Iramine

Saint Isma of the Sand's page

15 posts. Alias of Johnny_Panic.


Full Name

Saint Isma of the Sand

Race

Fey/Elf

Strength 20
Dexterity 20
Constitution 17
Intelligence 30
Wisdom 30
Charisma 30

About Saint Isma of the Sand

Description
Saint Isma of the Sand{NG}
FEY/ELF
LEGENDARY DRACONIC DRUID - L20
CLEVER GODLING DemiGod L20

Description
Saint Isma of the Sand Is a Elf{Fay}

Personality

Statistics:

Speed 30' *Flight 30'/120' Init +14; Senses LLV 60' DV120' Perception +38*

-------------=DEFENSE=------------------

AC []10+9Armor+5Dex+1Feat+8NA+0Items+4^force+0other]
AC[37] TA[20] FF


  • {*Never flat-footed or surprised/can not be flanked)

    HP: 20x{8+5+1+1}=300/300
    For: +32, {+12Base,+10Cha+5APB+4Luck+1Trait}
    Ref: +32, {+12Base,+10Cha+5APB+4Luck+1Trait}
    Wil: +32, {+12Base,+10Cha+5APB+4Luck+1Trait}

    Resistance:
    SR30 Vs spell resistance against divine spells and spell-like abilities
    DR 10/Adamantine
    Fast Healing 10

    Immunity's
    Fire/blinded/confused/deafened/fatigued/exhausted/aging/sleep/fear/all disease/all poison/Starvation

    Other

    CMD 35 {10+15Base +5Str +5Dex +0size +0misc}

    --------------=OFFENSE=---------------
    Speed: 30ft Flight 120'
    Base Atk: +15/+10/+5;
    Melee:+20/+15/+10{+15/+10/+5Base,+5Dex}
    Ranged:+20/+15/+10{+15/+10/+5Base,+5Dex}

    --Melee: [+3]
    Unarmed attack +25/+20/+15 DMG[1d3+5] x2 (L)
    Claws +25/+20/+15 DMG[1d3+5] x2 (L)
    Bite +25/+20/+15 DMG[1d6+5] x2 (L)

    --Ranged: [+5]
    Channeling DC35 DMG10d6 good {19d6}
    Telekinesis DC35 TBC

    -------------=STATISTICS=-------------
    26 Point By[+4Level][+8Capstone]
    Legendary gifts {8}(6spent) Legendary Body 2 + Legendary Mind 2
    STR [18][+04][14][5p][APB+6][-2Template]
    DEX [23][+06][13][3p][APB+6][+2Race][+4Template]
    CON [18][+04][14][5p][APB+6][-2Race]
    INT [30][+10][14][5p][APB+8][+2Race][+2Template][+3Age][+1Level]
    WIS [30][+10][14][5p][APB+6][+3Age][+4Capstone][+3Level]
    CHA [30][+10][13][3p][APB+6][+2Template][+3Age][+4Capstone][+2Level]

  • FEATS+Traits:

    Level Feats:
    01:Noble Scion of War
    02:Toughness*
    03:Power Attack*
    04:Improved Initiative*
    05:Unflappable:
    06:Healing Factor:
    07:Extra Lives: 3/3
    08:Invulnerability:**
    09:Super Strength:**
    10:Super Speed:**
    11:Eidietc Spellcaster
    12:Supernatural Spell Monster {Druid}
    13:Greater Invulnerability:***
    14:Greater Super Strength:***
    15:Greater Super Speed:***
    16:Supernatural Spell Monster:
    17:Full Casting Action:
    18:Greater Full Casting Action:
    19:-
    20:-

    Leadership Boon Feats x3
    1:practiced-leader
    2:Monstrous Companion
    3:legendary-leader

    {LEADERSHIP SCORE}
    Level +20, Cha+10 Wis+10 Treats+1 Feats+4 Items+4 Great renown+2 stronghold+2 =[53]
    Magical Beast Cohort L16 / Followers {520L1/52L2/28L3/16L5/8L6/8L7}
    Magical Beast Cohort L12 / Followers {135L1/13L2/7L3/4L4/2L5/2L6}
    Magical Beast Cohort L8 / Followers {50L1/5L2/3L3/2L4/1L5}

    Unflappable:
    You are the sort of person who says “I would not be a bit surprised if the dragon is an illusion and we’re actually surrounded by invisible ninjas.” What’s more, you really aren’t a bit surprised when that turns out to be the case.
    Prerequisite: Alertness.
    Benefit: You are never surprised, and never flat-footed.

    Healing Factor: FH10
    Benefit: You gain fast healing equal to 1/2 your HD (minimum fast healing 1).

    Extra Lives: 3/3
    You are just hard to kill.
    Benefit: Your character can come back from the dead, with no penalty, three times in its total career. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you think your character is likely to be raised quickly and easily, you may choose not to use this ability when you die, in which case it does not count against your three total uses of this feat.

    Invulnerability: DR 10/adamantine,cold iron,silver
    Prerequisite: Toughness.
    Benefit: You gain damage reduction that can be penetrated by one of the following damage types: adamantine, bludgeoning, chaotic, cold iron, evil, good, lawful, piercing, silver, or slashing. Your damage reduction is equal to 1/2 your character level or Hit Dice (minimum DR 1, maximum DR 10). This damage reduction does not stack with any existing damage reduction you may have.

    Super Strength:
    You are stronger than everyone around you, like a muscle-bound superhero.
    Prerequisite: Power Attack.
    Benefit: You gain a bonus equal to 1/2 your character level or Hit Dice to all Strength checks and Strength-based skill checks. You cannot be encumbered by weight, and treat your maximum load as a light load. As a full-round action, you can break or burst any unattended object of your size or less in reach as if you had succeeded on a Strength check against its break DC.

    Super Speed:
    You are faster than everyone around you, like a speedster superhero.
    Prerequisite: Improved Initiative.
    Benefit: You gain an additional move action each round. This move action can be used for any purpose in addition to the normal move action you possess each round. You may use this move action in addition to a move and standard action, or in addition to a full-round action. You may forgo both of your normal move actions to instead take two standard actions in a single turn. This may allow you to cast multiple spells requiring standard actions or use other abilities requiring a standard action twice in one turn.

    Greater Invulnerability:
    Prerequisites: Invulnerability, Toughness.
    Benefit: You take no damage from and are immune to one type of energy damage (acid, cold, electricity, or fire). Alternately, you may choose to be immune to two of the listed energy damage types, but then gain a vulnerability to a third. You take half again as much damage (+50%) from this specific energy type.
    Special: You can gain Greater Invulnerability multiple times (of course you can). Each time it grants immunity to a new type of energy damage. If you possess a vulnerability to an energy type, you may not become immune to the energy type you are vulnerable to.

    Greater Super Strength:
    Your strength improves to world-shattering levels, giving you an incredible array of
    superhuman abilities.
    Prerequisites: Power Attack, Super Strength.
    Benefit: You can cast jump, knock, and force punch as at will spell-like abilities. Additionally, you possess telekinesis (as the spell) as a constant spell-like ability that you can cease or resume as a free action. However, you can only use telekinesis on creatures or objects with a range of touch (although creatures or objects might be thrown further than your reach) and you do not substitute your Intelligence or Charisma modifier in place of your Strength modifier. When using the sustained force or violent thrust versions of telekinesis, you may add your heavy load carrying and lifting capacity weight to the weight of an object moved or hurled. You use your character level or Hit Dice as your caster level. The save DC for this force punch is equal to 13 + your Strength modifier

    Greater Super Speed:
    Your speed improves to lightning-fast levels, giving you an incredible array of superhuman abilities.
    Prerequisites: Improved Initiative, Super Speed.
    Benefit: You gain the effects of the following permanent constant spell-like abilities: expeditious retreat, phase door, and water walk. These spell-like abilities affect only you. You may cease or resume these spell-like abilities as a free action. Additionally, you may cast whirlwind (as the spell) as a spell-like ability at will. However, the cyclone is always centered on you and requires a move action to maintain each round, but you are immune to its effects. You use your character level or Hit Dice as your caster level, and the save DC for this whirlwind is equal to 18 + your Dexterity modifier.

    Eidietc Spellcaster:
    You possess a knack for being able to learn spells by watching another spellcaster cast.
    Benefit: Whenever you observe a spellcaster casting a spell, you can attempt to learn it. When attempting a Spellcraft check to identify a spell as it is cast that appears on your spellcasting class spell list, if you succeed on the Spellcraft check by 5 or more you add the spell to your list of spells known (including any familiar or spellbook required for spell preparation). If the spell does not appear on your class spell list, you must succeed on the Spellcraft check by 10 or more. A spell learned in this manner becomes a spell of a type (arcane or divine) you can cast.

    Full Casting Action:
    Benefit: As a full-round action, you can cast two spells that have a casting time of
    1 standard action or less. The first spell is cast normally, while the second spell uses a caster level 5 lower than your normal caster level, and the DC of any saving throw it requires is reduced by 2.

    Greater Full Casting Action:
    You can cast up to 3 spells as a full-round action, much like a warrior can make multiple
    attacks if his base attack bonus is high enough.
    Prerequisite: Caster level 11, Full Casting Action.
    Benefit: This functions as Full Casting Action, except you can also cast a third spell
    with a casting time of 1 standard action or less. The third spell uses a caster level 10 lower
    than your normal caster level, and the DC of any saving throw it requires is reduced by 5.

    Supernatural Spell Monster:
    You’re not really a spellcaster, but you might be mistaken for one.
    Benefit : Select one class you have levels in that casts spells. Though you must meet
    the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.

    =======

    Traits:
    1:Natural-Born Leader{Social Traits}
    2:Fate's Favored{Faith Traits}
    3:
    4:
    5:

    RACE: FEY/ELF:

    Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
    Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
    Type: Elves are Humanoids with the elf subtype.
    Base Speed: Elves have a base speed of 30 feet.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
    Defense Racial Traits
    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Feat and Skill Racial Traits
    Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
    Magical Racial Traits
    Fey-Sighted: You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
    Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
    Senses Racial Traits
    Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
    TEMPLATE: FEY CREATURE
    Type: The creature’s type changes to fey.
    Senses: A fey creature gains low-light vision.
    Armor Class: Reduce the creature’s natural armor, if any, by 1 (minimum of 0).
    Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist cold and electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).
    Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature’s land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect.
    Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof.
    1:Change Shape (Su) {Gold Dragon}
    A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
    2:Long Step (Su) 200'
    A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
    3:Spell Resistance (Ex) SR31
    A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.
    4:Camouflage (Ex)
    A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.
    Spell-Like Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
    HD Abilities
    01-02 Dancing lights 3/day, Faerie fire
    03-04 Entangle, Glitterdust
    05-06 Deep slumber
    07-08 Major image
    09-10 Confusion
    11-12 Feeblemind
    13-14 Mislead
    15-16 Project image
    17-18 Irresistible dance
    19-20 Scintillating pattern

    Skills:

    Skill Points 20x(6+10INT)320+40BS=360

    ^Acrobatics*(Dex)____+28{+20rank,+5Dex+3Class}
    ^Appraise(Int)____+20{+7rank,+10Int+3Class}
    ^Bluff(Cha)____+33{+30rank,+10Cha+3Class}
    ^Climb(Str)____+20{+12rank,5Str+3Class}
    ^Craft(Tattoo) (Int)____+20{+7rank,+10Int+3Class}
    ^Diplomacy(Cha)____+20{+7rank,+10Wis+3class}
    ^Disable Device____+20{+7rank,+5Dex+3Class}
    ^Disguise (Cha)____+20{+7rank,+10Cha+3Class}
    ^Escape Artist(Dex)____+20{+12rank,5Dex+3Class}
    ^Fly(Dex)____+20{+12rank,+5Dex+3Class}
    ^Handle Animal (Wis)____+20{+7rank,+10Wis+3Class}
    ^Heal(Wis)____+20{+7rank,+10Wis+3Class}
    ^Unchained Intimidate(Cha Int)____+35{+20rank,+10Wis+3Class+2Trait}{+8 Size}
    ^Perception(Wis)____+33{+20rank,+10Wis+3Class}
    ^Perform[Oritry](Cha)____+10{+7rank,+10Cha+3Class}
    ^Profession[Meditor](Wis)____+20{+7rank,+10Wis+3Class}
    ^Ride(Dex)____+20{+12rank,+5Dex+3Class}
    ^Sense Motive(Wis)____+33{+20rank,+10Wis+3Class}
    ^Sleight of Hand(Dex)____+20{+12rank,+5Dex+3Class}
    ^Spellcraft(Int)____+33{+20rank,+10Int+3Class}
    ^Stealth (Dex)____+28{+20rank,+5Dex+3Class}
    ^Survival(Wis)____+20{+7rank,+10Wis+3Class}
    ^Swim(Str)____+20{+12rank,5Str+3Class}
    ^Use Magic Device(Cha)____+33{+20rank,+10Cha+3Class}

    ^Knowledge (Arcana/Psionics)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Dungeoneering)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Engineering)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Geography)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (History)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Local)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Nature)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Nobility)(Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Planes) (Int)____+20{+7rank,+10Int+3class}
    ^Knowledge (Religion) (Int)____+20{+7rank,+10Int+3class}
    ^Linguistics(Int)____+33{+20rank,+10Int+3class}

    concentration [+30][CR20+10Int]

    -=Non-Standard Skill Bonuses=-

    -=Languages=-
    Languages: Telepathy 100' [Item]
    Common, Evlan, Celestial, Infernal, Abyssal, Necril, Sylvan, Auran ("Tongue of the Heavens"), Ignan ("Tongue of Fire"), Terran ("Tongue of Earth")

    CLEVER GODLING L20:

    Hit Die: d6.
    Class Skills - Skill Ranks per Level: 6 + Int modifier.

    Bonus Feat x2
    1:Luck of the Gods
    2:Enhanced Hardiness

    Divine Traits {1+2+3+4+5=15}
    1:Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
    2:Paramortal II: The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass.
    3:Paramortal III: The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The godling ages only 1 year for every 50 years that pass.
    Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging.

    Scion Talents X4
    1:Channel Energy (Su): [Positive Energy DC35 10d6]
    You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice
    2:Deep Channeling (Su): [+1d6 to 9d6]
    You can channel energy from a deep well of divine energy inside you, essentially creating a minor miracle. When you channel energy in this way, you may expend a spell slot to increase the energy channeled by +1d6 per level of the spell slot expended. You gain no benefit from a deep channel (you are not healed by the channeling, and do not gain any associated benefits). A godling must have the ability to channel energy to select this scion talent.
    3:Evasion (Ex):
    This talent functions like the rogue ability of the same name.
    4:Uncanny Dodge (Ex):
    This talent functions like the rogue ability of the same name.
    Feat:Sigil-marked: {+38}
    The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier.

    Greater Scion Talents X5
    1:Scion of Logos (Ex):
    You are considered to have the Craft Wondrous Item feat when creating magic books, tomes, Librums and similar wondrous magic items. You can write spells into spellbooks, scribe magic scrolls, and create books (both mundane books and those created with Craft Wondrous Item) in half the normal time. If you beat the skill check DC to create the item by 10 or more, you can do it in 1/4 the normal time. A godling must have the Scribe Scroll feat to select this talent.
    2:Force of Personality (Su): Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves). You may also use your Charisma modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed. You cannot take this talent if you already have the force of brawn or force of intellect talents.
    3:Guarded (Su): SR30
    The godling gains spell resistance against divine spells and spell-like abilities. This includes spells from divine spellcasting classes, spells and spell-like abilities from creatures that cast as equivalent to a divine spellcasting class, and spells and spell-like abilities from any sort of outsider. This spell resistance is equal to 10 + godling level
    4: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.

    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.
    5:Impressive (Ex):
    Once per round as a free action, the godling can make an Intimidate check to demoralize a foe who has just been struck for damage by the godling.

    Lineage domain

    DRAGON Domain{Scalykind}
    Granted Powers
    Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
    Dragonbreath (Su)
    At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 1 4th level you can use it three times per day.
    Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—draconic reservoir, 4th—dragon’s breath, 5th—animal growth*, 6th—form of the dragon I, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange.

    Good Domain
    You have pledged your life and soul to goodness and purity.
    Granted Powers
    Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
    Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

    Fire Domain
    You can call forth fire, command creatures of the inferno, and your flesh does not burn.
    Granted Powers
    Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
    Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

    Demigod (Ex)
    You elevate from the ranks of deifically-blooded heroes to the lower ranks to true divinity. This has several effects, including changing your type to outsider (native). You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your Wisdom bonus (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access the three domains associated with your lineage domain ability. You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 Constitution or Wisdom check (your choice). If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes. You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.

    LEGENDARY DRACONIC DRUID - L20:

    Legendary Druid

    BAB {+15/+10/+5} / SAVE: {+6/+6/+12}

    LEGENDARY DRUID FEAT:Eschew Materials

    Class Skills - Skill Ranks Per Level: 4 + Int Modifier
    The legendary druid’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

    Weapon and Armor Proficiencies
    Legendary druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.

    Nature Bond (Ex)
    magical beast Companion.

    Wildspeak (Ex)
    Can communicating with animal or magical beast type, monstrous humanoid, fey, vermin, plants, at 13th level, elementals, oozes. rocks, rivers, and soil as if they were intelligent.

    Soul Seed (Ex)
    At 19th level, the legendary druid undergoes a ceremony where they transfer part of their soul to the earth itself. Whenever the legendary druid dies from something other than old age, after 24 hours their body disintegrates, and they emerge from the earth in a different location on their home plane of existence, as if affected by true resurrection.

    Wyrmkin:
    Blessed by Dragons (Ex)
    The wyrmkin gains the dragonkin sub-type {Gold Dragon FIRE} Using this Energy type
    This choice cannot be changed later and affects the wyrmkin’s class features, but does temporarily change if the wyrmkin polymorphs into a dragon of a different type. When the wyrmkin casts a druid spell that does damage of their exemplar dragon’s type, it does additional damage equal to the level of the spell slot used to cast the spell. This is added to every damage roll made by the spell.

    Draconic Spells (Ex)
    The draconic druid gains the following bonus spells as spells known at the level they become able to cast these spells:
    Spells: cause fear (1st), resist energy (2nd), draconic reservoir (3rd), dragon’s breath (4th), polymorph (5th), form of the dragon I (6th), form of the dragon II (7th), form of the dragon III (8th). overwhelming presence (9th).
    This replaces druidic circle.
    Wyrm Breath (Su)
    The wyrmkin gains the ability to channel their draconic might into a breath weapon. {Fire}
    Can be used 3x a day + wis mod

    Hexes
    The servant of the unknown gains a bonus minor, major, and grand talent at 2nd, 10th, and 18th level, respectively.
    Whenever the legendary druid would gain a minor, major, or grand talent, they may choose to gain a minor, major, or grand hex in its place, respectively, if they choose.

    Druidic Talents
    Minor druidic talent
    1:Elementary Magic: (Ex) (Minor Talent)
    Choose one conjuration or evocation spell with the spell descriptor that matches your exemplar dragon’s damage type.
    You gain this as a spell known. This spell does not change if your exemplar dragon changes.
    2:Nails (Ex)
    Effect: Your nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch). These attacks are secondary attacks. If trimmed, your nails regrow to their normal size in 1d4 days.
    3:Aura of Purity (Su)
    your aura purifies the air around you.
    Effect: Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around you for a number of minutes equal to your level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.
    4:Charm (Su)
    Effect: you can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
    This improves the attitude of an animal or humanoid creature by 1 step, as if you had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the your Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
    Major talent
    1:Expansive Transformation: (Major Talent) You may add form of the alien dragonlod and form of the exotic dragonlod to your spell list. When you gain for of the dragon as a known spell, you gain the equivalent level version of these.
    2:Greater Exhalation (Su) (Major Talent) The wyrmkin’s breath weapon increases 45 ft., cone or 90 ft., line.
    3:Wings (Su) (Major Talent) The wyrmkin can form a spectral pair of wings, granting them a fly speed of 100 ft., with perfect maneuverability.
    4:Speak in Dreams (Sp) 10/10
    Effect: you can contact a creature as if using dream. You can use this ability on a number of creatures per day equal to your Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.
    Grand talent
    1:Dracoform (Su) (Grand Talent)
    2:Life Giver (Su) (Grand Talent)

    Spells
    Eidietc Spellcaster: all {All-Wizard} + {All-Cleric} + {All-Psychic}
    Benefit: Whenever you observe a spellcaster casting a spell, you can attempt to learn it. When attempting a Spellcraft check to identify a spell as it is cast that appears on your spellcasting class spell list, if you succeed on the Spellcraft check by 5 or more you add the spell to your list of spells known (including any familiar or spellbook required for spell preparation). If the spell does not appear on your class spell list, you must succeed on the Spellcraft check by 10 or more. A spell learned in this manner becomes a spell of a type (arcane or divine) you can cast.

    b]Life Giver (Su)[/b]
    Effect: Once per day you can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

    Supernatural Spell Monster: [SP]
    You’re not really a spellcaster, but you might be mistaken for one.
    Benefit : Select one class you have levels in that casts spells. Though you must meet
    the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.

    Dracoform (Su) (Grand Talent) You may cast any level of Form of the Dragon I/II/III and Form of The Alien Dragon I/II/III At will, without using a spell slot.

    SPELLS
    Level 0 DC20 [Known 9][at Will]
    1:detect-magic
    2:read-magic
    3:spark
    4:detect-psychic-significance
    5:telekinetic-projectile125' 1d6
    6:chameleon-scales
    7:prestidigitation
    8:mending
    9:sift
    *Animal Messenger

    Level 1 DC21 [Known 6+3]
    1:cause fear
    2:-
    3:-
    4:-
    5:-
    6:-
    7:-
    8:-
    9:-
    *:-

    Level 2 DC22 [Known 6+3]
    1:resist energy
    2:draconic reservoir
    3:-
    4:-
    5:-
    6:-
    7:-
    8:-
    9:summon-natures-ally II
    *:Alter Self

    Level 3 DC23 [Known 5+2]
    1:-
    2:-
    3:-
    4:-
    5:-
    6:-
    7:summon-natures-ally III
    *:Beast Shape I

    Level 4 DC24 [Known 5+2]
    1:dragon’s breath
    2:-
    3:-
    4:-
    5:-
    6:-
    7:summon-natures-ally IV
    *: Adjustable polymorph, Beast shape II, Elemental body I

    Level 5 DC25 [Known 5+2]
    1:-
    2:-
    3:-
    4:-
    5:-
    6:-
    7:summon-natures-ally V
    *:Beast shape III, Elemental body II, Plant shape I

    Level 6 DC26 [Known 4+2]
    1:-
    2:-
    3:-
    4:-
    5:-
    6:summon-natures-ally VI
    *: Beast shape IV, Elemental body III, Plant shape II

    Level 7 DC27 [Known 4+1]
    1:-
    2:-
    3:-
    4:-
    5:summon-natures-ally VII
    *: Elemental body IV, Giant form I, Magical beast shape, Plant shape III

    Level 8 DC28 [Known 4+1]
    1:animal-shapes
    2:-
    3:-
    4:fey-gate
    5:summon-natures-ally VIII
    *:Giant Form II

    Level 9 DC29 [Known 4+1]
    1:wish
    2:regenerate
    3:gate
    4:foresight
    5:summon-natures-ally IX
    *:shapechange

    Perfect Body, Flawless Mind (Ex)
    At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

    Equipment:

    Starting cash 1,018,710gp

    Weapons:

    Armor:
    none

    Belt: -
    Body: Magical Tattoo of Suzerain Scepter
    Chest: -
    Eyes: -
    Feet: -
    Hands: -
    Head: Magical Tattoo of Conquest
    Headband: Magical Tattoo of Telepathy
    Neck: -
    Shoulders: -
    Wrists: Psionic Tattoo of many-garments [200cp]
    Ring L: Magical Tattoo of Telekinesis{75.1kgp}
    Ring R: Magical Tattoo of the Ecclesiarch {28.600kgp}

    -=Carrying Capacity=-
    26 lbs less/27–53 lbs/54–80 lbs.
    -=Current Load Carried=- 11lb [light]

    Money 0CP 0SP 0CP

    PFS Legal Ring of the Ecclesiarch
    Source Ultimate Equipment pg. 175
    Aura faint enchantment CL 5th
    Slot ring; Price 28,500 gp; Weight —
    Description
    This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer’s deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. The wearer is marked as a scholarly leader of the faith and gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. If the wearer has the Leadership feat, she may attract double the normal number of followers, and her followers’ zealous devotion grants them a +4 morale bonus on Will saves against enchantment spells and effects. Once per day, the wearer of the ring can use prayer and enter image (Advanced Player’s Guide), often using the latter power to speak and observe through portraits, statues, and even minted coinage bearing their likeness.

    Suzerain Scepter
    Source Ultimate Equipment pg. 186
    Aura moderate enchantment CL 7th
    Slot none; Price 20,000 gp; Weight 5 lbs.
    Description
    This ornately bejeweled baton confers the mark of rightful rulership on its bearer. The wielder of this scepter gains a +5 competence bonus on Knowledge (nobility) and Diplomacy checks. Furthermore, once per day, and on command, the wielder can affect up to seven living creatures with good hope, as the spell. If the wielder of a suzerain scepter has the Leadership feat, she may attract double the normal number of followers for her Leadership score; however, if the rod is out of the wielder’s possession for more than 1 week these extra followers leave. In addition, a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter’s bless effect), that bonus increases by 1.

    Imperial Army Greathelm
    Source Inner Sea Combat pg. 60
    Aura moderate enchantment; CL 9th
    Slot head; Price 29,000 gp; Weight 6 lbs.
    Description
    Many seasoned military commanders in Molthune wear this style of silver helmet adorned with a single oversized red plume. If the wearer of an Imperial Army greathelm has the Leadership feat, he gains a +3 bonus to his Leadership score, and any of his followers or cohorts gain a +1 bonus on attack rolls and on saving throws against fear effects while they’re within line of sight of him. If the wearer possesses the tactician class feature, the range of that ability increases to 60 feet.

    Crown of Conquest
    Aura moderate enchantment; CL 7th
    Slot head; Price 24,600 gp; Weight 3 lbs.
    DESCRIPTION
    This crown of steel and gold projects an aura of menacing power.
    The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).
    If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.

    Stone of Good Luck (Luckstone)
    Aura faint evocation; CL 5th; Slot —; Price 20,000 gp; Weight —
    +1 luck bonus on saving throws, ability checks, and skill checks.

    PCs Ten-Minute Background:

    Step 1 (Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
    1)Isma upbringing was odd for most of her young life she lived in a Druid wood tooked deep in elf lands close to the crown of the world. There she learned the ways of nature, not seeing a any other races until she was into Adulthood.
    2)She meet her father from time to time, a Gold Dragon from Nirvana, who has ascended, Her mother was a Elf Druid who was a singler gifted shifter.
    They had lived together for a time when he did but always her father was pulled back to Nirvana.
    3)As a person she is a slacker, a shut in who will given a change play in the woods. This all ended when her father came to her and asked her to help with a problem to recover some magical beasts enslaved for sport in Cheliax for blood sport games. This lead to her having far more contact with the mortal reales. But before she could start she went to get trained in Nirvana and the Beast lands. It was here she leaned her other form of Gold Dragon, tapping into it with magics.
    4)In her WYRMKIN AASIMAR form she stands some 8' horn to foot, slinder, Gold eyes, gold hair, and skin, with Scales that can be seen. She wears light clothing, which shows off her patterned and Sigil marked skin. She moves with grace, but will if give a chance slump and sit. She always comes over as slightly lazy. In a fight she just takes Dragon from and uses her bulk, Her teeth and claws.
    5)Per personality has a LOT of dragon in it, often sleeping and loves comfort and thinks a lot before doing things, which normal means more sleeping but under that is a deeply compassionate and caring of others. Most of all Magical Animals. Knowing they can be exploited and used by Mortal races.
    6)She loves sweet things, and will going hunting sometimes to cites and other mortal places for Cakes and Candies.
    7)She loves hot baths and summer days but dislikes winter and cold, having a weakness to the cold.

    Step 2 (List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
    1)Save Magical Animals and other good dragons, to grow her followers to help her do this.
    2)I want her to be a known thing in the world, a thing of hope for Magical Animals.

    Step 3 (List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)
    1) She has a half orc Hell Knight lover her father knows nothing off, She did it to get away from his control, but he was killed world wound.
    2) She has an Identical brother, who lives in Nirvana, trained to be a Priest there. She knows of her but has been told never to contact her for her own Safety.

    Step 4 (Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
    1)Killricc Rorrr a Mythic Griffin who trained her when she was young, clever smart and a good fighter. She grew deeply attached to him because of her father working away.
    2)Nimic Gruffa A Silver Dragon she grow up with, now an adult like her he has a mate, for which Isma has complex feelings over. Deep down she had/has a thing for him, but their work pulled them apart.
    3)The Great Red Dragon ZNAR BARRXX who wants her and her brother dead, it is linked to her father on someway.

    Step 5 (Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
    1)She loves sweet things, and has a very bad sweet tooth, loving Honey Cakes and new candy most.
    2)She likes to take her followers and faith members out into the woods for "Camps" and "Picnics" where they all spend time with Nature.
    3)She has a hobby of Volcano surfing down magma flows, which she does with a bunch of fellow Dragons. Think Surf Bumbs.

    NPC Hanros Sleemas #1's 10-minute Background:

    Step 1 (Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
    1)Anros Sleemas is an old Griffing who has works at the Animal sanctuary, as Isma secritry, he is grumpy and likes things done the right way.
    2)he spent years in cage on show, but was set free by Isma for which is plaged what was left of his life to her.
    3)He looks after the large mance and estate that is the core of his Masters domain.
    4)He had a suit made for himself that makes him look fine in his view. He likes to read and ding Puzzles.
    5)Once when he was taken on a mission he was almost killed and swar form that day on he would stay in the Demi plane.

    Step 2 (List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
    1)
    2)

    Step 3 (List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)

    1)[known]
    2)[unknown]

    Step 4 (Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
    1. Alison an old friend from her hunting ground, who always has a new man.
    2. Her mother and elder elf, who has worked hard to keep the family going.
    3. Mrs Coltar the head of her fathers business empire.

    Step 5 (Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
    1. Her mother singing to her when she was small, making it all beter as her father was away.
    2: Collecting goods by ship in a seaside city with warm waters and hot suns.
    3. Handing in her final study paper and getting top marks.

    NPC #2's 10-minute Background: :

    Step 1 (Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
    1)Qillion De-Shard
    2)
    3)
    4)
    5)

    Step 2 (List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
    1)
    2)

    Step 3 (List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)

    1)[known]
    2)[unknown]

    Step 4 (Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
    1)
    2)
    3)

    Step 5 (Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
    1)
    2)
    3)

    Ebrill Dwynwen NPC #3's 10-minute Background: :

    Step 1 (Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
    1)Ebrill Dwynwen was born into slavery and is marked as such.
    2)Ebrill has no problems killing others on the word of her master. As far as she is concerned she is a slave and if ordered she will do whatever her master ask.
    3)She hates anyone hurting nature, be it a farmer who lets his land go to dust by over famering, or someone who kills for sport. As far as she cares they need to die.
    4)She has a riding dog called BoBo she got as a pup and raised herself. He loves her and she loves him back. often getting treats for him.
    5)Her mother died when she was small, she has a half-brother, who is also a slave. He wants her to buy him one day and set him free.

    Step 2 (List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
    1)To live happily with Tinta and with magic aid have a child, so they can have a family.
    2)Help her ladyship gain more power and wealth. With such she would let Edrill free with coin to be with Tinta.

    Step 3 (List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)
    1)[known] She, killed Tinta old lover, with poison. because she was mentally abusing Tinta. Ending the woman's life buy stabbing her in the heart while looking her in the eyes.
    2)[unknown] Her mother's tribe sold her pregnant mother into slavery for disrespecting nature by wearing boots. if she ever knew she would hunt them down and kill every one of them.

    Step 4 (Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
    1)Lady Sol-Eet De-Ron-Xue, who owner and master, She respects her and knows her place relive to "My Lady"
    working as a PA for her as needed.
    2)Tinta-Tal-Ma, Her Lady's bodyguard, loves her master one way, but she loves Tinta-Tal-Ma and A holds the other way. Afton sleeping in the same bad,
    her 2'6" body course to the giants. She sees Tinta as a protector and as her equal. If only she could drum some manners into the dumb galoot.
    3)Birin Casirss, a trader in slaves who has asked more than once for her to be sold to him. Of course, her ladyship tells him no. But she always worries one day the old fat pervert will get his chubby hands on her.

    Step 5 (Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
    1)Being a slave as a child, being marked and shown like a prize until her ladyship older brother spotted how smart she was and bought her.
    2)Laying in bed next to a snoring Tinta and tracing the scars on her naked body with her fingers. Think that Tinta could brake her like a twig, yet she was always gentle with Ebrill
    3)Standing on the lip of a grat nib desert dune, her ladyship just ahead, with Tinta behind. They stood waiting as the sun rose, Red and full, as Her Ladyship said the prayer of the new morning. Bowing her had to the sun and sand.

    NOTES:

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