Ptaysanwee, Epic Guardian of the Primal Elves.

The long war has swept over even the hidden retreats of the Primal Elves, the deep forests and the high mountains – forcing the hidden tribes into alliance with the civilized world. Fortunately, the Primal Elves have some mighty heroes of their own to bring to the field – although they run more towards masterful scouts, expert healers, and powerful shamans than towards organized legions, brilliant generals, and mighty mages.

Among those heroes, a few stand as legends. Such a one is the White Buffalo Woman. For long centuries she has guarded the forest depths and the high mountain valleys, her arrows striking down those who would intrude upon the ancient fastnesses. Now, however reluctantly (thanks to her tendency to suspect any outsider that she doesn’t know very well indeed), she has enhanced herself with the tools of civilization and joined forces with the soft, weak, people of the cities to defend their mutual territories.

Not surprisingly (at least to her) her talents place her among the great leaders of the war, at least on the local scale.

Ptaysanwee Sibrwd Gwyntoedd Yn Dail Coedwig (White Buffalo Woman who Whispers Like Winds In Forest Leaves).

Level 22 Primal Elf Archer-Priestess

Available Character Points: 552 (L22 Base) +44 (Duties) +10 (Disadvantages: History, Uncivilized, and Obligations to her tribe) +42 (Bonus Feats) = 648 CP.

Basic Attributes:

  • Str 12 (+2 Enh, +6 Sac, 20)
  • Dex 13 (+2 Enh, +6 Sac, +2 Race, 23)
  • Con 13 (+2 Enh, +6 Sac, 21)
  • Int 12 (+2 Enh, +6 Sac, 20)
  • Wis 16 (+6 Enh, +6 Sac, +2 Race, +5 Level, 35)
  • Cha 14 (6 Enh, +6 Sac, 26).
    • Net Cost: 32 Points (DMG Point-Buy Attributes).

Base Languages: Common, Elvish, and Sylvan.

Basic Abilities (345 CP):

  • Hit Points: 20 (L1 d20, 16 CP) +5d10 (L2, 6, 7, 8, 4, 10, 30 CP) +14d8 (L7-20, 73 total, 56 CP) +12 (2d6 Magic) +3 (L21, 1d4, 3, 0 CP) +115 (Con Mod x 23) = 258 HP.
  • Skill Points: 36 (Purchased, 36 CP) +50 (Fast Learner at L0, 6 CP) + 50 (Int) +50 (Racial Bonus) +18 (extra +6 Int for last six levels) = 204 SP.
  • BAB: +17 (102 CP), additional +1 BAB Specialized in Bows (3 CP).
  • Saves:
    • Fortitude: +12 (Purchased, 36 CP) +5 (Con) +5 (Res) +4 (Luck) +1 (Mor) = +27
    • Reflex: +6 (Purchased, 18 CP) +6 (Dex) +5 (Res) +4 (Luck) +1 (Mor) = +22
    • Will: +6 (Purchased, 18 CP) +12 (Wis) +5 (Res) +4 (Luck) +1 (Mor) = +30
    • Resistance: Additional +4 on saves versus Undead and Necromancy Effects (6 CP).

Combat Information:

  • Proficiencies: All Simple and Martial Weapons (9 CP), Light and Medium Armor (9 CP), and Shields (3 CP).
  • Initiative: +6 (Dex) +5 (Insight) +2 (Competence) = +13
  • Move: 30′ (Base) +30′ (Enhancement) = 60′.
  • Armor Class: 10 (Base) +9 (Armor) +4 (Luck) +6 (Dex) +5 (Nat) +5 (Def) = 39.
  • Usual Weapons:
  • Composite Longbow: (+18 BAB +5 Enh +6 Dex +1 Morale +4 Luck +4 Martial Art, +2 Comp, possible rapid shot plus personal haste), 1d10+1d6 (Fire) +5 (Str) +12 (Wis) +4 (Luck) +1 (Morale) +5 (Enh) +1 (Comp) +2d6 versus evil targets (Holy), Range Increment of 220′, Crit 19-20/x4 + Prismatic Burst (Save DC 20) + Slow Burst (Save DC 14) +4d10 Fire, no penalty for firing into melee, negates concealment (Seeking).
    • Normal Attack: +40/+40, 1d10+28 +1d6 Fire +2d6 Holy versus Evil. Crit 19-20 for 4d10+112 +1d6 Fire +4d10 Fire +Prismatic Burst +Slow Burst.
    • Full Attack with Rapid Shot: +38/+38/+38/+33/+28/+23, same damage and critical effects.
  • Guantlet (+17 BAB +1 Enh +5 Str): +23/+18/+13/+8, 1d4+6, Crit 20/x2. This IS adamantine, so she occasionally uses it to break through doors and such.

Special Abilities (303 CP):

  • 18 Levels of Clerical Package Deal Spellcasting, Healing and Protection Domains, Spell Conversion to Healing Spells, Corrupted/Limited Spell List (21-level) spells of each level, primarily focused on healing and religious functions, 96 CP).
  • Upgrade ten of the Specialized Caster Levels in the Clerical Package to cover Ranger Spellcasting (10 CP).
  • 15 levels of Ranger Spellcasting (30 CP).
  • Adept (Concentration, Knowledge/Religion, Perform/Oratory, and a Martial Art, 6 CP).
  • Innate Enchantment, Corrupted for Increased Effect/only as long as she remains dedicated to her religious beliefs and of good alignment (11,000 (15,500) GP effective value (12 CP).
    • Enhance Attribute x4, +2 to Con, Dex, Int, and Str (5600 GP).
    • Personal Haste (2000 GP). +30′ Movement Enhancement, +1 Attack at Full BAB.
    • Immortal Vigor I (1400 GP). +2d6 Hit Dice, as +12 + (2x Con Mod) HP.
    • Inspiring Word (1400 GP). +1 Morale on Saves, Attacks, Checks, and Damage.
    • Aura of Favor (2000 GP). +4 Luck Bonus to Attacks and Damage at CL20 (see below).
    • Fortunes Favor (1400 GP). +4 Luck Bonus to Skill and Attribute Checks at CL20 (see below).
    • Ward of Heaven (2000 GP). +4 Luck Bonus to Armor Class and Saves at CL20 (see below).
  • Empowerment, Specialized in Innate Enchantments that grant Luck Bonuses (6 CP).
  • Innate Enchantment, Absorption Variant, with Bonus Type Change (To Sacred Bonus), (12 CP.)
  • Immunity/Dispelling and Antimagic (Common, Minor, Epic, Specialized in protecting Innate Enchantments (9 CP)).
  • Create Item: Brew Potion and Craft Wondrous Item (12 CP).
  • Track (3 CP).
  • Travel (Undergrowth, 3 CP).
  • Turn Undead (Standard, 15 CP): 11 uses per day. +2 Synergy on rolls.
  • Mystic Artist/Oratory with Echoes (12 CP): 20/Day, available abilities: (Manipulation): Hold Audience, Suggestion, Emotional Auras, Freedom, Mass Suggestion. (Synergy) Block, Group Focus, Harmonize, and Serenity. (Inspiration) Emotion.
  • Favored Foe (Favored Terrain Variant, granting bonuses to Hide, Knowledge/Nature, Listen, Move Silently, Spot, and Survival in the appropriate environments) Forest +6, Mountains +2, Plains +4, Jungle +4, Desert +2, 6 CP).
  • Bow Master: Augmented Bonus (Adds Wis Mod to Str Mod for damage purposes, Specialized, only with Bows, 3 CP), Far Shot II (triple thrown and double projectile weapon ranges, Specialized/Only with Bows, 6 CP), Improved Critical (Bow, 6 CP), Doubled Damage (On Critical Hits, +1 Critical Multiplier, Specialized in Bows, 3 CP), Immunity/Penalties for firing ranged weapons into Melee (Common, Minor, Minor, 4 CP),
  • Double Enthusiast Specialized in Relics (6 CP for 4 CP worth of Relics), Create Relic (Specialized in Weapons and Armor, 3 CP). This normally provides Imbuement (Bows) with Improved, Superior, and Focused (usually providing her current bow with +5 Seeking (+1) Flaming Burst (+2) Holy (+2) overriding any lesser, similar, effects already on it.
  • Rider with Might and Improved Stable Seating, Specialized/only with Companion Creatures (9 CP).
  • Immunity/The need to have cover to Hide in Natural Terrain (Uncommon, Minor, Major, 3 CP).
  • Increase Racial Universal DR to 4/- (6 CP).
  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Luck with +4 Bonus Uses, Specialized in Attacks (6 CP).
  • Companion with Template (+4) and Additional, Corrupted/only available as long as she continues to serve her tribe and the powers of nature (16 CP).
    • A Panther Mystic Companion with the Large Warbeast Template.
    • A Raven Familiar with the Spirit Fetch and Wind Guardian Templates.

Skills: 204 SP.

  • Appraise +0 (0 SP) +5 (Int) +4 (Luck) +1 (Morale) +3 (Familiar) = +13
  • Balance +0 (0 SP) +6 (Dex) +4 (Luck) +1 (Morale) = +11
  • Bluff +2 (2 SP) +8 (Cha) +4 (Luck) +1 (Morale) = +15
  • Climb +2 (2 SP) +5 (Str) +4 (Luck) +1 (Morale) = +12
  • Concentration +25 (12* SP) +5 (Con) +4 (Luck) +1 (Morale) +2 (Enh) = +37
  • Craft (Any) +0 (0 SP) +5 (Int) +4 (Luck) +1 (Morale) = +10
  • Disguise +0 (0 SP) +8 (Cha) +4 (Luck) +1 (Morale) = +13
  • Diplomacy +9 (9 SP) +8 (Cha) +4 (Luck) +1 (Morale) +2 (Sy) = +24
  • Escape Artist +0 (0 SP) +6 (Dex) +4 (Luck) +1 (Morale) = +11
  • Forgery +0 (0 SP) +5 (Int) +4 (Luck) +1 (Morale) = +10
  • Gather Information +5 (5 SP) +8 (Cha) +4 (Luck) +1 (Morale) = +18
  • Handle Animal +9 (9 SP) +8 (Cha) +4 (Luck) +1 (Morale) = +22
  • Heal +1 (1 SP) +12 (Wis) +4 (Luck) +1 (Morale) = +18
  • Hide +21 (10* SP) +6 (Dex) +4 (Luck) +1 (Morale) = +32, +42 if still, unarmored, and in a low-light environment.
  • Intimidate +2 (2 SP) +8 (Cha) +4 (Luck) +1 (Morale) = +15
  • Jump +1 (1 SP) +5 (Str) +4 (Luck) +1 (Morale) = +11
  • Knowledge/Arcana +10 (10 SP) +5 (Int) +4 (Luck) +1 (Morale) = +20
  • Knowledge/Military Tactics +5 (5 SP) +5 (Int) +4 (Luck) +1 (Morale) = +15
  • Knowledge/Nature +25 (12* SP) +5 (Int) +4 (Luck) +1 (Morale) +3 (Race) +2 (Sy) = +40
  • Knowledge/Religion +25 (12* SP) +5 (Int) +4 (Luck) +1 (Morale) = +35
  • Knowledge/General +0 (0 SP) +5 (Int) +4 (Luck) +1 (Morale) = +10
  • Listen +14 (14 SP) +12 (Wis) +4 (Luck) +1 (Morale) +4 (Companions) = +35
  • Move Silently +21 (10* SP) +6 (Dex) +4 (Luck) +1 (Morale) +2 (Sy) = +34
  • Perform/Oratory +25 (12* SP) +8 (Cha) +4 (Luck) +1 (Morale) = +38
  • Profession/General +0 (0 SP) +12 (Wis) +4 (Luck) +1 (Morale) = +17
  • Ride +20 (20 SP) +6 (Dex) +4 (Luck) +1 (Morale) +2 (Sy) = +33
  • Search +0 (0 SP) +5 (Int) +4 (Luck) +1 (Morale) = +10
  • Sense Motive +5 (5 SP) +12 (Wis) +4 (Luck) +1 (Morale) = +22
  • Spellcraft +10 (10 SP) +5 (Int) +4 (Luck) +1 (Morale) +2 (Sy) = +22
  • Spot +20 (20 SP) +12 (Wis) +4 (Luck) +1 (Morale) +4 (Companions) = +41
  • Survival +25 (12* SP) +12 (Wis) +4 (Luck) +1 (Morale) +3 (Race) +2 (Sy) = +47
  • Swim +2 (2 SP) +5 (Str) +4 (Luck) +1 (Morale) = +12
  • Tumble +0 (0 SP) +6 (Dex) +4 (Luck) +1 (Morale) = +11
  • Use Rope +0 (0 SP) +6 (Dex) +4 (Luck) +1 (Morale) = +11
  • Martial Art: The First Rays of Heavenly Fire: +25 (12* SP) +6 (Dex) +4 (Luck) +1 (Morale) = +37

*Adept Skill, half cost.

The Staff, the Hammer, The Blade, and the Bow.

The weapons of the first war, empowered by the eternal Word, writ in letters of celestial fire

As above, so below.

The hardness of stone, the suppleness of wood, the sinewy strength of beasts, and the flight of birds, united in the hands of men.

Old, OLD, magic.

The four primal martial arts of the first war are – in the hands of the celestial host – things of perfection, the sun source to which all lesser martial arts aspire.

In mortal hands they are merely paths towards the light – but that is no small thing in itself.

The light and fire of the sun are channeled through lesser materials, infusing them with an inner fire which ignites the runes of Enochian across them. The form is quiet, infused with the inner stillness of a focused will, and is often compared with Zen archery.

  • Requires: Weapon Focus/Bow or equivalent point buy and NOT being able to channel negative energy. Instruction by a current master or a celestial is also in order.
  • Basic Techniques: Attack 4, Power 2, Synergy/Balance, Synergy/Move Silently, and Strike.
  • Advanced/Master Techniques: Instant Stand, Mind Like Moon, Deflect Arrows, and Rapid Shot.
  • Occult Techniques: Focused Blow (-2 Con to combine all attacks into one at your highest BAB), Ki Block (-2 Con to block a single attack), Inner Strength (+6 phantom Con points to use with these techniques), and Wrath (-2 con to make your arrows inflict divine damage, reduce damage from negative energy and attribute drains by 4, reduce level drains by 2, and gain a +6 on saves vrs negative energy for 3d6 rounds).
  • Known Techniques (16) All but Synergy/Balance.

Equipment (1,200,000 GP)

  • Head: Circlet of Mages (Magic Item Compendium 86, 5,000 GP) Head, +2 to Concentration, user may cast and retain up to 3 levels of spells per day.
  • Face: Hathran Mask of True Seeing (Unapproachable East, 75,000 GP). Also provides +6 Enhancement Bonus to Wisdom and Charisma (DMG secondary functions, per MIC +72,000) = 147,000 GP.
  • Throat: Amulet of Natural Armor +5 (DMG, 50,000 GP).
  • Shoulders: Pheonix Cloak (Magic Item Compendium 210, 50,000 GP). Flight, perfect maneuverability, at ground movement rate.
  • Torso: Vest of Resistance +5 (Magic Item Compendium 147, 25,000 GP).
  • Arms: Greater Bracers of Archery (DMG, +2 Attack +1 Damage competence bonus with bows, 25,000 GP).
  • Body: Mithril Chain Shirt +5 of Heavy Fortification (DMG, 101,000 GP).
  • Hands: Adamantine (+3000 GP) Gauntlet +1, Warning (+5 initiative, +1), Spellblade (+6000 GP, Absorbs and Redirects Dispel Magic), Blindsighted (Grants 30′ Blindsight, +30,000 GP), and Vanishing (+8000 GP) (18,000 GP for +3 total).
  • Waist: Belt of Battle (Magic Item Compendium 73, 12,000 GP): +2 Competence to Initiative, 3 charges/day spent as swift actions, spend 1/2/3 for an extra move/standard/full action.
  • Feet: Boots of Swift Passage (Magic Item Compendium 78, 5000 GP) Move action to teleport 20′ with LOS five times a day).
  • Ring: Protection +5 (DMG, 50,000 GP).
  • Ring: Spell-Battle (Magic Item Compendium 127, 12,000 GP) Sense spells being cast within 60′, roll spellcraft to identify them, once per day can counterspell as if with Dispel Magic or retarget the spell (this fails if the new target is illegal). Added 2x Counterspells (DMG, +6000 GP each as secondary enchantments).
    • Slotless Items:
  • (Absorbed) Belt of Magnificence +6 (Miniatures Handbook, 200,000 GP, absorbed and converted to Sacred Bonus via Innate Enchantment).
  • +1 Composite Long Bow (DMG 2200 GP) with Prismatic Burst (MIC +30,000 GP), Slow Burst (MIC +5000 GP), and a Lesser Crystal of Return (MIC, may get out bow as a free action or call it from up to 30′ away, +1000 GP). The +1 is usually overridden by Relic properties.
  • Heward’s Handy Haversack (DMG 2000 GP)
  • Quiver of Plenty (Dragon Compendium, endless arrows, 18,000 GP).
  • Sphere of Awakening (Magic Item Compendium 186, 1800 GP) Swift action to awaken all allies within 60′. User and all allies are immune to fatigue, exhaustion, and sleep effects for 10 minutes.
  • Survival Pouch (Magic Item Compendium 187, 3300 GP) 5/day, you can pull out one of the following: trail rations, 2 gallons of water in a waterskin, tent plus two bedrolls, 50′ rope, shovel, campfire/8 torches, composite shortbow with 20 arrows in a quiver, or a mule with bit/bridle/saddle/saddlebags. Items last for eight hours or until used up.
  • Horn of Plenty (DMG, 12,000 GP) 1/Day create Heroes Feast for 12.
  • Metamagic Rods: Enlarge (11,000 GP), Extend (11,000 GP), Maximize (Lesser, 14,000 GP), Reach (32,500 GP), Sculpting (11,000 GP), and Silent (two of them, for 22,000 GP),
  • Cube of Force (DMG, 64,000 GP).
  • Staff of Life (DMG, 155,750 GP).
  • Equipment on her Companion/Mount: 82,500 GP.
  • Equipment on her Familiar: 29,100 GP

If, for some unearthly reason, you feel that she needs MORE equipment, all you need to do is assume that she made a lot of this stuff herself – she’s certainly had enough time to collect the experience for it – and add another 350,000 GP or so worth. As it is, she’s technically about 150,000 GP over (with some allowance for normal gear) for the same reason.

Abooksigun

Large Magical Animal/Panther, Epic Mystic Companion.

  • HP 80 (16d8; 8, 6, 7, 1, 2, 6, 8, 5, 2, 8, 6, 7, 5, 6, 4, 5) + 12 (2d6 Magic) +216 (18x Con Mod) = 308 HP
  • Initiative +7 (Dex) +2 (Comp) = +9
  • Speed, 110′ (Climb 50′),
  • Armor Class: 10 (Base) +14 (Natural) +3 (Dex) +6 (+2 Mithril Chain Barding) +4 Luck = 37
  • BAB: +13 (-1 Size).
  • Attack: Bite (+13 BAB, -1 Size, +13 Str, +4 Luck +1 Morale, +2 Enh, Bonus Attack for Personal Haste) for (1d8+13 Str +1 Morale +4 Luck +2 Enh) total +32/+32, 1d8+20, Full Attack adds Claws at +27/+27 (1d4+13), all Crit 20/x2. 10′ Reach all treated as Adamantine.
  • Special Attacks: Improved Grab, Pounce, Rake (as Claws).
  • Abilities: Str 28 (36), Dex 17 (25), Con 26 (34), Int 8 (16), Wis 14 (20), Cha 6 (12).
  • Saves: Fortitude +31, Reflex +21, Will +23. Improved Evasion.
  • Special Qualities: Low-Light Vision, Scent, Proficient with All Armor, Aromatically aids its rider with Ride/Spot/Listen checks,
  • Feats and 66 CP to spend: Alertness, Weapon Finesse (now useless), Reflex Training (3/day extra action variant, specialized in defensive/evasive actions only for double effect, 6 CP), Reflex Training (combat reflexes variant, 6 CP), Celerity +30 (12 CP), Inherent Spell/Fireball with +2 Bonus Uses (9 CP), Inherent Spell II/Freedom of Movement with +2 Bonus Uses (9 CP), Inherent Spell III/Teleport with +2 Bonus Uses (9 CP), Inherent Spell IV/Heal with +2 Bonus Uses (9 CP), +3 Survival (3 CP), Universal Damage Reduction 2/- (3 CP).
  • Balance +20, Climb +21, Hide +20 (+4 if tall grass or undergrowth), Jump +53, Listen +17, Move Silently +16, Spot +17, Ride +14, Survival +13. Other skills +4 Luck, +1 Morale

Magical Equipment: 82,500 GP.

  • Head: Third Eye Clarity (Magic Item Compendium 141, 3000 GP) 1/Day negate confused, dazed, fascinated, or stunned as it would normally happen.
  • Face: Reins of Ascension (Magic Item Compendium 120, 3300 GP). 3 Charges/day, Swift Command and spend 1/2/3 to get +10 Competence to Jump for 10 rounds/fly at land speed for 5 rounds/fly at double land speed and perfect maneuverability for 1 round.
  • Throat: Hand of Glory (DMG, 8000 GP). Daylight and See Invisibility each 1/Day, use an extra ring.
  • Shoulders: Banner of the Storm’s Eye (Magic Item Compendium 151, 15,000 GP) Held or shoulder slot. Blocks fear, confusion, and stunning for those in a 20′ radius.
  • Torso: Vest of Resistance +3 (DMG, 9000 GP).
  • Arms: Bracers (Amulet) of Mighty Fists +2 (DMG, 6000 GP).
  • Body: +2 Mithril Chain Barding (5400 GP).
  • Hands: Slot judged unusable.
  • Waist: Belt of Battle (Magic Item Compendium 73, 12,000 GP): +2 Competence to Initiative, 3 charges/day spent as swift actions, spend 1/2/3 for an extra move/standard/full action.
  • Feet: Anklets (Horseshoes) of a Zephyr (6000 GP)
  • Ring of Sustenance (DMG, 2500 GP)
  • Ring of the Forcewall (Magic Item Compendium 123, 5100 GP): 3 Charges/Day, 1/2/3 to make a 10×10 force wall up to 30′ away for 2/3/4 rounds.
  • Ring of Adamantine Touch (Magic Item Compendium 121, 6000 GP): Your melee attacks are treated as adamantine.
  • Slot-Free Item: Pearl of Speech (Magic Item compendium 118, 600 GP base, double to upgrade to slot-free): User may speak one language (Elvish), Command 1/Day, Save DC 11.

Achak-Ahote

Raven Familiar Spirit Fetch and Wind Guardian (Tiny Magical Animal)

  • Hit Dice: L22, 1/2 Master’s HP = 129
  • Initiative: +6
  • Speed: 60′, fly 130′ (perfect)
  • Armor Class: 10 (Base) +2 (Size) +6 (Dex) +11 (Nat) +4 (Luck) = 33
  • Base Attack/Grapple: +17 BAB +1 Morale +4 Luck
  • Attack: Claws +28/+28 (+17 BAB +6 Dex +4 Luck +1 Morale), (1d2-1). Full Attack: 3 Claws
  • Special Qualities: Low-light vision, Grants +3 to Appraise, Speaks, Provides a +2 on masters Spot and Listen checks, Transdimensional telepathic, summoning, and power-sharing/channeling link with master, Sense Sharing, Speak with Birds, Spell Resistance (27), Spirit Messenger, Sense Sharing, Incorporeal, Seven Major Spirit Favors/Session (need not be repaid at full value), may cross Dimensional Barriers, may Materialize, Returns after being “Killed” unless it’s master is also slain, may shrink to become too small to see, Universal Damage Reduction 8/-, Cloaks itself and it’s master against long-range detection.
  • Saves: Fortitude +21, Reflex +17, Will +18 (Includes +1 Morale and +4 Luck)
  • Abilities: Str 0 (9 when material), Dex 23, Con 18, Int 24, Wis 24, Cha 12
  • Skills: Uses it’s masters. Subtract her attribute bonuses and racial bonus and add it’s attribute bonuses.
  • Feats: Weapon Finesse

Equipment:

All equipment includes +2000 GP per item to add Ghost Touch properties.

  • Courier’s Pouch/Heward’s Handy Haversack (DMG, 4000 GP).
  • Scout’s Headband (Magic Item Compendium 132, 5400 GP) +2 to Spot, 3 Charges per Day, spend 1 for 60 Darkvision for an hour, 2 for See Invisible for ten minutes, three for True Seeing for one minute.
  • Healing Belt (Magic Item Compendium 110, 2750 GP): +2 to Heal, 3 Charges/Day, 1/2/3 to touch-heal 2d8/3d8/4d8.
  • Harrow Rod (Magic Item Compendium 162, 16,000 GP) 30′ Cone of 9d6 Acid, Ref DC 17 for 1/2 three times per day.
  • Medallion of Thoughts (DMG, 14,000): Detect Thoughts at will.
  • Rod of Bodily Restoration (Magic Item Compendium 173, 5100 GP): 3 Charges/Day, 1/2/3 to fix 4 damage to one or Str, Dex, or Con or 2 to all/6 or 3 to all/8 or 4 to all.
  • Blast Globes (Magic Item Compendium 152, 10,000 GP)

Ptaysanwee’s basic tactics are pretty simple: She stays on Abooksigun, allowing him to do the moving-about and letting him smack anything hostile that gets too close with his 10′ reach and Combat Reflexes. She shoots. Her limited spell selection doesn’t include that many offensive spells, and she’s already pretty seriously buffed, so spells generally get saved for more extreme situations, groups of enemies, or being channeled through Achak-Ahote for tactical reasons; her archery is generally more deadly than her spells anyway.

Achak-Ahote tends to be most useful as a scout and for obtaining favors from spirits, but he’s certainly capable of providing a helping hand here and there with his Blast Globes, Harrow Rod, and Healing Belt. If he’s not with Ptaysanwee he’ll flee into other dimensions if he’s in any danger of “death”; it’s not that HE can’t come back just fine, it’s that his equipment is expensive. If he’s with her – and she’ll be able to retrieve the stuff – that’s of far less concern.

2 Responses

  1. […] Ptaysanwee – although, as an epic character, she may be a bit much for most games. […]

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