Douglas
2011-02-20, 08:24 PM
It seems the OOC forum automatically purges threads over 1 year old, and that finally caught up with a certain thread linked in my sig and occasionally referred to, so I'm creating a copy of all the important contents of the thread here before google flushes its cached copy.
My group of characters is finally ready to go. It will still take some time to pretty them up for official viewing, but the work of actually building them is done.
Each team member is Shapechanged into a Solar, and has used the Solar's Change Shape ability to return to his or her normal size and appearance.
One character is ready for the public in the spoiler block below. I'll put one more character per post after this when they're ready. The full list of buffs, complete with sources and bonuses, etc. will go in a final post.
Vesran Rynash (http://www.myth-weavers.com/sheetview.php?sheetid=56048), the Master of Nine
Vesran Rynash
Race: Human (Outsider (Angel, Good, Fire))
Deity: Heironeous
Alignment: Lawful Good
Class: Crusader 13/Master of Nine 5
Init: +6 +22
Senses: Blind-Fight
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common all
____________
AC 12 (touch 12, flat-footed 10)
AC 121 (touch 77, flat-footed 114), +1 when flying, can't be flanked
hp 189 333 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 14, Ref 7, Will 9, mettle
Saves: Fort 47, Ref 46 (+1 when flying), Will 56, evasion, mettle, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Loratai notified of position and condition
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Falchion
+20/+15/+10/+5 +73/+73/+68/+63/+58
15-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 2d4+5 2d4+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +16/+19 +18/immune
Maneuvers:
Typical readied:
Wall of Blades
Diamond Defense
Order Forged From Chaos
Shadow Blink
Quicksilver Motion
Flashing Sun
Avalanche of Blades
Time Stands Still
Strike of Righteous Vitality
War Master's Charge
Iron Heart Surge
Stances known:
Leading the Charge
Martial Spirit
Tactics of the Wolf
Immortal Fortitude
Pearl of Black Doubt
Hearing the Air
Stance of Alacrity
Aura of Perfect Order
_____________________
Str 16, Dex 14, Con 20, Int 8, Wis 8, Cha 14
Str 70, Dex 36, Con 36, Int 16, Wis 38, Cha 28
special qualities
Flaws: Shaky, Inattentive
Feats: Dodge, Blind-Fight, Adaptive Style, Improved Unarmed Strike, Improved Initiative, Martial Study x3, Extra Granted Maneuver, Martial Stance
Power Attack, Blind-Fight
Skill ranks: Balance 10, Intimidate 21, Jump 21, Martial Lore 21, Tumble 21
Synergies: +2 tumble, +2 balance, +2 jump
Skills: Appraise 6, Balance 28, Bluff 12, Climb 37, Concentration 16, Craft 6, Decipher Script 6, Diplomacy 12, Disable Device 6, Disguise 12, Escape Artist 21, Forgery 6, Gather Information 12, Handle Animal 13, Heal 17, Hide 35, Intimidate 33, Jump 98, Martial Lore 27, Knowledge (all) 16, Listen 37, Move Silently 17, Open Lock 16, Perform 20, Profession 17, Ride 16, Search 11, Sense Motive 17, Sleight of Hand 16, Spellcraft 6, Spot 49, Survival 29, Swim 40, Tumble 39, Use Magic Device 12, Use Rope 16
____________
Equipment
Novice Ring of the Diamond Mind
Scholar Ring of the Diamond Mind
Novice Desert Wind Cloak
Monk's Belt
Gauntlets of Rust, Ghost Fighting (MIC), and Infinite Blades (MIC)
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Steadfast Boots
Spool of Endless Rope
2 luck blades
Universal Solvent x4
Immovable Rod x2
Mundane gear pack
________
Furious Counterstrike
Steely Resolve 20
Indomitable Soul
Zealous Surge
Smite 1/day
Die Hard
Mettle
Dual Stance 10 rounds/day
Perfect Form
Counter Stance
Mastery of Nine (+6)
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Vesran Rynash was, like so many heroes, born a simple peasant in an out of the way village. He was never content with the idea of being a farmer all his life, and enlisted in the military at an early age. Guard duty quickly palled, however, and he sought out alternatives. Rumors of fantastical missions, slaying monsters and saving innocents, reached him about the activities of the church of Heironeous, and he eagerly applied to join that order.
Once accepted into the lower levels of the most militant branch of Heironeous' service, Vesran quickly distinguished himself as an exceptional combatant and a highly principled man. He showed little flexibility, however, and no understanding of the finer points of large group tactics needed for high command. As his martial prowess continued to develop and his mental faculties remained stagnant, his superiors eventually decided to permanently put him exactly where he wanted to be - on small group missions with clear cut objectives and little overall authority.
Vesran racked up an impressive list of slain enemies over the years, and had begun to amass a considerable reputation when he fell captive to a wizard he had been sent to kill. The wizard had been consorting with devils and engaging in all sorts of unpleasantness, including human sacrifice, and Vesran was supposed to take his little team and put a stop to it. Unfortunately for Vesran's teammates, the wizard had anticipated just such an expedition and laid a clever trap for them all. The entire team was captured, and the wizard was delighted to be able to offer such powerful sacrifices to the devils he was dealing with.
The wizard saved Vesran for last, torturing him by forcing him to watch the ceremonial deaths of his friends. Vesran himself would have perished as well if not for the intervention of a Mystran cleric named Loratai Estran. Loratai happened to wander near enough in her constant travels to hear about this wizard and was determined that such a perversion of magic should not be allowed to continue. She burst into the wizard's ritual chamber, practically glowing with fury and the might of her own magic, tore his protections and the chamber's magic to shreds, and killed the wizard himself in a brief and intense battle.
Vesran vowed to repay Loratai for her spectacular rescue, and has been travelling with her ever since. He does not understand what she calls "shades of gray", but is willing to defer to her judgment in matters outside his own expertise in monster killing.
When the two of them heard of the Grinder and the prize waiting inside, Vesran was quite eager to go. It struck him as the perfect adventure to cap a lifetime, and he dreams of the good he might be able to accomplish with the power of a god.
And here's the cleric of the group.
Loratai Estran (http://www.myth-weavers.com/sheetview.php?sheetid=56187), the wanderer
Loratai Estran
Race: Grey Elf (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Neutral Good
Class: Cleric 5/Divine Oracle 3/Sacred Exorcist 5/Seeker of the Misty Isle 5
Init: +0 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Elven, Celestial, Sylvan all
____________
AC 10 (touch 10, flat-footed 10)
AC 131 (touch 87, flat-footed 124), +1 when flying, can't be flanked
hp 100 244 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 11, Ref 7, Will 20, evasion
Saves: Fort 48, Ref 48 (+1 when flying), Will 60, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Longsword
+9/+4 +72/+72/+67/+62/+57
17-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-1 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +10/+8 +18/immune
_____________________
Str 6, Dex 10, Con 12, Int 14, Wis 26, Cha 14
Str 70, Dex 36, Con 36, Int 22, Wis 56, Cha 28
special qualities
Feats: Skill Focus (Knowledge Religion), Initiate of Mystra, Spontaneous Domains (CompChamp), Spell Focus (Transmutation), Ability Enhancer, Divine Defiance (Fiendish Codex II), Practiced Spellcaster
Power Attack, Blind-Fight
Skill ranks: Knowledge (Religion) 8, Knowledge (The Planes) 10, Survival 8, Spot 21, Listen 21, Spellcraft 19
Synergies: +2 turn undead, +2 survival on other planes, +2 knowledge (nature), +2 UMD with scrolls
Skills: Appraise 10, Balance 17, Bluff 13, Climb 38, Concentration 19, Craft 10, Decipher Script 10, Diplomacy 13, Disable Device 10, Disguise 13, Escape Artist 22, Forgery 10, Gather Information 13, Handle Animal 14, Heal 27, Hide 36, Intimidate 13, Jump 76, Knowledge (Religion) 31, Knowledge (The Planes) 30, Knowledge (Nature) 22, Knowledge (all) 20, Listen 77, Move Silently 18, Open Lock 17, Perform 21, Profession 27, Ride 17, Search 20, Sense Motive 27, Sleight of Hand 17, Spellcraft 31, Spot 84, Survival 47, Swim 41, Tumble 17, Use Magic Device 13, Use Rope 17
____________
Equipment
Monk's Belt
Candle of Invocation (used)
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ring of Spell-Battle
Steadfast Boots
Ring of Enduring Arcana
2 luck blades
Spool of Endless Rope
Tome of Understanding +4 (used)
Spellbook containing Focusing Chant, Harmonic Chorus, Lightfoot, Inner Beauty, Hymn of Praise, and Wounding Whispers
Universal Solvent
Mundane gear pack
Inner Beauty focus
3 1000 gp diamonds
3 pinches Primal Essence
________
Turn Undead
Spell, Magic, Oracle, and Travel domains
Scry Bonus
Prescient Sense
Trap Sense +1
Divination Enhancement
Exorcism
Detect Evil at will
Resist Possession
Chosen Foe (Outsider) +1
Dispel Evil 1/week
Consecrated Presense
Swiftfooted
Correlon's Perception
Surefooted
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Domain slots are spontaneous
Level 0: Create Water, Light, Purify Food and Drink x2, Mending x2
Level 1: (domain) Detect Chaos, Detect Good, Detect Law, Detect Evil, Detect Undead, Conviction, Blood Wind, Resurgence x2, Vision of Glory x2
Level 2: (domain) Status, Lore of the Gods, Find Traps, Close Wounds, Divine Insight x3, Augury x2, Divine Protection, Make Whole
Level 3: (Fly) Anyspell (Focusing Chant), Anyspell (Harmonic Chorus), Anyspell (Lightfoot), Battlemagic Perception, Protection from Dessication, Blessed Sight, Remove Blindness/Deafness, Prayer, Anyspell x2, Dispel Magic
Level 4: (domain) Assay Spell Resistance x2, Control Water x2, Delay Death x2, Revenance, Spiritual Adviser, Restoration, Death Ward
Level 5: (domain) Break Enchantment x2, Divine Agility, Revivify x4, Pass Through Ice, Plane Shift
Level 6: (domain) Chasing Perfection, Greater Anyspell (Inner Beauty), Greater Anyspell (Hymn of Praise), Greater Anyspell (Wounding Whispers), Harm, Heal, Find the Path, Superior Resistance, Greater Anyspell
Level 7: (Spell Turning) Fortunate Fate x2, Holy Star, Regenerate, Holy Word x2, Greater Plane Shift, Planar Bubble
Level 8: (domain) Greater Spell Immunity, Chain Dispel x3, Death Pact, Stormrage
Level 9: (domain) Gate, Mass Heal, True Resurrection, Miracle x2
________________
Loratai Estran is a devout follower of Mystra, goddess of magic and knowledge. She has long suffered from acute wanderlust, always hungry for the next horizon and the new sights and experiences it might bring. Her curiosity and a strong interest in magic combined with unshakable moral convictions led her to study the art of magic under the sponsorship of the Mystran church, with a focus on divination magic.
Unlike many practitioners of magic, however, Loratai was not satisfied to study magic for its own sake. She sought to use her power for the benefit of others, but found too few opportunities to do so in the normal course of life. So, she gave in to her wanderlust and began travelling, setting wrongs right whenever the opportunity presented itself. The dangerous life of an adventurer incidentally forced her to develop her skills with magic well beyond what they might have been otherwise, and the church eventually took advantage of her already chosen course and demonstrated ability and inducted her into the Sacred Exorcists. Loratai's travels took her all across Toril, vanquishing evil wherever she found it, and her magical power continued to increase.
One day, when Loratai arrived in a new village, she heard rumors of an especially nasty wizard nearby. A fair number of the villagers had disappeared recently, and there were whispers of human sacrifice and devils. A few discreet questions got her quick directions to the wizard's twoer, accompanied by dire warnings to stay away from it. Confident in her own power, she ignored the warnings and immediately departed for the tower.
When she arrived, she discovered the remains of a nasty magical trap that had clearly been triggered quite recently. Her examination revealed it to be quite powerful, but not yet reset, and she found signs that those it trapped had not gone easily. She pressed on quickly, hoping to find the wizard still depleted from a recent confrontation with powerful foes, and broke into the tower.
Loratai encountered little opposition of substance until she reached a locked and warded door, covered with protective runes. Surmising that the wizard was likely inside and either resting or engaged in some ritual, she prepared herself for a great battle and burst through the door. She found the wizard calling up a devil, about to sacrifice Vesran Rynash to it to seal a bargain. Enraged and at the height of her power, Loratai barked a single word that dispersed the ritual's power in an instant. The devil vanished, and the wizard was caught off guard with most of his defenses gone. He was furious, and proceeded to lash out with the most powerful spells he had available, but Loratai was ready and his onslaught had little effect. The wizard was overmatched, and soon lay dead in the center of his ruined ritual circle.
Vesran was extremely grateful and promptly vowed to repay her for the dramatic rescue somehow. The two of them have been traveling together ever since.
Loratai has grown bored with the challenges the mundane world offers recently, and was very interested when she heard the tale of the extraordinary dangers of the Grinder. The risk is great, but so is the potential reward, and she had met several powerful allies in her many travels who might help.
Now for the group's incantatrix, who makes all-day buffing so much easier.
Zamek Awd (http://www.myth-weavers.com/sheetview.php?sheetid=56244)
Zamek Awd
Race: Spellscale (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Neutral Good
Class: Wu Jen 5/Incantatrix 10/Archmage 3
Init: +0 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling all
____________
AC 10 (touch 10, flat-footed 10)
AC 122 (touch 78, flat-footed 115), +1 when flying, can't be flanked
hp 83 227 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 7, Ref 5, Will 17
Saves: Fort 41, Ref 44 (+1 when flying), Will 55, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Morningstar
+8/+3 +72/+72/+67/+62/+57
19-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-1 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +8/+7 +18/immune
_____________________
Str 8, Dex 10, Con 14, Int 26, Wis 12, Cha 10
Str 70, Dex 36, Con 36, Int 34, Wis 42, Cha 24
special qualities
Flaws: Shaky, Inattentive
Feats: Apprentice, Skill Focus (Spellcraft), Iron Will, Extend Spell, Spell Focus (Transmutation), Spell Focus (Evocation), Martial Study (Douse the Flames), Martial Study (White Raven Tactics), Magical Aptitude, Maximize Spell, Persistent Spell, Chain spell, Sculpt Spell, Rapid Spell
Power Attack, Blind-Fight
Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (The Planes) 21, Knowledge (Dungeoneering) 21, Knowledge (Psionics) 5, Psicraft 5, Use Magic Device 15
Synergies: +2 UMD with scrolls, +2 spellcraft, +2 survival on other planes, +2 survive when underground, +2 psicraft, +2 spellcraft with scrolls
Skills: Appraise 16, Balance 17, Bluff 11, Climb 38, Concentration 38, Craft 16, Decipher Script 16, Diplomacy 11, Disable Device 16, Disguise 11, Escape Artist 22, Forgery 16, Gather Information 11, Handle Animal 12, Heal 20, Hide 36, Intimidate 11, Jump 76, Knowledge (Arcana) 47, Knowledge (The Planes) 47, Knowledge (Dungeoneering) 47, Knowledge (Psionics) 31, Knowledge (all) 26, Listen 40, Move Silently 18, Open Lock 17, Perform 19, Profession 20, Ride 17, Search 21, Sense Motive 20, Sleight of Hand 17, Spellcraft 54, Spot 52, Survival 33, Swim 41, Tumble 17, Use Magic Device 28, Use Rope 23, Psicraft 23
____________
Equipment
Major Ring of Spell Storing (not usually worn)
Ring of Spell Storing (not usually worn)
Monk's Belt
Boccob's Blessed Book
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Orange Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ring of Spell-Battle
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
Decanter of Endless Water
Bottle of Endless Sand
2 luck blades
Portable Hole
Third Eye Sense
Tome of Clear Thoughts +4 (used)
Universal Solvent
Mundane gear pack
3 pinches Primal Essence
________
Watchful Spirit
Taboos (no meat or alcohol)
5 bonus metamagics
Spell Secret (Extend Fog Cloud)
focused study (ban Necromancy)
Cooperative Metamagic
Metamagic Effect
Metamagic Spell Trigger
Seize Concentration
Instant Metamagic 2/day
Snatch Spell
Improved Metamagic
SLA (Transcend Mortality)
SLA (Minute Form)
Spell Power +1
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Level 0: Prestidigitation x4
Level 1: Jump, Shield x2, Animate Water, Animate Rope, True Strike, Unseen Servant
Level 2: Chameleon, Heart of Air, See Invisibility, Swim, Animate Fire, Fog Cloud, Wood Shape
Level 3: Displacement, Heart of Water, Tongues, Dispel Magic, Remove Curse, Rebirth of Iron x2
Level 4: Good Hope, Heart of Earth, Dimension Door x2, Dismissal x2, Storm of Needles
Level 5: Heart of Fire, Wall of Force x2, Cone of Cold, Fabricate x2
Level 6: True Seeing, Stone to Flesh x2, Lingering Flames, Greater Dispel Magic x2
Level 7: Arcane Spellsurge, Body Outside Body x3, Greater Teleport
Level 8: Finding the Center, Polymorph Any Object x3, Deadly Lahar
Level 9: Gate, Transcend Mortality, Freedom
________________
Zamek Awd is a reclusive figure. He lives in a remote mountainous region, with few neighbors of most would consider "normal". He befriended a number of dragons who laired in the mountain range, and has spent most of his life studying magic with their guidance.
Loratai Estran happened to be traveling through the area once when a local spot of trouble erupted, and she was highly instrumental in resolving it. When she contacted Zamek about the possibility of attempting the Grinder together, he was hesitant to leave his home but also bored with everyday life and intrigued by the tales she related.
Following the example set by a previous attempt, there is one genuine Solar in the group, summoned by a Candle of Invocation and promised a group of new deific allies for his patron if they are successful. He has his standard greatsword and bow for his own personal use, plus some equipment donated from the party.
Harachel (http://www.myth-weavers.com/sheetview.php?sheetid=56308), the Solar.
Harachel
Race: Solar (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Neutral Good
Class: None
Init: +9 +22
Senses: low-light vision, darkvision 60', detect evil, detect snares and pits, discern lies, see invisibility, true seeing
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: all
____________
AC 35 (touch 14, flat-footed 30)
AC 134 (touch 90, flat-footed 127), +1 when flying, can't be flanked
hp 209 385 +383 temp
DR 15/epic and evil 10/adamantine
Saves: Fort 18, Ref 18, Will 20
Saves: Fort 56, Ref 59 (+1 when flying), Will 65, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Acid, cold, petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 50 land, 150 fly (good) 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+5 Dancing Greatsword
+35/+30/+25/+20 +75/+75/+70/+65/+60
17-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 3d6+18 4d6+65 +1d6 sonic, +xd6 vs larger foes
Ranged:
+2 Slaying Composite Bow (+5 strength)
+28/+23/+18/+13 +58/+58/+53/+48/+43
Damage: 2d6+7 and Slaying 3d6+25 +1d6 sonic and Slaying
Space/reach: 10'/10'
BAB/grapple: +22/+35 +22/immune
_____________________
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Str 70, Dex 36, Con 36, Int 31, Wis 55, Cha 39
special qualities
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Power Attack, Blind-Fight
Skill ranks: Concentration 25, Knowledge (Arcana) 25, Knowledge (The Planes) 25, Knowledge (Religion) 25, Knowledge (History) 25, Knowledge (Nature) 25, Diplomacy 25, Escape Artist 25, Hide 25, Listen 25, Move Silently 25, Search 25, Sense Motive 25, Spellcraft 25, Spot 25
Synergies: +4 spellcraft, +4 survival on other planes, +4 survival in nature, +4 use rope with bindings, +4 survival tracking, +4 diplomacy
Skills: Appraise 14, Balance 17, Bluff 18, Climb 38, Concentration 42, Craft 14, Decipher Script 14, Diplomacy 47, Disable Device 14, Disguise 18, Escape Artist 47, Forgery 14, Gather Information 18, Handle Animal 19, Heal 26, Hide 57, Intimidate 18, Jump 76, Knowledge (Arcana) 49, Knowledge (The Planes) 49, Knowledge (Religion) 49, Knowledge (History) 49, Knowledge (Nature) 49, Knowledge (all) 24, Listen 75, Move Silently 43, Open Lock 17, Perform 26, Profession 26, Ride 17, Search 44, Sense Motive 51, Sleight of Hand 17, Spellcraft 43, Spot 87, Survival 38, Swim 41, Tumble 17, Use Magic Device 18, Use Rope 17
____________
Equipment
Monk's Belt
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
2 luck blades
Universal Solvent
Mundane gear pack
2 1000 gp diamonds
________
At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 28), imprisonment (DC 33), invisibility (self only), lesser restoration (DC 26), remove curse (DC 27), remove disease (DC 27), remove fear (DC 25), resist energy, summon monster VII, speak with dead (DC 27), waves of fatigue; 3/day-blade barrier (DC 30), earthquake (DC 32), heal (DC 30), mass charm monster (DC 32), permanency, resurrection, waves of exhaustion; 1/day-greater restoration (DC 31), power word blind, power word kill, power word stun, prismatic spray (DC 31), wish. Caster level 20th. The save DCs are Charisma-based.
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Domains: War and Magic
Level 0: Create Water, Light, Purify Food and Drink x2, Mending x2
Level 1: (Magic Aura), Conviction x2, Eyes of the Avoral x2, Wings of the Sea x2, Blood Wind x3, Resurgence x2
Level 2: (Spiritual Weapon) Aid, Divine Protection, Elation x2, Fuse Arms, Interfaith Blessing, Make Whole x2, Close Wounds x2, Silence
Level 3: (Magic Vestment) Fell the Greatest Foe x2, Footsteps of the Divine x2, Invisibility Purge x2, Prayer, Safety, Protection from Dessication, Battlemagic Perception
Level 4: (Divine Power) Blessing of the Righteous, Death Ward, Recitation, Sheltered Vitality, Assay Spell Resistance x2, Delay Death x2, Control Water x1, Revenance
Level 5: (Spell Resistance) Magic Convalescence, Pass Through Ice, Break Enchantment x2, Revivify x4, Plane Shift, Wall of Stone
Level 6: (Antimagic Field) Find the Path x2, Heroes' Feast x2, Stone Body, Superior Resistance x2, Harm, Heal
Level 7: (Spell Turning) Fortunate Fate x2, Holy Star, Holy Transformation, Planar Bubble, Regenerate, Holy Word, Greater Plane Shift
Level 8: (Power Word Stun) Death Pact, Stormrage x2, Chain Dispel x4, Greater Spell Immunity
Level 9: (Mordenkainen's Disjunction) Greater Visage of the Deity x2, True Resurrection, Gate, Mass Heal, Miracle x3
________________
Harachel is one of the mightiest of Mystra's angelic servants. He has agreed to assist Loratai and her group in their quest in return for the promise of alliance with Mystra should they prove successful.
Zamek Awd routinely produces two groups of six clones using Body Outside Body each day. The first group uses their Cooperative Metamagic and Metamagic Effect abilities to assist with buffing, and are then dismissed. The second group is included as recipients of buffing and stay all day as durable but expendable scouts. Their participation in combat is usually limited to using White Raven Tactics if they get better initiative than everyone else. Otherwise they try to use their 3" size to avoid notice as tiny passengers on real party members.
Zamek Awd clone (http://www.myth-weavers.com/sheetview.php?sheetid=56459)
Zamek Awd (clone)
Race: Spellscale (Fire)
Deity: Mystra
Alignment: Neutral Good
Class: Wu Jen 5/Incantatrix 10/Archmage 3
Init: +0 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling all
____________
AC 10 (touch 10, flat-footed 10)
AC 91 (touch 68, flat-footed 84), +1 when flying, can't be flanked
hp 20 52 +383 temp
DR none 30/epic and 10/evil and adamantine
Saves: Fort 7, Ref 5, Will 17
Saves: Fort 43, Ref 44 (+1 when flying), Will 60, evasion, roll twice take better
Fast Healing 5
SR 47
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
1d6+31 sonic melee damage return
4d6 force melee damage return
+8 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
Morningstar
+8/+3 +64/+64/+59/+54/+49
19-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-1 1d8+1d6+42 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5' .5'/0'
BAB/grapple: +8/+7 +18/immune
_____________________
Str 8, Dex 10, Con 14, Int 26, Wis 12, Cha 10
Str 40, Dex 34, Con 28, Int 34, Wis 42, Cha 24
special qualities
Flaws: Shaky, Inattentive
Feats: Apprentice, Skill Focus (Spellcraft), Iron Will, Extend Spell, Spell Focus (Transmutation), Spell Focus (Evocation), Martial Study (Douse the Flames), Martial Study (White Raven Tactics), Magical Aptitude, Maximize Spell, Persistent Spell, Chain spell, Sculpt Spell, Rapid Spell
Power Attack, Blind-Fight
Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (The Planes) 21, Knowledge (Dungeoneering) 21, Knowledge (Psionics) 5, Psicraft 5, Use Magic Device 15
Synergies: +2 UMD with scrolls, +2 spellcraft, +2 survival on other planes, +2 survive when underground, +2 psicraft, +2 spellcraft with scrolls
Skills: Appraise 15, Balance 11, Bluff 10, Climb 28, Concentration 34, Craft 15, Decipher Script 15, Diplomacy 10, Disable Device 15, Disguise 10, Escape Artist 16, Forgery 15, Gather Information 10, Handle Animal 12, Heal 19, Hide 47, Intimidate 10, Jump 66, Knowledge (Arcana) 46, Knowledge (The Planes) 46, Knowledge (Dungeoneering) 46, Knowledge (Psionics) 30, Knowledge (all) 25, Listen 40, Move Silently 13, Open Lock 11, Perform 18, Profession 19, Ride 11, Search 21, Sense Motive 19, Sleight of Hand 11, Spellcraft 54, Spot 52, Survival 33, Swim 31, Tumble 11, Use Magic Device 27, Use Rope 11, Psicraft 22
____________
Equipment
________
Watchful Spirit
Taboos (no meat or alcohol)
5 bonus metamagics
Spell Secret (Extend Fog Cloud)
focused study (ban Necromancy)
Cooperative Metamagic
Metamagic Effect
Metamagic Spell Trigger
Seize Concentration
Instant Metamagic 2/day
Snatch Spell
Improved Metamagic
SLA (Transcend Mortality)
SLA (Minute Form)
Spell Power +1
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
My group of characters is finally ready to go. It will still take some time to pretty them up for official viewing, but the work of actually building them is done.
Each team member is Shapechanged into a Solar, and has used the Solar's Change Shape ability to return to his or her normal size and appearance.
One character is ready for the public in the spoiler block below. I'll put one more character per post after this when they're ready. The full list of buffs, complete with sources and bonuses, etc. will go in a final post.
Vesran Rynash (http://www.myth-weavers.com/sheetview.php?sheetid=56048), the Master of Nine
Vesran Rynash
Race: Human (Outsider (Angel, Good, Fire))
Deity: Heironeous
Alignment: Lawful Good
Class: Crusader 13/Master of Nine 5
Init: +6 +22
Senses: Blind-Fight
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common all
____________
AC 12 (touch 12, flat-footed 10)
AC 121 (touch 77, flat-footed 114), +1 when flying, can't be flanked
hp 189 333 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 14, Ref 7, Will 9, mettle
Saves: Fort 47, Ref 46 (+1 when flying), Will 56, evasion, mettle, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Loratai notified of position and condition
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Falchion
+20/+15/+10/+5 +73/+73/+68/+63/+58
15-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 2d4+5 2d4+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +16/+19 +18/immune
Maneuvers:
Typical readied:
Wall of Blades
Diamond Defense
Order Forged From Chaos
Shadow Blink
Quicksilver Motion
Flashing Sun
Avalanche of Blades
Time Stands Still
Strike of Righteous Vitality
War Master's Charge
Iron Heart Surge
Stances known:
Leading the Charge
Martial Spirit
Tactics of the Wolf
Immortal Fortitude
Pearl of Black Doubt
Hearing the Air
Stance of Alacrity
Aura of Perfect Order
_____________________
Str 16, Dex 14, Con 20, Int 8, Wis 8, Cha 14
Str 70, Dex 36, Con 36, Int 16, Wis 38, Cha 28
special qualities
Flaws: Shaky, Inattentive
Feats: Dodge, Blind-Fight, Adaptive Style, Improved Unarmed Strike, Improved Initiative, Martial Study x3, Extra Granted Maneuver, Martial Stance
Power Attack, Blind-Fight
Skill ranks: Balance 10, Intimidate 21, Jump 21, Martial Lore 21, Tumble 21
Synergies: +2 tumble, +2 balance, +2 jump
Skills: Appraise 6, Balance 28, Bluff 12, Climb 37, Concentration 16, Craft 6, Decipher Script 6, Diplomacy 12, Disable Device 6, Disguise 12, Escape Artist 21, Forgery 6, Gather Information 12, Handle Animal 13, Heal 17, Hide 35, Intimidate 33, Jump 98, Martial Lore 27, Knowledge (all) 16, Listen 37, Move Silently 17, Open Lock 16, Perform 20, Profession 17, Ride 16, Search 11, Sense Motive 17, Sleight of Hand 16, Spellcraft 6, Spot 49, Survival 29, Swim 40, Tumble 39, Use Magic Device 12, Use Rope 16
____________
Equipment
Novice Ring of the Diamond Mind
Scholar Ring of the Diamond Mind
Novice Desert Wind Cloak
Monk's Belt
Gauntlets of Rust, Ghost Fighting (MIC), and Infinite Blades (MIC)
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Steadfast Boots
Spool of Endless Rope
2 luck blades
Universal Solvent x4
Immovable Rod x2
Mundane gear pack
________
Furious Counterstrike
Steely Resolve 20
Indomitable Soul
Zealous Surge
Smite 1/day
Die Hard
Mettle
Dual Stance 10 rounds/day
Perfect Form
Counter Stance
Mastery of Nine (+6)
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Vesran Rynash was, like so many heroes, born a simple peasant in an out of the way village. He was never content with the idea of being a farmer all his life, and enlisted in the military at an early age. Guard duty quickly palled, however, and he sought out alternatives. Rumors of fantastical missions, slaying monsters and saving innocents, reached him about the activities of the church of Heironeous, and he eagerly applied to join that order.
Once accepted into the lower levels of the most militant branch of Heironeous' service, Vesran quickly distinguished himself as an exceptional combatant and a highly principled man. He showed little flexibility, however, and no understanding of the finer points of large group tactics needed for high command. As his martial prowess continued to develop and his mental faculties remained stagnant, his superiors eventually decided to permanently put him exactly where he wanted to be - on small group missions with clear cut objectives and little overall authority.
Vesran racked up an impressive list of slain enemies over the years, and had begun to amass a considerable reputation when he fell captive to a wizard he had been sent to kill. The wizard had been consorting with devils and engaging in all sorts of unpleasantness, including human sacrifice, and Vesran was supposed to take his little team and put a stop to it. Unfortunately for Vesran's teammates, the wizard had anticipated just such an expedition and laid a clever trap for them all. The entire team was captured, and the wizard was delighted to be able to offer such powerful sacrifices to the devils he was dealing with.
The wizard saved Vesran for last, torturing him by forcing him to watch the ceremonial deaths of his friends. Vesran himself would have perished as well if not for the intervention of a Mystran cleric named Loratai Estran. Loratai happened to wander near enough in her constant travels to hear about this wizard and was determined that such a perversion of magic should not be allowed to continue. She burst into the wizard's ritual chamber, practically glowing with fury and the might of her own magic, tore his protections and the chamber's magic to shreds, and killed the wizard himself in a brief and intense battle.
Vesran vowed to repay Loratai for her spectacular rescue, and has been travelling with her ever since. He does not understand what she calls "shades of gray", but is willing to defer to her judgment in matters outside his own expertise in monster killing.
When the two of them heard of the Grinder and the prize waiting inside, Vesran was quite eager to go. It struck him as the perfect adventure to cap a lifetime, and he dreams of the good he might be able to accomplish with the power of a god.
And here's the cleric of the group.
Loratai Estran (http://www.myth-weavers.com/sheetview.php?sheetid=56187), the wanderer
Loratai Estran
Race: Grey Elf (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Neutral Good
Class: Cleric 5/Divine Oracle 3/Sacred Exorcist 5/Seeker of the Misty Isle 5
Init: +0 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Elven, Celestial, Sylvan all
____________
AC 10 (touch 10, flat-footed 10)
AC 131 (touch 87, flat-footed 124), +1 when flying, can't be flanked
hp 100 244 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 11, Ref 7, Will 20, evasion
Saves: Fort 48, Ref 48 (+1 when flying), Will 60, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Longsword
+9/+4 +72/+72/+67/+62/+57
17-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-1 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +10/+8 +18/immune
_____________________
Str 6, Dex 10, Con 12, Int 14, Wis 26, Cha 14
Str 70, Dex 36, Con 36, Int 22, Wis 56, Cha 28
special qualities
Feats: Skill Focus (Knowledge Religion), Initiate of Mystra, Spontaneous Domains (CompChamp), Spell Focus (Transmutation), Ability Enhancer, Divine Defiance (Fiendish Codex II), Practiced Spellcaster
Power Attack, Blind-Fight
Skill ranks: Knowledge (Religion) 8, Knowledge (The Planes) 10, Survival 8, Spot 21, Listen 21, Spellcraft 19
Synergies: +2 turn undead, +2 survival on other planes, +2 knowledge (nature), +2 UMD with scrolls
Skills: Appraise 10, Balance 17, Bluff 13, Climb 38, Concentration 19, Craft 10, Decipher Script 10, Diplomacy 13, Disable Device 10, Disguise 13, Escape Artist 22, Forgery 10, Gather Information 13, Handle Animal 14, Heal 27, Hide 36, Intimidate 13, Jump 76, Knowledge (Religion) 31, Knowledge (The Planes) 30, Knowledge (Nature) 22, Knowledge (all) 20, Listen 77, Move Silently 18, Open Lock 17, Perform 21, Profession 27, Ride 17, Search 20, Sense Motive 27, Sleight of Hand 17, Spellcraft 31, Spot 84, Survival 47, Swim 41, Tumble 17, Use Magic Device 13, Use Rope 17
____________
Equipment
Monk's Belt
Candle of Invocation (used)
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ring of Spell-Battle
Steadfast Boots
Ring of Enduring Arcana
2 luck blades
Spool of Endless Rope
Tome of Understanding +4 (used)
Spellbook containing Focusing Chant, Harmonic Chorus, Lightfoot, Inner Beauty, Hymn of Praise, and Wounding Whispers
Universal Solvent
Mundane gear pack
Inner Beauty focus
3 1000 gp diamonds
3 pinches Primal Essence
________
Turn Undead
Spell, Magic, Oracle, and Travel domains
Scry Bonus
Prescient Sense
Trap Sense +1
Divination Enhancement
Exorcism
Detect Evil at will
Resist Possession
Chosen Foe (Outsider) +1
Dispel Evil 1/week
Consecrated Presense
Swiftfooted
Correlon's Perception
Surefooted
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Domain slots are spontaneous
Level 0: Create Water, Light, Purify Food and Drink x2, Mending x2
Level 1: (domain) Detect Chaos, Detect Good, Detect Law, Detect Evil, Detect Undead, Conviction, Blood Wind, Resurgence x2, Vision of Glory x2
Level 2: (domain) Status, Lore of the Gods, Find Traps, Close Wounds, Divine Insight x3, Augury x2, Divine Protection, Make Whole
Level 3: (Fly) Anyspell (Focusing Chant), Anyspell (Harmonic Chorus), Anyspell (Lightfoot), Battlemagic Perception, Protection from Dessication, Blessed Sight, Remove Blindness/Deafness, Prayer, Anyspell x2, Dispel Magic
Level 4: (domain) Assay Spell Resistance x2, Control Water x2, Delay Death x2, Revenance, Spiritual Adviser, Restoration, Death Ward
Level 5: (domain) Break Enchantment x2, Divine Agility, Revivify x4, Pass Through Ice, Plane Shift
Level 6: (domain) Chasing Perfection, Greater Anyspell (Inner Beauty), Greater Anyspell (Hymn of Praise), Greater Anyspell (Wounding Whispers), Harm, Heal, Find the Path, Superior Resistance, Greater Anyspell
Level 7: (Spell Turning) Fortunate Fate x2, Holy Star, Regenerate, Holy Word x2, Greater Plane Shift, Planar Bubble
Level 8: (domain) Greater Spell Immunity, Chain Dispel x3, Death Pact, Stormrage
Level 9: (domain) Gate, Mass Heal, True Resurrection, Miracle x2
________________
Loratai Estran is a devout follower of Mystra, goddess of magic and knowledge. She has long suffered from acute wanderlust, always hungry for the next horizon and the new sights and experiences it might bring. Her curiosity and a strong interest in magic combined with unshakable moral convictions led her to study the art of magic under the sponsorship of the Mystran church, with a focus on divination magic.
Unlike many practitioners of magic, however, Loratai was not satisfied to study magic for its own sake. She sought to use her power for the benefit of others, but found too few opportunities to do so in the normal course of life. So, she gave in to her wanderlust and began travelling, setting wrongs right whenever the opportunity presented itself. The dangerous life of an adventurer incidentally forced her to develop her skills with magic well beyond what they might have been otherwise, and the church eventually took advantage of her already chosen course and demonstrated ability and inducted her into the Sacred Exorcists. Loratai's travels took her all across Toril, vanquishing evil wherever she found it, and her magical power continued to increase.
One day, when Loratai arrived in a new village, she heard rumors of an especially nasty wizard nearby. A fair number of the villagers had disappeared recently, and there were whispers of human sacrifice and devils. A few discreet questions got her quick directions to the wizard's twoer, accompanied by dire warnings to stay away from it. Confident in her own power, she ignored the warnings and immediately departed for the tower.
When she arrived, she discovered the remains of a nasty magical trap that had clearly been triggered quite recently. Her examination revealed it to be quite powerful, but not yet reset, and she found signs that those it trapped had not gone easily. She pressed on quickly, hoping to find the wizard still depleted from a recent confrontation with powerful foes, and broke into the tower.
Loratai encountered little opposition of substance until she reached a locked and warded door, covered with protective runes. Surmising that the wizard was likely inside and either resting or engaged in some ritual, she prepared herself for a great battle and burst through the door. She found the wizard calling up a devil, about to sacrifice Vesran Rynash to it to seal a bargain. Enraged and at the height of her power, Loratai barked a single word that dispersed the ritual's power in an instant. The devil vanished, and the wizard was caught off guard with most of his defenses gone. He was furious, and proceeded to lash out with the most powerful spells he had available, but Loratai was ready and his onslaught had little effect. The wizard was overmatched, and soon lay dead in the center of his ruined ritual circle.
Vesran was extremely grateful and promptly vowed to repay her for the dramatic rescue somehow. The two of them have been traveling together ever since.
Loratai has grown bored with the challenges the mundane world offers recently, and was very interested when she heard the tale of the extraordinary dangers of the Grinder. The risk is great, but so is the potential reward, and she had met several powerful allies in her many travels who might help.
Now for the group's incantatrix, who makes all-day buffing so much easier.
Zamek Awd (http://www.myth-weavers.com/sheetview.php?sheetid=56244)
Zamek Awd
Race: Spellscale (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Neutral Good
Class: Wu Jen 5/Incantatrix 10/Archmage 3
Init: +0 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling all
____________
AC 10 (touch 10, flat-footed 10)
AC 122 (touch 78, flat-footed 115), +1 when flying, can't be flanked
hp 83 227 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 7, Ref 5, Will 17
Saves: Fort 41, Ref 44 (+1 when flying), Will 55, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Morningstar
+8/+3 +72/+72/+67/+62/+57
19-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-1 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +8/+7 +18/immune
_____________________
Str 8, Dex 10, Con 14, Int 26, Wis 12, Cha 10
Str 70, Dex 36, Con 36, Int 34, Wis 42, Cha 24
special qualities
Flaws: Shaky, Inattentive
Feats: Apprentice, Skill Focus (Spellcraft), Iron Will, Extend Spell, Spell Focus (Transmutation), Spell Focus (Evocation), Martial Study (Douse the Flames), Martial Study (White Raven Tactics), Magical Aptitude, Maximize Spell, Persistent Spell, Chain spell, Sculpt Spell, Rapid Spell
Power Attack, Blind-Fight
Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (The Planes) 21, Knowledge (Dungeoneering) 21, Knowledge (Psionics) 5, Psicraft 5, Use Magic Device 15
Synergies: +2 UMD with scrolls, +2 spellcraft, +2 survival on other planes, +2 survive when underground, +2 psicraft, +2 spellcraft with scrolls
Skills: Appraise 16, Balance 17, Bluff 11, Climb 38, Concentration 38, Craft 16, Decipher Script 16, Diplomacy 11, Disable Device 16, Disguise 11, Escape Artist 22, Forgery 16, Gather Information 11, Handle Animal 12, Heal 20, Hide 36, Intimidate 11, Jump 76, Knowledge (Arcana) 47, Knowledge (The Planes) 47, Knowledge (Dungeoneering) 47, Knowledge (Psionics) 31, Knowledge (all) 26, Listen 40, Move Silently 18, Open Lock 17, Perform 19, Profession 20, Ride 17, Search 21, Sense Motive 20, Sleight of Hand 17, Spellcraft 54, Spot 52, Survival 33, Swim 41, Tumble 17, Use Magic Device 28, Use Rope 23, Psicraft 23
____________
Equipment
Major Ring of Spell Storing (not usually worn)
Ring of Spell Storing (not usually worn)
Monk's Belt
Boccob's Blessed Book
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Orange Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ring of Spell-Battle
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
Decanter of Endless Water
Bottle of Endless Sand
2 luck blades
Portable Hole
Third Eye Sense
Tome of Clear Thoughts +4 (used)
Universal Solvent
Mundane gear pack
3 pinches Primal Essence
________
Watchful Spirit
Taboos (no meat or alcohol)
5 bonus metamagics
Spell Secret (Extend Fog Cloud)
focused study (ban Necromancy)
Cooperative Metamagic
Metamagic Effect
Metamagic Spell Trigger
Seize Concentration
Instant Metamagic 2/day
Snatch Spell
Improved Metamagic
SLA (Transcend Mortality)
SLA (Minute Form)
Spell Power +1
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Level 0: Prestidigitation x4
Level 1: Jump, Shield x2, Animate Water, Animate Rope, True Strike, Unseen Servant
Level 2: Chameleon, Heart of Air, See Invisibility, Swim, Animate Fire, Fog Cloud, Wood Shape
Level 3: Displacement, Heart of Water, Tongues, Dispel Magic, Remove Curse, Rebirth of Iron x2
Level 4: Good Hope, Heart of Earth, Dimension Door x2, Dismissal x2, Storm of Needles
Level 5: Heart of Fire, Wall of Force x2, Cone of Cold, Fabricate x2
Level 6: True Seeing, Stone to Flesh x2, Lingering Flames, Greater Dispel Magic x2
Level 7: Arcane Spellsurge, Body Outside Body x3, Greater Teleport
Level 8: Finding the Center, Polymorph Any Object x3, Deadly Lahar
Level 9: Gate, Transcend Mortality, Freedom
________________
Zamek Awd is a reclusive figure. He lives in a remote mountainous region, with few neighbors of most would consider "normal". He befriended a number of dragons who laired in the mountain range, and has spent most of his life studying magic with their guidance.
Loratai Estran happened to be traveling through the area once when a local spot of trouble erupted, and she was highly instrumental in resolving it. When she contacted Zamek about the possibility of attempting the Grinder together, he was hesitant to leave his home but also bored with everyday life and intrigued by the tales she related.
Following the example set by a previous attempt, there is one genuine Solar in the group, summoned by a Candle of Invocation and promised a group of new deific allies for his patron if they are successful. He has his standard greatsword and bow for his own personal use, plus some equipment donated from the party.
Harachel (http://www.myth-weavers.com/sheetview.php?sheetid=56308), the Solar.
Harachel
Race: Solar (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Neutral Good
Class: None
Init: +9 +22
Senses: low-light vision, darkvision 60', detect evil, detect snares and pits, discern lies, see invisibility, true seeing
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: all
____________
AC 35 (touch 14, flat-footed 30)
AC 134 (touch 90, flat-footed 127), +1 when flying, can't be flanked
hp 209 385 +383 temp
DR 15/epic and evil 10/adamantine
Saves: Fort 18, Ref 18, Will 20
Saves: Fort 56, Ref 59 (+1 when flying), Will 65, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Acid, cold, petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 50 land, 150 fly (good) 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+5 Dancing Greatsword
+35/+30/+25/+20 +75/+75/+70/+65/+60
17-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 3d6+18 4d6+65 +1d6 sonic, +xd6 vs larger foes
Ranged:
+2 Slaying Composite Bow (+5 strength)
+28/+23/+18/+13 +58/+58/+53/+48/+43
Damage: 2d6+7 and Slaying 3d6+25 +1d6 sonic and Slaying
Space/reach: 10'/10'
BAB/grapple: +22/+35 +22/immune
_____________________
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Str 70, Dex 36, Con 36, Int 31, Wis 55, Cha 39
special qualities
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Power Attack, Blind-Fight
Skill ranks: Concentration 25, Knowledge (Arcana) 25, Knowledge (The Planes) 25, Knowledge (Religion) 25, Knowledge (History) 25, Knowledge (Nature) 25, Diplomacy 25, Escape Artist 25, Hide 25, Listen 25, Move Silently 25, Search 25, Sense Motive 25, Spellcraft 25, Spot 25
Synergies: +4 spellcraft, +4 survival on other planes, +4 survival in nature, +4 use rope with bindings, +4 survival tracking, +4 diplomacy
Skills: Appraise 14, Balance 17, Bluff 18, Climb 38, Concentration 42, Craft 14, Decipher Script 14, Diplomacy 47, Disable Device 14, Disguise 18, Escape Artist 47, Forgery 14, Gather Information 18, Handle Animal 19, Heal 26, Hide 57, Intimidate 18, Jump 76, Knowledge (Arcana) 49, Knowledge (The Planes) 49, Knowledge (Religion) 49, Knowledge (History) 49, Knowledge (Nature) 49, Knowledge (all) 24, Listen 75, Move Silently 43, Open Lock 17, Perform 26, Profession 26, Ride 17, Search 44, Sense Motive 51, Sleight of Hand 17, Spellcraft 43, Spot 87, Survival 38, Swim 41, Tumble 17, Use Magic Device 18, Use Rope 17
____________
Equipment
Monk's Belt
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
2 luck blades
Universal Solvent
Mundane gear pack
2 1000 gp diamonds
________
At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 28), imprisonment (DC 33), invisibility (self only), lesser restoration (DC 26), remove curse (DC 27), remove disease (DC 27), remove fear (DC 25), resist energy, summon monster VII, speak with dead (DC 27), waves of fatigue; 3/day-blade barrier (DC 30), earthquake (DC 32), heal (DC 30), mass charm monster (DC 32), permanency, resurrection, waves of exhaustion; 1/day-greater restoration (DC 31), power word blind, power word kill, power word stun, prismatic spray (DC 31), wish. Caster level 20th. The save DCs are Charisma-based.
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Domains: War and Magic
Level 0: Create Water, Light, Purify Food and Drink x2, Mending x2
Level 1: (Magic Aura), Conviction x2, Eyes of the Avoral x2, Wings of the Sea x2, Blood Wind x3, Resurgence x2
Level 2: (Spiritual Weapon) Aid, Divine Protection, Elation x2, Fuse Arms, Interfaith Blessing, Make Whole x2, Close Wounds x2, Silence
Level 3: (Magic Vestment) Fell the Greatest Foe x2, Footsteps of the Divine x2, Invisibility Purge x2, Prayer, Safety, Protection from Dessication, Battlemagic Perception
Level 4: (Divine Power) Blessing of the Righteous, Death Ward, Recitation, Sheltered Vitality, Assay Spell Resistance x2, Delay Death x2, Control Water x1, Revenance
Level 5: (Spell Resistance) Magic Convalescence, Pass Through Ice, Break Enchantment x2, Revivify x4, Plane Shift, Wall of Stone
Level 6: (Antimagic Field) Find the Path x2, Heroes' Feast x2, Stone Body, Superior Resistance x2, Harm, Heal
Level 7: (Spell Turning) Fortunate Fate x2, Holy Star, Holy Transformation, Planar Bubble, Regenerate, Holy Word, Greater Plane Shift
Level 8: (Power Word Stun) Death Pact, Stormrage x2, Chain Dispel x4, Greater Spell Immunity
Level 9: (Mordenkainen's Disjunction) Greater Visage of the Deity x2, True Resurrection, Gate, Mass Heal, Miracle x3
________________
Harachel is one of the mightiest of Mystra's angelic servants. He has agreed to assist Loratai and her group in their quest in return for the promise of alliance with Mystra should they prove successful.
Zamek Awd routinely produces two groups of six clones using Body Outside Body each day. The first group uses their Cooperative Metamagic and Metamagic Effect abilities to assist with buffing, and are then dismissed. The second group is included as recipients of buffing and stay all day as durable but expendable scouts. Their participation in combat is usually limited to using White Raven Tactics if they get better initiative than everyone else. Otherwise they try to use their 3" size to avoid notice as tiny passengers on real party members.
Zamek Awd clone (http://www.myth-weavers.com/sheetview.php?sheetid=56459)
Zamek Awd (clone)
Race: Spellscale (Fire)
Deity: Mystra
Alignment: Neutral Good
Class: Wu Jen 5/Incantatrix 10/Archmage 3
Init: +0 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling all
____________
AC 10 (touch 10, flat-footed 10)
AC 91 (touch 68, flat-footed 84), +1 when flying, can't be flanked
hp 20 52 +383 temp
DR none 30/epic and 10/evil and adamantine
Saves: Fort 7, Ref 5, Will 17
Saves: Fort 43, Ref 44 (+1 when flying), Will 60, evasion, roll twice take better
Fast Healing 5
SR 47
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
1d6+31 sonic melee damage return
4d6 force melee damage return
+8 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
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Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
Morningstar
+8/+3 +64/+64/+59/+54/+49
19-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-1 1d8+1d6+42 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5' .5'/0'
BAB/grapple: +8/+7 +18/immune
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Str 8, Dex 10, Con 14, Int 26, Wis 12, Cha 10
Str 40, Dex 34, Con 28, Int 34, Wis 42, Cha 24
special qualities
Flaws: Shaky, Inattentive
Feats: Apprentice, Skill Focus (Spellcraft), Iron Will, Extend Spell, Spell Focus (Transmutation), Spell Focus (Evocation), Martial Study (Douse the Flames), Martial Study (White Raven Tactics), Magical Aptitude, Maximize Spell, Persistent Spell, Chain spell, Sculpt Spell, Rapid Spell
Power Attack, Blind-Fight
Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (The Planes) 21, Knowledge (Dungeoneering) 21, Knowledge (Psionics) 5, Psicraft 5, Use Magic Device 15
Synergies: +2 UMD with scrolls, +2 spellcraft, +2 survival on other planes, +2 survive when underground, +2 psicraft, +2 spellcraft with scrolls
Skills: Appraise 15, Balance 11, Bluff 10, Climb 28, Concentration 34, Craft 15, Decipher Script 15, Diplomacy 10, Disable Device 15, Disguise 10, Escape Artist 16, Forgery 15, Gather Information 10, Handle Animal 12, Heal 19, Hide 47, Intimidate 10, Jump 66, Knowledge (Arcana) 46, Knowledge (The Planes) 46, Knowledge (Dungeoneering) 46, Knowledge (Psionics) 30, Knowledge (all) 25, Listen 40, Move Silently 13, Open Lock 11, Perform 18, Profession 19, Ride 11, Search 21, Sense Motive 19, Sleight of Hand 11, Spellcraft 54, Spot 52, Survival 33, Swim 31, Tumble 11, Use Magic Device 27, Use Rope 11, Psicraft 22
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Equipment
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Watchful Spirit
Taboos (no meat or alcohol)
5 bonus metamagics
Spell Secret (Extend Fog Cloud)
focused study (ban Necromancy)
Cooperative Metamagic
Metamagic Effect
Metamagic Spell Trigger
Seize Concentration
Instant Metamagic 2/day
Snatch Spell
Improved Metamagic
SLA (Transcend Mortality)
SLA (Minute Form)
Spell Power +1
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will