Name:Daemon Ogalith  AGE:??    Gender:Male       Alliment:NE      Height:5"11   Weight:170      AC:20(25 if Demon)
Level:10    EXP:15074    God:    Race:Half Demon   Class:Fighter6 / Assasin 4   HP:83/83   Gold:1  Silver:

*STR:14+2
DEX:20+5
CON:18+4
INT:18+4
WIS:11+0
CHA:12+1

Fort:6+3=9
Ref:6+5=11
Will:3+0=3
--------------------------------------------------------------------------------------
BaB:+11/+4       Melee BaB:+13/+5     Ranged BaB:+16/+9   Current WG:31 Lb
Dual Weilding bonus:+14/+7  
Duel weilding Great katana and Dwarven rapier:+15/ +12
Speed:40Ft     Light WG:58   Medium WG:59-116   Heavy Wg:117-175
INIT:+5
----------------------------------------Skills----------------------------------------
Climb:10+3+2-1=15           Ride:1+5-1=5
Craft:                                    Swim:8+3-1=10
Decipher Script:                    Diplomacy:
Escape artist:                        Forgery:
Gather information:               Innuendo:
Listen:                                  Open lock:3+4+7=14
Pick pocket:                          Read lips:
Search:                                  Sence motive:13+0=13
Spot:                                     Swim:                                     
Handle animal:                      Move silently:8+5-1=12
Jump:10+3+2-1=14             Hide:8+5-1=12
Balance:+5+2-1=6                Intimidate9+1+2=12
Disguise:4+1=5                     Tumble:
Use magic device:5+1=6
---------------------------------------Equipment----------------------------------
Masterwork Great Katana: 1D10+4   WG:10Lb   Crit:20X3    To hit:
Dwarven rapier of flame +3 1d6+7 18-20X2 4d6 fire dam also
Dastana: +1 AC  ACP:-1  ASF:5%   Wg: 5Lb
Ring of lockpicking +7 Lock picking
Mithril Chain Vest: AC= 4 ACP= 0 Weight= 12lbs , Ethereal Protection, DR=2
X1 Shuriken(Coated in green liquid):Damage 1, Crit:20X2   Range:10 Ft
X3 Throwing knifes: 1D3+1  Range:20Ft   Wg:3 Lb
X3 herbal tonics
-----------------------------------------Feats---------------------------------------
Monkey Grip, Power Attack, Two weapon fighting
Ambidexterity, Weapon Fineese Great Katana, Double Cleave(-2)
Weapon fineese Rapier, Weapon focus Rapier, Quick Draw
Improved init, Weapon focus Great katana,
Weapon specialization Shortsword and Great katana, Rapier
Dodge, Sneak attack 2D6, Death attack, Posion use, Track,
+2 V.S Poison, Uncaney dodge, .
------------------------------------------room--------------------------------------
Custom Armored masterwork Robe +1: AC:+2  ACP:0   ASF:15%  WG:10Lb
--------------------------------------Asssassin spells-----------------------------
Level 1: 5/5  Level 2:5/5
-------------------------------------------level 1-----------------------------------
Change slef:
Detect posion:
Ghost sound:
Obscuring mist:
Spider climb:
Critical Strike:For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Dead End:Removes spoor of one creature/level.
Distract Assailant:One creature is flat-footed for 1 round.
Ebon Eyes:Subject can see through magical darkness.
Insightful Feint:Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search:Make Search check at +2 as free action.
Lightfoot:Your move does not provoke attacks of opportunity for 1 round.
Low-Light Vision:See twice as far as a human in poor illumination.
Shock and Awe:Flat-footed creatures get –10 on initiative
Silent Portal: Negates sound from door or window.
Sniper’s Shot:No range limit on next ranged sneak attack.
Sticky Fingers:You get +10 on Sleight of Hand checks.
--------------------------------------Level 2---------------------------------------
Alter Self:
Darkness:
Pass without trace:
Undetectible aliment:
Absorb Weapon:Hide a weapon, gain a Bluff check
with a +4 bonus on feint attempts when you draw it.
Blade of Pain and Fear:Creates blade of gnashing teeth.
Fell the Greatest Foe:Deal extra damage to creatures larger than you.
Fire Shuriken:Magical shuriken deal 3d6 fire damage.
Ice Knife:Magical shard of ice deals 2d8 cold damage
plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Invisibility, Swift:You are invisible for 1 round or until you attack.
Iron Silence:Armor touched has no armor
check penalty on Hide and Move Silently for 1 hour/level.
Marked Object:You gain bonus to track a specific being.
Phantom Foe:Subject is always flanked by one creature.
Veil of Shadow:Darkness grants you concealment
--------------------------------------------------------------------------------------
---------------------------------------Abilitys--------------------------------------
6 kills
Half Demons have the extraordinary ability to bring the power of their demonic heritage to bear on their opponents.
This transformation can be used as a swift action at will and cannot be suppressed by any means short of unconsciousness.
 This is because humanoid creatures cannot handle such an influx of energy; it is too powerful, and such demonic energy
clashes with the nature of humanoids. As such, for every round the Half Demon remains in this form, it takes 1d4 +1 per round points of
damage on its turn before it acts. While in this form, Half Demons gain +2 Strength, +4 Constitution, and +4 Intimidate bonuses and fully heal.
They can also fly at twice their land speed, with perfect maneuverability.
Self damage chart(The Bonus's are acumulitive): Level 1-2 1D4+1 per round, Level 3-6 1Dd6+1 per round, Level 6-10  1D8+2 per round, Level 10-15 1D10+3 per round, Level 15-20  1D12+5 per round, Every third turn doubles damage.
Half Demons gain a +5 Natural Armor bonus to their AC while transformed.
Gains one extra Hitpoint per level
In demon form:120 Ft

Name:Experiment 7/Kaia  Age:23 Gender:Female HP 89/89 Alilment:N Gold:   Height:5"3 Weight:105 Lb  AC:19 Lvl=10
HD:12 Race:??? God:   Class:Ranger  XP:45000

STR=18+4
DEX=24+7
CON=18+4
INT=16+3                       
WIS=18+4
CHA=17+3              

Fort:7+4=11
Ref:3+7=10
Will:3+4=7
-----------------------------------------------------------------------
Light WG=100  Medium WG=101-200  Hevy WG=201-300  WG:
BAB+10/+5  Melee Bab:+14/+9    Ranged Bab:+17/+12
Init=+7   Speed:50(60Ft Enhanced)



-------------------------------Skills---------------------------------
Balence=8+7=15                                  Intimidate:4+3=7
Animal Empathy=10+3+4=17              Ride=2+7=9
Climb=2+4+4=10                                Profession=1+4=5
Concentration=4+4=8                         Move silently=10+7+4=21
Craft(Survival)=4+3=7                         Listen=5+4=9
Hide=9+7+4=20                                 Knowledge Nature=7+3=10
Handle  Animal=6+3+4+4=17            Jump=3+4+4=11
Heal=5+4=9                                        Intuit Direction=5+4=9
Search=2+3=5                                     Spot=4+4+4=12
Use Rope=1+7=8                                 Wilderness Lore=10+4=14
Swim=4+4=8                                      Spell Craft=6+3=9
Perform(Sing and dance):11+3=14
 ---------------------------Equipment--------------------------------
Sword of the Planes: This longsword has an enhancement bonus of +1 on the Material Plane,
but on any Elemental Plane its enhancement bonus increases to +2.
(The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.)
 It operates as a +3 longsword on the Astral Plane or the Ethereal Plane or when used
against opponents native to either of those planes. On any other plane, or against any outsider,
it functions as a +4 longsword.   
1D8+6  Crit:19-20 X2  Wg:5Lb
---------------------------Armor---------------------------------------
Natural Armor AC+2
 ----------------------------Feats---------------------------------------
Ambidexterity ,Two Weapon Fighting ,Track, Oversized two weapon fighting,
Pont blank shot, Precise shot, Rapid shot, Weapon finesse Long swords,
Weapon Focus longswords, Dodge, Mobility, Combat reflexs, Spring attack.

Favored enemy 1st(Orcs), Favored enemy 2nd(Undead)     Favored enemy 3(Demons)    

Cybernetic Mejai tech implants(+4 to spot checks, Perfect Color darkvision, Improved leg implants +4 jump, Ignores the first 20ft of falling damaged.)
Darven experimentation(Gains human traits along with catfolk traits, No memories,
Immune to disesses and poisons, Gains 1 free weapon focus, 1 free weapon finesse)

Gift of the Beznoths(D12 HP, Skill ponits per level: 6+Int, Inhuman strengh, speed, Dexterity,  
constitution and knowledge of the world, Gives catfolk apearance and traits, Grants domain over nature,
Grants the feat oversized two weapon fighting, Not limited by mortal body)

Lethes Blood(Can hurt all enemys Bypass's all DR(Includeing Demigods), Has the life of a Veldorian)

Animal Bond(Trait this person bonds better with animals then people,
+4 to handle animal and animal empathy, -4 to CHA when dealing with people)

Clone(Has no soul but can emulate feelings as if she had one)
Abomination(Will go to purgetory once life ends)
(Due to lack of soul has a -2 presence penalty when first meeting people).
--------------------------language--------------------------------------
Beast Tongue,ancient Common,ancient elven,dwafven,draconic.
 ------------------------------SpellsLvl1---------------------------------
Spell's Per Day:  Level 1:6/6   Level 2:5/5
----------------------------------------------------------------------------
 Animal Friendship
Speak With animal's
Pass without trace,
Delay poison
Summon natures Ally1
Animal Trick: Target animal companion performs a trick.
Bloodhound: Grants extra checks when tracking.
Camouflage: Grants +10 on Hide checks.
Ac celerated Movement:Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Arrow Mind:You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Aspect of the Wolf: You change into a wolf and gain some of its abilities.
Blades of Fire:Your melee weapons deal +1d8 fire damage for 1 round.
Bloodhound:You gain an immediate retry if you fail a Survival check while tracking.
Branch to Branch:You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Camouflage:Grants +10 bonus on Hide checks.
Claws of the Bear:Your hands become weapons that deal 1d8 damage.
Climb Walls: Touched creature gains increased climbing ability.
Crabwalk:Touched creature gains bonus while charging.
Dawn:Sleeping/unconscious creatures in area awaken.
Deep Breath:Your lungs are filled with air.
Detect Favored Enemy:You know if favored enemies are within 60 ft.
Easy Trail: You make a temporary trail through any kind of undergrowth.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Enrage Animal: Animal rages like barbarian, not fatigued.
Guided Shot:You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Hawkeye:Increase range increments by 50%, +5 on Spot checks.
Healing Lorecall:If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Horrible Taste:Touched creature or object nauseates biting or swallowing foes.Hunter’s Mercy:Your next hit with a bow is automatically a critical hit.
Instant Search:Make Search check at +2 as free action.
Lay of the Land:You gain an overview of the geography around you.
Lightfoot:Your move does not provoke attacks of opportunity for 1 round.
Living Prints:You perceive tracks as if they had just been made.
Low-Light Vision:See twice as far as a human in poor illumination.
Marked Object: You gain bonus to track a specific being.
Naturewatch:As deathwatch, but on animals and plants.
Omen of Peril:You know how dangerous the future will be.
Ram’s Might:Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing:+20 ft. to subject’s burrow speed.
Remove Scent:Hides touched creature’s scent.
Resist Planar Alignment:Subject can resist penalties
for being of an opposed alignment on an aligned Outer Plane.
Rhino’s Rush: Next charge deals double damage.
Scent:Grants the scent special ability.
Smell of Fear:Subject’s aroma attracts animal attacks.
Sniper’s Shot:No range limit on next ranged sneak attack.
Snowshoes: Subject walks easily on ice and snow.
Stalking Brand:Subject marked with symbol you can see despite disguises.
Surefoot:+10 bonus on Balance, Climb, Jump, and Tumble checks.
Surefooted Stride:You can move over rubble as easily as you can over open ground.
Towering Oak:+10 bonus on Intimidate checks.
Traveler’s Mount:Creature moves faster but can’t attack.
Vine Strike:You can sneak attack plant creatures for 1 round.
Wings of the Sea:+30 ft. to subject’s swim speed.
---------------------------------Level 2----------------------------------
Animal Messenger: Sends a Tiny animal to a specific place.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects.
Hold Animal: Holds one animal helpless; 1 round/level.
Protection from Elements: Absorb 12 damage/level from one kind of energy.
Sleep: Put 2d4 HD of creatures into comatose slumber.
Snare: Creates a magical booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Nature’s Ally II: Calls animal to fight for you.
Align Fang:Natural weapon becomes good, evil, lawful, or chaotic.
Balancing Lorecall:You gain a +4 bonus on Balance
checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Briar Web:Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
Burrow:Subject can burrow with a speed of 30 feet.
Bottle of Smoke: Creates a steed made of smoke
Camouflage, Mass:As camouflage,but multiple subjects.
Curse of Impending Blades:Subject takes –2 penalty to AC.
Easy Climb:You make a vertical surface easy to climb (DC 10).
Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies.
Fell the Greatest Foe:Deal extra damage to creatures larger than you.
Haste, Swift:Move faster, +1 on attacks, AC, Reflex saves.
Jagged Tooth:Doubles the critical threat range of natural weapons.
Lion’s Charge:You can make a full attack on a charge for 1 round.
Listening Lorecall:You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Nature’s Favor:Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
One with the Land:Link with nature gives a +2 bonus on nature-related skill checks.
Train Animal:Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
Tremorsense:Grants tremorsense to a range of 30 feet.
----------------------------Domain Spells--------------------------------
 Plant Domain   3/3
------------------------------------------------------------------------
Entangle=Plants Entangle Everyone within 40 Ft
Bark Skin=+4 natural AC   
Plant growth:Grows vegitation, Improves crops