Sir Gabriel Rothwyn (Cag's Character)
Posted: Sun Dec 28, 2008 3:40 am
Sir Gabriel Rothwyn
Male LG Aasimar (Native Outsider, Dragonblood)
Line 1: Noble 3/Favored Soul 4/Knight Justiciar 9
Line 2: Dragon Shaman (Aurorum) 11/Draconic Theurge 5
Leadership: 23
Languages: Penthiaen Common, Imperium Common, Dwarven
XP:
Role: Diplomat, Inquisitor, Battle Cleric
Abilities:
Str: 20 + 5 (14 (base) + 4 (equip) + 2 (chem))
Dex: 12 + 1 (10 (base) + 2 (chem))
Con: 24 + 7 (14 (base) + 2 (equip) + 2 (chem) + 6 enhancement))
Int: 20 + 5 (14 (base) + 6 (enhancement))
Wis: 21 + 5 (12 (base) + 2 (racial) + 1 (level) + 6 (enhancement))
Cha: 28 + 9 (15 (base) + 2 (racial) +3 (level) + 2 (inheritance) + 6 (enhancement))
Organizations: Order of the Knight Vindicators
Official Title: Knight of the Imperium
Order Title: Knight Dispatcher
Military Rank: Colonel
Rally: 9 (CHA) + 3 (1/2 rank) = +12
Affiliation Bonuses: +6 to Diplomacy, Knowledge (Nobility and Politics), and Sense Motive, +2 to DCs of spells with the Law descriptor and abilities that mimic ‘said spells, +2 inheritance bonus to Charisma.
Stats:
HD: 11d10+5d8+112 (197HP)
Base AC: 35 (10 (base) + 10 (armor) + 4 (shield) + 1 (DEX) + 5 (insight) + 5 (natural armor))
Touch AC: 16 (10 (base) + 1 (DEX) + 5 (insight))
FF AC: 10
FF Touch AC: 10
SR: 21
PR: 28
Speed: 30ft land, 625ft fly (825ft with flame jet)
Initiative: +1 (1 DEX)
Action Points: 2/8
DR: 10/-, 4/Magic
EMSG: 2000/2000
Resistances: Acid 5, Cold 5, Electricity 5, Sonic 10
Spell Abilities: Daylight 3/day
Special Senses: Darkvision (60ft), Blindsense (60ft) from Item Familiar
Constant Spell Effects:
Aura of Truth (20ft Radius, DC 30)
Endure Elements
Daily Buffs (DDC 27):
Empowered Superior Resistance
Energy Immunity (Fire)
Energy Immunity (Pure Energy)
Draconic Knowledge
Current Buffs:
Combat Stats:
Current Auras:
Draconic Presence
Draconic Insight
Saves:
Fort: +27= 11 (base) + 7 (CON) + 9 (resist)
Ref: +23= 8 (base) + 1 (DEX) + 9 (resist) + 5 (insight)
Will: +24= 13 (base) + 5 (WIS) + 9 (resist)
BAB: +11/+6/+1
Grapple: +16
Attacks (+ 5 (STR) + 5 (insight)):
+25/+20/+15 (+34/+29/+24 with Empowered Divine Power), 6d6+11 (5 from strength)
Skills:
Key: Trained (Class Skill + Trained), ST (Silver Tongue), SF (Savoir Faire), DK (Draconic Knowledge), IF (Item Familiar)
Total: 108
Appraise:
Bluff: +28= 9(CHA) +4(ranks) +3(trained) +2(ST) +5(SF) +5(competence)
Concentration: +29= +7(CON) +10(ranks) +3(trained) +5(competence) +4(IF)
Diplomacy: +52= 9(CHA) +12(ranks) +3(trained) +6(Affiliation) + 6(feat) +2(ST) +5(SF) +5(competence) +4(IF)
Fly: +10= 1(DEX) +6(ranks) +3(trained)
Intimidate: +14= 9(CHA) +5(SF)
Knowledge (Arcana): +19= 5(INT) +5(ranks) +3(trained) +6(DK)
Knowledge (Business/Economics): +22= +5(INT) +5(ranks) +3(trained) +6(DK) +3(IF)
Knowledge (History): +16= 5(INT) + 2(ranks) + 3(trained) +6(DK)
Knowledge (Local): +20= 5(INT) +5(ranks) +3(trained) +6(DK)
Knowledge (Nobility/Politics): +28= 5(INT) +8(ranks) +3(trained) +6(Affiliation) +6(DK) +3(IF)
Knowledge (Physical Sciences): +20= 5(INT) +6(ranks) +3(trained)+6(DK)
Knowledge (Religion): +19= 5(INT) +5(ranks) +3(trained) +6(DK)
Knowledge (Tactics): +16= 5(INT) +2(ranks) +3(trained) +6(DK)
Linguistics: +18= 5(INT) +5(ranks) +3(trained) +3(IF)
Perception: +22= 5(WIS) +2(ranks) +3(trained) +5(racial) +10(equip) +2(IF)
Perform (Oratory): +38 = +9(CHA) +10(ranks) +3(trained) +5(competence) +2(ST) +5(SF) +4(IF)
Pilot: +6= 1(Dex) + 2(ranks) +3(trained)
Profession (Public Relations): +20 = +5(WIS) +12(ranks) +3(trained)
Research: +16= 5(INT) +2(ranks) +3(trained) +2(IF)
Sense Motive: +35= 5(WIS) +10(ranks) +3(trained) +6(Affiliation) +5(racial) +5(competence) +4(IF)
Survival: +8= 5(WIS)+3(feat)
Skill Options/Tricks:
All untrained Knowledge Checks considered trained from invocation, and have a +11 mod.
May reroll any Diplomacy Checks or Gather Information Checks
Sense Motive rolls against biological creatures within 15ft receive a +8 circumstance bonus.
Versatile Performer: Act, Comedy, Oratory
Proficiencies:
All Armor
All Shield (except Tower)
All Simple and Martial Weapons
Feats:
Pro: Basic Implant Proficiency
Pro: Advanced Implant Proficiency
Rank: Action Boost
HD1: Urban Tracking
N1: Sociable Personality
DS2: Skill Focus (Diplomacy)
HD3: Empower Spell
HD5: Worldly Focus
HD6: Heroic Spirit
HD7: Scribe Scroll
DS8: Skill Focus (Survival)
HD9: Divine Preparation
HD11: Item Familiar
HD11: Action Surge
DT1: Draconic Heritage (Draconic Feat)
HD13: Double Draconic Aura
DT2: Draconic Breath (Draconic Feat)
HD15: Versatile Performer
HD16: Heroic Destiny
Favored Soul Abilities:
Turn Undead 11/day
Energy Resistance (Sonic)
Noble Abilities:
Silver Tongue + 2 (bonus to bluff, diplomacy, and Perform (Oratory)
Savoir Faire (Int bonus to Charisma Interaction based skills)
Dragon Shaman Abilities:
Draconic Aura +4
Dragon Totem (Aurorum)
Draconic Adaptation (Comprehend Languages)
Breath Weapon (30ft cone; 9d6 Damage; DC 25 Ref)
Draconic Resolve (Immunity to Sleep, Paralysis, and Frightful Presence)
Shamanic Invocation (Draconic Knowledge)
Touch of Vitality (154/day)
Natural Armor +1
Fast Healing 5 (reattach limbs)
Draconic Theurge Abilities:
Draconic Advancement (EDSL: 16)
Draconic Breath (burn spell slot to add 2d6/spell-level to breath weapon damage)
Bolster Aura (Swift Action): Burn spell slot to increase aura bonus by +1 for a number of rounds equal to the level of the slot burnt.
Knight Justiciar Abilities:
Aura of Truth (20ft Radius, DC 30)
Bureaucratic Knowledge (+9 on Knowledge and Gather Information Checks with regards to Legal Matters, and a +9 on Charisma based skill or ability checks to argue legal matters)
Immunity to Charms
Enforcing Strike 9/day (+9/+4d6)
Discern Lies (DC 27, 9/day)
Pierce Deceit (auto save vs. illusions and disguise, and +4 on spot vs disguise)
Swift Tracker (Gather Info every half-hour with no penalty)
Disabling Strike (successful Enforcing Strike staggers target (DC=Damage) for 2d4 rounds or until healed/restored)
Special Abilities:
Metallic Purification
Draconic Auras (80ft radius):
Energy Shield (8 sacred damage/attack will melee nonreach weapon)
Presence (+4 to Bluff, Diplomacy, Intimidate)
Vigor (fast healing 4 up to 1/2 total hp)
Senses (+4 to perception and initiative)
Resolve (+4 on concentration checks, and saves against fear, paralysis, and sleep)
Insight (+4 on Knowledge and Spellcraft checks)
Spells:
CL: 16
Spells/Day (Slots Available):
0: 6 (9/0): Amanuensis (SC), Stabilize
1: 6+3 (9/9): Cure Light Wounds, Endure Elements, Magic Weapon, Resurgence (SC), Sign (SC), Updraft (SC)
2: 6+3 (9/9): Calm Emotions, Close Wounds (SC), Cloud of Knives (PHB2), Enthrall, Restoration, Zone of Truth
3: 6+1 (7/7): Awaken Sin (SC), Divination, Invisibility Purge, Mass Resist Energy (SC), Righteous Fury, Ring of Blades
4: 6+2 (8/8): Cure Critical Wounds, Delay Death (SC), Divine Power, Freedom of Movement, Panacea (SC), Protection from Ranged (PCS)
5: 6+1 (7/7): Casting Array (PCS), Righteous Wrath, True Seeing, Righteous Wrath, Revivify (SC)
6: 6+1 (7/7): Blade Barrier, Greater Dispel Magic, Heal, Warp Destiny
7: 5+0 (5/5): Greater Heroism (SC), Radiant Assault (SC), Holy Word, Greater Insignia of Warding (PCS)
8: 3+1 (4/4): Mass Cure Critical Wounds, Stormrage (SC), Visions of the Future
Spell’s Prepared:
0:
1: Vision of Glory x3,
2: Divine Insight x6, Augury, Protection from Negative Energy
3: Holy Storm x2, Remove Blindness/Deafness x2, Speak with Dead x3, Find the Gap x2
4: Empowered Divine Insight x2, Greater Blindsight x2, Inner Beauty x2, Tongues x2
5: Empowered Glibness x2, Atonement x2, Mark of Justice, Empowered Righteous Fury
6: Energy Immunity x5, Empowered Inner Beauty, Hindsight
7: Empowered Valiant Fury, Brilliant Blade, Greater Scrying x3
8: Empowered Superior Resistance, Discern Location x2, Greater Spell Immunity
Blessed Book (313/1000 pages):
1: Bless Water, Vision of Glory (SC)
2: Augury, Consecrate, Divine Insight (SC), Protection from Negative Energy (SC)
3: Ghost Touch Weapon (SC), Grace (SC), Holy Storm (SC), Remove Blindness/Deafness, Remove Curse, Speak with Dead, Find the Gap (SC), Prayer, Righteous Fury
4: Assay Spell Resistance (SC), Dispel Evil, Greater Blindsight (SC), Holy Sword, Inner Beauty (FCII), Spell Immunity, Divine Power, Tongues, Ray Deflection, Sacred Haven, Sound Lance, Sending
5: Atonement, Life’s Grace (SC), Mark of Justice, Valiant Fury
6: Antilife Shell, Energy Immunity, Greater Glyph of Warding, Mass Lesser Restoration (SC), Superior Resistance (SC), Symbol of Persuasion, Vigorous Circle (SC), Visage of the Deity (SC), Hindsight (SC), Rejection, Find the Path, Word of Recall, Hero’s Feast, Wind Walk
7: Brilliant Blade (SC), Fortunate Fate (SC), Holy Transformation (SC), Greater Restoration, Regenerate, Resurrection, Greater Scrying, Control Weather
8: Discern Location, Greater Spell Immunity, Symbol of Insanity, Antimagic Field, Firestorm, Earthquake
9: Protection Ward, Miracle, Storm of Vengeance, True Resurrection
Item Familiar Abilities:
Invest Skills:
(Diplomacy 10 ranks
Concentration 10 ranks
Knowledge (Business/Economics) 5 ranks
Knowledge (Nobility/Politics) 5 ranks
Linguistics 5 ranks
Perception 2 ranks
Research 5 ranks
Sense Motive 15 ranks
Perform (Oratory) 10 ranks)
Invest Spell Slots
Improved Sapience
Improved Senses (Blindsense and Darvision 60ft)
Gear (Permanent):
Bastion, +1 Binding[MIC] Sacred[MIC] Diamondsteel Mct[+3] Heavy Halberd (+5 Focus Enhancement; Truestrike 5/day)
Assault Plate, ++1 Invulnerability[Custom] Diamondsteel Mct[+3] Banded Plate (with Lesser Crystal of Adamantine Armor (35 hardness))
Shield Ring of Rapid Arming and Sustenance
Amulet of Masterful Diplomacy (+5 to Bluff, Diplomacy, Perform (Oratory) and Sense Motive)
Caster’s Ring (+5 Concentration)
Softhand Gloves
Casting Focus Rod (Casting Focus +2)
Rod of Bodily Restoration
Imperial Officer Uniform (+3 Mct)
Dragon Spirit Cincture (Belt; +1 damage dice to Breath Weapon)
Dashing Cloak (Goddamn, this cloak is dashing)
Scrying Shard
Handy Haversack (In Belt Pouch Form)
Electromagnetic Shield Generator (-200/hit from ballistic, acid (high speed shots only), fire, cold, electricity, sonic, and energy damage to a max of 2000/cell; +10 deflection vs the attacks it blocks)
Silver Wing Booster
Gear (Consumable):
Crystal-Cartridge (Level 10) x1 [0 Loaded]
Crystal-Cartridge (Level 9) x4 [0 Loaded]
Crystal Cartridge (Level 8) x3 [3 Loaded]
Crystal-Cartridge (Level 7) x3 [3 Loaded]
Crystal-Cartridge (Level 6) x3 [3 Loaded]
Crystal-Cartridge (Level 5) x4 [0 Loaded]
Crystal-Cartridge (Level 4) x8 [0 Loaded]
Crystal-Cartridge (Level 3) x8 [0 Loaded]
Crystal-Cartridge (Level 2) x8 [0 Loaded]
Diamonds (5000gp)
EMSG Power Cell x5 [1 Loaded)
Implants (Civilian):
Neural-Link Implants
Cellular Enhancement and Cardiovascular Regulation (benefit negated)
Lymphatic-Nanites (Immunity to Non-Magic Diseases)
Implants (Military):
Skeletal and Muscular Enhancement Nanites (+4 equipment to STR, +2 equipment to CON, DR 1/-)
Sensory and Projection Nanites (+5 insight to melee attacks AC, and reflex saves, +10 insight to ranged attacks, may zoom out to 5 miles as a Full-Round Action, infrared sight, ultra-violet sight)
Chemical Stimulus Nanites (+2 chemical bonus to STR, DEX, and CON, halves effects of pain, fatigue, and exhaustion)
Bio-Sensors (+8 circumstance to Sense Motive on creatures within 15ft)
Implants (Magical):
Ability Enhancer (+6 to all mental stats, at cost of 7th level slot)
Ability Enhancer (+6 to Con, at the cost of a 5th level slot)
Enhanced Skin (+4 natural armor, DR 4/magic at cost of a 3rd level slot)
Gold: 1472.5
Male LG Aasimar (Native Outsider, Dragonblood)
Line 1: Noble 3/Favored Soul 4/Knight Justiciar 9
Line 2: Dragon Shaman (Aurorum) 11/Draconic Theurge 5
Leadership: 23
Languages: Penthiaen Common, Imperium Common, Dwarven
XP:
Role: Diplomat, Inquisitor, Battle Cleric
Abilities:
Str: 20 + 5 (14 (base) + 4 (equip) + 2 (chem))
Dex: 12 + 1 (10 (base) + 2 (chem))
Con: 24 + 7 (14 (base) + 2 (equip) + 2 (chem) + 6 enhancement))
Int: 20 + 5 (14 (base) + 6 (enhancement))
Wis: 21 + 5 (12 (base) + 2 (racial) + 1 (level) + 6 (enhancement))
Cha: 28 + 9 (15 (base) + 2 (racial) +3 (level) + 2 (inheritance) + 6 (enhancement))
Organizations: Order of the Knight Vindicators
Official Title: Knight of the Imperium
Order Title: Knight Dispatcher
Military Rank: Colonel
Rally: 9 (CHA) + 3 (1/2 rank) = +12
Affiliation Bonuses: +6 to Diplomacy, Knowledge (Nobility and Politics), and Sense Motive, +2 to DCs of spells with the Law descriptor and abilities that mimic ‘said spells, +2 inheritance bonus to Charisma.
Stats:
HD: 11d10+5d8+112 (197HP)
Base AC: 35 (10 (base) + 10 (armor) + 4 (shield) + 1 (DEX) + 5 (insight) + 5 (natural armor))
Touch AC: 16 (10 (base) + 1 (DEX) + 5 (insight))
FF AC: 10
FF Touch AC: 10
SR: 21
PR: 28
Speed: 30ft land, 625ft fly (825ft with flame jet)
Initiative: +1 (1 DEX)
Action Points: 2/8
DR: 10/-, 4/Magic
EMSG: 2000/2000
Resistances: Acid 5, Cold 5, Electricity 5, Sonic 10
Spell Abilities: Daylight 3/day
Special Senses: Darkvision (60ft), Blindsense (60ft) from Item Familiar
Constant Spell Effects:
Aura of Truth (20ft Radius, DC 30)
Endure Elements
Daily Buffs (DDC 27):
Empowered Superior Resistance
Energy Immunity (Fire)
Energy Immunity (Pure Energy)
Draconic Knowledge
Current Buffs:
Combat Stats:
Current Auras:
Draconic Presence
Draconic Insight
Saves:
Fort: +27= 11 (base) + 7 (CON) + 9 (resist)
Ref: +23= 8 (base) + 1 (DEX) + 9 (resist) + 5 (insight)
Will: +24= 13 (base) + 5 (WIS) + 9 (resist)
BAB: +11/+6/+1
Grapple: +16
Attacks (+ 5 (STR) + 5 (insight)):
+25/+20/+15 (+34/+29/+24 with Empowered Divine Power), 6d6+11 (5 from strength)
Skills:
Key: Trained (Class Skill + Trained), ST (Silver Tongue), SF (Savoir Faire), DK (Draconic Knowledge), IF (Item Familiar)
Total: 108
Appraise:
Bluff: +28= 9(CHA) +4(ranks) +3(trained) +2(ST) +5(SF) +5(competence)
Concentration: +29= +7(CON) +10(ranks) +3(trained) +5(competence) +4(IF)
Diplomacy: +52= 9(CHA) +12(ranks) +3(trained) +6(Affiliation) + 6(feat) +2(ST) +5(SF) +5(competence) +4(IF)
Fly: +10= 1(DEX) +6(ranks) +3(trained)
Intimidate: +14= 9(CHA) +5(SF)
Knowledge (Arcana): +19= 5(INT) +5(ranks) +3(trained) +6(DK)
Knowledge (Business/Economics): +22= +5(INT) +5(ranks) +3(trained) +6(DK) +3(IF)
Knowledge (History): +16= 5(INT) + 2(ranks) + 3(trained) +6(DK)
Knowledge (Local): +20= 5(INT) +5(ranks) +3(trained) +6(DK)
Knowledge (Nobility/Politics): +28= 5(INT) +8(ranks) +3(trained) +6(Affiliation) +6(DK) +3(IF)
Knowledge (Physical Sciences): +20= 5(INT) +6(ranks) +3(trained)+6(DK)
Knowledge (Religion): +19= 5(INT) +5(ranks) +3(trained) +6(DK)
Knowledge (Tactics): +16= 5(INT) +2(ranks) +3(trained) +6(DK)
Linguistics: +18= 5(INT) +5(ranks) +3(trained) +3(IF)
Perception: +22= 5(WIS) +2(ranks) +3(trained) +5(racial) +10(equip) +2(IF)
Perform (Oratory): +38 = +9(CHA) +10(ranks) +3(trained) +5(competence) +2(ST) +5(SF) +4(IF)
Pilot: +6= 1(Dex) + 2(ranks) +3(trained)
Profession (Public Relations): +20 = +5(WIS) +12(ranks) +3(trained)
Research: +16= 5(INT) +2(ranks) +3(trained) +2(IF)
Sense Motive: +35= 5(WIS) +10(ranks) +3(trained) +6(Affiliation) +5(racial) +5(competence) +4(IF)
Survival: +8= 5(WIS)+3(feat)
Skill Options/Tricks:
All untrained Knowledge Checks considered trained from invocation, and have a +11 mod.
May reroll any Diplomacy Checks or Gather Information Checks
Sense Motive rolls against biological creatures within 15ft receive a +8 circumstance bonus.
Versatile Performer: Act, Comedy, Oratory
Proficiencies:
All Armor
All Shield (except Tower)
All Simple and Martial Weapons
Feats:
Pro: Basic Implant Proficiency
Pro: Advanced Implant Proficiency
Rank: Action Boost
HD1: Urban Tracking
N1: Sociable Personality
DS2: Skill Focus (Diplomacy)
HD3: Empower Spell
HD5: Worldly Focus
HD6: Heroic Spirit
HD7: Scribe Scroll
DS8: Skill Focus (Survival)
HD9: Divine Preparation
HD11: Item Familiar
HD11: Action Surge
DT1: Draconic Heritage (Draconic Feat)
HD13: Double Draconic Aura
DT2: Draconic Breath (Draconic Feat)
HD15: Versatile Performer
HD16: Heroic Destiny
Favored Soul Abilities:
Turn Undead 11/day
Energy Resistance (Sonic)
Noble Abilities:
Silver Tongue + 2 (bonus to bluff, diplomacy, and Perform (Oratory)
Savoir Faire (Int bonus to Charisma Interaction based skills)
Dragon Shaman Abilities:
Draconic Aura +4
Dragon Totem (Aurorum)
Draconic Adaptation (Comprehend Languages)
Breath Weapon (30ft cone; 9d6 Damage; DC 25 Ref)
Draconic Resolve (Immunity to Sleep, Paralysis, and Frightful Presence)
Shamanic Invocation (Draconic Knowledge)
Touch of Vitality (154/day)
Natural Armor +1
Fast Healing 5 (reattach limbs)
Draconic Theurge Abilities:
Draconic Advancement (EDSL: 16)
Draconic Breath (burn spell slot to add 2d6/spell-level to breath weapon damage)
Bolster Aura (Swift Action): Burn spell slot to increase aura bonus by +1 for a number of rounds equal to the level of the slot burnt.
Knight Justiciar Abilities:
Aura of Truth (20ft Radius, DC 30)
Bureaucratic Knowledge (+9 on Knowledge and Gather Information Checks with regards to Legal Matters, and a +9 on Charisma based skill or ability checks to argue legal matters)
Immunity to Charms
Enforcing Strike 9/day (+9/+4d6)
Discern Lies (DC 27, 9/day)
Pierce Deceit (auto save vs. illusions and disguise, and +4 on spot vs disguise)
Swift Tracker (Gather Info every half-hour with no penalty)
Disabling Strike (successful Enforcing Strike staggers target (DC=Damage) for 2d4 rounds or until healed/restored)
Special Abilities:
Metallic Purification
Draconic Auras (80ft radius):
Energy Shield (8 sacred damage/attack will melee nonreach weapon)
Presence (+4 to Bluff, Diplomacy, Intimidate)
Vigor (fast healing 4 up to 1/2 total hp)
Senses (+4 to perception and initiative)
Resolve (+4 on concentration checks, and saves against fear, paralysis, and sleep)
Insight (+4 on Knowledge and Spellcraft checks)
Spells:
CL: 16
Spells/Day (Slots Available):
0: 6 (9/0): Amanuensis (SC), Stabilize
1: 6+3 (9/9): Cure Light Wounds, Endure Elements, Magic Weapon, Resurgence (SC), Sign (SC), Updraft (SC)
2: 6+3 (9/9): Calm Emotions, Close Wounds (SC), Cloud of Knives (PHB2), Enthrall, Restoration, Zone of Truth
3: 6+1 (7/7): Awaken Sin (SC), Divination, Invisibility Purge, Mass Resist Energy (SC), Righteous Fury, Ring of Blades
4: 6+2 (8/8): Cure Critical Wounds, Delay Death (SC), Divine Power, Freedom of Movement, Panacea (SC), Protection from Ranged (PCS)
5: 6+1 (7/7): Casting Array (PCS), Righteous Wrath, True Seeing, Righteous Wrath, Revivify (SC)
6: 6+1 (7/7): Blade Barrier, Greater Dispel Magic, Heal, Warp Destiny
7: 5+0 (5/5): Greater Heroism (SC), Radiant Assault (SC), Holy Word, Greater Insignia of Warding (PCS)
8: 3+1 (4/4): Mass Cure Critical Wounds, Stormrage (SC), Visions of the Future
Spell’s Prepared:
0:
1: Vision of Glory x3,
2: Divine Insight x6, Augury, Protection from Negative Energy
3: Holy Storm x2, Remove Blindness/Deafness x2, Speak with Dead x3, Find the Gap x2
4: Empowered Divine Insight x2, Greater Blindsight x2, Inner Beauty x2, Tongues x2
5: Empowered Glibness x2, Atonement x2, Mark of Justice, Empowered Righteous Fury
6: Energy Immunity x5, Empowered Inner Beauty, Hindsight
7: Empowered Valiant Fury, Brilliant Blade, Greater Scrying x3
8: Empowered Superior Resistance, Discern Location x2, Greater Spell Immunity
Blessed Book (313/1000 pages):
1: Bless Water, Vision of Glory (SC)
2: Augury, Consecrate, Divine Insight (SC), Protection from Negative Energy (SC)
3: Ghost Touch Weapon (SC), Grace (SC), Holy Storm (SC), Remove Blindness/Deafness, Remove Curse, Speak with Dead, Find the Gap (SC), Prayer, Righteous Fury
4: Assay Spell Resistance (SC), Dispel Evil, Greater Blindsight (SC), Holy Sword, Inner Beauty (FCII), Spell Immunity, Divine Power, Tongues, Ray Deflection, Sacred Haven, Sound Lance, Sending
5: Atonement, Life’s Grace (SC), Mark of Justice, Valiant Fury
6: Antilife Shell, Energy Immunity, Greater Glyph of Warding, Mass Lesser Restoration (SC), Superior Resistance (SC), Symbol of Persuasion, Vigorous Circle (SC), Visage of the Deity (SC), Hindsight (SC), Rejection, Find the Path, Word of Recall, Hero’s Feast, Wind Walk
7: Brilliant Blade (SC), Fortunate Fate (SC), Holy Transformation (SC), Greater Restoration, Regenerate, Resurrection, Greater Scrying, Control Weather
8: Discern Location, Greater Spell Immunity, Symbol of Insanity, Antimagic Field, Firestorm, Earthquake
9: Protection Ward, Miracle, Storm of Vengeance, True Resurrection
Item Familiar Abilities:
Invest Skills:
(Diplomacy 10 ranks
Concentration 10 ranks
Knowledge (Business/Economics) 5 ranks
Knowledge (Nobility/Politics) 5 ranks
Linguistics 5 ranks
Perception 2 ranks
Research 5 ranks
Sense Motive 15 ranks
Perform (Oratory) 10 ranks)
Invest Spell Slots
Improved Sapience
Improved Senses (Blindsense and Darvision 60ft)
Gear (Permanent):
Bastion, +1 Binding[MIC] Sacred[MIC] Diamondsteel Mct[+3] Heavy Halberd (+5 Focus Enhancement; Truestrike 5/day)
Assault Plate, ++1 Invulnerability[Custom] Diamondsteel Mct[+3] Banded Plate (with Lesser Crystal of Adamantine Armor (35 hardness))
Shield Ring of Rapid Arming and Sustenance
Amulet of Masterful Diplomacy (+5 to Bluff, Diplomacy, Perform (Oratory) and Sense Motive)
Caster’s Ring (+5 Concentration)
Softhand Gloves
Casting Focus Rod (Casting Focus +2)
Rod of Bodily Restoration
Imperial Officer Uniform (+3 Mct)
Dragon Spirit Cincture (Belt; +1 damage dice to Breath Weapon)
Dashing Cloak (Goddamn, this cloak is dashing)
Scrying Shard
Handy Haversack (In Belt Pouch Form)
Electromagnetic Shield Generator (-200/hit from ballistic, acid (high speed shots only), fire, cold, electricity, sonic, and energy damage to a max of 2000/cell; +10 deflection vs the attacks it blocks)
Silver Wing Booster
Gear (Consumable):
Crystal-Cartridge (Level 10) x1 [0 Loaded]
Crystal-Cartridge (Level 9) x4 [0 Loaded]
Crystal Cartridge (Level 8) x3 [3 Loaded]
Crystal-Cartridge (Level 7) x3 [3 Loaded]
Crystal-Cartridge (Level 6) x3 [3 Loaded]
Crystal-Cartridge (Level 5) x4 [0 Loaded]
Crystal-Cartridge (Level 4) x8 [0 Loaded]
Crystal-Cartridge (Level 3) x8 [0 Loaded]
Crystal-Cartridge (Level 2) x8 [0 Loaded]
Diamonds (5000gp)
EMSG Power Cell x5 [1 Loaded)
Implants (Civilian):
Neural-Link Implants
Cellular Enhancement and Cardiovascular Regulation (benefit negated)
Lymphatic-Nanites (Immunity to Non-Magic Diseases)
Implants (Military):
Skeletal and Muscular Enhancement Nanites (+4 equipment to STR, +2 equipment to CON, DR 1/-)
Sensory and Projection Nanites (+5 insight to melee attacks AC, and reflex saves, +10 insight to ranged attacks, may zoom out to 5 miles as a Full-Round Action, infrared sight, ultra-violet sight)
Chemical Stimulus Nanites (+2 chemical bonus to STR, DEX, and CON, halves effects of pain, fatigue, and exhaustion)
Bio-Sensors (+8 circumstance to Sense Motive on creatures within 15ft)
Implants (Magical):
Ability Enhancer (+6 to all mental stats, at cost of 7th level slot)
Ability Enhancer (+6 to Con, at the cost of a 5th level slot)
Enhanced Skin (+4 natural armor, DR 4/magic at cost of a 3rd level slot)
Gold: 1472.5