Retired PC


Male earth genasi Fighter 8/Ghostwalker 8

LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Listen –1, Spot –1
Languages Common, Mulhorandi Region Mulhorand

AC 26, touch 17, flat-footed 24 (+3 Dex, +9 armor, +4 deflection)
hp _____ (16 HD); Diehard
Resist moderate fortification
Immune detect thoughts, discern lies, any effect to discern alignment (ring of mind shielding)
Fort +22, Ref +14, Will +15; +3 on saves against earth spells and effects; mindarmor armor property (see below)

Speed 30 ft. (6 squares), fly 60 ft. (good)
Melee 2 holy screaming adamantine falchion +28/23/18 (1d817, 17–20/x2, 2d6 vs. evil, +1d4 sonic)
Melee +1 merciful spiked gauntlet +26/
21/16 (1d410, 1d6 nonlethal)
Ranged masterwork mighty composite longbow +21/
16/11 (1d84, 3)
Base Atk 16 Grp +25
Atk Options painful reckoning +8
Special Actions cure self 4d8
7 hit points (helm of glorious recoveryMIC, swift (command) action 1/day), freedom of movement (third eye freedom 1/day), greater teleport 60 ft. (boots of big stepping, standard (command) action 3/day)
Combat Gear acid, alchemist’s fire, holy water, 2 silversheen
Spell-like Abilities (CL 5th):
1/day—pass without trace or meld into stone
Spell-like Abilities (CL 8th):
1/day—feign death (see below)
2/day—ethereal jaunt (8 rounds)
3/day—shadow walk (Self only. In addition to the normal effects of the spell, Wonderboy can travel at a rate of 1 mile in 3 minutes, he can use this ability 3 times per day up to a total of 8 hours, and he also heals 24 hit points per hour while in this state.)

Abilities Str 28, Dex 20, Con 22, Int 10, Wis 8, Cha 10
SQ anonymity, resolute aura, superior iron will
Feats Cleave, Endurance, Great Cleave, Improved Critical (falchion), Iron Will, Power Attack, Stone SlideRac (use meld into stone in lieu of pass without trace), Toughness, Weapon Focus (falchion), Weapon Specialization (falchion)
Skills Climb +6, Concentration +6, Diplomacy +2, Hide +4, Intimidate +26, Listen –1, Jump +14, Move Silently +30, Ride +5, Sense Motive +9, Spot –1, Swim +3

Item Price Wgt
+1 blueshineMIC death wardMIC improved silent moves mindarmorMIC moderate fortification mithral full plate 55,150.00 25.0
+2 holy screamingMIC adamantine falchion 53,375.00 16.0
+1 merciful spiked gauntlet 8,305.00 2.0
masterwork mighty composite longbow (Str 18) with 20 arrows 801.00 6.0
bracers of Dexterity +4 16,000.00 0.0
third eye freedomMIC 2,600.00 0.0
boots of striding and springing / big steppingMIC 14,500.00 1.0
helm of glorious recoveryMIC 5,600.00 3.0
wings of flying 54,000.00 2.0
amulet of health +6 36,000.00 0.0
vest of resistance +3MIC 9,000.00 0.0
healing beltMIC / giant strength +6 36,750.00 1.0
ring of mind shielding 8,000.00 0.0
ring of protection +4 32,000.00 0.0
explorer’s outfit 0.00 8.0
bandoleer, masterwork 5.00 0.5
acid (flask) 10.00 1.0
alchemist’s fire (flask) 20.00 1.0
figs and nuts 0.00 0.0
holy water (flask) 25.00 1.0
rod of bodily restoration 3,100.00 4.0
2 silversheen 500.00 0.0
2 tindertwigs 2.00 0.0
2 pearls 200.00 0.0
2 platinum piece 20.00 0.0
4 gold pieces 4.00 0.1
5 silver pieces 0.50 0.1
potion beltFRCS 1.00 1.0
potion of lesser restoration 300.00 0.0
potion of neutralize poison 750.00 0.0
potion of remove curse 750.00 0.0
backpack 2.00 2.0
everfull mugMIC 200.00 0.0
field provisions boxMIC 2,000.00 1.0
flint and steel 1.00 0.0
grappling hook 1.00 4.0
pick, miner’s 3.00 10.0
rations (20 days) 10.00 20.0
silk rope (50 feet) 10.00 5.0
shovel 2.00 8.0
sledge 1.00 10.0
waterskin 1.00 4.0
winter blanket 0.50 3.0
TOTAL 340,000.00 139.7
Threshold 340,000.00 346.0

Anonymity Wonderboy benefits from anonymity, but should his name ever become known to his foes, his powers are weakened. On those enemies who know his real name, his resolute aura no longer functions. If they are hostile, he cannot feign death (up to a distance of 100 feet) and his painful reckoning bonus, if any, is halved against them.
Feign Death (Sp) Once per day, Wonderboy can enter a cataleptic state that is impossible to distinguish from actual death – usually for ending an encounter. The effect lasts for 80 rounds. Although he can smell, hear, and knows what is going on, no feeling or sight of any sort is possible; any wounding of his body is not felt, and any damage taken is only one-half normal. Paralysis, poison, and energy drain do not affect Wonderboy in this state, but poison injected into the body becomes effective when the effect ends.
Painful Reckoning (Ex) If Wonderboy loses more than 50% of his normal hit-point total in one encounter (and survives), he gains a +8 bonus to his AC, attack, and damage rolls when he faces the specific foe(s) that he fought in the initial encounter.
Resolute Aura (Ex) Wonderboy adds his number of Ghostwalker levels to all Intimidate checks (included in the stats above).
Diehard When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.



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