Post by Kiirnodel on Dec 5, 2007 1:06:06 GMT -5
Player name: Benjamin Trefz
Character Name: Warshade, Treluabal
Aliases: Warshade
Race: Illumian - Outsider(Augmented Humanoid, Native)
Classes: Cleric 3 / Church Inquisitor 7 / Combat Medic 5 / Contemplative 10
Alignment: Lawful Neutral
Occupation:
HP: 370
AC: 42 (10 + 3 Armor + 9 Dexterity + 14 Wisdom + 1 Monk + 5 Deflection + 1 Insight - 1 Vulnerable)
BAB: +15 (12 + 3 Epic)
Grapple: +20 (15 BAB + 5 Strength)
Initiative: +11 (9 Dexterity + 2 competence)
Speed: 40 ft. (30 base + 10 enhancement)
Appearance:
History:
Other notes: Spell Resistance 25, DR 10/magic, Universal Energy Resistance 30
STR: 20 (+5)
DEX: 28 (+9) [22]
CON: 26 (+8) [20]
INT: 22 (+6)
WIS: 38 (+14) [32]
CHA: 17 (+3)
Fort: +24 (9 Base + 2 Epic + 8 Con + 5 Resistance)
Reflex: +25 (9 Base + 2 Epic + 9 Dex + 5 Resistance)
Will: +36 (15 Base + 2 Epic + 14 Wis + 5 Resistance)
+1 on saves against effects created by evil creatures
+2 on saves vs. spells with the shadow descriptor, energy drain, and negative energy effects
+3 on saves vs. massive damage, environmental nonlethal damage, suffocation, illusions, and language-dependent effects
+5 on saves vs. death effects
Immune to charms, compulsions, disease, poison, and magical aging
-4 penalty vs. symbol-based spells OR immune (See Abilities)
Flaw: Vulnerable -1 to AC
Feats:
Background: Subtle Sigil
Vulnerable: Combat Casting
Level 1: Dodge
Level 3: Eschew Materials
Level 6: Improved Sigil (Hoon)
Level 9: Improved Sigil (Naen)
Combat Medic 3: Mobility
Level 12: Spontaneous Domains
Level 15: Imbued Healing
Level 18: Reach spell
Level 21: Ignore Material Components
Level 24: Enhanced Power Sigils
Skills: Concentration +39 (+48 Combat Casting), Heal +44, Knowledge(Arcana) +19, Knowledge(Dungeoneering) +19, Knowledge(Local) +19, Knowledge (nature) +19, Knowledge (Religion) +29, Knowledge(Planes) +24, Listen + 17, Spot +17 (+21 vs. Disguise), Spellcraft +39
Abilities:
Illumian
Luminous Sigils (Su): The sigils that orbit Warshade's head glow softly, providing illumination equal to that of a candle. Warshade can make his sigils disappear by concentrating for a moment (a free action), and he receives the sigils' benefits and can use the special abilities granted by illumian words even while they are doused. Restoring the sigils to visibility is a free action.
Luminous sigils (including power sigils) are insubstantial and disappear into any matter they touch. Warshade's sigils remain present and in effect even when he takes another form, unless he would lose his supernatural abilities as a result of the form change.
Glyphic Resonance (Ex): Warshade interacts strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol. When warshade encounters such magic, one of two things happens: Either his resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines him. Warshade has a -4 racial penalty on saving throws against these effects if his level is less than the caster level of the spell. If Warshade's level equals or exceeds the spell's caster leve, he is immune to the effect.
Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits his head, Warshade has two brightly glowing power sigils that grant him certain bonuses (see below). A power sigil can be discerned from the other sigils surrounding Warshade with a DC 10 Spot check, and identified with a DC 15 Knowledge(arcana) check.
Hoon("life"): +3 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks. +3 bonus on saving throws against death effects, on saves to avoid death by massive damage, and on Fortitude saves to avoid nonlethal damage from hot and cold environments or to resist damage from suffocation.
Naen("mind"): +3 bonus on Intelligence checks and Intelligence-based skill checks. +3 insight bonus on saving throws against illusions and against language-dependent effects.
Illumian Words (Su): Each combination of two power sigils' names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils. The benefit of Warshade's word of power is described below.
Naenhoon: Twice per day, Warshade can spend one or more turn undead attempts as a swift action to add a metamagic effect to a spell he is casting, with no effect on the spell's casting time or effective level. He must have the metamagic feat whose effect he wants to apply. Warshade must expend a number of turn undead attempts equal to the normal level adjustment of the metamagic feat.
Final Utterance (Ex): When Warshade dies, his body will release the stored Illumian language within it. For 1 round per Warshade's Hit Dice, anyone within earshot hears ululating Illumian syllables-usually gibberish, but occasionally a prophetic phrase or a final curse on Warshade's enemies. Warshade's body need not remain intact for the final utterance to occur. Even if Warshade succumbs to a disintegrate spell, his desembodied voice still utters strange gibberish for several rounds.
+2 racial bonus on saves against spells with the shadow descriptor: The illumians' magical heritage is tied to the Plane of Shadow.
Cleric
Aura (Ex): Warshade detects with an Overwhelming aura of both Good and Law.
Domains: Good and Knowledge.
Spontaneous Casting: Warshade spontaneously casts cure spells.
Divine Restoration: In exchange for the granted power of the Good domain, Warshade may spontaneously cast lesser restoration, restoration, or greater restoration.
Pool of Healing: In exchange for a 4th-level spell slot, Warshade has established a pool of positive energy that he can use to heal himself or others. This pool contains enough positive energy to heal an amount of damage equal to 5 x (1 + his divine caster level) hit points per day. He can dole it out with a touch, expending as much or as little of the pool at a time as he wishes in much the same way as a paladin does with the lay on hands ability. The pool automatically replenishes every time he prepares spells for the day.
Church Inquisitor
Detect Evil (Sp): Warshade can use detect evil at will as a spell-like ability.
Inquisition Domain: Warshade has gained the Inquisition domain, along with the granted aility (a +4 bonus on dispel checks), as well as the choice of daily domain spells.
Immune to Charms (Ex): Warshade is immune to all enchantment (charm) spells and effects.
Pierce Illusion (Su): Warshade has the supernatural ability to penetrate illusions and disguises at will. Whenever Warshade sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. Warshade need not interact with or touch the illusion, visual contact is enough to give the Will save.
Pierce Disguise (Ex): Warshade has a +4 competence bonus on Spot checks against the Disguise skill.
Immune to Compulsions (Ex): Warshade is immune to all compulsion spells and effects.
Force Shapechange (Su): Warshade can force a creature into its natural form. He must make a successful melee touch attack against the creature. If the attack is successful, Warshade makes a caster level check as if casting dispel magic against the shapechanging effect. Warshade's +4 bonus on dispel checks applies to this check. The ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. Warshade can use this ability at will.
Contemplative
Bonus Domains: Magic - Warshade can use spell completion or spell trigger devices as a 20th-level wizard. Protection - Warshade can generate a protective ward once per day, granting the person he touches a +20 resistance bonus to their next saving throw, if it is made within an hour.
Divine Health (Ex): Warshade has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.
Slippery Mind (Ex): Warshade has the ability to shrug off magical effects that would otherwise control or compel him. If Warshade is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets this one extra chance to succeed on his saving throw.
Divine Wholeness (Su): Warshade can heal his own wounds, in addition to any other healing ability he may have. He can heal up to four times his contemplative level in hit points each day (40 hit points), he can spread this healing out among several uses.
Divine Body (Su): Warshade is immune to poisons of all kinds.
Divine Soul (Su): Warshade has gained spell resistance. His spell resistance equals his class level + 15 (25). In order to affect Warshade with a spell, a spellcaster must roll his spell resistance or higher on 1d20 + the spellcaster's level.
Eternal Body (Ex): Warshade no longer suffers ability penalties for aging and cannot be magically aged. Bonuses still accrue, and he will still die of old age when his time is up.
Mystic Union (Su): Warshade has become a magical creature. He is forevermore treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, Warshade gains damage reduction 10/magic.
Combat Medic
Healing Kicker (Su): Whenever Warshade casts a conjuration(healing) sepll on an ally, he can choose to imbue the spell with a secondary effect as described below. He can use this ability once per round, up to a total number of times per day equal to his class level + Wisdom modifier (19 per day). In each case, the secondary effect lasts for 1 round unless otherwise noted. Only one secondary effect can be imbued into any single spell. Warshade can't apply this secondary benefit to himself.
- Sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier. DC 34
- competence bonus on Reflex saves equal to class level. +5
- maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first. 13 hit points
Defensive Casting (Ex): warshade is capable of spellcasting even under the most dangerous circumstances. He gains a competence bonus equal to his class level on Concentration checks made to cast spells defensively.
Field Healer (Ex): Warshade is adept at administering first aid quickly and while under duress. He can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent him from doing so.
Evasion (Ex): Warshade can avoid damage from certain attacks with a successful Reflex save. As the monk class feature.
Spontaneous Heal: Warshade can spontaneously cast the heal spell.
Spells: Cleric - Caster level 25
0 - 6/day
1 - 9+1/day
2 - 9+1/day
3 - 8+1/day
4 - 7+1/day
5 - 8+1/day
6 - 7+1/day
7 - 6+1/day
8 - 6+1/day
9 - 6+1/day
Spontaneous Casting: Any cure or restoration spell and heal.
3/day freedom of movement for 3 rounds
1/day water walk for 60 minutes
1/day dimension door (standard action CL 7th)
2/day death ward with sacrifice of 4th level divine spell
Equipment
Body: Ghost Shroud (+5 Deflection)
Head: Phylactery of Virtue
Face: Lenses of Revelation
Neck: Periapt of Wisdom (+6) and Health (+6)
Arms: Bracers of Heavy Fortification (+3 Armor)
Hands: Gloves of Blinding Strike and Dexterity (+6)
Feet: Sandals of the Light Step
Back:
Torso: Vest of Free Movement and Resistance (+5)
Waist: Monk's Belt
Rings: Greater Ring of Universal Energy Resistance
Ring of Regeneration
Armor Crystals: Greater Lifekeeping(default), Greater Adaptation
Ioun Stones: Clear Spindle, Dusty Rose Prism
Staves: Healing(x2), Life
Heward's Handy Haversack, Bag of Holding (Type 1), 350 gp worth of miscellaneous equipment (mostly spell materials)
Money: 10,000 gp
Character Name: Warshade, Treluabal
Aliases: Warshade
Race: Illumian - Outsider(Augmented Humanoid, Native)
Classes: Cleric 3 / Church Inquisitor 7 / Combat Medic 5 / Contemplative 10
Alignment: Lawful Neutral
Occupation:
HP: 370
AC: 42 (10 + 3 Armor + 9 Dexterity + 14 Wisdom + 1 Monk + 5 Deflection + 1 Insight - 1 Vulnerable)
BAB: +15 (12 + 3 Epic)
Grapple: +20 (15 BAB + 5 Strength)
Initiative: +11 (9 Dexterity + 2 competence)
Speed: 40 ft. (30 base + 10 enhancement)
Appearance:
History:
Other notes: Spell Resistance 25, DR 10/magic, Universal Energy Resistance 30
STR: 20 (+5)
DEX: 28 (+9) [22]
CON: 26 (+8) [20]
INT: 22 (+6)
WIS: 38 (+14) [32]
CHA: 17 (+3)
Fort: +24 (9 Base + 2 Epic + 8 Con + 5 Resistance)
Reflex: +25 (9 Base + 2 Epic + 9 Dex + 5 Resistance)
Will: +36 (15 Base + 2 Epic + 14 Wis + 5 Resistance)
+1 on saves against effects created by evil creatures
+2 on saves vs. spells with the shadow descriptor, energy drain, and negative energy effects
+3 on saves vs. massive damage, environmental nonlethal damage, suffocation, illusions, and language-dependent effects
+5 on saves vs. death effects
Immune to charms, compulsions, disease, poison, and magical aging
-4 penalty vs. symbol-based spells OR immune (See Abilities)
Flaw: Vulnerable -1 to AC
Feats:
Background: Subtle Sigil
Vulnerable: Combat Casting
Level 1: Dodge
Level 3: Eschew Materials
Level 6: Improved Sigil (Hoon)
Level 9: Improved Sigil (Naen)
Combat Medic 3: Mobility
Level 12: Spontaneous Domains
Level 15: Imbued Healing
Level 18: Reach spell
Level 21: Ignore Material Components
Level 24: Enhanced Power Sigils
Skills: Concentration +39 (+48 Combat Casting), Heal +44, Knowledge(Arcana) +19, Knowledge(Dungeoneering) +19, Knowledge(Local) +19, Knowledge (nature) +19, Knowledge (Religion) +29, Knowledge(Planes) +24, Listen + 17, Spot +17 (+21 vs. Disguise), Spellcraft +39
Abilities:
Illumian
Luminous Sigils (Su): The sigils that orbit Warshade's head glow softly, providing illumination equal to that of a candle. Warshade can make his sigils disappear by concentrating for a moment (a free action), and he receives the sigils' benefits and can use the special abilities granted by illumian words even while they are doused. Restoring the sigils to visibility is a free action.
Luminous sigils (including power sigils) are insubstantial and disappear into any matter they touch. Warshade's sigils remain present and in effect even when he takes another form, unless he would lose his supernatural abilities as a result of the form change.
Glyphic Resonance (Ex): Warshade interacts strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol. When warshade encounters such magic, one of two things happens: Either his resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines him. Warshade has a -4 racial penalty on saving throws against these effects if his level is less than the caster level of the spell. If Warshade's level equals or exceeds the spell's caster leve, he is immune to the effect.
Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits his head, Warshade has two brightly glowing power sigils that grant him certain bonuses (see below). A power sigil can be discerned from the other sigils surrounding Warshade with a DC 10 Spot check, and identified with a DC 15 Knowledge(arcana) check.
Hoon("life"): +3 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks. +3 bonus on saving throws against death effects, on saves to avoid death by massive damage, and on Fortitude saves to avoid nonlethal damage from hot and cold environments or to resist damage from suffocation.
Naen("mind"): +3 bonus on Intelligence checks and Intelligence-based skill checks. +3 insight bonus on saving throws against illusions and against language-dependent effects.
Illumian Words (Su): Each combination of two power sigils' names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils. The benefit of Warshade's word of power is described below.
Naenhoon: Twice per day, Warshade can spend one or more turn undead attempts as a swift action to add a metamagic effect to a spell he is casting, with no effect on the spell's casting time or effective level. He must have the metamagic feat whose effect he wants to apply. Warshade must expend a number of turn undead attempts equal to the normal level adjustment of the metamagic feat.
Final Utterance (Ex): When Warshade dies, his body will release the stored Illumian language within it. For 1 round per Warshade's Hit Dice, anyone within earshot hears ululating Illumian syllables-usually gibberish, but occasionally a prophetic phrase or a final curse on Warshade's enemies. Warshade's body need not remain intact for the final utterance to occur. Even if Warshade succumbs to a disintegrate spell, his desembodied voice still utters strange gibberish for several rounds.
+2 racial bonus on saves against spells with the shadow descriptor: The illumians' magical heritage is tied to the Plane of Shadow.
Cleric
Aura (Ex): Warshade detects with an Overwhelming aura of both Good and Law.
Domains: Good and Knowledge.
Spontaneous Casting: Warshade spontaneously casts cure spells.
Divine Restoration: In exchange for the granted power of the Good domain, Warshade may spontaneously cast lesser restoration, restoration, or greater restoration.
Pool of Healing: In exchange for a 4th-level spell slot, Warshade has established a pool of positive energy that he can use to heal himself or others. This pool contains enough positive energy to heal an amount of damage equal to 5 x (1 + his divine caster level) hit points per day. He can dole it out with a touch, expending as much or as little of the pool at a time as he wishes in much the same way as a paladin does with the lay on hands ability. The pool automatically replenishes every time he prepares spells for the day.
Church Inquisitor
Detect Evil (Sp): Warshade can use detect evil at will as a spell-like ability.
Inquisition Domain: Warshade has gained the Inquisition domain, along with the granted aility (a +4 bonus on dispel checks), as well as the choice of daily domain spells.
Immune to Charms (Ex): Warshade is immune to all enchantment (charm) spells and effects.
Pierce Illusion (Su): Warshade has the supernatural ability to penetrate illusions and disguises at will. Whenever Warshade sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. Warshade need not interact with or touch the illusion, visual contact is enough to give the Will save.
Pierce Disguise (Ex): Warshade has a +4 competence bonus on Spot checks against the Disguise skill.
Immune to Compulsions (Ex): Warshade is immune to all compulsion spells and effects.
Force Shapechange (Su): Warshade can force a creature into its natural form. He must make a successful melee touch attack against the creature. If the attack is successful, Warshade makes a caster level check as if casting dispel magic against the shapechanging effect. Warshade's +4 bonus on dispel checks applies to this check. The ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. Warshade can use this ability at will.
Contemplative
Bonus Domains: Magic - Warshade can use spell completion or spell trigger devices as a 20th-level wizard. Protection - Warshade can generate a protective ward once per day, granting the person he touches a +20 resistance bonus to their next saving throw, if it is made within an hour.
Divine Health (Ex): Warshade has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.
Slippery Mind (Ex): Warshade has the ability to shrug off magical effects that would otherwise control or compel him. If Warshade is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets this one extra chance to succeed on his saving throw.
Divine Wholeness (Su): Warshade can heal his own wounds, in addition to any other healing ability he may have. He can heal up to four times his contemplative level in hit points each day (40 hit points), he can spread this healing out among several uses.
Divine Body (Su): Warshade is immune to poisons of all kinds.
Divine Soul (Su): Warshade has gained spell resistance. His spell resistance equals his class level + 15 (25). In order to affect Warshade with a spell, a spellcaster must roll his spell resistance or higher on 1d20 + the spellcaster's level.
Eternal Body (Ex): Warshade no longer suffers ability penalties for aging and cannot be magically aged. Bonuses still accrue, and he will still die of old age when his time is up.
Mystic Union (Su): Warshade has become a magical creature. He is forevermore treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, Warshade gains damage reduction 10/magic.
Combat Medic
Healing Kicker (Su): Whenever Warshade casts a conjuration(healing) sepll on an ally, he can choose to imbue the spell with a secondary effect as described below. He can use this ability once per round, up to a total number of times per day equal to his class level + Wisdom modifier (19 per day). In each case, the secondary effect lasts for 1 round unless otherwise noted. Only one secondary effect can be imbued into any single spell. Warshade can't apply this secondary benefit to himself.
- Sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier. DC 34
- competence bonus on Reflex saves equal to class level. +5
- maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first. 13 hit points
Defensive Casting (Ex): warshade is capable of spellcasting even under the most dangerous circumstances. He gains a competence bonus equal to his class level on Concentration checks made to cast spells defensively.
Field Healer (Ex): Warshade is adept at administering first aid quickly and while under duress. He can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent him from doing so.
Evasion (Ex): Warshade can avoid damage from certain attacks with a successful Reflex save. As the monk class feature.
Spontaneous Heal: Warshade can spontaneously cast the heal spell.
Spells: Cleric - Caster level 25
0 - 6/day
1 - 9+1/day
2 - 9+1/day
3 - 8+1/day
4 - 7+1/day
5 - 8+1/day
6 - 7+1/day
7 - 6+1/day
8 - 6+1/day
9 - 6+1/day
Spontaneous Casting: Any cure or restoration spell and heal.
3/day freedom of movement for 3 rounds
1/day water walk for 60 minutes
1/day dimension door (standard action CL 7th)
2/day death ward with sacrifice of 4th level divine spell
Equipment
Body: Ghost Shroud (+5 Deflection)
Head: Phylactery of Virtue
Face: Lenses of Revelation
Neck: Periapt of Wisdom (+6) and Health (+6)
Arms: Bracers of Heavy Fortification (+3 Armor)
Hands: Gloves of Blinding Strike and Dexterity (+6)
Feet: Sandals of the Light Step
Back:
Torso: Vest of Free Movement and Resistance (+5)
Waist: Monk's Belt
Rings: Greater Ring of Universal Energy Resistance
Ring of Regeneration
Armor Crystals: Greater Lifekeeping(default), Greater Adaptation
Ioun Stones: Clear Spindle, Dusty Rose Prism
Staves: Healing(x2), Life
Heward's Handy Haversack, Bag of Holding (Type 1), 350 gp worth of miscellaneous equipment (mostly spell materials)
Money: 10,000 gp