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Blade Cast
Vice Captain

Dangerous Bloodsucker

4,650 Points
  • Consumer 100
  • Tycoon 200
  • Profitable 100
PostPosted: Sat Jan 19, 2008 3:36 am


Epic Characters go here
PostPosted: Tue Apr 01, 2008 8:09 pm


Seraphin Algedash the Well-Spoken

Male Fey'ri Bard 5 / Cleric 5 / Fighter 5 / Psi_Warrior 5 / Puppet Master 15
Chaotic Neutral
Representing SCA

Strength 20 (+5)
Dexterity 21 (+5)
Constitution 13 (+1)
Intelligence 15 (+2)
Wisdom 14 (+2)
Charisma 16 (+3)

Size: Medium
Height: 5' 11"
Weight: 185 lb
Skin: Tan
Eyes: Green
Hair: Blond; Straight; Beardless

Domains: Air Animal

Energy: Negative [Harmful / Rebukes Undead]

Total Hit Points: 220

Speed: 30 feet

Armor Class: 15 = 10 +5 [dexterity]

Touch AC: 15
Flat-footed: 10

Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
Fortitude save: +21 = 13 [base] +7 [epic] +1 [constitution]
Reflex save: +19 = 7 [base] +7 [epic] +5 [dexterity]
Will save: +19 = 10 [base] +7 [epic] +2 [wisdom]
Attack (handheld): +27/+22/+17 = 14 [base] +8 [epic] +5 [strength]
Weapon Finesse: +27/+22/+17 = 14 [base] +8 [epic] +5 [dexterity]
Attack (unarmed): +27/+22/+17 = 14 [base] +8 [epic] +5 [strength]
Attack (missile): +27/+22/+17 = 14 [base] +8 [epic] +5 [dexterity]
Grapple check: +27/+22/+17 = 14 [base] +8 [epic] +5 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
133 lb. or less
134-266 lb.
267-400 lb.
400 lb.
800 lb.
2000 lb.

Languages: Abyssal Common Draconic Elven Goblin

Spiked Gauntlet [1d4, crit x2, 1 lb, light, piercing]

Light Spiked Shield [1d4, crit x2, light, piercing]

Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]

Feats:

Exotic Weapon Proficiency Weapon:
Improved Critical x18 Weapon(s):
Improved Initiative
Weapon Finesse

Traits:

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int 7 =
+2
+5
Balance Dex* 10 =
+5
+5
Bluff Cha 10 =
+3
+5 +2 [fey'ri]
Climb Str* 10 =
+5
+5
Concentration Con 6 =
+1
+5
Craft_1 Int 7 =
+2
+5
Craft_2 Int 2 =
+2

Craft_3 Int 2 =
+2

Decipher Script Int 7 =
+2
+5
Diplomacy Cha 12 =
+3
+5 +2 [bluff] +2 [Knowledge, nobility]
Disguise Cha 10 =
+3
+7
Escape Artist Dex* 11 =
+5
+6
Forgery Int 2 =
+2

Gather Information Cha 13 =
+3
+8 +2 [know local]
Handle Animal Cha 8 =
+3
+5
Heal Wis 12 =
+2
+10
Hide Dex* 15 =
+5
+8 +2 [fey'ri]
Intimidate Cha 15 =
+3
+10 +2 [bluff]
Jump Str* 12 =
+5
+7
Knowledge (arcana) Int 12 =
+2
+10
Knowledge (architecture) Int 12 =
+2
+10
Knowledge (dungeoneering) Int 12 =
+2
+10
Knowledge (geography) Int 12 =
+2
+10
Knowledge (history) Int 12 =
+2
+10
Knowledge (local) Int 12 =
+2
+10
Knowledge (nature) Int 12 =
+2
+10
Knowledge (nobility) Int 12 =
+2
+10
Knowledge (religion) Int 12 =
+2
+10
Knowledge (planes) Int 12 =
+2
+10
Listen Wis 11 =
+2
+7 +2 [fey'ri]
Move Silently Dex* 10 =
+5
+5
Perform_1 Cha 13 =
+3
+10
Perform_2 Cha 3 =
+3

Perform_3 Cha 3 =
+3

Perform_4 Cha 3 =
+3

Perform_5 Cha 3 =
+3

Profession Wis 11 =
+2
+9
Ride Dex 7 =
+5
+2 [handle animal]
Search Int 4 =
+2
+2 [fey'ri]
Sense Motive Wis 2 =
+2

Spot Wis 4 =
+2
+2 [fey'ri]
Survival Wis 2 =
+2

Swim Str** 5 =
+5

Use Rope Dex 5 =
+5


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Craft_1 >=5 ranks gives +2 on related appraise checks.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Architecture >=5 ranks gives +2 on search checks for secret doors.
Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know History >=5 ranks gives +2 on bardic knowledge checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Know Planes >=5 ranks gives +2 on survival checks on other planes.

Zero-level Bard spells: 4 per day

First-level Bard spells: 5 (4+1) per day

Second-level Bard spells: 5 (4+1) per day

Third-level Bard spells: 5 (4+1) per day

Fourth-level Bard spells: 4 per day

Fifth-level Bard spells: 4 per day

Sixth-level Bard spells: 4 per day

Zero-level Cleric spells: 6 per day

First-level Cleric spells: 6 (5+1) per day +1 from a domain:

Second-level Cleric spells: 6 (5+1) per day +1 from a domain:

Third-level Cleric spells: 5 per day +1 from a domain:

Fourth-level Cleric spells: 5 per day +1 from a domain:

Use your 5+1 fifth-level cleric spell slots to cast lower-level spells:

Use your 4+1 sixth-level cleric spell slots to cast lower-level spells:

Use your 4+1 seventh-level cleric spell slots to cast lower-level spells:

Use your 4+1 eighth-level cleric spell slots to cast lower-level spells:

Use your 4+1 ninth-level cleric spell slots to cast lower-level spells:

Fay'ri:

* +2 dexterity / +2 intelligence / -2 constitution (already included)

* Drow with ancestry from creatures native to the planes of Chaotic Evil

* Fly speed 40 feet, poor maneuverability

* Darkvision 60 feet

* Low-light vision twice human sight

* Elven blood

* +2 on save vs. enchantment

* Alter self at will, indefinite duration

* Choose four demonic abilities from the source book list.

* Which abilities are chosen determines level adjustment (+2 or +3).

Bard:

* Bardic Knowledge

* Bardic Music

* Can know only limited numbers of spells

* High charisma gains bonus spells daily

Cleric:

* Alignment Aura

* Spontaneous Casting (harm)

* Rebuke Undead (6x/day)

* High wisdom gains bonus spells daily

* Domain choices give additional abilities

Fighter:

* Bonus Feats (already included)

Psi_Warrior:

* Write your psi abilities on your own.

Puppet Master

* Hit dice d10

* Fast increase in attack bonuses

* Fast increase in fortitude saves

* Slow increase in reflex saves

* Fast increase in will saves

* Base 6 skill points per level

* Medium armor proficiency

* Three bonus feats

* Additional bard spell levels: 15

* Additional cleric spell levels: 15

* Additional psiwarrior power levels: 15

More:

Class HP rolled
Level 1: Psi_Warrior 8
Level 2: Psi_Warrior 1
Level 3: Psi_Warrior 4
Level 4: Psi_Warrior 8 +1 to strength
Level 5: Psi_Warrior 4
Level 6: Bard 4
Level 7: Bard 2
Level 8: Bard 1 +1 to dexterity
Level 9: Bard 2
Level 10: Bard 4
Level 11: Cleric 6
Level 12: Cleric 4 +1 to constitution
Level 13: Cleric 3
Level 14: Cleric 7
Level 15: Cleric 8
Level 16: Fighter 5 +1 to intelligence
Level 17: Fighter 9
Level 18: Fighter 8
Level 19: Fighter 1
Level 20: Fighter 9 +1 to wisdom
Level 21: Puppet Master 3
Level 22: Puppet Master 7
Level 23: Puppet Master 5
Level 24: Puppet Master 1 +1 to wisdom
Level 25: Puppet Master 7
Level 26: Puppet Master 10
Level 27: Puppet Master 1
Level 28: Puppet Master 6 +1 to wisdom
Level 29: Puppet Master 8
Level 30: Puppet Master 7
Level 31: Puppet Master 1
Level 32: Puppet Master 7 +1 to strength
Level 33: Puppet Master 10
Level 34: Puppet Master 8
Level 35: Puppet Master 6

147 Power Points/Day:

127
20
[psi warrior]
[wisdom bonus]


Seraphin Algedash's Equipment:

11 lb
3 lb
2 lb
_____
16 lb Weapons / Armor / Shield (from above)
Musical instrument
Spell component pouch

Total

More about Seraphin Algedash:



this took me about an hour. I used a friends prestige class.

Grand cupatu


Anketh
Crew

PostPosted: Thu Apr 03, 2008 5:41 pm


Acophisinarian, Scaled Terror

This is my charecter, ECL 30. For those of you without Dragon Magic and Draconomicon, you may think of her as a dragon-oriented monk.
PostPosted: Sat Apr 19, 2008 4:56 pm


Je'rra
Male Half-Fire Elemental Githzerai Monk 30
Lawful Evil

Strength 16 (+3)
Dexterity 30 (+10)
Constitution 16 (+3)
Intelligence 15 (+2)
Wisdom 28 (+9)
Charisma 14 (+2)
Size: Medium
Height: 6' 4"
Weight: 180 lb
Skin: Tan
Eyes: Amber
Hair: Red; Straight; Beardless

Total Hit Points: 233
Speed: 90 feet [monk]
Armor Class: 47 = 10 +10 [dexterity] +9 [wisdom] +4 [monk level] +1 [half-fire elemental]+8 [Bracers] +5 [amulet]

Touch AC: 33
Flat-footed: 24
Initiative modifier: +14 = +10 [dexterity] +4 [improved initiative]
Fortitude save: +20 = 12 [base] +5 [epic] +3 [constitution]
Reflex save: +27 = 12 [base] +5 [epic] +10 [dexterity]
Will save: +26 = 12 [base] +5 [epic] +9 [wisdom]
Attack (handheld): +23/+18/+13 = 15 [base] +5 [epic] +3 [strength]
Attack (unarmed): +23/+18/+13 = 15 [base] +5 [epic] +3 [strength]
Flurry of Blows: +28/+28/+28/+23/+18 [includes strength modifier]
Attack (missile): +30/+25/+20 = 15 [base] +5 [epic] +10 [dexterity]
Grapple check: +23/+18/+13 = 15 [base] +5 [epic] +3 [strength]

Light load:76 lb. or less
Medium load:77-153 lb.
Heavy load:154-230 lb.
Lift over head: 230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb.

Languages: Abyssal Common Draconic Gith
Unarmed Damage: 2d10 +3 [strength]

Feats:
Improved Trip [monk]
Combat Reflexes
Dodge
Mobility
Spring Attack
Improved Initiative
Improved Unarmed Strike [monk]
Improved Grapple [monk]
Snatch Arrows
Danger Sense
Energy Resistance Acid +10 [epic] x1
Energy Resistance Cold +10 [epic] x1
Great Wisdom [epic] x4
Skill:
Appraise Int 2 = +2
Balance Dex* 42 = +10 +30 +2 [tumble]
Bluff Cha 2 = +2
Climb Str* 23 = +3 +20
Concentration Con 23 = +3 +20
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 4 = +2 +2 [sense motive]
Disguise Cha 2 = +2
Escape Artist Dex* 10 = +10
Forgery Int 2 = +2
Gather Information Cha 2 = +2
Heal Wis 9 = +9
Hide Dex* 10 = +10
Intimidate Cha 2 = +2
Jump Str* 34 = +3 +5 +2 [tumble] +24 [speed 90]
Listen Wis 39 = +9 +30
Move Silently Dex* 30 = +10 +20
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 10 = +10
Search Int 2 = +2
Sense Motive Wis 42 = +9 +33
Spot Wis 29 = +9 +20
Survival Wis 9 = +9
Swim Str** 3 = +3
Tumble Dex* 32 = +10 +20 +2 [jump]
Use Rope Dex 10 = +10


* = check penalty for wearing armor


Githzerai:
+6 dexterity, -2 intelligence, +2 wisdom
Darkvision to 60 feet
Spell resistance 5+class level
Daze, shatter, feather fall 3/day each
Inertial armor
Plane shift once/day
Character level +2

Half-Fire Elemental Template:
+4 dexterity, +2 intelligence, +2 charisma
Outsider (fire)
Darkvision 60 feet
Level adjustment +3
Immune to disease and fire
Daily spell use

Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (level 20)


Class HP rolled
Level 1: Monk 8
Level 2: Monk 3
Level 3: Monk 3
Level 4: Monk 8 +1 to wisdom
Level 5: Monk 1
Level 6: Monk 1
Level 7: Monk 6
Level 8: Monk 5 +1 to wisdom
Level 9: Monk 5
Level 10: Monk 7
Level 11: Monk 1
Level 12: Monk 4 +1 to wisdom
Level 13: Monk 6
Level 14: Monk 7
Level 15: Monk 3
Level 16: Monk 8 +1 to wisdom
Level 17: Monk 1
Level 18: Monk 7
Level 19: Monk 7
Level 20: Monk 4 +1 to wisdom
Level 21: Monk 6
Level 22: Monk 6
Level 23: Monk 3
Level 24: Monk 8 +1 to dexterity
Level 25: Monk 2
Level 26: Monk 3
Level 27: Monk 7
Level 28: Monk 2 +1 to dexterity
Level 29: Monk 8
Level 30: Monk 3

2 Power Points/Day:
2
[racial]
Je'rra's Equipment:
Ring of Outsider Command [Evil]
Ring of Outsider Command [Lawful]
Caltrops
Rope (50', silk) x2
Sacks x1
Cloak of Arachnida
Bracers of Armor [+8]
Amulet of natural armor [+5]
Necklace of Demons
Spiralburst bottle (3)
Total
somewhere around 50 lbs...maybe less but who cares...

Frozen In Flames
Crew


Prince of Rain

PostPosted: Wed Sep 03, 2008 3:54 pm


Chase the Lawful
Male Hound Archon Outsider 6 / Cleric 2 / Fighter 14
Lawful Good
Representing Prince of Rain (Chase)


Strength 17 (+3)
Dexterity 15 (+2)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 14 (+2)
Size: Medium
Height: 6' 3"
Weight: 250 lb
Skin: Black
Eyes: Silver
Hair: Red; Straight; Beardless



Domains: Healing Law

Energy: Positive [Healing / Turns Undead]


Total Hit Points: 130

Speed: 50 feet [quick]

Armor Class: 32 = 10 +8 [full plate] +2 [heavy steel] +1 [dexterity in armor] +2 [armor skin] +9 [hound archon]

Touch AC: 11
Flat-footed: 31
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +17 = 14 [base] +1 [epic] +2 [constitution]
Reflex save: +14 = 9 [base] +1 [epic] +2 [dexterity] +2 [lightning reflexes]
Will save: +10 = 9 [base] +1 [epic]
Attack (handheld): +24/+19/+14/+9 = 20 [base] +1 [epic] +3 [strength]
Weapon Finesse: +23/+18/+13/+8 = 20 [base] +1 [epic] +2 [dexterity]
Attack (unarmed): +24/+19/+14/+9 = 20 [base] +1 [epic] +3 [strength]
Attack (missile): +23/+18/+13/+8 = 20 [base] +1 [epic] +2 [dexterity]
Grapple check: +24/+19/+14/+9 = 20 [base] +1 [epic] +3 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.




Languages: Abyssal Celestial Common


Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]

Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]


Feats:

Acrobatic
Athletic
Blind-fight
Combat Expertise
Combat Reflexes
Exotic Weapon Proficiency Weapon:
Improved Critical x1 Weapon(s):
Improved Initiative
Lightning Reflexes
Negotiator
Persuasive
Quick Draw
Rapid Reload
Self-Sufficient
Armor Skin [epic] x1
Weapon Finesse

Traits:

Cautious
Honest
Musclebound
Quick


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 19 = +1 +18
Balance Dex* 22 = +2 +21 -1 [musclebound]
Bluff Cha 16 = +2 +13 +2 [persuasive] -1 [honest]
Climb Str* 6 = +3 +1 [musclebound] +2 [athletic]
Concentration Con 2 = +2
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Decipher Script Int 15 = +1 +14
Diplomacy Cha 7 = +2 +2 [bluff] +2 [negotiator] +1 [honest]
Disable Device Int 19 = +1 +18
Disguise Cha 2 = +2
Escape Artist Dex* 1 = +2 -1 [musclebound]
Forgery Int 17 = +1 +16
Gather Information Cha 2 = +2
Heal Wis 14 = +0 +12 +2 [self-sufficient]
Hide Dex* 1 = +2 -1 [musclebound]
Intimidate Cha 6 = +2 +2 [bluff] +2 [persuasive]
Jump Str* 29 = +3 +15 +1 [musclebound] +2 [acrobatic] +8 [speed 50]
Listen Wis 0 = +0
Move Silently Dex* 3 = +2 +2 -1 [musclebound]
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 1 = +2 -1 [musclebound]
Search Int 1 = +1
Sense Motive Wis 1 = +0 +2 [negotiator] -1 [honest]
Spot Wis 0 = +0
Survival Wis 2 = +0 +2 [self-sufficient]
Swim Str** 6 = +3 +1 [musclebound] +2 [athletic]
Tumble Dex* 5 = +2 -1 [musclebound] +2 [jump] +2 [acrobatic]
Use Rope Dex 1 = +2 -1 [musclebound]


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear.


Zero-level Cleric spells: 4 per day



First-level Cleric spells: 2 per day +1 from a domain:




Hound Archon:


+4 strength, +2 constitution, +2 wisdom, +2 charisma (already included)

Outsider type; probably all incline to law and goodness

Darkvision 60 feet

Low light vision

Scent

Shape-change (canine, probably humanoid also)

Aura of menace

Immune to electricity & petrification

+4 racial bonus on saves vs. poison

Magic circle against evil

Teleport

Tongues

Damage reduction 10/evil

Spell resistance 16+class level, maybe

Level adjustment +5

Cleric:

Alignment Aura

Spontaneous Casting (heal)

Turn Undead (5x/day)

Domain choices give additional abilities

Fighter:

Bonus Feats (already included)


Class HP rolled
Level 1: Outsider 7
Level 2: Outsider 0
Level 3: Outsider 6
Level 4: Outsider 0 +1 to dexterity
Level 5: Outsider 0
Level 6: Outsider 5
Level 7: Fighter 7
Level 8: Fighter 2 +1 to strength
Level 9: Fighter 3
Level 10: Fighter 6
Level 11: Fighter 5
Level 12: Fighter 5 +1 to strength
Level 13: Fighter 4
Level 14: Fighter 9
Level 15: Fighter 0
Level 16: Fighter 7 +1 to constitution
Level 17: Fighter 1
Level 18: Fighter 9
Level 19: Fighter 3
Level 20: Fighter 0 +1 to charisma
Level 21: Cleric 7
Level 22: Cleric 0




Chase's Equipment:


81 lb
10 lb
2 lb
5 lb


1 lb
5 lb

4 lb
2 lb
2 lb
10 lb
2 lb


2 lb
2 lb
1 lb
_____
129 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x10
Backpack
Bedroll
Bottle
Candle
Case (for map or scroll)
Fishing net
Flint and steel
Grappling hook
Hammer
Locks x2
Rope (50', hempen) x1
Sacks x3
Signal whistle
Signet ring
Torches x2
Spell component pouch
Thieves' tools

Total





More about Chase:
PostPosted: Sat Nov 01, 2008 12:06 pm


this character is an experimental one i made that i play in a RP in another guild, udergaia. it has it's roots in gaia's main storyline and is influenced by forgotten realms.

Valthier Edonil'Barra, High Priest Reaper of Kiaransalee.

User Image ----> Val dressed for a day out. User Image

Gender, Race and Class: Male Vampire Dark Elf Sorcerer3/Cleric3/Mystic Theurge10/Barbarian1 (ECL 21)
HD: 17d12 (116 hit points)
Abilities: Str14, Dex20, Con - , Int16, Wis23, Cha 22.
Alternate Form: a beastial creature nine feet tall that looks somewhat liek a cross between a draegloth and Beast from Beauty and the Beast. (use dire wolf stats to be fair. though if you will allow me, he can walk on his hind legs at 50ft speed and fight with his weapons in this form.)
Deity and Domains: Kiaransalee. Drow Domain, Retribution Domain.
Alignment: Chaotic Neutral.

Personality: Valthier is very gruff and introspective. He does not like to show his emotions, and keeps up a facade of calm collected coolness. In reality, he can barely control his temper, cries when alone, and generally avoids people. He is very aloof. He is extremely hedonistic, but not overly selfish, and he has refined tastes, being a picky eater and drinker. He enjoys red wine, the finest foods, insence, spa treatment, relaxing strolls in the twilit city of Union, and passionate moments of lust shared with others. He has a certain furious side, delighting in destruction, and bloodshed, torture and terror. It excites him so much. He is an open sadomasochist, and quite the charmer. He likes cats and bats and rats, snakes and lizards, spiders and scorpions, and any equine animal. He hates bugs, and has a secret phobia of them. One which sends him into shock, paralasis and even sometimes fits of screaming and flailing as he runs in fear. Although a sullen creature, Valthier almost always smiles. He is almost like a wild stallion himself in that he behaves in a manner as though he owns anyone around him unless that person has managed to get him to submit even once, in which case he submits to that person indefinately. He can hold a grudge for eons, but knows to be carefull not to act rashly.

Backround:Valthier was born to a Llothite Matron Mother in Ullorbath. He was albino, and very androgynous at young age. As he grew up he eventualy became more masculine-looking. His mother had him trained in sorcery, and put him in charge of of the House Guard, and sent him on spy missions. He spent his spare time exploring, researching, and experimenting. Into his 3rd or 4th decade he made a pet of a snake he found. it was his only true friend, and he loved it truely. one day the poor creature was discovered by his sister, who killed it just for the look on poor Val's face. around age 50-60, Valthier began to spend an awfull lot of time with a Drow Vampire. the man was a priest of Kiaransalee, and he told Val all about that goddess. Their relationship was a romantic one, and it was when Valthier was barely past age 70 that he was made a vampire. not long after, his Master was slain by Priestesses of Lloth. Valthier, filled with rage, and full of vengeance, orchestrated his entire house's downfall. he manipulated factions for 4 decades, faked his own death, and escaped in the aftermath to the underdark wilds. eventualy coming to a Faerzress-filled labrynth over a dwarven mine, where toxic waste from G-corp and radiation caused powerfull magicall anomylies, he began to settle. he slowly picked off dwarves until he could command an equal force, and overthrew the residents. he then built his mansion, and a portal that linked to all major cities in undergaia, as well as barton town, durem city, the woods just south of the Von Helson Manor, and Union City.
(young Val --> wink User Image

Skills:
Knowledge (arcana) +20 /Ranks: 17
Knowledge (history) +9 /Ranks: 6
Knowledge (religion) +19 /Ranks: 16
Concentration +16 /Ranks: 16
Diplomacy +23 /Ranks: 16
Spellcraft +20 /Ranks: 17
Survival +13 /Ranks: 7
Feats & Special Abilities:
Jack-Of-All-Trades
Rebuke Undead
Summon Familiar
Craft Wondrous Items
Craft Portal
Mobile Spellcasting
Natural Spell
Extrordinary Spell Aim
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Rage 1/day
Domination DC: 24
Drain Energy
Drain Blood
Children of the Night
Create Spawn
DR 15/magic
Turn Resistance +4
Resistance 20 to cold and electricity
Gaseous Form
Spider Climb
Fas Healing 5

Languages Known:
Undercommon
Elven
Common
Aquan
Dwarven

Speed: 40ft. (50ft upright beast form, 60ft all fours beast form.)
Base Attack Modifier: +9/+4
Mellee Attack Modifier: +11/+6
Ranged Attack Modifier: +14/+9
Slam: +9/+4 (1d6+2 Bludgeoning + 2 negative levels; Crit 20/x2.)
Twilight (mellee): +12/+7 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Twilight (ranged): +15/+10 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Shadow (mellee): +12/+7 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Shadow (ranged): +15/+10 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Wire Claws (single, Mellee): +16/+11 (1d4+7 slashing or piercing; Crit 20/x2)
Wire Claws (both, mellee): +12/+7 and +8 (1d4+7 slashing or piercing; Crit 20/x2 and 1d4+7 slashing or piercing; Crit 20/x2)
Wire Claws (single, ranged): +19/+14 (1d4+7 slashing or piercing; Crit 20/x2; Range 15 feet.)
Wire Claws (both, ranged): +18/+13 and +12 (1d4+7 slashing or piercing; Crit 20/x2; Range 15 feet.)
Grapple: +11
AC: 34 (+8 +5 Spidersilk Armor, +5 Dexterity, +5 deflection, +6 Natural.)
Touch: 20 (+5 Dex, +5 deflection.)
Flat-Footed: 29 (+8 +5 Spidersilk Armor, +5 deflection, +6 Natural.)
Inititiative: +9 (+5 Dexterity, +4 Improved Initiative.)
Fortitude Save: +9 (+9 Base.)
Reflex Save: +12 (+5 Base, +5 Dexterity, +2 Lightning Reflexes.)
Willpower Save: +19 (+13 Base, +6 Wisdom.)

Sorcerer Spells/Day
Cantrips 6, 1st Level 8, 2nd Level 8, 3rd Level 7, 4th Level 7, 5th Level 7, 6th Level 5.

Sorcerer Spells Known
Cantrips Read Magic, Detect Magic, Ghost Sound, Prestidgation, Mending, Message, Arcane Mark, Detect Poison, Open/Close.
1st Level Magic Missle, Ray Of Enfeeblement, Expeditious Retreat, Chill Touch, Shield.
2nd Level Melf's Acid Arrow, Darkness, Whispering Wind, Pyrotechnics, Bull's Strength.
3rd Level Fly, Fireball, Displacement, Haste.
4th Level Phantasmal Killer, Ice Storm, Dimension Door, Rainbow Pattrn.
5th Level Teleport, Cone Of Cold, Feeblemind.
6th Level Guards And Wards, Tenser's Transformation.

Cleric Spells/Day
Orisons 6, 1st Level 7+1, 2nd Level 7+1, 3rd Level 5+1, 4th Level 5+1, 5th Level 4+1, 6th Level 3+1, 7th Level 1+1.

Typical Cleric Spells Prepared
Orisons Purify Food And Drink, Read Magic X2, Create Water X2, Mending.
1st Level Deathwatch, Entropic Shield, Shield Of Faith, Obscuring Mist, Sanctuary, Protection From Alignment, Cure Light Wounds, Cloak Of Dark Power (D).
2nd Level Shield Other, Desecrate, Calm Emotions, Enthrall, Hold Person x2, Cure Moderate Wounds, Clairaudience/Clairvoyance (D).
3rd Level Dispell Magic x2, Deeper Darkness, Blindness/Deafness, Bestow Curse, Speak With Dead (D).
4th Level Dimensional Anchor, Poison x2, Cure Critical Wounds, Summon Monster IV, Fire Shield (D).
5th Level True Seeing, Righchous Might, Flamestrike, Plane Shift, Spiderform (D).
6th Level Banishment, Blade Barrier, Heal, Greater Dispelling (D).
7th Level Summon Monster VII, Word Of Chaos (D).

Chieftain Twilight

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200
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