporal Drake/ Monster of Legend 7/ Monk 20/ Mystic Theurge 10/ Abjurant Champion 5/ Archmage 5/ Incantatrix 6/ Hierophant 5/ Void Incarnate 10

Monst of Legend Abilities:
Spl casting: Wizard(15th lvl spls @20th lvl Caster), Cleric(15th lvl spls @20th lvl Caster)
Virtual Class features: Fighter feats(11 bonus + 5 EPIC bonus), Weapon and Armor proficencies
Immunities (Ex): ability damage and drain, death effects, mind-altering effects, paralysis, poison, stunning.
Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.[/b]


Temporal Drake

Temporal Drake
Large Dragon
Hit Dice: 10d12+40 (113 hp)
Initiative: +5
Speed: 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d6+6)
Full Attack: Bite +15 melee (2d6+6) and 2 claws +13 melee (1d8+3) and 2 wings +13 melee (1d6+3) and 1 tail slap +13 melee (1d8+3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Temporal inversion
Special Qualities: Darkvision 60 ft., low-light vision, progressive initiative, recurrence, temporal displacement, temporal slide, time slip
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 22, Dex 21, Con 18, Int 8, Wis 14, Cha 16
Skills: Hide +14, Listen +17, Move Silently +18, Search +12, Spot +17
Feats: Alertness, Cleave, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +7

Long and low to the ground, the draconic creature has the bulk and strength of a true dragon but a feline grace all its own. It seems to wink erratically in and out of sight, and its gray scales cast back light in incongruous patterns, reflecting glints of light at odd times and angles.

Like the wyvern, the temporal drake is a distant cousin of the true dragons. Smaller than all but the youngest true dragons, the temporal drake has neither the intellect nor the innate magical ability of its powerful kindred. The temporal drake's strengths, and the source of its name, lie in its ability to manipulate the passage of time. Although not capable of significant time travel, the drake moves through and manipulates time in ways that other creatures have difficulty understanding. By stepping outside of time for a split second, the drake can appear to move across the battlefield instantaneously, cause apparently accurate blows to miss, and even seemingly return from the dead.

Temporal drakes are dangerous hunters that stalk and kill animals and other creatures for food. Confident in their own might, temporal drakes do not hesitate to attack even numerous or well-armed groups, but they are not so foolish as to remain in a fight when overmatched. If caught and trained at a young age, temporal drakes can serve ably as mounts.

A typical temporal drake stands about 5 feet tall at the shoulder and has a wingspan of up to 18 feet. Temporal drakes weigh about 1,250 pounds.

Temporal drakes speak Draconic.

Combat

A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human, the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it has to flee.

Temporal Slide (Su): The temporal drake can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the temporal drake moves its current speed (following the normal rules for movement). The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). It can use this ability only once per round.

Temporal Inversion (Su): Once per day, as a standard action, a temporal drake can shunt one creature out of the time stream for a short period. The temporal drake can affect any creature within 60 feet. The creature is then shunted out of time unless it succeeds on a DC 18 Will saving throw. Time passes for creatures other than the affected creature, and it can take no actions other than trying to escape. The creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based.

Progressive Initiative (Ex): The temporal drake moves through time differently than other creatures, so its initiative value changes as combat progresses. Each round after the first round of combat, the temporal drake's initiative score becomes 4 higher. This will often cause the temporal drake to act at a different time in the initiative order in many rounds. This ability is automatic, and requires no action by the temporal drake.

When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however, its initiative score becomes 4 higher each round.

Time Slip (Su): The temporal drake can step back in time a fraction of a second, potentially changing the outcome of one action. The temporal drake can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. The temporal drake takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). The temporal drake may use this ability only once in any given round.

Recurrence (Ex): As a temporal drake dies, it calls a different version of itself out of the time stream. This means that one round after the temporal drake's death, it reappears fresh and ready for combat. This new drake possesses full hit points, fully restored daily uses of its abilities, and no effects of the recent fight. The drake takes one full round's worth of actions and then disappears, returning to its original place in the time stream. (It does reappear thereafter.) If this drake is killed before it disappears, it simply dies, and another drake does not appear.

Temporal Displacement (Su): The temporal drake blinks in and out of the time stream quickly and at random. This causes attacks against the temporal drake to have a 20% miss chance, and neither the Blind-Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other supernatural abilities, this ability is suppressed in an anti-magic field.




Monster of Legend

Monster of Legend
A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).



Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.


Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).


Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.





Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.


:D


work in progress 12/24/09

useful links:

realmshelps.dandello.net/index.shtml

www.systemreferencedocuments.org/resourc...

www.crystalkeep.com/d20/

www.prism.gatech.edu/~gth669h/TGoH/

img294.imageshack.us/img294/4651/eitmdxw...

[url=http://imageshack.us]IMAGE(<a href="http://img294.imageshack.us/img294/4651/eitmdxwu0.jpg" rel="nofollow">img294.imageshack.us/img294/4651/eitmdxw...</a>)


Vacuous
 the Unseen, The Shadow of the Wind , Master of Stealth

Size: Small
Alignment: Chaotic Good
Race:
Pixie, Greater Deity (Divine Rank 18)
Type: Fey, Outsider
Level: 70


Class: Pixie (+4 LA)/ Ranger 1/ Fighter 2/ Sorceror 1/ Favored Soul 1/ (ex)Monk 2/ Mystic Theurge 10/ Loremaster 10/ Archmage 3/ Harper Paragon 2/ Contemplative 2/ Epic Loremaster 12/ Void Incarnate 10/ Master of the Unseen Hand 3/ Incantatrix 10/ Agent Retriever 1

note:Dicefreaks Sorceror Variant used

Domains:
Knowledge
Time
Force
Luck
Magic
Planning
Creation
Strength
War(fav wpn: Unarmed Strike)
Earth

 
Portfolio:
Stealth
Espionage
Infiltration
Good Assassins(www.wizards.com/default.asp?x=dnd/prc/20..." title="www.wizards.com/default.asp?x=dnd/prc/20...">Avengers)
Slayers of Domiel
Spies
Scouting
Secrets
Hidden Knowledge
Improvising
Time
Magic


Attributes:
78 Str
72 Dex
100 Con
62 Int
60 Wis
112 Cha

Show

78 Str(base 34 -4 racial +32 EPIC VOP Enhancement + 11 EPIC VOP Feats + 5 EPIC VOP Inherent)
72 Dex(base 30 +8 Racial +26 EPIC VOP Enhancement+ 3 Lvls +5 EPIC VOP Inherent)
100 Con(Base 70 +24 EPIC VOP Enhancement +1 EPIC VOP Feats +5 EPIC VOP Inherent)
62 Int(base 25 +6 Racial +22 EPIC VOP Enhancement +4 EPIC VOP Feats +5 EPIC VOP Inherent)
60 Wis(base 25 +4 Racial +30 EPIC VOP Enhancement +5 EPIC VOP Inherent +1 EPIC VOP Feats)
112 Cha(base 54+6 Racial +6 EPIC VOP Feats+28 EPIC VOP Enhancement +5 EPIC VOP Inherent +13 Lvls)


Speed (land): 100 ft. Speed (fly): 360 ft. (Good)

3486 hp
Show
(HP= Ranger 8+ Fighter 10+ Sorceror 4+ Favored Soul 8+ Monk 16+ Mystic Theurge 40+ Loremaster 40+ Archmage 16+ Harper Paragon 20+ Contemplative 8+ Epic Loremaster 48+ Void Incarnate 60+ Master of the Unseen Hand 12+ Incantatrix 40+ Agent Retriever 6 = 320+ 3150 Con)


Martial Combat

Offense:
Show

+123 Attack Bonus
Show
(base 20 +25 EPIC +18 Rank +18 Luck +34 Str +8 Enhancement(EPIC VOP))

ALL ATTACKS are Touch Attacks(ignore armor bonus, shield bonus, or natural armor bonus) and Ignore Force Effects(Shield, Mage Armor,etc..)

Chaotic EPIC Keen Vorpal Silver/ Cold Iron Acidic Blast Holy Power Evil Outsider Dread Unarmed Strike
1d6+ 8 enhancement +3d6 Acid +34 Str= 56 damage
vs Evil 1d6 8 enhancement +3d6 +3d6 Acid +34 Str and 1 Neg lvl=  67 damage
vs Evil outsider +127 Attack bonus, 1d6 +12 enhancement +3d6 +4d6 +3d6 Acid +34 Str  and 1 Neg lvl = 85 damage 

Any who are hit must make 2 saves:

Creatures, attended objects, and magic items must make Fort saves (DC 62) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank,total 18000 cubic feet of material.


Fort save DC 83 or Stunned 1d10 rounds

gets a retributive attack vs all attacks(Melee) and can deflect all ranged attacks
 



Defence:
Show

AC: 200
Show
(base 10 +31 Dex, +18 Divine, +34 Natural Armor, +51 deflection, +1 size, +1 Haste, +1 Pixie bonus, +27 Exalted(EPIC VOP) +25 Wis +1 dodge)
, Touch AC:  ,Flatfooted AC:


DR 40/ EPIC and Wood

SR 85(base 32+35(1/2 HD)+18 rank)

Saves: 
Fort save +187
Ref Save +171
Will Save +180

Show

Base +14/+12/+17
EPIC +25/+25/+25
Attributes +45/+31/+25
Resistance(EPIC VOP) +15/+15/+15
Exalted Grace(EPIC VOP) +52/+52/+52
Rank & Luck +36/+36/+36





Salient Abilities
Magic:
DIVINE SPELLCASTING
ELDRITCH KNOWLEDGE
SUPREME ELDRITCH KNOWLEDGE
AUTOMATIC METAMAGIC(Quicken) ........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(consecrate)........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(Twin)........... applied to Spell-like abilities


Martial: 
DIVINE DODGE
DIVINE FAST HEALING 
IRRESISTIBLE BLOWS(Unarmed Strike)
ANNIHILATING STRIKE

Knowledge/Time:
CLEARSIGHT
3x EXTRA SENSE ENHANCEMENT(Clearsight: 1 mile/rank, Ignore Metal, Ignore stone)
SEE MAGIC
KNOW SECRETS
TRUE KNOWLEDGE


EXTRA DOMAIN(War)
EXTRA DOMAIN(CREATION)
EXTRA DOMAIN(Force)
EXTRA DOMAIN(Earth)
DIVINE EARTH MASTERY
POWER OF LUCK



Spells and Spl-like abilities
Charisma based Spontaneously casts ALL Arcane and Divine Spells
 

CL for Arcane Spells = 44rd +18 rank = 62nd lvl caster
Arcane Spells per day(25th lvl max spl lvl)
12/25/24/24/24/24/23/23/23/23/16/16/16/16/14/14/11/14/12/12/12/12/10/10/10/10


CL for Divine Spells = 18th +18 rank = 36th lvl caster
Divine Spells per day(25th lvl max spl lvl) 
12/25/24/24/24/24/23/23/23/23/16/16/16/16/14/14/11/14/12/12/12/12/10/10/10/10



Spell-like Abilities
Spell-like abilities: Special Note ..... All Spell-like Abilities can be Quickened and Consecrated and Twinned  automatically from Salient Abilities At Will:

CL for Spell-like Abilities= 88 CL min
DC for Spell-like abilities= 70+ spl lvl

18/day Domain Granted powers where applicable:

Creation Domain(SRD)
Granted Power: Cast conjuration (creation) spells at +2 caster level. 

Force Domain
Granted Powers: By manipulating cosmic forces of inertia and force, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.


Luck Domain
Granted Powers: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the resulkt of the reroll, even if it is worse than the original roll.


Knowledge Domain
Granted Powers: All knowledge skills are class skills. You cast divinations at +1 caster level.


Magic Domain
Granted Powers: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magical device, if you are also a wizard, actual wizard levels and these effective levels stack.


Planning Domain
Granted Powers: You gain Extend Spell as a bonus feat.


Strength Domain
Granted Powers: You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your level. Activating the power is a free action, the power lasts one round and is usable once per day.


Time Domain
Granted Powers: Free Improved Initiative feat.


War Domain
Granted Powers: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the diety's favored weapon.

Earth Domain
Granted Powers: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

1st lvl:
Create Water
Mage Armor
Entropic Shield
Detect Secret Doors
Nystul's Magic Aura
Deathwatch
Endure Elements
True Strike
Magic Weapon
Magic Stone


2nd lvl:
Minor Image
Magic Missile
Aid
Detect Thoughts
Identify
Augury
Bull's Strength
Gentle Repose
Spiritual Weapon
Soften Earth and Stone

3rd lvl:
Create Food and Water
Blast of Force
Protection From Energy
Dispel Magic
Clairaudience/Clairvoyance
Haste
Magic Vestment
Stone Shape


4th lvl:
Minor Creation
Otiluke's Resilient Sphere
Divination
Imbue with Spell Ability
Status
Spell Immunity
Freedom of Movement
Divine Power
Spike Stones

5th lvl:
Major Creation
Wall of Force
Break Enchantment
True Seeing
Spell Resistance
Detect Scrying
Righteous Might
Permanency
Flame Strike
Wall of Stone


6th lvl:
Repulsion
Mislead
Find the Path
Antimagic Field
Heroes' Feast
Stoneskin
Contingency
Blade Barrier
Stone Skin

7th lvl:
Permanent Image
Forcecage
Legend Lore
Spell Turning
Scrying, Greater
Bigby's Grasping Hand
Moment of Prescience
Power Word Blind
Earthquake
Innate Spell(Limited Wish)
Innate Spell(Greater Ironguard)

8th lvl:
True Creation
Otiluke's Telekinetic Sphere
Protection From Spells
Discern Location
Bigby's Clenched Fist
Foresight
Power Word Stun
Iron Body
Innate Spell(Simulacrum)

9th lvl:
Genesis
Miracle(6/day)
Mordenkainen's Disjunction
Bigby's Crushing Hand
Time Stop
Power Word Kill
Elemental Swarm(Earth)
Innate Spell(Sphere of Ultimate Destruction)
Innate Spell(Replicate Casting)
Innate Spell(True Resurection)
Innate Spell(Ice Assasin)

10th lvl Spell equivilant
6/Day Angry Pixie Finger(EPIC level)
6/Day Pixie Jaunt(EPIC level)
6/Day Pixie Ultimate Dispelling(EPIC level)


 





Class Abilities:

Show

Ranger:
Favored Enemy(Evil Outsiders) ...+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival and +2 Damage
Wild Empathy

Monk:
Wis to AC(even vs Touch attacks and when Flatfooted)
Flurry of Blows
Evasion


Archmage :
Spl-like ability x3= 3 EPIC spls 6/day cost = 3 16th lvl spell slots()


Loremaster:
Bonus Feat
+1 Attack
+1 dodge bonus to AC
1 bonus 1st-level spell Slot
1 bonus 2nd-level spell Slot

Feats
  feats as follows:

3 Domain granted powers:
Improved initiative
Extend Spell
Weapon Focus(Unarmed strike)

2 Salient Ability bonus:
Spell Focus(ALL)
Improved Combat Casting

3 Pixie:
Dodge(pixie bonus)
Weapon Finnesse(Pixie Bonus)
Alertness(Pixie Bonus)

Class bonus:
Ranger: Track
Fighter: Robilars Gambit
Fighter: Imp Crit(unarmed)
Monk(invisible Eye): Combat Reflexes, Imp Unarmed Strike
Monk(Regular): Deflect Arrows
Sorceror: Eschew Material
 
7 regular:
Sacred Vow
VOP
Heighten Spell
Versatile Spellcaster
Skill Focus(Spellcraft)
Skill Focus(knowledge(arcana)
Twin Spell

4 Incantatrix Bonus:
Still Spell
Silent Spell
Quicken Spell
Consecrate Spell

1 Loremaster Bonus:
Quick Reconoiter

4 EPIC Loremaster(bonus):
Ignore Material
Permanent Emanation(Anticipate Teleport Greater)
Spell Stowaway(TimeStop)
Spell Stowaway(Heal)

17 regular EPIC:
EPIC VOP
Iron Will
Dark Stalker
Extra Spell
EPIC Spellcasting
Dexterous Will
Imp Combat Reflexes
Exceptional Deflection
Infinite Deflection
Multispell-like ability
Innate Spell(Limited Wish)
Innate Spell(Greater Ironguard)
Innate Spell(Simulacrum)
Innate Spell(Ice Assassin)
Innate Spell(Sphere of Ultimate Destruction)
Innate Spell(Replicate Casting)
Innate Spell(True Resurection)


9 VOP Bonus
Nymphs Kiss
Nemisis(Evil Outsiders)
Nimbus of Light
Words of Creation
Touch of golden ice
Stigmata
Sanctify Natural Attack
Vow of Obedience
Holy Radience
Knight of Tyr's Holy Judgement

26 EPIC VOP Bonus
Extra Turning
Planar Turning
Positive Energy Aura
23x Ability boost...already figured in stats
 

Skills:

Show

Show
244+1095= 1339+ 70


25 ranks Balance
72 ranks Bluff
25 ranks Concentration
125 ranks Craft ( 25 ranks x5 crafts) 
25 ranks Decipher Script
73 ranks Diplomacy
25 ranks Disable Device
25 ranks Disguise
70 ranks Escape Artist 
25 ranks Gather Information
25 ranks Handle Animal
73 ranks Hide 
275 ranks Knowledge (25 ranks x all 11 areas)
50 ranks Listen
73 ranks Move Silently
70 ranks Search
70 ranks Sense Motive
70 ranks Sleight of Hand
70 ranks Spellcraft
73 ranks Spot
45 ranks Survival
25 ranks Tumble


Items
items: none because of VOP and EPIC VOP

VOP and EPIC VOP benefits


VOP
Show


+8/+6/+4/+2 Enhancement (4 Abilities)
No need to Eat or Drink(similar to ring of sustenance
No need to Breath
constant Endure Elements
mind shielding(sim to ring)
Freedom of movement constant
+3 Resistance all saves
Regeneration
True Seeing constant effect
DR 10/EVIL
+5 Enhancement to all attacks
Energy Resistance 15 (All elements)
+10 Exalted AC
+3 Deflection AC
+2 Natural Armor


EPIC VOP.... abilities gained overlap those of VOP
Show



Epic Vow of Poverty (Epic, Exalted)
You have renewed your vow to forswear material possessions.

Prerequisites: Sacred Vow, Vow of Poverty, character level 21+.

Benefit: You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level. See the table below for details.

Special: To fulfil your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use an ordinary (neither magic nor masterwork) quarterstaff. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals). You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll or staff, or ride on your companion’s ebon fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand or staff.

If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it.

Epic Vow of Poverty Benefits
AC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth). These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats:

Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage.
* This feat can be taken multiple times, its effects stack.
** This feat can be taken multiple times, applying to a new domain each time.
*** This feat can be taken multiple times, applying to a different type of special material each time.

Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects. An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su): An epic ascetic's exalted strike ability continues to increase as he gains levels. The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th. At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon. At 26th level, the ascetic’s attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial. At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures. At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level. At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score. At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score. The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su): At 24th level, the epic ascetic’s damage reduction improves to 10/epic and evil. For every 10 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic & evil at 34th, 20/epic & evil at 44th, etc.).

Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores. This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level).

Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30. Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic). The epic ascetic is now immune to that energy type. An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex): Upon reaching 32nd level, an epic ascetic’s regeneration ability improves. He gains the fast healing ability, healing an amount of damage per round equal to (ascetic’s level -5)/5, rounded down.

Swiftness (Su): Upon reaching 36th level, the epic ascetic’s speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits:

* His hit points are increased to the maximum possible for his Hit Dice.
* His base land speed increases to 60 feet (50 feet if he is Small)
* His deflection bonus to AC is increased by his Charisma bonus.
* He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option).
* He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects.
* He gains spell resistance 32, or his existing spell resistance increases by 5.

Aura of Menace (Su): Beginning at 43rd level, a righteous aura surrounds the epic ascetic when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 12 + half the ascetic’s character level + the ascetic’s Charisma modifier. Those who fail take a penalty on attacks, AC and saves equal to (ascetic’s level)/5, rounded down. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours.

Special Ability: Upon reaching 45th level, and every 5 levels thereafter, the epic ascetic chooses one ability from the following list.
special abilities

Exalted Banestrike (Su) – Any weapon the ascetic wields (including natural weapons or unarmed strikes) deals grievous damage to undead and evil outsiders. Against such foes, the ascetic’s attacks deal an extra 4d6 points of damage.

Exalted Dodge (Ex) – When struck by an opponent the ascetic has designated as the target of his Dodge feat, he may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack.

Exalted Druid (Su) – While in wild shape, the ascetic gains all the extraordinary and supernatural abilities of the creature whose form he adopts. In addition, the ascetic can assume the form of magical beasts.

Exalted Evasion (Su) – Any physical attack or individually targeted spell directed at the ascetic has a 20% miss chance. Area effects that include the ascetic have a similar chance to be ineffective. If an attack overcomes the miss chance, the ascetic still gets the benefit of a saving throw (if applicable).

Exalted Monk (Su) – The ascetic’s unarmed strikes are treated as slashing weapons with the keen, lawful and vorpal qualities. The ascetic can choose to deal bludgeoning damage instead of slashing damage, but the vorpal quality does not apply to the attack. In addition, the ascetic’s unarmed damage increases by one die step.

Exalted Paladin (Su) – The ascetic’s aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet. In addition, the ascetic can smite evil an additional three times per day, and gets an extra three points of damage per class level on a successful smite.

Exalted Radiance (Su) – The ascetic automatically dispels any darkness effect that comes into contact with his Nimbus of Light. In addition, undead within the brightly lit area of the Nimbus take an additional 2d8 points of holy damage each round with no save.

Exalted Sight (Su) – The ascetic is under the constant effects of a greater arcane sight spell.

Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.

Exalted Weapon Mastery (Ex) – When striking with a simple or natural weapon, the ascetic gains the benefits of the Epic Weapon Focus, Epic Weapon Specialisation and Improved Critical feats.

Call the Ascetic (Su)
Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again. Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day.

Exalted Resurrection (Su)
Once per month the ascetic character is brought back to life as though by a true resurrection spell.

Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.

Greater Exalted Grace (Ex)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.

Spell-like Ability
The Ascetic gains a spell-like ability. He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day. The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess. You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier. You may not select spells using Heighten, Fortify, or similar metamagics. A spell-like ability may be seleced multiple times to gain additional uses. The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based. If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use.

Exalted Magic (Su)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.

Epic Exalted Companion (Ex)
The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (boards1.wizards.com/showthread.php?t=158...) If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another).

Exalted Cohort (Ex)
A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service. The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only). The Ascetic does not attract followers by selecting this ability. The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats.

Exalted Lifespark (Su)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat.

Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.





Allies
need to have 3 Allies:
Ghaele 20/ Wizard 3/ Mystic Theurge 10/ Archmage 5/ Hierophant 5/ Void Incarnate 3
???????
Sanctified(+2 LA)HA-NAGA 20/ Monster of Legend 7/ Psion 3/ Mystic Theurge 10/ Cerebremancer 9/ Psychic Theurge 9/ Archmage 5/ Hierophant 5

or

Chaotic Good Paragon Phane
Chaotic Good Paragon Temporal Drake
Chaotic Good Paragon Ha-Naga Monster of Legend

[/sblock] [/sblock]











Core only

1/2 Dragon Halfling(Str +6, Dex +2, Con +2, Int +2, Cha +2.)

Wizard 7/ Loremaster 7/ Archmage 3
Attributes: (25pt buy)

Base
15 Str(9+6 Racial)
16 Dex(14+2 Racial)
16 Con(14+2 Racial)
16 Int(14+2 Racial)
14 Wis(14)
10 Cha(8+2 Racial)

@ECL 20
15 Str(9+6 Racial)
16 Dex(14+2 Racial +6 Gloves)
16 Con(14+2 Racial)
30 Int(14+2 Racial+4 lvls +4 Inherent +6 Headband)
14 Wis(14)
10 Cha(8+2 Racial)

Feats:
Spell Focus(Transmutation)(loremaster Bonus)
Empower Spell(Wizard Bonus)
Extend Spell(Wizard Bonus)
1st lvl: Skill Focus(Knowledge(Arcana)
3rd lvl: Skill Focus(Spellcraft)
6th lvl: Quicken Spell
9th lvl: Spell Focus(Illusion)
12th lvl: Spell Penetration
15th lvl: Greater Spell Penetration

Loremaster Secrets

Feat
Bonus 1st lvl spl
Bonus 2nd lvl Spl
+2 Fort saves


Archmage High Arcana
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Melee for Low Magic

Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int) fav:Ranger

Ranger 2/ Fighter 2/ Cloistered Cleric 2/ Master thrower 2/ Champion of Corellon 2


:D
Null the Undetectable

Name: Null the Undetectable... Caretaker of Time, Master of Stealth

nondescript character... who no-one can detect, but who can kick butt... Ultra finnesse, Mental focused, manipulates Spells(Arcane and Divine) and Powers and EPIC Powers and Spells(Arcane and Divine) and the Timestream.... very tough, hard to hit, impossible to kill



1/2 Dragon(bronze) Phrenic Human

Swashbuckler 3/ Fighter(hit and Run variant) 2/ Monk 20/ Wizard 3/ Archivist 2/ Contemplative 2/ Psion 3/ Void incarnate 10/ Mystic theurge 8/ Cerebremancer 9/ Psychic theurge 8

70HD(70HD +5 LA ) class levels not in this order:


Ability scores: 238 points, distribute as desired, add +1/4 levels (18), No physicals higher than 70 (for mediums, can go higher with size increases), or mentals higher than 55.

Racial bonus from 1/2 Bronze Dragon Phrenic = +8 Str, +2 Con, +4 Int, +2 Wis, +6 Cha

53 Str(20+8 Racial+25 Enhancement)
111 Dex(70+15 levels+25 Enhancement)
57 Con(30+2 Racial +25 Enhancement)
78 Int(49+4 racial+25 Enhancement)
67 Wis(39+2 racial+1 level+25 Enhancement)
61 Cha(30+6 Racial+25 Enhancement)

Enhancement bonuses come from +25 stat Item(Belt) for all stats is only something like 7.5 million gp

Hit points:2020hp (5d10+10d6+20d8+35d4+1610)

Move 240', Fly 560'(perfect)
Alignment: Lawful Good
Divine Rank 18

Attack:
Attack rolls

using Divine Power

Attack as 70HD Outsider = 70+50 Dex +5 Enhancement +18 Luck +18 Rank= +161 Attack...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...)

Full Attack with Greater Flurry and haste=
+161/+161/+161/+161/+156/+151/+146

not using Divine Power


BAB +41+50 Dex +5 Enhancement +18 Luck +18 Rank= +132 Attack ]...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...)


Full Attack with Greater Flurry and haste=
+132/+132/+132/+132/+127/+122/+117



Damage = (+ 2d12= 13 average)+ 50 Dex+ 68 (Int x2) +10 Enhancement...= 141 damage per hit..... 987 damage/ round +

will make an EPIC spell to make unarmed Strikes +10 enhancement ... later

Unarmed Strikes are Considered:
[indent]
Magic
EPIC
Lawful (Axiomatic)
Chaotic(Anarchic)
Adamantine
Silver
Good
Keen(18-20)
Vorpal[/indent]

AC 224= (10 Base+18 Divine + 18 Deflection + 36 Natural Armor +50 Dex + 34 Int+18 Luck+40 Armor), 148 Touch, 174 Flatfooted

Miss Chance :
Divine Dodge 68% chance for opponents to Miss
Self Conceament 50% chance for opponents to Miss
opponents must beat both for any attack to hit


Saves (bonus to all Saves +18(div rank) +10 Cha)
110 Fort save = 41 +23 Con +18 Luck+18(div rank) +10 Cha
131 Ref save = 35 +50 Dex +18 Luck+18(div rank) +10 Cha
109 Will save =35 +28 Wis +18 Luck+18(div rank) +10 Cha

also if he makes ANY save he takes NO Damage, if he Fails a Save he only takes 1/2 Damage


40/epic and material*

Immune to Sonic and Lightning base divine ability
Immune to Fire ........ Divine Fire Mastery
Resistance 38 Acid


SR 105(base 32+35(1/2 HD)+18 rank+20 Imp SR)


Domains:
Air
Fire
Earth
Luck
Sun
Time
Fate


Salient powers(18+5):

BATTLESENSE
CLEARSIGHT
DIVINE AIR MASTERY......... Fly 560'(perfect), +18 competence Att,Damage,AC if both are Flying
DIVINE ARCHERY
DIVINE DODGE
DIVINE EARTH MASTERY..... Tremorsense 180', Burrow(Earthglide 120'), +18 competence Att,Damage,AC if both are touching Ground
DIVINE FAST HEALING(38)
DIVINE FIRE MASTERY......... +18 competence Att,Damage,AC if both are touching fire or using Fire or flaming weapons
DIVINE MONK
DIVINE PSIONICS
DIVINE RADIANCE
DIVINE SPELLCASTING
EXTRA DOMAIN(Fate)
EXTRA SENSE ENHANCEMENT
IRRESISTIBLE BLOWS
INCREASED SPELL RESISTANCE(+20)
KNOW SECRETS
POWER OF LUCK
REJUVENATION
SUPREME INITIATIVE

Three custom SDA:[indent]
Master of Destiny ...... SDA,created by PhaedrusXY
Temporal Mastery
Temporal Mobility[/indent]

Show
Custom SDAs

Master of Destiny
Prerequisites: Time and Fate Domains; Clearsight, Battlesense, and Extra Sense Enhancement SDAs, Wisdom 40

The deity can see perfectly into his own future for up to one round per divine rank. He can perfectly forsee the results of his own actions, and the actions of others as they affect him. This means he is able to react to the actions of others up to 18 rounds before they are taken, adjusting his own actions accordingly.

In game terms, this allows him to "redo" his actions for a number of rounds up to his DR. Any creatures able to percieve his new actions can react accordingly, but they have no memory of the "previous" rounds, as they never actually occurred.

Use of this power requires no action on the deity's part. It is automatic, and not even his death can prevent it, as he forsees it and reacts to it before it happens. Nothing can block the deity's ability to see his own fate, including the SDAs of other deities and cosmic entities, and the powers of artifacts. His ability to observe other creature's part in his future may be obscured by appropriate protections against divination effects, however.

This power also automatically extends to the deity's avatars and proxies, as they contain fractions of his own power and essence, but their fates may be obscured by appropriately powerful magic. The deity can also use this ability to forsee the fate of any of his followers, but this requires a swift action to use, and he can only forsee the fate of up to 1 follower per divine rank per use of this ability. Finally, the deity can use this ability on a creature that is not a follower of his, but this requires a standard action and the target can attempt a Will save to resist it. If they succeed, they know they were targetted by some kind of supernatural effect.


Temporal Mastery (Salient Ability): Req: Time Domain, Int 40, Wis 40, Divine Rank 6
No spell, power or similar effect dealing with time or movement can affect Null unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require success on an opposed caster level check; failure means that Null assumes control of the power and can redirect it where he chooses. Null possesses the ability to step through time, although he has little control over where he emerges. 1/week, Null may transport himself and anyone he is touching through time. There is no save against this effect, but Null must succeed on a touch Attack to take an unwilling creature. Magic and effects blocking astral travel have no effect on this ability, as Null and any travelers are moving through the Temporal Storm, not the Astral Plane. Null chooses whether he is moving to the past or the future, and a point in time of no greater accuracy than a day. He immediately appears in that time, within d% millennia of his goal. Should he desire greater accuracy than this, he can sacrifice his future use of his ability to decrease the offset. By reducing his uses of the power to once a year, Null may appear within d% years of the goal. Reduction to once a century allows him to appear within d% days, and at his most accurate, Null can sacrifice his use of this power for a millennia and appear at the exact day he desires. By taking a full round action, Null can produce a minor Temporal Step at will. This produces the effects of greater teleport but Null appears 1d10 rounds in the past or future. If he approaches within one mile of another one of his "selves" using this power, both are immediately stunned for 1 round, after which they have 1 round to separate to a less paradoxical distance. This effect is also impossible to block with effects such as dimensional anchor and the like.


Temporal Mobility (Salient Ability): Req:
Temporal Mastery (Salient Ability),Time Domain, Int 40, Wis 40, Divine Rank 6
As a result of his involvement with time and history, Null has a control over spatial and temporal magicks. Any spells that alter speed, the flow of time, or instantaneously transport material (including teleport and summon spells) with an origin or target located within 60 feet of Null are subject to his power. The caster must make an opposed caster level check against Null (caster level ??th) or have his spell retargeted as Null wishes. Regardless of the success of the level check, Null himself is immune to any hostile temporal magicks. He has access to contingency, foresight, haste, slow, and time stop, as defined in his Spell-like Abilities section. Finally, Null may make minor tweaks in the time stream 6/day. Below are listed some common uses of this power:[indent]
Rewind: Null may cause time to flow backwards, essentially undoing the last round of actions.
Slow Time: Null may cause creatures within an area to be suffused with slow time. This affects an area with a 60-foot radius. All creatures within the area must make a Will save DC 58 or be held as per hold monster. Those who make their save are treated as though affected by the slow spell, except their speed is quartered, and the penalties are at -6. Null is also affected by this slow time, should he remain within the area. The slow time dissipates after 14 rounds.
Fast Time: Null may cause creatures within an area to be suffused with fast time. This affects an area with a 60-foot radius. Creatures within the area are treated as if affected by a haste spell, except that they receive two rounds worth of actions every round, and the bonuses are +6. This fast time lasts for 14 rounds.[/indent]





All Spells and Powers are based on Int, thus .... DC 42+ spell/power lvl(minimum... havent added feats and other boosts)

Arcane and Divine Spells above 9th lvl:

Psionics:

PP 544 Divine Psi +147 Ring = 691 PP

Psilike Abilities(Phrenic)

Manifester Level = 70th
DC = +25 Cha
3/day—defensive precognition; 1/day—force screen
3/day—empty mind, mind thrust
1/day—body adjustment, brain lock
1/day—aversion, blast
3/day—intellect fortress; 1/day—psychic crush
1/day—psionic dominate
1/day—energy current, tower of iron will
3/day—psionic teleport
1/day—fission
1/day—ultrablast


Epic Spells: Null can prepare up to 7 EPIC Arcane spells, 7 EPIC Divine spells, 7 EPIC Psionic Powers per day.
EPIC Spells known



Greater Esoteric Aegis created by PhaedrusXY(based on GoH Chp2)
Abjuration
Spellcraft DC: 123
Components: V, S
Casting Time: 11 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP (recalculate). Seeds:
ward (DC 14), transform (DC 21). Factors: gain +40
bonus on DC to avoid being dispelled (ad hoc +80),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2), increase casting time by 10 min (-20)
The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +40 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Fortify Wisdom (also knows Dex, Con, Int, and Cha versions)created by PhaedrusXY
Spellcraft DC 31
Fortify Seed: 17
Factors: Increase attribute by +24 (+48), duration x5 (100 hours)(+10), casting time increased by 10 min (-20).
Caster gains +25 ehn. to Wisdom for 100 hours

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).
Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).
Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.
Epic spells that need to be adjusted

Epic Spell Reflection ..... adjust
Abjuration
Spellcraft DC: 68
Components: V, S , X P
Casting Time: 41 days, 11 minutes
Range: Touch
Target: Object or creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).

The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an Area are not affected by this spell.

XP Cost: 7,500 XP.

Dispater’s Iron Defense............. adjust
Psychokinesis [Death, Force]
Psicraft DC: 127
Display: Vi, Au
Casting Time: Immediate action
Range: Personal
Target: You
Duration: 33 hours
Saving Throw: None; see text
Power Resistance: Yes (harmless)
To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds:
armor (DC 14), destroy (DC 29), fortify (DC 17), fortify
(DC 27), transform (DC 31). Factors: cast as an immediate
action (ad hoc +36), grant bonus to spell resistance
or saves of +6 (+10), grant insight bonus to armor class
of +6 (+50), grant fast healing 12 (+66), caster can become
incorporeal as an immediate action, or change bonus
to saves, spell resistance or armor class to a different
bonus to one of those three (ad hoc +16), caster can dismiss
incorporeal aspect of the power as a free action
(+8), increase duration by 165% (+4), increase duration
by 330% when within the Iron Tower (ad hoc +1), increase
damage dealt by destruction seed by . Mitigating
factors: only allow one bonus to either spell resistance,
saves or armor class at a time (ad hoc –30), change target
to personal (-2), burn 15,000 XP (-150)
From within his Iron Tower, the Lord of the Second
seeks to protect himself from all powers, for he schemes
to place himself above all others. To this end, he developed
the iron defense epic power.
The manifester of this epic power is able to manifest it
as an immediate action (see p.59 of the Expanded Psionics
Handbook for details on immediate actions).
Upon activating this power, the manifester’s eyes begin
to glow like molten iron, and the susurration of thousands
of blades whisking through the air (akin to the
sound of a blade barrier spell) can be heard within the
vicinity. The manifester chooses whether to apply a +6
bonus to his spell resistance (enhancement bonus), armor
class (insight bonus) or saving throws (resistance bonus)
when first manifesting the power; as an immediate action,
the manifester can switch freely between the different
bonuses while the power’s duration lasts. The manifester
also gains fast healing 12, and can choose to become
incorporeal as an immediate action (returning to a
corporeal state is a free action) – Dispater uses this aspect
of the power to become incorporeal just as an opponent
tries to strike him in combat, or as additional protection
against hostile powers and spells. Any weapon that
does strike the manifester must make a Fort save DC 20
+ the relevant manifesting ability score modifier or be
destroyed (or, at the least, take 20d6 points of pure destructive
energy); this damage is dealt to the creature if it
attacks with natural weapons (including bullrush, grapple
and similar attempts). A successful save deals half dam-
21
age.
If cast within the Iron Tower, the duration of this
power is doubled (66 hours).
XP Cost: 15,000 XP.






Bonus regular feats:
Weapon Finnesse(Swashbuckler)
Improved Critical(Unarmed Strike)(fighter)
Combat Reflexes(fighter)
Point blank Shot(Wizard, martial variant)
Improved Initiative(Time Domain)
Imp Unarmed Strike(monk Bonus)
Improved Grapple(monk Bonus)
Deflect Arrows(monk Bonus)
Improved Disarm(monk Bonus)
Carmondine Monk(human bonus)..... changes Monk bonus to AC to Int based

Regular Feats:
Darkstalker
Ordered Chaos(Abyssal Heritage)allows you to ignore Non-Lawful req for Void Incarnate
Primordal Scion.... Natural Weapons and Weilded Weapons are Chaotic vs DR and +1d6 vs Lawful,
Expertise
Iron Will................................. from legendary Location(3000gp value)
Weapon Focus (unarmed strike)
Far Shot
Robilars Gambit

EPIC Feats:
Bonus Feats(Divine Archer, Divine Monk, Divine Spellcaster, Divine Psionics):[indent]
Axiomatic Strike
Exceptional Deflection
Infinite Deflection
Keen Strike
Reflect Arrows
Vorpal Strike
Spell Focus (in all schools of magic)
Improved Combat Casting
Combat Archery
Distant Shot
Swarm of Arrows
Uncanny Accuracy
Psionic Endowment feat on any power he manifests.[/indent]

IMPROVED COMBAT REFLEXES [EPIC]
EPIC PROWESS [EPIC]
COMBAT INSIGHT
DEXTEROUS FORTITUDE [EPIC]
DEXTEROUS WILL [EPIC]
Epic Manifestation..... like EPIC Spellcasting but Psionic
EPIC SPELLCASTING [EPIC]
IMPROVED MANIFESTATION [EPIC]
PENETRATE DAMAGE REDUCTION [EPIC](silver)
SELF-CONCEALMENT [EPIC]x5
SHATTERING STRIKE [EPIC]
SPELL STOWAWAY [EPIC] x2(Timestop,Greater Spell Imunity)






Equipment

Equipment:

items from other entries to adjust:
Gloves of Spellweaving
This item grants a +30 enhancement bonus on Spellcraft checks. Cost: 90,000 gp.

Goggles of Spellsight
This item grants a +30 competence bonus on Spellcraft checks. Cost: 90,000 gp.



Wealth for ECL 60 is 108,600,000

Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb.


Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus on Hide and Move Silently checks. The wearer’s outline is blurry and indistinct, granting concealment (20% miss chance) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, blur, invisibility, nondetection, silence; Market Price: 242,000 gp; Weight: 1 lb.

Ring of Epic Psionics IX: This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer’s total power points per day are increased, depending on the ring. The points granted are not bonus points-while the ring is worn, it actually increases the wearer’s points per day, but a night’s rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester’s own power.)
A ring of epic psionics V increases the wearer’s daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points.
Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 810,000 gp (epic psionics IX).



Special Composite Longbow:

+3,920,000 gp +1 Splitting(+3) Force(+2) Holy Power(+8)

Void Incarnate

Void Incarnate

Alignment: Any nonlawful.
Skills: Bluff 24 ranks, Escape Artist 24 ranks, Hide 24 ranks.
Feats: Great Fortitude or Iron Will or Lightning Reflexes.
Epic Feats: Dexterous Fortitude or Dexterous Will.
Special: Evasion class feature, slippery mind class feature.

Class Skills

The void incarnate's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the void incarnate prestige class.

Weapon and Armor Proficiency: The void incarnate gains no proficiency in armor or weapons.

Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.


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

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

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

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).


Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).




Other deific abilities:
Alter Size (Fine to Collossal, with all bonuses and penalties)
Alter Reality (Dice Freaks version): Can produce any spell effect in line with his portfolio. Can add metamagic, but this delays use of Alter Reality for 1 round per extra spell slot level normally added.
Domain Powers: All useable 18 times per day.
Can spontaneously cast any spell he grants.
Can use domain spells as SLAs at will. Caster level is HD+DR. Save is 20+Cha mod +spell level +DR.
Greater Teleport (100 lbs/DR objects) and Greater Plane Shift (100 lbs objects) at will.
DR 45/Silver and epic (plus alignment and unique weapon forging requirements)
Divine Aura (Ex): See text. Will use Fright mostly (Shaken, Will DC 28+cha_mod)
Spell Resistance 87
Skills: Add DR to all skill checks, ability checks, caster
level checks, and turning checks.
Equipment: Limited to +24 weapon (+10 actual enh), armor, and shield.
Swift actions: 20 per round, DC 30 or less. Can be any action within her portfolio, except only 1 swift spell per round.
Create items: Can be anything related to portfolio, including artifacts...
Portfolio sense: Senses anything related to it, up to 18 weeks in past or future.
Senses: All extend out to 18 miles.
Avatars: Can make up to 20, DR 0, half class levels. See book for more info.
Proxies: Can imbue mortals with divine power. This includes one SDA useable at the deities DR... Other crazy abilities. It might be worth taking all of the avatars and proxies and having them all coordinate attacks at once.


Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.

Transmutation
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

Energy Drain, Ability Drain, Ability Damage
A deity is not subject to energy drain, ability drain, or ability damage. (Attacks by equal or higher rank deities of this type should work.)

Energy Immunity
Immune to electricity (dragon), sonic (deific), acid (deific), fire (SDA), and cold energies (cold subtype, from a spell), even if the attacker is a deity of higher divine rank.

Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.

Deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.




5000gp +1 Adamantine Weapon(choice of weapon)
2500gp Ring of Sustenance
3000gp Rod of Extend,lesser
750gp Wand of Cure light
750gp Healing Belt
2000gp Handy haversack
3746gp worth of mundane equipment as follows:
790gp Acid flasks(79)
800gp Alchemists fire(40)
150gp Antitoxin(3)
110gp Everburning torch
200gp Holywater(8)
100gp Smoke sticks(5)
600gp Thunderstones(20)
250gp Tanglefoot Bags(5)

150gp light Warhorse
150gp Guard Dogs(6)..trained...........
300gp Riding dog(2)..trained
60gp exotic Saddles(pack)(4)
16gp saddle bags(4)
220gp Misc Adventuring Gear
Show
-3xSpell component pouch 15 gp
-Backpack (empty) 2 gp
-3xSaddlebags 12gp
-Bedroll 1 sp
-Block and tackle 5 gp
-10xCase, map or scroll 10 gp
- Fishhook 1 sp
-10xFlask (empty) 3sp
-Flint and steel 1 gp
-Grappling hook 1 gp
-Hammer 5 sp
-5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
-5xInkpen 5 sp —
-Lantern, bullseye 12 gp
-2xMirror, small steel 20 gp
-Mug/Tankard, clay 2 cp
-5xOil (1-pint flask) 5sp
-10xPaper (sheet) 4gp
-10xParchment (sheet) 2 gp
-5xPiton 5sp
-5xPouch, belt (empty) 5 gp
-10xRations, trail (per day) 5gp
-Rope, silk (100ft.) 20gp
-10xSack (empty) 1gp
-Sealing wax 1 gp 1 lb.
-Sewing needle 5 sp
-Signal whistle 8 sp
-Signet ring 5 gp
-Soap (per lb.) 5 sp
-Spade or shovel 2 gp
-Tent 10 gp
-10xVial ink or potion 10 gp
-3xWaterskin 3 gp
-Cold weather outfit 8 gp
-Explorer’s outfit 10 gp
-Scholar’s outfit 5 gp
-Traveler’s outfit 1 gp

218gp 7 silver 2 copper


:D
Dark template is Tome of Magic. Shadow-walker is Unapproachable East.

Dark template:

“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff.
A dark creature has all the base creature’s statistics and special abilities except as noted here.
Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype.
Speed: As base creature, +10 feet to all modes of movement.
Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following.
— Darkvision 60 ft.
— Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect).
— Resistance to cold 10.
— Superior low-light vision.
Skills: Same as the base creature, plus Hide +8 and Move Silently +6.
Environment: Changes to Plane of Shadow.
Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar.
Alignment: Usually one step different from the base creature, rarely good.
Level Adjustment: +1.


Shadow walker:

The Shadow Walker Template
“Shadow-walker” is a template that can be applied to any humanoid (referred to hereafter as the “base character”). It uses all of the base character’s statistics and special abilities except as noted here.
Special Attacks: A shadow-walker retains all the special attacks of the base character. The shadow-walker also gains the ability to manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below. These spell-like abilities are as the spells cast by a sorcerer of the base character’s level.

Level Abilities
1–2 Shadow mask 3/day (FRCS)
3–4 Dimension door 1/day (self only)
5–6 Darkness 3/day
7–8 Dimension door 2/day
9–10 Shadow spray 3/day (FRCS)
11–12 Shadow walk 1/day
13–14 Displacement 2/day
15–16 Dimension door 3/day
17–18 Evard’s black tentacles 1/day
19+ Shadow walk 3/day

A shadow-walker cannot use any of her spell-like abilities in an area of bright light (sunlight or the radius of a daylight spell).
Special Qualities: A shadow-walker retains all the base character’s special qualities, and also gains those special qualities listed below.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a shadow-walker for 1 round. In addition, she takes a –1 penalty on all attack rolls, saves, and checks when operating in bright light.
Darkvision (Ex): The character gains darkvision with a 60- foot range if she does not have darkvision already.
Abilities: Adjust from the base character as follows: Dex +2, Con –2.
Skills: Shadow-walkers gain a +4 racial bonus on Hide checks.
Challenge Rating: Same as the base character +1.
Level Adjustment: Same as the base character +1.

-2x Arcanist Gloves 1000gp(+2 CL 1st lvl spell 4/day)
-Empowered Spellshard(3/day empower 1st lvl spell)
-2x Incense of Concentration(250gp each.... gives 1 extra 1st lvl Spell Slot 24 hour duration)
-Otyugh Hole(legendary location, Complete Scoundrel)gives Feat: Iron Will, permanently...3000gp value
-Healing Belt 750gp
-Memento Magica(MIC) 1500gp like 1st lvl Pearl of Power for Spontaneous caster
450gp Wand of Alter Self(10 chgs)
150gp Wand of Mage Armor(10 chgs)
150gp Wand of Shield(10 chgs)
563gp Wand of Fly(5 chgs)
563gp Wand of Favorable Sacrifice(5 chgs)
300gp 2xScrolls of Balor Nimbus



-Gnome Battle Cloak 5gp .... +1 Shield bonus to AC
-QuarterStaff
-5x daggers 10gp
15gp ......................


Alchemical items(self crafted=1/2 cost)
-2xRedflower Leaves..300gp...gives +4 competence to Attacks vs single creature/round for 10 min.
-2xTerran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage
800gp .......................



-3xGuard Dogs 75gp
-Magebred Warbeast Riding dog 500gp
-Light Warhorse 150gp
725gp ........................



-3xSpell component pouch 15 gp
-Backpack (empty) 2 gp
-3xSaddlebags 12gp
-Bedroll 1 sp
-Block and tackle 5 gp
-10xCase, map or scroll 10 gp
- Fishhook 1 sp
-10xFlask (empty) 3sp
-Flint and steel 1 gp
-Grappling hook 1 gp
-Hammer 5 sp
-5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
-5xInkpen 5 sp —
-Lantern, bullseye 12 gp
-2xMirror, small steel 20 gp
-Mug/Tankard, clay 2 cp
-5xOil (1-pint flask) 5sp
-10xPaper (sheet) 4gp
-10xParchment (sheet) 2 gp
-5xPiton 5sp
-5xPouch, belt (empty) 5 gp
-10xRations, trail (per day) 5gp
-Rope, silk (100ft.) 20gp
-10xSack (empty) 1gp
-Sealing wax 1 gp 1 lb.
-Sewing needle 5 sp
-Signal whistle 8 sp
-Signet ring 5 gp
-Soap (per lb.) 5 sp
-Spade or shovel 2 gp
-Tent 10 gp
-10xVial ink or potion 10 gp
-3xWaterskin 3 gp
-Cold weather outfit 8 gp
-Explorer’s outfit 10 gp
-Scholar’s outfit 5 gp
-Traveler’s outfit 1 gp
-Marshmellows, stick and a mug of coke 1sp
-Hire Trained Scout(0-lvl local Expert) to get me to dungeon areas
218gp 9 silver 2 copper


:D
Gloura(7HD+2 LA)/ Marshal 3/ Sublime Chord 2/ Stormsinger 8

buy off the LA

attributes(32pt buy)(racial +10 Dex, +4 Con, +2 Wis, +6 Cha)
38 Cha(base 16 +6 Racial + 5 lvls + 5 inherent +6 Enhancement)



Pyrokineticist optimization + Monk... ideally you would want to also Maximize the Flurry of blows from Monk .... try this: Human Monk(Sleeping tiger variant) 11/ Pyrokineticist 4 feats: Imp unarmed Strike(monk bonus) Weapon Finnesse(monk bonus) Imp Initiative(monk Bonus) Imp Sunder(monk Bonus) Wild talent(human bonus) 1st lvl: Combat reflexes 3rd lvl: Power Attack 6th lvl: Imp Natural Attack 9th lvl: Flying Kick ........ req: Str 13, Jump 4 ranks, Imp Unarmed Strike, Power Attack +1d12 damage on charge(with unarmed strike) 12th lvl: Sanctify Ki Strike 15th lvl: Robilars gambit unarmed Strikes do 2d8(because +1 size to 1d10= 2d8)+ 2d6 Hand Afire + 2d6 Weapon Afire :D
VOP benifits:

1st lvl +4 Exalted Bonus to AC...................................... ..............(40000gp value)
2nd lvl Exalted Feat ........................................ .................(value ?)
3rd lvl +5 Exalted AC/ constant Endure Elements..................(64500gp)
4th lvl +1 enhancement to all attacks/Feat........................(2000gp+?)
5th lvl No need to Eat or Drink(similar to ring of sustenance...............(2500gp)
6th lvl +6 Exalted AC/ +1 Deflection AC/feat .......................(92000gp)
7th lvl +1 resistance to all saves/ +2 Enhancement (1 Ability)............(5000gp)
8th lvl +1 natural Armor/ mind shielding(sim to ring)/feat........(10000gp)
9th lvl +7 Exalted AC...................................... ........................(122500gp)
10th lvl +2 enhancement to all attacks/ DR 5/feat..................(8000gp)
11th lvl +4/+2 Enhancement(2 Abilities).............................. .........(20000gp)
12th lvl +8 Exalted AC/ +2 Deflection AC/ No need to Breath/feat(168000gp)
13th lvl +2 Resistance all Saves/ Energy Resistance 5 (All Elements).....(34000gp)
14th lvl +3 Enhancement to all attacks/Freedom of movement constant/feat..(74000gp)
15th lvl +9 Exalted AC/+6/+4/+2 Enhancement(3 Abilities)/ DR 5/EVIL ...(258500gp)
16th lvl +2 Natural Armor/feat.................................... ........(8000gp)
17th lvl +4 Enhancement to all attacks/+3 Resistance all saves/ Regeneration.(41000gp)
18th lvl +10 Exalted AC/ +3 Deflection/ True Seeing constant effect/feat....(358000gp)
19th lvl +8/+6/+4/+2 Enhancement (4 Abilities)/DR 10/EVIL............(120000gp)
20th lvl +5 Enhancement to all attacks/ Energy Resistance 15 (All elements)...(155000gp)



so now for a cumulative level-by-level total GP value for a VOP:

1st lvl 40000
2nd lvl 40000 + 1 exalted feat
3rd lvl 64500 + 1 exalted feat
4th lvl 66500 + 2 exalted feats
5th lvl 69000 + 2 exalted feats
6th lvl 98500 + 3 exalted feats
7th lvl 101500 + 3 exalted feats
8th lvl 111500 + 4 exalted feats
9th lvl 142000 + 4 exalted feats
10th lvl 148000 + DR 5/magic + 5 exalted feats
11th lvl 168000 + DR 5/magic + 5 exalted feats
12th lvl 213500 + no breath + DR 5/magic + 6 exalted feats
13th lvl 246500 + no breath + DR 5/magic + 6 exalted feats
14th lvl 312500 + no breath + DR 5/magic + 7 exalted feats
15th lvl 391000 + no breath + DR 5/Evil + 7 exalted feats
16th lvl 397000 + no breath + DR 5/Evil + 8 exalted feats
17th lvl 416000 + Regeneration + no breath + DR 5/Evil + 8 exalted feats
18th lvl 563500 + Regeneration + no breath + DR 5/Evil + 9 exalted feats
19th lvl 627500 + Regeneration + no breath + DR 10/Evil + 9 exalted feats
20th lvl 730500 + Regeneration + no breath + DR 10/Evil + 10 exalted feats





:D
Fun project

IMAGE(http://www.wizards.com/dnd/images/sk_gallery/82345.jpg)

Attributes


Divine rank Immunities:
polymorphing,
petrification, or any other attack that alters her form.
energy drain,
ability drain
ability damage
mindaffecting effects (charms, compulsions, phantasms, patterns,and morale effects).
elements (acid, sonic),
disease,
poison,
stunning,
sleep,
paralysis,
death effects
disintegration.
effects that imprison or banish them. (Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking)

MoL immunities:
Cold
Electricity
Fire
Sonic

MOL special Qualities:
Energy Aura (Ex):Cold(7d10)
Energy Aura (Ex):Electricity(7d10)
Energy Aura (Ex):Fire(7d10)
Energy Aura (Ex):Sonic(7d10)




Attributes:

48 Str(8 +16 Ha naga +8 MOL +5 Inherent(VOP) +11 Enhancement(VOP)
Dex(+28 Ha naga +4 MOL +5 Inherent(VOP) +17 Enhancement(VOP)
Con(+22 Ha naga +8 MOL +5 Inherent(VOP) +19 Enhancement(VOP)
Int(+24 Ha naga +4 MOL +5 Inherent(VOP) +13 Enhancement(VOP)
Wis(+20 Ha naga +4 MOL +5 Inherent(VOP) +15 Enhancement(VOP)
Cha(+26 Ha naga +6 MOL +5 Inherent(VOP) +21 Enhancement(VOP)

Salient Abilities

Magic:
ARCANE MASTERY
AUTOMATIC METAMAGIC(Quicken) ........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(consecrate)........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(Twin)........... applied to Spell-like abilities
DIVINE SPELLCASTING
INCREASED SPELL RESISTANCE
SPONTANEOUS ARCANE SPELLS


Martial:
EXTRA DOMAIN(War)
BATTLESENSE
SUPREME INITIATIVE
DIVINE DODGE
DIVINE FAST HEALING
REJUVENATION
IRRESISTIBLE BLOWS(Rapier)
ANNIHILATING STRIKE

Knowledge/Time:
CLEARSIGHT
EXTRA SENSE ENHANCEMENT(vision)
SEE MAGIC
KNOW SECRETS
TRUE KNOWLEDGE

Craft:
EXTRA DOMAIN(Artifice)
MASTER CRAFTER
CRAFT ARTIFACT

Luck:
POWER OF LUCK

Ha-Naga

HA-NAGA
Colossal Aberration
Hit Dice: 20d8+220 (310 hp)
Initiative: +14 (Dex)
Speed: 60 ft., fly 120 ft. (perfect)
AC: 40 (-8 size, +14 Dex, +24 natural armor)
Base Attack/Grapple: +15/+39
Attack: Coil whip +21 (4d6+8) melee
Full Attack: Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee
Space/Reach: 30 ft./ 20 ft.
Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12
Special Qualities: Flight, SR 30, DR 5/epic
Saves: Fort +17, Ref +22, Will +22

Abilities: Str +16, Dex +28, Con +22, Int +24, Wis +20, Cha +26

Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse

Alignment: Chaotic Good
Advancement: 21-40 HD (Colossal)
A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.
Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based.
Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.
Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.
Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents.
Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con. The DC is Constitution-based.

Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.


Monster of legend
Dicefreaks Monster of Legend... +7 LA

Monster of Legend
A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).

Breath Weapon (Su): Every 1d6 rounds the monster of legend can breath may breath a line or cone of acid, cold, electricity, fire, or sonic energy that does 1d8 points of damage per 2HD of the monster of legend (Reflex save for half). The shape and type of energy damage the breath weapon deals must be chosen when the monster of legend is initially create and may not be changed later. The size of the line or cone is equal to what a dragon of equal size would produce.

Disease (Ex): All of the monster of legend’s natural attacks risk infecting any creature it strikes with disease of the monster of legends’ choosing (determined when the monster of legend is initially created). The save DC to resist infection is Constitution-based.

Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based.

Poison (Ex): One of the monster of legends’ natural attacks (claws, talons, slam, bite, sting, ect.) inflicts a deadly poison. This poison inflicts 1d6 points of initial and secondary ability damage to the attribute of the monster of legends choice (determined when the monster of legend is initially created). The save DC to resist the poison is Constitution-based.

If this ability is selected a second time the ability damage inflicted by the poison becomes ability drain.

This ability can also be selected multiple times to increase the potency of the venom. Each time you select it the initial and secondary damage dice increase by 1 step and the DC to resist the poison increase by +1 (treat as a racial bonus).

Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.

Spell-like Abilities (Sp): The monster of legend gains its Hit Dice plus its Charisma modifier worth of spell levels it may use to improve existing spell-like abilities or purchase new ones. Spells of levels 0—4 may be used at will, spells of levels 5—7 may be used three times per day, and 8th and 9th level spells may only be used once a day. A monster of legend may not augment a spell or gain a spell-like ability that a sorcerer of equivalent level could not cast.

The monster of legend may increase the number of times per day it can use an existing spell-like ability by buying the ability a second time at the same cost in spell levels. Thus chain lightning bought initially for six spell levels and usable 3/day ability could be used at will by spending a total of twelve spell levels. Similarly, moment of prescience initially bought for eight spell levels and usable 1/day ability could be used 3/day by spending a total of sixteen spell levels. A monster of legend may not improve the number of uses for anyone spell-like ability it possesses more than once.

Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
—A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).

Command Kind (Su): The monster of legend can rebuke, bolster, and command creatures of the same type (and subtype, if the monster of legend possesses one) as an evil cleric of equivalent level rebukes undead. The monster of legend can use this ability a number of times per day to 3 + its Charisma bonus.

Energy Aura (Ex): The monster of legend possesses an aura of acid, cold, electricity, fire, or sonic damage that inflicts 1d10 points of damage for every 10HD or fraction thereof it possesses. The aura has a radius equal to the monster of legend’s reach and there is no save to reduce the damage taken. A monster of legend is automatically immune to the same type of damage its energy aura deals.

Fast Healing (Ex): The monster of legend gains a fast healing score equal to one-half its hit dice, rounded to closed multiple of 5.

Spirit Beast (Su): The monster of legend lives on the Ethereal plane much like a ghost, although it is not undead. The monster of legend gains the incorporeal subtype, spirit subtype, and the manifestation ability of a ghost. A monster of legend that possesses this special quality treats its natural weapons as if they possessed the ghost-touch property.

Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.

Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical.

Summon Kind (Sp): The monster of legend can summon others of its kind. The monster of legend can summon 1d4+1 creatures of the same type base creature. The monster of legend can use this ability once per day per 10HD or fraction thereof it possesses. The summon creatures obey the monster of legends commands unerringly for one hour and then return whence they came. If the monster of legend that has reached at least double normal HD advancement the creatures it summons possess 1.5 the normal HD, and if the monster of legend has reached maximum advancement the creatures it summons possess double the normal HD.

Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.



EPIC VOP
from here:

http://forums.gleemax.com/wotc_archive/index.php/t-554563

Epic Vow of Poverty (Epic, Exalted)
You have renewed your vow to forswear material possessions.

Prerequisites: Sacred Vow, Vow of Poverty, character level 21+.

Benefit: You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level. See the table below for details.

Special: To fulfil your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use an ordinary (neither magic nor masterwork) quarterstaff. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals). You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll or staff, or ride on your companion’s ebon fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand or staff.

If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it.

Epic Vow of Poverty Benefits
AC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth). These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats:

Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage.
* This feat can be taken multiple times, its effects stack.
** This feat can be taken multiple times, applying to a new domain each time.
*** This feat can be taken multiple times, applying to a different type of special material each time.

Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects. An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su): An epic ascetic's exalted strike ability continues to increase as he gains levels. The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th. At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon. At 26th level, the ascetic’s attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial. At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures. At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level. At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score. At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score. The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su): At 24th level, the epic ascetic’s damage reduction improves to 10/epic and evil. For every 10 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic & evil at 34th, 20/epic & evil at 44th, etc.).

Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores. This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level).

Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30. Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic). The epic ascetic is now immune to that energy type. An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex): Upon reaching 32nd level, an epic ascetic’s regeneration ability improves. He gains the fast healing ability, healing an amount of damage per round equal to (ascetic’s level -5)/5, rounded down.

Swiftness (Su): Upon reaching 36th level, the epic ascetic’s speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits:

* His hit points are increased to the maximum possible for his Hit Dice.
* His base land speed increases to 60 feet (50 feet if he is Small)
* His deflection bonus to AC is increased by his Charisma bonus.
* He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option).
* He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects.
* He gains spell resistance 32, or his existing spell resistance increases by 5.

Aura of Menace (Su): Beginning at 43rd level, a righteous aura surrounds the epic ascetic when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 12 + half the ascetic’s character level + the ascetic’s Charisma modifier. Those who fail take a penalty on attacks, AC and saves equal to (ascetic’s level)/5, rounded down. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours.

Special Ability: Upon reaching 45th level, and every 5 levels thereafter, the epic ascetic chooses one ability from the following list.
[indent]
Exalted Banestrike (Su) – Any weapon the ascetic wields (including natural weapons or unarmed strikes) deals grievous damage to undead and evil outsiders. Against such foes, the ascetic’s attacks deal an extra 4d6 points of damage.

Exalted Dodge (Ex) – When struck by an opponent the ascetic has designated as the target of his Dodge feat, he may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack.

Exalted Druid (Su) – While in wild shape, the ascetic gains all the extraordinary and supernatural abilities of the creature whose form he adopts. In addition, the ascetic can assume the form of magical beasts.

Exalted Evasion (Su) – Any physical attack or individually targeted spell directed at the ascetic has a 20% miss chance. Area effects that include the ascetic have a similar chance to be ineffective. If an attack overcomes the miss chance, the ascetic still gets the benefit of a saving throw (if applicable).

Exalted Monk (Su) – The ascetic’s unarmed strikes are treated as slashing weapons with the keen, lawful and vorpal qualities. The ascetic can choose to deal bludgeoning damage instead of slashing damage, but the vorpal quality does not apply to the attack. In addition, the ascetic’s unarmed damage increases by one die step.

Exalted Paladin (Su) – The ascetic’s aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet. In addition, the ascetic can smite evil an additional three times per day, and gets an extra three points of damage per class level on a successful smite.

Exalted Radiance (Su) – The ascetic automatically dispels any darkness effect that comes into contact with his Nimbus of Light. In addition, undead within the brightly lit area of the Nimbus take an additional 2d8 points of holy damage each round with no save.

Exalted Sight (Su) – The ascetic is under the constant effects of a greater arcane sight spell.

Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.

Exalted Weapon Mastery (Ex) – When striking with a simple or natural weapon, the ascetic gains the benefits of the Epic Weapon Focus, Epic Weapon Specialisation and Improved Critical feats.

Call the Ascetic (Su)
Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again. Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day.

Exalted Resurrection (Su)
Once per month the ascetic character is brought back to life as though by a true resurrection spell.

Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.

Greater Exalted Grace (Ex)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.

Spell-like Ability
The Ascetic gains a spell-like ability. He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day. The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess. You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier. You may not select spells using Heighten, Fortify, or similar metamagics. A spell-like ability may be seleced multiple times to gain additional uses. The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based. If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use.

Exalted Magic (Su)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.

Epic Exalted Companion (Ex)
The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (http://boards1.wizards.com/showthread.php?t=158114) If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another).

Exalted Cohort (Ex)
A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service. The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only). The Ascetic does not attract followers by selecting this ability. The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats.

Exalted Lifespark (Su)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat.

Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.[/indent]






:D
a Soulknife Wilder Gish build.... not an easy task...how about this:

6th lvl powers

Human

Soulknife 5/ Wilder 9/ Elocator 6

Soulknife 1 .................... Dodge/ Mobility(human bonus)/ Weapon Focus(Mindblade)(Soulknife bonus)
Soulknife 2
Soulknife 3 .................... Combat Reflexes/ TWF(Soulknife bonus)
Soulknife 4
Soulknife 5
Wilder 1 ........................ Practiced Manifester(Wilder)
Wilder 2
Wilder 3
Wilder 4 ......... Spring Attack
Elocator 1 ..................... Sidestep Charge
Elocator 2
Elocator 3 ...................... Double Hit
Elocator 4
Elocator 5
Elocator 6 .....................
Wilder 5 ....................... Expanded Knowledge(Wilder bonus)
Wilder 6
Wilder 7 ....................... Robilars Gambit
Wilder 8
Wilder 9 ....................... Expanded Knowledge(Wilder bonus)


13th lvl Wilder abilities
6th lvl powers(Teleport and Plane Shift as 3rd lvl powers)
17th lvl Manifester




Powers Known:

1st lvl:
Force Screen(Hidden talent)
Precognition, Defensive
Vigor

2nd lvl:
Share Pain

3rd lvl:
Energy Retort
Teleport
Plane Shift

4th lvl:
Trace Teleport
EK:Metamorphosis:
EK:Schism

5th lvl:
True Seeing, Psionic

6th lvl:
Disintegrate, Psionic



using the following Variants:
Soulknife Hidden Talent
Soulknife bonus feats
Educated Wilder





Soulknife Hidden Talent variant
Show
Hidden Talent

Your psionic talent is strong enough to manifest a single power.
Level: 1st
Replaces: Wild Talent class ability

Benefit: You gain the Hidden Talent feat instead of the Wild Talent feat at 1st level (see Expanded Psionic Handbook, page 67). You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list.

Special: Normally the Hidden Talent feat can be taken only once at 1st level, but a soulknife with this class ability can take this feat multiple times, each time gaining an additional 2 psionic power points and another 1st-level power.

The most common powers chosen with this class ability are force screen and inertial armor since they fit the theme of a soulknife, but many choose other powers.


Bonus Feats variant
Show
Bonus Feats

You sacrifice power for skill and technique.
Level: 3rd, 7th, 11th, 15th, and 19th.
Replaces: You lose all psychic strike class abilities at the above levels.

Benefit: In place of the psychic strike class ability, you gain a bonus feat at each level above. You may choose any feat designed for soulknives (such as those in Complete Psionic) or any feat that your mind blade can benefit from, such as Power Attack or Improved Critical (also see the mind blade feats in Dragon Magazine #341 in the "Class Acts: Adventurer" article). You must meet any prerequisites for the feat you choose.




:D
Project [3.5] Weapon Finesse Leap Attack Air Goblin Barbarian
Ferocity
[indent]
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.

Class: Barbarian.

Level: 1st.

Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.

Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).

Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.

In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.)

Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.

Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.
[/indent]


Streetfighter
[indent]
The ability to take a blow is valuable, but on the violent and crowded streets of the city, the winner of a brawl or a duel is often the one who can hit hardest and fastest.

Class: Barbarian.

Level: 7th.

Replaces: If you select this class feature, you do not gain damage reduction at 7th level, or any of the improvements to damage reduction at higher levels.

Benefit: The barbarian gains the ability to swiftly bring the fight to his foe and to hit him hard.

At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement.
At 10th level, the barbarian can make a single turn, up to 90 degrees, during a charge.
At 13th level, the barbarian can charge through squares occupied by his allies or by noncombatants.
At 16th level, the barbarian can move up to four times his speed when making a charge attack, rather than double.
At 19th level, the barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.
Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round.[/indent]


:D
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:D
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:D
Add flaws ...and:



Aggressive
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Benefit: You gain a +2 bonus on initiative checks.

Drawback: You take a -1 penalty to Armor Class.



Noncombatant
Effect: You take a -2 penalty on all melee attack rolls.

Inattentive
Effect: You take a -4 penalty on Listen checks and Spot checks.



Strongheart Halfling

Fighter 6.... using Hit-and-Run variant(DotUD)(+2 Initiative, Dex to Damage within 30' vs Flatfooted, lose Heavy and Tower Shield proficencies)

Attributes(32pt buy)(+2 Dex, –2 Str)

14 Str(16-2 racial)
20 Dex(17 +2 racial+1 lvl)
14 Con(14)
11 Int(11)
8 Wis(8 )
8 Cha(8 )

Feats:
1st lvl: Run
Imp Initiative(halfling Bonus)
Blooded(Flaw bonus)
SpellFire Channeler
Point Blank Shot(fighter Bonus)
2nd lvl: Rapid Shot(Fighter bonus)
3rd lvl: Weapon Focus(Composite Longbow)
4th lvl: Weapon Specialization(Composite Longbow)
6th lvl: True Believer(Ehlonna)
Woodland Archer(Fighter bonus)

Show
Blooded[Regional](PGF p35)(PGFe)+
Must be from one of the following races & regions:
Dwarf – Underdark [Earthroot]
Elf – Cormanthor Drow, Inner Sea, Menzoberranyr,
Outer Sea
Halfling – Chondalwood
Human – Dalelands, Nelanther Isles, Silverymoon, Tethyr
+2 bonus on Initiative checks
+2 bonus on Spot checks.
Cannot be Shaken, though you can still be Frightened or Panicked.


Items: (13000gp)
1205gp +1 Darkwood Buckler
2000gp +1 Ring of Protection
750gp Belt of Healing
1000gp Boots of landing
700gp Elvencraft Masterwork Composite Longbow
6006gp Raptor Arrow
5gp 100 composite Longbow Arrows
600gp Least Crystal of Arrow Deflection(+5 AC vs Ranged attacks)
700 gp Purple worm poison (Injury DC 24, 1d6 Str/2d6 Str)..... applied to 50 arrows

34gp left to spend

HP 49
Saves: 7 fort/ 7 ref/ +1 Will
AC 24(29 vs ranged) = Base 10 +5 Dex + 5 Armor +2 Shield +1 Size+1 deflection
Touch AC 17
Flatfooted AC 18(23 vs Ranged)
Fighting Defensively(-4 attack,+3 AC)
Full Defense(no Attacks,+6 AC)

Initiative: +5 Dex+4 Imp Initiative +2 Hit-and-run +2 Blooded = +13 initiative

Ranged Attack bonus:
BAB +6 +5 Dex +1 Size +1 Enhancement +1 WF= +14
Full Attack:
+14/+9

Standard Action Attack
+16(raptor arrow)

Full Attack with Raptor Arrow
+16(raptor arrow)/+9(regular Arrow)

Full Attack with Rapid Shot and Raptor Arrow:
+14(raptor arrow)/+12(regular Arrow)/+7(regular Arrow)
or


+1 to attack if target within 30'

Damage:
regular Composite longbow Arrow(small 1d6)= 3 +2 Weapon specialize +2 Str= 7 damage/ 19-20 x3
small Raptor Arrow 1d6= 3 +(2d6 = 7) +2 +2 enhancement +2 Str= +16 damage/ 20 x3

+1 to Damage if target within 30'



Tactics:

stay out of Melee...

Win initiative .....
Full round Action.... Run(5x speed) move 100' with a Running jump away from Opponent, gain +10' additional movement as Swift action
Range 180'... from opponent


next round... always move to maintain 190' minimum....

if his Movement will allow him to Close to Melee this Round..... Run Action to 110+ his charging speed away from him; if he cant reach me this round or next(maintain this Distance between us).... then:

Full Round Attack with Rapid Shot.... Raptor Arrow is fired First, then next 2 shots are regular Arrows(coated with Injury poison) until i run out of them, then regular ammunition

otherwise use Standard Move+ single Shot with Raptor Arrows

:D
Idea:

1)



Fighter build


Lesser Drow Elf
Show
Elf, Dark (lesser)(i.e., Drow (lesser))(drow that do not have a level adjustment)(PGF p191)
+2 Dex ,–2 Con
Fav Class: Wizard (males)–or–Cleric(females)
• Medium Size
• 30’ movement
• Immunity to magic sleep
• +2 Racial bonus on Listen, Search, & Spot
checks.
• Automatic Search check if an Elf passes
within 5’ of a secret or concealed door
• +2 Racial bonus to saves vs. Enchantments
• Darkvision 60’
• Light Blindness – daylight blinds the drow for
1 round; then a –1 to Attack rolls, Spot checks, &
Search checks in bright light
• Automatic proficiency with Hand-Crossbows, Rapier,
& Shortsword.
• +2 Racial bonus on Will save vs. spells & spell-like
abilities
• Cast the following spells 1/day at Character level:
Dancing Lights
Daze
Touch of Fatigue



Fighter 6

Attributes(32pt buy)(+2 Dex, –2 Str)

14 Str(14)
20 Dex(17 +2 racial+1 lvl)
14 Con(16-2 racial)
11 Int(11)
8 Wis(8 )
8 Cha(8 )

Feats:
Exotic Weapon Proficiency(Broadblade Short Sword)(Flaw bonus)
Weapon Finnesse(Flaw Bonus)
TWF(Fighter bonus)
1st lvl: Twin Sword Style
2nd lvl: Weapon Focus(Short Sword)(Fighter bonus)
3rd lvl: Shield Specialize(Buckler)
4th lvl: Weapon Specialization(Short Sword)(Fighter bonus)
6th lvl: Shield Ward
Improved Buckler Defense(Fighter bonus)

Flaws:
Poor Reflexes : -3 penalty on Reflex saves.
Inattentive :-4 penalty on Listen checks and Spot checks.


Traits:
Aggressive : +2 bonus on initiative checks, -1 penalty to Armor Class.


Items: (13000gp)
4000gp Gauntlets of War
1100gp Mithral Chain shirt
1205gp +1 Darkwood Buckler
2000gp +1 Ring of Protection
750gp 2x Masterwork Broadblade Short Sword
700gp Elvencraft Masterwork Composite Longbow
5gp 100 composite Longbow Arrows
600gp Least Crystal of Arrow Deflection(+5 AC vs Ranged attacks)
750gp Belt of Healing
1000gp Boots of landing
12110gp spent.... 890gp left

HP 49
Saves: +7 fort/ +4 ref/ +1 Will
AC 25(30 vs ranged) = Base 10 +5 Dex + 5 Armor +5 Shield+1 deflection-1 Aggressive
Touch AC 20(25 vs Ranged)
Flatfooted AC 20(25 vs Ranged)
Fighting Defensively(-4 attack,+3 AC)
Full Defense(no Attacks,+6 AC)

Initiative: +5 Dex +2 Hit-and-run +2 Aggressive = +9 initiative

Attack:
BAB +6 +5 Dex = +11

Full Attack:
+11/+6

Full Attack with TWF and fighting Defensively:
+7/+7/+2


820gp Eternal Wand – 1st lvl spell at 1st lvl caster(Eb p265)
Any spell 2 uses per day


Sword, Short Broadblade(CAdv p117)(CAdvErrata)+
Light 1d6 19-20 / x2 — P 75 gp 3 lbs 10 2
A proficient user who uses Defensive Fighting, Total Defense, or Combat Expertise with at least 2 points on AC gains a +1 Dodge bonus to AC for the rest of the round, Shared Focus (Short Sword)



Crusader’s Strike
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on.
As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level (maximum +5).

Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.
While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health.
Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.

Stance of Clarity
Diamond Mind (Stance)
Level: Swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target.
This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fighting stance, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks.
While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.


Moment of Perfect Mind
Diamond Mind (Counter)
Level: Swordsage 1, warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack.
Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt.
You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.


Twin-Sword Style
[Regional]
(PGF p46)
Proficiency with all Martial Weapons.
Must be from one of the following races & regions:
Elf – Menzoberranyr, Waterdeep
Half-Elf – Waterdeep
Human – Sembia, Waterdeep
When fighting with two blades (i.e., Dagger, Longsword, Rapier,
Scimitar, or Short Sword, in any combination), you can designate a
melee opponent during your action and receive a +2 Shield bonus to
your AC against that opponent. This bonus stacks with a Buckler.
You lose this bonus if you are Flat-Footed or do not receive your
Dexterity bonus to AC.


Mighty Throw
Setting Sun (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PHB pg. 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.


Giant Killing Style
Setting Sun (Stance)
Level: Swordsage 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You dart between a giant’s legs, lashing at his inner ankles and other vulnerable areas while staying inside his reach where he cannot hope to parry your attacks.The Setting Sun school teaches a fighting style that emphasizes using an opponent’s strength and momentum against him. The giant killing strike epitomizes this approach. By sizing up a larger opponent and studying his fighting stance and tendencies, you aim your strikes at vulnerable points on his lower body that he cannot defend effectively. You slice at tendons on your foe’s feet, smash his knees, and cut into his hamstrings.
When you are in this stance, you gain a +2 bonus on attack rolls and a +4 bonus on damage rolls against opponents of a larger size category than yours. This bonus applies to all attacks you make for the rest of your turn.



Shadow Jaunt
Shadow Hand (Teleportation)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you f
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.

Child of Shadow
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.
As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. This energy flows around you like a concealing robe, hiding you from your opponents as they attempt to strike you. If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position.
This maneuver is a supernatural ability.

Drow Skirmisher
[Racial]
(RoE p109)
Drow from Xen’drik Treat Xen’drik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons.
Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife
as long as you have moved at least 5’ this round.
If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or
Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long
Knife.
If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or
Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain.
If you use an Action Point to improve an attack roll made with a Xen’drik Boomerang, Drow Scorpion
Chain, or Drow Long Knife, add the result of the Action Point roll to the weapon’s damage too.



Aggressive
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Benefit: You gain a +2 bonus on initiative checks.

Drawback: You take a -1 penalty to Armor Class.

Roleplaying Ideas: Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.



Cautious
You are cautious in combat, even a bit cowardly, and you take more care to defend yourself than others. However, this caution renders you susceptible to fear effects.
Benefit: You gain an additional +1 dodge bonus to Armor Class whenever you fight defensively or take the total defense action.

Drawback: You take a -1 penalty on saving throws made to resist fear effects.

Special: You cannot select this trait if you have immunity to fear or fear effects. If you later gain immunity to fear, you lose the benefit of this trait.

:D
Dragonborn Gray Elf(-2 Str,+2 Int)... Heart Aspect(5d8 Acid line Breath Weapon)
Show
Dragonborn
+2 Dodge vs Dragon type
Immune to frightful Presence
Draconic Aspect: Heart:

Breath Weapon... range 5'/HD(Max 20HD=100'), 1d8+1d8/3HD, use every 1d4 rounds... Acid Line 60' 5d8 damage


10 Str(12 -2 Racial)
22 Dex(15 +3 lvls +4 Gloves)
16 Con(16)
16 Int(14+2 racial)
12 Wis(12)
8 Cha(8 )


Fighter 12(thug variant with Hit-And-Run sub lvl)

Flaws:
Murky-Eyed : In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

Vulnerable : -1 penalty to Armor Class.

Traits:
Aggressive : +2 bonus on initiative checks, -1 penalty to Armor Class.

Feats:
Feats:
TWF(gloves)
Iron Will(Location)
Deflect Arrows(augment crystal)
Spellfire Weilder(flaw bonus)
Weapon Finnesse(flaw bonus)
1st lvl: Twin Sword Style(Regional)
2nd lvl:Combat Reflexes(fighter bonus)
3rd lvl: Knowledge Devotion(The Planes is now a class skill)
4th lvl: Shield Specialization(Buckler)
6th lvl: Shield Ward, Imp Buckler Defense
8th lvl: Close Quarter Fighting
9th lvl: True Believer(Greyhawk Elven Pantheon... includes Corellon and Ehlonna)
10th lvl: Martial Study(Foehammer)
12th lvl: Martial Stance(Martial Spirit), Robilars Gambit


HP 93
Saves: +12 fort/ +11 Ref/ +8 Will


AC 29(34 vs ranged) = Base 10 +6 Dex + 5 Armor +3 enhancement +5 Shield +1 deflection +1 Natural Armor -1 vulnerable -1 Aggressive
Touch AC 20(25 vs Ranged)
Flatfooted AC 23(28 vs Ranged)
Fighting Defensively(-4 attack,+3 AC)
Full Defense(no Attacks,+6 AC)

with Robilars Gambit.... -4 AC to all conditions

Initiative: +6 Dex +2 Hit-and-run +2 Aggressive = +10 initiative

Attack bonus:
BAB 12 +6 Dex +3 Insight(ave) = +21 attack bonus

Full Attack:
+21/+16/+11

Melee combat:
Full Attack with MW Rapier:
+22/+17/+12
Damage:
rapier 3 + 3 Insight +3 Enhancement = 9 Damage

Full Attack with TWF with MW Rapier and MW Shortsword
+20/+19*/+14/+9
*(note: buckler gives additional -1 to offhand attack)

Damage:
rapier 3 + 3 Insight +3 Enhancement = 9 Damage
Shortsword 3 + 3 Insight +3 Enhancement = 9 Damage

Items:
500gp Crystal of Mind Cloaking, Least (MIC, p25)
320gp MW Rapier
310gp MW Shortsword
28400gp Gloves of the Balanced Hands + Gloves of Dex(+4) + Gauntlets of War
3000gp Steadfast Boots + Boots of Agile Leaping + Boots of Landing
1205gp +1 Darkwood Buckler
5000gp Greater Crystal of Arrow Deflection
30500gp Celestial Chainmail + Millinnieal Chainmail(relic)
3400gp Bow of Wintermoon
750gp Belt of Healing
2500gp +1 Tunic of Thurrinak(+1 Natural Armor and +1 Deflection AC)
3000gp Otyugh Hole Location(feat : Iron Will)
6006gp Raptor Arrow(relic)

Skills:
Skill Tricks:





Skill tricksmax 6 tricks... cost 12 skill points)
Acrobatic Backstab(CSco p084)req: Movement Tumble: 12 ranks
When you make a Tumble check to move through someone’s square, you treat that creature as being Flat-Footed against your next melee attack in the current round. The target creature must be standing.

Back on Your Feet(CSco p085)req: Movement Tumble: 12 ranks
You can stand from being Prone as an Immediate Action that does not provoke an Attack of Opportunity.

Corner Perch(CSco p085)req: Movement Climb: 8 ranks
When you successfully climb a chimney / corner (i.e., something where you can brace both legs), you can stop your movement there until the end of your next turn. During this time, your hands are free to wield weapons, cast spells, etc. At the end of your next turn, you must make a Climb check vs. the original Climb DC +5 to stay perched. Otherwise you fall to the ground.


Escape Attack(CSco p086)req: Movement Escape Artist: 8 ranks
When you escape a grapple, you may make one Melee attack against your grappler with a Light Weapon you have in hand. This is a Swift Action.

Extreme Leap(CSco p086)req:Movement Jump: 5 ranks
After a successful horizontal Jump of at least 10’ during your turn, you may move an additional 10’ as a Swift Action during the same turn.


Nimble Charge(CSco p087)req:Movement Balance: 5 ranks
You can Run or Charge across a Difficult Surface without needing to make a
Balance check.

Nimble Stand (CSco p088)req: Movement Tumble: 8 ranks
You may stand from being Prone without generating an Attack of Opportunity.


Slipping Past(CSco p089)req:Movement Escape Artist: 5 ranks,Tumble: 5 ranks
As a Swift Action, you may ignore the movement cost & penalty on attack rolls & AC when squeezing through a Narrow Space until the start of your next turn.

Speedy Ascent (CSco p089)req: Movement Climb: 5 ranks
If your Climb check allows you to climb at least 10’, add +10’ to your movement.

Tumbling Crawl(CSco p090)req:Movement Tumble: 5 ranks
As a Move Action, make a Tumble check vs. DC 15 to be able to crawl 5’ without generating an Attack-of-Opportunity.

Twisted Charge(CSco p090)req:Movement Balance: 5 ranks,Tumble: 5 ranks
As part of a Charge, you may turn up to 90’ once, though this limits the charge to your movement (instead of 2x movement as usual).

Up the Hill(CSco p090)req:Movement Balance: 5 ranks,Jump: 5 ranks
For 1 round, move up stairs or a steep slope at normal movement (instead of ½ movement).
Background Story: As a young child .... Sir Hubert, or Hugh as his friend call him, was tired of always being the Butt of Jokes. It seemed as if he was always bringing up the rear and never appreciated for his wide outlook on life. However as he matured, he started to see how he could really excell in life .... that was by Helping Others to accomplish things. He had a natural nack for helping out, and giving direction .... so he pursued his goal of becoming a Marshal. Here i present to you:


IMAGE(http://www.wizards.com/dnd/images/hob_gallery/89524.jpg)


Sir Hubert Jass


Marshal 20




1/2 Fey Human(use LA buyoff)
1/2 Fey

Dex +2, Con -2, Wis +2, Cha +4

Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Low-Light Vision (Ex): the half-fey gains low-light vision.

Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Level Spell-Like Abilities Gained
1st Charm person at will, hypnotism 1/day
1st Faerie fire or glitterdust 1/day
3rd Detect law 3/day
3rd Enthrall or sleep 1/day
5th Protection from law 3/day
7th Confusion or emotion 1/day
9th Eyebite or lesser geas 1/day
11th Dominate person or hold monster 1/day
13th Mass invisibility 1/day
15th Geas/quest or mass suggestion 1/day
17th Insanity or mass charm 1/day
19th Otto's irresistible dance 1/day
The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day.

Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school.

Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.


Attributes(32pt buy):
16 Str(10 +6 Belt)
18 Dex(10 +2 Racial +6 Belt)
18 Con(14 -2 Racial +6 Belt)
26 Int(16 +4 inherent +6 Belt)
18 Wis(10 +2 Racial +6 Belt)
36 Cha(16 +4 Racial +5 levels +5 Inherent+6 Belt)

Note: would appear Visually to simply be a Human Male, with rugged good looks... due to Hat of Disguise
Bladerager Troll Combat Form (from Skin of Proteus)
34 Str(28 +6 Belt)
22 Dex(16 +6 Belt)
34 Con(28 +6 Belt)
26 Int(16 +4 inherent +6 Belt)
18 Wis(10 +2 Racial+6 Belt)
36 Cha(16 +4 Racial +5 levels +5 Inherent+6 Belt)

Bladerager Troll(Monster Manual 5) large giant, 6HD... +5 Natural Armor, 28 Str, 16 Dex, 28 Con
he maintains this form constantly with Skin of Proteus .... but appears as a Normal Human

Feats:
Criminal Background(Stormreach)
Nymphs Kiss
Undead Empathy
True Believer(Core Greyhawk Elven Pantheon ... includes Corellon and Ehlonna)
Knowledge Devotion(complete Champion)
Combat Panache(CW)
Quick Reconoiter(CAdv)
Double Aura(RotD)
Quickdraw
Frightful Presence(Dracominicon)
feat descriptions
Criminal Background[General](City of Stormreach)
Bluff, Open Lock, Sleight of Hand are always Class Skills for you. can use Sense Motive(DC 15) to detect Criminal Motives, also gain +4 bonus to Gather Information regarding Criminals and Crime

Frightful Presence[General]
(Dcn p106)req: Charisma 15, Intimidate: 9 ranks
Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours. This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.


Marshal Auras:
Minor Auras: he can choose one of the following Auras and give a +13 circumstance Bonus to all Allies within 100'. This costs him nothing and is always active if he chooses.

Pick 1:
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Determined Caster: Bonus on rolls to overcome spell resistance.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.

Major Auras:
He can give 2 Auras(Double Draconic Aura) per round and give a +4 circumstance Bonus for two auras of his choice to all Allies within 100'. This costs him nothing and is always active if he chooses.

Pick 2:
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.

also he can Grant move action 5/day: a standard action, he may grant an extra move action to any or all of his allies within 100 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

in addition... he gives a +2 Morale Bonus to attack rolls, saves, and skill checks to all allies within 100'

and All allies gain +2 Damage vs Flanked creatures


Skills

Skills: 215 Skill points(195 spent on Skills total)

Class Skills: (135 points spent) (Skilled City dweller.. replace Ride with Tumble)(Criminal Background adds Sleight of Hand and Open lock
Bluff 5 ranks
Diplomacy 23 ranks
Handle Animal 5 ranks
Intimidate 8 ranks
Knowledge(Arcana) 5 ranks
Knowledge(Architecture and engineering) 1 rank
Knowledge(Dungeoneering) 5 ranks
Knowledge(Geography) 1 rank
Knowledge(History) 1 rank
Knowledge(Local) 5 ranks
Knowledge(Nature) 1 rank
Knowledge(Psionics) 1 rank
Knowledge(Nobility and royalty) 5 ranks
Knowledge(Religion) 1 rank
Knowledge(The planes) 5 ranks
Listen 5 ranks
Open lock 12 ranks
Sense Motive 5 ranks
Slight of Hand 8 ranks
Speak Language 4 ranks
Spot 12 ranks
Survival 5 ranks
Tumble 12 ranks


Cross Class Skills: (60 skill points spent)
Autohypnosis 1 rank
Balance 5 ranks
Decipher Script 1 rank
Disable Device 1 rank
Gather Information 5 ranks
Heal 1 rank
Jump 5 ranks
Search 5 ranks
Spellcraft 1 rank
Use Magic Device 5 ranks

Skill Tricks

Skill Tricks: 20 points spent(10 tricks)
Never Outnumbered(CSco p087)req:Interaction Intimidate: 8 ranks When you make an Intimidate check to Demoralize an Opponent, all foes within 10’ must attempt to resist (instead of just one).

Healing Hands (CSco p087) Manipulation Heal: 5 ranks On a successful Stabilization check, you also heal the subject 1d6 hit-points.

Opening Tap(CSco p088)Manipulation Open Lock: 12 ranks
As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours.

Sudden Draw(CSco p089)Manipulation Sleight of Hand: 8 ranks,Feat: Quick Draw
As an Immediate Action, you may draw a concealed weapon to make a Flat-Footed attack on a foe who has just generated an Attack-of-Opportunity.

Collector of Stories(CSco p085)Mental Know (any): 5 ranks
Receive a +5 Competence bonus on trained Knowledge check to remember the
special ability / vulnerability of a creature.

Listen to This(CSco p087)Mental Listen: 5 ranks
On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost.

Point It Out(CSco p088)Mental Spot: 8 ranks
As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check.

Spot the Weak Point(CSco p089)Mental Spot: 12 ranks
As a Standard Action, make a Spot check opposed by your foe’s AC. If successful, your first attack against that foe (within 1 round) is against its Touch AC. Usable with melee & ranged attacks within 30’.

Back on Your Feet(CSco p085)Movement Tumble: 12 ranks
You can stand from being Prone as an Immediate Action that does not provoke an Attack of Opportunity.

Extreme Leap(CSco p086)Movement Jump: 5 ranks
After a successful horizontal Jump of at least 10’ during your turn, you may move an additional 10’ as a Swift Action during the same turn.

Slipping Past(CSco p089)Movement Escape Artist: 5 ranks, Tumble: 5 ranks
As a Swift Action, you may ignore the movement cost & penalty on attack rolls & AC when squeezing through a Narrow Space until the start of your next turn.

Equipment

Equipment:
there are some items that should be combined together as per Combining Magic Item rules in MIC.... assume that this is the case unless stated(if you see multiple hats, there is actually only one hat... with the combined Magic of several(i just didnt edit it yet)

238770gp +9 Inherent(9 Wishes cast by 17th lvl Wizard)
200000gp +6 Belt of Magnificense
51000gp Admiral’s Bicorne: This elaborately braided headgear is made of rich blue felt, embroidered with golden thread. It often has a showy badge called a cockade, proclaiming nationality, faith, family crest, and the like. A humanoid or monstrous humanoid who dons the admiral’s bicorne gains a +5 bonus on Profession (sailor) checks and all Charisma-based checks (including Leadership) as long as it is worn. The wearer’s voice is magically amplified, so that it can be heard clearly by anyone within 100 feet; class features and effects that depend on hearing the speaker benefit from the increased range. Finally, the admiral’s bicorne grants a +2 morale bonus on attack rolls, saves, and skill checks to allies within sound of the wearer’s voice (including the wearer).Strong conjuration; CL 10th; Craft Wondrous Item, eagle’s splendor; heroism, owl’s wisdom, ventriloquism. Price 51,000 gp; Weight 1 lb.

1800gp Hat of Disguise ... allows its wearer to alter her appearance as with a disguise self spell constantly
5600gp Helm of Heros(MIC) 1/day grant extra Attack @ Full BAB instead of Move Action
2000gp Rearguards Cape(MIC) 1/day when faced with more opponents than Allies .... can boost Major and Minor Auras +2(duration 10 rounds.. or until not outnumbered)
84000gp Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.
Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb.
24000gp greater Choker of Eloquence(CAdv p132) +10 Competence bonus on Bluff, Diplomacy, and Perform (sing) checks.
2000gp Helm of Tactics(MIC,p 207)2/day +1 to Minor Aura
2000gp Amulet of Teamwork(MIC,p70)+2 damage vs flanked constant, Aid another @+3
6000gp Amulet of Wordtwisting(MIC,p70) +2 Insight Bluff, Diplomacy, Intimidate, Sense Motive
3600gp Belt of Ultimate Athleticism(MIC,p75)take 10 on Balance, Jump, Climb,Swim, Tumble, 1/day take 20

34050gp Easy Traveling Anti-Impact Millineal Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP.
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Millineal Chainmail(Relic(MIC))(+8150gp) Fast healing 3 in light brighter than Shadowy

Anti-Impact(+2,000 gp)
Armor with the anti-impact quality is designed to cushion the blow from massive blunt traumas. Anti-impact armor doesn't give extra protection against weapon damage (beyond its AC bonus), but bludgeoning damage that affects all or most of the entire body (such as constriction and falling damage) is halved.



Easy Traveling(+1,500 gp)
A suit of easy traveling armor makes overland movement simpler to its wearer. The wearer can carry up to a medium load as if it were a light load (ignoring the maximum Dexterity bonus, check penalty, and reduced speed normally incurred by a medium load). This applies only to the load carried by the character, not to any reduction in speed caused by the armor itself.
In addition, the wearer is able to walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage.


618970gp spent+8150 .... 132880 left to spend

2500gp Lesser Crystal of Arrow deflection(+5 AC vs Ranged)
9205gp +1 Arrow Deflection Darkowood Buckler
500gp Restful Crystal
72000gp +1 Splitting Force Composite Longbow
24024go 4x Raptor Arrows
23000gp +1 Sacred Disarming Adamantine Halberd
special weapon abilities

Sacred
Upon command, a sacred weapon is sheathed in luminous positive energy. This energy does not harm the wielder unless it is undead, in which case it takes 1 point of Charisma damage per round it holds the weapon when it is so energized. The effect remains until another command is given. A sacred weapon deals an extra 1d6 points of damage to undead (or 2d6 against evil outsiders) on a successful hit. Bows, crossbows, and slings so crafted bestow the positive energy upon their ammunition. The weapon is also treated as being good-aligned (for the purpose of overcoming damage reduction) when sheathed in positive energy.
Aura: Moderate conjuration, Caster Level: 7th, Requirements: Craft Magic Arms and Armor, cure light wounds ,Price: +1 bonus


Disarming(CW)
This weapon ability functions differently depending on whether it's applied to a melee weapon or a ranged weapon. If applied to a melee weapon, the disarming ability eliminates the opponent's bonuses for both weapon size and two-handed weapons. If applied to a ranged weapon, the disarming ability makes possible a disarm attack; you can shoot a weapon our of someone's hand. The relative weapon sizes don't matter for a ranged disarm attempt, but the defender gains a +4 bonus for wielding a weapon in two hands.
Aura: Moderate transmutation ,Caster Level: 11th, Requirements: Craft Magic Arms and Armor, telekinesis, Price: +2 bonus


The lesser Known Cousin of Sir Jass:
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Sir William


Marshal 10/ Pyrokineticist 10


IMAGE(http://www.theu.com/images/celebs/firefighter_bill.gif)


if you get the reference ;)


he can really help out any party.... since he can fill in for any need... and he boosts everyone at the same time


what do you think ..... it is unfinished... critiques/suggestions... thoughts


:D










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Blooded
[Regional]
(PGF p35)
(PGFe)+
Must be from one of the following races & regions:
Dwarf – Underdark [Earthroot]
Elf – Cormanthor Drow, Inner Sea, Menzoberranyr,
Outer Sea
Halfling – Chondalwood
Human – Dalelands, Nelanther Isles, Silverymoon, Tethyr
+2 bonus on Initiative checks
+2 bonus on Spot checks.
Cannot be Shaken, though you can still be Frightened or Panicked.

Combat Panache[Tactical, Fighter](PH2 p93)req:Bluff: 8 ranks,Intimidate: 8 ranks,Perform: 8 ranks
You may use the following 3 tactical maneuvers:[indent]
Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponent’s next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponent’s ally).
Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play dead” by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter.
Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.[/indent]

Master Manipulator[General](PH2 p80)req:Diplomacy: 9 ranks,Charisma 13
Gain the following two abilities. Each cannot be used in combat & you must share a language with your target.[indent]
Captivating Speech – you may distract (1 + Charisma modifier) creatures within 20’ as long as you speak, inflicting a –4 penalty on each ones Listen, Sense Motive, & Spot checks. You must make a Diplomacy check opposed by the target’s Diplomacy or Will save (whichever is better).
Trap of Words – if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead the creature to believe his/her “lie” worked. After 1 minute, make a Diplomacy check opposed by the creature’s Bluff check. If successful, you trick the creature into revealing the lie & the reason making it[/indent]

Frightful Presence[General](Dcn p106)req:Charisma 15,Intimidate: 9 ranks
Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours. This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.


Daunting Presence [General, Fighter] (LM p25)(Mini p25)req:Charisma 13,Base Attack Bonus +1
You may take a Standard Action to ‘Awe’ an opponent with 30’, who can see you, and who has an Intelligence score. If the opponent fails a Will saving throw (DC 10 + ½ your character level + your Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already Shaken








ToB Manuvers:

Leading the Charge
White Raven (Stance)
Level: Crusader 1, warblade 1
Initiation Action: 1 swift action
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: Stance
You fire the confidence and martial spirit of your allies, giving them the energy and bravery needed to make a devastating charge against your enemies. The White Raven discipline teaches that tactics, leadership, and planning can overcome an opponent’s superior individual abilities. This stance embodies that teaching, allowing you to spur your allies on to greater feats of martial skill. While you are in this stance, all allies who hear you and make a charge attack in the area gain a bonus on damage rolls equal to your initiator level.

Covering Strike
White Raven (Boost)
Level: Crusader 4, warblade 4
Prerequisite: One White Raven maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds
You make a ferocious series of attacks at your enemies, forcing them on the defensive and buying your allies critical seconds needed to slip past them unharmed.
By drawing on your combat experience and knowledge of how a warrior must carry herself in battle, you make an attack that disrupts your opponents and keeps them from taking advantage of your allies’ lapses. After you initiate this boost, you can make your attacks as normal. In addition to taking normal melee damage from your blows, a foe you strike after initiating this maneuver cannot make attacks of opportunity for 3 rounds. The target still threatens its normal area; it simply cannot make attacks of opportunity.
A creature can be affected by only one covering strike per encounter.



Roots of the Mountain
Stone Dragon (Stance)
Level: Crusader 3, swordsage 3, warblade 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place. Like a living mountain, you choose your position on the battlefield and sink your roots into the earth. With your spot chosen on the field, you cannot be shifted from your position. While you are in this stance, you gain a +10 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an opponent’s grapple attempt. Any creature that attempts to move through your threatened area or the space you occupy takes a –10 penalty on any Tumble checks it makes. This stance also grants you damage reduction 2/—.
This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

Mountain Hammer
Stone Dragon (Strike)
Level: Crusader 2, swordsage 2, warblade 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or unattended object
Like a falling avalanche, you strike with the weight and fury of the mountain.
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.

Bonecrusher
Stone Dragon (Strike)
Level: Crusader 3, swordsage 3, warblade 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage. This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing. Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets.



Show
HA-NAGA


Colossal Aberration

Hit Dice: 20d8+220 (310 hp)
Initiative: +14 (Dex)
Speed: 60 ft., fly 120 ft. (perfect)
AC: 40 (-8 size, +14 Dex, +24 natural armor)
Base Attack/Grapple: +15/+39
Attack: Coil whip +21 (4d6+8) melee
Full Attack: Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee
Space/Reach: 30 ft./ 20 ft.
Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12
Special Qualities: Flight, SR 30, DR 5/epic
Saves: Fort +17, Ref +22, Will +22
Abilities: Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36
Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse
Climate/Terrain: Temperate and warm land or underground
Organization: Solitary or nest (2-4)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 21-40 HD (Colossal)


A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

COMBAT
Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.

Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based.

Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.

Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.

Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents.

Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con. The DC is Constitution-based.

Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.



PARAGON CREATURE


CREATING A PARAGON CREATURE
“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).

The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.

HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.

Speed: A paragon creature’s speed triples, for all movement types.

AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).

Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.

Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.

Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.

Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.

Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.


Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
Abilities: All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +15.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.


CREATING A PSEUDONATURAL CREATURE
“Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

HD: A pseudonatural creature always has maximum hit points.

Speed: A pseudonatural creature’s speed doubles, for all movement types.

AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.

Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.

Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier.

Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following.

Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Spell-Like Abilities: Caster level 20th. The DCs are Charisma-based.


At will - blur, dimension door, shield, unhallow.

Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.


Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better.
Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better.
Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher.
One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.
A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.


Hit Dice
Electricity and Acid Resistance
Damage Reduction
Extra Tentacle Rake Attacks

1-3
15
5/epic
1

4-7
20
5/epic 2

8-11
25
10/epic 3

12-15
30
10/epic 4

16-19
35
15/epic 5

21-24
40
15/epic 6

each 4 more HD
+5
15/epic +1


If the creature already has one or more of these special qualities, use the better value.

Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10
Treasure: Same as the base creature.
Alignment: Same as base creature.
Advancement: Same as the base creature.

:D
Well I can be the first to post in your thread other than you. Yeah I was checking out your workshop thread the other day and wondered why it had been archived because it looked like a work in progress. Gotta love effective forum management huh?
I am waiting for carnivore's stuff just to evaluate his Iron Siege entry again. I never get tired of killing challengers.

Trixie ...


IMAGE(http://th85.deviantart.com/fs32/300W/f/2008/210/a/5/Night_Fairy_by_namesjames.jpg)



the Pixie Party Booster



Since most 4 person Parties will have:

1)Arcane Caster
2)Divine Caster
3)Tank

the 4th party member needs to fill any voids to help round out the team, they need to be a true Multi Role Character. Not just a Face or Skillmonkey or Trapfinder, ... but doing all of this and More is what is needed for an Optomized party.

This is a Multi Role character that can Boost Any Party she is added to. She can Give All members of the Party +13 to initiative and Dex based Skills, also +13 to all Cha based skills. She can Support any member of the Party even from Accross the Battlefield(Thrown Boomerangs). She is a Great Scout, and has the ability to infiltrate(Locks and Traps fear her) and gather info very easily and Undetected. She can serve as the party Face and has excellent social Skills. She can use any magic item easily with UMD. Many TrapFinder/Skillmonkeys can do some things well, she does many roles well and can Support the other members very well.

Roles in the party

Roles she provides:

Face:
Charisma based .... Diplomacy(66+1d20), Bluff(48+1d20)

Scout: (Stealth and Intel Gathering)
Stealth:
[indent]Greater Invisibility at will continuously
Flight(60'(Perfect)
Darkstalker ......... enemies must make spot and Listen checks to be aware of her vs: (Hide 53+1d20(73 +1d20 Invisible and Moving, 93+1d20 Invisible and stationary)(Move Silent 38+1d20)[/indent]
Detection:
[indent]
Quick Reconoiter... free Spot and Listen each round(Spot 38+1d20)(listen 12+1d20)
As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20. As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check.
On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost.
Search 45+1d20
clairvoyant sense at will[/indent]




Trapfinding:
Search .... see above
Spot ....... see above
Disable Device .... 31 +1d20
You can make Disable Device and/or Open Lock checks without Thieves’ Tools and not take the standard –2 penalty. If you fail one of these checks, you cannot use this ability again until you have rested 8 hours.
Open Lock ......... 42 +1d20
As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours.

Combat Support:
Greater Invisibility
Flight
Ranged Attacks.... Daze, Disarm, Trip, Sunder
Melee ................ Super Trip
Battlefield Control .. Ranged Trip, Melee Super Trip

Party Buffing: ...... Marshal Auras(Dex based , Cha based)

Skillmonkey: ...... Knowledge skills, UMD, Craft (Weaponsmithing), Craft (Alchemy), Decipher Script, Perform(Sing), Sense Motive, Sleight of Hand, Spellcraft

and she can do any untrained skills reasonably well also



Race: Pixie
Alignment: True Neutral

Ranger 2/ Cloistered Cleric 2/ Rogue(Feat Variant) 2 / Marshal 3/ Masterthrower 5/ Exotic Weapon Master 2

Domains:
Elf
Time
Knowledge

Attributes

Attributes: 32pt buy

10 Str(14 -4 racial)
32 Dex(14 +8 Racial+6 gloves +4 Inherent)
16 Con(16)
18 Int(12 +6 Racial)
12 Wis(8 +4 Racial)
36 Cha(14+8 Racial+4 levels+4 Inherent +6 Cloak)


Hit Points: 85+48= 133 hp
AC:34(39 vs Ranged)Base 10 +5 Armor +3 enhancement +1 size +8 Dex +3 Natural Armor +4 Shield -1 Vulnerable +1 Deflection
Touch 22
Flatfooted 26
Saves: +18/+24/+10 and Improved Evasion
Speed:
10/ 60' Fly(Perfect)

Initiative:
+2 Quick reconoiter +4 Imp Initiative +11 Dex +13 Cha= +30 Initiative... Roll twice and pick the best


Progression and Feats

Flaws:
Slow
Vulnerable

Feats and Progression:

Dodge (pixie bonus)
Alertness(pixie bonus)
Weapon Finnesse(pixie bonus)
Darkstalker(flaw bonus)
Improved Flight(flaw Bonus)(Good > Perfect)

Ranger 1 ...................... Exotic Weapon(Talenta Boomerang,(Eb p120)), Track(Ranger Bonus)
Ranger 2 ...................... Rapid Shot(Ranger Bonus)
Cloistered Cleric 1 .......... Quick Reconoiter, Knowledge Devotion(Cleric Bonus), Point Blank Shot(Cleric bonus), Imp Initiative(Cleric bonus)
Rogue 1 ....................... Weapon Focus(Talenta Boomerang)(rogue bonus)
Rogue 2 ....................... Precise Shot(rogue Bonus)
Cloistered Cleric 2 .......... Flyby Attack
Marshal 1 ..................... Skill focus (Diplomacy)(marshal bonus)
Marshal 2
Marshal 3 ..................... Boomerang Daze
Master thrower 1 ........... Quickdraw(Master thrower bonus)
Master thrower 2
Master thrower 3 ........... Underfoot Combat, Imp Critical(Talenta Boomerang)(Master thrower bonus)
Master thrower 4
Master thrower 5 ........... Snatch Arrows(Master thrower bonus)
Exotic Weapon Master 1 .. Confound the Big Folk
Exotic Weapon Master 2


Feats from Items:
Iron Will
Tactile Trapsmith
Stealthy
TWF
Deflect Arrows
Farshot



Skills

Skills: (160 skill points total)(144 spent on skills)
48 Bluff = 5 ranks +10 Choker+2 morale(Hat)+5 unnamed(hat) +26 Cha
9 Craft (Weaponsmithing) = 3 ranks +2 morale(Hat) +4 Int
7 Craft (Alchemy) =1 rank +2 morale(Hat)+4 Int
7 Decipher Script =1 rank +2 morale(Hat)+4 Int
66 Diplomacy =14 ranks +3 Skill focus +10 Choker +6 Synergy(Skills)+2 morale(Hat)+5 unnamed(hat)+26 Cha
31 Disable Device =5 ranks +2 morale(Hat)+11 Dex +13 Cha
44 Escape Artist =8 ranks ( 3 ranks CC = 6 points) +10 Competence (Armor)+2 morale(Hat) +11 Dex +13 Cha
53 Hide =5 ranks +2 Stealthy +10 Competence (Armor)+2 morale(Hat)+11 Dex +13 Cha+10 Enhancement
23 Knowledge (arcana) =5 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick) +2 Masterwork tool(Field manual)
19 Knowledge(Architecture and engineering) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
23 Knowledge (dungeoneering) =5 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (geography) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (history) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (Local) 1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
22 Knowledge (nature) =4 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
23 Knowledge (Nobility and royalty) =5 ranks +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (religion) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int+5 Competence(Skill trick)+2 Masterwork tool(Field manual)
19 Knowledge (the planes) =1 rank +5 sacred(Scrolls)+2 morale(Hat)+4 Int +5 Competence(Skill trick)+2 Masterwork tool(Field manual)
12 Listen =5 ranks +2 Alertness +2 Competence(Ring)+2 morale(Hat)+1 Wis
38 Move Silent =0 rank +2 Stealthy +10 Competence (Armor)+2 morale(Hat)+11 Dex +13 Cha
42 Open Lock =12 ranks (7 ranks CC = 14 points)+ 4 Competence Vest+2 morale(Hat)+11 Dex +13 Cha
43 Perform(Sing) =0 rank +10 Choker+2 morale(Hat)+5 unnamed(hat)+26 Cha
45 Search =5 ranks +9 Insight(mask) +5 Lens+2 morale(Hat)+11 Dex +13 Cha
8 Sense Motive =5 ranks +2 morale(Hat)+1 Wis
34 Sleight of Hand =8 ranks +2 morale(Hat)+11 Dex +13 Cha
7 Spellcraft =1 rank +2 morale(Hat)+4 Int
38 Spot =19 ranks +2 Alertness +5 Competence (Hat) +9 Insight(Mask)+2 morale(Hat) +1 Wis
36 Tumble =10 ranks +2 morale(Hat)+11 Dex +13 Cha
35 Use Magic Device =2 ranks +2 morale(Hat) +5 unnamed(hat)+26 Cha


Skill Tricks: (max 8 known)(cost 16 skill points)

Clever Improviser(CSco p085) Manipulation, reqs: Disable Device: 5 ranks, Open Lock: 5 ranks
You can make Disable Device and/or Open Lock checks without Thieves’ Tools and not take the standard –2 penalty. If you fail one of these checks, you cannot use this ability again until you have rested 8 hours.

Easy Escape(CSco p086) Manipulation, reqs: Escape Artist: 8 ranks
up to Medium size
Receive an Circumstance bonus on Escape Artist checks to escape a Grapple or a Pin if your grappler is Large size or greater:
Large +4, Huge +8, Gargantuan +12, Colossal +16

Opening Tap(CSco p088)Manipulation, reqs: Open Lock: 12 ranks
As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours.

Sudden Draw(CSco p089)Manipulation, reqs: Sleight of Hand: 8 ranks
Feat: Quick Draw
As an Immediate Action, you may draw a concealed weapon to make a Flat-Footed attack on a foe who has just generated an Attack-of-Opportunity.

Clarity of Vision(CSco p085)Mental, reqs: Spot: 12 ranks
As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20.

Collector of Stories(CSco p085)Mental, reqs: Know (any): 5 ranks
Receive a +5 Competence bonus on trained Knowledge check to remember the
special ability / vulnerability of a creature.

Listen to This(CSco p087)Mental, reqs: Listen: 5 ranks
On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost.

Point It Out(CSco p088)Mental, reqs: Spot: 8 ranks
As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check.

Equipment

Armor and Weapons

67400gp +3 Celestial Armor with Improved Shadow and Improved Silent moves and Improved Slick(max dex +8)( +10 Competence to Hide and Move Silently and Escape Artist)
9205gp +3 Darkwood Buckler
5000gp Greater Crystal of Arrow Deflection(+5 AC vs Ranged attacks, and Deflect Arrows feat)
10200gp Vest of Escape + Ghost Shroud +4 competence Open Lock ,+6 competence Escape Artist, +1 Deflection AC, and any Melee weapons considered Ghost Touch vs Incorporeal
8000gp +2 Amulet of Natural Armor(+2 Natural Armor)
43200gp 2x Tooth of Dahlver Nar(Leraje.... cast greater magic weapon @20th Caster level... to give Rapier and Disarming Boomerang +5 Enhancement, that lasts 20 hours)

19920gp +1 Vampiric Dwarvencraft Quality Flametouched Iron Rapier
32915gp (+4)+1 Disarming Teleporting Dwarvencraft Quality Flametouched Iron Talenta Boomerang
19915gp (+3)+1 Sundering Teleporting Dwarvencraft Quality Flametouched Iron Talenta Boomerang
19830gp 2x +1 Teleporting Dwarvencraft Quality Flametouched Iron Talenta Boomerang
5260gp 4x Masterwork Flametouched Iron Talenta Boomerangs

240845 spent

Weapon qualities

Dwarvencraft Quality(RoS p159)Improvement on Masterwork quality
+2 Hardness
+10 hp
+2 on all saving throws made by the item
+600 gp

Flametouched Iron(Eb p126) Iron speckled with red Weapon is considered Good-aligned +1,000 gp

+2 bonus Disarming(CWar p134)
Melee weapons – During a Disarm action, eliminate the opponent’s bonuses for weapon size & using two hands.
Ranged weapons – Able to make Ranged Disarm action (weapon sizes do not matter, but the opponent gains a +4
bonus us holding the weapon in two hands).

+1 bonus Teleporting(XPH): This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.this will allow movement while throwing Boomerangs

+1 bonus Sundering(XPH): This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.



67000gp +6 Gloves of Dex + Gloves of Tarnahirn the Vigilant(MoF)(gives Throwing and Returning special abillities to weapons) +Gloves of the Balanced Hands(gives feat: TWF)+ Gauntlets of Weaponry Arcane(MIC) (any held weapon= Magic and Silver vs DR) + Gloves of Endless Javelins(MIC)(unlimited supply of +1 javelins that do Force damage)
36000gp +6 Cloak of Cha
220000gp +9 Inherent(+4 tome cha, +4 tome Dex)
24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing)
8500gp Ring of Anticipation + Ring of Sustenance... +2 Competence to Spot and Listen, and roll twice for initiative
21000gp Crystal Mask of Insightful Detection( +9 Insight to Search and Spot)
3500gp Lens of Detection(+5 Search)
2000gp Handy Haversack
59000gp Admirals Bicorne(hat) (Stormwrack) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.+ Helm of the Hunter(MIC) +5 competence to Spot, feat: Farshot
9000gp Magical Locations(gain feats: Iron Will, Tactile Trapsmith, Stealthy)
5000gp Bracers of Aerial Combat(+1 competence to Attack if airborne)
8000gp Scrolls of Uncertain Provenance give +5 sacred bonus Knowledge checks. Relic from MIC, page 183.
500gp 10 Masterwork Tools(Field Manuals for Knowledge Skills) +2 to all knowledge checks
4000gp +2 Cloak of Resistance
18000gp Skin of the Chameleon:+10 enhancement bonus on Hide checks.
24000gp Third Eye Sense: manifest clairvoyant sense at will.

509500 spent

total spent = 750345 , 9655gp left to spend





Master Thrower Tricks

Master Thrower Tricks:
Palm Throw – Each attack with little thrown weapons (i.e., daggers, shuriken, & darts) can be with two of the weapons. Do not apply your Strength modifier to the damage of either.

Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply. Bonus from Feat: Improved Trip do not apply.

Weak Spot – When attacking an opponent of your size or larger, you may make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier to the damage. You
may only take this trick as a 5th level Master Thrower.

Exotic Weapon Stunts

Exotic Weapon Stunts:
Ranged Disarm – you may attempt to Disarm with a Ranged Exotic Weapon (which is considered a Light weapon).

Close-Quarters Ranged Combat – does not generate an Attack of Opportunity with Exotic Ranged Weapons.


Combat Ability:
+13 BAB
+11 Dex
+1 Size
+1 competence
+2 morale
+4 Insight(minimum)
.......................
+32 attack bonus

+32/+27/+22 full attack

+37/+32/+27 with Rapier, damage 1d4(2) +4 Insight(Average) +5 Enhancement +1d6(3) Vampiric = +14 damage heals 3hp per hit

+33/+28/+23 Force Javelins, unlimited supply, Damage 1d4(2)+4 Insight(Average) +1 Enhancement +1 Point Blank Shot = +8 Force Damage

+34/+29/+24 Boomerang (All Attacks are Ranged Touch Attacks)... all attacks can Daze Target(Fort neg, DC 10+damage dealt), Damage 1d4(2)+4 Insight(Average) +1 Enhancement +1 Point Blank Shot = +8 Damage .... a single Boomerang has an additional +4 Enhancement bonus to Hit and Damage


(+32/+32)/(+32/+32)/(+29/+29)/(+24/+24) Boomerang with TWF and Palm Throw(All Attacks are Ranged Touch Attacks)... all attacks can Daze Target(Fort neg, DC 10+damage dealt)

Ranged Trip Check = +27 opposed, if in the same square as defender, they do NOT get size bonuses to resist
Ranged Disarm Check = +50 opposed Attack roll, weapon sizes do not matter
Ranged Sunder = +37 to hit

try to capitalize on Ranged Tripping and Disarming and Boomerang Daze and Ranged Sunder, can do battlefield control at much larger scales than a Spiked Chain or other Reach Weapon..... can Trip very large creatures if in the same square with them(Confound the Big Folk(Feat) Dex based Trip(+23!!) , target gets NO bonuses fron Size)







what do you think?


:D
funny stuff.... but these are not mine ... from this thread:

http://brilliantgameologists.com/boards/index.php?topic=3814.msg122159#new

The "Thing's Im not allowed to do while gaming" thread


Start listing them !

1. No longer allowed to play a gnome with max bluff and convince people that I am a clockwork gnome.
2. No longer allowed to play any race with max bluff and convince people I am a clockwork gnome.
3. Dragons dont rever to their treasure as their booty, their bling bling or their precious.
4. No, not even if they refer to a ring.
5. Elves wont be shot on sight just because they suck.
6. Especially if there are elven party members.
7. We did not find the new paladin that joined our team via "looking for more".
8. Not allowed to buy a cart and go everywhere with it, unless all party members are halflings.
9. Paladins cannot charge on their mighty steeds while inside deep dark dungeons.
10. I dont care if you are small sized and your mount is medium sized, you still cannot enter the dungeon mounted.
11. EVEN IF Bill is a brave donkey.
12. Characters need to eat. They dont survive hunger and thirst just because they are THAT awesome.
13. Half orcs are not vietnamese. I dont care what that picture from the ECS shows.
14. Having a cat familiar doesnt mean that you are automatically the most powerful character in any given village.
15. Being a wizard makes you one.
16. Just because we didnt bother spending money on miniatures doesnt mean that you can use any of the following as one: used chewing gum, balls of paper, peanuts, dry cat food or the cat itself.
17. Going to an inn could be the way to get your next assignment. That doesnt mean that the shady dude in the corner has any of the following above his head: a dialogue bubble, a question mark, an exclamation mark or anything else you once saw in a video game.
18. The paladin cannot have a kagaroo as his holy mount.
19. Even if he is a small sized character and seeing one ride inside the kangaroo's pouch would be awesome.
20. An ostrych mount is likewise banned.


list#2

1. Cannot base characters off the Who's drummer Keith Moon.
2. A one man band is not an appropriate bard instrument.
3. There is no Gnomish god of heavy artillery.
4. My 7th Sea character Boudreaux is not 'Southern' Montaigne.
5. Not allowed to blow all my skill points on 1pt professional skills.
6. Synchronized panicking is not a proper battle plan.
7. Not allowed to use psychic powers to do the dishes.
8. How to serve Dragons is not a cookbook.
9. My monk's lips must be in sync.
10. Just because my character and I can speak German, doesn't mean the GM can.
11. Not allowed to berserk for the hell of it, especially during royal masquerades.
12. Must learn at least one offensive or defensive spell if I'm the sorcerer.
13. Must not murder canon NPCs in their sleep, no matter how cliche they are.
14. Ogres are not kosher.
15. Plan B is not automatically twice as much gunpowder as Plan A.
16. I will not beat Tomb of Horrors in less than 10 minutes from memory.
17. Collateral Damage Man is not an appropriate name for a super hero.
18. When surrendering I am to hand the sword over HILT first.
19. Drow are not good eating.
20. Polka is not appropriate marching music.
21. No longer allowed to recreate the Death Star Trench Run out of genre.
22. There is no such thing as a Gnomish Pygmy War Rhino.
23. Any character who has a sensitivity training center named after him will be taken away.
24. Even if the rules allow it, I am not allowed to summon 50,000 Blue Whales.
25. The green elf does not need food badly.
26. Valley speak has no place in a fantasy setting. Especially if you're the paladin.
27. I am not to shoot every corpse in the head to make sure they aren't a zombie in Twilight 2000.
28. The Goddess' of Marriage chosen weapon is not the whip.
29. I cannot have any gun that requires me to continue the damage code on back.
30. I am not to kill off all the vampires in the LARP, even if they are terminally stupid.
31. The backup trap handler is not whoever has the most HP at the time.
32. I cannot buy any animal in groups of 100 or over.
33. There is no such skill as 'improvised cooking'
34. I am not allowed to base any Droid off any character played by Joe Pesci.
35. I am not allowed to convince the entire party to play R2 units.
36. I am not allowed to convince the entire party to sit on the same side of the table.
37. They do not make black market illegal cyberweapons for rodents.
38. When investigating evil cultists not allowed to just torch the decrepid mansion from the outside.
39. Gnomes do not have the racial ability 'can lick their eyebrows'
40. Gnomes do not have the racial ability to hold their breath for 10 minutes.
41. Gnomes do not have the racial ability 'impromptu kickstand'
42. Having a big nose adds nothing to my seduction check.
43. No longer allowed to set nazi propaganda music to a snappy disco beat.
44. Not allowed to spend all 100 character points on 100 1pt skills.
45. My character names are not allowed to be double entendres.
46. Sliver rhymes with silver because the computer frelling says so.
47. They do not make Nair in wookie sizes.
48. The elf is restricted to decaf for the rest of the adventure.
49. Not allowed to blow up the Death Star before that snotty farm kid gets his shot.
50. Not allowed to use thermodynamic science to asphyxiate the orcs' cave instead of exploring it first.
51. No longer allowed to use the time machine for booty calls.
52. My bard does not know how to play Inna Godda Davida on marachas.
53. Not allowed to start a drow character weighing more than a quarter ton.
54. Cannot pimp out other party members.
55. Before facing the dragon, not allowed to glaze the elf.
56. No matter how well I roll, a squirrel cannot carry a horse and rider at full sprint.
57. In the middle of a black op I cannot ask a guard to validate parking.
58. Expended ammunition is not a business expense.
59. Not allowed to pose the Netrunner in embarrassing positions when he's on a run.
60. Not allowed to short sheet the bedroll of impotent dieties.
61. Can only taunt the ranger about his lack of swimming after my USCG E8 saves him.
62. I am not allowed to do anything I saw Han Solo do once.
63. No, I cannot buy 10,000 marbles even if I say please.
64. My paladin's battle cry is not "Good for the Good God"
65. There is no Summon Bimbo spell.
66. Not allowed to start a character that speaks every language except ones the party speaks.
67. There is no Kung Fu manuever "McGuire Swings For Bleachers"
68. Bring him back intact includes redundant organs.
69. There is more to wizardry than magic missile. Even if I can do 200 damage automatic with no save.
70. Not allowed to cook up nerve gas in the sink even if the target number is 5.
71. There is no 'annoy' setting on a phasor
72. Not allowed to start a character who is over 100 years old unless he's an elf or dwarf. Humans are right out.
73. Not allowed to name my cudgel Ceremonial Whoopass Stick.
74. My thief's battle cry is not "Run And Live"
75. Nor is it "You take care of the orcs, I take care of the traps"
76. I am not allowed any artistic license while translating.
77. I did not get my super powers from James T. Kirk.
78. Not allowed to commission a pistol that costs more than a sedan.
79. I am not liquid metal.
80. When accepting a challenge for a duel, I must allow the other guy time to find a pistol.
81. A picture of my ex-wife is not an acceptable backup weapon.
82. Victory laps after killing the dragon with my 1d2 bow is considered in poor taste.
83. My gnome does not like big butts and he cannot lie.
84. Not allowed to talk my fellow inquisitors into buying a 220lb pull crossbow.
85. Not allowed to talk my fellow inquisitors into buying an industrial strength flamethrower.
86. Not allowed to make a superhero with a 99% chance of dodging even after the -10 penalty for a successful called shot.
87. There is no such thing as a dwarven katana.
88. My bard does not get a bonus to perform if she is obviously not wearing anything under her tabard.
89. The elf's name is not Legolam.
90. My swashbuckling fop cannot take the flaw Dark Secret: Not Gay
91. A wet towel does not constitute an improvised weapon.
92. The name of the weapon shop is not "Bloodbath and Beyond"
93. I am to remind my DM that he must never, ever give my paladin a dire boar for a mount again.
94. I cannot base my ancient kung fu master on neither Gene Simmons or Bluto Blutarski.
95. I must not put the Thunder God on the spot again.
96. No making up polearms.
97. My one wish cannot be 'I wish everything on this piece of paper was true'
98. There is no such thing as Speed Polka.
99. Not allowed to see if Jedi can parry a shotgun blast with their lightsaber.
100. When any character from a d20 sourcebook is allowed, that doesn't include System Lords.
101. I am not allowed to pave ANYTHING.
102. I am not authorized to start any civil engineering project on the taxpayer's dime.
103. There is no such thing as a Club +3 of Cup Checks
104. Nor is there a +1 Longsword, +5 against party members.
105. I am not allowed to polymorph anyone into Abe Vigoda.
106. I do not have weapon profiency in cat.
107. There is no such game as Wereshark the Buffet.
108. No, I do not get XP for every single crewman on that Star Destroyer.
109. Not allowed to kill a vampire with any part from a DC-10 larger than my car.
110. Not allowed to serenade the party even if my character has an internal tape deck.
111. I did not pick the garrote skill last week from my grandmother.
112. If the gun can't fit through the x-ray machine, it doesn't go on the plane.
113. My Droid is not allowed to paraphrase any Jack Nicholson soliloquy.
114. The Demilich only falls for getting stuffed in the bag of holding once.
115. My musical instrument does not double as a personal flotation device.
116. Not allowed to take a coffee break during the final super villain showdown.
117. I am restricted to memorizing Floating Disc only once per day.
118. I will pick a more traditional paladin weapon instead of a sledgehammer.
119. My character's names cannot be anagrams of playboy playmates.
120. Not allowed to kill another party member with a boomerang again.
121. I am not a contractor for Dragon Cave Cleaning Services Inc.
122. The paladin's alignment is not Lawful ****.
123. Not allowed to forget to mention traps when the powergamer has point.
124. I cannot insert the words "Kill Phil, Sorry Phil" into any list of instructions.
125. Lingerie can only snap coincidentally so many times per day.
126. Dwarves do not count as burrowing animals.
127. Not allowed to download AOL 6.0 on the Arasaka mainframe.
128. Polka Gnomes exist only in my mind.
129. Not allowed to name my ship The Antidisestablishmentarianism.
130. I am not authorized to form the head.
131. Not allowed to bet how many times the lich bounces.
132. There is no such feat called "Death Blossom"
133. My acrobat cannot balance on the warlord's head for more than one round.
134. The King's Guards official name is not "The Royal Order of the Red Shirt"
135. I cannot demand payment in electrum, backrubs or bubblewrap.
136. I cannot start the 7th Sea campaign with 3 confirmed Drachen kills.
137. I do not have a scorching case of lycanthropy.
138. If the mere thought of it costs the others sanity, I'm forbidden from doing it.
139. My bard is required to take levels in the perform skill and cannot 'just play by ear'
140. The Dutch language does not exist in the Forgotten Realms.
141. My maid does not know kung fu.
142. Not allowed to give a 4 year old a sugar rush just to jack up the CR later.
143. Not allowed to by a holy symbol for every god just in case one of them is right.
144. There is no such thing as pleather armor.
145. I cannot go back in time to cut in line at the Declaration of Independence so everybody now is asked for their Terrence E. Woczinski when signing documents.
146. Not allowed to play an Australian in any game set before 1600.
147. Hobbits are not allowed to have Norse ancestry.
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
149. Looting the unguarded baggage train is not considered a glorious victory.
150. Not allowed to create recreational drugs in suppository format.
151. Halflings do not have a racial proficiency with the flamethrower.
152. When the guy is at -9 HP is not the best time for my cleric to convert him.
153. I will not propose to every noblewoman at the royal ball until I crit my charisma check.
154. I am not allowed to rub the monk's head for luck.
155. I am not allowed to rub any part of the elf chick for any reason.
156. When one person forgets to buy rations eating the half-elf is not our first option.
157. Any capital scale weapon is not 'my little friend'.
158. I will not declare myself a god just so I can grant myself spells.
159. Airlocks do not double as trash disposals.
160. I will not load any gatling weapon with nothing but paint rounds.
161. I will not nail every single female party member except for the elf chick played by that creepy guy.
162. What ever monster we just killed is not to be tonight's dinner.
163. Not allowed to try and make a dire version of any dog of the toy breeds.
164. I am not to tattle to the halfling assassin's mom about his career choice.
165. I am forbidden from replacing anything with folger's crystals to see if they notice.
166. Not allowed to bribe the enemy commander into withdrawing with a stolen Elvis LP collection.
167. I was not recruited by Star League for any reason.
168. I was also not recruited by 12 dwarves and a wizard to rob a dragon.
169. I am neither the pagan god nor goddess of fertility.
170. I cannot name my character Xagyg or any anagram thereof.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
172. At no point can I justify spending force points on a seduction check.
173. I am not allowed to recreate Veers' March of the AT-ATs on Zhentil Keep.
174. There is no use of Shatner's spoken word album that doesn't require a humanity check.
175. I am not directly descended from either Huey Lewis or any member of the News.
176. I cannot make called shots to the plectrum, anvil, stirrup, hammer or Isle of Langerhans.
177. Stinking cloud is a privilege, not a right.
178. There are no profanities in Celestial.
179. Chummer means he is my friend, not that sharks find him tasty.
180. I have neither the touch nor the power.
181. I cannot quote Shakespeare in Crinos.
182. No figuring out the plot and killing the actual villain five minutes into the adventure.
183. There are no rules for cooking corn dogs in any d20 supplement.
184. A starting character has no need for 100gp worth of hemp rope.
185. My bard does not need roadies for a dungeon crawl.
186. No cutting line to be a god.
187. I cannot gain more than three drama die per session for making the GM pee.
188. I cannot play a elf with a scottish accent, nor a cajun dwarf.
189. Tourretes is not a flaw, it is a reason to kill the character at creation.
190. Duel wielding small animals is strictly forbidden.
191. My character is not related in anyway to Boba Fett. This goes double for Star Wars characters.
192. If the gun is best fired using the artillery skill, my character is not allowed to have it.
193. Not allowed to kill vampires with seismic charges.
194. When the other guy picks swords for the choice of weapons, that does not leave me pistols.
195. I cannot use a silent feat enambled power word stun and blame it on the dog.
196. I cannot name a character anything that I can't say politely in another country.
197. My epic level character cannot take on the minor goblin menace to his country just to stay sharp.
198. Not allowed to steal my own soul.
199. My third wish cannot be 'I wish you wouldn't grant this wish'
200. I cannot name my character cliche canon characters from other systems.
201. My thief is prohibited from speaking solely in Cant.
202. Character descriptions cannot contain two of the following words: Slavic, Tonedeaf, Karaoke, Musician.
203. My superhero's strength is not classified as snazzy, neato or bodacious.
204. I am not too sexy for the elf, too sexy for the elf, so sexy myself.
205. My 3rd ed. Red Wizard is not allowed to start a business named Thay Co.
206. I cannot forge a +1 sword of Brad's Min/Maxed Paladin/Monk Slaying.
207. The following weapons are not legal choices in a duel: Steamroller, Nerve Gas, Landmine, Midget.
208. I cannot whine about the crappy selection of magical bec de corbins.
209. My Paladin's heraldry is not a smiley face.
210. My Antipaladin's heraldry is not Mr. Yuk.
211. If at any point if my dwarf takes on the mannerisms of Macho Man Randy Savage, he dies.
212. If the party always starts the adventure in a tavern, I cannot opt to start in a brothel.
213. I am not the patron saint of common sense.
214. There is no prestige class Drizzt Slayer.
215. They do not make heavy weapons in pump action.
216. There is an upper limit to the number of Bozo boostergangers I can get in a Volkswagon.
217. If the weapon is capable of staking vampires hiding behind engine blocks, I can't have it.
218. No matter my alignment, organizing halfling pit fights is a violation.
219. In formal introductions to royalty, I must not introduce my companions as just "The Other Guys".
220. I am not the master of the low blow or the gang up.
221. If I get that Yugo up to 120mph again, that's gonna get some paradox.
222. Druids are not against my religion.
223. I cannot convince the Solo he has a cortex bomb when he really doesn't.
224. I cannot insinuate elf chicks are all easy, even though you never hear about a half gnome do you?
225. I am forbidden from monologuing.
226. Troll bubblegum...bad idea.
227. My last wish cannot be "I wish we were playing another game."
228. I cannot use my time machine to hire Hitler a hooker in 1920, thus avoiding WW2.
229. Not allowed to spontaniously check if the elf can take a punch.
230. There is no such thing as monofilament tooth floss.
231. I am not allowed to do anything that would make a Sith Lord cry.
232. It is not possible to recreate any scene from Dr. Who in Crinos.
233. If I am the medtech it is generally assumed I am going to have skill in medicine.
234. My character does not get d34 HP a level.
235. My Samedi is required to have dots in obfuscate. Plural, as in more than one, two more than none.
236. My character has no need for 24,000 cartons of cigarettes, especially in his neighbor's garage.
237. Not allowed to use more than 3 words per game that the GM has to look up the definition.
238. My bard cannot play or has ever heard of the theremin, didgeridoo or glass armonica.
239. My rockerboy cannot play or has ever heard of the theremin, didgeridoo or glass armonica.
240. Any character with more than three skills specializing in chainsaw is vetoed.
241. Cannot use the jedi mind trick to get out of a speeding ticket.
242. Not allowed to give quicklings Mountain Dew.
243. Cannot cast haste on the king during a long winded speech to get him to hurry the hell up.
244. Not allowed to taunt the rest of the party in 8 different languages because they forgot to take any.
245. Not allowed to attend any opera whose name the GM confuses with a strip joint.
246. I cannot keep selling that creepy guy's always naked elf chick to nomads every chance I get.
247. If the king rewards me with a forest, I am to assume he intends for me to keep it a forest.
248. There is no Halfling god of groin shots.
249. If a black op requires me to impersonate an employee, I cannot bill the target for overtime.
250. Superfluous Man is not a viable superhero concept.


:D

IMAGE(http://th00.deviantart.com/fs7/300W/i/2005/256/f/4/Glimpse_of_Summer_by_enayla.jpg)


Feline Forest Guardian


Pixie 4/ Ranger 6/ Cavalier 10




IMAGE(http://th01.deviantart.com/fs31/300W/f/2008/231/c/a/Iconic_Sorceress_by_BenWootten.jpg)
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IMAGE(http://th08.deviantart.com/fs35/300W/f/2008/292/a/e/Uncanny_Pixie_by_windriderx23.jpg)
IMAGE(http://th08.deviantart.com/fs28/300W/i/2008/058/0/7/____Pixie_____by_SilentGianni.jpg)
IMAGE(http://th04.deviantart.com/fs18/300W/f/2007/214/b/5/Pixie_by_III_Lilith_III.jpg)
IMAGE(http://fc41.deviantart.com/fs11/i/2006/214/5/c/Mouse_Bait_by_pixiwillow.jpg)
IMAGE(http://fc62.deviantart.com/fs30/f/2008/114/2/f/Dark_Pixie_by_lorraine_schleter.jpg)
IMAGE(http://fc14.deviantart.com/fs41/f/2009/013/9/9/Acorn_pixie_by_Ironshod.jpg)
IMAGE(http://th06.deviantart.com/fs36/300W/f/2008/253/3/8/Pixy_by_Rashel_ua.jpg)
IMAGE(http://fc76.deviantart.com/fs36/f/2008/253/3/8/Pixy_by_Rashel_ua.jpg)
IMAGE(http://th02.deviantart.com/fs23/300W/f/2007/355/c/7/c7fe584b94b32907.jpg)
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IMAGE(http://th04.deviantart.com/fs37/300W/f/2008/255/4/b/Punk_Pixie_by_phoenix_feather.jpg)
IMAGE(http://th09.deviantart.com/fs7/300W/i/2005/198/e/8/Troll_and_Pixie_by_BaneNacent.jpg)
IMAGE(http://th01.deviantart.com/fs7/300W/i/2005/198/1/c/__Fire_Pixie___Coloured_by_Chikara_Rei.jpg)
IMAGE(http://fc50.deviantart.com/fs6/i/2005/031/7/7/Pixie_by_Yakra.jpg)


:D
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Ballad of Log, The Timberrogue!

Galahad_Knight06-23-03, 10:22 PM
Most of you will remember the exploits of Log, the Timberrogue from our old boards.

For those who need a refresher I'll give you a briefing before I post his latest exploits.

Our party (Cleric, wizard, paladin, ranger) was about to enter the Return to The Temple of Elemental Evil without a rogue.

We were worried about traps.

Until my Ranger had a brilliant idea: The Timberrogue!

The concept was simple. Cut down a tree a good two or three feet thick. Cut out a five-foot long log from it. Cut hand-holds on the side and cut one end to a point.

Now, take said log and roll it in front of the party down suspect hallways. The log sets off any traps well away from the party. On upward slopes or rough floors you might want to employ a pole to push it with.

When you come to a locked or possibly trapped door you have the burliest party member pick up the lof and give it a good hurl through the door. It should weigh a couple hundred pounds so it'll make short work of the door. Same applies to chests. If you want you could probably pick pockets too...as long you don;t care too much about the victim.

A simple tool, a brilliant plan.

But somehow it has become a member of the party!

We started referring to it as "The Rogue". "The rogue will check for traps in the corridor ahead of us." "The Rogue will unlock the door." etc.

Eventually it got to where my Ranger (who has the 'throw anything' feat) would pick him up and shout "SNEAK ATTACK!" and hurl the errant log towards unsuspecting foes.



At one point our paladin preyed to his god to help him smite an evil cleric. He rolled a 1% so the DM rewarded him by having the log suddenly fly up and smite the cleric on its own. But this broke the log and our party was griefstricken...especially the ranger, cleric and wizard who, not being privy to the prayer, assumed that it was an act of LOG that did that, and not the divine intervention of the paladin's god.

We quickly repaired him, using mending spells and the like. The log had given its life to save us, only to rise again from the proverbial ashes.

The GM was having a blast with it so he ruled that the touch of god made the log a +1 Holy weapon.

Now my Ranger, who now sees himself as a divine deciple of the Log, has the honor of bearing the log into combat. The first round of every combat now begins with my ranger shouting "SNEAK ATTACK!!" Or (depending on my mood or the nature of the targets) "HOLY SMITE!!" and hurling the, now blessed, log into the enemy.

He's getting good at it. Sometimes he can hit two or three people if they're standing close to one another.

Recently we found this creepy evil altar with a creepy multi-sided pillar.

We decided to use the Log to help us deface and purify the altar. So I picked it up and started smashing the pilar. Low and hebold each side contained a (now smashed open) secret compartment "The log found a secret pannel and disarmed the trap" (in other words, the thing was smashed in and the log set the trap off)

We found incense, a prayer bead, a dru and somethng else. Well, we used them and an evil elemental eye dealie appeared over the altar. It inflicted temporary levle loss on a couple party members and paralyzed one. The Paladin, who made his save, took up the Log from my injured Ranger and roared a dedication to his deity as he charged the eye.

He smote the eye with the log and saved the day!
When it was all over the party rushed to the smoking log and the injured paladin (there was an explosion that threw him against the wall) and we took up our fallen comrade and raised him up and declared "The Log has saved us! In Log we Trust!"

The paladin was too injured to join in the log-hoist but once the excitement died down the cleric patched him up and we asked him what it was like to be that near to the log when he performed his miracle.

Well...that's the latest exploit of The Log...those of you who already share in the glory of the log, feel free to re-post your experiences from the old boards over here. Or bring in new ones.

The Internet Cult of theLog shal not die!

:D




IMAGE(http://fc07.deviantart.com/fs39/f/2008/339/8/1/Gillian_in_Archery_kit_by_darinm.jpg)
IMAGE(http://fc07.deviantart.com/images/i/2004/02/0/2/Archers_Mark.jpg)
Archers Mark by ~ladyofdragons
This Aelynn’ryelis of Greenskye, one of my newer characters. She's a half wood elf, half dryad archer. Taught the ways of archery in the ancient elven fashion, she is an expert at the art. Because she's part dryad, her hair changes color with the seasons. How cool is that!!? She's a character I play in my online Sunday AD&D game which is also set on Faerun.

IMAGE(http://th03.deviantart.com/fs27/300W/i/2008/097/4/a/Ranger_Archery_by_animationgorilla.jpg)
IMAGE(http://fc04.deviantart.com/fs9/i/2006/074/0/e/Autunm_Archery_Final_by_Un24.jpg)
IMAGE(http://fc04.deviantart.com/fs27/f/2008/165/e/4/Golrchery_by_BlackHat0061.jpg)
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try this... from here:

http://forums.gleemax.com/wotc_archive/index.php/t-554563

Epic Vow of Poverty (Epic, Exalted)
You have renewed your vow to forswear material possessions.

Prerequisites: Sacred Vow, Vow of Poverty, character level 21+.

Benefit: You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level. See the table below for details.

Special: To fulfil your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use an ordinary (neither magic nor masterwork) quarterstaff. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals). You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll or staff, or ride on your companion’s ebon fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand or staff.

If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it.

Epic Vow of Poverty Benefits
AC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth). These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats:

Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage.
* This feat can be taken multiple times, its effects stack.
** This feat can be taken multiple times, applying to a new domain each time.
*** This feat can be taken multiple times, applying to a different type of special material each time.

Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects. An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su): An epic ascetic's exalted strike ability continues to increase as he gains levels. The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th. At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon. At 26th level, the ascetic’s attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial. At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures. At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level. At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score. At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score. The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su): At 24th level, the epic ascetic’s damage reduction improves to 10/epic and evil. For every 10 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic & evil at 34th, 20/epic & evil at 44th, etc.).

Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores. This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level).

Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30. Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic). The epic ascetic is now immune to that energy type. An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex): Upon reaching 32nd level, an epic ascetic’s regeneration ability improves. He gains the fast healing ability, healing an amount of damage per round equal to (ascetic’s level -5)/5, rounded down.

Swiftness (Su): Upon reaching 36th level, the epic ascetic’s speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits:

* His hit points are increased to the maximum possible for his Hit Dice.
* His base land speed increases to 60 feet (50 feet if he is Small)
* His deflection bonus to AC is increased by his Charisma bonus.
* He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option).
* He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects.
* He gains spell resistance 32, or his existing spell resistance increases by 5.

Aura of Menace (Su): Beginning at 43rd level, a righteous aura surrounds the epic ascetic when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 12 + half the ascetic’s character level + the ascetic’s Charisma modifier. Those who fail take a penalty on attacks, AC and saves equal to (ascetic’s level)/5, rounded down. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours.

Special Ability: Upon reaching 45th level, and every 5 levels thereafter, the epic ascetic chooses one ability from the following list.
[indent]
Exalted Banestrike (Su) – Any weapon the ascetic wields (including natural weapons or unarmed strikes) deals grievous damage to undead and evil outsiders. Against such foes, the ascetic’s attacks deal an extra 4d6 points of damage.

Exalted Dodge (Ex) – When struck by an opponent the ascetic has designated as the target of his Dodge feat, he may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack.

Exalted Druid (Su) – While in wild shape, the ascetic gains all the extraordinary and supernatural abilities of the creature whose form he adopts. In addition, the ascetic can assume the form of magical beasts.

Exalted Evasion (Su) – Any physical attack or individually targeted spell directed at the ascetic has a 20% miss chance. Area effects that include the ascetic have a similar chance to be ineffective. If an attack overcomes the miss chance, the ascetic still gets the benefit of a saving throw (if applicable).

Exalted Monk (Su) – The ascetic’s unarmed strikes are treated as slashing weapons with the keen, lawful and vorpal qualities. The ascetic can choose to deal bludgeoning damage instead of slashing damage, but the vorpal quality does not apply to the attack. In addition, the ascetic’s unarmed damage increases by one die step.

Exalted Paladin (Su) – The ascetic’s aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet. In addition, the ascetic can smite evil an additional three times per day, and gets an extra three points of damage per class level on a successful smite.

Exalted Radiance (Su) – The ascetic automatically dispels any darkness effect that comes into contact with his Nimbus of Light. In addition, undead within the brightly lit area of the Nimbus take an additional 2d8 points of holy damage each round with no save.

Exalted Sight (Su) – The ascetic is under the constant effects of a greater arcane sight spell.

Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.

Exalted Weapon Mastery (Ex) – When striking with a simple or natural weapon, the ascetic gains the benefits of the Epic Weapon Focus, Epic Weapon Specialisation and Improved Critical feats.

Call the Ascetic (Su)
Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again. Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day.

Exalted Resurrection (Su)
Once per month the ascetic character is brought back to life as though by a true resurrection spell.

Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.

Greater Exalted Grace (Ex)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.

Spell-like Ability
The Ascetic gains a spell-like ability. He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day. The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess. You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier. You may not select spells using Heighten, Fortify, or similar metamagics. A spell-like ability may be seleced multiple times to gain additional uses. The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based. If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use.

Exalted Magic (Su)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.

Epic Exalted Companion (Ex)
The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (http://boards1.wizards.com/showthread.php?t=158114) If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another).

Exalted Cohort (Ex)
A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service. The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only). The Ascetic does not attract followers by selecting this ability. The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats.

Exalted Lifespark (Su)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat.

Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.[/indent]

:D
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E: Esoteric Arcana: Additional Spelling Tips for the Non-Core Sorceror

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Good non-core spells:

Non-core spells have also been covered in TLN's guide, but here are some that weren't, as they apply more to sorcerers than wizards.


Sphere of Ultimate Destruction, level 9 (SpC)


Disintegrate on steroids. I hope you have been practicing your evil laughter. It's all about standards, folks.


Maw of Chaos, level 9 (SpC)

An AOE damage spell that deals 1d6/caster level force damage and disrupts concentration. Crazy good.


Reaving Dispel, level 9, (SpC)

Dispel magic and steal the effect of spells for yourself!

Warning: use Greater Arcane Sight to make sure you don't slap a Dominate Person on yourself by accident.


Veil of Undeath, level 8 (SpC)


You do not gain the undead subtype, but you gain most of the benefits of being undead.

Warning: EVIL!!! EEEEEEEEVIL!!! MUHUHAHAHA!


Greater Arcane Fusion, level 8 and Arcane Fusion, level 4

Two lower level spells for the price of one higher level spell slot? Sign up!


Arcane Spellsurge, level 7 (DM)


It makes your spells spells take one less round to cast, turning full-round spells into standard actions, and standard actions into swift actions. It is itself a swift action to cast (for Dragonblood casters), and lasts for one round per level.

So what if sorcerer's can't use Quicken by default? Arcane Fusion and Arcane Spellsurge are all that you should ever need.


Evan's Spiked Tentacles of Forced Intrusion, level 6 (OotS)


A mean and prickly Evocation [Force] spell that grapples enemies and deals 4d6 piercing damage to them per round.

Chimeras affected by this spell must make a Will save to avoid becoming panicked, due to the fact that they are not comfortable being grappled down there.


Assay Spell Resistance, level 4 (CAr)


Swift action, +10 to CLC against SR. When combined with Spell power, Ioun Stones, and/or the Spell Penetration feats, this means you can tell creatures with SR to go suck it. Having all of those is probably overkill, though.


Orb of Force, level 4 (CAr)

A Conjuration ranged touch attack spell that deals 10d6 Force Damage. Suck it, virtually every monster created, you are taking damage. The other Orb spells are quite good also.


Rune Delver's Fortune, level 4 (SpC)


A wonderful spell that helps you get lucky.

As an immediate action, you get to make yourself immune to certain things and gain a bonus equal to your Charisma modifier on one saving throw, or temporary HP. Immunities linked to saving throw chosen.


Wings of Flurry, level 4 (DM)


An Evocation area of effect force damage spell that also dazes enemies who fail their reflex save. It's uncapped for caster level-based damage.

Celerity, level 4 (SpC)

Strike fast, strike first.


Defenestrating Sphere, level 4 (SpC)

A sphere of air knocks enemies prone and hurls them upward for subsequent falling damage. If windows are nearby, the Defenestrating Sphere can be counted on to take out the trash.

Damn you WotC for making me dislike Evocation less.


Melf's Unicorn Arrow, level 3 (PHB2)

Best blasting spell ever. A Conjuration spell, ranged touch attack, that deals untyped damage, and bull rushes your opposition. What more could you ask for?

Shivering Touch, level 3, (Frostburn)
It's not a death ray or an ice beam, that's so Johnny Snow.


Unluck, level 3 (SpC)


The target is forced to re-roll every roll he makes and take the worse of the two results. Diviniation, Will Save, non-mind affecting.


Wings of Cover, level 2 (DM)


Grants total cover to you as an immediate action. Suck it, Dread Wraiths who can attack only once per round.


Cloud of Knives, level 2 (SpC)

*Stabbity stab stab stab*


Bonefiddle, level 2 (SpC)

It's the world's smallest fiddle, and it's playing just for you.

Useful non-core feats:

Force of Personality: Cha to will saves

Versatile Spellcaster: Trade two spell slots of N level to cast one spell of N+1 level.

Sherem-Lar Sorcery, and Sherezem-Lar Sorcery: These two feats from Ghostwalk are effectively the pre-nerfed versions Spellcaster Prodigy feat, except they stack with each other. Effectively, your Cha score is increased by 4 for the purposes of spell save DC and bonus spells/day. The only restrictions are that you have to be a female noble to take them, and that Sherem-Lar Sorcery is a pre-requisite for Sherezem-Lar Sorcery. Methinks Fatespinner would appreciate them.

Rapid Metamagic: If you do not use the metamagic specialist ACF described below, you should pick up this feat.

Alternate Class Features

The only ACF you will ever have to concern yourself with as a sorcerer is the Metamagic Specialist ACF found in the PHB2 that allows you to trade your familiar away for the ability to use metamagic without the time increase penalty. I would say it allows you to do so INT mod + 3 times per day, but that might get me into legal trouble.

The need for this ACF is lessened somewhat if you have taken Arcane Preparation in preparation for Mage of the Arcane Order, or have access to Arcane Spellsurge, but it is still better than having an XP drain on legs around on your person.


F: Solo's Stupendously Superior Sorcerous Shopping List
-With help from Shneeky the Lost

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Core Equipment:

Scrolls:

Buy scrolls of spells you'll use occasionally. Plane Shift, for example. All spells that I have noted are better cast by wizards fall into scroll territory.


Wands:

Buy wands of spells you'll use a lot, but don't want to waste spells known on.

Make sure the spells in your wands are not Save or X spells, nor rely heavily on a high caster level for effectiveness.

Shnkeeky:

Of course, any Sorcerer worth the title knows his limited spell list means he needs an extra supply of scrolls and wands to make up his lack of knowledge. Here's a few wands I've found useful...

* First off, recall the disadvantage of wands: it uses a base caster level rather than yours, and can only be up to 4th level spells.

* Second, the DC's do *NOT* take into account your primary casting stat. So don't bother with Save or Screwed spells, they'll never land.

* It has 50 charges, so only wand it if you plan on doing it a LOT, otherwise just grab a couple of scrolls.

With this in mind, you don't want wands that have a lot of level-dependent stuff. That means, unfortunately, a lot of your 'blaster' spells. However, there are some very useful utility spells to pick up as wands:

Grease. No level-dependent effects, and no SR to worry about. Flat DC balance check. It's always good for a few laughs. If you don't know it, DO wand it.

Summon Monster I. Surprisingly handy utility. Use it to trip traps, walk into dubious areas wherein you suspect might be hazardous, to experiment with unknown substances...

Ray of Enfeeblement. Handy at low levels, not so much at higher levels. No save, and not much in the way of level-dependent stuff. If you like using it a lot, wand it.

Expeditious Retreat. What you do when something does close with you. At least until you can afford Dimension Door.

Knock. Wand this, because caster level is irrelevant. And you never know when your skillmonkey isn't skilled enough.

Glitterdust. If you don't learn it, wand it. It points out invisible things.

Web. Good battlefield control, has a use even if they make the save.

Mirror Image. Really, you should have this as a Known spell, so you shouldn't need to wand it. If, for some reason, you decide to NOT pick it up, Wand it, and smack yourself in the head for not learning it.

[Animal]'s [Attribute]. If your party wants buffing, ask them to buy you the wands. This makes them think twice about calling you a worthless buff-bot.

Rope Trick. It would be expensive to get it as cast by an 8th level caster (12,000 by my calculations), but hey, that's an awful lot of adventuring days you don't need to worry about being ambushed.

Silence. Use it in the area effect version that doesn't allow save. Follow up with a method of keeping them in the area. Nerfs opponent casters.


Rings:

Ring of Sustenance: Valuable for letting you be awake 22/7.

Ring of Protection: Better at lower levels. Decent investment until something better comes along.

Ring of Spell Turning:Good for defense against other casters.

Ring of Freedom of Movement: Now you have even less reason to fear grappling monks.

Ring of X Ray Vision: These ave applications not appreciated by people who do not ware lead lined clothing.

Rings of Wizardry: The level 4 version is capable of double your fourth level spell slots. Fourth level spells are awesome. Do the math.


Armor:

Twilight Mythral Feycraft OMGTWFBBQ Chain Shirt of Heavy Fortification.

It is a pain to write on our character sheet, but it is a chain shirt that is wearable, and give you immunity to critical hits and sneak attack.

It is a great thing to have... but does it make anyone else feel dirty to own a piece of equipment whose name is longer than that of several real world countries combined?

Never mind, it isn't core either. Now, a Mithral Buckler of Heavy Fortification is, so grab that instead.


Rods:

Rod of Absorption - Absorb spells, and use the energy to cast more spells. A good buy.

Rod of Cancellation - Crafted by Fox News, this rod is a one shot affair that Disjunctions any magic item it touches. Might be useful.

Immovable Rod - As with the Decanter of Endless Water, this is a fun item with many uses. Everyone loves an Immovable Rod!

Rod of Lordly Might - Useful in the best pickup line ever.

Rod of Wonder - Pure win. Almost as dangerous to you as it is to your enemies.


Metamagic Rods:

Core sorcerers cannot use Quicken Spell, but a Rod of Maximize really helps out with Enervations. Widen Spell, Enlarge Spell, and other minor metamagic feats are can be had as Rods, but aren't necessarily worth it.

Then again, Disintegrating someone from over 800 feet away can be rather nice....


Wondrous Items:

Bracers of Armor: Better than Mage Armor, but it won't stack with your Chain Shirt of OMGWTFBBQness.

Decanter of Endless Water: It won't improve your casting per se, but it is always a fun item to have, and will foil your DM's plotting with a bit of ingenuity and a knowledge of fluid physics. (Hint: Pressure= Density*acceleration due to gravity*depth)

Handy Haversack, Bag of Holding: These types of things make up for a Sorcerer's lack of carrying capacity.

Hand of Glory: Ah, the Hand of Glory. Insert a candle and it gives light only to the holder! Best friend of thieves and plunderers! Your have fine taste, sir.

The best part is that it allows you to add an extra ring slot. A bargain for everyone who likes rings; normally, you'd have to either use an epic feat to free up some ring space or... get creative down under.

Ehlonna's Quiver (Efficent Quiver). Surprisingly useful. What, you don't use bows and arrows? No, but a Wand is the same size as an arrow, so you can carry all your wands around with easy access. Rods go in the Javelin slot, and Staves go in the Bow slot.

Glove of Storing. If you're not getting the Dexterity, this can be used to always make sure you've got a wand on-hand. (Note to self: Stab Shneeky to death for pun.)

Cloak of Charisma/Gloves of Dexterity/Amulet of Health: Use is obvious

Cloak of Etherealness: Good item, if you don't have the spell, but if you want to use it, you have to give up the Cloak of Charisma.

Cloak of Resistance: Good for making sure you don't die as easily, but same problem as above.

Ioun Stones: the Orange Ioun stone increases your caster level by +1, for a hefty price. Get it.

The ones that absorb spells are also pretty useful. Grab as many as you want and proceed to give children you meet astronomy lessons.

Marvelous Pigments: Paint your way out of trouble! Finally, Art majors can do something useful. (warning: For the sake of your sanity and mine, keep these the hell away from Dalai, Picasso, Gaugan, and anyone associated with them.)

Robe of the Archmagi: The armor, caster level check and resistance bonuses are nice. The SR will be ineffectual at the level you get it, unless you go around beating up lesser casters a lot.

Scarab of Protection: Gives SR 20 and absorbs 12 negative energy attacks before disintegrating. Not a bad way to avoid a Finger of Death to the face.

Gem of True Seeing: Replaces the need to know a high level spell for a modest sum of GP. The gem works for 30 minutes per day, which is more than you get out of the spell. If you go out of core, the Hathran Mask of True Seeing (OA) does it all day for the same price.

Tome of X: Increases X stat by 1-5 points. You know which one to increase.

Cursed Items: Buy these, give them to your enemies.


Non-Core Equipment:


Armor:

The Twilight Mythral Feycraft OMGTWFBBQ Chain Shirt of Heavy Fortification, if you so desire.


Wondrous Items:

Knowstones (Dragon): Carry one for 24 hours and you can cast teh spell it carries.

Runestaves (MiC): Spend spell slots to cast spells from the Runestaves a few times per day. Fun.

Belt of Magnificence (MHB): A bonus to all stats. A +6 belt will cost you 200,000. Worth it.

Hewards's Fortifying Bedroll (MIC): Regain spells after sleeping 1 hour. A character can only benefit from this ability 1/3 days. Good buy.

Magefist Gauntlets:
Defense: 24 to 25 (varies) (Base Defense: 9 to 11)
Required Level: 23
Required Strength: 45
Durability: 18
+20-30% Enhanced Defense (varies)
+10 Defense
+1 To Fire Skills
20% Faster Cast Rate
Regenerate Mana 25%
Adds 1-6 Fire Damage

Rings:

Ring of Arcane Might: Boosts CL by 1. Sure, why not?

Ring of Theurgy: Better and cheaper than a Ring of Spell Storing.

Stone of Jordan: +1 to all skills, increases maximum mana by 25%, +20 to mana, and adds 1-12 lightning damage.

Cursed Items:

Buy these, give them to your enemies.

The cursed -2 sword is an interesting buy, as it means you can never be disarmed, even if captured and shackled to a wall. And in an AMF, it becomes a regular sword, so you can maybe use it to hack your way out, or give it to the party fighter.



H: Power! Unlimited POWER!

Show

Ways of beating the system

The most effective way is to use Limited Wish to duplicate Psychic Reformation, as described in the thread. I also like Mage of the Arcane Order's Spellpool, Runestaves, and Knowstones.

That Damn Sorcerous Kobold: The Netkobolitan Menace
The Mailman: A Direct Damage Sorcerer



I: Saucy Tricks for Tricky Sorts

Show


Skill tricks: the hottest thing on the block since the great Hadokening of '187.

Conceal Spellcasting: It conceals your spellcasting. Useful in a crowd.

False Theurgy: Fun for misdirecting others, plus it is easier to qualify for compared to Conceal Spellcasting

Collector of Stories: +5 to identifying monsters is always handy.

Swift Concentration: Maintaining concentration on a spell as a swift action is handy if you're into that kind of thing. Leaves you more room for casting spells.

You really should qualify for all of these skill tricks just by being a sorcerer and putting skill points in your class skills. Failiure to do so is failure.



J: Fanservice: Gratuitous Picture of Naked Sorceresses.


Very good stuff. I love it when people lay it on the line. I think its safe to post since you have a few extra storage spaces. I'll recheck over your stuff again.
arg did this crappy site kill my sig too?
I laughed hard through the list, even though much of it's quite old, it's still classically funny.

The Psuedodragon gave me an idea for an upcoming campaign. I think I'm going to play one with Leadership and a Wiz/Sorc cohort with Improved familiar (me).

It's kung fu you do.
--bleh
by all means ... these are subject to change as i work on new projects... but if they can give anybody ideas... great, feel free to use whatever you like

basicly eveything you will find is either, a work in progress, or a useful resource.... feel free to add anything you like

:D
CORE only Sorceror:

IMAGE(http://www.wizards.com/dnd/images/dlcs_gallery/DLCS_PG216.jpg)

Red Talon the Archmage


Sorceror 15/ Archmage 5


Kobold
20th lvl Sorceror(9th lvl Spells) @ 24th lvl caster(30th vs SR)

Attributes: 32pt buy (-4 Str,+2 Dex,-2 Con)

6 Str(10 -4 Racial)
26 Dex(14 +2 Racial +4 Tome +6 Gloves)
12 Con(14 -2 Racial)
14 Int(14)
10 Wis(10)
32 Cha(16 +5 lvls +5 Tome +6 Cloak)

Feats:
1st lvl: Skill Focus (Spellcraft)
3rd lvl: Spell Focus(Transmutation)
6th lvl: Spell Focus(Illusion)
9th lvl: Spell Penetration
12th lvl: Greater Spell Penetration
15th lvl: Quicken Spell-like Ability(Vampiric Touch,3rd lvl spell)3/day
18th lvl: Quicken Spell-Like Ability(Polymorph,4th lvl spell) 3/day

Archmage High Arcana:
Spell Power cost 5th lvl spell
Spell Power cost 5th lvl spell
Spell Power cost 5th lvl spell
Spell-Like Ability(Vampiric Touch)4/day cost 6th lvl spell
Spell-Like Ability(Polymorph)4/day cost 7th lvl spell

Spells per day:
6/9/18/9/8/6/7/6/7/7

Spells known
9 5 5 4 4 4 3 3 3 3
0-lvl:
Prestidigitation
Detect Poison
Detect Magic
Read Magic
Mending
Light
Mage Hand
Open/Close
Acid Splash

1st lvl:
Grease
Identify
Magic Missile
Mage Armor
Protection from Evil

2nd lvl:
Rope Trick
Glitterdust
See Invisibility
Touch of Idiocy
Blindness/Deafness

3rd lvl:
Haste
Magic Weapon, Greater
Vampiric Touch
Shrink Item

4th lvl:
Enervation
Polymorph
Invisibility, Greater
Dimensional Anchor

5th lvl:
Persistent Image
Fabricate
Telekinesis
Dominate Person

6th lvl:
Disintegrate
Dispel Magic, Greater
True Seeing

7th lvl:
Shadow Conjuration, Greater
Teleport, Greater
Plane Shift

8th lvl:
Polymorph Any Object
Shadow Evocation, Greater
Mind Blank

9th lvl:
Shapechange
Shades
Time Stop


Equipment

110000gp +4 tome of Dex
137500gp +5 Tome of Cha
52250gp +6 Glove of Dex +Glove of Storing+ Swimming and Climbing
36000gp +6 Cloak of Cha
75000gp Robe of the archmagi: +5 Armor,SR 18, +4 resistance all Saves, +2 enhancement to CL vs SR
50000gp +5 Ring of Protection
50000gp +5 Amulet of Natural Armor
30000gp Ioun stone, orange: +1 caster level
20000gp Pearly white Ioun Stone: Regenerate 1 point of damage/per level per hour= 20 points per hour
27000gp Helm of Telepathy
2000gp Handy Haversack
42500gp Ring of Wizardry 2 + Ring of Sustenance
3000gp Metamagic Rod of Extend Spell, lesser
25000gp Bracers of Archery, Greater
11000gp +1 Defending Adamantine Dagger
32330gp +1 Holy Seeking Shortbow
1800gp Efficent Quiver
8000gp +1 Bane Arrows(50 total: 10 Evil outsider,10 Undead, 10 Dragon, 10 Construct, 10 Aberation)
3gp (60) Cold Iron Arrows
9gp (60) Alchemical Silver Arrows
5gp (100) regular Arrows
27500gp Boots(Levitation+Speed+Striding and Springing+Winterlands)
3750gp Eyes of Eagle+Minute Seeing: +5 Competence Spot and Search(vs secret doors, traps, and similar concealed objects.)
3500gp Lens of Detection:+5 bonus to Search, +5 bonus on Survival(tracking)
220gp Misc Adventuring Gear
Show
-3xSpell component pouch 15 gp
-Backpack (empty) 2 gp
-3xSaddlebags 12gp
-Bedroll 1 sp
-Block and tackle 5 gp
-10xCase, map or scroll 10 gp
- Fishhook 1 sp
-10xFlask (empty) 3sp
-Flint and steel 1 gp
-Grappling hook 1 gp
-Hammer 5 sp
-5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
-5xInkpen 5 sp —
-Lantern, bullseye 12 gp
-2xMirror, small steel 20 gp
-Mug/Tankard, clay 2 cp
-5xOil (1-pint flask) 5sp
-10xPaper (sheet) 4gp
-10xParchment (sheet) 2 gp
-5xPiton 5sp
-5xPouch, belt (empty) 5 gp
-10xRations, trail (per day) 5gp
-Rope, silk (100ft.) 20gp
-10xSack (empty) 1gp
-Sealing wax 1 gp 1 lb.
-Sewing needle 5 sp
-Signal whistle 8 sp
-Signet ring 5 gp
-Soap (per lb.) 5 sp
-Spade or shovel 2 gp
-Tent 10 gp
-10xVial ink or potion 10 gp
-3xWaterskin 3 gp
-Cold weather outfit 8 gp
-Explorer’s outfit 10 gp
-Scholar’s outfit 5 gp
-Traveler’s outfit 1 gp

218gp 7 silver 2 copper


633gp left to spend



IMAGE(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG161b.jpg)


Snexx the Crafty



Rogue 1/ Sorceror 8/ Assassin 1/ Arcane Trickster 10


Kobold(-4 Str,+2 Dex,-2 Con)

BAB +9
18th lvl Sorceror(9th lvl Spell)
7d6 Sneak Attack


Kobold Characters
KOBOLD CHARACTERS
Kobold characters possess the following racial traits.

–4 Strength, +2 Dexterity, –2 Constitution.

Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

A kobold’s base land speed is 30 feet.

Darkvision out to 60 feet.

Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Racial Feats: A kobold character gains feats according to its character class.

+1 natural armor bonus.

Special Qualities (see above): Light sensitivity.

Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.

Favored Class: Sorcerer.

Level adjustment +0.
Goodbye everyone .... i have enjoyed my stay here at WoTC CO a great deal .... it was an interesting outlet for creative ideas

i will be leaving and hope everyone well..... i hope i was able to assist some with the builds i made.

have fun gaming

as a final thought, i will leave you with this:

You can Disagree without being Disagreeable

you will never win anyone over to your viewpoint with harsh words or belittleing Bullying remarks ...... if you cant say something nice, dont say anything, and you dont have to respond in any way to all remarks


thank everyone for helping me understand this game better, and correcting my mistakes..... you have been very patient with me


so long and fare well

Shame you're leaving, since you won't be able to answer the following question:

Why doesn't the pseudodragon have Mindsight?
Take care carnivore, your builds have inspired a lot of my own creations, and it was always a pleasure to read your distinctive and informative posts =)
G'dbless man, good luck! You've left us very large shoes.
Crap, sorry to see you go. Hope all is well.
--bleh
I have taken the liberty of dedicating the sorcerer's handbook to you. A small gesture, I know, but what else could I offer?
Bye, you Pixie-obsessed, smiley-ridden faithful old dog* !

* (as in: it's hard to teach you new tricks ;))



OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Goodbye everyone .... i have enjoyed my stay here at WoTC CO a great deal .... it was an interesting outlet for creative ideas

i will be leaving and hope everyone well..... i hope i was able to assist some with the builds i made.

have fun gaming

as a final thought, i will leave you with this:

You can Disagree without being Disagreeable

you will never win anyone over to your viewpoint with harsh words or belittleing Bullying remarks ...... if you cant say something nice, dont say anything, and you dont have to respond in any way to all remarks

No, fvck YOU!
"I am the Black Mage! I cast the spells that makes the people's fall down!" Solo's Stupendously Superior Sorcerer Stratagems
End of an era, huh. I'll miss the posts that end with this smiley.

:D