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Wildblade Songdance Male Elf (star)

Low-light Vision: Star elves can see twice as far as a human in starlight, moonlight, torchlight, or similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Otherworldly Touch (Su): Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimensional foes.

Extra planar (Su): Star elves are not outsiders, but they are not native to Faerûn. Spells and effects that target extraplanar creatures affect star elves. Banishment, dismissal, and similar effects that banish outsiders return a star elf to Sildëyuir.

+2 racial bonus on Listen, Search, and Spot checks. 

A star elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. A star elf's senses are so keen that she practically has a sixth sense about hidden portals.

Books: Oriental Adventures, Planar Handbook, Races of Stone, Races of FR, Magic of FR, Complete Arcane, Spell Compendium, Complete Adventure, PH II, Complete Mage

Planar Bard 13/ Fighter(Kensai) 10/ Spelldancer 2/ Spellfire Channeler 5/ bladesinger 3/Heartfire Fanner 3/ Earth Dreamer 1/Sublime Chord 2/Elf 3 Class Breakdown1 Bard 1/Fighter(Kensai) 1 BAB +1 CL 1 +2 +2 +2
2 Bard 2/Fighter(Kensai) 2 BAB +2 CL 2
3 Bard 3/Fighter(Kensai) 3 BAB +3 CL 3
4 Bard 4/Fighter(Kensai) 4 BAB +4 CL 4
5 Elf P 2/Fighter(Kensai) 5 BAB +5 CL 5 +4 +4 +4
6 Elf P 3/Bladesinger 1 BAB +6 CL 6
7 Bard 5/Bladesinger 2 BAB +7 CL 7
8 Bard 6/spellfire channeler 1 BAB 7.75 CL 7
9 Bard 7/ spellfire channeler 2 BAB 8.50 CL 8
10 Bard 8/ spellfire channeler 3 BAB 9.25 CL 9
11 Elf Paragon 3/bladesinger 3 BAB 10.25 CL 10(brd)
12 Fighter(Kensai) 6/Sublime Chord 1/ BAB +11 CL 11(brd) Sub 1
13 Fighter(Kensai) 7/Heartfire Fanner 1 (Sub Chd) BAB +12.75 CL 11(brd)/ (Sub) 12 Sub 2
14 Bard 9/Spelldancer 1(Sub Chd) BAB +13.50 CL 12 (brd)/ sub 13 sub 3
15 bard 10/Spelldancer 2 (Sub Chd)/BAB +14.25 CL 13 (brd)/ sub 14 sub 4
16 bard 11/Earth Dreamer 1(Sub Chd) +15 CL 14 (brd)/ sub 15 sub 5
17 Bard 12/Heartfire Fanner 2(Sub Chd) BAB +15.75 CL 15(brd)// 16(Sub) Sub 6
18 Fighter 8/Heartfire Fanner 3(Sub Chd) BAB +16.75 // CL 15 (Sub) 17 Sub 7
19 Fighter 9/Sublime Chord 2 BAB +17.75 CL 16(brd) Sub 18 Sub 8
20 Bard 13/spellfire channeler 4 BAB +18.25 CL 17(brd) Sub 18 Sub 8
21 Fighter 10/spellfire channeler 5 BAB +18.75 CL 17(brd)

CR 23
ECL 21
EL 38=29+23=51/2=26

XP: 229,110 -19,350(Quest item created with Dirk)=adventure XP= 239,260 xp

Character Info


AL CG; 

Languages: ELf, Common, Dwarf, Orc, Ogre, Fire and Earth Elemental


Age 210(260)( 100 years of anti age magic aged 60 years by HIS god)

Str 14->17 -1 age +4 wish
Dex 14->15  -1 age +2 wish
Con 16 ->15 -2 race +2 Wish (2e) -1 age 
Int 17->24 +1 book +1 enhance(2e) + 1 age + 5 Wishes(+3) +1 char+ 2 Class   
Wis 16->16 +1 book (was age added +1) +1 age already added unknown to me
Cha 16->28 +5 wish(3.5e) +2 race +1 age +4 Char


Dirk casts 10 wishes

Str 17 (+3), Dex 15 (+2), Con 15 (+2), Int 26 (+8), Wis 16 (+3), Cha 28 (+9) base


+6 Dex +2 wis +8 Cha (spell)
Con Int Wis Str belt +6 36kx4=144k

Str 23 (+6), Dex 21 (+5), Con 21 (+5), Int 32 (+11), Wis 22 (+6), Cha 36 (+13) modified

Combat

HD 21; hp 226 ; Act when 0 to -9(Item)
Reg 21/hour 21/5 min non lethal

Int +14+ 5 Dex +4 item +5 nerveskitter; Spd 30 ft+30 ft(haste)/x4;

SV Fort +2015 base +5 Con[/ooc] , Ref+25+19 base, +1 haste, +5 Dex Will [ooc=+30]+23 base +7 Wis[/ooc] ;Not added: +Cha mod to all saves(Ruin Delver's Fortunex3) +4 Resistance to all saves(item), +2 vs enchantment(race), +4, Fortitude  vs disease. +1 vs spells or other effects created by evil creatures, [ooc=feat]You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued. [/ooc] Evasion 

 

 

AC 49 (+6 dex** , +11 dodge (bladesong), +10 Armour, +4 Shield, +3 deflection(item) +1 Haste, +4 Natural** ), touch 30, flat-footed 32; +1 dodge feat, +4 AC when leaving threaten square, 50% miss chance(Spell)
** Nonmagical

SD: Immune Poison(Spell) and Fear(Spell), Fire 15, fire, cold, electricity, acid, and sonic(ring epic), any effect that would transport the wearer to another locale or dimension, if no save can make Will DC 20(Item)

BAB +18 Bastard Sw +10 att/dmg (+6 Str, +1 Weapon focus, +3 Kensi) Conditional bonuses: +1 attack Haste, +Cha mod/+cha mod Att/dmg Snowflake Wardance, Inspire Courage +6/+6

Single Attack
[ooc=+34] +18 BAB +6 Str +5 Weapon +3 Class +1 Weapon Focus +1 haste [/ooc]  Lifeshielder +5 Bastard Sw (1d10 +[ooc=14]+6 Str +5 Weapon +3 class[/ooc]+ 1 lightning, 19-20/x2)

Full Attack
[ooc=+34] +18 BAB +6 Str +5 Weapon +3 Class +1 Weapon Focus +1 haste[/ooc]/[ooc=+34]haste[/ooc]/+29/+24/+19 Lifeshielder +5 Bastard sw 1-H (1d10+[ooc=14]+6 Str +5 Weapon +3 class[/ooc]+1 lightning, 19-20/x2)
[ooc= Rain of Blows +31] +18 BAB +6 Str +5 Weapon +3 Class -3 Rain of blows [/ooc]/[ooc=+31]haste[/ooc][ooc=/+31]Rain of Blows[/ooc]/+26/+21/+16 Lifeshielder +5 Bastard sw 1-H (1d10+[ooc=14]+6 Str +5 Weapon +3 class[/ooc]+1 lightning, 19-20/x2)

[/spoiler]

 

[spoiler=Skills:] **Any skill trained in have min of 8(Bard knowledge 15th) ranks in

Bluff¹ (18) +31,
Diplomacy¹(24+2) +39,
Gather Information**¹(1) +18,
Intimidate** +19, 
Sense Motive**(1) +14,

If used outside combat can equip Headband of Lore +5 to all knowledge checks
Knowledge (The Planes)(24)+10 +44, 
Knowledge(all)** (1)+18 ,
Knowledge(Arcana) (13) +23, 

Listen¹(13)**+2 +21,
Search¹**+2+20,
Spot¹(18+2) +27 ,  

Perform (Dance)(10) +21, 
Perform (Singing)(24+4 (WoC)+ 3(SF)) +42 , 
Profession (astrologer) 6 ranks +13, 

Decipher Script**(1) +18,  
Hide** +11 , 
Move Silently**¹ +13, 
Climb** +13,

Spellcraft (19+2) +33
Psicraft** (1) +21
Use Magic Device(12) +25, 
Use Psionic Device**(1) +19 

Appraise¹(5)**+17 ,  
Concentration¹(15) +20,     
Ride¹** +13,    
Survival¹(24)+2 +32 , 
Swim**+14, 
Tumble**(4) +9, 
Heal** (+2) +16 
[/spoiler]

[spoiler=Feats:] 
[ooc=feat list]
feats
C1FL1FL1 F1 Bastard sword prof* +1 att/dmg, Extend Spell , Spellfire Wielder, Earth Sense, Skill Focus (Perform singing)*
F2 Dodge,
C3 Still Spell
F4 Endurance*
E2 Weapon Focus (Bastard Sw)
C6 Combat Casting, BS 2 Mobility
C9 F6 Negotiator, Combat Expertise
C12 Self-Sufficient,
F8 
Rain of Blows:
C15 Persistence Spell
C18 Snowflake Wardance Words of Creation**(BE 48)
SW3 Weapon Focus (spellfire))
C21 F10 Epic Spell Focus (The Planes), Elusive target
** Free plot feat [/ooc]

General 
Spellfire Wielder , [ooc=Earth Sense]
You are in tune with the earth beneath you.

Prerequisite
CON 13, Wis 13,

Benefit
As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.[/ooc], Skill Focus (Perform singing)*, Negotiator, Words of Creation**(BE 48), Self-Sufficient. 

Metamagic and Item creation
Extend Spell(PH 94), Persistence Spell, Still Spell
 
Combat
Exotic Weapon Proficiency(PH 94) (Sword, Bastard), Combat Casting(PH 92), Weapon Focus( Bastard Sw),  Endurance, Rain of Blows, Weapon Focus (spellfire), Dodge(PH 93), Mobility(PH 98), [ooc=Elusive Target]Benefit
The Elusive Target feat enables the use of three tactical maneuvers.

Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.

Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.

Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.[/ooc] Improved Initiative(PH 96)(Item), [ooc=Snowflake Wardance]Snowflake Wardance

Type: General
Source: Frostburn

You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.

Prerequisite: Bardic music ability, Perform (dance) 6 ranks.
Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse).

You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load.
A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). Performing a snowflake wardance is physically tiresome - when the snowflake wardance ends, you become fatigued for the next 10 minutes.[/ooc], 


Epic Feats: Epic Spell Focus (The Planes)

Flaw:[ooc=Chivalrous]
Whether due to a vow or natural inclination, you do not fight elves.
Effect: You may not attack (or aid another in attacking) a elf. Furthermore, you take a -4 penalty to attacks against elves of any sort.
[/ooc], [ooc=Fearless]
Your courage and overconfidence are extreme to the point of foolhardiness.
Effect: You cannot use the fighting defensively, withdraw, casting defensively or total defense actions.
Roleplaying Ideas: You have a heart to ignore what lesser men would fear. You courage inspires you to stake your life and fear nothing in order to obtain your goal. [/ooc]
[/spoiler]

Perm spells:
Shield, Detect Magic, Detect Life,


[spoiler=songs]

[ooc=Song of Arcane Power (Su):] A sublime chord of 2nd level or higher with 12 or more ranks in a Perform skill learns how to use her bardic music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to its caster level based on the result of the sublime chord?s Perform check:

Perform Check Result    Caster Level Increase
9 or lower    +0
10 to 19    +1
20 to 29    +2
30 or higher    +4
The spell to be enhanced by the song of arcane power must be cast by the end of the sublime chord?s next turn, or else the song fades with no effect (other than consuming a bardic music use).
[/ooc]

Songs: [ooc=Countersong (Su):] A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds. [/ooc] , 

[ooc=Fascinate (Sp):] A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.  

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. [/ooc] ,

[ooc=Inspire Courage (Su):] A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. Can give an extra +4 attack and AC to 1 ally(Bolster courage) [/ooc]

[ooc=Planar Inspiration (Su):]  A bard of 3rd level or higher with 6 or more ranks in a Perform skill who selects this planar substitution benefit can use his music or poetics to protect his allies from the alignment traits of a plane. The bard must perform for a full minute, spending a standard action to concentrate on his performance each round. At the end of the performance, he makes a Perform check (DC 15 for mild alignment traits, or DC 25 for strong alignment traits). The bard can't take 10 on this check.

Success indicates that the bard and each ally within 30 feet who heard the bard perform for the full minute don't take the normal penalty on checks made on planes whose alignments differ from their own (see Alignment Traits) for 24 hours. This is a mind-affecting ability.

This benefit replaces the inspire competence bardic music ability gained by a standard bard at 3rd level.[/ooc]

[ooc=Portal Dissonance (Su):]  A bard of 6th level or higher with 9 or more ranks in a Perform skill who selects this planar substitution benefit can use music or poetics to influence intraplanar and extraplanar portals, moderate or severe planar breaches, and other discrete passages between planes (complete planar breaches cannot be affected). The portal, breach, or other qualifying passage to be affected must be centered within 60 feet. The bard must know about the portal.

Each round of the performance, he attempts a DC 20 Perform check. The bard can't take 10 on this check. Success indicates that the bard can redirect the portal destination to the mouth of any other active portal or breach he has personally traveled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection, not traits (which leak through planar breaches). Creatures that enter the portal from the bard's side of the portal, or creatures that would otherwise arrive at the bard's location through the portal, instead arrive at the endpoint of another portal chosen by the bard this round. The portal to which the bard redirects travelers continues to connect to its original destination; if a redirected creature attempts to go back through the bard-influenced portal, it doesn't return to the bard's location, but instead to that portal's natural endpoint.

The bard may keep up the dissonance for 10 consecutive rounds (this counts as one of the bard's bardic music uses per day).

This benefit replaces the suggestion bardic music ability gained by a standard bard at 6th level. If the bard later qualifies for the mass suggestion bardic music ability, he gains the suggestion ability instead. [/ooc]

[ooc=Inspire Greatness (Su):] A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. [/ooc]

[ooc=Planar Discordance (Su): ]A bard of 12th level or higher with 15 or more ranks in a Perform skill who selects this planar substitution benefit can attempt to create a minor planar breach (as the precipitate breach spell). The bard must perform for 1 full minute, spending a standard action each round to concentrate on the performance.

At the end of the performance, the minor breach comes into existence with an onset time of 1d4 rounds, as indicated by the precipitate breach spell description. If the bard has further uses of his bardic music ability for the day, he may attempt to exacerbate the breach further, as described in the spell description.

This benefit replaces the song of freedom bardic music ability gained by a standard bard at 12th level.[/ooc]

[ooc=Inspire Heroics (Su):] A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.[/ooc]

[ooc=Mass Suggestion (Sp):] This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability. [/ooc]

[ooc=Inspired Fight (Su):] At 1st level, a heartfire fanner with 11 ranks in Perform can ignite a martial passion even beyond the ken of normal bardic inspiration by stirring the hearts of warriors already heady with battle.

This ability confers bonus feats upon an allied subject within 30 feet of the heartfire fanner. The target is free to choose which feats he receives from the feats the heartfire fanner possesses or the fighter class bonus feat list. The target must meet all prerequisites to receive the feats, although he can use one bonus feat as a prerequisite for another.

The heartfire fanner bestows a number of bonus feats equal to the number indicated in Heartfire Fanner advancement
 table(2 feats)

For every three character levels the heartfire fanner has, he can bestow bonus feats to one additional creature. Each inspired creature may select her own feats. The heartfire fanner must perform his bardic music for round and the targets must hear him before they gain the bonus feats. The feats remain for as long as the heartfire fanner sings and for 5 rounds thereafter. This is a mind-affecting ability. Unlike other bardic songs, the heartfire fanner cannot use this ability on himself; he can only inspire others with it. Inspired fight is considered bardic music, so using this ability takes up one use of the heartfire fanner's bardic music ability for the day. [/ooc]

[ooc=Magic Flare (Su):] The heartfire fanner with 12 or more ranks in Perform learns to inspire spellcasters to excel beyond their own limitations by unlocking their passion for their craft.

By performing for round as a standard action, the heartfire fanner can inspire one allied spellcaster within 30 feet, imbuing the spellcaster's next spell cast with a metamagic feat that the spellcaster possesses. The spell must be cast within round per heartfire fanner level to gain the benefit of magic flare. The altered spell does not take up a higher-level spell slot for the spellcaster, nor does a spontaneous caster (like a sorcerer or bard) require a full-round action to cast the spell affected by magic flare.

The heartfire fanner can only allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to the number indicated on the Heartfire Fanner Advancement table ( 1 levels). 

So a 2nd-level heartfire fanner can only allow a spellcaster to alter a spell with a metamagic feat that would normally add one level to the affected spell (such as Silent Spell). At 4th level, the heartfire fanner can allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to two levels (such as Empower Spell).

A spellcaster targeted with magic flare still can't cast an altered spell at a level higher than he could normally cast a metamagic spell. So an 8th-level sorcerer, capable of casting 4th-level spells, targeted by magic flare can't use his Empower Spell feat to improve a fireball, since the adjusted level of that spell would be 5th, one level higher than the maximum spell level allowed by his spellcasting level.

Magic flare is considered bardic music, so using this ability takes up one use of the heartfire fanner's uses of bardic music for the day. The heartfire fanner can target himself with magic flare. [/ooc]

[ooc=Bolster Courage (Su):] A 3rd-level heartfire fanner with 13 or more ranks in Perform can strengthen the resolve of an ally benefiting from his inspire courage ability. When a heartfire fanner uses the inspire courage bardic music ability, he can choose one ally currently under the effects of the ability to receive a +2 bonus to attack rolls and Armor Class in addition to the normal bonuses associated with inspire courage. Use of this ability does not take up a use of the heartfire fanner's uses of bardic music ability for the day. The heartfire fanner cannot target himself with bolster courage. [/ooc]

[/spoiler]


[spoiler=bard]

Bardic Music 16th lvl 16 uses a day.

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

The Words of Creation doubles the effect of several bardic music abilities:

Inspire Courage: Double the morale bonus on saving throws against charm and fear and the morale bonus on attack and weapon damage rolls 

Inspire Greatness: Gain 4 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier to these bonus Hit Dice), +4 competence bonus on attacks, and +2 competence bonus on Fortitude saves.
Inspire Heroics: +8 morale bonus on saving throws, +8 dodge bonus to AC.
For bardic music abilities that require a Perform check (countersong, fascinate), the Words of Creation grant the bard a +4 sacred bonus on the check. The Words of Creation also increase the saving throw DC for the suggestion and dominate abilities by +2.

The Words of Creation increase the bard's effective caster level for the song of freedom by +2.

[ooc=Inspire Courage]

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Bonus+3+3(WoC)=6 for all who hears them and +2(HF) AC and att only for everyone but bard. 
[/ooc]

[ooc=Bardic Knack]
Wandering bards learn more mundane skills and less esoteric knowledge on their travels. If you select this class feature, you have done a little bit of everything; maybe you spent a few months as a wilderness guide, and you also had a cousin in an ambassador's retinue who regaled you with tales of courtly intrigue.

The bardic knack class feature makes you more capable of accomplishing simple tasks with a wide variety of skills. You don't need to dabble in noncritical skills (unless you want to be considered trained in their use), freeing up your skill points to focus on a small range of crucial skills.

Level: 1st.

Replaces: If you select this class feature, you do not gain bardic knowledge.

Benefit: When making any skill check, you can use 1/2 your bard level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0). For example, a 5th-level bard would have the equivalent of 3 ranks in Appraise, Balance, Bluff, and so on (but only for the purpose of making skill checks).

You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

[/ooc]

[ooc=Countersong replaced by Spellbreaker Song (Su)]
Spellbreaker Song
Bards pride themselves on being masters of language and sound. A rare few learn to use their voices to interfere with enemy spellcasters, twisting word and sound to defeat spells before they are cast.

Class: Bard.

Level: 1st.

Special Requirement: Knowledge (arcana) 1 rank, Perform (any) 3 ranks.

Replaces: You do not gain the countersong bardic music ability.

Benefit: You can use your music or poetics to interfere with spells that have verbal components. Doing this costs one daily use of your bardic music ability and requires a standard action to start. Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You can maintain your spellbreaker song for 3 rounds.

This ability follows all the other appropriate rules for bardic music.
[/ooc]

[ooc=Fascinate (Sp)]
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
[/ooc]

[ooc=Inspire Greatness (Su)]
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.


[/ooc]

[ooc=Inspire Heroics (Su)]
A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
[/ooc]

[/spoiler]


[spoiler=Planar Bard]
Some hold that if one had the eyes to see, the world would be revealed as a symphony of celestial music, each theme playing out its part on the stage of reality. For some bards, this intuition is true. When they let the scales slip from their eyes, they see the underlying overture of music that connects all levels of reality. With this knowledge, they gain some ability to add refrains of their own choosing. This fine-tuning bypasses spellcasting and directly affects what others see as reality.

Hit Die: d6.

Requirements
To take a bard planar substitution level, a character must be about to take his 3rd, 6th, or 12th level of bard.
The character must also fulfill any one of the following criteria:

* Have 1 rank in Knowledge (the planes).

* Have a heritage feat.

* Have the extraplanar subtype when on the Material Plane.

* Have visited a plane other than the Material Plane.

Class Skills
Bard planar substitution levels have the class skills of the standard bard class.

Skill Points at Each Level: 6 + Int modifier.


Table: Bard Planar Substitution Levels

Level    Base
Attack Bonus    Fort
Save    Ref
Save    Will
Save    Special    Spellcasting
3rd    +2    +1    +3    +3    Planar inspiration    Same as bard
6th    +4    +2    +5    +5    Portal dissonance    Same as bard
12th    +9/+4    +4    +8    +8    Planar discordance    Same as bard
Class Features
All of the following are features of the bard's planar substitution levels. Each benefit takes the place of one of the standard bardic music abilities and costs one daily use of bardic music.

Planar Inspiration (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill who selects this planar substitution benefit can use his music or poetics to protect his allies from the alignment traits of a plane. The bard must perform for a full minute, spending a standard action to concentrate on his performance each round. At the end of the performance, he makes a Perform check (DC 15 for mild alignment traits, or DC 25 for strong alignment traits). The bard can't take 10 on this check.

Success indicates that the bard and each ally within 30 feet who heard the bard perform for the full minute don't take the normal penalty on checks made on planes whose alignments differ from their own (see Alignment Traits) for 24 hours. This is a mind-affecting ability.

This benefit replaces the inspire competence bardic music ability gained by a standard bard at 3rd level.

Portal Dissonance (Su): A bard of 6th level or higher with 9 or more ranks in a Perform skill who selects this planar substitution benefit can use music or poetics to influence intraplanar and extraplanar portals, moderate or severe planar breaches, and other discrete passages between planes (complete planar breaches cannot be affected). The portal, breach, or other qualifying passage to be affected must be centered within 60 feet. The bard must know about the portal.

Each round of the performance, he attempts a DC 20 Perform check. The bard can't take 10 on this check. Success indicates that the bard can redirect the portal destination to the mouth of any other active portal or breach he has personally traveled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection, not traits (which leak through planar breaches). Creatures that enter the portal from the bard's side of the portal, or creatures that would otherwise arrive at the bard's location through the portal, instead arrive at the endpoint of another portal chosen by the bard this round. The portal to which the bard redirects travelers continues to connect to its original destination; if a redirected creature attempts to go back through the bard-influenced portal, it doesn't return to the bard's location, but instead to that portal's natural endpoint.

The bard may keep up the dissonance for 10 consecutive rounds (this counts as one of the bard's bardic music uses per day).

This benefit replaces the suggestion bardic music ability gained by a standard bard at 6th level. If the bard later qualifies for the mass suggestion bardic music ability, he gains the suggestion ability instead.

Planar Discordance (Su): A bard of 12th level or higher with 15 or more ranks in a Perform skill who selects this planar substitution benefit can attempt to create a minor planar breach (as the precipitate breach spell). The bard must perform for 1 full minute, spending a standard action each round to concentrate on the performance.

At the end of the performance, the minor breach comes into existence with an onset time of 1d4 rounds, as indicated by the precipitate breach spell description. If the bard has further uses of his bardic music ability for the day, he may attempt to exacerbate the breach further, as described in the spell description.

This benefit replaces the song of freedom bardic music ability gained by a standard bard at 12th level.
[/spoiler]

[spoiler=Spelldance]
Spelldance (Su): Spelldancing is a means of increasing the effectiveness of a spell by performing a vigorous magical dance before casting The spelldancer chooses one or more metamagic feats she knows to apply to a spell she wants to cast and begins her spelldancing. (Spells from the schools of Invocation and Necromancy can't be enhanced via spelldancing.) When she finishes spelldancing, she makes a Perform check with a DC of 10 + spell level (as modified by the metamagic feats). If she fails, the spell fizzles with no effect. If she succeeds, she casts the spell and it is modified by the selected metamagic feats (without the level of the spell being altered).

For every spell level higher than normal that a metamagic feat alters a spell, one full round of spelldancing is required to alter the spell. The spelldancer dances the required number of rounds, and on her next action she may cast a spell with the chosen metamagic feat (if she doesn't cast a spell that round, the spelldancing effect is lost). For example, a spelldancer could choose to empower a bull's strength spell, spelldance for 2 full rounds (the spell level adjustment for Empower Spell), then cast bull's strength (as a standard action) with the benefits of Empower Spell. Still Spell and Quicken Spell can never be used in conjunction with spelldancing. A spelldancer needs to know the metamagic feat in question to spelldance the effects of that feat.

Spelldancing requires extended motion. A spelldancing character has to move at least half her speed as part of her action on any round she spelldances. This movement is included in the full-round action of spelldancing, and means the spelldancer cannot take a 5-foot step on any round she spelldances. While spelldancing, the caster provokes attacks of opportunity normally, although she can still make Tumble checks to avoid attacks of opportunity.

A spelldancer can safely spelldance a number of rounds per day equal to her Constitution modifier plus her spelldancer class level. Every spell she casts with spelldancing after that causes her to make a Fortitude save (DC 10 + total rounds spent spelldancing in the last day) to avoid taking 2 points of temporary Constitution damage and becoming fatigued (if already fatigued, the character becomes exhausted and can't spelldance again until only fatigued).

Enthralling Dance (Sp): Once per day, a 2nd-level spelldancer can enthrall targets with a special dance. The effect is identical to the enthrall spell, except that it requires no vocal component and requires dancing as its somatic component. The DC to resist is equal to 10 + spelldancer level + Charisma modifier. The effect lasts as long as the spelldancer continues dancing (which is otherwise identical to spelldancing). At 4th level, the spelldancer can use her enthralling dance twice per day.

Evasion (Ex): At 2nd level, a spelldancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as fireball), she takes no damage with a successful saving throw. Evasion can only be used if the spelldancer is wearing light armor or no armor.

[/spoiler]

[spoiler=heartfire fanner]

Bardic Music: At 1st level, the heartfire fanner gains the bardic music ability as a 5th-level bard if he did not already have it from a previous class. All the bardic music effects (countersong, fascinate, inspire competence, inspire courage, inspire greatness, inspire heroics, song of freedom, suggestion and mass suggestion) become available to him immediately, subject to their usual Performance skill and level requirements (see Bard). A heartfire fanner's class levels stack with any bard levels for all bardic music calculations, including the number of uses of bardic music available per day. The heartfire fanner with bard levels does not gain the normal bardic music abilities as he advances in heartfire fanner levels.

Inspired Fight (Su): At 1st level, a heartfire fanner with 11 ranks in Perform can ignite a martial passion even beyond the ken of normal bardic inspiration by stirring the hearts of warriors already heady with battle.

This ability confers bonus feats upon an allied subject within 30 feet of the heartfire fanner. The target is free to choose which feats he receives from the feats the heartfire fanner possesses or the fighter class bonus feat list. The target must meet all prerequisites to receive the feats, although he can use one bonus feat as a prerequisite for another.

The heartfire fanner bestows a number of bonus feats equal to the number indicated in Heartfire Fanner advancement table.

For every three character levels the heartfire fanner has, he can bestow bonus feats to one additional creature. Each inspired creature may select her own feats. The heartfire fanner must perform his bardic music for round and the targets must hear him before they gain the bonus feats. The feats remain for as long as the heartfire fanner sings and for 5 rounds thereafter. This is a mind-affecting ability. Unlike other bardic songs, the heartfire fanner cannot use this ability on himself; he can only inspire others with it. Inspired fight is considered bardic music, so using this ability takes up one use of the heartfire fanner's bardic music ability for the day.

Magic Flare (Su): The heartfire fanner with 12 or more ranks in Perform learns to inspire spellcasters to excel beyond their own limitations by unlocking their passion for their craft.

By performing for round as a standard action, the heartfire fanner can inspire one allied spellcaster within 30 feet, imbuing the spellcaster's next spell cast with a metamagic feat that the spellcaster possesses. The spell must be cast within round per heartfire fanner level to gain the benefit of magic flare. The altered spell does not take up a higher-level spell slot for the spellcaster, nor does a spontaneous caster (like a sorcerer or bard) require a full-round action to cast the spell affected by magic flare.

The heartfire fanner can only allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to the number indicated on the Heartfire Fanner Advancement table. So a 2nd-level heartfire fanner can only allow a spellcaster to alter a spell with a metamagic feat that would normally add one level to the affected spell (such as Silent Spell). At 4th level, the heartfire fanner can allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to two levels (such as Empower Spell).

A spellcaster targeted with magic flare still can't cast an altered spell at a level higher than he could normally cast a metamagic spell. So an 8th-level sorcerer, capable of casting 4th-level spells, targeted by magic flare can't use his Empower Spell feat to improve a fireball, since the adjusted level of that spell would be 5th, one level higher than the maximum spell level allowed by his spellcasting level.

Magic flare is considered bardic music, so using this ability takes up one use of the heartfire fanner's uses of bardic music for the day. The heartfire fanner can target himself with magic flare.

Bolster Courage (Su): A 3rd-level heartfire fanner with 13 or more ranks in Perform can strengthen the resolve of an ally benefiting from his inspire courage ability. When a heartfire fanner uses the inspire courage bardic music ability, he can choose one ally currently under the effects of the ability to receive a +2 bonus to attack rolls and Armor Class in addition to the normal bonuses associated with inspire courage. Use of this ability does not take up a use of the heartfire fanner's uses of bardic music ability for the day. The heartfire fanner cannot target himself with bolster courage.

[/spoiler]

[spoiler=Spellfire Channeller]
Drain Charged Item (Sp): As a standard action, a spellfire channeler can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored spellfire energy level. A fully drained item has. no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.

Increased Storage (Ex): The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:

Constitution +1 to Constitution x2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a Constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires.

Constitution x 2+1 to Constitution x 3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Constitution check every hour.

Constitution 3x+1 to Constitution x 4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by non-damaging spell, DC 20 to concentrate)) and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.

Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. An voluntary expenditure, such as that noted above, isn't limited in this way.)

Improved Healing (Su): At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level)

Weapon Focus (spellfire): The channeler gains the Weapon Focus (spellfire) feat at 3rd level.

Rapid Blast (Su): At 4th level, the spellfire channeler can release two blasts of spellfire as a standard action. This increases to three blasts per standard action at 8th level. Each blast after the first suffers a cumulative -2 penalty to attack rolls (-0 for the first blast, -2 for the second, and -4 for the third).

Drain Permanent Item (Sp): The channeler can drain power from permanent magic items by touch as a standard action. An item that creates spell effects (such as boots of speed) loses that function for 24 hours, and the channeler gains spellfire energy levels equal to half the caster level of the item. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).
[/spoiler]

[spoiler=Fighter Kensai]

Instead of investing their time in learning how to wield all manner of weapons, some warriors spend all of their time training with a single melee weapon and become masters of it almost from the start of their adventuring careers. These warriors are known as kensai. Although the word literally means "sword saint," a kensai can devote herself to any weapon she chooses. There are kensai of axes, maces, even flails and spiked chains. What defines the kensai is the single-minded devotion to a particular weapon, not the weapon itself.

Class Skills
The kensai's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Jump (Str), Tumble (Dex), and Swim (Str).

Class Features
All the following are class features of the kensai.

Weapon and Armor Proficiency: The kensai is proficient in the use of all simple weapons, light armor, and a single martial or exotic melee weapon that is the kensai's chosen weapon.

Bonus Feats: The kensai does not gain a bonus feat at 1st level like the normal fighter class does. Instead. the kensai gains a +1 bonus to all attack and damage rolls with her chosen weapon. This bonus increases by +1 at 5th level and increases by +1 again every five levels thereafter.

The kensai gains bonus feats as the normal fighter class does, but the kensai must select bonus feats from the following list (any of the bonus feats that apply to a specific kind of weapon must be applied to the kensai's chosen weapon): Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Sunder, Improved-Two Weapon Fighting, Lightning Reflexes, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack.

Special Abilities: The kensai can choose any of the following special abilities in place of a bonus feat. These abilities only apply to the kensai's chosen weapon.

Rain of Blows: When taking the full attack action with her chosen weapon, the kensai can choose to suffer a -3 penalty to all attack rolls in the round and make an additional melee attack with her chosen weapon at her highest attack bonus.

Storm of Blows: When taking the full attack action with her chosen weapon, the kensai can suffer a -6 penalty to all attack rolls in the round and make two additional melee attacks with her chosen weapon at her highest attack bonus. The kensai must have the rain of blows special ability to take this ability.
[/spoiler]


[spoiler=bladesinger]
House rule added: Can use any 1 handed weapon and this replaces the wording longsword.

Weapon and Armor Proficiency: The bladesinger gains no weapon proficiency but does gain proficiency with light armor. If the bladesinger wears medium or heavy armor, she loses all benefits of any of her song abilities (lesser bladesong, lesser spellsong, song of celerity, greater spellsong, and song of fury). A bladesinger suffers the normal arcane spell failure chance when casting spells while armored (except as noted below).

Bladesong (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), the bladesinger gains a dodge bonus to AC equal to her Intelligence bonus.

Bonus Feats: At 2nd, 5th, and 8th level, the bladesinger gets a bonus feat. These feats must be drawn from the following list: any metamagic feat, Combat Reflexes, Improved Critical (longsword), Improved Disarm, Mobility, Quick Draw, Spring Attack, Whirlwind Attack

Lesser Spellsong (Ex): Starting at 3rd level, when wielding a longsword or rapier in one hand (and nothing in the other), the bladesinger can take 10 when making a Concentration check to cast defensively.

Spells per Day: Every level a bladesinger gains, the character gains new spells per day as shown. When she casts bladesinger spells, the bladesinger's caster level is equal to her bladesinger level. A bladesinger's bonus spells are based on Intelligence. The Difficulty Class for saving throws against bladesinger spells is 10 + the spell's level + the bladesinger's Intelligence modifier. A bladesinger keeps a spellbook and must prepare spells each day as a wizard does. She can have any number of bladesinger spells in her spellbook (see Writing a New Spell into a Spellbook, Chapter 10 in the Player's Handbook). At levels 1st through 9th, a bladesinger gains two spells she can add to her spellbook for free. These spells must be bladesinger spells the character can cast.

1st
Expeditious Retreat    Transmutation    
Mage Armor    Conjuration    
Magic Weapon    Transmutation    
Shield    Abjuration    
True Strike    Divination    

2nd
Blur    Illusion
Bull's Strength    Transmutation    
Cat's Grace    Transmutation    
Mirror Image    Illusion    
Protection from Arrows    

3rd
Displacement    Illusion    
Haste    Transmutation    
Keen Edge    Transmutation    
Magic Weapon, Greater

4th
Dimension Door    Conjuration
Fire Shield    Evocation    
Invisibility, Greater    Illusion    
Stoneskin

[url]http://archive.wizards.com/default.asp?x=dnd/prc/20070403[/url]
Recommended Bladesinger Spells
0 -- flare*, resistance
1 -- enlarge person, magic weapon, shield, true strike*
2 -- alter self, bear's endurance, blur*, bull's strength, cat's grace, false life
3 -- blink, displacement*, greater magic weapon, haste, heroism, rage
4 -- fire shield, polymorph, stoneskin
5 -- Bigby's interposing hand
6 -- Bigby's forceful hand, Tenser's transformation
7 -- Bigby's grasping hand, spell turning
8 -- Bigby's clenched fist, iron body, moment of prescience, protection from spells
9 -- Bigby's crushing hand
[/spoiler]

Treasure:
1 million gp in gems and art objects, 
2m in mixed coins (cash) 

500k paid to Dirk for 10 wishes cast.
Paid 150k for Belt creation

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Cha 36 
spells per day
bard base: 4    4    4    3    3    2    0
Bonus:              4    3    3    3    3    2        

Bard CL 17 Total 4 8 7 6 6 5 2
                              
Sublime Chord base  4    4    3    2    1
Bonus:                   3    3    2    2    2    2    

bladesinger memorized base 3 2 0
Bonus                3 3 2  
Total memorized base CL 4th 6 5 4 
known spells: All bladesingers


Known Spells
bard        6    5    4    4    4    4    2
Sublime Chord                           4    4    4    3    2

Metamagic full round action: Extend spell, Persistence Spell, Still Spell

Prep Spells
Persistence Spell with spelldancing 
Battlemagic Perception(3), Ruin Delver's Fortunex3(4), Bladeweave(2), True Sight(6), Displacement, Arcane Sight, Greater(7), Haste(3), Nixies Grace(6), [ooc=Improvisation(1)]mprovisation
(Spell Compendium, p. 121)

Transmutation
Level: Bard 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.

You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.

For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.

Material Component: A pair of dice.[/ooc]


Max Slots
Bard CL 17 
Total 4 8 7 6 8 7 2
Sub total CL 17 
                   7 7 5 4 3


0 level
1 Detect Magic
2 Open/Close
3 Read Magic
4 Ghost Sounds
5 Prestidigitation
6 Light

1st
1 Expeditious Retreat, Swift
2 Cure Light Wounds
3 Detect Secret Doors
4 Feather Fall
5 Grease

2nd
1 Whirling Blade
2 [ooc=Bladeweave]Bladeweave
(Complete Adventurer, p. 144)

Illusion [Pattern]
Level: Bard 2, Sorcerer 2, Wizard 2, Vigilante 2, Spellthief 2,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: See text

A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your opponent. Any round that you attack with a melee weapon, you can make a single additional touch attack with that weapon at your normal attack bonus as a free action. This attack deals no damage. Instead, anyone successfully touched by the weapon must succeed on a Will save or be dazed for 1 round. Spell resistance applies to this effect.[/ooc]
3 Dimension Leap
4 Alter Self

3rd
1 Glibness
2 Haste
3 Hesitate
4 Displacement

[table=2,5]
[r=1,1]Bard 4th [r=2,1]Wizard 4th
[r=1,2]1 Modify Memory [r=2,2]1 [ooc=Otiluke's Suppressing Field] Otiluke's Suppressing Field

Abjuration
Level: Wizard 4
Components: V, S,
Casting Time: 1 full round
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

Your skin tingles as you radiate a field of powerful magic.

When you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells). Spells of that type are suppressed within the area of your spell. Anyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level. (Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well). Anyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item's caster level for the level check. Constant items or precast effects make this check when first exposed to your suppressing field. If they succeed, they remain unaffected for the duration. If they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.[/ooc]
[r=1,3]2 Invisibility, Greater [r=2,3]2 [ooc=Battlemagic Perception] 
 
Battlemagic Perception
(Heroes of Battle)

Divination
Level: Cleric 3, Sorcerer 3, Wizard 3, Spellthief 3,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster.
You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast.
If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster.
With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast.
This determination happens quickly enough that you can
attempt to counter the spell as a free action.
Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster.
If you counter a spell in this manner, the battlemagic perception spell ends immediately.[/ooc] 
[r=1,4]3 Legend Lore [r=2,4]3 Ruin Delver's Fortune (SC)
[r=1,5]4 Cure Critical Wounds [r=2,5] 4 Nerveskitter
[/table]

[table=2,5]
[r=1,1]Bard 5th [r=2,1]Wizard 5th
[r=1,2]1 Dispel Magic, Greater [r=2,2]1 Break Enchantment
[r=1,3]2 Blink, Greater [r=2,3]2 x Sending
[r=1,4]3 [ooc=Inescapable Swarm (DM 333 page 71)]

Illusion
Level: Bard 5
Components: V, S, M,
Casting Time: 1 std
Range: close
Area: 1 target/lvl up to 30 feet apart
Duration: Concentration up to 1 r/lvl
Saving Throw: Will Disbelieve; Fort  partial
Spell Resistance: Yes

Make target think in a swarm, if fail Will shaken if fail fort is nauseated. [/ooc]  
[r=2,4] 4  [ooc=Incite Riot]Incite Riot
(Player's Handbook II)

Enchantment [Mind-Affecting]
Level: Bard 5, Beguiler 5, Sorcerer 5, Wizard 5,
Components: V,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You sow discord among your enemies, spurring them to physical violence.
Each creature that fails its saving throw attacks the nearest creature on its next turn, whether friend or foe.
An affected creature attacks with whatever weapon is in hand, or with natural weapons.
An unarmed creature attacks with an unarmed strike.
An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. [/ooc]
[r=1,5]4 Improvisation(SP) 4 [r=2,5] Transmute Rock to Mud
[/table]

[table=2,5]
[r=1,1] Bard 6th [r=1,2] Wizard 6th
[r=1,2]1 [ooc=Hindsight(CA)] Hindsight
(Complete Adventurer, p. 151)

Divination
Level: Bard 6, Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 1 hour
Range: Personal
Area: 60-ft. radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries. You can view only one span of time per casting, chosen from the following options.

Days: You sense the events of the past, stretching back one day per caster level. You gain detailed knowledge of the people, conversations, and events that transpired.

Weeks: You gain a summary of the events of the past, stretching back one week per caster level. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.

Years: You gain a general idea of the events of the past, stretching back one year per caster level. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.

Centuries: You gain a general idea of the events of the past, stretching back one century plus an additional century for every four caster levels beyond 1st. For instance, a 16th-level caster would gain insight into the events of four centuries in the past, and a 17th-level caster would see back across five centuries. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.

Material Component: An hourglass-shaped diamond worth at least 1,000 gp.[/ooc] [r=2,2]1 sub Rary's Interplanar Telepathic Bond
[r=1,3]2 Nixie's Grace(SC) [r=2,3]2 sub [ooc=Mudslide] Mudslide

Conjuration (Creation) [Earth, Water]
Level: Druid 6, Sorcerer 6, Wizard 6,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10.ft./level)
Effect: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

You create a landslide of mud and water, which crushes, buries, and mires those caught in its path. The mud covers the area of the spell to a depth of about 10 feet (although it might fill low-lying areas or fail to cover high points in the area, at the DM's discretion).

Creatures within the spell's effect must make a Reflex save. Those who fail take 8d6 points of damage and are buried (see Avalanches on page 90 of the Dungeon Master's Guide). Those who succeed take 3d6 points of damage and are not buried. Creatures of the fire subtype who are actually aflame (such as salamanders, azers, and fire elementals) instead take 8d8 or 3d8 points of damage, respectively. A creature who escapes burial ends up on top of the mudslide, mired in deep mud.

After the initial slide, the mudslide persists indefinitely, producing an area of deep bog (average depth 10 feet) until the water in it evaporates. It requires 4 squares of movement to enter 1 square of deep bog, and running or charging are impossible in the area. Underwater, the mudslide remains indefinitely, producing an area of deep muck. It costs 2 squares of movement to enter a square containing deep muck, the DC of Balance and Tumble checks increases by 5, and the DC of Move Silently checks increases by 2. Aboveground, the mud normally dries out in 2 to 3 days. A transmute mud to rock spell hardens the slide into stone, trapping any creatures still within. [/ooc]
[r=1,4]Otto’s Irresistible Dance [r=2,4] 3 Disintegrate 
[r=1,5]   [r=2,5] 4 Stone Body   
[/table]

7th wiz
1 Reverse Gravity
2 Greater Teleport
3 Volcanic Storm

8th wiz
1 [ooc=Force field]
The result: Force Field, found in the Rules Cyclopedia rulebook. Similar to a wall of force in many ways, this one is designed to keep you safe in hostile environments and can be moved via a wish. Still not ideal, but at least there exists some way to move it. For 3.5 rules purposes, force field functions exactly as wall of force in all ways not explicitly mentioned or covered by the description of force field.

Note: this spell is the same spell as wall of force and cannot be learned by those who already know wall of force. However, as Wildblade was in transition between editions and his known version of wall of force was undergoing changes anyway, he was able to replace his knowledge of wall of force with force field. Therefore, at this juncture, Wildblade has no reason to believe that force field isn’t just how wall of force works in 3.5. This is also why he has able to use the lower time from 3.5 but the lower cost from 2E when researching the spell. I’m sure he’ll have an interesting conversation with Dirk after this.

Further Note: I still need to find example of just how mobile force field becomes when augmented with a wish spell. When I do, I’m sure Dirk and Wildblade will be able to figure this out without trial and error… Dirk’s Spellcraft is insane, and Wildblade will have to assist, so it should be fine.[/ooc]
2 Ghostform

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Equipment [B]Head[/B] [ooc=Headband of Ferocity] his headband [fluff] lets the wearer keep going when she would normally collapse from her wounds. She can act normally at 0 hp (though taking strenuous actions still damages her). If she’s at negative hp (as low as –9), she acts normally, although she still risks losing 1 hp each round, as normal. At –10 hp, she dies. Likewise, the wearer is harder to stop with subdual damage. Subdual damage does not stagger her, and she falls unconscious only when her subdual damage exceeds her hp by 10 or more. [/ooc] When using knowledge checks uses Headband of Lore instead. [B]Eyes[/B] [ooc=Cloth of Sight Protection ] Protects from any gaze attacks or blinding and allows to view and read Symbol or other magical writings without triggering the effect. [/ooc] [B]Neck[/B] Greenstone Amulet ** [B]Shoulder[/B] [ooc=Cloak of Shadow 75,000]Cloak of Shadow: This dull gray cloak appears to be made of diaphanous cloth that always seems to be fluttering slightly, as though in a breeze. When worn with the hood up, a cloak of shadow gives the wearer a +5 competence bonus on Hide checks in areas of shadow illumination, but applies a -5 penalty in brightly lit areas. In addition, when the wearer is in complete darkness, he can become incorporeal once per day for up to 1 minute. The cloak is actually a greater shadow (see Monster Manual), bound to the shape of a cloak by magic. Once per day, the wearer can command the shadow to come forth, and it does the wearer's bidding until slain or until the wearer commands it to return to its cloak form. If the shadow is slain, it reverts to cloak form and can't be brought forth again for seven days (the cloak functions normally, but the shadow can't be activated during this time). If the cloak is destroyed, the shadow is destroyed forever. Should the wearer enter the Plane of Shadow, the greater shadow is free to act on its own--and may well attempt to slay its former master. Strong conjuration; CL 15th; Craft Wondrous Item, summon monster VIII, ethereal jaunt; 75,000 gp; Wgt. 1 lb.[/ooc] [B]Armour[/B] Aslyferund's Armour 620,150 gp [B]Body[/B] [ooc=Vestment of Greater Power] Vestments of Power These ceremonial clerical robes are usually cut and tailored to suit a particular deity's worshipers. Two varieties exist: the lesser vestments of power and the greater vestments of power. The lesser vestments of power grant the wearer a +3 deflection bonus to AC and a +4 resistance bonus on saving throws. The robe also conveys a continuous protection from arrows effect (10/+1, no limit to points of damage prevented), grants fire resistance 15, and allows the wearer to use feather fall whenever he falls 10 feet or more. The greater vestments of power have all the powers of lesser vestments of power. In addition, the wearer may cast dimension door and true seeing at will. CL 5th (lesser), 9th (greater); Craft Wondrous Item, dimension door (greater only), endure elements, feather fall, protection from arrows, resistance, shield of faith, true seeing (greater only); Market Price: 88,000 gp (lesser), 200,000 gp (greater); Cost to Create: standard (lesser), 112,500 gp + 7,000 XP (greater); Weight: -[/ooc] [B]Belt[/B] Belt of stats +6 Str Int Wis Con 144k      [B]Feet[/B] [ooc=Boot of Air 3x18x2000=108,000 gp]  custom item Allows fly at ground movement with perfect movement [/ooc]/ [ooc=Boots of Blade dancing]Effect: While these slippers are on the wearer’s feet, he moves with unnatural grace and alacrity, gaining an enhancement bonus of +10 feet to his land speed. The slippers also grant him a +5 competence bonus on Tumble checks. A wearer who has at least 5 ranks in Perform (dance) accesses the true benefit of the slippers of battledancing. As long as he uses his base land speed to move (a fly, swim, burrowing, or climb speed), he gains a +2 insight bonus on initiative checks. If he moves at least 10 feet as part of a move action, he can use his Charisma modifier instead of his Strength or Dexterity modifier for attack rolls and damage rolls with one-handed or light weapons (both melee and ranged). Price: 33,750 gp.[/ooc]  33,750 gp.  [B]Hands[/B]  gauntlets of the valorous(set) 74203 gp [B]Arms[/B] Bracers of Blinding Strike 102,000 [B]Ring 1[/B] Universal Energy Immunity Ring  [B]Ring 2[/B] Ring of Wizardry 4th+5th Slotless Pearly white    Spindle    Regenerate 1 point of damage per hour Orange    Prism    +1 caster level Iridescent    Spindle    Sustains creature without air Clear    Spindle    Sustains creature without food or water Vibrant purple    Prism    Stores three levels of spells, as a ring of spell storing Vibrant purple    Prism    Stores three levels of spells, as a ring of spell storing Universal Energy Immunity 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. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp Lifeshielder, +5 Darksteel Defender Bastard Sw so weapon +6 C-G Int 25 Wis 20 Cha 12 +25000 Sword helps with making items if wielder already has an understanding of closely related creation feats. As long as sword is on you all your Item Creation Feat cost 75% normal cost to use. +5000 gp Has Knowledge (Planes) at 10, Elven History at 10, Spellcraft at 10 +15,000 gp Base 20%  MR when on person change to SR= HD + +2 SR every plus assigned to defense 90,000+100,000 When wielded every +1 used in defense adds +1 to saves and adds*+20% to MR to a max of 100%. Sword can change as free action +25000 Acts like a [ooc=Scabbard of Life Protection]Scabbard of Life Protection: This scabbard blocks any attempt to possess you (by a magic jar, for example), as per protection from evil. It furthermore preserves your life force for up to 7 days if you die, as per hide life, except that instead by being staggered your are unconscious. After 7 days you die if your body has not been healed. Strong necromancy and weak abjuration; CL 17th; Craft Epic Wondrous Item, hide life[TaB], protection from evil (or other alignment); Price 2,005,500 gp. Experience Points: 7,000. [/ooc] Teleport without error 2/day +280,000 The sword only speaks Old Elvish and Giant. Ego 48 Cost 760,000 gp + 72,000+2,005,500=2,837,500 gp Aslyferund's Armour +10 100,000 gp +5 Elven Chain +4,150 +2 Nimbleness Immune to Fire +240,000 Immune to Gas +240,000 Invulnerability DR 5/magic Total: 620,150 gp Ring of Regeneration 90,000 Vestment of Greater Power  grants a +3 deflection bonus to AC, a +4 resistance bonus on all saves, a continuous protection from arrows effect, fire resistance 15, and casts feather fall when falling 10 ft. or more, greater version also casts dimension door and true seeing at will. 200,000 gp Staff of the Elementals +5                +50000 +4  saves vs all element attack forms +16,000 Immune to any natural elemental attacks Summon 8 HD elemental 1 charge  2,250 gp 1 charge 18th level Web  Wall of stone Lightning Bolt Cloudkill highest level 375 gp × 8 × 18 (54,000),  75%  (281.25 gp × 5 × 18) 18,984.375, plus one-half  (187.5 gp × 4×18) 6,750. Staffs are always fully charged (50 charges) when created. 79,734. fireball wall of fire ice storm ice wall Energy Immunity 5 charges Total for spells 79,734 Negate any elemental spell that staff touches 2 charges as an immediate action. +50,000  Immune to one element choose at sunrise(Lightning, Fire, Acid, Cold) +240,000 Market Value: 437,984 gp sp 5 cp  Cloak of Shadow 75,000 Bracers of Blinding Strike 102,000 lavender and green [50]*,             40,000 Peary White (reg 28/h)*,             20,000 Orange Prism (+1 caster)*,         30,000 Staff of life                                         155,750 Splendor,                                          25000 Rulership                                         60000 rod of absorption [25]                         50000 Cube of Force                                     62000 Gem of True Seeing                            75000 5 Boccob’s blessed books                     47500 Rod of passage                                     170,500 Crystal ball with telepathy,                     80,000 Cloak of Displacement                           25,000 Iron bands of Bilarro                             26000 Belt of +6 all stats                                200,000  Skin of Divine Nimbleness (+6 to AC Dex) 72000 total 1,315,750 10 wishes(Int + Cha) cast by Dirk he takes the cost of 50000 for cost if find a way to pay the XP will charge std price.  Grand total:7,450,634 wow he is equipped as a level 38th PC so 38+23/2 so he acts like a 30th level Skin of Flame's Protection(2e: Granted Dex of 25 for AC only, acted like ring of fire resistance when wear and granted +4 to AC.)  Taken off a creature immune to fire and killed in another realm, Flame skinned the giant bird and brought back it to be made into armour. When treated and dried it was thin enough to wear under cloths and gave its protections without interfering with armour or magical vests. These properties are non-magical in nature: Fire Resistance 15 It interacts with wear making them super jumpy granting +6 Dex bonus. The wearer is always twitchy which can cause some NPCs to have penalties to dealing with them. Natural Amour +4. All these bonuses are chemical(non magical) in nature.  Items want: Admiral's Bicome: This elaborately braided headgear is made of rich blue felt, embroidered with golden threat. It often has a showy badge called a cockade, proclaiming personality, faith, family crest, and the like. A humanoid or monstrous humanoid who dons the admiral's bicome 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 600 feet; class features and effects dependent on hearing the speaker benefit from the increased range. Finally, the admiral's bicome grants a +2 morale bonus on attack rolls, saves, and skill checks to allies within sound of the wearer's voice, including the wearer). Moderate conjuration; CL 10th, Craft Wondrous Item, eagle's splendor, heroism, owl's wisdom, ventriloquism; 18,000 gp; Wgt 1 lb.  or Headband of Lore: Adventurers, especially those who intend to explore lost cities, covet headbands of lore. The wearer of a headband of lore gains a +5 competence bonus on all Knowledge checks (including bardic knowledge checks). The wearer must have at least one rank in the Knowledge skill she's using to take advantage of this bonus. Once a day, the wearer can use an analyze dweomer spell. Also once per day, the wearer can perform a legend lore on an item or site by studying it for 1 minute. Moderate divination; CL 11th; Craft Wondrous Item, identify, legend lore; 50,000 gp
Equipment

Head Headband of Ferocity his headband [fluff] lets the wearer keep going when she would normally collapse from her wounds. She can act normally at 0 hp (though taking strenuous actions still damages her). If she’s at negative hp (as low as –9), she acts normally, although she still risks losing 1 hp each round, as normal. At –10 hp, she dies. Likewise, the wearer is harder to stop with subdual damage. Subdual damage does not stagger her, and she falls unconscious only when her subdual damage exceeds her hp by 10 or more. When using knowledge checks uses Headband of Lore instead.
Eyes Cloth of Sight Protection
Protects from any gaze attacks or blinding and allows to view and read Symbol or other magical writings without triggering the effect.


Neck Greenstone Amulet **
Shoulder Cloak of Shadow 75,000Cloak of Shadow: This dull gray cloak appears to be made of diaphanous cloth that always seems to be fluttering slightly, as though in a breeze. When worn with the hood up, a cloak of shadow gives the wearer a +5 competence bonus on Hide checks in areas of shadow illumination, but applies a -5 penalty in brightly lit areas. In addition, when the wearer is in complete darkness, he can become incorporeal once per day for up to 1 minute.
The cloak is actually a greater shadow (see Monster Manual), bound to the shape of a cloak by magic. Once per day, the wearer can command the shadow to come forth, and it does the wearer's bidding until slain or until the wearer commands it to return to its cloak form. If the shadow is slain, it reverts to cloak form and can't be brought forth again for seven days (the cloak functions normally, but the shadow can't be activated during this time). If the cloak is destroyed, the shadow is destroyed forever. Should the wearer enter the Plane of Shadow, the greater shadow is free to act on its own--and may well attempt to slay its former master.
Strong conjuration; CL 15th; Craft Wondrous Item, summon monster VIII, ethereal jaunt; 75,000 gp; Wgt. 1 lb.

Armour Aslyferund's Armour 620,150 gp
Body Vestment of Greater Power Vestments of Power
These ceremonial clerical robes are usually cut and tailored to suit a particular deity's worshipers. Two varieties exist: the lesser vestments of power and the greater vestments of power.
The lesser vestments of power grant the wearer a +3 deflection bonus to AC and a +4 resistance bonus on saving throws. The robe also conveys a continuous protection from arrows effect (10/+1, no limit to points of damage prevented), grants fire resistance 15, and allows the wearer to use feather fall whenever he falls 10 feet or more. The greater vestments of power have all the powers of lesser vestments of power. In addition, the wearer may cast dimension door and true seeing at will.
CL 5th (lesser), 9th (greater); Craft Wondrous Item, dimension door (greater only), endure elements, feather fall, protection from arrows, resistance, shield of faith, true seeing (greater only); Market Price: 88,000 gp (lesser), 200,000 gp (greater); Cost to Create: standard (lesser), 112,500 gp + 7,000 XP (greater); Weight: -

Belt Belt of stats +6 Str Int Wis Con 144k     
Feet Boot of Air 3x18x2000=108,000 gp 
custom item
Allows fly at ground movement with perfect movement

/ Boots of Blade dancingEffect: While these slippers are on the wearer’s feet, he moves with unnatural grace and alacrity, gaining an enhancement bonus of +10 feet to his land speed. The slippers also grant him a +5 competence bonus on Tumble checks. A wearer who has at least 5 ranks in Perform (dance) accesses the true benefit of the slippers of battledancing. As long as he uses his base land speed to move (a fly, swim, burrowing, or climb speed), he gains a +2 insight bonus on initiative checks. If he moves at least 10 feet as part of a move action, he can use his Charisma modifier instead of his Strength or Dexterity modifier for attack rolls and damage rolls with one-handed or light weapons (both melee and ranged). Price: 33,750 gp.  33,750 gp. 
Hands  gauntlets of the valorous(set) 74203 gp
Arms Bracers of Blinding Strike 102,000
Ring 1 Universal Energy Immunity Ring 
Ring 2 Ring of Wizardry 4th+5th

Slotless
Pearly white    Spindle    Regenerate 1 point of damage per hour
Orange    Prism    +1 caster level
Iridescent    Spindle    Sustains creature without air
Clear    Spindle    Sustains creature without food or water
Vibrant purple    Prism    Stores three levels of spells, as a ring of spell storing
Vibrant purple    Prism    Stores three levels of spells, as a ring of spell storing

Universal Energy Immunity
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.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp

Lifeshielder, +5 Darksteel Defender Bastard Sw so weapon +6
C-G Int 25 Wis 20 Cha 12 +25000
Sword helps with making items if wielder already has an understanding of closely related creation
feats. As long as sword is on you all your Item Creation Feat cost 75% normal cost to use. +5000 gp

Has Knowledge (Planes) at 10, Elven History at 10, Spellcraft at 10 +15,000 gp
Base 20%  MR when on person change to SR= HD + +2 SR every plus assigned to defense 90,000+100,000
When wielded every +1 used in defense adds +1 to saves and adds*+20% to MR to a max of 100%. Sword can change as free action +25000
Acts like a Scabbard of Life ProtectionScabbard of Life Protection: This scabbard blocks any attempt to possess you (by a magic jar, for example), as per protection from evil. It furthermore preserves your life force for up to 7 days if you die, as per hide life, except that instead by being staggered your are unconscious. After 7 days you die if your body has not been healed.

Strong necromancy and weak abjuration; CL 17th; Craft Epic Wondrous Item, hide life[TaB], protection from evil (or other alignment); Price 2,005,500 gp.

Experience Points: 7,000.


Teleport without error 2/day +280,000
The sword only speaks Old Elvish and Giant.
Ego 48

Cost 760,000 gp + 72,000+2,005,500=2,837,500 gp

Aslyferund's Armour +10 100,000 gp
+5 Elven Chain +4,150
+2 Nimbleness
Immune to Fire +240,000
Immune to Gas +240,000
Invulnerability DR 5/magic
Total: 620,150 gp

Ring of Regeneration 90,000

Vestment of Greater Power  grants a +3 deflection bonus to AC, a +4 resistance bonus on all saves, a continuous protection from arrows effect, fire resistance 15, and casts feather fall when falling 10 ft. or more, greater version also casts dimension door and true seeing at will.

200,000 gp

Staff of the Elementals +5                +50000
+4  saves vs all element attack forms +16,000
Immune to any natural elemental attacks
Summon 8 HD elemental 1 charge  2,250 gp
1 charge 18th level
Web 
Wall of stone
Lightning Bolt
Cloudkill highest level 375 gp × 8 × 18 (54,000),  75%  (281.25 gp × 5 × 18) 18,984.375, plus one-half  (187.5 gp × 4×18) 6,750. Staffs are always fully charged (50 charges) when created. 79,734.
fireball
wall of fire
ice storm
ice wall
Energy Immunity 5 charges

Total for spells 79,734
Negate any elemental spell that staff touches 2 charges as an immediate action. +50,000 
Immune to one element choose at sunrise(Lightning, Fire, Acid, Cold) +240,000
Market Value: 437,984 gp sp 5 cp 

Cloak of Shadow 75,000
Bracers of Blinding Strike 102,000
lavender and green [50]*,             40,000
Peary White (reg 28/h)*,             20,000
Orange Prism (+1 caster)*,         30,000
Staff of life                                         155,750
Splendor,                                          25000
Rulership                                         60000
rod of absorption [25]                         50000
Cube of Force                                     62000
Gem of True Seeing                            75000
5 Boccob’s blessed books                     47500
Rod of passage                                     170,500
Crystal ball with telepathy,                     80,000
Cloak of Displacement                           25,000
Iron bands of Bilarro                             26000
Belt of +6 all stats                                200,000 
Skin of Divine Nimbleness (+6 to AC Dex) 72000
total 1,315,750

10 wishes(Int + Cha) cast by Dirk he takes the cost of 50000 for cost if find a way to pay the XP will charge std price. 

Grand total:7,450,634

wow he is equipped as a level 38th PC so 38+23/2 so he acts like a 30th level

Skin of Flame's Protection(2e: Granted Dex of 25 for AC only, acted like ring of fire resistance when wear and granted +4 to AC.) 
Taken off a creature immune to fire and killed in another realm, Flame skinned the giant bird and brought back it to be made into armour. When treated and dried it was thin enough to wear under cloths and gave its protections without interfering with armour or magical vests. These properties are non-magical in nature:
Fire Resistance 15
It interacts with wear making them super jumpy granting +6 Dex bonus. The wearer is always twitchy which can cause some NPCs to have penalties to dealing with them.
Natural Amour +4. All these bonuses are chemical(non magical) in nature. 

Items want:

Admiral's Bicome: This elaborately braided headgear is made of rich blue felt, embroidered with golden threat. It often has a showy badge called a cockade, proclaiming personality, faith, family crest, and the like.
A humanoid or monstrous humanoid who dons the admiral's bicome 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 600 feet; class features and effects dependent on hearing the speaker benefit from the increased range. Finally, the admiral's bicome grants a +2 morale bonus on attack rolls, saves, and skill checks to allies within sound of the wearer's voice, including the wearer).
Moderate conjuration; CL 10th, Craft Wondrous Item, eagle's splendor, heroism, owl's wisdom, ventriloquism; 18,000 gp; Wgt 1 lb. 
or

Headband of Lore: Adventurers, especially those who intend to explore lost cities, covet headbands of lore. The wearer of a headband of lore gains a +5 competence bonus on all Knowledge checks (including bardic knowledge checks). The wearer must have at least one rank in the Knowledge skill she's using to take advantage of this bonus. Once a day, the wearer can use an analyze dweomer spell. Also once per day, the wearer can perform a legend lore on an item or site by studying it for 1 minute.
Moderate divination; CL 11th; Craft Wondrous Item, identify, legend lore; 50,000 gp

 

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