Grundmoch

Charis Brightstar's page

61 posts. Alias of Valdast.


Full Name

Charis Brightstar

Race

Kobold

Classes/Levels

Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Gender

Male

Size

Small

Age

39

Alignment

NG

Deity

None

Location

Isk di wer Woari (Star of the Lost)

Languages

Draconic, Common, Dwarven. Gnome.

Occupation

Arcane Duelist, Seeker of the 'Star'

Strength 8
Dexterity 35
Constitution 13
Intelligence 25
Wisdom 12
Charisma 8

About Charis Brightstar

Character Creation: Charis is a white-scaled kobold, clad in a blue robe. A single sword lies on his hip, but his tail is augmented by a separate blade, always flicking back and forth. Fueled by destiny, the drake carries himself well, standing just as straight as any other humanoid would, proud of what he has achieved thus far, and will continue to achieve.
Classes: Wizard 17/Ranger 7/Duelist 10 | Mythic Archmage 3
Race: Kobold (yes you read that right)
Ability Scores: 12 STR, 18 DEX, 9 CON, 17 INT, 12 WIS, 8 CHA
Scores listed are base, before race, items, or other bonuses.
Traits: Champion (Story)
The desire to be the strongest, to achieve a victory in war beyond all others.
Student of Philosophy (Social)
The follower of thought, questioning the reason for us to continue to exist.
Resilient (Combat)
Brutal is the life of an adventurer, and one's body toughens with time.
Desperate Focus (Magic)
Focus! Lives are at stake!
Mark of Slavery (Drawback)
One can never leave a life of servitude behind.

Divine Portfolio: What would the Lord of Kobolds hold dear? His kobold followers. He follows in the vein of Cayden Cailean for the advocation of freedom, but specifically freedom through taking it. The taking of power is what he advocates, but keeping the freedom of one’s self. He does not advocate for “deals with the devil”, but instead advocates for his followers to take their own path to freedom, developing their power to reach their own stars.

Domains: Charis takes the Liberation Domain for his own, having been liberated by himself of his own limitations. He also grants the Scalykind domain, a gift to his scaled brethren who are still yet imprisoned. The aspects of Glory (in the dreams of such), and Protection (of those who cannot protect themselves), are the final two aspects of himself exemplified in his Domains.

Favored Servants: Charis’ favored servants are varied. Some dragons have decided to serve him, mostly metallic dragons, though a few chromatic may join him. However, the Magnetars have also become quite enamored of him, and the star beings find it interesting to work with Charis.

Divine Herald: Who can serve a God?
Who can serve one who seeks no servant?

Who could ever fulfill the need for a companion, a brother or sister without equal? Who could channel the energies of one who seeks to reach the stars?

The evervescent light needs a strong foundation, one that ensures that the star does not burn out.

And so, the one rising alongside Charis is another kobold.

Katima, the follower of the Brightstar, the one who ensures that he can reach his goals. A simple kobold, Katima is not a strong being, not a weak being. He merely is there; a foundation upon which Charis has propelled himself to magnificence. And so, Charis gives him a gift upon advancing to divinity. The core of a star, placed within the one who is a god's brother.

Titles: He Who Seeks The Stars | The Defiler (by chromatic dragons) | Brightstar (by kobolds)

Deific Relics: What is there within the stars? Charis' ascension to the ranks of the Mythic was one predestined, forced upon him. He obtained this item during that trial, a singular pure stone that radiates a soft light, like the object it was born from.

This item is the channel of the Brightstar's greatest power, the power to grant others a path, a symbol to walk towards. The stone can grant immense powers to others, forcing their fate to give them power, though what they do with that power is up to their fate.

Kornari di Isk | Legendary Item | Eternal Bond, Intelligent, Legendary Fortification.

Divine Realm: Developed from Charis' created demiplane, Isk di wer Woari is a realm of contradiction. For those who come with hate and anger, the plane is filled with the defiled remnants of draconic culture, torn and scattered in messy piles. But for those who come in peace, it is a beacon of a new culture, that which brings many closer to the stars they seek to reach.

Current Demiplane Status: Timeless, Structure, Greater Demiplane
Isk di wer Woari currently takes the form of an observatory, with the remnants of a gate in the centre. Charis' collection of spellbooks are kept beneath an isolation chamber, where he casts his daily series of buffs.

Background:

---

Stargazer

Spoiler:
This is the story of that which was craven, and now seeks a place among the stars.
This is the story of Charis.

---

When one looks to where the great come from, no eyes turn to the scaled folk. Yes, one’s eye may turn to the great beasts who rule them, the dragons who grow to monstrous sizes and tear apart mountains with their power, but not their servants. Charis is one such servant, a Kobold with nothing. His white scales hid him in the snowy regions as he would stare down at groups of humans seeking to sate his master’s appetite, blue eyes watching as his master gathered up his hoard from everywhere. Why do I bother watching? Charis would think as he watched the hoard grow ever larger. Is it some strange respect for the jennu sho’vathar? Could it be hope for something better, some reality where Charis was the one in control?
It couldn’t be. Everyone knew that Kobolds were the lowest of the low, weak in body, weak in mind. All that they had was natural cunning, and for many that cunning was barely existent.

But Charis had a destiny yet to be realized, a tale yet to be told. Fate had chosen this small creature, and he would follow it to the bitter end.

Fate’s call was not quiet, nor was it calm. It shouted out in a cloud of violence, giving Charis the first tool he required, the inherent magic in his blood. It all started in a dream, all began in the secret corners of Charis’ mind. Images of war, of combat, of death. He saw the countless kobolds, saw the slaughter as humans tore their way through his kind like so much chaff. He saw the draconic lords simply toss them aside, killing them for fun, throwing chaff to the wind. And no one did anything.

No one cried out on behalf of the kobolds, no one looked down and tried to save them. The great draconic gods looked down on their servants and smiled, but their gaze never turned to those underfoot, to those in the shadows. The magnificent beings ignored the twisted failures, those who were too weak to lift a blade, those too weak to cast a single spell.

”What was it now that burned in his belly” Charis thought. ”What is this feeling of pain? It was pain, it was anger, it was more than Charis had thought possible for a being like himself. A voice called out from the shadows, a union of a million scaled throats all crying for a saviour.

And lo! A figure approached! A white-scaled kobold, clad in magnificent armor, magic darting at his fingertips! A horde of dragons leapt up to meet him, reds and whites, black and green, the blues flying fastest of all. But all fell beneath the glory of the Kobold Lord, their wings stricken, burned and blasted, falling from grace. The kobolds came out of the shadows and shouted in a cry of joy, “Who is our lord!”
And they cried again. “Charis the White, may he reach the stars!”

It was there the dream ended, and Charis’ journey began.

Leaving under cover of darkness, he moved to master every theory, every scrap of knowledge he could imagine. For the day he had prophesied would come soon enough, and he would reach the stars as the kobolds had wished for him.

His journey was difficult, but even now he stands at the edge of a cliff, drawing ever closer to the stars that glinted in the sky. Now a paragon amongst his kind, he knows that there are still greater cliffs to climb, and that he shall make it to the heights that no kobold dared dream of, until now.

This is the story of a man who takes a dream and makes it reality.
This is the story of a man who knows nothing of true limits.

---

Those who Taunt Wyrms : To be used if Trazzle is selected

Spoiler:

The first rescue went off without a hitch. An invisibility spell, and many were freed from their service. Magic proved to be a great help in letting kobolds free, and Charis grew bold.

With the kobolds forming into their own small society, hidden away from the sight of most dragons, Charis decided to make his largest hit yet. He had discovered information about a Great Frost Wyrm, the same breed that had once imprisoned him. It was rumoured that she made her lair on the Material Plane within the same mountain range that his own previous master had been. And so Charis went, traveling back to his home.

A quick dimension door got him within the lair once he finally spotted it, and invisibility allowed him to find his way to the pens, where the kobolds were held when they were not useful or being used as food. "So far, so good." Charis said, gazing at the entrance. A group of guards, well-equipped, not kobolds, guarded the pens lazily, staring off into space. "Now, how to avoid alarms..." The invisibility was proving to be good enough for now, perhaps when the guard shifted?

DING!, DING, DING!

A sudden noise, and the guards rushed away. Charis could only assume that there was someone stupid enough to try and assault a Great Wyrm, and were now going to pay the price. But at least they had managed to distract the guards, which was a definite positive! A quick run, and fiddling with lockpicks, and the door swung open. Dismissing the invisibility, Charis quickly spoke. "Si mi itrewicir wux mojka de tenpiswo. (I'm getting you away from here.)" Without saying anything else, the kobold quickly pulled out a scroll, then began chanting the arcane language. ”Obsule ekess tokeqwim, Obsule ekess tokeqwim, Obsule ekess...”

A song of bowstrings began to play, arrows flying. An arrowhead plunged into Charis’ flesh, causing him to break out of his trance. Anger flashed in his eyes as he whirled around, his tailblade dragging across the icy floor as his ice-blue eyes pierced through the illusion that he had been safe. Green creatures, unscaled, stood before him, arrows nocked again.
Goblins?
Charis’ arms whirled, magic springing out around him and flowing into the world. No time to question, no time to think of the whys or hows, simply time to act.

Dos di jedark!”

The magic sprung from his fingertips, dancing in errant patterns as they formed into a barrier to protect. He could have launched any number of spells, any number of ways to kill the goblins, but that would have been a waste. Death would not claim any of kobold-kind today. Swirling patterns hung in the air, snow sticking to a wall composed of pure force, an essence of protection.

Charis spoke no words to the goblins, and drew out the scroll again. The chanting began again, faster this time, repeating the words of magic with practiced precision. Perhaps the goblins moved on, perhaps they stayed, it wouldn’t matter. Mundane ammunition could never penetrate the barrier, leaving him with time to keep focus. Some of the kobolds noticed that most of the goblins moved away, with a few left on watch, waiting for the ward to drop.

But the scroll’s magic completed before then. A runed circle spread across the floor, and Charis quickly gestured to the kobolds. ”Nomeno ui wer idol ekik. (This is the way out.)” The kobolds quickly began moving into the circle, disappearing in a flash of light, going to a place where they would be free from the dragon.

Charis was the last, and he smiled and waved at the goblins, mocking them with a toothed smile.

Arriving at his camp, Charis quickly dismissed the circle, ruining it so that no one could follow. The kobold smiled as he watched the rescued being led away by Katima. The red-scaled kobold had become Charis’ most trusted ally in his time rescuing kobolds, though Charis had quickly eclipsed Katima in power.

It was a few hours later, and a small feast was thrown to welcome the new arrivals. Charis sat at the head of the table, Katima at his right hand. ”Mombasso tawura Itmenisk (Excellent work Brightstar).” The red eyes glanced over to Charis, smiling as he complimented him. ”Si nymuera batobot wux tepohada ekess qe tended ihk ezoukeic. ricin telling ve creol di svabol shinalta? (I heard that you had to be tended for wounds. Mind telling me some of what happened?)” Charis told him of the goblins, and Katima, puzzled, thought for a moment. ”Yth jalla vorq ihk astahi. (We should look for them.)” Charis agreed.

After the dinner, Charis and Katima began to look around. Using both divinations and more mundane sources, the two kobolds managed to determine a good guess as to where the goblins may strike next. They seemed to be quite famous, referred to by some as the “Wyrmtaunters.” Charis smiled at the name. It seemed like they were (in part) kindred spirits, each taunting the dragons, each for different reasons.

The two kobolds managed to find a good guess as to where the goblins may have set up their base, and after a few months of searching managed to find the goblin’s hideout. The hideout seemed to primarily be to prevent identification by dragons and their servants, and to evade these searches. However, Charis wasn’t as impatient as most dragons, nor was he as blind.

”Si mi gethrisjir loaw. (I am going alone).” Katima nodded. The younger kobold had an easier time working alone, without needing to worry about an older, weaker kobold. Katima was strong by kobold standards, but Charis… Charis had ascended to a level that had barely been seen before by kobold-kind. The white scales faded, glamoured away by magic, and footsteps wandered away.

It didn’t take long for the Wyrmtaunters to find Charis. Paranoia led them to have many scouts, and the walls of their camp were already guarded when Charis reached them. The white-scaled kobold continued to watch, trying to look for a way in, when someone called out. The goblin’s voice spoke out in Common, asking for him to reveal himself. Something in the goblin’s voice seemed like he was being honest, and didn’t wish him harm, and so Charis revealed himself.

The goblin, revealed quickly to be named Trazzle, quickly met with Charis, who confided who he was to the goblin. The two quickly established that both parties meant no harm, and it was only the confusion of the situation which caused the goblins to attack. Trazzle and Charis managed to agree to let each other be, and that the goblins would ensure to not attack Charis should they come across each other again. Satisfied, and happy that a new ‘ally’ had been made, Charis returned to his own camp.

It was soon after that Charis learned that the Frost Empress, the same dragon that they had both stolen from, had attacked the Wyrmtaunters, and that both Trazzle and the rest of the goblin tribe had spirited themselves away, seemingly to never cross paths again.

---

Adventures with Ythir : Portions to be used if Ythir is selected

Spoiler:
Two beings, both strange and wonderful, have crossed paths multiple times. It was approximately 25 years into Charis’ life when Ythir arrived on the Material Plane, the extraplanar being seeking knowledge about his own existence. Shortly after Ythir discovered the being known only as Jun Athea, Charis came across Ythir. Intrigued by the skeletal being, Charis and Ythir quickly became companions, and Charis joined him on his adventures through the planes. The two spent a great deal of time looking around the multiverse, indulging for a time in Charis’ fascination with the dualistic Aeons, especially the Bythos Aeons, who intrigued Ythir as well. After a few years, and more than a few interesting adventures, the two parted, but not before an encounter with a mysterious scaled being.

Charis was spirited away from Ythir by the scaled being, who invaded without so much as a word. A wave of chaotic energy encircled the two, forcing Ythir to exit the plane with the potent magic. Charis on the other hand was left behind as the being drew closer to him.

---

“What are you?” Charis asked, his hand on his blade. The being, tentacles spreading from its back like a strange set of hair, stared with a mysterious blot of colours. A reptilian maw and the tentacles were the only constant in the strange form, coils of flesh with no order managing to have some chaotic order. Pure in its chaos, the maw began to speak. The words, if they were words, made Charis’ eyes widen in interest.

The creature, seemingly puzzled, drew closer to the kobold, investigating the beings form. “What are you?” it finally asked. Charis tilted his head, staring at the being. “I’m a kobold. What are you?”

“I’m a Protean.”

That answered all of Charis’ questions. No wonder! The chaotic outsiders were hard to find, given that they had no real pattern of movement unless one was a Protean oneself, attuned to the primal chaos that all Protean were linked to. “I think you should come with me.” the Protean said. Without waiting for a response, Charis was whirled away, the serpentine being stealing him away.

---

Eventually, the two reunited where they were separated. Charis was unwilling to speak of what had happened, but Ythir could tell that something had changed about the kobold. Somehow, he seemed more powerful, taller perhaps?

Shortly afterwards, Charis left Ythir to return to the Material Plane, wanting to discover more about the strange gift that the Proteans had given him. Before they went their separate ways, Charis managed to craft a set of rings, golden bands that each held an enchantment. When rubbed, the two rings would send a signal to the other, giving knowledge of where the other was on a planar scale. Ythir would use this to visit the kobold again, though soon it would be Charis who sought out Ythir.

---

Jun Athea was blessed by the gods.

Or was it a curse? No one really knows. Charis felt uneasy upon hearing news of the sudden blessing from Ythir on one of the being’s recent visitations. The acts of gods were not given without something taken. Or at least that was Charis’ philosophy on the matter. So it seemed with Ythir, who said that Jun had been changed to some new creature. Charis tried to provide some sort of scrying on the blessed being, but he could not find any information. Ythir immediately left afterwards to find Jun, while the kobold sat uneasily in his study, searching for descriptions of similar incidents.

After a few days, Charis’ uneasiness wouldn’t dispel, and he went in search of Ythir and Jun himself. After using the ring to track down Ythir in the Boneyard, Charis managed to find Ythir through a few divinations. He was frightened of what he found.

The story of Jun’s death caused Charis to abandon the outer planes entirely, sequestering himself in his own demiplane. How could a being, one with such promise, have turned to this? Had his star been corrupted, destroyed? What kind of twisted destiny had been given him?

Ten years later, Charis would make contact with Ythir again, the mystery of destiny still yet escaping him. The two meet, but what occurs is yet a mystery.

---

Sefira: Yesod is what Charis seeks. He seeks to allow his kind to transcend their feeble bodies, and to reach the goals they have set out to achieve. He seeks to give them and in a way, himself, liberty to break through the chains that kobold society has been placed under due to their weak stature and rejection. Though he recognizes the injustices of the past, Charis faces towards the future, wanting to allow kobolds, and eventually all oppressed, to be able to reach their stars.

Group Background: The Thronebreaker is one he can recognize, though their methods differ slightly. Charis seeks not destruction of old culture, but freedom for those below. The Ice King, though similar in theming, may or may not have actually been in contact with Charis. The other potential gods are not as closely tied with Charis, though it is possible that the others have met with the kobold, though interactions between them would be unclear.

Ythir is one of the others with whom the kobold has met, adventuring together with the skeletal outsider for ten years. Details of their adventures together can be found in Charis' background.

The Wyrmtaunters have also been met, though interactions with the group are unknown.

What I contribute: I contribute a surgical strike. A Wizard specializing in teleportation, Charis can easily get to where the party needs him, and dealing precise amounts of damage to enemies via Dimension Dervish. However, that is not all he is. He can also utilize the rest of his vast array of spells, though he prefers to act as the surgical attacker. Charis also may possibly become the “heart” of the party, trying to keep them together in their goals and stop them from falling apart into their separate domains.

Crunch:

No Magic:

Spoiler:
-------
Charis Brightstar (No Magic)
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NG Small Humanoid (reptilian)
INIT: +13 | SENSES: Darkvision 60 ft.; Perception +21
-------
Defense
-------
AC: 26 | Touch: 24 | Flat-Footed: 13
hp: 196 (17d10+17+9)
Fort: +12 Ref: +26 Will: +13
-------
Offense
-------
Speed: 30 ft.
Melee: Rapier +30/+25/+20/+15 (1d4+22; 18-20/x2)

TWF: Rapier +28/+23/+18/+13 (1d4+22; 18-20/x2)
Piercer +28/+23/+18/+13 (1d6+22: x3)

Space: 5 ft. Reach: 5 ft.

Spells: N/A
-------
Statistics
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STR: 8(-1), DEX: 29(+12), CON: 9(+1), INT: 17(+4?), WIS: 12(+1), CHA: 8(-1)
BaB: +17; CMB: +15; CMD: 38
Feats: Tail Terror, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Finesse, Dodge, Mobility, Combat Reflexes, Craft Wondrous Item, Deflect Arrows, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Arcane Strike, Persistent Spell, Extend Spell, Quicken Spell, Mythic Weapon Finesse, Mythic Arcane Strike.
Skills: Acrobatics +22, Fly +22, Knowledge (Arcana, History, Planes, Religion) +23, Knowledge (Other) +7, Perception +21, Sense Motive +21, Spellcraft +23, Stealth +29, Use Magic Device +16.
Languages: Draconic, Common, Dwarven, Gnome, Celestial, Goblin, Ignan.
Equipment:


Magic (nobuffs):
Spoiler:
-------
Charis Brightstar
-------
NG Small Humanoid (reptilian)
INIT: +17 (+4 with KTA)| SENSES: Darkvision 60 ft.; Perception +21
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Defense
-------
AC: 44 | Touch: 36 | Flat-Footed: 24 (+2 Armor, +0 Shield, +12 Dex, +8 Dodge, +1 Size, +6 Natural, +5 Deflection, +0 Misc)
hp: 196 (17d10+17+9)
Fort: +20 Ref: +32 Will: +19
Defensive Abilites: Contingency (???)
Immune: Resist:
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Offense
-------
Speed: 30 ft.
Melee: +5 Keen Spellstoring Rapier +33/+28/+23/+18 (1d4+27, 15-20/x2)
+5 Dueling Keen Spellstoring KTA Piercer +33/+28/+23/+18 (1d6+27, 19-20/x3)

Transmutation (+4 Claw and Gore):
+5 Keen Spellstoring Rapier +33/+28/+23/+18 (1d4+27, 15-20/x2)
+5 Dueling Keen Spellstoring KTA Piercer +33/+28/+23/+18 (1d6+27, 19-20/x3)
+4 Claw +27 (1d3+12/x2)
+4 Gore +27 (1d4+27/x2)

AS: (+4 dam/+1 wep ability)
+5 Keen Spellstoring Rapier +33/+28/+23/+18 (1d4+31, 15-20/x2)
+5 Dueling Keen Spellstoring KTA Piercer +33/+28/+23/+18 (1d6+31, 19-20/x3)

AS Transmutation: (+4 dam/1 wep ability)
+5 Keen Spellstoring Rapier +33/+28/+23/+18 (1d4+31, 15-20/x2)
+5 Dueling Keen Spellstoring KTA Piercer +33/+28/+23/+18 (1d6+31, 19-20/x3)
+4 Claw +26 (1d3+16/x2)
+4 Bite/Gore +26 (1d4+31/x2)

Special Attacks:
Vampiric Touch (Spellstoring): 10d6 dam, equivalent gain of Temp hp. (3 stored)
Frigid Touch(Spellstoring):4d6 dam, staggers opponent for 1 round, 1 min on crit.

Space: 5 ft. Reach: 5 ft.
Spellbook: All spells from 1st-9th level.
Standard Preparation in next spoiler.
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Statistics
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STR: 8(-1), DEX: 35(+12), CON: 13(+1), INT: 25(+7), WIS: 12(+1), CHA: 8(-1)
BaB: +17; CMB: ; CMD:
Feats: Tail Terror, TWF, Imp. TWF, Gre. TWF, Weapon Finesse, Dodge, Mobility, Combat Reflexes, Deflect Arrows, Bodyguard, In Harm's Way, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Arcane Strike, Persistent Spell, Extend Spell, Quicken Spell, Mythic Weapon Finesse, Mythic Arcane Strike.
Skills: Acrobatics +22, Fly +22, Knowledge (Arcana, History, Planes, Religion) +23, Knowledge (Other) +7, Perception +21, Sense Motive +21, Spellcraft +23, Stealth +29, Use Magic Device +16.
Languages: Draconic, Common, Dwarven, Gnome, Celestial, Goblin, Ignan.
Equipment: Annihilation Spectacles, Ring of Spledid Security (Arcane Bond), +5 Keen Spellstoring Dueling KTA Piercer, +5 Keen Spellstroing Rapier, +1 Spellstoring Silken Ceremonial Armour, Belt of Dexterity +6, Headband of Vast Intelligence +6, Manual of Quickness of Action +5 (used), Handy Haversack, Ring of Sustenance, Cracked Dusty Rose Prism Ioun Stone, Amulet of Natural Armour +5, Hat of Disguise, Robe of Stars.
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Special Abilities:
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Annihilation Spectacles: Spontaneous transformation of Transmutation Spells.
Ring of Splendid Security: Allows auto-transformation of clothes.
Ring of Sustenance: No need for food or water, only requires two hous of sleep.
Ioun Stone: +1 to Initiative
Spellstoring (three instances): Cast Vampiric Touch as a free action on hit. (1 in each weapon, 1 in armor). 10d6 damage, gain damage as temp hp.
Dimensional Agility: No loss of actions due to Dimension Door
Dimensional Assault: Double move, single attack as if using a charge.
Dimensional Dervish: Double move, divided in increments, utiliizing a Full-Attack. Casting as a Swift Action.
Mythic Arcane Strike: +4 damage, free +1 weapon modifier.
Mythic Weapon Finesse: Utilize Dex to hit and damage.
Physical Enhancement: +4 Enhancement bonus to Physical stat. (Set to Constitution)
Battleshaping: Two Natural Weapons with a +4 enhancement bonus, as a Swift Action.
Favored Enemy:
Track: Add half your level on Survival checks (+8)
Wild Empathy: Diplomacy for animals, 1d20+16.
Defend Charge: Move Action to grant an adjacent spellcaster +6 Dodge AC and +6 on Concentration checks for Wis Mod rounds. 5/day.
Change Shape: Beast Shape 2 or 3/Elemental Body 1 or 2 for 17 rounds/day.
Canny Defense: INT Mod (+6) as Dodge bonus to AC while wielding a melee weapon.
Precise Strike: Duelist level to damage. (+10 dam)
Improved Reaction: +4 to Initiative
Parry: When taking a Full-attack, sacrifice an attack to parry an attack against me or an ally. Attack roll vs opponent, taking -4 for each size category difference, and -4 for aiding an ally.
Riposte: AoO against parried opponent.
Enhanced Mobility: +4 vs. AoOs for moving out of a threatened square.
Combat Reflexes: 12 more AoOs.
Grace: +2 competence on Reflex saving throws.
Acrobatic Charge: Ignore difficult terrain while charging.
Elaborate Defense: Fighting Defensively and Total Defense give an additional +3 dodge AC.
No Retreat: Can take AoOs against Withdrawing opponents.
Crippling Critical: A confirmed crit allows one of the following effects: Reduce all speeds by 10 ft., 1d4 Strength or Dex damage, -4 to AC, 2d6 bleed damage.

Magic(34 hour buffs): List of buffs in first spoiler, changed stats noted.

Spoiler:
  • Mage Armor
  • Cushioning Bands
  • Countless Eyes
  • False Life, Greater
  • Overland Flight
  • Mind Blank


Spoiler:
+2 to AC and Flatfooted AC
DR 2/Piercing or Slashing | Absorbs 120 damage
All-Around Vision | Can't be Flanked
2d10+17 temp hp
40 ft. Fly Speed
Immune to Divination | +3 against mind-affecting effects.

Magic(340 minute buffs): List of buffs in first spoiler.

Spoiler:
  • See Invisibility
  • Protective Penumbra
  • Magic Circle against X(usually Evil)
  • Heroism

Spoiler:
See Invisible creatures
No Light Sensitivity
Immune to mental control and evil summoned creatures
+2 on attack rolls, saves, skill checks

Magic(Both previous buffs): List of buffs in first spoiler.

Spoiler:
[list]
  • Mage Armor
  • Cushioning Bands
  • Countless Eyes
  • False Life, Greater
  • Overland Flight
  • Mind Blank
  • See Invisibility
  • Protective Penumbra
  • Magic Circle against X(usually Evil)
  • Heroism[/list

  • Spoiler:
    -------
    Charis Brightstar
    -------
    NG Small Humanoid (reptilian)
    INIT: +17 (+4 with KTA)| SENSES: Darkvision 60 ft. See Invisibility, All-Around Vision; Perception +21
    -------
    Defense
    -------
    AC: 46 | Touch: 36 | Flat-Footed: 26 (+4 Armor, +0 Shield, +12 Dex, +8 Dodge, +1 Size, +6 Natural, +5 Deflection, +0 Misc)
    hp: 196 (17d10+17+9), 2d10+17 temp hp
    Fort: +22 Ref: +34 Will: +21
    Defensive Abilites: Contingency (???), DR 2/Piercing or Slashing (absorbs 120 hp)
    Immune: Mental Control, Divination, Evil Summoned Creatures Resist: +3 vs. Mind-Affecting
    -------
    Offense
    -------
    Speed: 30 ft., 40 ft. fly (good).
    Melee: +5 Keen Spellstoring Rapier +35/+30/+25/+20 (1d4+27, 15-20/x2)
    +5 Dueling Keen Spellstoring KTA Piercer +35/+30/+25/+20 (1d6+27, 19-20/x3)

    Transmutation (+4 Claw and Gore):
    +5 Keen Spellstoring Rapier +35/+30/+25/+20 (1d4+27, 15-20/x2)
    +5 Dueling Keen Spellstoring KTA Piercer +35/+30/+25/+20 (1d6+27, 19-20/x3)
    +4 Claw +28 (1d3+12/x2)
    +4 Gore +28 (1d4+27/x2)

    AS: (+4 dam/+1 wep ability)
    +5 Keen Spellstoring Rapier +35/+30/+25/+20 (1d4+31, 15-20/x2)
    +5 Dueling Keen Spellstoring KTA Piercer +35/+30/+25/+20 (1d6+31, 19-20/x3)

    AS Transmutation: (+4 dam/1 wep ability)
    +5 Keen Spellstoring Rapier +35/+30/+25/+20 (1d4+31, 15-20/x2)
    +5 Dueling Keen Spellstoring KTA Piercer +35/+30/+25/+20 (1d6+31, 19-20/x3)
    +4 Claw +28 (1d3+16/x2)
    +4 Bite/Gore +28 (1d4+31/x2)

    Special Attacks:
    Vampiric Touch (Spellstoring): 10d6 dam, equivalent gain of Temp hp. (3 stored)
    Frigid Touch(Spellstoring):4d6 dam, staggers opponent for 1 round, 1 min on crit.

    Space: 5 ft. Reach: 5 ft.
    Spellbook: All spells from 1st-9th level.
    Standard Preparation in next spoiler.
    -------
    Statistics
    -------
    STR: 8(-1), DEX: 35(+12), CON: 13(+1), INT: 25(+7), WIS: 12(+1), CHA: 8(-1)
    BaB: +17; CMB: ; CMD:
    Feats: Tail Terror, TWF, Imp. TWF, Gre. TWF, Weapon Finesse, Dodge, Mobility, Combat Reflexes, Deflect Arrows, Bodyguard, In Harm's Way, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Arcane Strike, Persistent Spell, Extend Spell, Quicken Spell, Mythic Weapon Finesse, Mythic Arcane Strike.
    Skills: Acrobatics +32, Craft (trapmaking) +27, Escape Artist +22, Fly +25, Knowledge (Arcana, Planes, Religion) +27, Knowledge (History) +20, Knowledge (Other) +11, Perception +21, Sense Motive +21, Spellcraft +27, Stealth +32, Use Magic Device +16.
    Languages: Draconic, Common, Dwarven, Gnome, Celestial, Goblin, Ignan.
    Equipment: Annihilation Spectacles, Ring of Spledid Security (Arcane Bond), +5 Keen Spellstoring Dueling KTA Piercer, +5 Keen Spellstroing Rapier, +1 Spellstoring Silken Ceremonial Armour, Belt of Dexterity +6, Headband of Vast Intelligence +6, Manual of Quickness of Action +5 (used), Handy Haversack, Ring of Sustenance, Cracked Dusty Rose Prism Ioun Stone, Amulet of Natural Armour +5, Hat of Disguise, Robe of Stars.
    -------
    Special Abilities:
    -------
    Annihilation Spectacles: Spontaneous transformation of Transmutation Spells.
    Ring of Splendid Security: Allows auto-transformation of clothes.
    Ring of Sustenance: No need for food or water, only requires two hous of sleep.
    Ioun Stone: +1 to Initiative
    Spellstoring (three instances): Cast Vampiric Touch as a free action on hit. (1 in each weapon, 1 in armor). 10d6 damage, gain damage as temp hp.
    Dimensional Agility: No loss of actions due to Dimension Door
    Dimensional Assault: Double move, single attack as if using a charge.
    Dimensional Dervish: Double move, divided in increments, utiliizing a Full-Attack. Casting as a Swift Action.
    Mythic Arcane Strike: +4 damage, free +1 weapon modifier.
    Mythic Weapon Finesse: Utilize Dex to hit and damage.
    Physical Enhancement: +4 Enhancement bonus to Physical stat. (Set to Constitution)
    Battleshaping: Two Natural Weapons with a +4 enhancement bonus, as a Swift Action.
    Favored Enemy:
    Track: Add half your level on Survival checks (+8)
    Wild Empathy: Diplomacy for animals, 1d20+16.
    Defend Charge: Move Action to grant an adjacent spellcaster +6 Dodge AC and +6 on Concentration checks for Wis Mod rounds. 5/day.
    Change Shape: Beast Shape 2 or 3/Elemental Body 1 or 2 for 17 rounds/day.
    Canny Defense: INT Mod (+6) as Dodge bonus to AC while wielding a melee weapon.
    Precise Strike: Duelist level to damage. (+10 dam)
    Improved Reaction: +4 to Initiative
    Parry: When taking a Full-attack, sacrifice an attack to parry an attack against me or an ally. Attack roll vs opponent, taking -4 for each size category difference, and -4 for aiding an ally.
    Riposte: AoO against parried opponent.
    Enhanced Mobility: +4 vs. AoOs for moving out of a threatened square.
    Combat Reflexes: 12 more AoOs.
    Grace: +2 competence on Reflex saving throws.
    Acrobatic Charge: Ignore difficult terrain while charging.
    Elaborate Defense: Fighting Defensively and Total Defense give an additional +3 dodge AC.
    No Retreat: Can take AoOs against Withdrawing opponents.
    Crippling Critical: A confirmed crit allows one of the following effects: Reduce all speeds by 10 ft., 1d4 Strength or Dex damage, -4 to AC, 2d6 bleed damage.

    Standard Preparation:
    0-Level: 4 Known/Inf./day

    Spoiler:
    Detect Magic
    Dancing Lights
    Mage Hand
    Prestidigitation

    1-Level: 6 Known
    Spoiler:
    Mage Armor (cast)
    Unseen Servant
    Comprehend Languages
    Silent Image
    Feather Fall
    Grease

    2-Level: 6 Known
    Spoiler:
    Cushioning Bands (cast)
    See Invisibility (cast)
    Protective Penumbra (cast)
    Glitterdust
    Invisibility
    Empty Slot

    3-Level: 6 Known
    Spoiler:
    Countless Eyes (cast)
    Magic Circle against Evil (cast)
    Heroism (cast)
    Dispel Magic
    Haste x2

    4-Level: 5 Known
    Spoiler:
    False Life, Greater
    Dimension Door x3
    Invisibility, Greater

    5-Level: 5 Known
    Spoiler:
    Overland Flight (cast)
    Cloudkill
    Teleport
    Empty Slot x2

    6-Level: 5 Known
    Spoiler:
    Dispel Magic, Greater
    Getaway
    Undead Anatomy III
    Empty Slot x2

    7-Level: 4 Known
    Spoiler:
    Persistent Feeblemind
    Banishment
    Teleport, Greater
    Reverse Gravity

    8-Level: 2 Known
    Spoiler:
    Mind Blank (cast)
    Undead Anatomy IV

    9-Level: 1 Known
    Spoiler:
    Energy Drain