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Amaranth

Drow Elf Age: 657 yrs Class: Fighter/ Godling Level: 21/10 Prestige Class: Light Med Heavy Max STR: 40 +15 DEX: 26 +8 CON: 21 +5 INT: 19 +4 WIS: 19 +4 CHA: 19 +4

Drag

Equivalent

Movement: 30ft Languages Spoken: Undercommon, Elvish, Hobgoblin, Common, Orc, Draconic, Dwarf, Goblin Initiative: +15 BAB:+32/+27/+22/+17 With two weapons she gets technically 8 attacks in Melee per round. Ouch HP: 388 DR:

Melee: +47/+44/+39/34 Ranged: +39/+34/+29/+24

Regen: 15 per round AC: Dex +8, Tumble +11, Ring +5, Class Defense Bonus +12 Total AC is +36 Saving Throws Base + Attribut e+ Misc Modifiers = Total 17 5 11

Fortitude

Reflex

+33 11 7 11

Willpower

+29 9 4 11

+24 Skills (Climb, Jump+2, Ride, Swim, Perception+2) Level +3, add 99 skill points Appraise (Int) +8 Bluff (Cha)+12 Craft(Int)Calligraphy+6 Diplomacy (Cha) +19 Disable Device (Dex)+8 Handle Animal (Cha) +6 Hide (Dex)+3 1 Intimida te(Cha)+ 22 Move Silently (Dex) +25 Perform (Cha) (Dance)+15 Sense Motive (Wis) +10 Tumble( Dex)+33 Wildern ess Lore (Wis)+6

Special Abilities
Permanent immunities: Petrify, polymorph, lycanthropy, poison Magical Item Identification- 60% chance to identify general properties and bonuses Darkvision 240ft Voice Mimicry: Base 45% + 5% per exposure to that voice Saves vs magical fire for or No damage Godling Abilities:

2 Lineage domains
Strength Domain Granted Powers: In strength and brawn there is truthyour faith gives you incredible might and power. Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strengthbased skill checks. These rounds do not need to be consecutive. Destruction Domain Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Divine trait degree I-IV Battle Lord I (Ex): The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers. Battle Lord II (Ex): When the godling makes an attack with a weapon with which he is not proficient, he suffers only a 2 penalty (rather than the normal 4). Also, if the godling has the Quick Draw feat, he may

put away a weapon or put-away one weapon and draw another, as a free action. Battle Lord III (Su): The godling is proficient in all weapons, armor, and shields, even for weapons he has never seen or trained with. Battle Lord IV (Su): As a full-attack action, the godling may choose make 2 attacks at his highest attack bonus (this is in place of his normal number of iterative attacks) 3 Scion talent Physical Avatar (Ex): The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution. Changeling: The godling can change minor features about their appearance. This is not an illusion, but an actual change to how the godling appears. The godling adds half her class level to all Disguise checks. Evasion (Ex): This talent functions like the rogue ability of the same name. Source: Genius Guide to the Godling 1 Greater scion talent Improved Evasion (Ex): This works like evasion, except that while the godling still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless godling does not gain the benefit of improved evasion. A godling must have evasion to select improved evasion.

FEATS (27) Danger Sense +0: You get a +3 bonus on Initiative checks. +1: For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching". You also get Uncanny Dodge. +6: You may take 10 on Listen, Spot, and Search checks. +11: You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60' of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it. +16: You are never surprised and always act on the first round of any combat Two-Weapon Fighting +0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon. +1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your off-hand. +6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed. +11: You may Feint as a Swift action while fighting with two weapons. +16: While fighting with two weapons and not flat footed you may add the enhancement bonus of either your primary or your off-hand weapon to your Shield Bonus to AC. Whirlwind +0: As a full round action, you may make a single attack against each opponent you can reach. Roll one attack roll and compare to each available opponent's AC individually. +1: You gain a +3 bonus to Balance checks. +6: As a full round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually. +11: Until your next round after making a whirlwind attack, you may take an attack of opportunity against any opponent that enters your threatened area. +16: As a full round action, you take a charge action, 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 one attack roll and compare to each available opponent's AC individually. Horde Breaker +0: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).

+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity. +6: You may take a bonus 5' step every time you are entitled to a Cleave attack, which you may take either before or after the attack. +11: You may generate an aura of fear on any opponents within 10' of yourself whenever you drop an opponent in melee. The save DC is 10 + the Hit Dice of the dropped creature. +16: Opponents you have the Edge against provoke an attack of opportunity from you by moving into your threatened area or attacking you. Command [Combat] +0: You have a Command Rating equal to your Base Attack Bonus divided by five (round up). +1: You can muster a group of followers. Your leadership score is your BAB plus your Charisma Modifier. +6: You are able to delegate command to a loyal cohort. A cohort is an intelligent and loyal creature with a CR at least 2 less than your character level. Cohorts gain levels when you do. +11: With a Swift Action you may rally troops, allowing all allies within medium range of yourself to reroll their saves vs. Fear and gain a +2 Morale Bonus to attack and damage rolls for 1 minute. This is a language-dependent ability that may be used an unlimited number of times. +16: Your allies gain a +2 morale bonus to all saving throws if they can see you and you are within medium range. Weapon Focus Short Sword Weapon Specialization Short Sword Weapon Grand Mastery Improved Initiative- +4 to Initiative Expertise Quick Draw Improved Critical: Short Sword Parry Deadly Strike: Short Sword- All critical hits with the short sword are automatically confirmed Lightning Initiative- +4 to Initiative, stacks with Improved Initiative Cartwheel Dodge [Pathfinder] : When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal. Two Weapon Rend- both weapons strike in the same round, character may automatically rend for base weapon damage + 1.5x Strength mod ONCE per round

Epic Toughness [EPIC] - +30 hp Fast Healing [EPIC](x 4)- Your fast healing increases by 3 per feat taken Penetrate Damage Reduction [EPIC]- All your melee attacks are considered adamantine for purposes of penetrating damage reduction. GEAR +5 Keen Vorpal Short Sword Dark Bane 1d8+23 15-20, x 2 This weapon and its mate are holdovers from her adventuring days in Faerun. They are enchanted to teleport to her hands if misplaced dropped or stolen. She rarely uses the vorpal quality and few know that her sword is capable of it. +5 Keen Sharpness Short Sword Silverwing 1d8+23 15-20, x 2 Like its mate, a holdover from Faerun which accounts for its rarity. Also rarely used, as the sharpness quality ignores object/weapon hardness. +2 Shocking Burst Longbow 1d10 +2+ 1d6 shock , 20, x 2 +2d10 electric Capable of casting true strike 1 per week. +3 Dagger 1d4+24 19-20, x 2 Girdle of Many Pouches- 64 pouches that hold up to 30 lbs each Bracer- Can sacrifice 2 attacks to catch missile weapons without breaking or discharging their effects.

Ring of Force Shield- Large shield shaped wall of force, gives +2 to AC Earring of Improved Invisibility (at will) Brooch of Clothing- forms any needed nonmagical clothing Ring of Protection +5- Gives +5 to all saves Figurine of Wondrous Power- Elephant -Statuette can change into a full sized elephant 4 times per month for up to 24hrs per summoning and is fully obedient to the summoner. Trample (Ex)- Ref save 25 Mithral Chain Shirt +5 Black Orb- Allows for darkvision even in magical darkness Gloves of Gripping- Cannot be disarmed or fumble weapons held in the hands Wealth Amaranth has about 109, 920 gp in liquid assets (about $164,000,000 US) or about the cost of a large popcorn and drink at the movies.(if she doesnt get Milk Duds)

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