Kalthanan's Statistics

Male Que-Gelvani Fighter 18/Sorcerer 14/Suar-Lanyr 10/Epic Suar Lanyr 2:
Chaotic Good Medium humanoid (Gelvani); Demigod (DR 1)

Initiative +22; Senses Perception +26; see divine senses

DEFENSE
AC 57, touch 50, flat-footed 22 (+16 dex, +5 insight, +8 Fealadryn's Blade, +10 deflection, +6 armor, +1 divine, +1 divine natural armor)
HP 772 (maximized; deity)
Fort +39, Ref +42, Will +33
Defensive Abilities Defensive Flurry +4, Equal Opportunity, Bravery +5

OFFENSE
Speed 60ft
Melee Fealadryn's Blade +58 (1d8-1 +33/16-20 x3) and Heartward +56 (1d8-1 +25/16-20)
Resolve attacks as melee touch attacks (ignore armor and natural armor bonuses). If struck, the target must make a a Fortitude save (DC 21) or be stunned for 1d10 rounds. In addition, Kalthanan’s attacks are considered to be adamantine for purposes of bypassing damage reduction and hardness.
Special Attacks Twin Blades +4, Deft Doublestrike

STATISTICS
Str 25 (37), Dex 26 (42), Con 18 (30), Int 24, Wis 18, Cha 26
Base Atk +17 (+12 Epic Attack); CMB +44; CMD 85
Feats Combat Expertise (Improved Disarm), Combat Reflexes, Defensive Combat Training, Dodge (Mobility), Epic Spellcasting, Eschew Materials, Free Parry, Improved Called Shot, Improved Critical, Improved Initiative (Dire Charge), Leadership, Overwhelming Critical, (Devastating Critical), Power Attack (Cleave, Great Cleave), Quick Draw, Superior Quicken, Two-Weapon Fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Perfect Two-Weapon Fighting), Weapon Focus (Greater Weapon Focus, Epic Weapon Focus), Weapon Specialization (Greater Weapon Specialization, Epic Weapon Specialization)
Skills Acrobatics +63, Appraise +22, Bluff +21, Climb +31, Craft-Weapons +20, Diplomacy +26, Fly +39, Handle Animal +16, Heal +14, Intimidate +16, Knowledge - Arcana +54, Engineering +20, Geography +13, History +17, Military Tactics +27, Planes +12, Religion +20, Perception +26, Perform-Dance +23, Ride +29, Sense Motive +24, Spellcraft +54, Stealth +28, Survival +23, Swim +31, and Use Magic Device +31
Traits Fencer, Warrior of Old
Languages Telani, Verosian, Draconic, Duervik, Glinnen, Morvanik, Atenika, Nallarik, Baragog; see divine communication
Special Qualities Second Sight (per Gelvani); Perfect Balance; Kalthanan has used wish spells to increase his attributes and to enable him to know an additional 6th, 7th level, and 2 additional 8th and 9th level spells. He has has cast permanency on himself in regards to the arcane sight, resistance, telepathic bond (with Keleen), tongues, and true seeing spells.
Divine Qualities Immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid; disease, poison, stunning, sleep, paralysis, death effects, and disintegration; possesses damage reduction 15/epic; fire resistance 6; fast healing 5; spell resistance 33

Equipment Fealadryn’s Blade, Heartward, Wailing Doom, the Wand of the Elgathan; Elondolin’s Circlet of Insight, Heartseeking Amulet, the Vambraces of Relentless Might, the Gloves of the Cat Lord, the Dark Cloak, the Troll’s Blood Belt, Greater Boots of the Mountain King, Ring of Freedom of Movement, Ring of Transformation, Rod of Epic Might, Pouch of Holding, Bag of Tricks; bedroll, winter blanket, caltrops, scroll case, fishhook and tackle, flint and steel, hourglass, ink vial and inkpen, small steel mirror, 30 sheets of paper, sealing wax, Korianthil signet ring, soap, waterskin, whetstone; 30 tindertwigs, 5 sunrods; healer's kit, magnifying glass; travels with a minimum of 100gp on his person

Sorcerer Spells per Day: 6/8/8/8/8/7/7/7/7/6; Base DC 18 + spell level; effective caster level 22
Spells Known: 9/5/5/4/4/4/4/4/5/5
0 - arcane mark, dancing lights, daze, detect magic, detect poison, ghost sound, mage handprestidigitation, read magic; 1st - enlarge person, shield, shocking grasp, true strike, ventriloquism; 2nd - detect thoughts, fog cloud, gust of wind, knock, protection from arrows; 3rd - displacement, greater mage armor, magic circle against evil, wind wall; 4th - detect scrying, dimensional anchor, fire shield, flawless flyer; 5th - blade of Sheliak, permanency, sword focus, wall of force; 6th - chain lightning, contingency, greater dimensional portal, legend lore; 7th - Energy Immunity, plane shift, spell turning, Reahnyn's Fortitude; 8th - discern location, screen, sunburst, mystic shield, phantom warrior; 9th - blade of mystic light, greater create demiplane, foresight, time stop, wish

SPECIAL ABILITIES
Bonus Spells - Bloodline: alarm, blur, protection from energy, freedom of movement, break enchantment, mislead
Destined Arcana: whenever Kalthanan casts a spell with a range of “personal”, he gains a luck bonus equal to the spell’s level on all his saving throws for 1 round.
Bloodline Powers:

  • Touch of Destiny (Sp): Kalthanan can touch a creature as a standard action, giving it a +7 insight bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. He can use this ability 11 times/day.
  • Fated (Su): Kalthanan gains a +3 luck bonus on all of his saving throws and to his AC during surprise rounds and when he is otherwise unaware of an attack.
  • It Was Meant To Be (Su): Kalthanan may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance 2 times/day. He must decide to use this ability after the first roll is made but before the results are revealed by the GM. He must take the second result, even if it is worse.

Suar-Lanyr Powers:

  • Blade Casting (Sp): Kalthanan can cast spells using his chosen weapon rather than using somatic and material components. This is the first art taught to apprentices, and with it they can continue wielding their weapon(s) while spellcasting in the midst of combat. This translates to the eschew materials feat.
  • Enspelled Blade (Sp): All spells that require a touch component to affect an opponent may now be executed as part of a melee attack, allowing Kalthanan to use his melee attack bonus instead. Furthermore, if the spell is Quickened one, it can be delivered during a full attack action. Alternately, if Kalthanan casts a spell that cannot be Quickened, he can hold it until his next available melee attack. The enspelled blade can also channel bolt and ray spells, though this has no particular benefit.
  • Uncanny Dodge: As an 8th-level Rogue.
  • Superior Quicken Spell (Ex): Kalthanan can cast any 0-3rd level spell he knows as a free action. This is an improvement to Quicken Spell in that the spell level of the spell does not increase and, if a spontaneous caster, the casting time does not increase to one full round (as it would when applying metamagic to spontaneous casting). Only one quickened spell can be cast per round, as normal.
  • Greater Mobility (Ex): Kalthanan does not provoke attacks of opportunity when he moves into or through a threatened area.
  • Dance of the Blades
  • Enspelled Blade of Doom (Sp): A spell used in conjunction with Kalthanan's melee attacks is treated for one round as if it were Maximized (per the feat), without taking up a higher spell slot. Kalthanan can use this ability 1/encounter.

DIVINE POWERS
Domains Heroism, Defense, and Liberation
Spell-like ABilities Kalthanan can spontaneously cast Domain Spells he can grant as a spell-like ability, at will. His effective caster level is 11th, and the DC for those abilities is 19 + the spell level.
Heroism: 1st - shield of faith, 2nd - bless weapon, 3rd - heroism, 4th - holy smite, 5th - righteous might, 6th - greater heroism, 7th - holy sword, 8th - holy aura, 9th - gate
Defense: 1st - shield, 2nd - barkskin, 3rd - protection from energy, 4th - spell immunity, 5th - spell resistance, 6th - anti-magic field, 7th - deflection, 8th - mind blank, 9th - prismatic sphere
Liberation: 1st - remove fear, 2nd - remove paralysis, 3rd - remove curse, 4th - freedom of movement, 5th - break enchantment, 6th - greater dispel magic, 7th - refuge, 8th - mind blank, 9th - freedom
** Domain Powers**

  • Touch of Glory (Sp): Kalthanan's hand shimmers with divine radiance, allowing him to touch a creature as a standard action and give it a +1 bonus on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. Kalthanan can use this ability 7 times/day.
  • Aura of Heroism (Su): As a swift action, Kalthanan can emit a 30-foot aura of heroism for 1 round/day. Allies in the area are treated as if they were under the effects of heroism.
  • Aura of Protection (Su): Kalthanan can emit a 30-foot aura of protection for 1 round/day. He and his allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic).
  • Deflection Aura (Su): Kalthanan can emit a 20- foot aura for 1 round/day. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
  • Liberation (Su): For 1 round, Kalthanan can move normally regardless of magical effects that impede movement, as if he were affected by freedom of movement. This effect occurs automatically as soon as it applies.
  • Freedom's Call (Su): Kalthanan can emit a 30-foot aura of freedom for 1 round/day. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.

Automatic Actions
Magic Item Creation
Divine Aura
Divine Travel
Divine Familiars: Kalthanan can treat any one falcon within a mile as a familiar.

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