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Connor

Son of Chrono and Amy


Lawful Neutral
Race: Enhanced Concordant
Class: Cleric racial gestalt
STR: 31 +10
DEX: 30 +10
CON: 32 +11
INT: 30 +10
WIS: 33 +11
CHA: 27 +8
Eyes: Blue Hair: Dirty Blond Height: 5’9 Weight: 170lbs
Languages Spoken-Any spoken languages, due to tongues spell (always active), Telepathy 100ft
Speed: 70ft, Fly 120ft (good)
BAB 19 Melee +31/+31*/+26/+21 Ranged +29/+29*/+24/+19
HP 323 DR 10/- Regen 5
AC (+10 Dex, +24 natural, +4 Mage armor,+4 Shield spell,+1Dodge)
Init +14

Saving Throws Base Attribute Misc Total


Fortitude +11 +11 +3,+1 +26
Reflex +11 +9 +3,+1 +24
Will +11 +11 +3,+1 +26

Bluff +30 Heal +33 Sense Motive +33


Climb Lvl+13 Hide +32 Gunplay +23
Concentration +33 Intimidate +30 Ride Lvl+13
Craft Jump Lvl+13 Spellcraft +32
Knowledge(Arcana, history, religion, the Planes) +33 to each Spot Lvl+14
Diplomacy +30 Listen Lvl+14 Survival +33
Move Silently +32 Swim Lvl+13
Perform (sing) +30 Use Magic Device +30
Profession +33 PICK ANOTHER SKILL Up to +20
Special Abilities
Slam Attack 1d8+10, Bite 1d6+5, Claw 1d6+10, Gore 1d3+10
Systemic Reinforcement- 32 ability points to distribute.
Special Attacks
Breath Weapon: (HD)d6 damage in a 30’ cone. This attack inflicts Cold damage. It is usable every 1d4 rounds. Reflex saves for
(10+1/2HD+Con mod DC).
Frightful Presence: All creatures within 40’ that have fewer HD than Connor are Shaken when he roars, growls, etc. Effect lasts until target is
more than 40’ away. On a successful save, the target is immune for 24 hours.(10 + 1/2HD+Cha mod DC.)
Special Qualities
Fast Healing 5.
Hasted- (Constant) When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is
made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. All of the creature’s modes of movement
increase by 30 ft.
See in Darkness: Can see normally through natural or magical darkness.
Immunity to acid, cold, electricity, fire, petrification, poison
True Sight- constant
Concordant weapons–
+5 evil outsider bane quickloading penetrating Winchester Lever Action Shotgun (10 gauge)
Range Inc Damage Shots
30ft -2 to hit 3d6+5 16*-20, x3 50slug/50 buckshot4d6+
5/3d6+5/2d6+5/1d6+5 16*-20,x 2
Inside first range increment, add BAB to damage.
Buckshot effect gains a +1 to hit per range increment past PB, up to +3
+5 enchantments to hit and damage
evil outsider bane (+2)- It counts as +2 greater vs. evil outsiders and inflicts +2d6 extra damage against them
quickloading(+2)- It has a extradimensional space that holds 100 rounds ready to instantly be loaded and Connor may switch between different
rounds as a free action.
penetrating (+1) - This enchantment doubles the critical range for piercing weapons.
+7 keen collision Crystal Sword 1d8+22, 15-20, x 3
Keen (+1) - Doubles the weapon’s threat range.
Collision (+2)-Adds 5 points to the weapons damage.
Know Alignment (Su) As the detect chaos, detect evil, detect good and detect law spells; continuous; caster level 19th. A concordant can
suppress or resume some or all of this ability as a free action.

Spell Like Abilities-


At will- analyze dweomer, greater teleport, mage armor, shield,
(2)Expeditious Movement- (BOAS Sor/Wiz2) 1 action - Doubles all movement rates and doubles jump distance.
(3) Force Strike (BOAS Sor/Wiz 2)1 action Close range. Cone of force inflicts 1d6 per caster level. Ref for ½. This spell is modified with
Cone Control feat, meaning that he can select targets in the cone’s effect/5ft (,i.e. up to 13 specific targets.)
(6)Superior Magic Missile (BOAS Sor/Wiz 6). 1 action Long range. Up to 10 targets, none more than 30ft apart, 1 missile per caster level that
strikes unerringly, no one target may receive more than 5 missiles. Objects take 2hp per missile that ignores object hardness and may get any
number of missiles.
3 x per day- plane shift, wall of force
(7)Force Shock (BOAS Sor/Wiz 7)- 1 action. Med range. Ref negates. Blast of magical force in 5ft area does( 5d10)x2. Target loses 1 action
and cannot cast spells in their next turn.
(5)Material Disruption (BOAS Clr 5) - 1 full round. Close range. 20ft + 5ft/level burst. Fort Negates All armor and weapons in the area take
1d4 per level (max 15d4). Object hardness is subtracted from the damage and items destroyed are beyond repair.
(5) Magic Circle of Containment (BOAS Sor/Wiz 5) - 1 action. 1 hour casting time. Close range. Up to 30ft diameter circle. 1 hour duration
per level. Like Magic Circle vs the Alignments, but applies to all outsiders. Summoned creatures may be summoned directly into the circle.
(6) Spears of Oblivion (BOAS Sor/Wiz 6)-1action. Long range. 25ft circle. Concentration (1 round/ level)- The target is hit by 1d3 spears,
using casters BAB+Int mo to hit. , Targets take 2d10 damage and takes 1d3 spears and the damage each round.
(4) Battle’s Rage (BOAS Clr 3)-1 action. 1round/level. Personal range .Caster adds Cha mod to hit /damage and Will saves vs Fear
(1)Corrosive Burst (BOAS Sor/Wiz 1)-1 action. Long range. 10ft burst. Ref negates. Explosion of acid 1d6+1/level, living targets take -1 to
AC and Ref saves for 1d6 rounds.
1 x per day-
(3) Forceful Burst (BOAS Sor/Wiz 3)-1 action. Up to 5 Fine objects are charged as explosives for up to an hour per level, inflicting
2d4+1/level. You may throw all in a single round at one target, making separate attack and damage rolls.
(4) Magic Missile Spray (BOAS Sor/Wiz 4)-1 action. As magic missile, it produces 2d4+2 missiles on 1 target, and enacts a Trip attack as if
possessing a 30 Str.
(3) Malediction of Razors (BOAS Sor/Wiz 4)-1 action. Medium range. Up to 5 creatures no more than 15ft apart. 1 missile/3 levels inflicting
1d4+1, target makes a Fort save or bleed for 1 pt/missile until healed or 10 rounds pass.
(3) Mass Missile (BOAS Sor/Wiz 3)-1 action. Med range or 50ft +5ft/level. Area: 5ft wide by 120ft or 10ft wide by 60ft) Ref partial. Spell
inflicts 1d6/level (max 10d6). Caster must make Ref save DC 13) or be knocked prone by the spell force. Subjects failing the Ref save are
subject to a trip attack (Str 25) Spell damages barriers and objects.
(3) Smash (BOAS Clr 3)-1 action. Close range. Fort negates. Destructive power shaped like a hammer strikes for 1d6+1/level (max
12d6+12) to any subject in LOS.
(3) Chain Missile (Spell Compendium Sor/Wiz 3)1 action. Long range . One target +1/2 levels (each of which must be within 30 ft. of the
primary target) SR:Yes The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points. One missile strikes
the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they
ricochet to anumber of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck
by a single magic missile. Missiles without a secondary target do not ricochet off the primary target.
33 BESM points
Feats (3pts) - Two Weapon Fighting, Point Blank shot, Zen Archery,
Skills (3pts) - Highly skilled 3 pts Gunplay
Katana Space (5pts) - Connor’s katana space holds 5 items.
Cross Source Spell (1.5 pts each ) prestidigitate/ghost sounds (at will)

Spell Level 0 1 2 3 4 5 6 7 8 9
DC 21 22 23 24 25 26 27 28 29 30
Base 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
Bonus 3 3 3 2 2 2 2 1 1
Total 6 8+1 8+1 8+1 7+1 7+1 6+1 6+1 4+1 4+1

Spells Commonly Prepared/* domain spell


0 Create water, cure minor wounds, detect magic, light, mending, purify food and drink,
1 Bane, deathwatch, detect undead, endure elements, obscuring mist, protection from(align), sanctuary, summon monster I, bless weapon*
2 Bull’s strength, calm emotions, consecrate, make whole, resist energy, shield other, zone of truth, summon monster II, cure moderate
wounds*
3 Bestow curse, create food and water, dispel magic, magic circle vs (align),meld into stone, protection from energy, searing light, speak with
dead, cure serious wounds*
4 air walk, dimensional anchor, divine power, freedom of movement, magic weapon(greater), sending, summon monster IV, cure critical
wounds*
5 break enchantment, commune, flame strike, raise dead, slay living, summon monster V, crying, inflict light wounds(mass)*
6 Blade barrier, heroes’ feast, summon monster VI, inflict moderate wounds(mass), undeath to death, word of recall, harm*
7 Control weather, cure serious wounds(mass), destruction, regenerate ,scrying(greater), summon monster VII, disintegration*
8 Dimensional lock, firestorm ,inflict critical wounds(mass), summon monster VIII, cure critical wounds(mass)*
9 Heal (mass),storm of vengeance, implosion, summon monster IX, confutation of the demon*
Domain Granted Power
Healing You cast healing spells at +1 caster level.
1Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9Heal, Mass: As heal, but with several subjects
Destruction You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus
on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is
usable once per day.
1Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2Shatter: Sonic vibration damages objects or crystalline creatures.
3Contagion: Infects subject with chosen disease.
4Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6Harm: Deals 10 points/level damage to target.
7Disintegrate: Makes one creature or object vanish.
8Earthquake: Intense tremor shakes 80-ft.-radius.
9Implosion: Kills one creature/round
Fiendslayer Fiendsmite† feat- Once per day, you add your Charisma modifier (if positive) to your attack roll and deal 1 extra point of
(Anger of damage per Hit Die, effective against fiends, tieflings, and evil outsiders
Angels) 1Bless weapon
2Heartglow‡- All evil creatures within 10 feet suffer a –1 penalty to all attack rolls, saving throws, and checks
3Transin celestia†- Invoke a holy word that increases DC and spell penetration for attempts to banish or bind a fiend.
4Greater magic weapon
5Dispel evil
6Greater dispelling
7Destruction
8Holy aura
9Confutation of the demon‡- Destroys evil outsider or deals10d6 points of damage.
FEATS
Multi-Attack*- all its natural weapons and each secondary attack with these weapons is at a -2
Improved Initiative*
Healing Touch* -You can heal yourself or others. You gain the ability to lay on hands as a paladin, healing a total number of hit points per day
equal to your Hit Dice x your Charisma bonus. You may also heal ability score damage, with each point of such damage costing 5 hit points
worth of healing. If you are a fiend or tiefling, you may use this ability to heal undead instead of damaging them.
Additional Domain*- You may use one extra domain..
Maximize Spell- Spell level adjust +3/ The affected spell automatically inflicts maximum damage per die.
Energy Substitution (Cold) - Spell level adjust +0/ Connor may substitute the Cold elemental type in place of energy effects from spells.
Extra Turning- Connor may turn undead 4 more times per day.
Sacred Healing- All living creatures within a 60’ radius Burst gain Fast Healing 3 for (1 + Charisma modifier) rounds. This effect requires a Full
Round Action and consumes one of your Turn Undead uses for the day.
Chain Spell- Spell level adjust +3/ The spell affected may strike secondary targets equal to their caster level, as long as they are within 30ft
of the primary target. If the spell does anything other than damage, secondary targets get +4 to save.
Strafing Cone/Ray- Spell level adjust +1/The caster targets opponents outside the normal spell effect. For each one past the first, they each
gain a cumulative +2 dodge bonus to their saves. The targets cannot be outside of a 180 degree arc in front of the caster.
Cone Control- When used with a spell or breath weapon, this allows you to select one target per 5ft of the cone’s widest area of effect. This
does not increase the range of the spell. If used on a spell, +1 to effective level of the spell. If used on a breath weapon, it doubles the number
of rounds required between uses.
Elusive Target -You are very hard to hit when you want to be.
+0: You gain a +2 Dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.
+11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature in your threatened range, friend or foe.
You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack that would normally hit you miss instead.
Sniper [Combat] -Your shooting is precise and dangerous.
+0: Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30' of an opponent is retained out to 60'.
+1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or
grapples.
+6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
+11: Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you
normally.
+16: Any time you hit an opponent with a ranged weapon, it is counted as a critical threat. If your weapon already had a 19-20 threat range,
increase its critical multiplier by 1.
Two-Weapon Fighting
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks
with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB,
these extra attacks of opportunity must be made with your off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed.
+11: You may Feint as a Swift action while fighting with two weapons.
+16: While fighting with two weapons and not flat footed you may add the enhancement bonus of either your primary or your off-hand weapon to
your Shield Bonus to AC.
Point Blank Shot
+0: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
+1: You add your base attack bonus to damage with any ranged attack within the first range increment.
+6: You do not provoke an attack of opportunity when you make a ranged attack.
+11: When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who provoke them within 30' of you.
Movement within this area does not provoke an attack of opportunity.
+16: With a Full Attack action, you may fire a ranged weapon once at every single opponent within the first range increment of your weapon. You
gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the armor class of each opponent
within range.
Zen Archery
+0: You may use your Wisdom Modifier in place of your Dexterity Modifier on ranged attack rolls.
+1: Any opponent you can hear is considered an opponent you can see for purposes of targeting them with ranged attacks.
+6: If you cast a Touch Spell, you can deliver it with a ranged weapon (though you must hit with a normal attack to deliver the spell).
+11: As a Full Round Action, you may make one ranged attack with a +20 Insight bonus to hit.
+16: As a Full Round Action, you may make one ranged attack with a +20 Insight bonus to hit. If this attack hits, your attack is automatically
upgraded to a critical threat. If the threat range of your weapon is 19-20, your critical multiplier is increased by one.

NEW SPELLS FROM ANGER OF ANGELS

Confutation of the Demon‡


Evocation [Good]
Level: Clr 9, Fiendslayer 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One evil outsider/round
Duration: 1 round/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
When you point your finger at an evil outsider and speak the holy words whispered to you by servants of the divine,
you consume the outsider utterly in an explosion of light and glory. Beings with less than 10 HD get no saving throw
against this effect. Those with 20 HD or more are not consumed, but instead suffer 10d6 points of holy damage if
they fail their saving throw. Beings of godlike status remain immune to the effects of this spell. Despite its name,
this spell works equally well on devils, efreet, and all evil outsiders. When the effects of this spell consume an evil
outsider, they destroy it utterly and forever.
Heartglow‡
Transmutation [Good]
Level: Fiendslayer 2, Light 2, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You focus the holy power within yourself into your heart, causing it to glow like a brilliant light. This light can be
seen through your chest, and even your clothing and armor. While your heart glows, all evil creatures within 10 feet
of you suffer a morale penalty of –1 to attack rolls, saving throws, and checks as they are discomfited in the
presence of the shining light of your goodness.
Transin Celestia
Abjuration
Level: Clr 3,
Fiendslayer 3
Components: V, DF
Casting Time: 1
standard action
Range: Personal
Target: You
Duration: One hour/level or until discharged, whichever comes first
You invoke the transin celestia, a word written in the Celestial tongue on a sacred pillar at the heart of Heaven. This
word has a powerful effect on fiends of all kinds. The next time you cast a spell (or use a spell-like ability) that
banishes or binds a fiend (such as banishment, binding, dismissal, and similar spells) the Difficulty Class increases
by +2 and you gain a +2 bonus to your spell penetration check (if any). The transin celestia is discharged after one
use, though you can cast it again once you have discharged the previous casting.

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