Neolandis Kalepopolis

Matthew_Locke's page

397 posts. Alias of BloodWolven.


Race

HP: 95/199_ FH:13_AC: 37 _T: 26_FF: 30_ Perception +9_Init: +6_Fort: +14_Ref: +10_Will: +17_CMB: +15_CMD: 29_Speed: 60

Classes/Levels

Skills:
Acro+14_Ap+6_Bluf+21_Climb+13_Dip+27_EscA+14_HA +17_Heal+1_Intimidate+21_K +7_K his +14 (rel, Nob) +10_Ling+12_Ride+10_SM+8_ Ste+15_Sur+4_Swim+14_UMD+21

Age

Aeria Gloris, Familia of Cayden Cailean

Strength 29
Dexterity 23
Constitution 27
Intelligence 22
Wisdom 8
Charisma 35

About Matthew_Locke

Warder stances and manuevers:
1st level maneuvers:

Stance of Aggression
Stance
While in this stance the disciple suffers a -2 penalty to AC and inflicts an additional 1d6 points of damage per eight initiator levels on successful attacks

Valiant Keeper’s Stance
Stance
Allies do not provoke attacks of opportunity when moving through squares you threaten.

Primal Warrior Stance
By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it’s greatest effects. The initiator ignores difficult terrain when charging while in this stance, and whenever he is subject to a size modifier for CMB checks or to his CMD, the disciple is treated as one size category larger if doing so would be advantageous to him. He is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. Additionally, any melee weapon, unarmed strike, or natural weapon is treated as if it were two sizes larger. The benefits of this stance stack with abilities or effects that increase the initiator’s size (such as enlarge person).

Hunting Party
Strike
Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
Readied

2nd level manuevers
Fear the ReaperCounterIntimidate an opponent into missing an ally.
Readied Used
Oath of the IntercessorCounterYou take a blow meant for an ally.
Readied.
Strike of the Royal GuardianStrikeYour attack reduces your opponent’s damage and curses them.

Devastating Rush
Strike
Make an attack that inflicts an additional 2d6 damage and ignores damage reduction and hardness.
Readied
Pyrite Strike
Strike
Strike inflicts an additional 1d6 points of damage and moves an opponent 5 ft. in a direction of your choosing.

Warning Roar
Counter
Make an opposing Diplomacy check to negate an enemy’s attack on a nearby ally.
Readied

3rd
Greater Snapping Strike
Strike
Melee attack that inflicts an additional 3d6 points of damage, bypasses DR.

Description:
This preternaturally strong, handsome man is oozing an aura of charismatic health. His slightly tanned white skin radiates a glow. He stands just over 24 feet tall and weighs easily 16,000 pounds. His body is rather thick for a human but has a lot of corded lean muscle. His vibrant curly red hair shines like a new penny in the sun. His face is clean shaven with a pronounced 'butt' chin.

Upon his belt, constructed of flat pieces of slate connected with strong leather straps, is a rustic looking dagger of a hunter, a falchion, a few pouches and bags. Upon his back is his greatsword, quiver of arrows, and composite longbow. His fresh looking green cargo pants look clean and sharp. As does his fancy set of black leather gloves. His chest is covered by a black T shirt with flame motifs, he has no armor.

With a broad cheerful smile he announces, "Hey Y'all! You just can't keep me away. Thanks Jellena for the boost! The others will be along shortly." He taps his shoulder becoming only large, 12 feet tall. Then comes up and gives Zaidel a big hug. He then puts him on his shoulder like a kid and goes around giving high fives to everyone else. Once done he puts Zaidel down and states, "Introductions! I am Matthew Locke!"

--------Older version-------
Preternaturally strong and healthy man nearly glows. His nearly white skin looks to not seen the sun for years. Though the skin does seem to radiate a glow to it especially in the dark. He stands just over 6 feet tall and weighs easily 300 pounds. He is rather thick for a human but has a lot of muscle too. His vibrant curly red hair shines like a new penny in the sun, even though there is flecks of white along his sideburns. His beard comes in patches and looks very scruffy.

I can't wait to get a shave.

Upon his belt is a rustic looking dagger of a hunter, a few pouches and bags, and a few slots for potions. Upon his back is his greatsword, quiver of arrows, and composite longbow. His fresh looking green cargo pants look clean and sharp. As does his fancy set of black leather gloves. His white fur is very evident as he has no armor.

HP: 199_ FH:13_AC: 37 _T: 26_FF: 30_ Perception +9_Init: +6_Fort: +14_Ref: +10_Will: +17_CMB: +15_CMD: 29_Speed: 60

Male Sublime human Warder 6/Monk of the Scaled Fist 3/Two handed Fighter 3
Title: Vermin Slayer: +2 on attacks, +2d6 damage vs. vermin
LN Medium humanoid (human)
Init +3;

Senses
Perception +9
Darkvision 60 feet

His eyes shift from his normal soft brown human eyes to that of a monster's the white is gone replaced with black, the brown turns golden with flecks of red.

_______
DEFENSE

AC 33, touch 26, flat-footed 26 ( +6 Dex, +6 Nat armor(fur), +1 Dodge, +10 Cha)
hp 199 (12+9+9+11+11+11)+(48+10+6+72) (6d12) (Constitution, boost HP, Toughness, Charisma)
Fast Healing +13
DR 12/cold iron

Fort +14, Class +6, Con +8
Ref +10, Class +4, Dex +6
Will +17, Class +5, Cha +12

Immune magic aging, disease, positive energy damage;
Resist: Negative Energy 15, Cold 15, Electricity 15.

CMD 29

Shirt of Immolation (1/2 ingredients) only 1d6+5 fire damage to those who grapple him, up to 10 rounds per day.
_______
OFFENSE - Base Atk +6; CMB +15

Speed 60 ft.

Additional modifiers: Stance +1d6, Deliquescent Gloves +1d6 acid damage

[dice=Overhand Chop with Adamantine +2 keen falchion, PA]1d20+17[/dice]
[dice=damage]2d4+26[/dice] 15-20 possible critical.

[dice=Adamantine +2 keen falchion, PA]1d20+17[/dice]
[dice=damage]2d4+18[/dice]

[dice=Adaptive Recurve Longbow +2]1d20+11[/dice]
[dice=damage]1d8+11[/dice]

[dice=+1 goblin pain skinning knife]1d20+16[/dice] [dice=damage]1d4+8[/dice] +5 damage to goblins
borrowed by Mia.

[dice=(+1 str) Composite bow]1d20+9[/dice]
[dice=damage]1d8+1[/dice]

[dice=+1 greatsword, PA]1d20+16[/dice]
[dice=damage]2d6+17[/dice]

[dice=unarmed strike]1d20+15[/dice]
[dice=damage]1d6+9[/dice]

[dice=Short Spear, PA]1d20+15[/dice]
[dice=damage]1d6+9[/dice]

[dice=sling]1d20+9[/dice] [dice=damage]1d4+9[/dice] 5

[dice=Javelin] 1d20 + 6 [/dice]
[dice=damage] 1d6 + 10 + 1d6 [/dice] d6 fire

Channel Positive Energy: 14/day, 1d6 healing, Will DC 22
? used today.

Detect Poison Cantrip. Learned from Lady Narcise.

STATISTICS:
- final, starting, sublime, other

Str 29, 16, +2, +2 Mia Wish, +4 Superior Dungeon, C Ranked Daily Quest +4, Sublime wish +1,
Dex 23, 14, +2, +1 cannabalism, Boost +5, Sublime wish +1
Con 27, 10, +8, +4 belt, +1 Singing Bird Event, Sublime wish +4
Int 22, 15, +4, Boost +1, Sublime wish +2
Wis 8, +0
Cha 35, 8, +8, +2 Mia Wish, +2 Superior Dungeon, C Ranked Daily Quest +4, 4th level up +1, +2 Stratton Wish, +2 headband of alluring Charisma, Sublime wish +4

Feats:

Warder: Combat Reflexes
Human: Cleave
Sublime: Toughness
1st Super Acceleration Learning: Steadfast Personality
1st: Furious Focus
1st Boost bonus feat: Dodge
1st Monk: Dragon Style
2nd Monk: Scorpion Style
2nd Boost bonus feat: Cleaving Finish
3rd: Weapon Focus: Heavy Blades
3rd Super Acceleration Learning: Steadfast Personality

5th: Great Cleave
6th Super Acceleration Learning: Improved Cleaving Finish
3rd Boost bonus feat:
7th:

9th Super Acceleration Learning:
9th:

Scorpion Style: Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Charisma modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Cha modifier).

Skills:
Acro+14_Ap+6_Bluf+21_Climb+13_Dip+27_EscA+14_HA +17_Heal+1_Intimidate+21_K +7_K his +14 (rel, Nob) +10_Ling+12_Ride+10_SM+8_ Ste+15_Sur+4_Swim+14_UMD+21

Skills:
Class+Int+Human+Background+Super Accelerated Learning+Boost: 24+30+6+12+12+5:
to spend

Acrobatics +14, (ranks 5, Dex +6, CS +3) (-0 ACP)
Appraise +6, (ranks 0, Int +6)
Bluff +20, (ranks 5, cha +12, CS +3)
Climb +13, (ranks 1, Str +9, CS +3) (-0 ACP)
Computer Use: +12, (ranks 3, Int +6, CS +3)
Craft (Heavy Blades) +17, (ranks 6, Int +6, MW tools +2, CS +3)
Diplomacy +27, (ranks 6, cha +12, CS +3, +6 racial)
Escape Artist +15, (ranks 6, Dex+ 6, CS +3),
Handle Animal +17, (ranks 2, Cha +12, CS +3)
Heal +1, (ranks 2, Wis -1)
Intimidate +21, (ranks 6, Cha +12, CS +3)
K Engineering +7, (ranks 1, Int +6)
K Geography +7, (ranks 1, Int +6,)
K (history) +15, (ranks 6, Int +6, CS +3)
K (Local) +7, (ranks 1, Int +6)
K (martial) +10, (ranks 1, Int +6, CS +3)
K (nature) +7, (ranks 1, Int +6)
K (nobility) +12, (ranks 3, Int +6, CS +3)
K Reigion +11, (ranks 2, Int +6, CS +3)
Linguistics +12, (ranks 6, Int +6)
Perception +13, (ranks 6, Wis -1, CS +3, +5 Boost)
Perform (Dance) +19, (ranks 4, Cha +12, CS +3)
Perform (Sing) +19, (ranks 4, Cha +12, CS +3)
Piloting: +8 (ranks 2, Dex +6)
Profession Teacher +20, (ranks 5, Cha +12, CS +3)
Profession Dungeon Master +20, (ranks 5, Cha +12, CS +3)
Ride +10, (ranks 1, Dex +6, CS +3) (-0 ACP)
Sense Motive +8, (ranks 6, Wis -1, CS +3)
Stealth +15, (ranks 6, Dex +6, CS +3) (-0 ACP)
Survival +4, (ranks 2, Wis -1, CS +3)
Swim +14, (ranks 2, Str +9, CS +3) (-0 ACP)
Use Magic Device +21, (ranks 5, cha +12, CS +3, +1 Trait)

Languages Common, English, Spanish, Draconic, Elven, Giant, Dwarven, Terran, Celestial, Infernal, Ignan, Sylvan,

Traits:
Dangerously Curious.

Special Abilities:

Blessings:

Blessing of the Invulnerable Fey: DR #/cold iron
# is equal to 2 per level.

Two Handed Fighter:
Shattering Strike (Ex)
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces Bravery.

Overhand Chop (Ex)
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

This ability replaces Armor Training 1.

Sublime:
Armor Class: Increase natural armor by +2.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.
---
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
---
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6.

Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier.

He is able to make a surge of positive energy 3 + his Charisma modifier per day. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
---
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
---
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

---
Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.

Feats: Gain Toughness as a bonus feat.

Skills: +4 racial bonus to Diplomacy.

--------
Sublime wish boost: +1d6 to channel

Abilities: Strength +1; Dexterity +1; Constitution +4; Intelligence +2; Charisma +4.

Skills: +2 racial bonus to Diplomacy.

Armor Class: Increase natural armor by +1.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: Resist Negative Energy +5, increase the base creature’s Cold and Electricity resistance by +5.
---

--------

------
Cannabalism special qualities:

Gear:

"Every goblin kill will make it stronger."
A basic healing poultice with unicorn tears (either cure mod wounds CL 5 or lesser restoration, or remove blindness/deafness.)
a potion of cure light CL 1
a blue moonstone

heavy steel shield (He bought 1 heavy wooden shield for 14 gp, and 4 heavy steel shields for 160 gp. and 7 spears for 14 gp. Total of 188 gp. 500-40 for hide= 460 -188= 272 gp - 4 gp meals=268 gp +2,500= 2,768-50=2,718 gp+4000 gp=6,718-500= 6,218+25,000 gp= 31,218 -1,280= 29,928 gp)

a glowing blue crystal orb from the Telling Stones event.
32 copper
41 silver
35 1/2 gold
255 gp of gems worth
9 platinum

19 copper
small longsword
medium short sword
3 slings with 7 rounded rocks

4 silver
a smooth stone, that with a bit of shining could be a precious stone.

Gear Maintenance Kit,

leather sack attached to his belt of rope.

Mint incense, 2 bundles of 7.

Paper notebook
a simple ring (5 gp)

Dungeon Instance Key

He selects 750 gp worth of phase spider silk.

Headband of alluring charisma +2

Deliquescent Gloves

a nice pair of boots,

wand 2nd level, 27 charges, resist energy
Curse:
It targets up to 30 feet away and randomly is used on those in the radius.

Medium Tech: Genetic Splice. Once identified you know that there are two options of how to use it. 1) the splicing takes at least 12 hours and becomes permanent. Feline genetic material: +2 Dex, Increase Darkvision and lowlight vision for 10 more feet. Then gain one of the following abilities:
Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Feat and Skill Racial Traits
Natural Hunter: Catfolk receive a +1 racial bonus on Perception, Stealth, and Survival checks.
Movement Racial Traits
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
2)Use it as a stim pack and gain double the bonus and negatives for 1 hour.

scissors

Jewelry (50 gp)

scroll, 2nd level, bard spell, Unadulterated Loathing: Target is compelled to avoid another creature.

Curse: opposite effect: the target is classified as the caster, and the caster is the target.

Blessed loot boxes:

3 specific ingredients for class item.
Deliquescent Gloves (2 ingredients complete)
Shirt of Immolation (1/2 ingredients) only 1d6+5 damage.

Wish:
To be able to replicate any wished ability another Chosen has. His limit of abilities he can copy is based off his Charisma score and Level, whichever is lower.

His previous Chosen wish abilities:
Drake: Toxic Absorption (You are immune to venom and poison. Your body takes the venom and turns it into a boost like adrenaline.)
Sarah: Super SSS Accelerated Learner (You just have to see someone do something and you can replicate it.)
Valarie: Fire Regeneration, as long as there is a source of fire within 5 feet you can be sustained as if by a ring of sustenance.
If you become immune to fire then for every 4 points of fire damage done you heal 1. You are voraciously hungry.
Bob: Monster Magical Ability: Cannibalism*
He can only take one ability per creature but could be switched out for another choice. Max cannibalism adjustments is equal to Con modifier.
Alia: x5 Quintuple boost point gains rather than the shared x2

Selected adjustments:
Goblin: +1 Dex
Wolf: Natural armor +1
Dire wolf: Natural armor +1
Ogres: Natural armor +1

(wolf maxed out: scent, bite 1d8, natural armor +1, low light vision, Feat: Skill Focus (Perception); (Racial Modifiers +4 Survival when tracking by scent); Dex +1, Con +1.)

(Goblin: darkvision and Dex +1)

(Dire Wolf: Natural armor +1, +1 Str.)
*This adds to your hunger even more.

From the 18 mites Darkvision 120 feet, DR 2/cold iron, At will—prestidigitation, 1/day—doom, Feats Point-Blank Shot; Racial Modifiers +4 Sleight of Hand, +4 Stealth, SQ vermin empathy +4: 3d8 ⇒ (1, 5, 8)
From Mites: darkvision 120 feet, vermin empathy, Point Blank shot.

From the 3 ogres Nat armor, Str, Con, iron will: 2d4 ⇒ (4, 1)
From Ogres: iron will, natural armor +1

Boost Bonuses:
Old Boosts: 10 points for HP, +10 HP.
5 points for 1st Boost Feat: Dodge

New Boosts:
3 points for 1 skill points: +1 to perception.
3 points for 1 skill points: +1 to perception.
7 points for Dex +1.
15 points for Dex +1
15 points for Dex +1
15 points for Dex +1
25 points for Dex +1
15 points for Int +1
10 points for 2nd bonus feat:
20 points for 3rd bonus feat:
50 Gain a Special from any class below 7th level: Monk: Draconic Fist: Cha to AC.
3 points for 1 skill points: +1 to perception.
3 points for 1 skill points: +1 to perception.
3 points for 1 skill points: +1 to perception.

5+21+8+12+45 points unused.

later for 75 points: .

Daily Quest: June 10th, 11th, 12th, 13th, 14th, 15th

Bonuses from wishes: +1 on regen from Alexandr.

Some warders take up the defense of a sole person, and protect them above all others. Be they hired, inspired, or simply forced into it, a sworn protector warder is known for devotion and service to their chosen ward. These sworn protectors are highly valued, as they are quite skilled and effective at deterring threats.

Guardianship (Ex)
At 1st level, the sworn protector may select a ward, a person whom she must protect no matter what the cost. When in combat and the sworn protector’s ward is within 10ft of their ward’s position, the ward gains a +1 morale bonus to their AC and savings throws. This bonus increases by +1 at 5th level, and every four levels after that (9th, 13th, and 17th level). Additionally, the sworn protector may add her guardianship bonus to her attack and damage rolls as a morale bonus if the ward is within the sworn protector’s guardianship range. This radius increases by 10ft at 6th and again at 12th level. A sworn protector may only have one ward at a time at 1st level; they may then select a second ward at 8th level and a 3rd ward at 15th level. To select a ward, the sworn protector must take ten minutes discussing tactics and practicing with his ward so that he may learn how best to protect him, and from there on he practices those tactics when he readies his maneuvers. A sworn protector may dismiss a creature as his ward at anytime as a free action.

This augments and replaces the aegis class feature, and if an ability uses the warder’s aegis bonus for anything, then substitute with his guardianship bonus instead.

Defensive Intercept (Ex)
With swift speed and trained instincts, a sworn protector is capable of sudden bursts of speed in the defense of a chosen ward. A number of times per day equal to 1 + the sworn protector’s warder initiation modifier she may leap to her ward’s defense with lightning speed. As an immediate action, the sworn protector moves up to her base speed to a space within 10 ft. of a ward who is being subjected to an attack or effect that would cause harm, to thereby grant her guardianship benefits. This movement is subject to attacks of opportunity. If the sworn protector is too distant to reach her ward, she cannot use this ability.

He is helpful towards the group.

He cherishes and is very helpful to those in his Familia.

He is helpful to any follower of Cayden Cailean.

He loves Alia.

New Items:
He would enjoy the gateraid during his breaks and at the end of the training time. "Thanks Zaidel, that sure is a handy skill! Also thanks for the prestidigitation!"

good quality minx fur gloves

Cursed scroll:
Spellcraft DC 26
It is Cursed: in fact it casts several spells at the same time: Mage armor, shield, and true strike.

Belt
This belt is constructed of flat pieces of slate connected with strong leather straps.

Spellcraft DC 26
It is an elemental earth belt. The command words written on it are in terran.

Aura moderate transmutation; CL 11th; Slot belt; Price 24,000 gp; Weight 3 lbs.

DESCRIPTION

This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, as though subject to the elemental body III spell.

Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.

Spellcraft DC 36 (Identified)
The belt only functions if one of the two conditions is fulfilled:
In direct sunlight
Or
Within 10 feet of a random creature type: dwarf or Terran subtype creature.

If both conditions are met then the ability to transform into an earth elemental is available.

set of items to be getting from blessed loot boxes:

Set 5
Deliquescent Gloves: For every two additional pieces of this set you wear, you deal an additional 1d6 points of acid damage when using these gloves to make a melee touch attack.
Demon Armor: For every two additional pieces of this set you wear, the enhancement bonus of the claws granted by this dread suit of armor increases by 1.

Ring of Retribution: For every two additional pieces of this set you wear, the DC to resist this ring’s fire damage effect increases by 1.

Shadowform Belt: For each additional piece of this set you wear, you can use this item’s ability to become incorporeal for 1 additional round per day.

Shirt of Immolation: For each additional piece of this set you wear, this shirt can stay ignited for 1 additional round per day.

Two-Item Benefit: While you are wearing at least two pieces of this set, you gain a +1 circumstance bonus on Intimidate checks.
Three-Item Benefit: While you are wearing at least three pieces of this set, you gain fire resistance 5.
Four-Item Benefit: While you are wearing at least four pieces of this set, the granted fire resistance increases to 10.
Five-Item Benefit: While you are wearing all five pieces of this set, you gain immunity to fire damage.

Daily Quest:

+1 is guidance from Alia, +2 is aid of an acolyte.

[Dice=Pushup Str DC 15]10 + 9+ 1 +2[/dice] 10 to 10:30.

[Dice=Situps Str DC 17] 10 + 9+ 1[/dice] 10:30 to 11.

[Dice=Squats Str DC 19]10 + 9 + 1[/dice] 11 to 11:30.

Rest for an hour includimg lunch, 11:30 to 12:30.

[Dice=Jacks Con DC 15] 10 +6 + 1 +2[/dice] 12:30 to 1.

[Dice=5k Con DC 19]10 + 6+ 1 + 2+1[/dice] 1 to 1:30.
Using Touch of Good from Zaidel.

[Dice=Loot Box ]5d100 [/dice]

Update his warder maneuvers.
Retrain extra classes for sorcerer!
Change his wish bonuses,.6 max: Alia, Jellena, cannibalism, venom, Super Accelerated Learner, Werewolf Lord