Lethal Reword 5: True Mirage

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Boss Frost

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Lethal Reword 5: True Mirage

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It was subtle, at first. Back when you could step into another world and not even notice it. Distracted by the world, you pass right on through, and back... with maybe a shiver, or the feeling of something being off. When alone at home, you see a black, humanoid figure creeping in your peripheral vision... when, just as soon as you see it, it's gone. At night, you lie awake - hearing sounds that a home could not possibly make. For a few moments, the wind whispers names. The streams laugh, and the trees grumble at the cruelty of mankind.

Then it's gone. It was just your imagination, so you go back to your normal, daily life.

That is... until things start vanishing. Structures, people, trees... and no one but you seems to remember that it was once there. Colors, as well... a field of grass suddenly becoming the tones of a black-and-white movie... and no one else seems to notice. Certain areas of the world begin to have lessened gravity, making those who walk there seem to float - like being underwater. Still, no one makes any comment about it but you... like it's always been that way. It all begins to shift and alter like a dream.

Then, after a night of restless sleep, you wake up... alone.

The world is silent. No one there but you... as buildings fade into nonexistence. Streets crumble and fade... storms start, tearing up pieces of the world in a torrent of anti-creation. Then... slowly, surely - you painlessly fade into nothing.

...You wake up on the shores of a lake, next to a group of people that seem... vaguely familiar.

You remember who you were. Where you came from. All that's left to ask is... who... what... are you now?

----------------
Version: D&D 3.5
Starting Level: 3
Point Buy: 32
Starting Gold: 2,500
Books Allowed: All Wizards of the Coast books. All Mongoose Publishing books. All Alderac Entertainment books. Misprints will not be allowed. Min/maxing is frown upon, and will be given a full look-over.

As a general rule: If you can auto-kill everything by the third round of combat, or are completely invincible or will do either of these before level... oh, 10... then it will not be accepted.
 
Just to clarify:

Our characters are OURSELVES, our actual real-life selves, transported into a fantasy version of, er, ourselves, complete with memories, correct?
 
going for either incarnum or a tome of battle fightery type person.
 
While your memories are intact (you, the person behindthe computer), your body hass likely been altered... even if by minor changes to your human form, or full race, gender, or body structure change. It all depends of the amount of alteratons you feel comfortable playing to create a good story.
 
Name: Christopher Ordo
Race: Human
Alignment: Chaotic Good
Deity: Artemis
Class: Swordsage 3
Level: 3
Languages: Common, Elvish, Dwarvish

Str: 12 | +1
Dex: 14 | +2
Con: 12 | +1
Int: 14 | +2
Wis: 16 | +3
Cha: 10 | +0

Size: Medium

Hair: Black
Eyes: Brown
Skin: Olive complexion
Height: 5'10"
Weight: 200 lb.

HP: d8 (8 + 3 + 8) +3 | 22
BAB: +2
Initiative: +2
AC: 10 (+2 Dex, +3 Wis, +5 Armor) | 20
Fort: +2 | 1 | 1 | 0
Ref: +5 | 2 | 3 | 0
Will: +6 | 3 | 3 | 0

Racial Traits:
Medium Size
Speed 30'
Racial Bonus Feat
Racial Bonus Skill

Class Features
:
Weapon & Armor Proficiency
All simple and martial weapons, light armor.

Maneuvers
*Learn maneuvers from disciplines. Raise Maneuver level at Swordsage levels 3, 5, etc.. Must ready (see below) before use. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity.
*Starting at level 4, and at every even swordsage level after, may choose to learn a new maneuver in place of one already known.
*Learn a new maneuver every Swordsage level.

Maneuvers Readied
*Spend 5 minutes in exercise, meditation, or a combination to ready Maneuvers. May change Maneuvers readied at this time. May use each Readied Maneuver once per encounter. An expended Maneuver may be recovered by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity.
*Additional maneuvers readied at 3, 5, 8, 10, 13, 15, 18, and 20 (for a maximum of 12).

Stances
Available at all times, and do not need to be readied like maneuvers. Additional stance at 2, 5, 9, 14, and 20 (for a maximum of 6).

Discipline Focus
+2 bonus on Martial Lore checks made vs maneuvers in a discipline which is focused.
Gain benefits listed below.
*Weapon Focus (Diamond Mind) - Gain benefit of Weapon Focus feat for the following weapons: rapier, shortspear, bastard sword (katana), and trident.

Quick to Act

+1 bonus on initiative. Increases by 1 every 5th level.

AC Bonus
Add Wisdom ability modifier to AC if wearing light armor and unencumbered, and do not use a shield. Applies to touch attacks and being flat-footed.

Feats:
Exotic Weapon Proficiency - Bastard sword (katana)

Adaptive Style
Change readied maneuvers at any time by taking a full-round action. Recovers used maneuvers.

Quick Draw
May draw any weapon as a free action.

Skills:
Appraise (Int) +2 [2]
Balance* (Dex) (6) +2 [8]
Bluff (Cha) +0 [0]
Climb* (Str) +1 [1]
Concentration* (Con) (6) +1 [7]
Craft* (Int) +2 [2]
Diplomacy (Cha) +0 [0]
Disguise (Int) +2 [2]
Escape Artist (Dex) +2 [2]
Forgery (Int) +2 [2]
Gather Information (Cha) +0 [0]
Heal* (Wis) (6) +3 [9]
Hide* (Dex) (6) +2 [8]
Intimidate* (Cha) (6) +0 [6]
Jump* (Str) (4) +1 [5]
Knowledge* (history) (Int) (6) +2 [8]
Knowledge* (nobility and royalty) (Int) (1) +2 [3]
Listen* (Wis) (6) +3 [9]
Martial Lore* (Int) (6) +2 [8]
Move Silently* (Dex) (6) +2 [8]
Profession* (Int) +2 [2]
Perform (Cha) +0 [0]
Ride* (Dex) +2 [2]
Search (Int) +2 [2]
Sense Motive* (Wis) (6) +3 [9]
Spot (Wis) +3 [3]
Survival (Wis) +3 [3]
Swim* (Str) (1) +1 [2]
Tumble* (Dex) (4) +2 [6]
Use Rope (Dex) +1 [1]

* = Class Skill

Level 1 as Swordsaint - ((6 + 2) * 6) + 4 = 52
Level 2 as Swordsaint - (6 + 2) = 8 + 1 = 9
Level 3 as Swordsaint - (6 + 2) = 8 + 1 = 9

TOTAL POINTS SPENT - 70

Martial Lore - Used to identify martial maneuvers as soon as they are initiated.
DC 10 + maneuver level - Identify maneuver on visible basis. No action, no retry.
DC 10 + maneuver level - Identify maneuver recorded on a martial script. Once per day, full round action.
DC 20 + target initiator level - Determine all disciplines known to opponent by watching. No action. Retry per maneuver used.

Equipment:
173 gold

Masterwork Bastard sword (katana) (+1 Attack, 1d10, 19-20/x2, Slashing) | 335gp
Masterwork Rapier (+1 Attack, 1d6, 18-20/x2, Piercing) | 320gp
Dagger (1d4, 19-20/x2, Slashing) | 2gp
Composite Longbow (+1 Str to Damage, 1d8, 20/x3, 110 ft., Piercing) | 200gp
Arrows (20) | 1gp

Mithril Chain Shirt (+4 AC, +6 Dex, 0 ACP, 10% Failure) | 1100gp
Masterwork Chain Cloak (+1 AC, - Dex, 0 ACP) | 250gp

Traveler's Outfit

Backpack | 2gp
Bedroll
Wine Bottle | 2gp
Flask
Belt Pouch | 1gp
Trail Rations x4 | 2gp
Silk Rope (50 ft.) | 10gp
Sack
Waterskin | 1gp

Potion of Cure Light Wounds (2) | 100gp

Maneuvers:
Disciplines Available:
Desert Wind*, Diamond Mind, Setting Sun*, Shadow Hand*, Stone Dragon, and Tiger Claw.

Maenuvers Readied (5) (Burning Blade, Wind Stride, Moment of Perfect Mind, Shadow Blade Technique, Cloak of Deception)

8 Total

Desert Wind
Burning Blade (Boost) - Deal additional 1d6+1 fire damage per Swordsaint level (1d6+3)
Wind Stride (Boost) - Gain +10' movement bonus to land speed for whole turn.

Diamond Mind
Moment of Perfect Mind (Counter) - Use Concentration check as opposed to a Will check at any time. Natural 1 is not treated as failure.
Sapphire Nightmare Blade (Strike) - Concentration check vs target AC as DC of check. If check succeeds, target is flat-footed against attack and deal an extra 1d6 damage. If check fails, attack with -2 penalty and deal normal damage.

Setting Sun
Counter Charge (Counter) - Against a charging opponent, choose Str or Dex to check against it. Target uses same ability. If larger, gain +4 Str check. If smaller, gain +4 Dex check. If successful, target loses attack and is moved two squares in direction of choice. If failed, opponent gains an additional +2 on its charge attack.
Mighty Throw (Strike) - Treat as a trip attempt, but do not provoke attacks of opportunity and opponent cannot trip back if check is failed. May choose either Dex or Str, and gain +4 on ability check. If successful, target is thrown 10' away and falls prone. Does not provoke attacks of opportunity.

Shadow Hand
Shadow Blade Technique (Strike) - Roll 2d20 and choose which result to use. If higher die is chosen, resolve attack as normal. If lower result is used and successful, deal 1d6 bonus cold damage.
Cloak of Deception (Boost) (lvl 2) - Turn invisible as dictated by the greater invisibility spell. Lasts until the end of the turn.

Stances (2)

Setting Sun
Step of the Wind - Ignore rough terrain penalties. If attacking an opponent on difficult terrain and they take a movement penalty, gain +2 on attack rolls and +4 bonus on Str or Dex checks made as part of a bull rush or trip attempt.

Shadow Hand
Island of Blades - Any target that is adjacent to both Swordsage and any ally is automatically considered being flanked. Can be used against multiple opponents.
 
Name: Sanor Freman
Race: Half Elf
Class: Lurk
Level: 3

Str: 12 | +1
Dex: 12 | +1
Con: 14 | +2
Int: 16 | +3
Wis: 10 | +0
Cha: 14 | +2

BAB: +2
HP: 24
Fort: +3 | +2 | +1 | +0
Ref: +4 | +1 | +3 | +0
Will: +3 |+0 | +3 | +0

Hair: Auburn
Eyes:Emerald Green
Skin: White
Height: 5'
Weight: 120 pounds

Racial Traits:
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

Half-elf base land speed is 30 feet.

Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throw against enchantment spells or effects.

Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail
under these conditions.

+1 racial bonus on Listen, Search, and Spot checks: A half-elf does
not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.

+2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people.

Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. (See the Monster Manual for more information about elves, and the Dungeon Master’s Guide for more on magic items.)

Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Half-elves have all the versatility and broad (if shallow) experience that humans have.

FavoredClass:Any. When determining whether a multiclass half- elf takes an experience point penalty, her highest-level class does not count


Class Features:

Weapon and Armor Proficiency: Lurks are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields

Power Points/Day: A lurk's ability to manifest powers is
limited by the power points she has available. Her base daily allotment of power points is given on Table 1–5.
In addition, she receives bonus power points per day if she has a high Intelligence score.

Powers Known: A lurk begins play knowing one lurk power of the player's choice. Each time she achieves a new level, she unlocks the knowledge of a new power.
Powers are chosen from the lurk power list. (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats from Expanded Psionics Handbook allow a lurk to learn powers from the lists of other classes.) A lurk can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a lurk can manifest in a day is limited only by her daily power points.
A lurk simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against lurk powers is 10 + the power's level + the lurk's Int modifier.

Maximum Power Level Known: A lurk begins play with the ability to learn 1st-level powers. As she attains higher levels, she can gain the ability to master more complex powers—for example, a 4th-level lurk can learn powers of 2nd level or lower, a 7th-level lurk can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a lurk must have an Intelligence score of at least 10 + the power's level.

Lurk Augment (Ex): Beginning at 1st level, a lurk can augment her melee attack by selecting an ability from her available lurk aug- ments. Her level determines the abilities available for her to use (see Table 1–6). In some cases, she can also use power points to increase the power of her lurk augment. The power of the lurk augment lasts for 1 round or until the lurk's next
attack. If that attack misses, that use is wasted. Using a lurk augment is a swift action. When powering an augment with power points, a lurk cannot spend more total power points than her lurk level on any single lurk augment. A lurk can use her lurk augments a total number of times per
day equal to her lurk level + her Int modifier. At 10th level, a lurk can choose two augments from the list in the same swift action. Both augments count against her daily total. The total power points spent on the augments is still limited to her manifester level. For example, an 11th-level lurk could choose to include a mental assault and a solid strike in her attack, and spend a total of 11 power points between
the two abilities. At 18th level, a lurk can choose three augments from the
list in the same swift action, which counts as three against her daily limit. The total power points spent is still limited to her manifester level.
Additional Sneak Attack: The lurk's next attack deals an extra 1d6 points of damage from a sneak attack. For every 2 power points spent, this damage increases by 1d6 points. The attack must be one to which sneak attack damage applies. Minimum level 1st.
Unfocusing Strike: A creature hit by the lurk's attack must make a Will saving throw (DC 10 + Int modifier) or lose its psionic focus in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 1st.
Solid Strike: The lurk's attack deals an extra 2 points of damage. For every power point spent, the damage increases by 1. Minimum level 3rd.
Stunning Attack: A creature hit by the lurk's attack must make a Fortitude saving throw (DC 10 + lurk's Int modifier) or be stunned for 1 round in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 3rd.
Ignore Concealment: The lurk's next attack ignores the miss chance provided by concealment or total concealment. The lurk must still attack the correct square when attacking an invisible creature. Minimum level 5th.
Mental Assault: The lurk's next attack deals 2 points of either Intelligence or Wisdom damage in addition to its normal damage. The lurk chooses which type of ability damage to deal when activating the power. For every 2 power points spent, the ability damage increases by 1. Minimum level 5th.
Deceptive Strike: The target of the lurk's next attack is denied his Dexterity bonus to AC for that attack. This ability works against a target with uncanny dodge, but only if the lurk's class level is at least four levels higher than the target's effec- tive rogue level. Minimum level 8th.
Sneak Attack Undead: The lurk's sneak attack can damage undead creatures, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the undead is flanked or flat-footed). Minimum level 8th.
Ghost Touch: The lurk's next attack can strike incorporeal creatures, as if her weapon had the ghost touch special ability. Minimum level 11th.
Power Drain: The lurk's next attack drains a number of power points from the target equal to half the damage dealt. Drained power points are available for the lurk to use in the following round, but expire at the end of her next turn. Minimum level 11th.
Aligned Attack: The lurk's next attack is treated as either good-aligned or evil-aligned (depending on the lurk's alignment) for the purpose of overcoming damage reduc- tion. A neutral lurk can choose either good or evil when she activates this ability. Minimum level 11th.
Sneak Attack Constructs: The lurk's sneak attack can damage constructs, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the construct is flanked or flat-footed). Minimum level 14th.
Stygian Weapon: A creature struck by the lurk's next attack gains 1d4 negative levels for 1 round, as the stygian weapon psionic power. For every 4 power points spent, the duration of the negative levels is increased by 1 round. Minimum level 14th.
Planar Attack: The lurk's next attack deals an extra 2d6 points of damage to either good or evil creatures (lurk's choice). For every power point spent, the damage increases by 1d6 points. Minimum level 17th.
Synaptic Disconnect: A creature struck by the lurk's next attack cannot cast spells, manifest powers, or use spell-like or psi-like abilities for 1 round unless it succeeds on a Will save (DC 10 + lurk's Int modifier). For every 2 power points spent, the DC increases by 1. Minimum level 17th.
Greater Power Drain: The lurk's next attack drains a number of power points from the target equal to the damage dealt by the attack. Drained power points are available for the lurk to use in the following round, but expire at the end of her next turn. Minimum level 20th

Psionic Sneak Attack (Ex): While psionically focused, a lurk can strike a vital spot for extra damage if she attacks an opponent while he is unable TO defend himself effectively. This is identical to the sneak attack ability of the rogue (PH 50), except the damage only applies when the lurk maintains a psionic focus.
Sneak attack damage and psionic sneak attack damage stack, whenever both would apply to the same target.

Initiative Boost (Ex): At 6th level and higher, a lurk can add her Intelligence bonus on her initiative checks.
Evasion (Ex): At 9th level and higher, a lurk can avoid even magical and unusual attacks with great agility as per the rogue ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Slippery Mind (Ex): At 15th level and higher, if a lurk affected by an enchantment spell or effect fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only one extra chance to succeed on her saving throw..

Feats:

Weapon and Armor Proficiency: Lurks are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Dire Stun (Psyonic): WHen you choose to stun your foe with your lurk augment ability, your foe might be stunned for a long time.
Prerequisites: Lurk augment class feature (page 14), Extra Lurk Augment.
Benefit: When you use a lurk augment to deal a stunning strike, the save DC against the stun is increased by 2, and the stun duration is increased by 1 round.

SELF-SUFFICIENT (GENERAL)
You can take care of yourself in harsh environments and situations. Benefit: You get a +2 bonus on all Heal checks and Survival
checks.

Skills:

Autohyponosis (4)
Bluff (3)
Climb
Concentration (4)
Craft
Disguise
Escape Artist (5)
Hide (2)
Jump
Knowledge (psyonics) (6)
Listen (4)
Move Silently (4)
Profession
Psicraft (6)
Sleight of hand
Spot
Swim
Tumble (4)

Psyonic Powers

Know Direction and Location: You discover where you are and what direction you face.

Stygian Weapon: Your weapon is imbued with negative energy.

Speak with Dead, Psionic: Speak or mindlink with a corpse to ask it questions.

Equipment: 417gp, 3sp

Armor:

Studded leather (+3 AC, armor check penalty –1, speed 30 ft., 20 lb. 25gp).
Heavy wooden shield (+2 AC, armor check penalty –2, 10 lb. 7gp).

Weapons:

Longsword (1d8, crit 19–20/×2, 4 lb., one- handed, slashing, 15gp)
Short bow (1d6, crit ×3, range inc. 60 ft., 2 lb., piercing, 30gp).

Gear:
Backpack with waterskin (2gp+1gp)
one day's trail rations (5sp)
bedroll (1sp)
sack (1sp)
flint and steel (1gp)
Quiver with 20 arrows (1gp)
Ring of protection +1 (+1 to AC, 2000gp)

Appearance:
 
Name: Sven Jorgensen
Race: Human
Class: Cleric of Tyr, Lv.3
Character Level: 3

Str: 14
Dex: 10
Con: 14
Int: 12
Wis: 16
Cha: 12

BaB: +2
HP: 24
Fort: 2+3 = 5
Ref: 0+1 = 1
Will: 3+3 = 6

Hair : Long and Black
Eyes : Piercing Blue
Skin : Fair
Height : 6'4"
Weight : 220
Age : 23
penis length

Racial, Traits
Medium Size
Base Speed 30 ft
Bonus Skill
Bonus Feat

Class Features
Domains: War and Protection
Class features:
Turn Undead 4/day
Martial Weapon Prof. Longsword
Weapon Focus Longsword
Protective Ward 1/day (+3 to saves lasts 1 hour)

Spells
0 lvl- Create water (2) read magic, detect magic
1st level- Magic Weapon(d) Divine favor, Bless, Shield of Faith
2nd Level- Shield Other (d) Remove Paralysis, Lesser Restoration.

Skillz
Concentration - 6+2 = 8
Heal - 6+3 = 9
Knowledge (religion) - 6+3 = 9
Spellcraft - 6+2 = 8

Feats
Martial Weapon Prof. Longsword
Weapon focus. Longsword
Power Attack
Cleave

Gear
Masterwork Heavy Plate
Masterwork Heavy Wooden Shield
Masterwork Longsword

Standard Adventuring gear (two weeks rations, backpack, bedroll, flint and tinder, torches, extra blanket, travelers outfit, 50' feet of rope.

Silver Holy Symbol
the rest as liquid cash on hand

Languages
Common
Norse
 
FUN FACT:

Becoming undead makes my AC and Meldshaping stat become the same at the cost of a single feat, vastly reducing some of the stat issues of my build.

Paradoxically, this time the undead meldshaper is better.
 
Hey, Archy!

If you take an undead race, I'll pick up Dread Necromancer instead of the Sorcerer level I was planning. That way, we can heal you up, too.

...I might take Dread Necromancer anyway. The power of the school of necromancy is just so fun to abuse!
 
necros fall into my lurk's "must kill" category, and i don't need to tell you how lurks treak those whey feel need to go.
 
Considering we know each other from Iwaku and we're on the same side, I'm not really worried.

A lot of the Church of Anubis (whom my character belongs to) are necromancers, and there's nothing particularly sinister about them.

So any mistrusting feelings towards my character are rather unfounded.

Not all necromancy is death and manipulating corpses, after all. There are good sides to it as well, much like there are 'bad' sides to positive energy. Like the fact that positive energy can burn you. Or make you explode.

Better to have such power working -for- you than against you... and the look on enemy necromancer's faces when their undead suddenly turn on them is just priceless.
 
She.

Also, she's a follower of the Judge of the Dead. She's all about respecting the dead... and reigning divine retribution on those that would disturb it.

Or allowing a killed individual vengeance upon their killer or on the employer that sent them to their early death.

So yeah. "Non-evil" necromancy.
 
Raising the read and disturbing their rest for any reason and you'll have a >=( face or two directed at you
 
I can live with that.

I mean, I don't intend on raising the dead and laughing maniacally about it, or march them through town. It'd go against Anubis' teachings.

My Vestiges, on the other hand, from the Binder class, are mere tools used in the fulfillment of my duties. The same as my mace or armor.
 
Name:Adra Mys'Kavval
Race: Skarn Necropolitan
Class: Skarn Monk1 /Totemist 2
Deity: Anubis
Alignment: Lawful Neutral


Str: 16 | +3
Dex:10 | +0
Con: Ø
Int: 10 | +0
Wis:18 | +4
Cha 12 | +1

HP: 36
BAB: +1
AC: 15 | 10 |0 |4 |1 (15 flat-footed, 14 touch)
Fort:+5 | 3 | 2 | 0 |
Ref: +5| 3 | 2 | 0
Will: +6 | 0 | 2 | 4

SKILLS (24)
Heal 1 (2)
Use Magic Device 1 (2)
Tumble 6 (6)
Move Silently 1 (1)
Knowledge (nature) 1 (1)
Knowledge (arcana) 1 (1)
Knowledge (religion) 1 (1)
Listen 5 (5)
Spot 5 (5)

FEATS
1st level: Undead Meldshaper (uses wisdom to determine meldshaping)
3rd Level: (Azure Toughness) (+1 essentia, Can invest essentia for an extra 3 hitpoints per point)
Flaw: Murky-eyed (Healing Soul) (+1 essentia, can invest essentia for healing self)
Bonus Feat (monk) (Monastic Training) (can advance in totemist at no penalty to monk class)

Flaws:
Murky-Eyed: When rolling to determine miss chance in concealment, roll twice; if either roll misses your attack fails.

Class Features
Flurry Of Blows (-2 on all hits, one extra attack at highest bonus)
Spine Strike (spines are used for monk unarmed attacks)
Meldshaping: Due to feats and whatnot, she has 4 essentia, can shape up to
2 soulmelds, and has the totem chakra bind. The max capacity for each soulmeld is 1 essentia, except those bound to her totem chakra. They get an additional +1 capacity.
Wild Empathy

Racial Traits
+2 str, -2 Dex
-Arm spines-natural weapon, 1d6 damage. Lawful aligned if a soulmeld is bound to the arms.
-30ft landspeed
+2 racial to intimidate and climb checks
-Resist Control (Ex) +2 profane to resist control undead
-Turn Resistance (Ex) +2 turn resistance
-Unnatural Resilience (Ex) Heal at normal living rate.
-Darkvision out to 60 feet
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects
-Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
-Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Does not breathe, eat, or sleep.

Equipment:
Bracers of Armor +1 (1,000)
Wand Of Inflict Light Wounds (750gp, 50 charges)
Potion of Inflict Light Wounds x5 (250gp)
Ioun Stone (gray, Continual Flame) (155 gp)
Feather Token (Tree) (100gp)
Acid Flask x5 (50gp)
Tent (10gp)
Sundark Goggles (-1 to spot, +2 against gaze attacks, helps hide the eyes, and YEAAAAAAAAH) (10g)
Backpack (2gp)
Shurikens (10) (2gp)
Bedroll (.1gp)

17 platinum pieces; 9 silver pieces.
I can work out encumberance if you want but I doubt that Adra will have an issue lifting any of this stuff.

Appearance:
Adra has pale white skin and hair. Her eyes are completely white, lacking any pupils or irises. She's well muscled, with a comparitively small bust (by fantasy standards). There are stitches on each of her wrists and ankles where the nails went for the Ritual of Crucimigration, along with another line of stitches just below her left breast (which is where she was stabbed during the ritual).

Adra wears a simple white Qipao and her pack; her sunglasses are used only when talking to strangers. There are sharp spines coming out of her forearms, spine, and lower legs; see this picture for an example of what they look like. She gets her clothing on very carefully.

Am looking at the Lifebond and lifesense feats for later use, as they make for good flavor text and have nice effects. Would like to know how being undead interacts with Rageclaws-I think that they would just let her fight at an extra -3 per point of invested essentia.
 
And now I've had other inspiration!

Changing my character a bit... as I normally do.

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Name: Cobalt Brave
Race: Lillend
Class: Lillend
Alignment: Chaotic Good
Deity: Apollo
Level: 3

Str: 16 | +3
Dex: 14 | +2
Con: 14 | +2
Int: 10 | +0
Wis: 14 | +2
Cha: 20 | +5

HP: 28
BAB: +3
AC: 16 | 10 | 2 | 5 | -1
Fort: +5 | 3 | 2 | 0
Ref: +2 | 3 | 2 | -3
Will: +7 | 3 | 2 | 2

Hair: Blue and White
Eyes: Blue
Skin: White
Height: 6'5"
Weight: 256lbs.

Racial Traits:
+2 Wis, +2 Cha
Outsider Type
Land Speed: 20ft.
Darkvision
Poison Immunity
+4 Survival

Class Features:
+2 Str, +2 Int, +2 Cha
2 Feats
Subtypes: Chaotic, Good
+1 Natural Armor
Bard Abilities: Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1
Tail Slap 1d6
Lillend World Powers 1/day: darkness, hallucinatory terrain, knock, and light

Feats:
-Iron Will
-Practiced Spellcaster
-Soul of the North: Use chill touch, ray of frost, resistance as spell-like abilities 1/day.
-Spell Hand: Use mage hand, open/close, Tenser’s floating disk as spell-like abilities 1/day.

Flaws:
-Poor Reflexes: -3 to Reflex saves.
-Vulnerable: -1 AC.

Skills: 48
Appraise (Int): +6 | 0 | 6 | 0
Concentration (Con): +8 | 2 | 6 | 0
Craft: Cooking (Int): +6 | 0 | 6 | 0
Knowledge (arcana) (Int): +6 | 0 | 6 | 0
Listen (Wis): +8 | 2 | 6 | 0
Perform: Stringed Instriments (Cha): +13 | 5 | 6 | 2
Profession (Wis): +0 | 2 | 0 | 0
Spellcraft (Int): +6 | 0 | 6 | 0
Survival (Wis): +12 | 2 | 6 | 4

Equipment: 84
Halberd: 1d10 damage, x3 Critical, 12lbs, Piecing/Slashing
+1 Composite Longbow (+3 strength bonus): 1d8+4, x3 Critical, 110ft range. Piercing.
Quiver of Arrows: 50.
Chain Shirt: +4 Armor Bonus, +4 Max Dex, -2 Check Penalty.
Backpack
Traveler's Clothes
Masterwork Guitar

Spells: 2 per day
Cantrips (4 Known): Ghost Sound, Dancing Lights, Summon Instrument, Prestidigitation

Appearance: Decidedly male, his powerfully muscled chest protected by glimmering chain mail. His face is that of a handsome male... though from there, his resemblance to the human race ends. His hair is long, and glimmers shades of blue and white, braided tightly behind him. He has no legs - down from his stomach extends a long, snakelike tail covered in dark green and blue scales. Huge white wings extend from his back, accented with green, blue, and purple tints. Slung over his back rests a beautifully-crafted guitar... in his right hand, slung over his shoulder is a grand halberd, and a longbow hangs from his left side, along with a quiver of arrows.
 
Name: Eyvindr Hallbjornsohn
Race: Human
Class: Barbarian 2 / Fighter 1
Age: 24
Alignment: CG
Deity: Thor
Level: 3
Languages: Common, Norse

Appearance:
Eyvindr is quite clearly a nordman, towering over lesser men. He has jet black hair that he gathers in a warrior's braid, though this is rarely visible in combat. His impressive stature leaves little doubt as to his role in any adventuring party - he breaks things. He wears dwarf-forged banded mail armor of peerless quality, and his warhammer hangs from his belt.

STR: 16 | +3
DEX: 12 | +1
CON:16 | +3
INT: 12 | +1
WIS: 12 | +1
CHA: 10 | +0

HP: 43
AC: 22 [10+11AC+1Sheild]
Fort: +6 | +3 | +3
Ref: +2 | +1 | +1
Will: +4 | +1 | +1 | +2
BAB: +3

Class Features
Fast movement
Rage 1/day
Uncanny Dodge

Skills
Intimidate 6
Climb 6
Jump 5
Survival 6
Swim 5

Feats (4)
Weapon Focus: Warhammer
Iron Will
Will to Live
Armored Rage

76 lb. / 77–153 lb. / 154–230 lb
Equipment
Peerless Durable Comfy Articulated Banded Mail [+7 AC, +1 Max Dex, -2 Armor Check Penalty, sleeping in armor does not cause fatigue, armor is immune to rust and caustic effects, armor is considered "Medium" for purposes of abilities, movement, and ACP.] [1915 G, 35 lbs]
Hide Cloak (Bear) [+2AC, -2 Max Dex, -1ACP] [10 G, 8 lbs]
Skull Helm (Bear) [+2AC, -1 Max Dex, +1 Intimidate] [8G, 3 lbs]
Reinforced Gauntlet [+1 Shield AC, -1 ACP, can be used as a weapon (1d3B)] [25 G, 5 lbs]
Masterwork Warhammer [1d8B, +1Attack, x3] [312 G, 8 lbs]
Iron Nails [Gauntled (Unarmed), 1d6P/S, 18-20x2] [25 G, 1lb]
Dagger [1d4P/S, 19-20x2] [2 G, 1 lb]
Backpack
Bedroll
Potion Belt
-Potion of Cure Light x4

19 G, 9 S
69 lbs
 
hm, no free healing for me then. :/

GMK, invest in Lesser Vigor. You're a cleric, so you can prepare any cleric spell, and Lesser Vigor is generally better than Cure Light Wounds despite being the same level. It works by giving a creature fast healing 1 for 10+caster level rounds...

..and because of the way fast healing works, that means it works on undead.
 
IC thread is up.

Vay, GMK, Archy, Ric, you're free to post whenever the fancy strikes you (though I do wish you'd do your skills sometime before we reach the first town).

GMK's equipment, too.