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bamthedoc

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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]
 

Tacitus

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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.
 

bamthedoc

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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]
 

Tacitus

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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
 

bamthedoc

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Website
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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:
 

Tacitus

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Location
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Website
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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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