<div class="floatright">Drow Form:<br/>(https://i.imgur.com/gbJ9adL.jpg)<br/>Yochlol Form (behind the cute slave):<br/>(https://i.imgur.com/9BzHgB9.jpg)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Angel, Devil and Demon forms</div><div class="spoiler_body">(https://i.imgur.com/WbXaF9g.png)<br/>(https://i.imgur.com/ngqIGvn.jpg)<br/>(https://i.imgur.com/PovfCuE.jpg)<br/>(https://i.imgur.com/WJPaBEd.jpg)<br/>(https://i.imgur.com/VBbCqgr.jpg)<br/>(https://i.imgur.com/KMFcTIm.jpg)<br/></div></div><br/><br/><br/><br/><br/><br/></div><strong>Name:</strong>Nethali Auvyrahel<br/><strong>Gender:</strong>Female (most of the time)<br/><strong>Race:</strong>Yochlol<br/><strong>Class:</strong>Yochlol 10, Paladin of Slaughter 2 // Urban Druid 5, Planar Shepherd (http://dnd.arkalseif.info/classes/planar-shepherd/index.html) 7<br/><strong>Position in the House:</strong>Born into it, then died, then returned as a demon<br/><strong>Personality:</strong><br/><strong>Posting frequency on E:</strong>Weekends<br/><strong>Major three ON kinks:</strong>Tentacles, BDSM (both roles),<br/><strong>Major three OFF kinks:</strong>scat, mutilation, disfigurement<br/><strong>Biography:</strong>Back from the dead (https://elliquiy.com/forums/index.php?topic=326905.0)<br/><hr/><br/>Chaotic Evil Medium Outsider (chaotic, evil, extraplanar, shapechanger)<br/><strong>Init:</strong>+8;<strong>Senses:</strong>Darkvision 60ft, Low-light vision<br/>Spot +24, Listen +25<br/><strong>Languages:</strong>Common, Undercommon, Sylvan, Druidic, Abyssal, Infernal, Angelic<br/><hr/><strong>AC:</strong>40, touch 40, flat-footed 32,<strong>DR:</strong>10/good<br/>(+8 dexterity, +10 monk, +12 defection Lolth's Favor)<br/><strong>AC:</strong>As drow: 28, touch 28, flat-footed 20,<strong>DR:</strong>10/good<br/>(+8 dexterity, +10 monk)<br/><br/><strong>hp:</strong>160 (10d8 + 2d10 + 60)<br/><strong>Immune:</strong>Acid, Electricity, Mind-affecting spells and effects, Poison, Diseases, including supernatural diseases like mummy rot.<br/><strong>Resist:</strong>Cold 10, Fire 10,<strong>SR:</strong>19<br/><strong>Fort:</strong>+27,<strong>Ref:</strong>+27,<strong>Will:</strong>+31<br/><br/><hr/><strong>Speed:</strong>30 ft (6 squares), Climb 30ft (6 squares, spider form only)<br/><strong>Melee:</strong>8 Tendrils (+20, 1d4+4+12 acid damage)<br/>As spider: Bite (+20 melee, 1d6+6+12 acid damage plus poison [DC 20, 1d6 Con/2d6 Con]). The poison save DC is Constitution-based.<br/>As Drow: Spiked Gauntlet +2 (+22,+17,+12 melee, 1d4+6+12 acid damage)<br/><strong>Space:</strong>5 ft.;<strong>Reach:</strong>5 ft.<br/><strong>Base Atk:</strong>+12;<strong>Grp:</strong>+16<br/><strong>Atk Options:</strong><br/><strong>Special Actions:</strong><br/><strong>Combat Gear:</strong>N/A<br/><strong>Divine Spellcasting:</strong>(Caster Level 12th, DC 20 + spell level, +2 Enchantments)<br/>Spells Prepared:<br/>- 0th (6/day): Create Water, Cure Minor Wounds, Cure Minor Wounds, Detect Magic, Detect Magic, Read Magic<br/>- 1st (8/day): Charm Person, Charm Person, Fairy Fire (http://www.d20srd.org/srd/spells/faerieFire.htm), Obscuring Mist<br/>- 2nd (7/day): Calm Emotions, Enthrall, Hold Person, Rope Trick, Suggestion, Suggestion<br/>- 3rd (6/day): Call Lightning, Charm Monster, Contagion (http://www.d20srd.org/srd/spells/contagion.htm), Glibness<br/>- 4th (5/day): Dispel Magic, Dominate Person, Freedom of Movement, Hold Monster<br/>- 5th (5/day): Animate Objects, Call Lightning Storm, Wall of Stone<br/>- 6th (4/day): Greater Dispel Magic, Mass Suggestion, Planar Ally, Planar Ally<br/><strong>Spell-Like Abilities:</strong>(Caster Level 10th, DC 22 + spell level, 3/day each DC +2):<br/>At will - Detect Thoughts (DC 24), Dominate Person (DC 27), Darkness, Desecrate, Greater Teleport (self plus 50 pounds of objects only), Spider Climb, Stone Shape, Web (DC 24)<br/><br/><hr/><strong>Abilities:</strong>Str 18 (+4), Dex 22 [26] (+6 [+8]), Con 20 (+5), Int 20 (+5), Wis 24 [30] (+7 [+10]), Cha 28 [34] (+9 [+12])<br/><strong>SA:</strong><br/><strong>SQ:</strong>Urban Companion (Ex), Favored City (Ex), Alley Fighting (Ex), Disease immunity (Ex), Wild Shape (Su), Gaseous Form (Su), Humanoid Form (Su), Spider Form (Su), Lolth’s Favor (Su), Mind Blank (Su), Planar Attunement (Ex), Detect Manifest Zone (Sp), Plane Shift (Sp), Planar Bubble (Su)<br/><strong>Flaws:</strong>City Slicker (http://eberronunlimited.wikidot.com/flaw:city-slicker) , Light Sensitivity<br/><strong>Feats:</strong><br/>- (flaw): Open Least Chakra<br/>- (flaw): Shape Soulmeld: Sphinx Claws<br/>- Weapon Finesse<br/>- Multiattack<br/>- Nightbringer Initiate (http://dnd.arkalseif.info/feats/faiths-of-eberron--8/nightbringer-initiate--3266/index.html)<br/>- Craft Wondrous Items<br/>- Boost spell-like ability<br/>- Extra Wildshape<br/>- Bonus: Exotic Weapon Proficiency: Hand crossbow<br/>- Bonus: Alertness<br/><strong>Skills:</strong><br/>Bluff +24 (+27), Concentration +20, Diplomacy +20 (+23), Gather Information +9 (+12), Hide +21 (+23), Intimidate +24 (+27), Knowledge (Nature) +13, Knowledge (Arcane) +8, Knowledge (Planes) +10, Listen +22 (+25), Move Silently +20 (+24), Perform (sexual techniques) +24 (+27), Sense Motive +22 +(24), Spellcraft +20 (+22), Spot +22 (+24), Survival +17 (+20)<br/><strong>Equipment:</strong><br/><table class="bbc_table"><tbody><tr><td><strong>Body slot</strong></td><td><strong>Item</strong></td><td><strong>Price</strong></td></tr><tr><td>Head:</td><td>Headband of wisdom +6, wildling clasp</td><td>40.000</td></tr><tr><td>Face:</td><td>Veil of Allure, wildling clasp </td><td>20.000</td></tr><tr><td>Torso:</td><td>Dress of Many Styles, wildling clasp</td><td>4500</td></tr><tr><td>Back:</td><td>Cloak of charisma +6, wildling clasp</td><td>40.000</td></tr><tr><td>Throat:</td><td>Wildshape amulet</td><td>40.000</td></tr><tr><td>Arm:</td><td>Bracers of dexterity +4, wildling clasp</td><td>20.000</td></tr><tr><td>Hand:</td><td>Sphinx Claws Chakra (when manifested)    </td></tr><tr><td>Ring:</td><td>-</td></tr><tr><td>Ring:</td><td>-</td></tr><tr><td>Body:</td><td>-</td></tr><tr><td>Waist:</td><td>Monk belt, wilding clasp</td><td>17.000</td></tr><tr><td>Feet:</td><td>-</td></tr><tr><td>Main Hand:   </td><td>Spiked Gauntlet +2 </td><td>8.000</td></tr><tr><td>Off-hand:</td><td>-</td></tr><tr><td>Slotless:</td><td>Emerald of Heartfelt Blows</td><td>24.000</td></tr><tr><td>Slotless:</td><td>Handy Haversack</td><td>2.000</td></tr></tbody></table><br/>11.500gp left to spend<br/><br/><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"><strong>Gaseous Form (Su):</strong> A yochlol can assume gaseous form, appearing as a roiling cloud of oily green smoke. In this form, a yochlol’s statistics do not change, although it is treated as if under the effects of a gaseous form (http://www.d20srd.org/srd/spells/gaseousForm.htm) spell that cannot be dispelled. A gaseous yochlol can use contact other plane at will as an additional spell-like ability. Any creature sharing the same square as a gaseous yochlol at the end of that creature’s turn is affected as if by a stinking cloud spell (DC 20 Fort save negates). The save DC is Constitution-based. <br/><br/><strong>Humanoid Form (Su):</strong> A yochlol can assume the form of a hauntingly beautiful human or elf (usually drow) woman. It has only a little flexibility in altering its specific appearance, and as a result it can’t use this ability to disguise itself as a specific individual. Yochlols are nude when they initially assume humanoid form, so they often wait to assume this form until they have equipment and weapons ready. Yochlols in humanoid form cannot make tendril attacks. They usually wear +2 mithral chainmail (AC 26, touch 18, flat-footed 22). Yochlols are proficient with all simple and martial weapons, but they prefer to use weapons such as rapiers to take advantage of Weapon Finesse. <br/><br/><strong>Lolth’s Favor (Su):</strong> As a handmaiden of Lolth, a yochlol receives the spider queen’s favor in the form of a deflection bonus to its Armor Class equal to its Charisma bonus. It does not retain this bonus while in humanoid form, but it does retain the bonus in its gaseous and spider forms. <br/><br/><strong>Mind Blank (Su):</strong> A yochlol is protected at all times by the equivalent of a mind blank spell. This effect cannot be dispelled. <br/><br/><strong>Rapid Shapeshifter (Ex):</strong> A yochlol can shift between its four forms with astounding speed. Changing shape is a swift action that a yochlol can perform as often as once per round. <br/><br/><strong>Spider Form (Su):</strong> A yochlol can assume spider form, appearing as a Medium monstrous black widow spider. It retains all of its base statistics but gains a climb speed of 30 feet. It loses its tendril attacks but gains a bite attack (+16 melee, 1d6+6 plus poison [DC 20, 1d6 Con/2d6 Con]). The poison save DC is Constitution-based.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Paladin of Slaughter Abilities</div><div class="spoiler_body"><strong>Aura of Evil</strong> As a 12 HD outsider with the evil subtype, she possesses an overwhelming aura of evil.<br/><br/><strong>Gaze of Truth (Su)</strong> Can discern when someone is lying to her, as the spell <em>discern lies</em>.  She may use this ability 1+cha times per day.  The target is afforded a DC 23 Will save, if he succeeds, she cannot <em>discern lies</em> from him for 24 hours.  Each use of this ability lasts 16 rounds.<br/><br/><strong>Hunter of Celestials (Ex)</strong> Scarlet gets a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against outsiders with the good subtype.  Likewise, she gets a +1 bonus on weapon damage rolls against such creatures.<br/><br/><strong>Auras (Ex)</strong> Scarlet exerts an effect on allies in her vicinity.  She may project one minor aura and one major aura at a time.<br/>   Projecting an aura is a swift action.  The aura remains in effect until Scarlet uses a free action to dismiss is or activates another aura of the same kind (major or minor).<br/>   Unless otherwise noted, Scarlet's aura affects all allies within 60 feet (including herself) who can hear her.  An ally must have an Intelligence score of 3 or higher and be able to understand Scarlet's language to gain the bonus.  Her aura is dismissed if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies.<br/>   <strong>Minor Auras</strong> A minor aura lets allies add Scarlet's Charisma bonus to certain rolls.<br/>   <em>Motivate Charisma</em> Bonus on Charisma checks and Charisma-based skill checks<br/>   <em>Motivate Dexterity</em> Bonus on Dexterity checks and Dexterity-based skill checks<br/>   <strong>Major Auras</strong> A major aura lets allies add +1 to certain rolls.<br/>   <em>Motivate Ardor</em> Bonus on all damage rolls<br/><br/><strong>Divine Grace (Su)</strong> Scarlet gains a bonus equal to her Charisma modifier on all saving throws.<br/><br/><strong>Deadly Touch (Su)</strong> Beginning at 2nd level, Scarlet can cause wounds with a successful touch attack.  Each day she can deal up to 24 hit points of damage.  Using deadly touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.  Scarlet decides how many of her daily allotment of points to use as damage after successfully touching her opponent.  An opponent subjected to this attack can make a DC 23 Will save to halve the damage dealt.<br/>   Alternatively, Scarlet can use any or all of this power to cure damage to undead creatures, just as an <em>inflict wounds</em> spell does.<br/><br/><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Urban Druid Features</div><div class="spoiler_body"><strong>Favored City (Ex):</strong> At 1st level, an urban druid must select a favored city. This must be a settlement of at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities.<br/>While within the city limits of one of her favored cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.<br/><br/><strong>Crowdwalk (Ex):</strong> At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.<br/><br/><strong>Alley Fighting (Ex):</strong> Urban druids are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a<br/>corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.<br/><br/><strong>Disease Immunity (Ex):</strong> At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.<br/><br/><strong>Urban Shape (Su):</strong> At 5th-level, an urban druid gains the ability to turn herself into any Small or Medium urban creature. This ability functions identically to a druid's wild shape ability, save that the list of forms the urban druid can take is much more specialized: It is limited to creatures with the humanoid type or to any non-construct creatures from her urban companion list (see above).<br/><br/>An urban druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, she gains the ability to take the shape of a Large creature at 8th level, a Tiny creature at n t h level, and a Huge creature at 15th level. The new form's Hit Dice can't exceed the character's urban druid level.<br/><br/><strong>Urban Companion (Ex)</strong><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Planar Shepherd Features</div><div class="spoiler_body"><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Plane of Choice: Grey Wastes of Hades</div><div class="spoiler_body">Gray Waste of Hades<br/>Alignment: Strongly Evil-Aligned<br/>Traits:  <strong>Entrapping</strong> - Kinky for a BDSM dominatrix ^^<br/>Inhabitants:  Styx Dragon, Gloom Dragon, <strong>Demons, Devils, Slaadi</strong>, Formians, <strong>Devas, Yugoloths</strong>, <strong>Night Hags</strong>, Fiendish Dire Wolves, Trolls, Abyssal Encounters, Hellish Encounters, Pack Fiend (PlH), Retriever, Terlen (FF), Demonhive (MM4), Wrackspawn (MM4), Dune Stalker (MM2), Canomorph (FF), Nightmares, Yeth Hound, Mercane (MotP)<br/></div></div><br/><br/><strong>Animal Companion:</strong> Your planar shepherd levels stack with your druid levels for the purpose of determining the abilities of your animal companion.<br/><br/><strong>Planar Attunement (Ex):</strong> At 1st level, you must choose a single plane of existence other than the Material Plane,such as Irian the Eternal Day. Once selected, your planar shepherd features are forever attuned to this plane. You cannot choose a plane with an alignment trait opposed to any component of your own alignment. For example,a neutral good planar shepherd cannot choose Fernia (because that plane is mildly evil-aligned).<br/><br/>You and your animal companion ignore any harmful effects derived from your chosen plane's elemental or energy traits, as well as any natural environmental affects associated with the plane. For instance, if you are attuned to Risia, the Plain of Ice, you are not affected by the plane's cold temperatures; on Fernia, you do not take fire damage for being on a fire-dominant plane. You are also immune to the entrapping effects of planes such as Dolurrh. If you choose, you can share this benefit with a number of allies equal to your class level; these allies must remain within 100 feet of you to gain this benefit.<br/><br/>This immunity does not extend to the plane's physical traits (including gravity and time), alignment traits, or magic traits.<br/><br/><strong>Detect Manifest Zone (Sp):</strong> Starting at 2nd level, you can use detect manifest zone (see page 150) at will.<br/><br/><strong>Wild Shape (Su):</strong> Your druid levels stack with your planar shepherd class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability.<br/><br/>At 3rd level, you are able to use wild shape to change into a magical beast native to your chosen plane, with the same size restrictions as for animal forms. For example, if you chose the plane of Fernia, you could become a zezir (Monster Manual III 205). This includes creatures whose type changes to magical beast as the result of applying a template (such as celestial or fiendish).<br/><br/>When you attain 9th level, you become able to use wildshape to change into an elemental or outsider native to your chosen plane, although it costs two of your daily uses of wild shape to do so. For example, if you chose the plane of Mabar, you could become a barghest. In addition to the normal effects of wild shape, you gain all the elemental or outsider'sextraordinary, supernatural, and spell-like abilities.<br/><br/><strong>Plane Shift (Sp):</strong> On reaching 4th level, you can travel freely between your chosen plane and the Material Plane once per day. You can bring up to eight other creatures with you, provided all link hands with you. This ability otherwise works like the plane shift spell. You can use this ability twice per day at 8th level.<br/><br/><strong>Planar Bubble (Su):</strong> Beginning at 5th level, once per day you can create an area around yourself that emu-lates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts as long as you concentrate (up to a maximum of 1 hour per level) plus 1d10 rounds.<br/><br/>At 10th level, you can use this ability three times per day.<br/><br/><strong>Intensify Manifest Zone (Sp):</strong> At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster level. You can affect only manifest zones of your chosen plane.<br/></div></div><br/><br/><hr/><br/><strong>Favorite Forms:</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Brachina / Pleasure Devil Form</div><div class="spoiler_body"><div class="floatright">(https://i.imgur.com/WbXaF9g.png)<br/><br/>(https://i.imgur.com/ngqIGvn.jpg)<br/><br/></div><strong>Name:</strong> Nethali Auvyrahel<br/><strong>Gender:</strong> Female (most of the time)<br/><strong>Race:</strong> Yochlol<br/><strong>Class:</strong> Yochlol 10, Paladin of Slaughter 2 // Urban Druid 5, Planar Shepherd (http://dnd.arkalseif.info/classes/planar-shepherd/index.html) 7<br/><strong>Position in the House:</strong> Born into it, then died, then returned as a demon<br/><strong>Personality:</strong> <br/><strong>Posting frequency on E:</strong> Weekends <br/><strong>Major three ON kinks:</strong> Tentacles, BDSM (both roles), <br/><strong>Major three OFF kinks:</strong> scat, mutilation, disfigurement<br/><strong>Biography:</strong> <br/><hr/><br/>Chaotic Evil Medium Outsider (chaotic, evil, extraplanar, shapechanger)<br/><strong>Init:</strong> +10; <strong>Senses:</strong> Darkvision 60ft, Low-light vision, See in darkness<br/>         Spot +24, Listen +25<br/><strong>Languages:</strong> Common, Undercommon, Sylvan, Druidic, Abyssal, Infernal, Angelic, Telepathy 100ft, Tongues<br/><hr/><strong>AC:</strong> 47, touch 40, flat-footed 39, Dodge, Mobility, <strong>DR:</strong> 10/good, <strong>DR:</strong> 5/good and silver <br/>   (+8 dexterity, +10 monk, +7 natural, +12 defection Lolth's Favor)<br/><strong>hp:</strong> 160 (10d8 + 2d10 + 60), <strong>Regeneration:</strong> 5<br/><strong>Immune:</strong> Acid, Electricity, Fire, Mind-affecting spells and effects, Poison, Diseases, including supernatural diseases like mummy rot.<br/><strong>Resist:</strong> Cold 10, <strong>SR:</strong> 24<br/><strong>Fort:</strong> +26, <strong>Ref:</strong> +29, <strong>Will:</strong> +31<br/><br/><hr/><strong>Speed:</strong> 30 ft (6 squares), Fly 60ft (12 squares, good maneuverability)<br/><strong>Melee:</strong> Touch (+22, +17, +12 poison) <br/><strong>Space:</strong> 5 ft.; <strong>Reach:</strong> 5 ft.<br/><strong>Base Atk:</strong> +12; <strong>Grp:</strong> +16<br/><strong>Atk Options:</strong>  <br/><strong>Special Actions:</strong><br/><strong>Combat Gear:</strong> N/A<br/><strong>Divine Spellcasting:</strong> (Caster Level 12th, DC 20 + spell level, +2 Enchantments)<br/>Spells Prepared:<br/>- 0th (6/day): Create Water, Cure Minor Wounds, Cure Minor Wounds, Detect Magic, Detect Magic, Read Magic<br/>- 1st (8/day): Charm Person, Charm Person, Fairy Fire (http://www.d20srd.org/srd/spells/faerieFire.htm), Obscuring Mist<br/>- 2nd (7/day): Calm Emotions, Enthrall, Hold Person, Rope Trick, Suggestion, Suggestion <br/>- 3rd (6/day): Call Lightning, Charm Monster, Contagion (http://www.d20srd.org/srd/spells/contagion.htm), Glibness<br/>- 4th (5/day): Dispel Magic, Dominate Person, Freedom of Movement, Hold Monster <br/>- 5th (5/day): Animate Objects, Call Lightning Storm, Wall of Stone<br/>- 6th (4/day): Greater Dispel Magic, Mass Suggestion, Planar Ally, Planar Ally<br/><strong>Spell-Like Abilities:</strong> (Caster Level 10th, DC 22 + spell level, 3/day each DC +2): <br/>At will - Detect Thoughts (DC 24), Dominate Person (DC 27), Darkness, Desecrate, Greater Teleport (self plus 50 pounds of objects only), Spider Climb, Stone Shape, Web (DC 24)<br/><strong>Spell-like Abilities:</strong> (Caster Level 17th, DC 22 + spell level, 3/day each DC +2)<br/>At will - charm monster (http://www.d20srd.org/srd/spells/charmMonster.htm) (DC 26), clairaudience/clairvoyance (http://www.d20srd.org/srd/spells/clairaudienceClairvoyance.htm), enthrall (http://www.d20srd.org/srd/spells/enthrall.htm) (DC 24), greater teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm) (self plus 50 pounds of objects only), morality undone (http://dnd.arkalseif.info/spells/fiendish-codex-i-hordes-of-the-abyss--66/morality-undone--1152/index.html) (DC 28), polymorph (http://www.d20srd.org/srd/spells/polymorph.htm), produce flame (http://www.d20srd.org/srd/spells/produceFlame.htm) (+22 melee touch or +22 ranged touch), suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) (DC 26), vampiric touch (http://www.d20srd.org/srd/spells/vampiricTouch.htm) (+22 melee touch); <br/><br/>1/day - plane shift (self only), trap the soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) (or greater command (http://www.d20srd.org/srd/spells/commandGreater.htm)). <br/><br/><br/><hr/><strong>Abilities:</strong> Str 18 (+4), Dex 27 [31] (+8 [+10]), Con 18 (+4), Int 20 (+5), Wis 24 [30] (+7 [+10]), Cha 28 [34] (+9 [+12])<br/><strong>SA:</strong>    <br/><strong>SQ:</strong> Urban Companion (Ex), Favored City (Ex), Alley Fighting (Ex), Disease immunity (Ex), Wild Shape (Su), Gaseous Form (Su), Humanoid Form (Su), Spider Form (Su), Lolth’s Favor (Su), Mind Blank (Su), Planar Attunement (Ex), Detect Manifest Zone (Sp), Plane Shift (Sp), Planar Bubble (Su), Tongues (Su), Regeneration 5 (Ex), Beguile (Su), Poison (Ex), Summon Baatezu (Sp)<br/><strong>Flaws:</strong> City Slicker (http://eberronunlimited.wikidot.com/flaw:city-slicker) , Light Sensitivity<br/><strong>Feats:</strong> <br/>- (flaw): Open Least Chakra<br/>- (flaw): Shape Soulmeld: Sphinx Claws<br/>- Weapon Finesse<br/>- Multiattack<br/>- Nightbringer Initiate (http://dnd.arkalseif.info/feats/faiths-of-eberron--8/nightbringer-initiate--3266/index.html)<br/>- Craft Wondrous Items<br/>- Spell Focus (Enchantments)<br/>- Extra Wildshape<br/>- Bonus: Exotic Weapon Proficiency: Hand crossbow<br/>- Bonus: Alertness<br/>- Bonus: Dodge<br/>- Bonus: Mobility<br/><strong>Skills:</strong><br/>Bluff +24 (+27), Concentration +19, Diplomacy +20 (+23), Gather Information +9 (+12), Hide +23 (+25), Intimidate +24 (+27), Knowledge (Nature) +13, Knowledge (Arcane) +8, Knowledge (Planes) +10, Listen +22 (+25), Move Silently +22 (+26), Perform (sexual techniques) +24 (+27), Sense Motive +22 +(24), Spellcraft +20 (+22), Spot +22 (+24), Survival +17 (+20) <br/><strong>Equipment:</strong> <br/><table class="bbc_table"><tbody><tr><td><strong>Body slot</strong></td><td><strong>Item</strong></td><td><strong>Price</strong></td></tr><tr><td>Head:</td><td>Headband of wisdom +6, wildling clasp</td><td>40.000</td></tr><tr><td>Face:</td><td>Veil of Allure, wildling clasp </td><td>20.000</td></tr><tr><td>Torso:</td><td>Dress of Many Styles, wildling clasp</td><td>4500</td></tr><tr><td>Back:</td><td>Cloak of charisma +6, wildling clasp</td><td>40.000</td></tr><tr><td>Throat:</td><td>Wildshape amulet</td><td>40.000</td></tr><tr><td>Arm:</td><td>Bracers of dexterity +4, wildling clasp</td><td>20.000</td></tr><tr><td>Hand:</td><td>Sphinx Claws Chakra (when manifested)    </td></tr><tr><td>Ring:</td><td>-</td></tr><tr><td>Ring:</td><td>-</td></tr><tr><td>Body:</td><td>-</td></tr><tr><td>Waist:</td><td>Monk belt, wilding clasp</td><td>17.000</td></tr><tr><td>Feet:</td><td>-</td></tr><tr><td>Main Hand:   </td><td>Spiked Gauntlet +2 </td><td>8.000</td></tr><tr><td>Off-hand:</td><td>-</td></tr><tr><td>Slotless:</td><td>Emerald of Heartfelt Blows</td><td>24.000</td></tr><tr><td>Slotless:</td><td>Handy Haversack</td><td>2.000</td></tr></tbody></table><br/><br/><br/>11.500gp left to spend<br/><br/><br/><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"><strong>Gaseous Form (Su):</strong> A yochlol can assume gaseous form, appearing as a roiling cloud of oily green smoke. In this form, a yochlol’s statistics do not change, although it is treated as if under the effects of a gaseous form (http://www.d20srd.org/srd/spells/gaseousForm.htm) spell that cannot be dispelled. A gaseous yochlol can use contact other plane at will as an additional spell-like ability. Any creature sharing the same square as a gaseous yochlol at the end of that creature’s turn is affected as if by a stinking cloud spell (DC 20 Fort save negates). The save DC is Constitution-based. <br/><br/><strong>Humanoid Form (Su):</strong> A yochlol can assume the form of a hauntingly beautiful human or elf (usually drow) woman. It has only a little flexibility in altering its specific appearance, and as a result it can’t use this ability to disguise itself as a specific individual. Yochlols are nude when they initially assume humanoid form, so they often wait to assume this form until they have equipment and weapons ready. Yochlols in humanoid form cannot make tendril attacks. They usually wear +2 mithral chainmail (AC 26, touch 18, flat-footed 22). Yochlols are proficient with all simple and martial weapons, but they prefer to use weapons such as rapiers to take advantage of Weapon Finesse. <br/><br/><strong>Lolth’s Favor (Su):</strong> As a handmaiden of Lolth, a yochlol receives the spider queen’s favor in the form of a deflection bonus to its Armor Class equal to its Charisma bonus. It does not retain this bonus while in humanoid form, but it does retain the bonus in its gaseous and spider forms. <br/><br/><strong>Mind Blank (Su):</strong> A yochlol is protected at all times by the equivalent of a mind blank spell. This effect cannot be dispelled. <br/><br/><strong>Rapid Shapeshifter (Ex):</strong> A yochlol can shift between its four forms with astounding speed. Changing shape is a swift action that a yochlol can perform as often as once per round. <br/><br/><strong>Spider Form (Su):</strong> A yochlol can assume spider form, appearing as a Medium monstrous black widow spider. It retains all of its base statistics but gains a climb speed of 30 feet. It loses its tendril attacks but gains a bite attack (+16 melee, 1d6+6 plus poison [DC 20, 1d6 Con/2d6 Con]). The poison save DC is Constitution-based.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Paladin of Slaughter Abilities</div><div class="spoiler_body"><strong>Aura of Evil</strong> As a 12 HD outsider with the evil subtype, she possesses an overwhelming aura of evil.<br/><br/><strong>Gaze of Truth (Su)</strong> Can discern when someone is lying to her, as the spell <em>discern lies</em>.  She may use this ability 1+cha times per day.  The target is afforded a DC 23 Will save, if he succeeds, she cannot <em>discern lies</em> from him for 24 hours.  Each use of this ability lasts 16 rounds.<br/><br/><strong>Hunter of Celestials (Ex)</strong> Scarlet gets a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against outsiders with the good subtype.  Likewise, she gets a +1 bonus on weapon damage rolls against such creatures.<br/><br/><strong>Auras (Ex)</strong> Scarlet exerts an effect on allies in her vicinity.  She may project one minor aura and one major aura at a time.<br/>   Projecting an aura is a swift action.  The aura remains in effect until Scarlet uses a free action to dismiss is or activates another aura of the same kind (major or minor).<br/>   Unless otherwise noted, Scarlet's aura affects all allies within 60 feet (including herself) who can hear her.  An ally must have an Intelligence score of 3 or higher and be able to understand Scarlet's language to gain the bonus.  Her aura is dismissed if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies.<br/>   <strong>Minor Auras</strong> A minor aura lets allies add Scarlet's Charisma bonus to certain rolls.<br/>   <em>Motivate Charisma</em> Bonus on Charisma checks and Charisma-based skill checks<br/>   <em>Motivate Dexterity</em> Bonus on Dexterity checks and Dexterity-based skill checks<br/>   <strong>Major Auras</strong> A major aura lets allies add +1 to certain rolls.<br/>   <em>Motivate Ardor</em> Bonus on all damage rolls<br/><br/><strong>Divine Grace (Su)</strong> Scarlet gains a bonus equal to her Charisma modifier on all saving throws.<br/><br/><strong>Deadly Touch (Su)</strong> Beginning at 2nd level, Scarlet can cause wounds with a successful touch attack.  Each day she can deal up to 24 hit points of damage.  Using deadly touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.  Scarlet decides how many of her daily allotment of points to use as damage after successfully touching her opponent.  An opponent subjected to this attack can make a DC 23 Will save to halve the damage dealt.<br/>   Alternatively, Scarlet can use any or all of this power to cure damage to undead creatures, just as an <em>inflict wounds</em> spell does.<br/><br/><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Urban Druid Features</div><div class="spoiler_body"><strong>Favored City (Ex):</strong> At 1st level, an urban druid must select a favored city. This must be a settlement of at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities.<br/>While within the city limits of one of her favored cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.<br/><br/><strong>Crowdwalk (Ex):</strong> At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.<br/><br/><strong>Alley Fighting (Ex):</strong> Urban druids are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a<br/>corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.<br/><br/><strong>Disease Immunity (Ex):</strong> At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.<br/><br/><strong>Urban Shape (Su):</strong> At 5th-level, an urban druid gains the ability to turn herself into any Small or Medium urban creature. This ability functions identically to a druid's wild shape ability, save that the list of forms the urban druid can take is much more specialized: It is limited to creatures with the humanoid type or to any non-construct creatures from her urban companion list (see above).<br/><br/>An urban druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, she gains the ability to take the shape of a Large creature at 8th level, a Tiny creature at n t h level, and a Huge creature at 15th level. The new form's Hit Dice can't exceed the character's urban druid level.<br/><br/><strong>Urban Companion (Ex)</strong><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Planar Shepherd Features</div><div class="spoiler_body"><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Plane of Choice: Grey Wastes of Hades</div><div class="spoiler_body">Gray Waste of Hades<br/>Alignment: Strongly Evil-Aligned<br/>Traits:  <strong>Entrapping</strong> - Kinky for a BDSM dominatrix ^^<br/>Inhabitants:  Styx Dragon, Gloom Dragon, <strong>Demons, Devils, Slaadi</strong>, Formians, <strong>Devas, Yugoloths</strong>, <strong>Night Hags</strong>, Fiendish Dire Wolves, Trolls, Abyssal Encounters, Hellish Encounters, Pack Fiend (PlH), Retriever, Terlen (FF), Demonhive (MM4), Wrackspawn (MM4), Dune Stalker (MM2), Canomorph (FF), Nightmares, Yeth Hound, Mercane (MotP)<br/></div></div><br/><br/><strong>Animal Companion:</strong> Your planar shepherd levels stack with your druid levels for the purpose of determining the abilities of your animal companion.<br/><br/><strong>Planar Attunement (Ex):</strong> At 1st level, you must choose a single plane of existence other than the Material Plane,such as Irian the Eternal Day. Once selected, your planar shepherd features are forever attuned to this plane. You cannot choose a plane with an alignment trait opposed to any component of your own alignment. For example,a neutral good planar shepherd cannot choose Fernia (because that plane is mildly evil-aligned).<br/><br/>You and your animal companion ignore any harmful effects derived from your chosen plane's elemental or energy traits, as well as any natural environmental affects associated with the plane. For instance, if you are attuned to Risia, the Plain of Ice, you are not affected by the plane's cold temperatures; on Fernia, you do not take fire damage for being on a fire-dominant plane. You are also immune to the entrapping effects of planes such as Dolurrh. If you choose, you can share this benefit with a number of allies equal to your class level; these allies must remain within 100 feet of you to gain this benefit.<br/><br/>This immunity does not extend to the plane's physical traits (including gravity and time), alignment traits, or magic traits.<br/><br/><strong>Detect Manifest Zone (Sp):</strong> Starting at 2nd level, you can use detect manifest zone (see page 150) at will.<br/><br/><strong>Wild Shape (Su):</strong> Your druid levels stack with your planar shepherd class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability.<br/><br/>At 3rd level, you are able to use wild shape to change into a magical beast native to your chosen plane, with the same size restrictions as for animal forms. For example, if you chose the plane of Fernia, you could become a zezir (Monster Manual III 205). This includes creatures whose type changes to magical beast as the result of applying a template (such as celestial or fiendish).<br/><br/>When you attain 9th level, you become able to use wildshape to change into an elemental or outsider native to your chosen plane, although it costs two of your daily uses of wild shape to do so. For example, if you chose the plane of Mabar, you could become a barghest. In addition to the normal effects of wild shape, you gain all the elemental or outsider'sextraordinary, supernatural, and spell-like abilities.<br/><br/><strong>Plane Shift (Sp):</strong> On reaching 4th level, you can travel freely between your chosen plane and the Material Plane once per day. You can bring up to eight other creatures with you, provided all link hands with you. This ability otherwise works like the plane shift spell. You can use this ability twice per day at 8th level.<br/><br/><strong>Planar Bubble (Su):</strong> Beginning at 5th level, once per day you can create an area around yourself that emu-lates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts as long as you concentrate (up to a maximum of 1 hour per level) plus 1d10 rounds.<br/><br/>At 10th level, you can use this ability three timesper day.<br/><br/><strong>Intensify Manifest Zone (Sp):</strong> At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster level. You can affect only manifest zones of your chosen plane.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Pleasure Devil Features</div><div class="spoiler_body"><strong>Spell-Like Abilities (CL 17th):</strong> At will - charm monster (DC 23), clairaudience/clairvoyance, enthrall (DC 21), greater teleport (self plus 50 pounds of objects only), morality undone (DC 24), polymorph, produce flame (+16 melee touch or +20 ranged touch), suggestion (DC 22), vampiric touch (+16 melee touch); 1/day - plane shift (self only), trap the soul (or greater command).<br/><br/><strong>Tongues (Su):</strong> As the tongues spell; always active; CL 19th.<br/><br/><strong>Regeneration (Ex):</strong> Good-aligned weapons and spells or effects with the good descriptor deal normal damage to a pleasure devil.<br/><br/><strong>Beguile (Su):</strong> A pleasure devil can temporarily gain control of a living creature. When a pleasure devil uses this ability, it gains immediate control of the creature, which immediately takes a full turn's worth of actions under the pleasure devil's control. A pleasure devil can use this ability up to two times per day on any living creature within 30 feet that fails a DC 21 Will save. This is a mind-affecting enchantment ability.<br/><br/><strong>Poison (Ex):</strong> Contact, Fortitude DC 22, 1d6 Wis/1d6 Wis. The save DC is Constitution-based and includes a +2 racial bonus.<br/><br/><strong>Summon Baatezu (Sp):</strong> 80% chance to summon one harvester devil, two chain devils, or six lemures; 1/day; CL 19th. This ability is the equivalent of a 6th-level spell.<br/><br/>Immunity to fire and poison.<br/><br/>Resistance to acid 10 and cold 10.<br/><br/><strong>See in Darkness (Su):</strong> All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.<br/></div></div></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Jarilith Form</div><div class="spoiler_body"><div class="floatright">(https://cdnb.artstation.com/p/assets/images/images/004/583/607/large/ni-o-002-1.jpg?1484756071)<br/><br/><br/></div><strong>Name:</strong> Nethali Auvyrahel<br/><strong>Gender:</strong> Female (most of the time)<br/><strong>Race:</strong> Yochlol<br/><strong>Class:</strong> Yochlol 10, Paladin of Slaughter 2 // Urban Druid 5, Planar Shepherd (http://dnd.arkalseif.info/classes/planar-shepherd/index.html) 7<br/><strong>Position in the House:</strong> Born into it, then died, then returned as a demon<br/><strong>Personality:</strong> <br/><strong>Posting frequency on E:</strong> Weekends <br/><strong>Major three ON kinks:</strong> Tentacles, BDSM (both roles), <br/><strong>Major three OFF kinks:</strong> scat, mutilation, disfigurement<br/><strong>Biography:</strong> <br/><hr/><br/>Chaotic Evil Large Outsider (chaotic, evil, extraplanar, shapechanger)<br/><strong>Init:</strong> +8; <strong>Senses:</strong> Darkvision 60ft, Low-light vision, Scent<br/>         Spot +24, Listen +25<br/><strong>Languages:</strong> Common, Undercommon, Sylvan, Druidic, Abyssal, Infernal, Angelic, Telepathy 100ft, Tongues<br/><hr/><strong>AC:</strong> 53, touch 39, flat-footed 45, Dodge, Mobility, <strong>DR:</strong> 10/good, <strong>DR:</strong> 5/good and silver <br/>   (+8 dexterity, +10 monk, +14 natural, +12 defection Lolth's Favor, -1 size)<br/><strong>hp:</strong> 160 (10d8 + 2d10 + 60)<br/><strong>Immune:</strong> Acid, Electricity, Mind-affecting spells and effects, Poison, Diseases, including supernatural diseases like mummy rot.<br/><strong>Resist:</strong> Cold 10, Fire 10, <strong>SR:</strong> 25<br/><strong>Fort:</strong> +35, <strong>Ref:</strong> +30, <strong>Will:</strong> +31<br/><br/><hr/><strong>Speed:</strong> 60ft (12 squares)<br/><strong>Melee:</strong> 2 Claws (+23, 2d6+12+12 acid damage/18-20 crit x3) and bite (+20, 2d8+6+12 acid damage/18-20 crit x3)<br/><strong>Space:</strong> 5 ft.; <strong>Reach:</strong> 5 ft.<br/><strong>Base Atk:</strong> +12; <strong>Grp:</strong> +28<br/><strong>Atk Options:</strong>  Frightful presence, Improved Grab, Pounce, Rake: 2 hindclaws (+23,  2d6+6+12 acid/18-20 crit x3)<br/><strong>Special Actions:</strong> Spell-like abilities<br/><strong>Combat Gear:</strong> N/A<br/><strong>Divine Spellcasting:</strong> (Caster Level 12th, DC 20 + spell level, +2 Enchantments)<br/>Spells Prepared:<br/>- 0th (6/day): Create Water, Cure Minor Wounds, Cure Minor Wounds, Detect Magic, Detect Magic, Read Magic<br/>- 1st (8/day): Charm Person, Charm Person, Fairy Fire (http://www.d20srd.org/srd/spells/faerieFire.htm), Obscuring Mist<br/>- 2nd (7/day): Calm Emotions, Enthrall, Hold Person, Rope Trick, Suggestion, Suggestion <br/>- 3rd (6/day): Call Lightning, Charm Monster, Contagion (http://www.d20srd.org/srd/spells/contagion.htm), Glibness<br/>- 4th (5/day): Dispel Magic, Dominate Person, Freedom of Movement, Hold Monster <br/>- 5th (5/day): Animate Objects, Call Lightning Storm, Wall of Stone<br/>- 6th (4/day): Greater Dispel Magic, Mass Suggestion, Planar Ally, Planar Ally<br/><strong>Spell-Like Abilities:</strong> (Caster Level 10th, DC 22 + spell level, 3/day each DC +2): <br/>At will - Detect Thoughts (DC 24), Dominate Person (DC 27), Darkness, Desecrate, Greater Teleport (self plus 50 pounds of objects only), Spider Climb, Stone Shape, Web (DC 24)<br/><strong>Spell-like Abilities:</strong> (Caster Level 12th, DC 22 + spell level, 3/day each DC +2)<br/>At will - clairaudience/clairvoyance (http://www.d20srd.org/srd/spells/clairaudienceClairvoyance.htm), Darkness, Detect Good, Detect Thoughts, Doom<br/><br/><hr/><strong>Abilities:</strong> Str 35 (+12), Dex 29 [33] (+9 [+11]), Con 27 (+9), Int 20 (+5), Wis 24 [30] (+7 [+10]), Cha 28 [34] (+9 [+12])<br/><strong>SA:</strong>    <br/><strong>SQ:</strong> Urban Companion (Ex), Favored City (Ex), Alley Fighting (Ex), Disease immunity (Ex), Wild Shape (Su), Gaseous Form (Su), Humanoid Form (Su), Spider Form (Su), Lolth’s Favor (Su), Mind Blank (Su), Planar Attunement (Ex), Detect Manifest Zone (Sp), Plane Shift (Sp), Planar Bubble (Su), Augmented critical, Outsider Traits, SR 25, Summon Tanar'ri, Tanar'ri traits<br/><strong>Flaws:</strong> City Slicker (http://eberronunlimited.wikidot.com/flaw:city-slicker) , Light Sensitivity<br/><strong>Feats:</strong> <br/>- (flaw): Open Least Chakra<br/>- (flaw): Shape Soulmeld: Sphinx Claws<br/>- Weapon Finesse<br/>- Multiattack<br/>- Nightbringer Initiate (http://dnd.arkalseif.info/feats/faiths-of-eberron--8/nightbringer-initiate--3266/index.html)<br/>- Craft Wondrous Items<br/>- Spell Focus (Enchantments)<br/>- Extra Wildshape<br/>- Bonus: Exotic Weapon Proficiency: Hand crossbow<br/>- Bonus: Alertness<br/><strong>Skills:</strong><br/>Bluff +24 (+27), Concentration +24, Diplomacy +20 (+23), Gather Information +9 (+12), Hide +24 (+26), Intimidate +24 (+27), Knowledge (Nature) +13 , Knowledge (Arcane) +8, Knowledge (Planes) +10, Listen +22 (+25), Move Silently +22 (+26), Perform (sexual techniques) +24 (+27), Sense Motive +22 +(24), Spellcraft +20 (+22), Spot +22 (+24), Survival +17 (+20) <br/><strong>Equipment:</strong> <br/><table class="bbc_table"><tbody><tr><td><strong>Body slot</strong></td><td><strong>Item</strong></td><td><strong>Price</strong></td></tr><tr><td>Head:</td><td>Headband of wisdom +6, wildling clasp</td><td>40.000</td></tr><tr><td>Face:</td><td>Veil of Allure, wildling clasp </td><td>20.000</td></tr><tr><td>Torso:</td><td>Dress of Many Styles, wildling clasp</td><td>4500</td></tr><tr><td>Back:</td><td>Cloak of charisma +6, wildling clasp</td><td>40.000</td></tr><tr><td>Throat:</td><td>Wildshape amulet</td><td>40.000</td></tr><tr><td>Arm:</td><td>Bracers of dexterity +4, wildling clasp</td><td>20.000</td></tr><tr><td>Hand:</td><td>Sphinx Claws Chakra (when manifested)    </td></tr><tr><td>Ring:</td><td>-</td></tr><tr><td>Ring:</td><td>-</td></tr><tr><td>Body:</td><td>-</td></tr><tr><td>Waist:</td><td>Monk belt, wilding clasp</td><td>17.000</td></tr><tr><td>Feet:</td><td>-</td></tr><tr><td>Main Hand:   </td><td>Spiked Gauntlet +2 </td><td>8.000</td></tr><tr><td>Off-hand:</td><td>-</td></tr><tr><td>Slotless:</td><td>Emerald of Heartfelt Blows</td><td>24.000</td></tr><tr><td>Slotless:</td><td>Handy Haversack</td><td>2.000</td></tr></tbody></table><br/><br/><br/>11.500gp left to spend<br/><br/><br/><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"><strong>Gaseous Form (Su):</strong> A yochlol can assume gaseous form, appearing as a roiling cloud of oily green smoke. In this form, a yochlol’s statistics do not change, although it is treated as if under the effects of a gaseous form (http://www.d20srd.org/srd/spells/gaseousForm.htm) spell that cannot be dispelled. A gaseous yochlol can use contact other plane at will as an additional spell-like ability. Any creature sharing the same square as a gaseous yochlol at the end of that creature’s turn is affected as if by a stinking cloud spell (DC 20 Fort save negates). The save DC is Constitution-based. <br/><br/><strong>Humanoid Form (Su):</strong> A yochlol can assume the form of a hauntingly beautiful human or elf (usually drow) woman. It has only a little flexibility in altering its specific appearance, and as a result it can’t use this ability to disguise itself as a specific individual. Yochlols are nude when they initially assume humanoid form, so they often wait to assume this form until they have equipment and weapons ready. Yochlols in humanoid form cannot make tendril attacks. They usually wear +2 mithral chainmail (AC 26, touch 18, flat-footed 22). Yochlols are proficient with all simple and martial weapons, but they prefer to use weapons such as rapiers to take advantage of Weapon Finesse. <br/><br/><strong>Lolth’s Favor (Su):</strong> As a handmaiden of Lolth, a yochlol receives the spider queen’s favor in the form of a deflection bonus to its Armor Class equal to its Charisma bonus. It does not retain this bonus while in humanoid form, but it does retain the bonus in its gaseous and spider forms. <br/><br/><strong>Mind Blank (Su):</strong> A yochlol is protected at all times by the equivalent of a mind blank spell. This effect cannot be dispelled. <br/><br/><strong>Rapid Shapeshifter (Ex):</strong> A yochlol can shift between its four forms with astounding speed. Changing shape is a swift action that a yochlol can perform as often as once per round. <br/><br/><strong>Spider Form (Su):</strong> A yochlol can assume spider form, appearing as a Medium monstrous black widow spider. It retains all of its base statistics but gains a climb speed of 30 feet. It loses its tendril attacks but gains a bite attack (+16 melee, 1d6+6 plus poison [DC 20, 1d6 Con/2d6 Con]). The poison save DC is Constitution-based.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Paladin of Slaughter Abilities</div><div class="spoiler_body"><strong>Aura of Evil</strong> As a 12 HD outsider with the evil subtype, she possesses an overwhelming aura of evil.<br/><br/><strong>Gaze of Truth (Su)</strong> Can discern when someone is lying to her, as the spell <em>discern lies</em>.  She may use this ability 1+cha times per day.  The target is afforded a DC 23 Will save, if he succeeds, she cannot <em>discern lies</em> from him for 24 hours.  Each use of this ability lasts 16 rounds.<br/><br/><strong>Hunter of Celestials (Ex)</strong> Scarlet gets a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against outsiders with the good subtype.  Likewise, she gets a +1 bonus on weapon damage rolls against such creatures.<br/><br/><strong>Auras (Ex)</strong> Scarlet exerts an effect on allies in her vicinity.  She may project one minor aura and one major aura at a time.<br/>   Projecting an aura is a swift action.  The aura remains in effect until Scarlet uses a free action to dismiss is or activates another aura of the same kind (major or minor).<br/>   Unless otherwise noted, Scarlet's aura affects all allies within 60 feet (including herself) who can hear her.  An ally must have an Intelligence score of 3 or higher and be able to understand Scarlet's language to gain the bonus.  Her aura is dismissed if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies.<br/>   <strong>Minor Auras</strong> A minor aura lets allies add Scarlet's Charisma bonus to certain rolls.<br/>   <em>Motivate Charisma</em> Bonus on Charisma checks and Charisma-based skill checks<br/>   <em>Motivate Dexterity</em> Bonus on Dexterity checks and Dexterity-based skill checks<br/>   <strong>Major Auras</strong> A major aura lets allies add +1 to certain rolls.<br/>   <em>Motivate Ardor</em> Bonus on all damage rolls<br/><br/><strong>Divine Grace (Su)</strong> Scarlet gains a bonus equal to her Charisma modifier on all saving throws.<br/><br/><strong>Deadly Touch (Su)</strong> Beginning at 2nd level, Scarlet can cause wounds with a successful touch attack.  Each day she can deal up to 24 hit points of damage.  Using deadly touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.  Scarlet decides how many of her daily allotment of points to use as damage after successfully touching her opponent.  An opponent subjected to this attack can make a DC 23 Will save to halve the damage dealt.<br/>   Alternatively, Scarlet can use any or all of this power to cure damage to undead creatures, just as an <em>inflict wounds</em> spell does.<br/><br/><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Urban Druid Features</div><div class="spoiler_body"><strong>Favored City (Ex):</strong> At 1st level, an urban druid must select a favored city. This must be a settlement of at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities.<br/>While within the city limits of one of her favored cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.<br/><br/><strong>Crowdwalk (Ex):</strong> At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.<br/><br/><strong>Alley Fighting (Ex):</strong> Urban druids are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a<br/>corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.<br/><br/><strong>Disease Immunity (Ex):</strong> At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.<br/><br/><strong>Urban Shape (Su):</strong> At 5th-level, an urban druid gains the ability to turn herself into any Small or Medium urban creature. This ability functions identically to a druid's wild shape ability, save that the list of forms the urban druid can take is much more specialized: It is limited to creatures with the humanoid type or to any non-construct creatures from her urban companion list (see above).<br/><br/>An urban druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, she gains the ability to take the shape of a Large creature at 8th level, a Tiny creature at n t h level, and a Huge creature at 15th level. The new form's Hit Dice can't exceed the character's urban druid level.<br/><br/><strong>Urban Companion (Ex)</strong><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Planar Shepherd Features</div><div class="spoiler_body"><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Plane of Choice: Grey Wastes of Hades</div><div class="spoiler_body">Gray Waste of Hades<br/>Alignment: Strongly Evil-Aligned<br/>Traits:  <strong>Entrapping</strong> - Kinky for a BDSM dominatrix ^^<br/>Inhabitants:  Styx Dragon, Gloom Dragon, <strong>Demons, Devils, Slaadi</strong>, Formians, <strong>Devas, Yugoloths</strong>, <strong>Night Hags</strong>, Fiendish Dire Wolves, Trolls, Abyssal Encounters, Hellish Encounters, Pack Fiend (PlH), Retriever, Terlen (FF), Demonhive (MM4), Wrackspawn (MM4), Dune Stalker (MM2), Canomorph (FF), Nightmares, Yeth Hound, Mercane (MotP)<br/></div></div><br/><br/><strong>Animal Companion:</strong> Your planar shepherd levels stack with your druid levels for the purpose of determining the abilities of your animal companion.<br/><br/><strong>Planar Attunement (Ex):</strong> At 1st level, you must choose a single plane of existence other than the Material Plane,such as Irian the Eternal Day. Once selected, your planar shepherd features are forever attuned to this plane. You cannot choose a plane with an alignment trait opposed to any component of your own alignment. For example,a neutral good planar shepherd cannot choose Fernia (because that plane is mildly evil-aligned).<br/><br/>You and your animal companion ignore any harmful effects derived from your chosen plane's elemental or energy traits, as well as any natural environmental affects associated with the plane. For instance, if you are attuned to Risia, the Plain of Ice, you are not affected by the plane's cold temperatures; on Fernia, you do not take fire damage for being on a fire-dominant plane. You are also immune to the entrapping effects of planes such as Dolurrh. If you choose, you can share this benefit with a number of allies equal to your class level; these allies must remain within 100 feet of you to gain this benefit.<br/><br/>This immunity does not extend to the plane's physical traits (including gravity and time), alignment traits, or magic traits.<br/><br/><strong>Detect Manifest Zone (Sp):</strong> Starting at 2nd level, you can use detect manifest zone (see page 150) at will.<br/><br/><strong>Wild Shape (Su):</strong> Your druid levels stack with your planar shepherd class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability.<br/><br/>At 3rd level, you are able to use wild shape to change into a magical beast native to your chosen plane, with the same size restrictions as for animal forms. For example, if you chose the plane of Fernia, you could become a zezir (Monster Manual III 205). This includes creatures whose type changes to magical beast as the result of applying a template (such as celestial or fiendish).<br/><br/>When you attain 9th level, you become able to use wildshape to change into an elemental or outsider native to your chosen plane, although it costs two of your daily uses of wild shape to do so. For example, if you chose the plane of Mabar, you could become a barghest. In addition to the normal effects of wild shape, you gain all the elemental or outsider'sextraordinary, supernatural, and spell-like abilities.<br/><br/><strong>Plane Shift (Sp):</strong> On reaching 4th level, you can travel freely between your chosen plane and the Material Plane once per day. You can bring up to eight other creatures with you, provided all link hands with you. This ability otherwise works like the plane shift spell. You can use this ability twice per day at 8th level.<br/><br/><strong>Planar Bubble (Su):</strong> Beginning at 5th level, once per day you can create an area around yourself that emu-lates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts as long as you concentrate (up to a maximum of 1 hour per level) plus 1d10 rounds.<br/><br/>At 10th level, you can use this ability three times per day.<br/><br/><strong>Intensify Manifest Zone (Sp):</strong> At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster level. You can affect only manifest zones of your chosen plane.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Jarilith Features</div><div class="spoiler_body"><strong>Frightful Presence (Ex):</strong> When a jarilith charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 27) or become shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that jarilith's frightful presence for 24 hours.<br/><br/><strong>Improved Grab (Ex):</strong> If a jarilith hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it can attempt to rake in the same round. Thereafter, the jarilith has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the jarilith is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt.<br/><br/><strong>Pounce (Ex):</strong> If a jarilith charges, it can make a full attack (including a rake attempt, see below) even though it has moved.<br/><br/><strong>Rake (Ex):</strong> On any round that a jarilith has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+23 melee) with its hind legs for 2d6+6 points of damage each. The jarilith can also attempt to rake when it pounces on an opponent.<br/><br/><strong>Spell-Like Abilities:</strong> At will - clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom. Caster level 12th; save DC 22 + spell level.<br/><br/><strong>Augmented Critical (Ex):</strong> A jarilith threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit with a bite, claw, or rake attack, it deals triple damage.<br/><br/><strong>Scent (Ex):</strong> A jarilith can detect approaching enemies, sniff out hidden foes, and track by sense of smell.<br/><br/><strong>Outsider Traits:</strong> A demon has darkvision (60-foot range). It cannot be raised or resurrected.<br/><br/><strong>Tanar'ri Traits:</strong> Tanar'ri can communicate telepathic with any creature within 100 feet that has a language. Except as noted in the specific descriptions, a tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.<br/><br/><strong>Summon Tanar'ri (Sp):</strong> Once per day, a jarilith can attempt to summon another jarilith with a 35% chance of success. Summoned tanar'ri automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour. Most tanar'ri do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to save their own lives.<br/><br/>Skills: A jarilith receives a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, its Hide bonus improves to +12.<br/></div></div></div></div>