The kingdom of Lutan had been one of profit for as long as it had stood. It's detractors called it a 'den of scum and villany', but it suited those who lived there just fine - at least, those who had managed to scrape some form of control over the place. The shadows were long in Lutan, and the dark of mind and strong of body thrived. Conquered and conquering multiple times in it's existence, it's people are strong and tough, living in their society for a great long time...
...Until he came.
Rising from peasant stock in a land far off, a prophesied God-King has arisen... and, in his crusade against 'those who hold evil in their hearts', conquered Lutan - driving out most of it's populace, burning what few temples it had to ash, and executing those in high standing. This mighty paladin, who hides his true name due to the danger of his position, has cast out or crushed all opposition, and now stands ready to lead his people to a new age of light.
...But peace and property have never been profitable, and many contest the rise of the God-King. Deposed royalty, foreign invaders, and corrupt merchants all find him a mutual foe. Though the God-King's armies are mighty, many believe a few assassins can succeed where the legions of darkness have failed. All the while others conspire to make the God-King their own. Every brigand, cutthroat, and assassin turns an eye to Lutan and to a quick, bloody profit...
This is where you come in. The God-King must fall from grace!
-Rules-
Alignment: Any Nongood, Evil preferred.
Races: Any
Starting Level: 6
Ability Scores: 32 point buy.
Starting Gold: 18,000 gold
Special Rule: About Monster Races.
In this RP, you may play any monster race with an ECL lower than your starting level.
You may also play the 'Monster Race Classes', like the ones in "Savage Species". Unlike
the usual rules, you may freely multiclass out of them for the entirety of this RP,
including taking the starting racial abilities without taking a single class level in
the race. You still may not go up in more than one Monster race, nor may you take levels
in a monster race that differs from your own race.
Note:
NPC's welcome. If you want to get in on the politicing and such, but don't want any part in the
stats, D&D-like things, etc... Just fill out a sheet like you would any other RP, and I'll
fit you in - no dice needed.
Armour:
+2 Glamored Splint Mail: (AC 6+2, on command, changes shape and form and appears as a normal set of clothes, retaining all properties.) (6900 GP)
Jewelry:
Ring of protection +1 (2000GP)
Equipment:
Backpack (2gp)
Bedroll (1sp)
blanket (5sp)
flint and steel (1gp)
inkpen (1sp)
parchment x7 (14sp)
ink (1gp)
sealing wax (1gp)
signet ring (5gp)
Holy symbol (1gp)
disguise kit (50gp)
Total cost: 16966g 1s
Total encumbrance: 64.1
Gold left: 1033g 9s
BIT of a work in progress...
Need to write a believable background for this character, and didn't quite know how you wanted to deal with spell lists and spell preparation. Also, I did my best but if you think somethings missing on the sheet please do tell me :P
Gear
945 Gold
Faceless Mask
Gladiator Mask
Mithral Chain Shirt
Heavy Mithral Shield
Bastard Sword
Bag of Holding Type I
Pipes of Pain
Backstory
Arkio has been a wandering troubadour since he was a kid. Originally, he worked with a troupe, but split with them a decade ago after a conflict of interest. The truth of the matter is, the troup would steal from the cities they visited, taking what they wanted. However, they had two rules: No killing, and no stealing from the poor. One day, Arkio saw a set of pipes that he swore were calling to him, but he couldn't find an opportunity to steal them. So one day, after a performance, he followed the man with the pipes and murdered him, taking the pipes for his own. But his troupe master found out, and told Arkio that he would turn him in. This infuriated Arkio, and as Arkio began to storm off, a thought not his own popped into his head. "Play the pipes," it said. And so Arkio raised the pipes to his lips and blew. Even though Arkio had never played before, out from the instrument flowed the most hauntingly beautiful melody either him or the troupe master had ever heard. Arkio played for several minutes, and when done, he turned to face his master, but his master lay dead on the floor. Arkio, seeing it as an opportunity to escape from the 'strictures' of the troupe set out on his own without a word to anyone. Since then, Arkio has lead a life of travel, performance, theft, and murder. But with the rise of the God-King, Arkio's way of life has been threatened, and all who threaten his way of life shall die.
Class Features:
Simple and martial weapons proficiency.
Light armour proficiency without risk of arcane spells failing while wearing light armour.
Hexblade's Curse twice a day
Arcane resistance
Mettle
Familiar
HOPE thats all done and correct...
Backstory
In the bustling city its easy to go unnoticed especially for someone whose only remaining parent couldn't stand to look at you for reminding you of your mother. Easy to lock yourself away and acquire the knowledge needed to make his life hell, then dispose of him altogether. They said it looked like a lion had mauled him to death, but in the blackened ruin of the house where the fire that almost destroyed the block had started there was no sign of his son. It largely went unnoticed, the few who new the man had a son assumed his thin frame had burned up in the flames. But Zeradus was alive, he had simply decided to use his talents to sueeze as much from the world as he could.
He traveled the world's paths alone using his looks to convince humans he was an elf noble and elves we has a human diplomat while taking all they offered and more, while they talked to him they might find their valuables spirited away by unseen forces, though most didn't until the wayward dignitary had moved on with sufficient evidence pointing in another direction.
Eventually the half-elf settled down, with land and title, the former coming with the latter, which was acquired though a mixture of lies and the right pockets being filled. It has plush on an estate and the title of lord that the god-king's message found him sitting over. His actions under scrutiny spoke for themselves and he was evicted and stripped of title, but with it came opportunity. With every scoundrel and knave with their eyes set on regicide, the crown or at least an unfair share of the spoils beckoned.
Name: Cassander Soren
Alignment: Lawful Evil
Race: Human
Hair: Long, slightly curled, and black
Eyes: Light Grey
Skin: Pale, with blue grey undertones which are especially prevalent where the skin is thin. (near the tip of the nose, eyes, lips, etc.)
Height: 5'4
Weight: 135
Likes: Loose Women, Questionable Morals, Military and Cavalry Based Tactics, Terrible Romantic Poetry (excellent poetry in his eyes)
Dislikes: Family (particularly his two surviving brothers), Commitment, Being in Command
Class Features:
Fighting Challenge +1
Knight's Challenge
Knight's Code
Mounted Combat
Shield Block +1
Bulwark of Defense
Armor Master (Medium)
Test of Mettle
Vigilant Defender
Shield Ally Feats:
Weapon Focus; Great Sword (+1 to Hit)
Negotiator (+2 to Diplomacy/Sense Motive)
Quick Draw (Draw weapon as a free action)
Improved Initiative (+4 to Initiative)
Armor Focus; Heavy (+1 to AC -1 to Check)
Armor Special: Heavy (+2 to AC -2 to Check)
Warrior Born (+1 to Damage) Flaws: Ladies Man: (You get a -4 on all Charisma-based skill checks when interacting with males. If you meet a female with a Charisma higher than yours, you must make a Will save (DC 10 + 0.5 <big>½</big> the female's hit dice + the female's Cha Mod), and if you fail the save, you have an irresistible urge to talk to and attempt to woo that particular female. The female must at least look like a desirable and compatible species. Thus, a doppelganger in its natural form or beholder does not count against this flaw. ) Bipolar: (Every 1d3 days, at DM's discretion, your mood may randomly switch from nowhere. Roll a d% on the table below to see what mood you switch to. If you land on the mood you already are, it may intensify (50% chance), and, if that does happen, stack the effects an additional time. Otherwise, the mood is reset to it's normal intensity.
Whenever a normal person's mood would shift, you have a 50% chance of switching to the "appropriate" mood from the table. Otherwise, your current mood is reset to it's normal intensity.)
<table class="d20"><tbody><tr class="odd"><td style="text-align: left;"> 01-33 </td><td style="text-align: left;"> Happy </td><td style="text-align: left;"> You have a -1 to the damage rolls, +1 on all saves, and +1 all skill/ability checks. </td></tr> <tr class="even"> <td style="text-align: left;"> 34-67 </td><td style="text-align: left;"> Sad </td><td style="text-align: left;"> You have a -1 on all skill checks and are always flat-footed. </td></tr> <tr class="odd"> <td style="text-align: left;"> 68-00 </td><td style="text-align: left;"> Angry </td><td style="text-align: left;"> You have a -1 to AC, -2 to all attack rolls with +1 to the damage of those attacks, +3 on Intimidate checks, and -1 on all other skill checks. </td></tr></tbody></table> Skills:
Climb:
Handle Animal:
Diplomacy (CC): 3
Intimidate: 6
Jump:
Knowledge (Nobility/Royalty): 6
Ride: 6
Swim: 3
Equipment:
2250
+2 Amulet of Natural Armour
+1 Commander Full-Plate
+2 Competence bonus on Diplomacy
All allies within 30 ft gets a +1 to Will Saves
Consumptive Greatsword
+1d8 damage when activated
Ulfgar A very disgruntled looking warhorse. He is a pale grey with a slightly darker mane and tail. He huffs and snorts, seemingly uninterested. He clearly has been with Cassander for some time, judging by his sort of resigned expression. Heavy Warhorse
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
EXP: 25
Backstory: (Apologies if it doesn't make total sense)
The final and 7th son of a rather distant King of a rather distant kingdom . The Queen, Cassander's mother, drank heavily through her pregnancy, drinking a harsh, hallucinogenic beverage brewed exclusively in her kingdom. What lead her to the drinking was likely her unhappy marriage to Cassander's father, one that was arranged. She was very headstrong, and very proud and did not enjoy her match. Though she did have many children with the King, it was more likely out of forced conception, and less out of choice.
The effects of the wine on her unborn child were severe. He had no apparent physical birth defects, other than being a bit small and pale. However, in Cassander's preadolescent and adolescent years, it became obvious that something was quite wrong with him. Namely, the fact that he didn't play well with others. His six siblings put up with his temper-tantrums, war-mongering, and his constant shoutings of "SILENCE! I WILL DESTROY YOU!" Thankfully, these horrible fits ended when he hit sixteen and become a bit more somber and serious.
His mother coddled him as a child and into his adult hood, and saw him as her favourite son out of the lot. Why she loved him so much more than her other sons is possibly because he never tried to go her back about ruling the country. He always shared his schemes and designs for power with his mother, and often asked for her advice. Something that quite possibly made her feel loved and needed, something she no doubt craved during her marriage but never received. She brought up Cassander to despise his father and his siblings (who his mother had deemed sheep-like, and without any thought of their own.)
Cassander and his mother's bond created a rivalry with his two elder siblings, Iden and Elliad. The twins were not fond of this bond, fearing that it would decrease their chance to get the throne. Thus, Iden and Elliad made a pact against their younger brother Cassander. Their father, however, still favoured Iden for the throne, Cassander plotted for some time on how to best earn his father's love in the same way that he had earned his mothers. He didn't want to win his father's love because he was interested in his approval; but more because he had designs on the throne; uncommon for the youngest son. While his mother he had won with his love of intrigue and scheming, he earned his father's love with sheer military might, at some point raising a large calvary.
Unfortunately just when his father's opinion of his little, pale, last child was changing, he fell into a a state of fading health. On his sick-bed, chose his eldest son, Iden, to rule the nation in his stead. A furious Cassander stabbed his father while he lay dying, killing him in a fit of anger, before he stormed out of the room leaving a stunned Iden and Elliad behind. In this fit of rage and disappointment, the affect of being denied something he had wanted for so long, he killed his other siblings one by one easily. His mother, however, he spared out of love and possibly because he realized that there was no real point to murdering her in a bout of clarity that followed shortly after.
His siblings would never let him live for the murder of their 'beloved' father, and thus, Cassander gathered his belongings, his horse, and fled. He ran for a very long time over land and sea until he came to Lutan.
He assimilated well to Lutan, though he never was in a leadership position, he never felt any need to be. The only place he still wanted to rule over was his homeland, but he had had quite enough of politics for now. He became a regular at some various pubs, lost quite a bit of his wealth gambling, and became sort of a short lived landmark; 'the strange, pasty foreigner.' Of course, with the coming of the God-King, all of this was ruined, and Cassander was left without a realm once again and was called on to reclaim it once more.
Class Features:
-Weapon and Armour Proficiency: Simple and martial weapons, light and medium armour, all shields except tower shields.
-Use of Martial Maneuvers and Stances (Lvl 6: known 6, readied 4, stances 2)
-Battle Clarity: When not flat footed, gain bonus equal to Int bonus on Reflex saves.
-Weapon Aptitude: Qualify for feats that require minimum Fighter levels as if Fighter level equaled Warblade level -2. Adjust the designated weapon on feats that apply to single weapons (like Weapon Focus) with 1-hour of weapon practice.
-Uncanny Dodge: Retain Dex bonus to AC even when caught flat-footed or struck by invisible attacker.
-Battle Ardor: Bonus equal to Int bonus on Critical Hit confirmation rolls.
-Bonus Feats
-Improved Uncanny Dodge: Can no longer be flanked.
Feats:
Human 1- Exotic Weapon Proficiency (Bastard Sword)
Level 1- Improved Initiative
Flaw 1- Combat Expertise
Flaw 2- Improved Trip
Level 3- Power Attack
Lvl 5 Bonus Feat- Ironheart Aura
Level 6- Stormguard Warrior
Flaws:
-Merciless: Whenever you would normally be given the chance to show mercy, you must make a DC 15 + (1/2HD) Will save or be unable to show mercy. For example: An enemy has surrendered to you and is begging for his life. You roll a 14... Off with his 'ead.
-Overconfident: When challenged to an act or battle, must make a Will save of DC 15 + character level to back down. If failed, -2 on all rolls and checks due to embarrassment.
Stances:
Stance of Clarity (+2 AC to one, -2 AC to all)
Leading the Charge (+1/level charge attack damage)
Maneuvers:
Iron Heart
Steel Wind (Strike - Attacks two adjacent enemies)
Iron Heart Surge (Counter - Remove any single effect from self, +2 attack bonus)
Diamond Mind
Moment of Perfect Mind (Counter - Use Concentration check instead of Will save)
Emerald Razor (Strike - Make a melee touch attack)
Stone Dragon
Mountain Hammer [Belt] (Strike - Deal +2d6 damage, ignores DR and hardness)
White Raven
Battle Leader's Charge (Strike - Charge with no AoO's, +10 damage on hit)
White Raven Tactics (Boost - Change an ally's initiative to your count -1)
+1 Keen Bastard Sword [1d10, 17-20/x2, 6 lb.] - 8,335 gp
+2 Mithral Chain shirt [+6 AC, 6 Dex, --, 12-1/2 lb.] - 5,100
+1 Amulet of Natural Armor [+1 AC natural] - 2,000 gp
Stone Dragon Belt [Mountain Hammer] - 1,500 gp
Standard Adventurer's Kit [24 lb.] - 16 gp
Light Warhorse - 150 gp
Riding Saddle - 25 gp
Saddlebags - 4 gp
Bit and bridle - 2 gp
-17,132
Leftover Gold: 868 gp
History:
The Hero's Journey.
That's what it's called when a young man from half-way across the world strikes out from his home to become a man and save that which is important to him, up to and including the entire world! He leaves home, faces down many challenges, becomes stronger, wiser, better, and ultimately seeks vengeance, and rights wrongs, and destroys evil.
Jann Smithson was such a young man. The Call sought him out. With his father recently dead, and the forge and bellows far from his calling, what else was a young man to do? With the last sword his father had forged, Jann left home with a wise old man who told him that he had an air of destiny about him.
With the help of the Wise Old Man, Jann journeyed across the world. He sought to fix things in his own light, to mete out Justice where he could. Jann's justice, however, was always that much more than it should be... He never let the do-badder get away after promising to repent, nor did he wholly share the wealth of the local magistrate he would topple. There was a ruthlessness in his demeanor, and a brash arrogance to the way he dealt with things.
Eventually, the Wise Old Man was forced to quest on his own, as much as to see to his own responsibilities as to Test Jann. While Jann traveled alone, he met the beautiful Serene, Lady of the Moon. With promises of glory, greatness, nobility and--most of all--her body, Jann 'fell' from grace and gave in to temptation.
Jann struck out with the Lady Serene on a downward-spiral of ruthlessness. No longer did he right wrongs and liberate the small-man-- it was Jann who was subjugated them! With the Lady Serene at his side, always whispering what his next move would be, Jann would no longer be the man of destiny that that Wise Old Man had seen.
Vay and Myrn, you're golden as soon as you have a backstory.
Basil, you're all set.
Seiji, the Warblade would likely be the best choice. There may or may not be a land-grab later in play.
As for my own character, he'll be up as soon as I get enough internet to copy/paste it here, rather than the use of my phone to post. If you're wondering, I'm filling my 'quirky powers' quotia with a Hengeyokai Binder.
As little or as much as you lot decide to. I'd prefer a somewhat cohesive party, but among evil, it's sort of expected.
Just remember that if you don't work together, Good will win - like always. They love to take advantage of that sort of thing, and in D&D land, even rogues and warlocks can be 'good'... So a back watched is an ass kept.
Nope - Leadership works as usual. Cohorts and Followers are by the usual Player's Handbook rules, though trying to use them on the God-King is a foolish choice (use your wits, he's level 17, and has divine rank).
As for betrayal, the NPC's will likely do enough of that. Feel free to play your hand at it if you wish, but be prepared for a short game, even if you win your hand at the party-betrayal.
As for myself, here's Odwari.
Name: Odwari Fivetail
Race: Hengeyokai, Fox
Hair: Deep Red, Black Markings
Eyes: Two Sets - Green
Fur: Deep Red, Black Markings
Height: 6'1"
Weight: 149lbs.
Alignment: Lawful Evil
Likes: Power, Contemplation, Loyalty
Dislikes: Laziness, Foolish People, Insects & Arachnids
Class Features:
- Maximum Vestige Level: 3rd
- Binding Check: 1d20 + 12
- Soul Binding (one vestige)
- Pact Augmentation (2 abilites)
- Suppress Sign
- Bonus Feat: Favored Vestige (Geryon): Your binder level increases by 1 when you use the power of this vestige.
Bound Vestige: Malphas, the Turnfeather
Abilities Gained:
- Bird's Eye Viewing
- Invisibility
- Poison Use
- Sudden Strike: 2d6
+ Augment: +1 insight bonus to attack rolls
+ Augment: +1 insight bonus to attack rolls
Feats:
- Aptitude: You gain two extra skill points at each level. This takes effect the level you select the feat and continues for every level thereafter. It is not
retroactive, nor is it multiplied at first level, being added on as a bonus in a similar vein to bonus skill points for being human.
- Fiendish Heritage: You gain a +4 bonus on Fortitude saving throws against poison.
You also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.
- Fiendish Resistance: You gain resistance to acid and fire equal to three times the number of feats you have that list Fiendish Heritage as a prerequisite (including such feats that you take after gaining this one). These values stack with any resistance to acid or fire you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
- Skilled Pact Making: You gain a +4 bonus on binding checks.
Flaws:
- Comfort Object (Sister's Skull): Any time you try to sleep without your Comfort Object, you must make a Will save (DC 10 + half your ECL) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor.
- Entomophobia: Whenever an entomophobic character knows(or is convinced) he is in the presence of an insect or insect-like creature (Most spiders, anything normally called a 'bug,' and others at the DM's discretion)he must make a will save (DC 10+number of insects) or be paralyzed until
he successfully saves. He may attempt one such save per round. If an entomophobic character attempts to move within one square of an insect or closer when already within 5 ft.(including all melee attack attempts) he must have passed his first will save and successfully make another (DC 15+number of insects, max DC 20). Unarmed attacks made against insects and insect-like creatures suffer a -4 penalty to hit.
Equipment:
- Rod of Surprises: Similar to a rod of lordly might, a rod of surprises has both combat and utilitarian features. Its buttons can be depressed, singly or in various combinations, to cause the rod to lengthen and even sprout a blade. It can be used as a javelin, kama, longspear, quarterstaff, scythe, shortspear, short sword, or spear. A rod is treated as a +1 weapon in any of these forms.
The rod can store a message of up to twenty-five words as the magic mouth spell, replaying the message when the triggering conditions are met (such as when a specific word is spoken). You can reset the message as a standard action, and you choose the trigger.
The rod can also lengthen up to 60 feet and support up to 800 pounds without bending.
- +2 Blueshine Chain Shirt: Immune to acid damage, +2 Hide checks in armor.
- Boots of Agile Leaping: While wearing boots of agile leaping, you can add your Dexterity modifier (instead of your Strength modifier) on Jump
checks.
If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity.
- Belt of Ultimate Athleticism: A belt of ultimate athleticism allows you to reliably perform normal athletic feats, or occasionally pull off a truly amazing stunt. When you activate the belt, you can take 10 on all Balance, Climb, Jump, Swim, and Tumble checks made in that round, even if you are in a stressful situation.
In addition, once per day, you can activate the belt to treat the next Balance, Climb, Jump, Swim, or Tumble check you attempt as if you had rolled a 20.
- Cloak of Weaponry: A cloak of weaponry has an extradimensional space within it that can hold a single weapon with a weight of up to 25 pounds
and a size no larger than Medium. When you activate the cloak, you can draw forth the weapon (or stow a weapon, if the cloak is empty).
Creatures and nonweapon objects can't be stored within the cloak.
- Contact Medallion: When you activate a contact medallion, you forge a telepathic bond (as Rary's telepathic bond) with one person who is within 1
mile and known to you. This bond lasts for 1 minute. This ability functions three times per day.
Backstory:
Even from a young age, Odwari was cruel, and coldly intelligent. Mutated by unknown forces, the four-eyed foxman tempted his siblings into doing horrible things - mostly to watch the results. The little beast's smooth tongue and easy demeanor led to his status as a trickster in his homeland... accompanied by his twin, Noh, an equally-cruel, equally-beautiful creature. To say that the two loved each other would be an incredible understatement... as well as being partners in scheming acts, the two were lovers.
The twins cut a clever, abusive trail through the wilderness, tempting and betraying the 'mortals' that they came across. Ruining lives was their favorite past-time... It wasn't long before they gained infamy as the dreaded 'Twin Fox Oni'. The mountain pass they made their home in was a dangerous route, and soon no one attempted to go through. Countless samurai and ronin attempted to make their claim on fame by slaying the
two, and all failed... the collection of bodies outside their den soon piled up, and the path was renamed 'Fallen Samurai Pass'.
It was not a man of honor that would eventually bring the two to 'justice', however... a cruel blood-mage from the Spider clan made his way through the pass, ignorant of it's meaning. When the two oni fell upon him, the man waved his hands... several swarms of insects burst out from under his own cloak, crawling over the two.Their screams could be heard for miles... the Spider Clan man walked on, and the insects passed with him.
When Odwari awoke from unconsciousness, he found the only thing left of his beloved sister was her skull, even then half-eaten.
In grief and horror, Odwari fled his home continent, sneaking onto a boat and finding his way to a new one... Sampling a few cultures and a few women, he found very few things could fill the void that now appeared in his loyal heart. It was not until he looked towards the other planes, that the void would be filled. Occupying the emptiness with the 'vestiges' that dwelled beyond the reach of any god, he found comfort at last.
While he grieved his lost sister, he became a powerful practitioner of binding arts, as well as a fairly skilled scholar of the occult. He eagerly throws himself towards tasks, and was known as the person to call upon for an odd job or a strange needed skill. His research into binding lore has revealed his strange appearance and inner darkness... he was a decendant of Geryon.
Knowledge (Religion/The Planes) DC 20: "Long ago, a devil known as Geryon ruled the fifth layer of Hell - Stygia. During a great upheaval known as The Reckoning, Geryon secretly supported the greatest of the archdevils, Asmodeus, against his rivals. When the armies of the opposing lords met to decide who would take Asmodeus' power, Geryon blew his horn. At this signal, the armies turned against their leaders. Knowing he had taught the usurpers a lesson they would not soon forget, Asmodeus returned them to power. Rather than reward Geryon, however, he gave his lone supporter's power and position to another."
Attack -VS Medium To Hit +9(+1 within 30 ft) Damage 1d8+1 + 1d6 Fire (+1 within 30ft)
Equipment
Flaming +1 Composite Long Bow - 8003 GP
Padded Leather Armor +2 4005 GP
Gloves of Dexterity +2 5000 GP
Cloak of Resistance +1 1000 GP
Quiver + 100 Arrows 10 GP
Gold - 982
Skills
Bluff (Cha) 14/9/5
Disable Device (Int) 9/4/5
Escape Artist (Dex) 17/9/8
Heal (Wis) 11/9/2
Hide (Dex) 17/9/8
Listen (Wis) 13/9/2/2
Move Silently (Dex) 17/9/8
Open Lock (Dex) 12/4/8
Search (Int) 16/9/5/2
Sense Motive (Wis) 11/9/2
Sleight of Hand (Dex) 12/4/8
Spot (Wis) 13/9/2/2
Use Magic Dev (Cha) 8/3/5
Pixie Stuff
Racial Traits - At level 5 Pixies get the all the following traits
-4 Str +8 Dex +6 Int +6 Cha +4 Wis
Pixies gain one feat at first level and gain dodge as a bonus feat at second level.
Small Creature Size : +1 To hit + 1AC +4 Hide max carry weight 3/4 of a regular sized character, Damage Reduction 10/Cold Iron
Speed: Land speed 20ft, fly 60 ft (Good)
Low Light Vision: They see twice as far as humans in low light vision. They also retain the ability to distinguish color and details under these conditions.
+2 Spot, Search and Listen Racial Bonus
Automatic Languages : Common, Sylvan
Weapon and Armor Proficiency : Simple Weapons, Short Swords and Composite Long Bows
Lesser pixies Powers : Once per day -Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law,
Entangle and Invisibility (Self). Caster level for all spell like abilities equal the pixies level +3. Saves DC + spell level + Cha.
Pixie Powers : At 3rd level the pixie can use Detect Thoughts and Dispel Magic one per day.
Natural Invisibility: At 4th level a pixie is naturally invisible and remains invisible while attacking. This ability is constant but the pixie can suppress and resume as a free action.
Craft Special Arrows: Upon reaching 4th level a pixie can craft pixie sleep and pixie memory loss arrows as though meeting all the prerequisites.
Greater Pixie Powers: At 5th level a pixie can use confusion (touch), permanent image (visual and auditory) and Polymorph Self once per day. A pixie with charisma of at least 20 can use Otto's Irresistible Dance.
Other: +1 Natural Armor and SR 16, HD D6, No BAB, Ref/Will +2
Feats/Spells/Class Abilities
Feats
Fly By Attack, Dodge, Scramble (When taking a blow that will drop you below 0 you can make a reflex save to avoid the attack entirely), Greater Fly By Attack (Full Action, you can move at your full fly speed in a straight line and attack a number of opponents equal to your dexterity, creatures must be within reach, checked and range attacks count)
Spells - Once Per Day
Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Entangle and Invisibility (Self),Detect Thoughts, Dispel Magic, Confusion, Permanent Image and Otto's Irresistible Dance
Caster level for all spell like abilities equal the pixies level +3. Saves DC + spell level + Cha.
Class Abilities
Sneak Attack 1d6, Trapfinding
Back Ground
Emrys never really got a long with his fellow pixies. While most of the pixies in his village were dancing and celebrating life, Emrys was picking the locks on their cabinets and taking their most precious items. It didn't take long for the village to keep a constant watchful eye upon Emrys everywhere he went. The only reason he was allowed to stay in his village for so long was because of his natural fighting talents and his way with outsiders.
Generally when pixies feel that someone or thing is encroaching upon their land they tend to drive them away with several variations of nuisances. Like putting them to sleep, tying them up and dragging them far far away or slapping them with an amnesia arrow and spinning them in the circles in the woods and setting them back on there way. For the most part invaders are dealt with hostility, but, generally non lethal hostility. At first Emrys did the same thing. His marksmanship with a bow and his sneakiness even for a pixie made him a great scout for the village and a good defender. However, growing bored with the casual locks in the village and the harmless way of dealing with trespassers, Emrys grew bored. He'd scout farther and farther from the village, unnecessarily so, to find traveling merchants to pick pocket, adventurers to hassle and creatures to confuse.
At first even this was tolerated seen as regular pixie mischief but eventually it grew out of hand. Emrys begun to make sure great harm came to the travelers that didn't have anything valuable for him to take, even if they weren't a threat to his village. He thought it was great fun to hit a gnome with an amnesia arrow, convince him he was a goblin and lead him to the nearest goblin den. In fact hearing the screams of the gnome as his memories slipped back to him as he was torn apart by the goblins was an especially great delight. Convincing regular humans they were great wizards who could fly if they just leapt from a tall enough tree, negotiating with goblins to get a little extra loot by pointing them in the right direction and using almost any living creature as target practice all combined together to be the reasons why Emrys was banished from pixie society.
So he struck out on his own. Going here and there, anywhere really where he could either steal something or ruin somebody. Emrys considers himself an expert in manipulation and makes every attempt to stir up trouble that he can. If he likes you, well, you can trust him to look out for you for as long as your entertaining. But keep an eye on your coin purse.
Did I do my level right? Since Pixie characters exchange their 1 HD of fey for its first class level. Plus - I need to pick one more feat. Before I pick Precise Shot - isn't there a feat that allows you to use your charisma for your will save or is that only for sorcerers?
It only works on mind-affecting spells and abilities, but there is. Force of Personality, Complete Adventurer pg.109. Requires 13 CHA. Another thing adds it to will saves vs. Fear, but it requires you to have the feat Iron Will and 12 CHA.. (Unnatural Will,Heroes of Horror, pg.124)
EDIT:
I've also been informed that Elder Evils pg.13 has the "Evil's blessing" feat, which lets you use a standard action to gain CHA to all saves for five rounds as a profane bonus. This bonus is doubled during any round you deal at least one point of damage to a creature with an aura of good or a good subtype creature. Requires CHA 13, and it's a vile feat.