Neutral Izanagi

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Neutral Izanagi

Mensaje por Nex189 el Mar Sep 20, 2016 12:26 am

Name: Izanagi
Race: Magic-Blooded Outsider
Language: Common/Celestial/Abbysal/Infernal/Draconic
Alignment: Chaotic Neutral
HP: 286
Level: Duskblade 19/ Lion Totem Barbarian 1/ Fighter 1

-Str: 28/9 (42) (16) (17)
-Dex: 16/3 (28) (9)
-Con: 24/7 (30) (10)
-Wis: 14/2 (20) (5 )
-Int: 24/7 (30) (10)
-Cha: 14/2 (22) (6)

Saves:
Fort: 10/11/2/5/4: 33 (35)
Ref:  9/6/0/0/5/4: 24 (26)
Will: 5/11/0/0/5/4: 25 (27)

AC: 48 (53) (10 + 5 Dex + 10 Armor + 8 Bracers + 5 Cloak +5 Ring 1 + 5 Ring 2); Touch: 31; Flat Footed: 43
BAB: 21/16/11/6
Attack: 42 (47) (21 BAB + 16 Str + 5 Weapon)
Full Attack: 42/37/32/27
Damage: 1d10 + 24 + 4
Movement: 40 Ft. Fly 60ft (Good)
Initiative: 11 (9+2)
Immunity to Disease
Pounce
True Seeing

Buffs In effect:  Mage Armor (+4 AC), Improved Invisibility, Greater Magic Weapon, Magic Tattoos

Class Features:
Weapon and Armor Proficiency: Duskblades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).

Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list on page 24. Duskblade spells unique to this book appear on a spell list Page 98.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
A duskblade's caster level is equivalent to his class level.

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use medium armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.

Special:
-Resistance Electricity: 20
-Darkvision
-Doesn’t eat or sleep.

Magic Blooded:
Ability Adjustments: +2 Charisma, -2 Wisdom
Vision: low light
Skills: +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
Spell-Like abilities: Detect magic, Nystul's Magical Aura, Nystul's Undetectable aura, and read magic 1/day (CL=Character Level)

Equipment: (1690)
-+5 Holy Shocking Sure Striking Valorous Adamantine Halberd of True Death:  (63010gp)
Damage: 1d10
Critical: 20/x3
2d6 Against Evil
Double Damage on Charge
1d6 Electricity
GhostTouch/ Can land Criticals on Undead
Ignore Hardness 20

- +5 (+Cool Heavy Fortified Glammered Ghost Touching Mithril Breastplate: (65900gp)
Max Dex: +6
AC: +10
Check Penalty: 0
Works vs Incorporeal
Immune to Criticals and Sneak Attacks

-Wings of Flying  Resistance 5/ +5 AC:  (129.000gp)

-Armbands of Might/+6 Str/+6 Dex/ +8 Armor (140.100)
+2 Str Bonus
+2 Power Attack

-Boots of Striding and Springing/ +6 Dex (41.500)
+5 Jump
10 Ft

-Ring of Wizardry IV/+5 Deflection AC (150.000)

-Ring of Wizardry III/ +5 Deflection AC (120.000)

-Robe of the ArchMagi (Neutral) (75.000)
5 Armor AC
Spell Resistance 18
+4 Saves
+2 Caster level against spell resistance

-Belt of Battle/+6 Str/+6Con: 84.000

-Drake-Helm/+6 Wis/+6 Int/+6 Cha (4 slots/140.000)
Magic Circle Against Evil (Level 3) (14.000)
Wings of Cover (Level 2) (9.000)
Chill Touch (Level 3) (14.000)
Wraithstrike (Level 2) (9.000)

-Periapt of Health (7.400)

-Hathran mask of True Seeing (75.000)

-Ioun Stone (Iridescent) (10.000)
No need to breath

-ioun Stone (Pink and Green) (8.000)
+2 Cha


Feats:
-Level 1: Able Learner
-Level Bonus Feat 2: Combat Casting
-Level 3: Versatile Spellcaster
-Level 6: Power Attack
-Level 9: Arcane Strike
-Level 12: Improved Bull Rush
-Level 15: Shock Trooper
-Level 18: Leap Attack
-Fighter Bonus Feat: Battle Jump
-Level 21: Empower Spell

Skills: (182)
-Jump: 8/ 16: 24
-Spot: 20/5: 25
-Listen: 20/5: 25
-Spellcraft: 20/2/10: 30
-Knowledge (Arcana): 5/2/10: 17
-Diplomacy: 23/6: 29
-Sense Motive: 20/5: 25
-Concentration: 20/10: 35
-Knowledge (Religion): 5/10: 15
-Knowledge (Nature): 5/10: 15
-Knowledge (The Planes): 5/10: 15
-Knowledge (Dungeoneering): 5/10: 15
-Tumble: 12/9: 22
-Balance: 5/9: 14

Skill Trick:
-Collector of Stories (2)
-Twisted Charge (2)
-Swift Concentration (2)
-Back on your feet (2)

Spells:

Level 0 (6):
-Acid Splash
-Touch of Fatigue
-Ray of Frost

Level 1 (10+2):
-Color Spray
-Shocking Grasp
-True Strike
-Expeditious Retreat, Swift
-Resist Energy
-Obscuring Mist

Level 2 (10+1)
-Dimension Hop
-Swift Invisibility
-Wings of Cover
-Wraithstrike

Level 3 (9+9+1)
-Vampiric Touch
-Regroup
-Ray of Exhaustion
-Dispelling touch
-Chill Touch
-Magic Circle against Evil
-Greater Magic Weapon

Level 4 (7+7+1):
-Dispel Magic
-Dimension Door
-Enervation
-Fracturing Weapon

Level 5 (5+1)
-Polar Ray
-Waves of Fatigue
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Nex189

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