Character Level: | 25(26) | Class Levels | Paladin 18(19) Cavalier 6 Ranger 1 | ||
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HP |
342 | Deity | Ishtar | Birthdate | Yr -23 |
Alignment: | Lawful Good | Height | 5'9 | Hair Color | Brown |
Race: | Half Elf / HalfHuman | Weight | 180 lbs | Facial Hair | None |
Description Very cool. Andropanese Ring adds 1 level (Paladin)
Abilities |
Saves
|
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Ability Score |
Ability
Mod |
Temp Score |
Temp Mod |
Total |
Total under anti magic shell |
Base |
Ability
Mod |
Magic (General) |
Feats |
Conditional Bonuses |
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Strength | 27 | 35 |
+12 | Fortitude | 39 | +17 | +4+13 | +2 (badge) +1 HS | +2 +1 morale | +2 vs evil, +1 around sultan, +2 vs enchantments | ||
Dexterity | 18 | +4 | Reflex | 39 | +11 | +4+13 | +2 (Badge) +1 HS +4 cloak | +2
+1morale |
+2 vs evil, +1 around sultan, +2 vs enchantments | |||
Constitution | 18 | 24 |
+7 | Will | 31 | +9 | +3+13 | +2 (Badge) +1 HS | +2 +1 morale | +2 vs evil, +1 around sultan, +2 vs enchantments | ||
Intelligence | 20 | +5 | ||||||||||
Wisdom | 17 | +3 | ||||||||||
Charisma | 27 | 36 | +13 |
Size/Type: | Medium |
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Hit Points | |
Initiative: | |
Speed: | 30 ft. |
Armor Class: | 32 (+4 dex, +11 armour, +7 shield ), touch 14, flat-footed 28. +2 AC if Mounted |
AC when hasted | |
Base Attack: | +25/+20/+15/+10 Grapple: +25 |
Attack: | +44/+39/+34/+29 w/
conquest ( +1 luck, +12 strength, +6
weapon, +25 base) conditional: +1
sultan, +2 mounted +46/+41/+36/+31 w/ conquest and mounted ( +1 luck, +12 strength, +6 weapon, +25 base) conditional: +1 sultan, +2 mounted Grapple: +38/39/41 ( +1 luck, +12 strength, +6 weapon, +25 base) conditional: +1 sultan, +2 mounted |
Full Attack: | |
Hasted Full Attack | |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Spells |
Special Qualities: | swordsight 60 ft., |
Saves: | Fort +25
(+27 vs Evil) , 14 Base +3 Con, +3 Ring, +1
inherent (skull) +3 Unnamed (Holy Symbol) +1 Luck, +1
Morale(Taran) Ref +20 (+21 when hasted),(+22 vs evil) 9 Base +4 dex, +3 Ring, +1 inherent (skull) +3 Unnamed (Holy Symbol) +1 Luck, +1 Morale(Taran) Will +38 (+40 vs Evil) 6 Base +14 Wis Bonus , +3 Ring, +1 inherent (skull) +3 Unnamed (Holy Symbol) +1 Luck, +1 Morale(Taran) |
Abilities: | Str 14, Dex 18, Con 17, Int 13, Wis 39, Cha 22 |
Best Skills: | Profession Soldier (Strategy): +x, Ride +x, Sense Motive +x, |
Combat Feats: | |
Environment: | Greyhawkian Dimension, Greyhawk Prime, City of Babylon |
Below are feats.
Feats | ||||||
Origin | Name | Description | ||||
Chain of Command | Grand Marshal of the Southwest Territory | Reports to Rogan Sirith (Knights of the Hart), Prince Thromel, King Thromel of Furyondi | ||||
Elvish Heritage | Manifestation | Three
times per day, as a standard
action, you can draw power from the land to gain +4 on CHA-based rolls
for 1d6 rounds. You do not receive this bonus against elves. |
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Elvish Heritage | Racial Bonus | +1 Spot, +1 Listen, +1 Search, +2 Diplomacy +2 Gather Information | ||||
Elvish Heritage | Racial Immunity | Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects | ||||
Elvish Heritage | Low-Light Vision: | can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail | ||||
Soothra Bloodline | Leadership | At 9th Level, Soothra gain the Leadership feat. If they already have it they may gain a new feat | ||||
Soothra Bloodline | Epic Leadership | At 21st Level, Soothra gain the Epic Leadership feat. If they already have it they may gain a new feat | ||||
Soothra Bloodline | +4 reaction (lineage
reputation bonus) with divine beings of celtic and
nyrundian/aerdian mythologies +10 Leadership +2 Sense Motive +4 Intimidate |
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Disad 1 Bonus | Driving Force |
You can use this feat up
to your level / 5 (round down) times
per day. It can be used in three ways: 1) To re-roll a save you just failed; 2) To make a move equivalent action after all your other actions in a round; 3) To make an extra attack (at your full base attack) after all your other actions in a round. |
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Disad 2 Bonus | Taunt |
You may taunt an
opponent as a standard action. Make a CHA
check opposed by the opponent's WIS check. If you succeed, the opponent will ignore others in order to attack you (unless an obvious greater threat exists). Your opponent gets +1 to hit you and -1 AC for as long as he or she tries to attack you. |
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Disadvantage 1 | Very cautious | -3 on initiative |
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Disadvantage 2 | Memories of sewers | -2 to hit/damage in
confined tunnels or sewer environments |
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Quirk 1 | ||||||
Quirk 2 | ||||||
Ranger 1st | Favored Enemy (undead) | The ranger gains a +2
bonus on Bluff, Listen, Sense Motive,
Spot, and Survival checks when using these skills against undead. Also gain +2 bonus on weapon damage rolls against such creatures. |
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Ranger 1st | Track | To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. | ||||
Ranger 1st | Wild Empathy | |||||
Paladin 1st | Nobility Status (Order of the Hart) | Legaly allowed to wear plate | ||||
Paladin 1st | Aura of Good (Ex) |
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. |
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Paladin 1st | Detect Evil | At will, a paladin can use detect evil, as the spell. | ||||
Paladin 1st | Smite Evil 4/day at 15th level | Once per day, may
attempt to smite evil with one normal melee
attack. adds her Charisma bonus to attack roll and deals 1 extra point of damage per paladin + cavalier level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. |
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Paladin 2nd | Divine Grace | At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws | ||||
Paladin 2nd | Lay on Hands | can heal wounds (own or
those of others) by touch. Each day
can
heal a total number of hit points of damage equal to paladin level
× Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. |
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Paladin 3rd | Aura of courage | Beginning at 3rd level,
a paladin is immune to fear
(magical or otherwise). Each ally within 10 feet of her gains a +4 morale
bonus on saving
throws against fear
effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead. |
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Paladin 3rd | Divine Health | At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. | ||||
Paladin 5th | Must fight Lion to Death, special mount | +5 on any Handle Animal & Ride checks with Lions | ||||
Paladin 5th | Improved Unarmed combat (Way of the Lion) | You do not provoke an attack of opportunity when fighting unarmed. | ||||
Paladin 7th | Close Quarters Fighting (Way of the Lion) | When an opponent
attempts to grapple you, any damage done by
your attack of opportunity on them is added to your check to avoid being grappled |
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Paladin 9th | Must Lead Army at 9th
level to gain ability Mantle of Leadership (900HD initial, +900 HD for every army led victoriously) |
As a Standard Action,
the Paladin can take charge of any
army, unit, or
force of creatures within 360 yards. He commands them with
obedience
and fealty and may lead them into battle against any target. Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 10+half character level + Charisma Bonus) to negate the effect. Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. Hit die of targets can be spread out over multiple uses (400HD one day, 500 HD another) but the minimum HD expended per use is 100 even if only 1 creature is targeted. Lasts for 360 minutes. |
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Paladin 11th | Exotic Mount (Lion), Pounce | |||||
Paladin 13th | Power of Your Enemy
1/Year per 50,000xp of Exil Relics sacrificed |
When used, the Paladin
may turn any 1 spell, ray, ranged
attack, breath weapon or melee attack against its caster or
one of
its allies. Alternately, the Paladin may gain 1 epic or normal feat possessed by their enemy for up to 1 round/level. During that time the enemy does not get the benefit of that feat. Alternately, the Paladin may use their opponents roll modifier for any one type of oppossed roll or skill, or ability check for up to 1 round/level. |
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Paladin 15th | Akodo's Technique (Way of the Lion) | If you succeed in a
melee attack against an opponent, your
next attack
against that opponent this round is at +(half of however much you exceeded the required value needed to hit, rounded down). |
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Paladin 17th | Way of the Lion | You gain a +2 competence
bonus to your attacks, up to a
maximum bonus against an opponent equal to their AC bonus due to armor (and natural armor). In other words, this feat works to negate AC bonuses of armor. |
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Palasin 19th | Brotherhood of arms | you gain a +1 ciurcumstance bonus to attack an oppoenent engaged with this opponent that has this feat | ||||
Cavalier | Resistence to Mind Affecting Magics | SR 25 | ||||
Cavalier 1st | Mounted Combat | Once per round, if your
mount is hit in combat, you may make
a Ride check. If this check is greater than the attack roll, you negate the hit. |
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Cavalier 2nd | Ride by Attack | When doing a charge
action on your mount, you may move,
attack, and then continue the movement (up to double movement). This does not provoke an attack of opportunity. |
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Cavalier 3rd | Confident Charge | When you take a charge action in combat, you may make a number of turns (each max 90 degrees) equal to your DEX modifier. | ||||
Cavalier 4th | Spirited Charge | When attacking using a charge on a mount, you do double damage (triple with a lance). | ||||
Cavalier 5th | Improved Mounted Combat | Your mount receives a +2
bonus to AC and Reflex saves. You may make a Ride check to negate a hit on your mount up to your DEX modifier in times each round. |
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Cavalier 6th | Improved Shield Bash | Any shield bash you make
with a small or large shield also
affects your opponent as if you performed a bull rush. You do not actually move into your opponent's square or incur attacks of opportunity. You cannot move your opponent more than 5 feet. |
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1st Lvl Character | Combat Reflexes |
You
may make attacks of opportunity
while flat-footed. You may make up to your DEX bonus in attacks of
opportunity per round (instead of the normal limit of 1), but only one such attack per creature each round. |
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3rd Lvl Character | Combat Instincts | If
you are not flat-footed when
an opponent’s melee attack misses you by more than
5, you
may immediately make a free attack on that opponent. You can do this up to your DEX modifier times per round. |
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6th Lvl Character | Skill Focus: Profession Soldier (Strategy) | +4 to skill checks in Profession (Soldier) | ||||
9th Lvl Character | Battle Commander | By taking a full round
action and making a profession soldier
check (DC = 10+ targets level) for each ally (up to one ally per
charisma bonus), that ally gains a +3 situational bonus to Attack Rolls, Damage, AC, or Initiative. |
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12th Lvl Character | Lead by Example | Twice per day, you may
perform a skill roll or attack in
front of
others you wish to follow you. If you succeed, they gain you CHA modifier as a circumstance bonus to also do that task. If you fail, you lose your CHA bonus for the rest of the day and you may not use this feat again today or tomorrow. |
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15th Lvl Character | Leadership's Advantage | All hechmen on the battlefield who have taken this feat gain any one feat possed by Taran (his choice) | ||||
18th Lvl Character | Neutralize Enemy (War 46) |
As a full round action,
you can unleash a set of attacks that
force your opponent onto the defensive. Until the next time either you
or your opponent acts, your opponent does not threaten the area around them. Also, you cannot perform any attacks of opportunity. The opponent cannot be more than one size category larger than you |
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21st Lvl Character | Great Smiting | Whenever you make a successful smite attack, add twice the appropriate level to damage (rather than just your level). | ||||
24th Lvl Character | Battle Cry | As a standard action or
as part of a move related action,
you may make an Intimidate check
opposed by their
Will save. If you win, the opponent is flat-footed against your next attack. The opponent gains a +1 on their Will save each additional time you use this feat on them each battle. |
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24th Lvl Character | Chink in the Armour | By spending a full round action observing an opponent you can make a Spot Check DC = AC of target. If successful you negate armour bonus for your next attack. | ||||
Training in Onwall | Power Attack | At the beginning of the round, character subtracts X from all attack rolls for the round and adds X to damage (X is any number up to base attack bonus) | ||||
Training in Onwall | Sunder | When you attack an opponent’s weapon, you do not provoke an attack of opportunity. | ||||
Training in Onwall | Cleave | If you deal a creature
enough damage to make it drop
(typically by
dropping it to below 0 hit points or killing it), you get an immediate,
extra melee attack against another creature within reach. You cannot
take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. |
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Training in Onwall | Great Cleave | This feat works like Cleave, except that there is no limit to the number of times you can use it per round. | ||||
Gained from Kas | Epic Skill Focus: Profession, Soldier (Strategy) | +10 to Profession, Soldier (Strategy) | ||||
Final Battle at Tovag | Improved Aura of Courage | Your Aura of Courage gives a +8 morale bonus to saving throws verses fear effects. | ||||
Final Battle at Tovag | Legendary Commander | Multiply by 10 the number of henchmen and followers allo5wed as determined by Epic Leadership | ||||
Champions of Sophora | Epic Reputation | +4 Bluff, Diplomacy, Intimidate | ||||
Champions of Sophora | Timing with Sophora's Champions | +4 timing checks with champions of sophora | ||||
Sophora | Children's Rhymes | +2 Insight Bonus to Religion Checks | ||||
War College Training | Leap for cover | When attacked by a ray,
burst, or line attack (not an
emination or spread), if there is an object that can provide total
cover, you may attempt to leap for cover as a free action once per
round. Requires a successful jump check (without 20ft run) to cover the distance to place yourself behind the object and line of fire. You end up Prone regardless of the success of teh jump check. |
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Tamaralien Battle |
Transcendent Strategy |
+5 unnamed bonus on
strategy checks |
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Destroyed Golden Skull | Luck | +1 (in-2herent) bonus on all saves | ||||
Swords of Power | Lucky | +1 luck to all rolls | ||||
Sword of Justice | Swordsight | May see all infractions of the law, detect law/chaos, +20 Sense Motive, | ||||
Woundhealer | Friendship's Link | If Rahasia or Sultan remain dead, will die within 1 week. | ||||
Woundhealer | Love of Taran | As long as Rahasia is alive, gain +1 morale bonus to attack and saves | ||||
Woundhealer | +1 on all rolls around Sultan | |||||
Walking Pattern of X-Rays | X-Ray Vision - 90ft (10
minutes/day) 1 pnt con damage each minute thereafter grants +5 competence bonus on spot |
Vision range is 20 feet,
with the viewer seeing as if he were looking
at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. |
Skill Ranks Gained
in Play.
In class skills: 56 to spend (put 15 into intimidate and 15 into spot leaving 26 to spend)
Paladin: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Profession* (Soldier) (Wis), and Sense Motive (Wis).
Ranger Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Profession* (Soldier)(Wis), and Use Rope (Dex).
Cavalier: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Profession* (Soldier)(Wis), Survival (Wis), and Knowledge (nobility and royalty) (Int),
Skills | Key Ability |
Total |
Ranks |
Ability Mod |
Skill Points: Ranger 1st
lvl: 24+Intx4 + Paladin/Cav 23rd lvl: 46+int*23
= 70+int*27 Max Ranks in an in-class skill = lvl+3 (29) 229 Costs double ranks for cross class skills, max ranks can put into cross class = (lvl/2 +2) some require specific training. . |
Appraise | Int | 5 | 0 | +5 | |
Autohypnosis* | Wis | - | |||
Balance | Dex | 1 | 0 | +4 | -3 armour check penalty |
Bluff | Cha | 17 | 5 | +13 | +4 epic reputation, |
Climb | Str | 10 | 1 |
+12 | -3 armour check penalty |
Concentration | Con | 34 | 27 | 7 | |
Craft | Int | 5 | 5 | ||
Decipher Script* | Int | - | 0 | ||
Diplomacy | Cha | 52 | 27 | 13 | +4 synergy (sense
motive) +4 reputation (2 more bonus skill
ranks in yr 20) +2 synergy (Profession Sociology), +2 half elf +4 reaction (lineage reputation bonus) with divine beings of celtic and nyrundian/aerdian mythologies |
Disable Device* | Int | - | - | 5 | |
Disguise | Cha | - | 0 | 13 | |
Escape Artist | Dex | 1 | 0 | 4 | -3 armour check penalty |
Forgery | Int | 5 | - | +5 | |
Gather Information | Cha | 16 | 1 | +13 | +2 half elf |
Handle Animal* | Cha | 15 | 2 | +13 | +2 competence with Pigs, +5 with lions (order of the lion) |
Heal | Wis | 5 | 2 | +3 | |
Hide | Dex | 1/24 | +4 | -3 armour check penalty, +20 with desert clothes only | |
Intimidate | Cha | 31 | 25 | +13 | +4 (Soothra Lineage), +4 epic reputation |
Jump | Str | 9 | +12 | -3 armour check penalty | |
Knowledge* (Religion) | Int | 15 | 10 | +5 | |
Knowledge (Nobility) | 10 | 5 | +5 | ||
Knowledge (Law) | 14 | 9 | +5 | ||
Knowledge (Hachdeshani) | 13 | 8 | +5 | ||
Knowledege* (Planes) | Int | 7 | 4 | +5 | +2 Rift Raft, |
Knowledge (Battles) | Int | 25 | 20 | +5 | |
Listen | Wis | 4 | 1 | +3 | +1 half elf |
Move Silently | Dex | 4 | 0 | +4 | -3 armour check penalty, +15 boots or +20 with desert clothes only |
Open Locks* | Dex | - | 0 | +4 | |
Perform (Dance) | Chr | 18 | 5 | +13 | |
Perform (Sex) | Chr | 18 | 5 | +13 | |
Profession* (Soldier) | Wis | 55 | 29 | +3 | +10 Epic Skill Focus, +4 Skill Focus, +5 Strategy, +4 Synergy (Knowledge Battles) |
Profession (Pig Farmer) | Wis | 6 | 3 | +3 | |
Profession (Dungeoneer) | Wis | 7 | 4 | +3 | |
Profession (Sociology) | Wis | 8 | 5 | +3 | |
Ride | Dex | 38 | 29 | +4 | +5 with lions (order of the lion) |
Search | Int | 6 | +5 | +1 half elf | |
Sense Motive | Wis | 54 | 27 | +3 | +20 from swordsight, +2 synergy (Profession Sociology),+2 (Soothra Lineage) |
Sleight a Hand* | Dex | 1 | 0 |
+4 | -3 armour check penalty |
Spellcraft* | Int | 6 | 1 |
+5 | |
Spot | Wis | 33/29 | 29 | +3 | +1 half elf, -4 with helm, +10 with x-ray vision (90ft) |
Survival Desert | Wis | 17 | 10 | +3 | +4 to survive in desert (in desert clothes) |
Swim | Str | 14 | 2 | +12 | |
Tumble* | Dex | 1 | +4 | -3 armour check penalty | |
Use Magic Device* | Cha | - | - | +13 | |
Use Psionic Device* | Cha | - | - | +13 | |
Use Rope | Dex | 5 | 1 |
+4 |
|
Leadership Score | Cha | 54 | 26 lvls | +13 | +10 soothra, +5 ring |
Left Side | Weight | Center | Weight | Right Side | Weight |
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25 lbs | +3 Kank Platemail (+11
Armour bonus, armour check penalty -2, max dex bonus 4) Resistence 30 dehydration damage. Armour takes damage from water. |
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+5 Heavy Shield (+7
Shield bonus, immune to Khalacks breath, DR 10/- vs one
creature) armour check penalty -1, if attack with shield it counts as light weapon with two weapon fighting (-2 on all attacks that round), dont lose armour bonus, does 1d6 bludgeoning , no bonus to hit/damage grants +5 on shieldbash bullrull attempts, if opponent bashed against a wall, he becomes flanked. |
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Boots of the Hunt.
Leaves no tracks, undetectable by scent. +15 enhancement
bonus on Move Silently if prey is successfully tracked, may follow through teleports, portals, and any other transport magics. |
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4 Vials of White Energy (adds 10d8 temporary hit points which last 10 minutes) | |||||
2 Vials of Heavenly Holy
Water. Does 10d8 to Undead or outsiders, if sprinkled does prot vs evil
10ft (immobile) or prot vs evil (personal) for up to 3 people. |
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2 vials of Powerful Acid (does 10d8 acid damage, DC 30 Fort save for half, lasts 3 rounds. Dispells Iron Body Spell) | |||||
Picture Bible +5 on religion checks if consulted (1 minute) | |||||
Potions of Explosion x 10 (8d6 each, DC 20 Reflex save for half) | |||||
6 Potions of Resist Fire (120 hps of fire damage until consumed) | |||||
4 Potions of Superior Flight - imbiber grows wings and can fly at 70' with hover & flyby ability | |||||
Babylonian Utility Belt
(made by Sultan) May carry up to 25 potions. 4 are stored on
belt, 6 stored reduced on belt, 10 stored extradimensionally and 5 summoned from Hookhill temple. Desired potion is always first one grabbed Grants quick draw feat for potions. Imbibing still incures an attack of oppprtunity. Belt also has 2 pounches which shrink any non living things placed inside (stores up to 100 lbs each). Has a nylon rope with clasp that extends up to 80ft out front or back. (10 ropes). Belt holds one Erdlu egg canteen. Has 2 gate crystals that may be removed. Belt and its contents save at +4 |
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Lion Cloak +4 to diplomacy. +4 deflection bonus to reflex saves. | |||||
Projection Clothes - 1/day may create a projection of self within 60ft. As a full round action the character may attck through the double as if he were in the double's location. The double takes no damage from magic, psionic,s or supernatural effects and has half the bearers current hit points. If brought to 0 Hps it is dispelled. It may be dispelled as if cast by a 16th level caster and a disintegrate destroys the spell. The double is inactive if the wearer loses visual sight of it. Senses, detects etc do not work through the double nor does blindfighting. | |||||
Desertwear - +4 survival checks to survive in desert, +20 enhancement bonus to Move silently and Hide in Shadows if worn without armour. Remove fatigue 1/day. | |||||
Decorative shirt of flying 1/day. As per spell cast at 6th level. | |||||
Logrus Spear - when thrown, turns into 2d6 +4 spears that all attack the same target. If more than 4 hit, target is entangled and cannot break free without an escape artist or strength check of 10+3 for each spear. returns to 1 spear after 2d4 rounds and then attacks a random target (same BAB as original attack). This continues until one spear is grasped and the command word "superposition invictus" and they return to one. | |||||
Rod
of Dominion (Sequence 1: Acts as rod of security, always brings to the
same ancient throne room, anythign left in the room when the effect
ends is lost. Sequence 2: Wall of Impregnability (30 10ft squares) Sequence 3: 60ft diameter hemisphere Sequence 4 30ft Diameter hemisphere Sequence 5: 20ft diameter sphere Sequence 6: Arcane Locks appear on all doors, windows, and portals. Add +20 to break doors and bearer gets will save against knock spells. All attempts to resist or break free of an entablgement are at -5. Lasts 10 minutes. Doors do not automatically open for bearer. Sequence 7: Shut off Sequence 8: +5 Grappling hook. |
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Sword from the Pattern of X-rays. When activated, glows with yellowish green light giving all creatures x ray vision as per ring. does 1 const damage/min after 10 minutes. When active sword has no to hit and damge binus but bypasses all armour and natural armour bonuses and may pass through non living material as if it isnt there. 25% chance to activate when activating your own x-ray vision. | |||||
Conquest.
Bastard Sword. +6 to hit +6 Damage. Bane against denizens of the Sea of
Dust (+2d6 subdual damage) 1/day Beholder's Anti Magic: All
magic items and spells including artifacts are shut down within 30ft.
Psionics are not affected. Damage done is half leathal and half non
leathal damage. Creature hit also loses a like amount of psionic
points. Creatures who do not take non leathal damage instead take
full damage as leathal (except bane damage). All
creatures who have lost 90% or more of their hit points to the
blademust
make a will save vs the beareres leadership score or become conquered.
Conquered individuals will recognize the bearer as their suzrein and
act as if under a charm person spell. The charm lapses if they are not
surrounded by an equal number of true followers for more than a week. Conquest is a psionic, intelligent Holy Sword with the following abilities usuable at its own will. Conquest has 200 points to use per day. May increase DC by 1 for every 2 additinal points. [max +10] Psionic Command, Greater. Conquest will only use on soldiers/warrior of lower level than you. Will Save DC 21 Telekinetic Force or telekinetic Thrusts. [10 points +1 point per 25 lbs above 250. DC 20 will save] Reveal Past Life. Will Save DC 19 or see past life. Dazed for 1 round. various effects. 1 random skill becomes in class skill and recieves +2 competence bonus. [Costs 15 points] Ego Whip (1d4 chr damage, Will save DC 25 for half, failure also means dazed) Cost 5 per attack Mind Link (as telepthay, same plane only, may make multiple contacts) Cost 1 point/contact, lasts 200 minutes The sword can convert any clerical miracles cast by bearer to psionic energy at a cost of 15 psi points per spell level when it is used as a divine focus. Conquest may speak nyrundian, elvish, and hachdeshani and it may fly and hover as a move action. |
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Gloves of damascus +8 enhancement bonus to strength, additional +2 to hit and damage with thrown weapons. disarm attempts at -4. Wearing the gloves does however have a significant drain on the wearer. after a battle with more than 3 rounds or melee combat (or heavy exertion), bearer becomes fatigued. | |||||
Total Weight: | 25.90 |
Ring of the Shieldlands (Epic): +6 Enhancement Bonus to Charisma, +5 Leadership, Doubles number of henchmen & followers.
Andropanese Ring (Epic): +1 Level. +6 Constitution, Stores up to 4 Epic Spells: Verdigris Tsunami x2, Superb Dispelling, Call Dire Charge (Dire charge for all creatures in 60ft).
Rose Elfstones (Charisma) +3 insight to charisma
Kerinth Blackhelm, Grants Fast heal 2. Anti magic shell in 60ft (3/day), -4 spot
Sword Sight: (At will, free action). +20 Sense Motive, May see transgressions of law, guilty actions. Not stopped by detection protections. Only Stilleto Jim immune.
Spell Level | Base Spells per day | Spells per day (add wisdom bonus to base) |
Cast at 24rd level DC 21+Spell Level ........................................................................................................ Ishtar Spell List Paladin Spells |
0 Level Spells: | 6 | ||
---|---|---|---|
1st Level Spells: | 4 | PF Evil (+2 deflection to saves, AC), Speak with Lions, | |
2nd Level Spells: | 4 | Shield Other (75ft
range, you take half the others damage),
Lesser restoration? Ishtars Teaching of battle (+5 to combat related
skill like timing, strategy, etc), Measure of the Warrior (learn combat feats of opponent) |
|
3rd Level Spells: | 4 | Heal Mount, Gift of Combat (gives one combat feat) | |
4th Level Spells: | 2 | Prisoner of War?, Death ward (immune to neg energy)? Neut Poison?, Cure crit (4d8+10)? | |
Items of Note: | |||
Lion/mount: | +8 HD, +10 nat armour,
+4 str adj Int 9. spell resistence
5+23=28 +10 speed, uses your base save or its (whichever better), share spells (affected by spells you cast on yourself), Improved evasion (save for half or no damage), empathic link, comman other lions. |
||
saddle which allows lion to shapechange into any other type of mount. (gift of sultan) treated as a magical beast | |||
: | base attack bonus =
cleric of mounts hd. gets fighter fort
and reflex saves 8 more skill points, 3 feats |
||
cleaving charge, imrpoved critical? improved damage? or dodge mobility & spring attack | |||
Curses:
Items
Potions & Limited-use Items
Herbs
Scrolls and
Bibles
Cash
Total: 168699 gp 19
sp
including cash in belt #3 3300 gp in gems (6)
Taran and
Rahasia’s Room Items
Things of
Note:
Things People
have promised
me:
Rahasia’s
Obligations
and Plans
Sex
best
sex:
perform sex +40 (16 ranks, +10 chr, +4 skill focus, + 5 talent, +5
curcumstance)
+5 ad hock bonus for each Orgasmic vibrations
affectng target; see below
Sustaining sex: con based check.
Length of time | DC |
20 minutes | 10 |
30 minutes | 12 |
40 minutes | 14 |
50 minutes | 16 |
1 hour | 18 |
2 hours | 25 |
3 hours | 30 |
each additonal hour | +5 |
Synergies:
+2 for having 5 or more ranks in perform sex, +4 for 20 ranks
+2 bonus for having a partner with 5 or more ranks in perform sex
+4 with endurance feat
Pets
Base
Character Information
Bonus Skill Ranks:
Profession Soldier
+5 Conquest of Chathold, +5
Tovag Baragu, +5 War in Desert
Diplomacy
+3 Sultan +2
Religion +5
Rahasia's training
Sense Motive +20
bonus given by swordsight
A