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Female Dhampir/Titan
Lawful Neutral (good tendencies)
Proxy of Starhawk
Divine Rank 6
Fighter 30/15 Flesh Mage
Stat
Str
55 +22
Dex
43
+16
Con
Int
Wis
51
40
41
+20
+15
+15
MeleeBAB+
RangedBAB+
DR:
SR:
AC
Cha
41
+15
HP
2000
Fortitude
+12 (Out), +6 Epic, +12 Base, +35 Item, + 3 Feat
Reflex
+12 (Out),+6 Epic,+6 Base, +35 Item
Willpower +12 (Out), +6 Epic, +6 Base, +35Item, +3 Feat
Speed
90/360 in short bursts, Fly 90 perfect
Initiative
+6
Outsider Traits
Divine Aura (Su): Medium range (100 ft. +10 ft. per Hit Dice/Level).
Spell-like Abilities (Su): At will - commune, dream, etherealness, geas/ quest, greater dispel magic, greater teleport, magic jar,
sending, tongues; 6/day wish
Save DCs are Charisma-based.
Divine Senses (Ex): The senses of a demi-deity are ten times superior to that of the base creature.
Immunities (Ex): A demi-deity is unaffected by natural effects such as: ability damage, disease, natural elements, poison and so forth.
They can still be affected by magical cold, magical disease, magical fire etc.
Water Breathing (Sor 3)- 2 hrs/ level divided among the recipients
Obscuring Mist (Sor 1)
Waterball- (Sor 3)- Water form of Fireball 1d6/level
Acidic Touch (Sor 2)- I minute/level. Ref save for . Inflicts 1d6+1 per level
(Earth)
Elemental Aura (Sor 3) Can cycle between elemental types on weapon damage, 1 per round. +1d6 extra damage Cold, Electric, Sonic,
Fire or Acid
Cure Light Wounds (Clr 1)- 1d8+5
Cure Moderate Wounds (Clr 2) 2d8+10
Cure Serious Wounds (Clr 3) 3d8+15
(Air)
Feather Fall (Sor 1)
Levitate (Sor 2) At will
(Fire)
Improved Faerie Fire (Sor 3)- 400ft + 40/level Duration- 1 rnd/level As faerie fire, except subject takes 1d6/round (Ref ) Undead
take 3d6 and save at -2
Spell Like Abilities Cast as if a 20th level Sorcerer DC= 10+1/2 HD + Cha)
(3x day)
6th-Superior Magic Missile- Range 400ft+40/level May strike up to 10 targets no more than 30f t apart from each other, no one target can
take more than 5 missiles. Objects take 2hp per missile but the
damage ignores hardness and any number can be directed at the target Source: Book of All Spells
4th- Repel Undead- Range 10ft/level Area 10ft radius/level centered on caster. Duration Concentration +1 round. Save None or Will negates
under 16HD get no save. Waves of force drive undead back
forcefully(even incorporeal) 30ft/round. Undead bracing against objects to resist the effect take 1d6/round. No forward advancing is
possible. The caster can move while directing the field and this adjusts the affect accordingly.
Source: Book of All Spells
5th- Flight of the Wind- Duration 1 minute a level Speed 150ft/round (approx 80mph) with perfect maneuverability or 90ft (50 mph) good
maneuverability and gain Flyby Attack feat for spell length
Source: Book of All Spells
8th- Sunburst- Range 400ft + 40/level 80ft radius burst (Ref partial). Causes a globe of searing radiance. All in globe blinded and take 6d6.
Creatures harmed by sunlight take double damage. Save negates blindness
and halves damage. Undead take 1d6/level, destroys those vulnerable to sunlight on a failed save. The light also affects fungi, molds, oozes
and slimes as if undead
6th- 24 Hours- Touched creature experiences 1 full day of rest and relaxation in an instant. Cannot re-memorize spells but otherwise all
effects apply. Poisons and diseases progress as if a day naturally had passed but bleeding targets would
be killed. Will negates Source Book of All Spells
5th- Blizzard- Range 30 ft radius emanation from caster 40 ft high 1d6+1 /caster level (max 15d6+15) Ref for Source: Diablo II book
2nd- Lighten Load- Duration 1 hour/level. This renders one object, pack or creature weighing 5000lbs or less to be reduced by 90%.
Lightened creatures are -2 to hit. Source: Book of All Spells
3rd - Sunspear Duration 1 min/level Range 100ft+10/level Glowing positive energy spear (+5 weapon) provides light , can be hurled as a
touch attack to cure or inflict damage. Thrown at max range with no penalty,
2d4 +2/level and Fort save or blinded for 1d4. Undead take double damage Source: Book of All Spells
2nd- Righteous Fire- Range 25ft+5/2 levels . Up to 1 creature/level, no more than 10ft apart takes 1d6/2 caster levels , max 6d6 (Ref for
damage) Only harms evil aligned creatures Source: Book of All Spells
5th- Final Blow- Range 25ft+5/2 levels Subjects foe (if attack hits) is driven to 0 hp. Fort DC= Damage Inflicted. If attack misses, effect
ends Source: Book of All Spells
4th- Sumptuous Feast 10 minute casting Lavish banquet feeds 6 humans or 1 horse/level. Purify food and water will preserve the food and
the drink keeps as long as normal type would. Source: Book of All Spells
2nd- Resist Elements Resist 12 points/round of one element type for 1 minute/level
4th- Disarmament- Range 25ft+5/2 levels Cone. Anyone in blast area that fails Ref save has all weapons on their person teleported to the
Wis sets DC, Con sets bonus spells. Melee touch attack to use on foes, Not affected by SR. Metamagic feats dont work on
these spells.
Flesh Crafter
May make spells effects permanent by spending spell level x 100 xp. Must tend these spells per day.
Unfamiliar Flesh
(x3)
Tumble
Ride
Knowledge Occult
Bluff
Intimidate
Security
Swim
Sense Motive
Animal handling
Stealth
Comp Use
Perform (Acting)-
Repair
Survival
Drive
Portfolios
LAW DOMAIN
Domain Power: You cast law spells at +1 caster level.
1 Protection from Chaos: +2 to AC/saves, counter mind control,
hedge out elementals/outsiders.
2 Calm Emotions: Calm creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection spells, but 10 ft.
radius and 10 min./level.
4 Orders Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6 Hold Monster: As hold person, but any creature.
7 Dictum: Kills, confuses, stuns or deafens non-lawful subjects.
8 Shield of Law: +4 to AC, +4 resistance, SR 25 against chaotic
spells.
9 Summon Monster IX: Calls extraplanar creatures to fight for
you.
Spell-like Abilities Use any law domain spell as spell-like ability
Standard
Hostile Environment- Competence penalty (divine rank) on all
COMMUNITY DOMAIN
Granted Power: Use calm emotions as a spell-like ability 1/day.
1 Bless: Allies gain +1 on attack rolls and saves against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Imbue with Spell Ability: Transfers spells to subject.
5 Telepathic Bond: Link lets allies communicate.
6 Heroes. Feast: Food for 1 creature/level cures and grants combat bonuses.
7 Magnificent Mansion: Door leads to extradimensional mansion.
8 Sympathy: Object or location attracts certain creatures.
9 Prismatic Sphere: As prismatic wall but surrounds on all sides.
Spell-like Abilities Use any community domain spell as spell-like ability
Standard
Aversion to Loneliness Competence penalty (divine rank) when you have no
allies within your divine aura
Travel Sickness Competence penalty to constitution (divine rank) for 1 day
when you engage in magical travel
Dimensionally Anchored You can only be magically transported by higher
level spellcasters
Strength in Numbers Competence bonus to attack, damage, and AC (divine
rank)when you have allies within your divine aura
Doubled Summoning You always summon twice as many creatures as the
spell allows Always Active
Guarded Summoning Your summoned allies 50% chance to avoid
banishment Always Active
Divine Abilities: 6
Nescient
Superior Critical
Multiplier (Claws)
Blunt Depreciation
Slashing Depreciation
+8
Give up one attack from your attack sequence, except the last one. You may add (only) the BAB from that
attack to another in the set. Marie could add +45 to any other attack.
Natural Heavyweight
[TOP]
You gain a +4 bonus on all strength-based checks. +1: You gain a slam attack dealing damage based on your
size (1d8 for Medium). You count as one size bigger for the purpose of everything beneficial to you (you do not
gain ability score changes). It stacks with similar effects. You gain the Rock Throwing ability of any standard
Giant with a Strength score equal to or less than your own. You double your strength modifier for the purpose of
dealing damage with melee weapons; your carrying capacity is now multiplied by 10.
Spider Climb
Can scale vertical surfaces and ceilings. Can be pulled off by someone with a strength of 20 + (my HD)
+3 bonus to-hit within 30ft of target. BAB to damage in first range increment. No AoO with ranged attacks.
May make AoO within 30ft (doesnt provoke AoO). Full Attack action may whirlwind with ranged weapons in
first range increment..
Sniper [TOP]
Range increments +50%, Benefits of 30ft double to 60ft. No penalty when firing into melee, never hit
unintended targets. Ignore any cover bonus less that total. Foes hit with ranged attacks have to find you
normally. Any hit with ranged weapons counts as a crit threat. If threat range was 19-20, increases by 1
+3 dodge to AC. Spend an attack of opportunity to turn ranged/melee/ranged touch attack into a miss instead.
(may declare after the hit is resolved) You gain a 50% miss chance against all attacks instead of your 20% one.
Only 30% of this is a (Su) glamer effect, however, and you retain the remaining 20% miss chance regardless of
attempts to determine your true location.
Once per round per point of Dexterity mod, use a free hand or any weapon to deflect a ranged attack (aware of
the attack and not flat-footed). You may use this ability to deflect an arrow aimed at an ally within your reach
and may deflect magical rays and exceptional weapons like alchemist's fire with this ability.
Use Wis in place of Str, Doubles threat range, doubles crit mod, Melee weapons considered to have
enhancement bonus equals to your Wis mod
1 attack with each hand per BAB, as well as allotted AoO. +2 Shield bonus to AC. May feint as a swift action.
May add enhancement of either weapon to your shield bonus to AC
+3 Will, Slippery Mind as Rogue. If stunned, then dazed instead. No penalties from fear/pain. Immune to
compulsions
Blitz [TOP]
May lose Dex to AC to inflict +1d6 damage. May add your BAB to damage, but provokes AoO.-2 to attacks
rather than -5. Free intimidate check if you inflict damage. Full attack as a standard action.
+3 to Reflex. Gain Evasion/Imp Evasion. Make Balance check instead of Reflex save. +3 to Initiative. Full
Defense adds level to AC..
+3 to Balance. Until your next round after making a whirlwind attack, you may take an attack of opportunity
against any opponent that enters your threatened area. Full round action, may charge overrunning any creature
in your path, and may make a single attack against each opponent you can reach at any point during your
movement. Roll once and compare to each AC.
+4 armour bonus to AC (+1 enhancement bonus/+1 for every 3 ranks in Endurance over 6). AC applies to touch
AC as well. Unarmed strikes +1 enhancement bonus (+1 for every 3 ranks in Endurance over 9 that you have
and considered adamantine(Her hands are considered +17 adamantine). Ignore 50% of critical hits/sneak
attacks. You gain DR 10/- and energy resistance 20 against all types of energy damage.
+3 to confirm crits. Increase threat range and multiplier by 1. 50% to ignore Fortification/Immunity to crits.
Crits grant you +2 to hit/damage for 3 rounds.
+1 to damage. Standard action, penalty to foes move is 5ft per 5pts damage (until healed) or do +2d4 Dex
damage or may daze foe (DC 10 + level +Int mod). All weapons considered wounding.
Weapon Specialization
Use any common object as a missile weapon; it becomes as deadly as a weapon of the same size. You can shoot
these irregular items from your bow, including swords, spears or even animals, such as snakes or poultry .
Any benefits of weapon specialization and focus, as well as their extensions, apply to all slashing weapons she
wields.
Zen Archery
Wis in place of Dex on ranged. +1: Target any foe you can hear with ranged attacks. Deliver touch spells with a
ranged weapon.Full Round action to make a ranged attack. If hits, its a critical threat. Increase threat range of
weapon if already a 19-20 by 1
Skywalker (EPIC)
Control your hair as any other limb, even using a weapon with it (at a -10 penalty)
You may cause your appendages or weapons to emit +2d6 of acid, fire, cold, electricity or sonic damage
The first strike of any weapon always misses you. Subsequent strikes are not affected.
Firearms Proficiency
[TOP]
Proficient in personal and advanced firearms. Fire accurate bursts with autofire weapons or double-tap with
semi-automatic weapons. Reload a clip-fed/speed loader firearms as a free action/Shotguns and revolvers
without a speed loader require a move action/flintlock or similar firearms require a full round action.[Use the
following without penalty=Double tap is -2 to hit, +1 die damage. Burst Fire is -4 to hit, +2 dice damage.]
Exotic/Heavy Weapons Proficiency. Heft firearms two sizes larger than you in both hands.
Exceptional Deflection
(EPIC)
You can deflect any ranged attacks (including ranged touch spells) as if arrows. If deflecting a spell, add the
spell level to the deflection DC (Base DC is20 + any pluses on the weapon)
Godly Artifacts
Gunblade, Mithral
(melee version)
1d8 Slashing 16-20, x 4, unerring (+25) , the gun portion may be triggered as a free action. The Gunblade is considered a
+15 weapon in my hands (Insightful strike feat)
cannot be lost or stolen, always teleports back, never misses except on a natural one(as such the wielder can power attack
for their full BAB)
+13 Gunblade,
Mithral
2d6 Bludgeoning 16-20, x6 May trigger the projectile attack as a free action, phantom (+1), intense (+1)
never needs reloading, bludgeoning equiv of keen,
(projectile version)
Belt of Resistance
+35 to saves
Amulet of Strength
Merits