Lands of Darkness Rise of the north
Subtitle
Nemsir Lightfoot aka Sephanox
Age: 130
Height: 5'11"
Weight: 145 lbs
Gender: Male
Appearance: White silver hair(glows emerald when in the dark 50ft radius), left eye glows silver while right eye is a dark glowing red granting 60ft dark vision, pale skin, lean muscle build, heavily scared onmajority of his body, has a cresent moon and star mark over his right eye.
Class: Fighter lvl 13/ Ghost Walker Lvl 1
Lvl: 14
XP: 91,586
-------------------------------------------:Stats: --------------------------------------------------------
HP= 140 Ac:10+5+1+1+3+3=23 BaB: 14/9/4 Melee:19(22),14(17),9(12) Ranged: 17,12,7
STR: [18{20}(+5)] DEX:[16(+3)] CON:[16(+3)] WIS:[12(+1)]
INT:[16(+3)] CHA:[16(+3)] FORT:11 WILL:5+2+4 REFLEX:7 Initiative:+7 Movement: 30ft(20ft)
----------------------------------------Skills Remastered---------------------------------------------------------
Climb: 12+5 Spot: 3+2+5
Craft(Leather working): 5+3 Bluff: 2+3
Ride: 4+3 Gather Information: 1+3
Handle Animal: 10+3 Intuit Direction: 1+1
Jump: 12+5 Knowledge (Law): 1+3
Swim: 12+5 Listen: 0+1
Profession(Teacher): 6+1 Move Silently: 0+3
Diplomacy: 6+3 Sense Motive: 2+1
-----------------------------------------------:Feats:----------------------------------------------------
Exotic Weapon(Mercurial Great Sword), Monkey's Grip, Weapon Focus(Greatsword), Power Attack, Speak Language (Common, Elven, Draconic, Dwarvish, {Slot})
Eagle Vision, Ambidexterity, Cleave, Quickdraw, Great Cleave, Improved Initiative, Leadership, Weapon Specialization (Greatsword),
Improved Critical (Bastard Sword), weapon Focus (Bastard Swords), Weapon Specialization (Bastard Swords),Blind Fighting , Iron Will
---------------------------------------------------:Abilities:-------------------------------------------------------
Stance of the Mountains: +4 Against grapples and bullrushs, +2 AC against charge attacks and +3 DR. -4 to hit, cannot move.
Stance of the Sky: +10 Movement speed, +2 to hit, -2 to AC and gains "Sky strike" , Sky strike allows the wielder to throw his weapon into the air up to 30 ft and up to 15 ft from him,
after one round he may run and catch his weapon bringing it down upon his foe for an extra 3D6 damage.
Stance Of the Oceans: -10 Movement speed -2 AC, +2 to hit And damage. +4 to perform charge attacks and bull rushs, Cant perform full attack actions However your strikes hit with such force that
enemies must make a DC 5+half your strikes damage Balence check or be knocked off thier feet (Medium Sized or lower).
Stance Of the Forrests: Gains one Extra attack at your lowest BaB when attacking with a full attack action. You are so well adapted with your weapons that you can strike at enemies with
there maximum reach in a dance of death All weapons gains reach 10Ft. -10 Movement speed, -2 Ac.
All forms last for 1+CON Mod rounds and cannot be changed or stopped until duration is over, While in the stances you have power critical. While in stances gain Powered Critical feat.
--------------------------------------------:Enchantments:---------------------------------------------
Dark vision, Glowing Emerald Hair
-------------------------------------------:Equipment:---------------------------------------------------
Light 0-133 , Medium 134-266 , Heavy 267-400
Current Weight= 85 lbs
Currency: P=0 Gp= 1 Sp= 650 Cp= 5
Gelentars Wrath(Element is Water):1D12+STR and DEX , 19-20 X3 Crit, 9Lb.
Level 1:Ghost touch and Can summon a Water Spirit Companion.
Level 4:+1 Weapon, Gains 1D6 Water Damage(Double damage against fire, Half damage against Ice.),
The Blade is the forever coated with a thin evermoving water along the blade from one side
of the hilt to the other.
Level 9:Gelentars Wrath can be turned into "Gelentars Rage" 1/day, Becomeing a massive GreatSword that deals
2D8+STR 18-20 X4 Crit and doubles the element Damage on the blade(27 Lb), lasts for 1+CHA's rounds. During "Gelentars Rage"
The Blade may 'Shoot' a 'Water Slash' up to 40 Ft Dealing The elemental Damage at range with 1Ft think penetration or
Can penetrate up to 3 DR.
Level 12:+2 Weapon, Elemental damage:2D6 , Water spirit Companion Gains the 'Water Dragon' Transformation ability.
During Gelentars Rage the Greatsword is not just massive, but long, Gains 10Ft Reach in Rage.
Level 15: Gelentars Rage 2/day, During the second Gelentars rage its wielder begins to lose control of his own
emotions becomeing enraged himself(See Barbarians rage). Can cotrol small bodies(Ponds and smallers) Waterflow and speed.
Level 18: +3 Weapon ,Elemental Damage 3D6, While in regular form The sword gins DR Reduction 5 against all opponents,
The Blade also becomes 'Swifter' Granting an extra attack. Gelentars Rage Gains the Ability "Water Missiles" Which Shoot out in a stream of 5 missiles each dealing 3D4 as a full Touch attack action with 25Ft/ +5 Ft per 2 levels range.
Level 20:+4 Weapon, Vorpal(Humans, Orcs, Goblinoids, Elfs, Dwarfs, Halfings, Catfolk.), Gelentars Rage 3/day. At level 20 the Blade unlocks its full potential becomeing a natural 2D8 Weaon and its enraged form 2D10, The Blade also gains the ability to control all Waterflow it touchs up to medium bodies of water(Small Lakes,500 Ft of river, or 500 Cu.Ft of any water it touchs. Gains the ability to summon a Elder Water Elemental as if summon monster 9 1/week, Water spirit Becomes a permenant companion and may stay for an unlimited ammount of time on the material plane as well as gaining its 'Grace', The Water spirit also gains the "Healing Waters" Ability. Gelentars Rage Gains "Titan Slayer", During the Third Rage of the Day Gelentars Wrath Gains +10 Damage V.S Any enemy 2 size categorys larger the you.
- Absorbing Shield: This +1 heavy steel shield is flat black and seems to absorb light.
The shield can absorb and hold one element up to 20 points of damage, then upon command can release it back out as an attack. After releaseing the shield can absorb up to another 20 points and re-release.
The Attack is a 30Ft Cone, Reflex DC 18 for half.
- Personalized Clothing: 5lbs
- Nemsir's Custom Kit
Torso- Dragonskin Armor(BreastPlate),Fly 60ft/turn flight 10 rounds/day, protects from mind altering and acid attacks. Can be activated 3/day for a 'Nova ring' attack. a Ring forms around you encircling you with fire for 1 round per 5 levels dealing 5D6 damage(Reflex for half DC 5+ users level + CHA) to all within 5 feet.
Waist- Belt of Undying Will: +4 to will
Wrist- Thunderclasp Bracers: + 1 AC, Ability:Once per day when clashed together creates a 20ft radius of sonic damage for 5d6 and resonates in area for 2 rounds, alternatively can be recharged when bathed in sunlight for 4 hrs.
Helmet- (Edited)Crown of Gelentar,
Grants the user an Aura of Health to all around him once per day can grant allies within 50 Ft 3d8+WIS Temp HP
Face- Eagle Lenses: +5 to Spot (must wear both lenses)
Shoulders- Cloak of Battle: +1 AC, 2 abilities: Turns into +1/+1 Quarter Staff, Can be used to disarm at a +4
The Cloak can be activated once a day to extend and re-arm its wielder.
Leggings-
Ankles- Anklet of Untimate movement: Your total movement actions no longer count as actions in your turn, you can move anytime inbetween actions as long as it does not exceed double your move speed, and still use full round actions.
Feet- Boots of Striking: Can full attack after full movement action.
Hands-
Finger 1- (Edited)Ring Of Lifesaving: If one dies this ring has a 50% Chance to Raise the character back from the dead +1% Per level Max 20(Upon successful use it breaks)
Finger 2-
Neck- Necklace of Might:+2 to STR , Upon Activateing Cleave Add +5 to your next cleave damage.
- Rope of Entanglement
- Sponsors Mark
- Back pack: 5lbs
- Masterwork Bastard Sword: 1d10+5 +1 BaB
- Masterwork Chain Shirt: +4 AC -1 ACP 25lbs
- Giant rusted sword: 2d12+10
-------------------------------------------:Stashed Gear:------------------------------------------------
- 2xTravelers outfit: 10lbs
- Strange Crown/Helmet: +1 Faith AC
- Giant Metal Staryu:2D8+STR + 2D6 ice damage Returning 20X4, Icy burst 1D6, Range:30ft 20lbs
- Large Hydra Tooth
- The Golem's Armor +10 ac adjusts to fit user gains +4 to strength and gains immunity to mind effect poison and disease.wearer
isn't subject to crits, subduel,ability damage or energy drain. Wearer cannot die from massive damage rule.
Immune to rust and acid attacks. Wearer gains 5 vs. everything except adamantine {unless internal damage}.
Wearer cannot gain hitpoints while wearing armor.1hour to put on and take off armor 50lbs -4 acp max dex bonus +1