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Discussion in 'Roleplayer's Realm' started by bamthedoc, Feb 20, 2005.

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  1. bamthedoc

    bamthedoc King Endymion

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    I am bamthedoc. You may refer to me as BAM, bam, or bamthedoc. I do not like Bam, BTD, btd or any other variation. This is something of what I had planned for the Role-Players Realm, and I finally was able to come up with the perfect method in which to play it!

    However! This is not a rules and/or explanation thread. This is an introduction to the gods of this realm! I am not claiming to be GOD or a god or some great deity! My PC here might speak otherwise, though :D

    Tacitus and I are very nice to anybody who follows the rules and is intelligent. Tacitus will introduce himself next, then I will post my character. He will then post his. This thread is for moderators, only! There is one exception. Kitty has been designated by me (and Tacitus if he wants to claim it to :p ) as a quasi-moderator.

    Enjoy!




    notation for Kitty:
    Bast [Dieties and Demigods] 143
    Rakshasa [Monster Manual] 211


    [dice=6]4[/dice]
     
  2. Tacitus

    Tacitus The Oldest

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    Indeed. Indeed. Ya'll should know me, for I am ruler of the entire universe. Only I hold the power to talk to dolphins and mice, which makes me superior to ALL!

    *Twitches and the universe explodes* (inside joke)

    Ok...maybe not. Yeah, Tac, Tacitus, The Corpse, Corpsey, sometimes even Torment may work. Just don't call me sally.

    You misspell Tacitus and I WILL kill you.

    Yeah, if someone brings up anything else they feel I need to put here, I'll smite them for their onsolence, then maybe do it anyway.
     
  3. bamthedoc

    bamthedoc King Endymion

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    Bahamut [Deities and Demigods] 58
    Angel, Solar [Monster Manual] 12


    Character Name: Baim Azure Bahamut
    Player: bamthedoc
    Campaign:
    Class and Level: Solar (22) Dragon (3)
    Experience Points: 308,000
    Race: Plantinum Dragon/Solar
    Type: Large Outsider (Angel, Extraplanar, Good), Dragon, Quasi-Deity
    Divine Rank: 0
    Alignment: Lawful Good
    Deity: Bahamut (Divine Rank: 10)
    Size: Large
    Age: 28
    Genger: Male
    Height: 9'3"
    Weight: 520lb
    Eyes: Topaz/Plantinum
    Hair: Plantinum
    Skin: Gold

    Ability Name: Score/Modifier | TempScore/TempModifier
    Strength: 50 (+20)
    Dexterity: 25 (+7)
    Contstitution: 32 (+11)
    Intelligence: 42 (+16)
    Wisdom: 40 (+15)
    Charisma: 42 (+16)

    Hit Points: 22d12+286 (550)
    Wounds/Current HP:
    Nonlethal Damage:
    Speed: 60ft; Fly 120 (perfect)
    Armor Class: 42 = 10 + [Armor] + [Shield] + [DEX +7] + [Size -1] + [Natural +25] + [Deflection] + [Misc]
    Damage Reduction:
    Touch: 17/21
    Flat-Footed: 34/38
    Initiative: +7 = [DEX +7] + [Misc]

    Saving Throws
    Fortitude (CON): 29 = [Base +18] + [Ability +11] + [Magic] + [Misc] + [Temperary]
    Reflex (DEX): 25 = [Base +18] + [Ability +7] + [Magic] + [Misc] + [Temperary]
    Will (WIS): 35 = [Base +20] + [Ability +15] + [Magic] + [Misc] + [Temperary]

    Base Attack Bonus: +22
    Spell Resistance:
    Grapple: +42 = [Base +22] + [STR +16] + [Size +4] + [Misc]

    Attack: Bite
    Attack Bonus: 22
    Damage: 1d8
    Critical: 20/x2
    Range: 0ft
    Type: Natural
    Notes:
    Ammunition: N/A

    Attack: Claw (right and left hand)
    Attack Bonus: 22
    Damage: 1d6
    Critical: 20/x2
    Range: 10ft
    Type: Natural
    Notes:
    Ammunition: N/A

    + 5 Keen Cold Iron Longsword of Balanced Holy Burst
    22 (BAB)+ 20 (STR) +5 (Magic)
    47/42/37/32
    1d8+20 (STR) +5 (Magic)+2d6 (Holy)
    1d8+25+2d6 (Holy) 17-20/x2+1d10 (Holy)

    This weapon is treated as a light weapon due to it's Balanced quality, thus it can be used in Grapple.

    It provides spell resistance of 5 + the HD of Baim Azure Bahamut to Baim Azure Bahamut and anyone adjacent to him. It also enables Baim Azure Bahamut to use greater dispel magic (once per round as a standard action) at the HD of Baim Azure Bahamut. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)

    +2 Composite Longbow of Any-Slaying
    +23 (BAB)+11 (DEX)+1 (Luck)+1 (Ioun)
    36/31/26/21
    2d6+9 (STR) +2 (Magic) +1 (Luck)
    2d6+12 20/x3
    Weight 30lbs

    Armor/Protective Item
    +8 Spiked Chain Shirt AC Bonus: +12 Max Dex +10, no check penalty, 10% failure rate, 30 lbs

    Spikes: 1d8+20 (STR)+6 (Magic) 20/x2

    Sheild/Protective Item
    [none]

    Protective Item
    Friend Shield: These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.

    Protective Item
    [working/nr]

    Other Possessions/Quantity/Weight
    Castle (400,000gp with amendities)

    [0 <--> 17024]Light Load
    [17024 <--> 25600]Medium Load
    [256001 <--> 512000]Heavy Load
    []Lift Over Head (MAX)
    []Lift Off Ground (2xMAX)
    []Push/Drag (5xMAX)

    Money
    CP
    SP
    GP - ?
    PP

    Skills: Name/Key Ability/Skill Modifier/Ability Modifier/Ranks/Misc Modifier/Untrained?
    Appraise/INT/31/16/15/x/Y
    Balance/DEX/12/7/5/x/Y
    Bluff/CHA/41/16/25/x/Y
    Climb/STR/20/20/0/x/Y
    Concentration/CON/36/11/25/x/Y
    Craft (what)/INT/16/16/0/x/Y
    Craft (what)/INT/16/16/0/x/Y
    Craft (what)/INT/16/16/0/x/Y
    Diplomacy/CHA/41/16/25/x/Y
    Disable Device/INT/0/16/0/x/N
    Disguise/CHA/36/16/20/x/Y
    Escape Artist/DEX/32/7/25/x/Y
    Forgery/INT/16/16/0/x/Y
    Gather Information/CHA/41/16/25/x/Y
    Handle Animal/CHA/31/16/15/x/Y
    Heal/WIS/40/15/25/x/Y
    Hide/DEX/12/7/5/x/Y
    Intimidate/CHA/41/16/25/x/Y
    Jump/STR/25/20/5/x/Y
    Knowledge (arcana)/INT/36/16/20/x/N
    Knowledge (history)/INT/36/16/20/x/N
    Knowledge (local)/INT/36/16/20/x/N
    Knowledge (nature)/INT/36/16/20/x/N
    Knowledge (religion)/INT/36/16/20/x/N
    Knowledge (planes)/INT/36/16/20/x/N
    Listen/WIS/35/15/20/x/Y
    Move Silently/DEX/7/7/0/x/Y
    Open Lock/DEX/0/7/0/x/N
    Ride/DEX/22/7/15/x/Y
    Search/INT/21/16/5/x/Y
    Sense Motive/WIS/40/15/25/x/Y
    Sleight of Hand/DEX/0/7/0/x/N
    Spellcraft/DEX/32/7/25/x/N
    Spot/WIS/25/15/10/x/Y
    Survival/WIS/15/15/0/x/Y
    Swim/STR/25/20/5/x/Y
    Tumble/DEX/0/7/0/x/N
    Use Magic Device/CHA/0/16/0/x/N
    Use Rope/DEX/0/7/0/x/N
    Alchemy/INT/41/16/25/x/N
    Animal Empathy/CHA/41/16/25/x/N
    Scry/WIS/30/15/15/x/N
    Wilderness Lore/WIS/35/15/20/x/N

    Feats:
    DR0 -- Weapon Perfection (Unarmed)
    [Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist]
    1 - Dragon Friend
    3 - Endure Blows
    6 - Leadership
    9 - Eschew Materials
    12 - Dragon Steed
    15 - Dragon Cohort
    18 - Flyby Attack
    21 - Epic Leadership
    24 - Ignore Component Materials

    Special Abilities:
    Deity Vision (ex) 1/2 mile Light, Lowlight, and Dark
    Breath Weapon (su) Cone of Cold
    Breath Weapon (su) Gaseous Form
    Breath Weapon (su) Disintegration
    Immunity (Fire) (ex)
    Immunity (Acid) (ex)
    Immunity (Cold) (ex)
    Immunity (Transmutation) (ex)
    Immunity (Poison) (ex)
    Resistance (Electricity) (ex) 10
    Wings (ex) Angelic (right looks Draconic)
    Protective Aura (su)
    Tongues (su)
    +4 Save (Poison) (ex)
    +4 Armor (Evil) (ex)
    Damage Reduction (ex) 15/epic and evil
    Regeneration (ex) 15
    Immortality (ex)

    Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.

    At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18)

    3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;

    1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish.

    The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

    Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

    A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

    Languages:
    All

    Spells:
    Level 20 Cleric
    Domains: Dragons, Good, Law, Distruction
    Specialty School: None

    0-LEVEL CLERIC SPELLS (ORISONS)
    Create Water
    Guidance
    Light
    Mending
    Purify Food and Drink
    Virtue

    1ST-LEVEL CLERIC SPELLS
    Cure Light Wounds x2
    Entropic Shield
    Obscuring Mist
    Protection from Chaos/Evil
    Remove Fear
    Sanctuary
    Shield of Faith
    Summon Monster I
    *Magic Fang

    2ND-LEVEL CLERIC SPELLS
    Consecrate
    Cure Moderate Wounds
    Gentle Repose
    Make Whole
    Remove Paralysis
    Shield Other
    Silence
    Status
    Summon Monster II
    *Shatter

    3RD-LEVEL CLERIC SPELLS
    Create Food and Water
    Cure Serious Wounds x3
    Invisibility Purge
    Locate Object
    Magic Circle against Chaos/Evil
    Prayer
    Summon Monster III
    *Greater Magic Fang

    4TH-LEVEL CLERIC SPELLS
    Cure Critical Wounds x2
    Death Ward
    Divine Power
    Neutralize Poison
    Planar Ally, Lesser X
    Restoration
    Summon Monster IV
    *Holy Smite

    5TH-LEVEL CLERIC SPELLS
    Atonement
    Cure Light Wounds, Mass
    Dispel Chaos/Evil
    Disrupting Weapon
    Flame Strike
    Hallow
    Plane Shift
    Summon Monster V
    *Inflict Light Wounds, Mass

    6TH-LEVEL CLERIC SPELLS
    Cure Moderate Wounds, Mass
    Forbiddance
    Heal
    Heroes’ Feast
    Planar Ally
    Summon Monster VI
    Wind Walk
    *Blade Barrier

    7TH-LEVEL CLERIC SPELLS
    Cure Serious Wounds, Mass x2
    Regenerate
    Repulsion
    Restoration, Greater
    Resurrection
    Summon Monster VII
    *Dragon Ally

    8TH-LEVEL CLERIC SPELLS
    Cure Critical Wounds, Mass x2
    Earthquake
    Fire Storm
    Planar Ally, Greater
    Summon Monster VIII
    *Holy Aura

    9TH-LEVEL CLERIC SPELLS
    Gate
    Heal, Mass
    Miracle
    Storm of Vengeance
    Summon Monster IX
    True Resurrection
    *Implosion

    Spell Save: [DC Modifier]
    Arcane Spell Failure: __%
    Condition Modifiers:

    Spells Known/Spell Save DC/Level/Spells per Day/Bonus Spells
    [All][25]0[6][0]
    [All][26]1[5+1][4]
    [All][27]2[5+1][4]
    [All][28]3[5+1][4]
    [All][29]4[5+1][3]
    [All][30]5[5+1][3]
    [All][31]6[4+1][3]
    [All][32]7[4+1][3]
    [All][33]8[4+1][2]
    [All][34]9[4+1][2]
     
  4. Tacitus

    Tacitus The Oldest

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    Character Name: Mathias Cuthbert the Retribute
    Player: Tacitus
    Campaign:
    Class and Level: Solar (22), Fighter (1) Cleric(1)
    Experience Points: 283,500
    Race: Solar
    Type: Large Outsider (Angel, Extraplanar, Good), Quasi-Deity
    Divine Rank: 0
    Alignment: Lawful Good
    Deity: St. Cuthbert (Divine Rank: 15)
    Size: Large
    Age: 29
    Genger: Male
    Height: 9'5"
    Weight: 547lb
    Eyes: Gold, also glowing gold.
    Hair: N/A-Bald (by choice)
    Skin: Gold


    Ability Name: Score/Modifier | TempScore/TempModifier
    Strength: 28 (+9)
    Dexterity: 27 (+8)___33 (+11)
    Contstitution: 28 (+9)
    Intelligence: 32 (+11)
    Wisdom: 67 (+28)
    Charisma: 35 (+12)

    Hit Points: 427
    Wounds/Current HP:
    Nonlethal Damage:
    Speed: 50ft (10 squares) Fly 120ft (good)

    AC: 82 (86 against Evil) (87 with Weapon Defend) (91 Both)
    Flat Footed: 71 (75/76/60)
    Touch: 53 (57/58/62)
    10+8 (Armor)+11 (Dex)+21 (Natural Armor)+ 29 (Insight)+ 4(Defelction)-1 (size)

    Initiative: +11 = [DEX +11]

    Saving Throws
    Fortitude (CON): 32 (36 Poison) = [Base +13] + [Cleric +2] + [Fighter +0] + [Ability +9] + [Magic +4 (insight)+1 (luck)+1] + [Conditional +4 Poison]

    Reflex (DEX): 32 = [Base +13] + [Cleric +0] + [Fighter +0] + [Ability +11] + [Magic +4 (insight)+1 (luck)+1]

    Will (WIS): 49 = [Base +13] + [Cleric +2] + [Fighter +2] + [Ability +28] + [Magic +4 (insight)+1 (luck)+1]




    Base Attack Bonus: +23
    Spell Resistance:
    Grapple: +38 = [Base +23] + [STR +9] + [Size +4] + [Luck +1] + [Insight +1]

    Weapons
    Mace of Ruin: This +10 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.
    +23 (BAB)+9 (STR) +2 (Focus)+1 (Luck)+1 (Ioun) +10 (Magic)
    47/42/37/32
    4d6+13 (1.5 STR)+10 (Magic) +1 (Luck) +4 (Specialization) 18-20/x4
    4d6+28 18-20/x4
    Weight: 128lbs
    Other: Mercurial, Ghost Touch, Balanced (enhanced from the norm)
    Note: Those that aren't me can't wield it properly due to Mercurial Properties.

    +2 Composite Longbow of Any-Slaying
    +23 (BAB)+11 (DEX)+1 (Luck)+1 (Ioun)
    36/31/26/21
    2d6+9 (STR) +2 (Magic) +1 (Luck)
    2d6+12 20/x3
    Weight 15lbs

    Armor/Protective Item: Greater Monk's Belt
    Type: Belt
    AC Bonus: 1+28 (WIS)
    Max DEX: N/A
    Check Penalty: N/A
    Spell Failure: N/A
    Speed: N/A
    Weight: 2 lbs
    Special Properties: N/A

    Sheild/Protective Item: Bracers of Armor +8
    Type: Bracers
    AC Bonus: +8
    Max DEX: N/A
    Check Penalty: N/A
    Spell Failure: N/A
    Speed: N/A
    Weight: 2Lbs
    Special Properties: N/A

    Protective Item: Ring of Adamant Law
    Type: Ring
    AC Bonus
    Max DEX: N/A
    Check Penalty: N/A
    Spell Failure: N/A
    Speed: N/A
    Weight: N/A
    Special Properties: The wearer of this ring is constantly sheathed in a Shield of Law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.

    Protective Item
    Friend Shield: These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation. Linked to the ring Baim Azure Bahamut wears.

    Other Possessions/Quantity/Weight
    Amulet of the Planes
    Instant Fortress 10lbs
    Orange Prism Ioun Stone (+1 Caster Level)
    Iridescent Spindle Ioun Stone (no air)
    Clear Spindle Ioun Stone (no food/drink)
    Pale Green Prism Ioun Stone (+1 on saves, skills, checks, and attacks rolls)
    Phylactery of Faithfulness
    Luckstone
    Incence of Meditation x8 16lbs
    Gloves of DEX +6 2lbs
    Aware 3rd Eye (+10 Spot)
    10 Skill Shards (+10)
    Boots of Temporal Acceleration (2 rounds time frame boost) 2lbs
    Tabard of Great Crusades: +2 morale bonus on all saves to those within 20 ft, 1/day an ally may grab the hem to receive a Heal Spell (15th level caster)

    Castle: Keep with a Moat, four towers, and Ballista's with trained teams atop.

    Carrying Capacity:
    Light: 0<->800
    Medium: 801<->1600
    Heavy: 1601<->2400

    [2400]Lift Over Head (MAX)
    [4800]Lift Off Ground (2xMAX)
    [12000]Push/Drag (5xMAX)

    My Weight: 178
    w/ gold:

    Money
    CP 0
    SP 0
    GP 0
    PP 0

    Total skills: 427
    Skills: Name/Key Ability/Skill Modifier/Ability Modifier/Ranks/Misc Modifier/Untrained?
    Appraise/INT/x/x/x/x/Y
    Balance/DEX/x/x/x/x/Y
    Bluff/CHA/x/x/x/x/Y
    Climb/STR/x/x/x/x/Y
    Concentration/CON/x/x/x/x/Y
    Craft (what)/INT/x/x/x/x/Y
    Craft (what)/INT/x/x/x/x/Y
    Craft (what)/INT/x/x/x/x/Y
    Decifer Script/INT/x/x/x/x/N
    Diplomacy/CHA/x/x/x/x/Y
    Disable Device/INT/x/x/x/x/N
    Disguise/CHA/x/x/x/x/Y
    Escape Artist/DEX/x/x/x/x/Y
    Forgery/INT/x/x/x/x/Y
    Gather Information/CHA/x/x/x/x/Y
    Handle Animal/CHA/x/x/x/x/Y
    Heal/WIS/x/x/x/x/Y
    Hide/DEX/x/x/x/x/Y
    Intimidate/CHA/x/x/x/x/Y
    Jump/STR/x/x/x/x/Y
    Knowledge (what)/INT/x/x/x/x/N
    Knowledge (what)/INT/x/x/x/x/N
    Knowledge (what)/INT/x/x/x/x/N
    Knowledge (what)/INT/x/x/x/x/N
    Knowledge (what)/INT/x/x/x/x/N
    Listen/WIS/x/x/x/x/Y
    Move Silently/DEX/x/x/x/x/Y
    Open Lock/DEX/x/x/x/x/N
    Perform (what)/CHA/x/x/x/x/N
    Perform (what)/CHA/x/x/x/x/N
    Perform (what)/CHA/x/x/x/x/N
    Profession (what)/WIS/x/x/x/x/N
    Profession (what)/WIS/x/x/x/x/N
    Ride/DEX/x/x/x/x/Y
    Search/INT/x/x/x/x/Y
    Sense Motive/WIS/x/x/x/x/Y
    Sleight of Hand/DEX/x/x/x/x/N
    Spellcraft/DEX/x/x/x/x/N
    Spot/WIS/x/x/x/x/Y
    Survival/WIS/x/x/x/x/Y
    Swim/STR/x/x/x/x/Y
    Tumble/DEX/x/x/x/x/N
    Use Magic Device/CHA/x/x/x/x/N
    Use Rope/DEX/x/x/x/x/N
    _______/___/x/x/x/x/_
    _______/___/x/x/x/x/_
    _______/___/x/x/x/x/_

    Feats:
    DR 0: Weapon Perfection (Mace)
    [Weapon Focus, Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization (all with a mace)]
    1 Eschew Materials
    3 Power Attack
    6 Leadership
    9 Cleave
    12 Improved Crit (Mace)
    15 Flyby Attack
    18 Combat Casting
    21 Epic Leadership
    24 Great Smite
    24-FB Great Cleave

    Special Abilities:
    Dark Vision 60' (ex)
    Low Light Vision (ex)
    Immunity (Acid) (ex)
    Immunity (Cold) (ex)
    Immunity (Petrification) (ex)
    Resistance (Electricity) (ex) 10
    Resistance (Fire) (ex) 10
    Wings (ex) Feathered
    Protective Aura (su) (+4 AC vs Evil)
    Tongues (su)
    Regeneration (Ex)
    Immortality (ex)
    Deific Vision (ex): Half a Mile

    Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.

    At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, remove curse (DC 20), remove disease (DC 20), remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18);

    3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;

    1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish.

    The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

    Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

    A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

    Languages:
    All

    Domains from Cleric: Destruction and Domination (Smite and Enchants +1lvl)

    upcoming: Divine Emissary of St. Cuthbert

    Spells Known/Spell Save DC/Level/Spells per Day/Bonus Spells
    [All][38]0[6][0]
    [All][39]1[5+1][7]
    [All][40]2[5+1][7]
    [All][41]3[5+1][7]
    [All][42]4[5+1][7]
    [All][43]5[5+1][6]
    [All][44]6[4+1][6]
    [All][45]7[4+1][6]
    [All][46]8[4+1][6]
    [All][47]9[4+1][5]
    Cannot cast any beyond this point, nor can the slots be used until the Spells Per Day column has a number greater than zero.
    [N/A][]10[0][5]
    [N/A][]11[0][5]
    [N/A][]12[0][5]
    [N/A][]13[0][4]
    [N/A][]14[0][4]
    [N/A][]15[0][4]
    [N/A][]16[0][4]
    [N/A][]17[0][3]
    [N/A][]18[0][3]
    [N/A][]19[0][3]
    [N/A][]20[0][3]
    [N/A][]21[0][2]
    [N/A][]22[0][2]
    [N/A][]23[0][2]
    [N/A][]24[0][2]
    [N/A][]25[0][1]
    [N/A][]26[0][1]
    [N/A][]27[0][1]
    [N/A][]28[0][1]


    OTHER NOTES:
    astute sense of crafting and justice
    create many items within ur ability to create w/I 1 turn (as opposed to the Cudgel being able to do 10 items/turn). u have to have the items necessary, but u can create an items u are able to in 1 round
     
  5. bamthedoc

    bamthedoc King Endymion

    Joined:
    Oct 2, 2002
    Messages:
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    Likes received:
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    From:
    North Carolina, USA
    Cohort:
    Name: Vargach Isk Aurix
    Race: Gold Dragon
    Type: Dragon
    Age: Juvenile
    Level: Dragon (17) Sorcerer (5)
    Casting Level: 8 (Sorcerer)
    Familiar: Psuedodragon

    Feats:

    Mount:
    Name: Austrat Bensvelk Kethend
    Race: Gold Dragon
    Type: Dragon
    Age: Young
    Level: Dragon (14)
    Casting Level: 1 (Sorcerer)

    Feats:
     
  6. Tacitus

    Tacitus The Oldest

    Joined:
    Aug 2, 2002
    Messages:
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    Trophy points:
    36
    From:
    A place where there is no dark
    Cohort
    Name: Lucas Graw
    Race: Human with Half Celestial spell effects
    Level: 23 Sorcerer

    HP: 297
    AC: 59 (69) Touch: 42 (52) Flatfooted 51 (61) (Defending Weapon bonus)
    Init: +8+2 (Familiar) +10

    Saves: Fort: +21 Ref: +19 Will: +26

    Flight: 60 good
    DR 15/Admantium AND 10/magic AND 3/-
    Weaponbreaking: weapon makes DC 20 Fort of break when struck
    Ring of Virtuous Good
    Pearl of Power
    Feats: Spell Pen line, Ignore Mat. Comp line, Epic Spellcasting, Spell Focus Evo line, Arm prof light, Combat Casting, Quicken Spell, Familiar Spell bonus feat: Polar Ray

    Immune: Disease
    Low Light Vis
    Resist 10: Cold, Acid, Elec
    Summon Familiar
    Air Elemental Raven-+2 Init


    Bitches
    Name: Mah Bitches
    Race: Balor Demon
    Level: ~0~ (20 HD)

    HP: 290
    AC: 50 (60) Touch 18 (28) Flat Footed: 43 (53)
    Init: +7

    +10 Greatsword 41/36/31/26 6d6+28 17-20/x4 Vorpal, Ghost Touch

    Flaming Body: any touch get 6d6 damage

    Death Throes: On death 100 damage to all in100ft, DC30 Ref for half, gear destroyed.
     
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