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Dirk Calius: Male Human Phrenic Unholy Scion (Native Outsider) [spoiler=Racial abilities] Racial Abilities: × Base land speed of 30 feet. x 10/good and magic x Darkvision out to 60 feet. x Fast healing 4. x Immunity to poison and mind-affecting spells and abilities. × Bonus Feat: 1st level bonus feat × Favored Class: Any Unholy Strike (Su): An unholy scion’s natural weapons and any melee weapon it wields are treated as evil-aligned for the purpose of overcoming damage reduction. In addition, all such attacks deal an extra 2d6 points of damage against good-aligned opponents. [/spoiler] XP 440,817 Next 465,000 Dirk: CL 25, CR 29.5, EL 26.5, ECL 30 ECR 28 LA: +5, CR 28 (26 class 6 template) TOB, Manual of the Planes, BOVD, Heroes of Horror, PGtF, CW, Complete Mage, UA Warblade 17/Fighter 5/Human Paragon 3/Wizard 5/ Mindshatter Mage 4/ Abjurant Champion 4/ Swiftblade 5//Dread Witch 4/ Master Arcane Artisan 5(Epic)/ [ooc=class breakdown] 1 Warblade 1 //Arcane Reabsorption, Domain(BATTLE DOMAIN) Sub Wizard 1 CL 1 2 fighter(Pugilist) 1 // Human Paragon 1 3 fighter(Pugilist) 2 // Human Paragon 2 CL 2 4 Warblade 2 // Human Paragon 3 CL 3 5 Wizard 2 // Dread Witch 1 CL 4 6 Warblade 3 // Abjurant Champion 1 CL 5 7 Warblade 4 // Abjurant Champion 2 CL 6 8 Warblade 5 // Abjurant Champion 3 CL 7 9 Warblade 6 // Abjurant Champion 4 CL 8 10 Warblade 7 // Dread Witch 2 CL 9 11 Swiftblade 1 // Wizard 3 CL 10 12 Swiftblade 2// Warblade 8 CL 11 13 Mindshatter Mage 1//Warblade 9 CL 12 14 Swiftblade 3 // Warblade 10 CL 13 15 Dread Witch 3// Warblade 11 CL 14 16 Mindshatter Mage 2// Warblade 12 CL 15 17 Wizard 4// Swiftblade 4 X CL 16 18 Warblade 13// Mindshatter Mage 3 CL 17 19 Warblade 14// Mindshatter Mage 4 CL 18 20 Warblade 15// Swiftblade 5 CL 19 BAB +19 21 Warblade 16// Dread Witch 4 CL 20 BAB +19 22 Wizard 5// Master Arcane Artisan 1 CL 21 BAB +19 23 Warblade 17// Master Arcane Artisan 2 CL 22 24 Fighter 5// Master Arcane Artisan 3 CL 22 BAB +20 25 Fighter 6// Master Arcane Artisan 4 CL 23 +4(feat)=25 26 fighter 5// Master Arcane Artisan 5 CL 23 [/ooc] [spoiler=Info] Medium Outsider (evil ,outsider (native), psionic); HD 25; hp [ooc=416]191 base;[/ooc] AL NE; SV Fort [ooc=(22)]+17 base, +7 Con[/ooc], Ref [ooc=(36)]Base +12, +9 Dex,+15 insight to Ref(Wbl)[/ooc], Will [ooc=(32)]+24 base, +8[/ooc]; +12 vs fear attacks(Dr), , +6 resistance All(Spell), [ooc=Base stats:] Dex +2, Int +6, Wis +2, Cha +4 Unholy S Int +2 (if Int is 3 or greater), Wis +2, Cha +4. Psionic Str 18->24 +1 wish +5 Enhance spell +1 Char Dex 14->22 +2 template +5 Enhance spell +1 Char Con 17->22 +1 Wish +5 Enhance spell Wis 9->20 +2 Wish +4 template +5 Enhance spell +1 age +1 Char Int 17->36 +8 template +1 age +5 enhance spell +3 char (first 5 stat boosts) +2 class Cha 14->28 +1 age +5 enhance spell +8 template [/ooc] Str 24(30) (+10), Dex 22(28) (+9), Con 22(28) (+9), Int 36(42) (+16), Wis 20 (26) (+8), Cha 28 (34) (+12);; [/spoiler] [spoiler=Combat] Init +30 ( +9 Dex, +15 (swiftblade), +4(Feat) +2(belt) ; Spd 40 ft + 30 ft (haste)/x4; Fly 40, Can move before and after when taking attack action. AC 38 (+11 armor, +9 shield, +9 dex, +9 deflection, touch 37, flat-footed 53;[B] When attacked in melee can use AOO to strike back.[/B] [ooc=Improved Uncanny Dodge] Cant be flanked unless rogue of 4 levels higher[/ooc] 40% miss chance from Melee or Range attacks, 20% vs direct spells(Swiftblade); +1 dodge feat, +4 to dodge AC when moving in and out of threaten squares. Constant freedom of movement spell up(Item) Immune All mind affecting effects, All divination effects that locate(mindbank), Poison, Immune to mind effecting ; Resist cold 5(30), Acid 5(30), fire 5(30), electricity 5(30) SR 35 PR 35 Fast Heal 4; Regenerate 1/hour(Item) Base Atk/Grapple +22/+33; Attack bonus+37= +22(bab) +10(Str) +1(Class) +1(haste)+2 competence(tattoo)+1 luck(tattoo) Std attack +15 damage if flat footed +15 to confirm crit, +15 opposed vs trips overrun ect, +15 ATT/DMG WITH AOO,[ooc=Sadism]For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round.[/ooc], [ooc=Dreadful Wrath DC 35] When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.[/ooc], [ooc=Imperious Command ]If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round. [/ooc] Can add +22 to dmg to attacks with -22 to AC (Power Attack). Roll twice for miss change. Blindsight 30 feet(Amulet) no miss chance [ooc=greater dispelling] Targeted greater dispel magic effect (as the spell) 3/day[/ooc], [ooc=menacing]Armor or shields with this property allow their users to terrify foes. Three times per day, on command, the wearer becomes frightening, forcing any opponent within 30 feet and with fewer HD than she possesses to make a Will saving throw (DC 10 + 1/2 the wearer's HD + her Cha modifier). Those who fail become panicked for 10 rounds and cower if cornered. Those who make the saving throw are shaken for 1 round, but are immune to further uses of this ability from the same menacing armor for 24 hours. Aura: Moderate necromancy[/ooc] [ooc=weakening]=-1 Str damage to min of 1 for 10 min[/ooc] [ooc=Vile] Each hit does 1 vile damage[/ooc] [ooc=Strength] +4 enhantment[/ooc] spiked locked gauntlets only function as a pair, automatically bestowing two negative levels on anyone that wears only one of them. +42 unarmed attack (1d6+17;20/x1d4) + 2d6 vs good targets +37 Claw (1d4+10;20/x2) + 2d6 vs good targets +42 Two-handed +5 Bastard Sword, (1d10+20;19-20/x2) +42 Balor Fist +5 (1d6+17+1 vile;20/x3) +44 Two handed Hammer of Thunderbolts +5 (4d6+18;19-20/x2) Full Atk +15 damage if flat footed or flanked; +15 to confirm crit +40/+40/+40/+35/+30/+25/+35 TWF unarmed attack +5 (1d6+15+1 vile + 1 con + 1 str [ooc=dmg]Str lasts 10 mins min of 1[/ooc];20/x1d4)/ Slam(By DR as evil) (1d10+15+1 vile+ 2d6 vs good targets;20/x2) After first hit add +2d6 from Ravenous. +40/+40/+40(fist)/+35/+30/+25 Two-handed +5 Bastard Sword, (1d10+24;19-20/x2) Metalline and Sure Striking/ TWF unarmed attack +5 (1d6+15+1 vile + 1 con + 1 str [ooc=dmg]Str lasts 10 mins min of 1[/ooc];20/x1d4) +42/+42/+42 Slam (Balor Fist +5) (1d6+17+1 vile;20/x1d4) +44/+44/+39/+34/+29 Two handed Hammer of Thunderbolts +5 (4d6+25;20/x3) SA&SQ Uncanny Dodge (Ex); Improved Uncanny Dodge (Ex); Domain; Arcane Reabsorption; Arcane Theory(Ex); Extend Spell; Abjurant Armor(Su); Extended Abjuration(Su); Swift Abjuration(Su); Arcane Boost(Su); Battle Clarity(Ex); Weapon Aptitude(Ex); Battle Ardor(Ex); Battle Cunning(Ex); Swift Surge (Ex); Blurred Alacrity (Ex); [/spoiler] [spoiler=Skills] Autohypnosis(2) +12, Appraise¹(2)+18 Concentration¹(18) +27, Craft (Weapons)¹ (1)+17, Craft (Armour)¹(1) +17, Craft(Alchemy)(12) +28, Craft (Tattoo) (1) +17, Craft (Gemstone) (1) +17, +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate (Voice of the dragon) Bluff¹(27) +49(add +15 item), Diplomacy¹(7+6 Synergy) +23, Intimidate¹[ooc=+60 (add +15 item)](28+2(feat)+8(class)[/ooc] Sense Motive¹(14) +22, Gather Information¹(12) +26 Jump¹(23) +39 (add +15 item), Tumble(2) +13, Perform (Dancing)(18) +18, Search¹(5) +121, Spot¹(20) +30 (add +15 item), Listen¹(0) +10, Use Magic Device(6) +18, Psicraft(5) +23, Spellcraft(28+30+3) +81(+5 spell), Decipher Script(13) +29, Appraise¹(2) +18, Disable Device(1) +17, Knowledge (arcana) (25+ 3)(feat)) +44, Knowledge (arch & eng)(1) +17, Knowledge (dungeoneering) (1) +17, Knowledge (geography)(1) +17, Knowledge (history)(1) +17, knowledge (local)(1)+17, Knowledge (nature)(1) +17, Knowledge (nobility)(1) +17, Knowledge (psionics)(8+3(Feat)) +27, Knowledge (religion)(9) +24, Knowledge (the planes)(13) +28, Martial Lore(1) +17, [/spoiler] [spoiler=Feats:] [ooc=Feat plan] f=free wb=warblade m=monk PC=char *=bonus class set 1 (Fw) Dodge(Fw) Mobility, (PC) Dreadful Wrath (Human) Kung Fu Genius 2 (*f) Scribe Scroll ,(*f) Improved Unarmed Attack, (*f) Endurance, (f) Power Attack 3 (PC) Combat Casting (HP) Practice spellcaster,(f) Leap Attack 4 5 6 (PC) spell mastery 7 (fm) Improved Bull Rush 8 (fm) Shock Trooper 9 (PC) Leadership 10 (fWb) Combat Reflex 11 (*f) Spring Attack 12 (PC) Quicken Spell 13 (f*)Skill Focus (knowledge (psionic) 14 Craft Wonderous Item**, Craft Staff**, Create Contingent Item** 15 (fwb) Blind Fight (PC) Imperious Command 16 (f*) Skill Focus ( spellcraft) 17 18 (f*) Extend Spell, (PC) Persistence Spell (*) 19 (fwb) Improved Initiative (f*) UNCANNY FORETHOUGHT 20 21 (ef) Efficient Item Creation 22 23 (fWB) Diehard 24 (ef) Epic Spellcasting, (f*) Create epic Wonderous Item 25 (f) Robilar's Gambit[/ooc] Endurance(PH 93), Leadership(PH 97),Spell Mastery(PH 100) (0), UNCANNY FORETHOUGHT, Skill Focus (arcane), Practiced Spellcaster, Skill Focus (knowledge (psionic) * Meta and Item ** Free Scroll feats Create Staff** Create Contingent Item** Craft Wondrous Item(PH 92)**, Scribe Scroll(PH 99)², Extend Spell(PH 94)², Quicken Spell, Persistence Spell (*), Combat Blind-Fight(PH 89)², Combat Casting(PH 92), Combat Reflexes(PH 92)², Dodge(PH 93), Mobility(PH 98), Spring Attack(PH 100)², Improved Unarmed Strike(PH 96)², Power Attack(PH 98), Improved Bull Rush(PH 95), Two-Weapon Fighting, Shock Trooper, Dreadful Wrath(PGtF 38), Leap Attack, Imperious Command, [ooc=Robilar's Gambit]At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.[/ooc] Epic Feats: Epic Spellcasting, Efficient Item Creation, Create Epic Wondrous Items Flaws: [ooc=Self-Centered (3.5e Flaw)] Self Reliant Only you can help yourself Effect: You never grant nor benefit from flanking. Additionally you cannot take the aid other action, and others can not aid you. [/ooc], [ooc=Short Temper (3.5e Flaw)] You get enraged easily, going berserk whenever you suffer damage. Effect: Whenever you suffer damage, you become enraged. Whilst enraged, you take a -2 penalty to Armor Class and cannot make Intelligence, Wisdom or Charisma-based skill checks. You will stay in this enraged state for 1d4 rounds or until the thing that caused them damage is defeated. Special: Even if you take damage while in this state, or have taken damage from multiple sources, the original target remains the focus of your rage until the duration expires. Once the duration expires or the original target is killed, this flaw can be triggered again. [/ooc] [/spoiler] [spoiler= SLA] CL=25th Charm person 3/day Desecrate 1/day Enervation 1/day, Protection vs good 3/day Major Image 1/day poison 3/day dominate person 1/day baneful polymorph 1/day animate dead 1/day true seeing 3/day unholy aura 3/day unhallow 1/day harm 1/day gate to Hell 1/day Polymorph any object 1/day ML=25th lvl 1-2 3/day-defensive precognition; 1/day-force screen 3-4 3/day-empty mind, mind thrust 5-6 1/day-body adjustment, brain lock 7-8 1/day-aversion, blast 9-10 3/day-intellect fortress; 1/day-psychic crush 11-12 1/day-psionic dominate 13-14 1/day-energy current, tower of iron will 15-16 3/day-psionic teleport 17-18 1/day-fission 19-20 1/day-ultrablast [/spoiler] Perm spells: shield, protection from from good,detect magic,detect invisible, detect life,detect phase, tongues,read magic Class Abilities: Warblade 17th level [spoiler=class] Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves. Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fi ghter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way. Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits. Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list. Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents. Battle Skill (Ex): You anticipate your enemies ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt. Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity. [/spoiler] 4th level [spoiler= pugilist] Special Abilities: The pugilist gains the Improved Unarmed Strike and Endurance feats for free at 1st level. In addition, her unarmed strikes inflict 1d4 points of damage per strike. Small pugilists inflict 1d3 points of damage. The pugilist may choose any of the following special abilities in place of a bonus feat. [/spoiler] 5th lvl [spoiler=Arcane Reabsorption Domain Wizard] Benefit: Whenever a targeted spell you cast fails to penetrate a creature's spell resistance or is countered by another spellcaster, you can immediately attempt to reabsorb the arcane energy you just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), you regain the spell as if it was never cast (or regain the spell slot if you cast spells spontaneously). Attempting this taxes your body. Regardless of the success of the check, you take 1 point of nonlethal damage per spell level you attempt to reabsorb. This damage is internal and bypasses damage reduction and resistances you possess. Domain wizard Necromancy: NECROMANCY DOMAIN 0 - disrupt undead; 1st - ray of enfeeblement; 2nd - false life; 3rd - vampiric touch; not 4th - fear; 5th - waves of fatigue; 6th - circle of death; 7th - control undead; 8th - horrid wilting; 9th - energy drain. [/spoiler] 5th level [spoiler=swiftblade] Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability. There was a improved haste spell Dirk used to use that gave something like this but when we realize every time you cast it had to make SS roll he stopped using it. Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects. Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots. [B]Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier. [/B] [B]Evasive Celerity (Ex): [/B]At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects. [/spoiler] 4th [spoiler=Abjurant Champion] Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor. Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time). Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up). Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round. Bonus on attack rolls equal to the spell's level. Bonus on weapon damage rolls equal to twice the spell's level. Bonus to AC equal to the spell's level. Bonus on saving throws equal to the spell's level. Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level. [/spoiler] 4th [spoiler=Dread Witch] Master of Terror (Ex): Your fear-based spells become more potent. The save DC of any spell you cast with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, add the spells bane and doom to your arcane spellcaster list as 2nd-level spells. In addition, you become adept at making people uneasy with the right word, expression, or gesture. You gain a bonus to all Intimidate skill checks equal to +2 per class level. Unnatural Will (Ex): You gain Unnatural Will (see below) as a bonus feat, even if you do not meet the prerequisites. You have learned to focus your force of personality and inner strength to stand against fearful circumstances. Prerequisites: Charisma 12, Iron Will. Benefit: Add your Charisma modifier to all Will saves against fear effects. This bonus stacks with any Wisdom bonus you might have to Will saves. Special: This feat is used by dread witches to resist the negative effects of fear while still empowering their mystical abilities. Absorb Fear (Su): Starting at 2nd level, you can turn your own fear, whether natural or mystical in origin, into extra power for your spells. Any time you are exposed to a condition that could make you shaken, all your spells function at +1 caster level; if the condition could make you frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or for a number of rounds equal to your Charisma modifier, whichever is less. (Of course, if you fail your saving throw against the condition, you might not be in a position to use the bonuses, but you do have them.) These bonuses are treated in all ways as though you had failed the save. In other words, if you are subject to a spell that causes panic on a failed save but only frightens those who make the save, you gain the bonus from being panicked even if you make the save. You can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. You must make this choice the instant you are subject to the fear effect, and once you have made your choice you must cast the spell within a number of rounds equal to your Charisma modifier. You can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked. If you are subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—you must decide whether to keep the original effect or replace it with the new one; you cannot benefit from more than one fear effect at a time. Fearful Empowerment (Su): Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. Your save DC bonuses from master of terror apply to this spell. At 5th level, you can invoke this power twice per day. Delay Fear (Su): Starting at 4th level, you can choose to delay the onset of any fear effect you impose on someone else, such as by casting a cause fear spell. You can delay the onset up to a number of minutes equal to your Charisma modifier. You must determine the onset time when casting the spell, and you cannot later change your mind. Similarly, you can delay fear effects affecting you. If you fail your save against a fear effect, you can delay its onset for a number of rounds equal to your Charisma modifier. You still gain the advantages granted by the absorb fear class feature, even though you are delaying the negative effects. You can invoke this version of delay fear twice per day. Greater Master of Terror (Ex): Beginning at 4th level, the increased difficulty of all save DCs against all spells you cast with the fear descriptor increases from +1 to +2. In addition, your fear spells are now so potent that they can even affect creatures normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell’s effect. Only a target whose HD exceed your caster level by 4 or more is immune to your mastery of terror. For instance, if you are a sorcerer 7/dread witch 4 (overall caster level 10), a paladin of 14th level or higher is immune to your fear spells. [/spoiler] 4th [spoiler=master arcane artisan ] Rapid Item Creation (Ex): When crafting any magic item for which she has selected the Efficient Item Creation feat, a master arcane artisan can craft magic items at an even more accelerated rate. At 1st level, she can craft such items at a rate of 20,000 gp per day. This increases by 10,000 gp per day for every 2 levels gained after 1st (30,000 gp per day at 3rd level, 40,000 gp per day at 5th, and so on). This ability has no effect on creation times for items that require feats for which she has not selected the Efficient Item Creation feat. Item Creation XP Pool (Ex): A 2nd-level master arcane artisan has a source of magical energy from which she can draw the equivalent of XP to contribute toward the creation of magic items. At 2nd level, the pool has the equivalent of 3,000 XP in it. Every level thereafter, the pool gains a number of points equal to the level gained times 1,000 (+3,000 at 3rd level, +4,000 at 4th, and so on). These points can be spent only to create magic items, and once spent, the points are gone. Bonus Item: At 4th level the master arcane artisan gains a single magic item of her choice (whose market price can't exceed 100,000 gp) that she could craft herself. She need not spend any time working on the item, and she need not expend any gp or XP. She is assumed to have been working on the item during her studies and spare time, and she completes it for free as part of gaining the new level. The master arcane artisan must meet all the item's prerequisites herself. Every 4 levels after 4th, the master arcane artisan gains an additional free magic item, and the maximum market price of the item gained increases by 100,000 gp (to 200,000 gp at 8th, 300,000 gp at 12th, and so on). [/spoiler] Treasure: 2 million gp value in mix gp and pp coins 1 million gp value in various gems 500k gp value in art objects 187,500k gp sold item of 2e items before 3e came into effect. 500k paid by Wildblade but offset by below costs 300k spent on Sarah spells who build an astral fort as payment. 200k spent on adventures before moving to 3rd 150k paid by wildblade for belt. [ooc=potions] Elixir of lifex10 elixir of youthx10 elixir of healthx5 esp Extra-healingx50 fire resistancex2 flyingx8 gaseous form healingx9 human controlx10 invisibilityx6 invulnerabilityx7 levitation longevity speedx8 water breathingx3 elasticityx2 perceptionx2 poison negatex5 [/ooc] 2e treasure: [ooc=stuff] key of graves Cloak of Posionness Deceptor 's boots allow the wearer to turn ethereal key of storage Large shield-1, missile attracter (as the potion) twice a day; grant the powers 2 rings of wizardy 1-3 Scarab of death of invisibility (as the ring), and climbing (as the ring of wizardry 3rd 3 phylactery of monstrous potion), each usable three times daily. ring of protection+2x3 necklace of strangulation ring of protection+2 foot radx2 ring of protection+3 x2 ring of protection+3 5' radx3 ring of protection+4 +2 st x2 new items ring of protection+6 +1 x3 Amulet of perpetual youth* (11 years left( ring of solid mithral ring of sustenance two-handed sword +2, staff of withering [19 charges], platemail +3, dagger +1, longsword +4 defender, ring of shooting stars [all shooting stars used this week], ring of spell turning, shield +1 [with impaled elf skull design], ring of protection +1, ring of fire resistance, ring of the ram [34 charges], ring of protection +3, wand of lightning [83 charges] ring of teleporting ring of fire resistance rings of inner plane protectionx3 ring of lightning resistancex2 bracer ac 2 gauntlets of ogre power bastard sw +2 holy avenger longsword+4 two handed sw+4 Longsw+4 broad sw+4 alchemy jug amulet of life protection amulet of psionic reflection adamantine bastard sw+2 bag of tricks A bag of bones(replenishes) Claw of magic stealing darksteel bastard sw+3 egg of desire(bone) headband of psionic protectionx7 holy avenger bastardsw+5 spear+2 death lance Death Lance: A 10' spear which discharges a negative force when it hits, the force causing 3-12 hit points of damage in addition to normal (spear or lance) damage, and any opponent so struck must save vs. poison or lose 1-4 life energy levels. The lance has six charges. Longsw of reincarnation +1 bastard sw Lightning sword+3 moon sabre, grey Crossbow, Angling Staff+4 Zardazil Bastard sw Spellblade longsword(fireball) Trident+2 Pick of Earth Parting Iron Flask Horn of War [/ooc] If in anti magic or dead magic zone Dirk Calius: Male Human Phrenic Unholy Scion (Native Outsider) [spoiler=Racial abilities] Racial Abilities: × Base land speed of 30 feet. x 10/good and magic x Darkvision out to 60 feet. x Immunity to poison and mind-affecting spells and abilities. × Bonus Feat: 1st level bonus feat × Favored Class: Any [/spoiler] Dirk: CL 25, CR 28.5, EL 25.5, ECL 29 ECR 27 LA: +4, CR 28 (25 class 6 template) TOB, Manual of the Planes, BOVD, Heroes of Horror, PGtF, CW, Complete Mage, UA Warblade 17/Fighter 4/Human Paragon 3/Wizard 5/ Mindshatter Mage 4/ Abjurant Champion 4/ Swiftblade 5//Dread Witch 4/ Master Arcane Artisan 4(Epic)/ [spoiler=Info] Medium Outsider (evil ,outsider (native), psionic); HD 25; hp [ooc=240]191 base;[/ooc] AL NE; SV Fort [ooc=(21)]+17 base, +6 Con[/ooc], Ref [ooc=(33)]Base +12, +6 Dex,+15 insight to Ref(Wbl)[/ooc], Will [ooc=(29)]+24 base, +5 Wis[/ooc]; +12 vs fear attacks(Dr), Str 24 (+7), Dex 22 (+6), Con 22 (+6), Int 36 (+13), Wis 20 (+5), Cha 28 (+9);; [/spoiler] [spoiler=Combat] Init +28 ( +9 Dex, +15 (swiftblade), +4(Feat) ; Spd 40 ft + 30 ft (haste)/x4; Can move before and after when taking attack action. AC 25 (+6 dex, +9 deflection, touch 37, flat-footed 53;[B] When attacked in melee can use AOO to strike back.[/B] [ooc=Improved Uncanny Dodge] Cant be flanked unless rogue of 4 levels higher[/ooc] +1 dodge feat, +4 to dodge AC when moving in and out of threaten squares. Immune All mind affecting effects, Poison, Immune to mind effecting ; Resist cold 5, Acid 5, fire 5, electricity 5 SR 35 PR 35 Fast Heal 4; Base Atk/Grapple +22/+33; Attack bonus+29= +22(bab) +6(Str) +1(Class) Std attack +15 damage if flat footed +15 to confirm crit, +15 opposed vs trips overrun ect, +15 ATT/DMG WITH AOO, [ooc=Imperious Command ]If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round. [/ooc] Can add +22 to dmg to attacks with -22 to AC (Power Attack). Roll twice for miss change. [ooc=greater dispelling] Targeted greater dispel magic effect (as the spell) 3/day[/ooc], [ooc=menacing]Armor or shields with this property allow their users to terrify foes. Three times per day, on command, the wearer becomes frightening, forcing any opponent within 30 feet and with fewer HD than she possesses to make a Will saving throw (DC 10 + 1/2 the wearer's HD + her Cha modifier). Those who fail become panicked for 10 rounds and cower if cornered. Those who make the saving throw are shaken for 1 round, but are immune to further uses of this ability from the same menacing armor for 24 hours. Aura: Moderate necromancy[/ooc] [ooc=weakening]=-1 Str damage to min of 1 for 10 min[/ooc] [ooc=Vile] Each hit does 1 vile damage[/ooc] [ooc=Strength] +4 enhantment[/ooc] spiked locked gauntlets only function as a pair, automatically bestowing two negative levels on anyone that wears only one of them. +34 unarmed attack (1d6+11;20/x2) +29 Claw (1d4+6;20/x2) +34 Two-handed Bastard Sword, (1d10+9;19-20/x2) +39 Balor Fist +5 (1d6+11+1 vile;20/x3) +44 Two handed Hammer of Thunderbolts +5 (4d6+18;19-20/x2) ??? Full Atk +15 damage if flat footed or flanked; +15 to confirm crit +32/+32/+27/+22/+17//+32 TWF unarmed attack +5 (1d6+15+1 vile ;20/x1d4)/ Slam(By DR as evil) (1d10+15+1 vile;20/x2) +34/+29/+24/+19 Two-handed +5 Bastard Sword, (1d10+9;19-20/x2) +34/+29/+24/+19 Slam (Balor Fist +5) (1d6+17+1 vile;20/x1d4) +44/+44/+39/+34/+29 Two handed Hammer of Thunderbolts +5 (4d6+25;20/x3) ???? SA&SQ Uncanny Dodge (Ex); Improved Uncanny Dodge (Ex); Domain; Arcane Reabsorption; Arcane Theory(Ex); Extend Spell; Battle Clarity(Ex); Weapon Aptitude(Ex); Battle Ardor(Ex); Battle Cunning(Ex); Swift Surge (Ex); Blurred Alacrity (Ex); [/spoiler] [spoiler=Skills] Check stat bonus as lower by +3 for most. Autohypnosis(8) +20, Appraise¹(5)+21 Concentration¹(25) +32, Craft (Weapons)¹ (1)+17, Craft (Armour)¹(1) +17, Craft(Alchemy)(12) +28, Craft (Tattoo) (1) +17, Craft (Gemstone) (1) +17, Bluff¹(27) +39(add +15 item), Diplomacy¹(12+6 Synergy) +30, Intimidate¹[ooc=+50 (add +15 item)](28+2(feat)+8(class)[/ooc] Sense Motive¹(19) +27, Gather Information¹(12) +26 Jump¹(18) +32 (add +15 item), Tumble(2) +13, Perform (Dancing)(6) +18, Search¹(0) +16, Spot¹(18) +28 (add +15 item), Listen¹(0) +10, Use Magic Device(6) +18, Psicraft(5) +23, Spellcraft(28+30+3) +81(+5 spell), Decipher Script(10) +26, Appraise¹(2) +18, Disable Device(1) +17, Knowledge (arcana) (24+ 3)(feat)) +40, Knowledge (arch & eng)(1) +17, Knowledge (dungeoneering) (1) +17, Knowledge (geography)(1) +17, Knowledge (history)(3) +19, knowledge (local)(5)+21, Knowledge (nature)(1) +17, Knowledge (nobility)(1) +17, Knowledge (psionics)(5+3(Feat)) +27, Knowledge (religion)(4) +20, Knowledge (the planes)(8) +24, Martial Lore(1) +17, [/spoiler]
Dirk Calius: Male Human Phrenic Unholy Scion (Native Outsider)

Racial abilities


Racial Abilities:
× Base land speed of 30 feet.
x 10/good and magic
x Darkvision out to 60 feet.
x Fast healing 4.
x Immunity to poison and mind-affecting spells and abilities.
× Bonus Feat: 1st level bonus feat
× Favored Class: Any

Unholy Strike (Su): An unholy scion’s natural weapons and
any melee weapon it wields are treated as evil-aligned for
the purpose of overcoming damage reduction. In addition,
all such attacks deal an extra 2d6 points of damage against
good-aligned opponents.



XP 440,817
Next 465,000

Dirk: CL 25, CR 29.5, EL 26.5, ECL 30 ECR 28
LA: +5, CR 28 (26 class 6 template)
TOB, Manual of the Planes, BOVD, Heroes of Horror, PGtF, CW, Complete Mage, UA

Warblade 17/Fighter 5/Human Paragon 3/Wizard 5/ Mindshatter Mage 4/ Abjurant Champion 4/ Swiftblade 5//Dread Witch 4/ Master Arcane Artisan 5(Epic)/
class breakdown
1 Warblade 1 //Arcane Reabsorption, Domain(BATTLE DOMAIN) Sub Wizard 1 CL 1
2 fighter(Pugilist) 1 // Human Paragon 1
3 fighter(Pugilist) 2 // Human Paragon 2 CL 2
4 Warblade 2 // Human Paragon 3 CL 3
5 Wizard 2 // Dread Witch 1 CL 4
6 Warblade 3 // Abjurant Champion 1 CL 5
7 Warblade 4 // Abjurant Champion 2 CL 6
8 Warblade 5 // Abjurant Champion 3 CL 7
9 Warblade 6 // Abjurant Champion 4 CL 8
10 Warblade 7 // Dread Witch 2 CL 9
11 Swiftblade 1 // Wizard 3 CL 10
12 Swiftblade 2// Warblade 8 CL 11
13 Mindshatter Mage 1//Warblade 9 CL 12
14 Swiftblade 3 // Warblade 10 CL 13
15 Dread Witch 3// Warblade 11 CL 14
16 Mindshatter Mage 2// Warblade 12 CL 15
17 Wizard 4// Swiftblade 4 X CL 16
18 Warblade 13// Mindshatter Mage 3 CL 17
19 Warblade 14// Mindshatter Mage 4 CL 18
20 Warblade 15// Swiftblade 5 CL 19 BAB +19
21 Warblade 16// Dread Witch 4 CL 20 BAB +19
22 Wizard 5// Master Arcane Artisan 1 CL 21 BAB +19
23 Warblade 17// Master Arcane Artisan 2 CL 22
24 Fighter 5// Master Arcane Artisan 3 CL 22 BAB +20
25 Fighter 6// Master Arcane Artisan 4 CL 23 +4(feat)=25
26 fighter 5// Master Arcane Artisan 5 CL 23


 

Info

Medium Outsider (evil ,outsider (native), psionic);
HD 25; hp 416191 base;
AL NE;

SV Fort (22)+17 base, +7 Con , Ref (36)Base +12, +9 Dex,+15 insight to Ref(Wbl) , Will (32)+24 base, +8 ; +12 vs fear attacks(Dr), , +6 resistance All(Spell),

Base stats:
Dex +2, Int +6, Wis +2, Cha +4 Unholy S
Int +2 (if Int is 3 or greater), Wis +2, Cha +4. Psionic

Str 18->24 +1 wish +5 Enhance spell +1 Char
Dex 14->22 +2 template +5 Enhance spell +1 Char
Con 17->22 +1 Wish +5 Enhance spell
Wis 9->20 +2 Wish +4 template +5 Enhance spell +1 age +1 Char
Int 17->36 +8 template +1 age +5 enhance spell +3 char (first 5 stat boosts) +2 class
Cha 14->28 +1 age +5 enhance spell +8 template



Str 24(30) (+10), Dex 22(28) (+9), Con 22(28) (+9), Int 36(42) (+16), Wis 20 (26) (+8), Cha 28 (34) (+12);;
 

 

Combat


Init +30 ( +9 Dex, +15 (swiftblade), +4(Feat) +2(belt) ; Spd 40 ft + 30 ft (haste)/x4; Fly 40, Can move before and after when taking attack action.

AC 38 (+11 armor, +9 shield, +9 dex, +9 deflection, touch 37, flat-footed 53; When attacked in melee can use AOO to strike back. Improved Uncanny Dodge Cant be flanked unless rogue of 4 levels higher
40% miss chance from Melee or Range attacks, 20% vs direct spells(Swiftblade);
+1 dodge feat, +4 to dodge AC when moving in and out of threaten squares.

Constant freedom of movement spell up(Item)

Immune All mind affecting effects, All divination effects that locate(mindbank), Poison, Immune to mind effecting ;
Resist cold 5(30), Acid 5(30), fire 5(30), electricity 5(30) SR 35 PR 35
Fast Heal 4; Regenerate 1/hour(Item)

Base Atk/Grapple +22/+33;
Attack bonus+37= +22(bab) +10(Str) +1(Class) +1(haste)+2 competence(tattoo)+1 luck(tattoo)

Std attack +15 damage if flat footed +15 to confirm crit, +15 opposed vs trips overrun ect, +15 ATT/DMG WITH AOO,SadismFor every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. , Dreadful Wrath DC 35 When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect. , Imperious CommandIf you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Can add +22 to dmg to attacks with -22 to AC (Power Attack).
Roll twice for miss change.
Blindsight 30 feet(Amulet) no miss chance
greater dispelling Targeted greater dispel magic effect (as the spell) 3/day , menacingArmor or shields with this property allow their users to terrify foes. Three times per day, on command, the wearer becomes frightening, forcing any opponent within 30 feet and with fewer HD than she possesses to make a Will saving throw (DC 10 + 1/2 the wearer's HD + her Cha modifier). Those who fail become panicked for 10 rounds and cower if cornered. Those who make the saving throw are shaken for 1 round, but are immune to further uses of this ability from the same menacing armor for 24 hours.
Aura: Moderate necromancy
weakening=-1 Str damage to min of 1 for 10 min Vile Each hit does 1 vile damage Strength +4 enhantment spiked locked gauntlets only function as a pair, automatically bestowing two negative levels on anyone that wears only one of them.


+42 unarmed attack (1d6+17;20/x1d4) + 2d6 vs good targets
+37 Claw (1d4+10;20/x2) + 2d6 vs good targets
+42 Two-handed +5 Bastard Sword, (1d10+20;19-20/x2)
+42 Balor Fist +5 (1d6+17+1 vile;20/x3)
+44 Two handed Hammer of Thunderbolts +5 (4d6+18;19-20/x2)

Full Atk +15 damage if flat footed or flanked; +15 to confirm crit
+40/+40/+40/+35/+30/+25/+35 TWF unarmed attack +5 (1d6+15+1 vile + 1 con + 1 str dmgStr lasts 10 mins min of 1 ;20/x1d4)/ Slam(By DR as evil) (1d10+15+1 vile+ 2d6 vs good targets;20/x2) After first hit add +2d6 from Ravenous.
+40/+40/+40(fist)/+35/+30/+25 Two-handed +5 Bastard Sword, (1d10+24;19-20/x2) Metalline and Sure Striking/ TWF unarmed attack +5 (1d6+15+1 vile + 1 con + 1 str dmgStr lasts 10 mins min of 1 ;20/x1d4)
+42/+42/+42 Slam (Balor Fist +5) (1d6+17+1 vile;20/x1d4)
+44/+44/+39/+34/+29 Two handed Hammer of Thunderbolts +5 (4d6+25;20/x3)

SA&SQ Uncanny Dodge (Ex); Improved Uncanny Dodge (Ex); Domain; Arcane Reabsorption; Arcane Theory(Ex); Extend Spell; Abjurant Armor(Su); Extended Abjuration(Su); Swift Abjuration(Su); Arcane Boost(Su); Battle Clarity(Ex); Weapon Aptitude(Ex); Battle Ardor(Ex); Battle Cunning(Ex); Swift Surge (Ex); Blurred Alacrity (Ex);

 

Skills


Autohypnosis(2) +12,
Appraise¹(2)+18

Concentration¹(18) +27,

Craft (Weapons)¹ (1)+17,
Craft (Armour)¹(1) +17,
Craft(Alchemy)(12) +28,
Craft (Tattoo) (1) +17,
Craft (Gemstone) (1) +17,

+10 enhancement bonus on your Bluff, Diplomacy, and Intimidate (Voice of the dragon)
Bluff¹(27) +49(add +15 item),
Diplomacy¹(7+6 Synergy) +23,
Intimidate¹+60 (add +15 item)(28+2(feat)+8(class)
Sense Motive¹(14) +22,
Gather Information¹(12) +26

Jump¹(23) +39 (add +15 item),
Tumble(2) +13,
Perform (Dancing)(18) +18,

Search¹(5) +121,
Spot¹(20) +30 (add +15 item),
Listen¹(0) +10,

Use Magic Device(6) +18,

Psicraft(5) +23,
Spellcraft(28+30+3) +81(+5 spell),
Decipher Script(13) +29,

Appraise¹(2) +18,
Disable Device(1) +17,

Knowledge (arcana) (25+ 3)(feat)) +44,
Knowledge (arch & eng)(1) +17,
Knowledge (dungeoneering) (1) +17,
Knowledge (geography)(1) +17,
Knowledge (history)(1) +17,
knowledge (local)(1)+17,
Knowledge (nature)(1) +17,
Knowledge (nobility)(1) +17,
Knowledge (psionics)(8+3(Feat)) +27,
Knowledge (religion)(9) +24,
Knowledge (the planes)(13) +28,
Martial Lore(1) +17,
 

 

Feats:


Feat plan
f=free wb=warblade m=monk PC=char *=bonus class set
1 (Fw) Dodge(Fw) Mobility, (PC) Dreadful Wrath (Human) Kung Fu Genius
2 (*f) Scribe Scroll ,(*f) Improved Unarmed Attack, (*f) Endurance, (f) Power Attack
3 (PC) Combat Casting (HP) Practice spellcaster,(f) Leap Attack
4
5
6 (PC) spell mastery
7 (fm) Improved Bull Rush
8 (fm) Shock Trooper
9 (PC) Leadership
10 (fWb) Combat Reflex
11 (*f) Spring Attack
12 (PC) Quicken Spell
13 (f*)Skill Focus (knowledge (psionic)
14 Craft Wonderous Item**, Craft Staff**, Create Contingent Item**
15 (fwb) Blind Fight (PC) Imperious Command
16 (f*) Skill Focus ( spellcraft)
17
18 (f*) Extend Spell, (PC) Persistence Spell (*)
19 (fwb) Improved Initiative (f*) UNCANNY FORETHOUGHT
20
21 (ef) Efficient Item Creation
22
23 (fWB) Diehard
24 (ef) Epic Spellcasting, (f*) Create epic Wonderous Item
25 (f) Robilar's Gambit


Endurance(PH 93), Leadership(PH 97),Spell Mastery(PH 100) (0), UNCANNY FORETHOUGHT, Skill Focus (arcane),
Practiced Spellcaster, Skill Focus (knowledge (psionic) *

Meta and Item ** Free Scroll feats
Create Staff** Create Contingent Item** Craft Wondrous Item(PH 92)**, Scribe Scroll(PH 99)², Extend Spell(PH 94)², Quicken Spell, Persistence Spell (*),

Combat
Blind-Fight(PH 89)², Combat Casting(PH 92), Combat Reflexes(PH 92)², Dodge(PH 93), Mobility(PH 98), Spring Attack(PH 100)², Improved Unarmed Strike(PH 96)², Power Attack(PH 98), Improved Bull Rush(PH 95), Two-Weapon Fighting, Shock Trooper, Dreadful Wrath(PGtF 38), Leap Attack, Imperious Command, Robilar's GambitAt the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.

Epic Feats: Epic Spellcasting, Efficient Item Creation, Create Epic Wondrous Items

Flaws: Self-Centered (3.5e Flaw)
Self Reliant Only you can help yourself
Effect: You never grant nor benefit from flanking. Additionally you cannot take the aid other action, and others can not aid you.

, Short Temper (3.5e Flaw)

You get enraged easily, going berserk whenever you suffer damage.
Effect: Whenever you suffer damage, you become enraged. Whilst enraged, you take a -2 penalty to Armor Class and cannot make Intelligence, Wisdom or Charisma-based skill checks. You will stay in this enraged state for 1d4 rounds or until the thing that caused them damage is defeated.
Special: Even if you take damage while in this state, or have taken damage from multiple sources, the original target remains the focus of your rage until the duration expires. Once the duration expires or the original target is killed, this flaw can be triggered again.


 

 

SLA



CL=25th
Charm person 3/day
Desecrate 1/day
Enervation 1/day,
Protection vs good 3/day
Major Image 1/day
poison 3/day
dominate person 1/day
baneful polymorph 1/day
animate dead 1/day
true seeing 3/day
unholy aura 3/day
unhallow 1/day
harm 1/day
gate to Hell 1/day
Polymorph any object 1/day

ML=25th lvl

1-2 3/day-defensive precognition; 1/day-force screen
3-4 3/day-empty mind, mind thrust
5-6 1/day-body adjustment, brain lock
7-8 1/day-aversion, blast
9-10 3/day-intellect fortress; 1/day-psychic crush
11-12 1/day-psionic dominate
13-14 1/day-energy current, tower of iron will
15-16 3/day-psionic teleport
17-18 1/day-fission
19-20 1/day-ultrablast
 



Perm spells:
shield, protection from from good,detect magic,detect invisible, detect life,detect phase, tongues,read magic

Class Abilities:

Warblade 17th level

class


Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fi ghter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus).

You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.

Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill (Ex): You anticipate your enemies ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.
 



4th level

pugilist


Special Abilities: The pugilist gains the Improved Unarmed Strike and Endurance feats for free at 1st level. In addition, her unarmed strikes inflict 1d4 points of damage per strike. Small pugilists inflict 1d3 points of damage. The pugilist may choose any of the following special abilities in place of a bonus feat.
 



5th lvl

Arcane Reabsorption Domain Wizard


Benefit: Whenever a targeted spell you cast fails to penetrate a creature's spell resistance or is countered by another spellcaster, you can immediately attempt to reabsorb the arcane energy you just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), you regain the spell as if it was never cast (or regain the spell slot if you cast spells spontaneously). Attempting this taxes your body. Regardless of the success of the check, you take 1 point of nonlethal damage per spell level you attempt to reabsorb. This damage is internal and bypasses damage reduction and resistances you possess.

Domain wizard Necromancy:
NECROMANCY DOMAIN
0 - disrupt undead;

1st - ray of enfeeblement;

2nd - false life;

3rd - vampiric touch;

not

4th - fear;

5th - waves of fatigue;

6th - circle of death;

7th - control undead;

8th - horrid wilting;

9th - energy drain.
 



5th level

swiftblade



Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability.

There was a improved haste spell Dirk used to use that gave something like this but when we realize every time you cast it had to make SS roll he stopped using it.

Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.

Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.

Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier.


Evasive Celerity (Ex): At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.



4th

Abjurant Champion



Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.

Bonus on attack rolls equal to the spell's level.
Bonus on weapon damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.

 



4th

Dread Witch



Master of Terror (Ex): Your fear-based spells become more potent. The save DC of any spell you cast with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, add the spells bane and doom to your arcane spellcaster list as 2nd-level spells. In addition, you become adept at making people uneasy with the right word, expression, or gesture. You gain a bonus to all Intimidate skill checks equal to +2 per class level.

Unnatural Will (Ex): You gain Unnatural Will (see below) as a bonus feat, even if you do not meet the prerequisites.
You have learned to focus your force of personality and inner strength to stand against fearful circumstances.
Prerequisites: Charisma 12, Iron Will.
Benefit: Add your Charisma modifier to all Will saves against fear effects. This bonus stacks with any Wisdom bonus you might have to Will saves.
Special: This feat is used by dread witches to resist the negative effects of fear while still empowering their mystical abilities.

Absorb Fear (Su): Starting at 2nd level, you can turn your own fear, whether natural or mystical in origin, into extra power for your spells. Any time you are exposed to a condition that could make you shaken, all your spells function at +1 caster level; if the condition could make you frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or for a number of rounds equal to your Charisma modifier, whichever is less. (Of course, if you fail your saving throw against the condition, you might not be in a position to use the bonuses, but you do have them.) These bonuses are treated in all ways as though you had failed the save. In other words, if you are subject to a spell that causes panic on a failed save but only frightens those who make the save, you gain the bonus from being panicked even if you make the save.

You can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. You must make this choice the instant you are subject to the fear effect, and once you have made your choice you must cast the spell within a number of rounds equal to your Charisma modifier. You can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked. If you are subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—you must decide whether to keep the original effect or replace it with the new one; you cannot benefit from more than one fear effect at a time.

Fearful Empowerment (Su): Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. Your save DC bonuses from master of terror apply to this spell.
At 5th level, you can invoke this power twice per day.

Delay Fear (Su): Starting at 4th level, you can choose to delay the onset of any fear effect you impose on someone else, such as by casting a cause fear spell. You can delay the onset up to a number of minutes equal to your Charisma modifier. You must determine the onset time when casting the spell, and you cannot later change your mind. Similarly, you can delay fear effects affecting you. If you fail your save against a fear effect, you can delay its onset for a number of rounds equal to your Charisma modifier. You still gain the advantages granted by the absorb fear class feature, even though you are delaying the negative effects. You can invoke this version of delay fear twice per day.

Greater Master of Terror (Ex): Beginning at 4th level, the increased difficulty of all save DCs against all spells you cast with the fear descriptor increases from +1 to +2. In addition, your fear spells are now so potent that they can even affect creatures normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell’s effect. Only a target whose HD exceed your caster level by 4 or more is immune to your mastery of terror. For instance, if you are a sorcerer 7/dread witch 4 (overall caster level 10), a paladin of 14th level or higher is immune to your fear spells.
 



4th

master arcane artisan



Rapid Item Creation (Ex): When crafting any magic item for which she has selected the Efficient Item Creation feat, a master arcane artisan can craft magic items at an even more accelerated rate. At 1st level, she can craft such items at a rate of 20,000 gp per day. This increases by 10,000 gp per day for every 2 levels gained after 1st (30,000 gp per day at 3rd level, 40,000 gp per day at 5th, and so on). This ability has no effect on creation times for items that require feats for which she has not selected the Efficient Item Creation feat.

Item Creation XP Pool (Ex): A 2nd-level master arcane artisan has a source of magical energy from which she can draw the equivalent of XP to contribute toward the creation of magic items. At 2nd level, the pool has the equivalent of 3,000 XP in it. Every level thereafter, the pool gains a number of points equal to the level gained times 1,000 (+3,000 at 3rd level, +4,000 at 4th, and so on). These points can be spent only to create magic items, and once spent, the points are gone.

Bonus Item: At 4th level the master arcane artisan gains a single magic item of her choice (whose market price can't exceed 100,000 gp) that she could craft herself. She need not spend any time working on the item, and she need not expend any gp or XP. She is assumed to have been working on the item during her studies and spare time, and she completes it for free as part of gaining the new level. The master arcane artisan must meet all the item's prerequisites herself.

Every 4 levels after 4th, the master arcane artisan gains an additional free magic item, and the maximum market price of the item gained increases by 100,000 gp (to 200,000 gp at 8th, 300,000 gp at 12th, and so on).
 



Treasure:
2 million gp value in mix gp and pp coins
1 million gp value in various gems
500k gp value in art objects
187,500k gp sold item of 2e items before 3e came into effect.

500k paid by Wildblade but offset by below costs
300k spent on Sarah spells who build an astral fort as payment.
200k spent on adventures before moving to 3rd
150k paid by wildblade for belt.

potions
Elixir of lifex10
elixir of youthx10
elixir of healthx5
esp
Extra-healingx50
fire resistancex2
flyingx8
gaseous form
healingx9
human controlx10
invisibilityx6
invulnerabilityx7
levitation
longevity
speedx8
water breathingx3
elasticityx2
perceptionx2
poison negatex5



2e treasure:
stuff
key of graves Cloak of Posionness Deceptor 's boots allow the wearer to turn ethereal
key of storage Large shield-1, missile attracter (as the potion) twice a day; grant the powers
2 rings of wizardy 1-3 Scarab of death of invisibility (as the ring), and climbing (as the
ring of wizardry 3rd 3 phylactery of monstrous potion), each usable three times daily.
ring of protection+2x3 necklace of strangulation
ring of protection+2 foot radx2
ring of protection+3 x2
ring of protection+3 5' radx3
ring of protection+4 +2 st x2 new items
ring of protection+6 +1 x3 Amulet of perpetual youth* (11 years left(
ring of solid mithral
ring of sustenance two-handed sword +2, staff of withering [19 charges], platemail +3, dagger +1, longsword +4 defender, ring of shooting stars [all shooting stars used this week], ring of spell turning, shield +1 [with impaled elf skull design], ring of protection +1, ring of fire resistance, ring of the ram [34 charges], ring of protection +3, wand of lightning [83 charges]
ring of teleporting
ring of fire resistance
rings of inner plane protectionx3
ring of lightning resistancex2
bracer ac 2
gauntlets of ogre power
bastard sw +2
holy avenger longsword+4
two handed sw+4
Longsw+4
broad sw+4
alchemy jug
amulet of life protection
amulet of psionic reflection
adamantine bastard sw+2
bag of tricks A
bag of bones(replenishes)
Claw of magic stealing
darksteel bastard sw+3
egg of desire(bone)
headband of psionic protectionx7
holy avenger bastardsw+5
spear+2
death lance Death Lance: A 10' spear which discharges a negative force when it hits, the force causing 3-12 hit points of damage in addition to normal (spear or lance) damage, and any opponent so struck must save vs. poison or lose 1-4 life energy levels. The lance has six charges.
Longsw of reincarnation +1
bastard sw Lightning sword+3
moon sabre, grey
Crossbow, Angling
Staff+4
Zardazil Bastard sw
Spellblade longsword(fireball)
Trident+2
Pick of Earth Parting
Iron Flask
Horn of War


If in anti magic or dead magic zone

Dirk Calius: Male Human Phrenic Unholy Scion (Native Outsider)

Racial abilities


Racial Abilities:
× Base land speed of 30 feet.
x 10/good and magic
x Darkvision out to 60 feet.
x Immunity to poison and mind-affecting spells and abilities.
× Bonus Feat: 1st level bonus feat
× Favored Class: Any
 



Dirk: CL 25, CR 28.5, EL 25.5, ECL 29 ECR 27
LA: +4, CR 28 (25 class 6 template)
TOB, Manual of the Planes, BOVD, Heroes of Horror, PGtF, CW, Complete Mage, UA

Warblade 17/Fighter 4/Human Paragon 3/Wizard 5/ Mindshatter Mage 4/ Abjurant Champion 4/ Swiftblade 5//Dread Witch 4/ Master Arcane Artisan 4(Epic)/
 

Info

Medium Outsider (evil ,outsider (native), psionic);
HD 25; hp 240191 base;
AL NE;

SV Fort (21)+17 base, +6 Con , Ref (33)Base +12, +6 Dex,+15 insight to Ref(Wbl) , Will (29)+24 base, +5 Wis ; +12 vs fear attacks(Dr),


Str 24 (+7), Dex 22 (+6), Con 22 (+6), Int 36 (+13), Wis 20 (+5), Cha 28 (+9);;
 

 

Combat


Init +28 ( +9 Dex, +15 (swiftblade), +4(Feat) ; Spd 40 ft + 30 ft (haste)/x4; Can move before and after when taking attack action.

AC 25 (+6 dex, +9 deflection, touch 37, flat-footed 53; When attacked in melee can use AOO to strike back. Improved Uncanny Dodge Cant be flanked unless rogue of 4 levels higher

+1 dodge feat, +4 to dodge AC when moving in and out of threaten squares.

Immune All mind affecting effects, Poison, Immune to mind effecting ;
Resist cold 5, Acid 5, fire 5, electricity 5 SR 35 PR 35
Fast Heal 4;

Base Atk/Grapple +22/+33;
Attack bonus+29= +22(bab) +6(Str) +1(Class)

Std attack +15 damage if flat footed +15 to confirm crit, +15 opposed vs trips overrun ect, +15 ATT/DMG WITH AOO, Imperious CommandIf you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Can add +22 to dmg to attacks with -22 to AC (Power Attack).
Roll twice for miss change.

greater dispelling Targeted greater dispel magic effect (as the spell) 3/day , menacingArmor or shields with this property allow their users to terrify foes. Three times per day, on command, the wearer becomes frightening, forcing any opponent within 30 feet and with fewer HD than she possesses to make a Will saving throw (DC 10 + 1/2 the wearer's HD + her Cha modifier). Those who fail become panicked for 10 rounds and cower if cornered. Those who make the saving throw are shaken for 1 round, but are immune to further uses of this ability from the same menacing armor for 24 hours.
Aura: Moderate necromancy
weakening=-1 Str damage to min of 1 for 10 min Vile Each hit does 1 vile damage Strength +4 enhantment spiked locked gauntlets only function as a pair, automatically bestowing two negative levels on anyone that wears only one of them.


+34 unarmed attack (1d6+11;20/x2)
+29 Claw (1d4+6;20/x2)
+34 Two-handed Bastard Sword, (1d10+9;19-20/x2)
+39 Balor Fist +5 (1d6+11+1 vile;20/x3)
+44 Two handed Hammer of Thunderbolts +5 (4d6+18;19-20/x2) ???

Full Atk +15 damage if flat footed or flanked; +15 to confirm crit
+32/+32/+27/+22/+17//+32 TWF unarmed attack +5 (1d6+15+1 vile ;20/x1d4)/ Slam(By DR as evil) (1d10+15+1 vile;20/x2)
+34/+29/+24/+19 Two-handed +5 Bastard Sword, (1d10+9;19-20/x2)
+34/+29/+24/+19 Slam (Balor Fist +5) (1d6+17+1 vile;20/x1d4)
+44/+44/+39/+34/+29 Two handed Hammer of Thunderbolts +5 (4d6+25;20/x3) ????

SA&SQ Uncanny Dodge (Ex); Improved Uncanny Dodge (Ex); Domain; Arcane Reabsorption; Arcane Theory(Ex); Extend Spell; Battle Clarity(Ex); Weapon Aptitude(Ex); Battle Ardor(Ex); Battle Cunning(Ex); Swift Surge (Ex); Blurred Alacrity (Ex);

 

Skills


Check stat bonus as lower by +3 for most.

Autohypnosis(8) +20,
Appraise¹(5)+21

Concentration¹(25) +32,

Craft (Weapons)¹ (1)+17,
Craft (Armour)¹(1) +17,
Craft(Alchemy)(12) +28,
Craft (Tattoo) (1) +17,
Craft (Gemstone) (1) +17,

Bluff¹(27) +39(add +15 item),
Diplomacy¹(12+6 Synergy) +30,
Intimidate¹+50 (add +15 item)(28+2(feat)+8(class)
Sense Motive¹(19) +27,
Gather Information¹(12) +26

Jump¹(18) +32 (add +15 item),
Tumble(2) +13,
Perform (Dancing)(6) +18,

Search¹(0) +16,
Spot¹(18) +28 (add +15 item),
Listen¹(0) +10,

Use Magic Device(6) +18,

Psicraft(5) +23,
Spellcraft(28+30+3) +81(+5 spell),
Decipher Script(10) +26,

Appraise¹(2) +18,
Disable Device(1) +17,

Knowledge (arcana) (24+ 3)(feat)) +40,
Knowledge (arch & eng)(1) +17,
Knowledge (dungeoneering) (1) +17,
Knowledge (geography)(1) +17,
Knowledge (history)(3) +19,
knowledge (local)(5)+21,
Knowledge (nature)(1) +17,
Knowledge (nobility)(1) +17,
Knowledge (psionics)(5+3(Feat)) +27,
Knowledge (religion)(4) +20,
Knowledge (the planes)(8) +24,
Martial Lore(1) +17,
 

 

Gains following skills

Fighter pilot demolitions freefall can use all simple and martial tech weapons and all.high tech armour

Wizard: navigate and research

Mindshatter Mage
(Magic of Faerûn variant, p. 28)

The mindshatter mage has two principal responsibilities: They aid the mindshatters with spells and arcane knowledge, and they hunt psionic user down.

Requirements
Alignment: Any but L-G

Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (psionic) 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks Psicraft 5.

Feats: any 2 metamagic feat, 3 item creation feat, spell mastery

Spellcasting: Ability to cast 3rd-level arcane spells.

Special: Sponsorship by a member of the mindshatters or dirk. Also required to donate 1 created item every 6 months to the mindshatters.


Hit die
d4

Skill points
4 + Int

Class skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Heal, Hide, Knowledge (any), Listen, Move Silently, Perform, Profession, Ride (Dex), Sense Motive, Speak Language, Spellcraft, Psicraft, and Spot.

Class Features
Weapon and Armor Proficiency: mages are proficient with simple weapons. They gain no proficiency in the use of any armor.

Spells per Day/Spells Known: A mage's training focuses on magic. Thus, when a character gains a new level of this mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).

If a character had more than one arcane spellcasting class before she became a this mage, she must decide to which class she adds each level of Harper mage for purposes of determining spells per day when she adds the new level.

Minds Insight: As hunters, mages develop a keen interest in psionics fields. The Harper mage gains a free Skill Focus feat in Knowledge psionics skill.

Arcane Theory: At 2nd level, the Harper mage gains a free Skill Focus feat in either Spellcraft or Knowledge (arcana). This represents an introduction to theories of magic from other civilizations through study and Dirk teachings.

Extend Spell: gain extend spell feat,

4th Be Prepared: as the tenants of the Church dictate always be prepared for any situation . In order to the Mind shatter mage gains UNCANNY FORETHOUGHT even if do not have stat requirements. You can add Psychic Turmoil (Greater) into your spellbook for free

5th psionic magic metamagic feat : Through Long training and experience hunting psionics you learn how effect psionics with yoyr magics. You learn Antipsionic Magic feat even if you have PP or psi like abilities.

BAB POOR
GOOD SAVE will

UNCANNY FORETHOUGHT You cunningly prepare your spells for any exigency. Prerequisites: Int 17, Spell Mastery. Benefi t: When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence modifi er. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast. Alternatively, as a full-round action, you can use a reserved slot to cast any spell that you know. The spell is resolved as normal, but for the purpose of the spell, your caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.

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  • 3 weeks later...

Added templates:

Advanced Races

The following traits can be used to represent a race that has progressed beyond the typical technology available in the Dragon Empire. • –2 penalty to Climb, Handle Animal, Intuit Direction, Jump, Listen, Ride, Spot, Swim, and Wilderness Lore checks. • +2 racial bonus to Demolitions, Freefall, Knowledge (all), Navigation, Pilot, Repair, Research, Urban Lore, and Use Device checks. • In addition, a character from such a race begins play with the Technical Proficiency feat.

 

Savant

Deductive Leap (Ex)

Once per round, a savant can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the savant does not know what the saving throw is for.

Uncanny Dodge (Ex)

This ability functions identically to the rogue ability. If a savant gains uncanny dodge from a class level or another template, it instead gains improved uncanny dodge.

 

Special Attacks: A savant gains the following.

Combat Insight (Ex)

Against any creature it has watched in combat for at least 3 rounds a savant gains a +2 insight bonus to AC and on attack and damage rolls.

Abilities:Traits(minimizes) Str 0 , Dex 0, Con 0, Int +8, Wis +4, Cha –2 (minimum 1).

 

Feats: A savant gains Blind-Fight as a bonus feat.

Skills: The savant retains the racial skill bonuses of the base creature, but it loses all skill ranks the base creature possessed. Recalculate skill points for the savant’s racial Hit Dice according to its type then purchase its skills afresh. Treat the base creature’s skills and Disable Device, Linguistics, Knowledge (all), and Use Magic Device as class skills. The savant retains any skill points gained from class levels.

A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Furthermore, it can use all Knowledge skills, Disable Device, Linguistics, and Use Magic Device untrained.

Languages: A savant often speaks many languages chosen from the bonus languages available to creatures of its type.

Special Qualities: The savant retains all the base creature’s special qualities and gains those described here.

Skill Mastery (Ex)

A savant chooses ten skills when the template is added. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.

Home Advantage (Ex)

A savant gains a +4 insight bonus on initiative rolls and Perception and Stealth checks in any area with which it is very familiar (that is, a place that the savant feels at home in).

 

Brain Fog (after being awake 1d6 hrs, -2 Concentration and immediate Knowledge checks)
 
Special Interest (DC 10 Charisma check to avoid bringing it up, +2 to contextual checks; 5%/day interest changes) Social Interaction Difference (-4 Bluff, -4 Sense Motive)
 
Attention Difference (DC 10 Concentration check to stay focused on something; on fail, +2 Listen/Spot but need more time for task; on pass, -2 Listen/Spot but +2 to task. Also, if anticipated event upcoming, DC 10 Concentration; on fail, as pass above but lasts until event)
 
Disinhibited Social Engagement (additional -2 Bluff and -2 Sense Motive, -2 to saving throws vs charm, +2 Diplomacy after 10 minutes interaction)
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