Eh, Antimony's less the sort to brag about how awesome she is, and more the sort to let her actions speak for themselves. :P That said, she is a pretty capable combatant, at least.<br/><br/>Hmm.  I've been looking into a system called Legend over the past few days, and I think I'm getting a bit too deep into it. ><; I just spent a little while earlier today converting Antimony over to that system, though I will say that she turned out pretty awesome in it.<br/><br/>I couldn't help but get the feeling that going 'Hey, guys, take a look at what my character looks like in another system!' wouldn't be met with much interest, though, so if anyone cares, here's a preliminary version of a converted Xhyri'Neerune, instead. :P<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Xhyri'Neerune</strong><br/>Demon Paladin/Monk/Wildborn (Full Buy-In), Level 14<br/><em>Demon:</em> +2 Cha, [Lesser Resistance] to [Electricity], [Outsider] type, [Darkvision]<br/>Ability Advancement: Cha, Con, Dex, Int<br/>Str 0(+0), Dex 0(+0), Con 0(+0), Int 0(+0), Wis 0(+0), Cha 0(+0)<br/>Fort: +7 / Ref: +11 / Will: +11 / Initiative: +0<br/>Armor Class: 0 (10+BAB) / HP: 0 / Speed: 0 ft<br/>Melee Range 15 ft / Close Range 60 ft / Medium Range 240 ft<br/>Long Range 960 ft / Extreme Range 2,400 ft<br/>Awareness: 0 / Bluff: 0 / Diplomacy: 0 / Intimidate: 0 / Perception: 0<br/><br/><strong>Offense</strong><br/><br/>   Tooth &amp; Claw: +0, 1d6+KOM+Brutal 2, [Melee], [Brutal 2], [Reacting]<br/>      You may make a 5 ft. step even during a turn when you use your move action to move.<br/>   Demon Claws: +0, 1d6+KOM+Brutal, [Melee], [Brutal], [Unbalancing], [Traumatizing]<br/>      You inflict [Bleeding] and [Flat-footed] on a critical hit.<br/>   Charge (standard action): +16 (1d6+KOM), AC 0<br/>   Defensive Fighting (move action): AC 0<br/>   Disarm: Reflex DC 0<br/>   Flurry: +0/+0<br/>   Trip: Reflex DC 0<br/><br/><br/><strong>Skills</strong><br/><br/>   Trained: <br/>   Physical: Athletics +0 / Acrobatics +0 / Larceny +0 / Ride +0 / Stealth +0<br/>   Knowledge: Arcana +0 / Engineering +0 / Geography +0 / History +0 / Medicine +0 / Nature +0<br/>   Social: Bluff +0 / Diplomacy +0 / Intimidate +0 / Perception +0<br/><br/><br/><strong>Feats</strong><br/><br/>   <em>Guild Initiation:</em> Wildborn track, handmaiden of Lolth<br/>   <em>Troubleshooter:</em> You can always walk away from a social encounter without losing tokens, and the DC of Diplomacy and Intimidate checks made against you increases by 2.<br/>   <em>Reaver:</em> You gain a +1 bonus to attack rolls and armor class for every enemy whom you have killed in the current [Encounter].  This bonus can never exceed +4.  Creatures who are more than three levels lower than you do not count.<br/>   <em>Bravado:</em> Reaver can now grant bonuses up to +5.  As an immediate action, you may lower that bonus by a point or even take a penalty, to a minimum of -2,to heal yourself by three times your KDM.<br/>   <em>Charm:</em> Once per [Encounter], as a standard action, you can influence a single creature to view you in as favorable a light as possible.  The target must make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or immediately stop attacking you and your allies unless threatened.  The use of any damaging or harmful effects against the target immediately cancels and dispels Charm.  This influence lasts for the rest of the [Scene].<br/>   Once per social encounter, you may use Charm on an opponent.  Doing so gives the opponent a social check (as if you used the Diplomacy skill).  The opponent must succeed on a Will save (DC 10 + 1/2 your level + your Charisma modifier) or refrain from using the Intimidate skill for the duration fo the social encounter.  Additionally, the opponent must succeed on a Will save (same DC) to exit the [Encounter].<br/>   All effects of this feat are [Mind-affecting].<br/>   <em>Confusion:</em> Once per [Encounter], as a standard action, you can undermine your enemies' sanity with your quips and subterfuge.  One opponent per 6 levels you possess must make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or become [Confused] for the rest of the [Encounter].<br/>   Once per social encounter, you may use this feat on a single opponent.  Doing so gives the opponent a social check (as if you used the Diplomacy or Intimidate skill).  The opponent must succeed on a Will save (DC 10 + 1/2 your level + your Charisma modifier) or concede any demand you make while is gibbers incoherently.  Any demand you make, however, has a 10% chance to result in your opponent immediately leaving the [Encounter].<br/>   All effects of this feat are [Mind-affecting].<br/><br/><br/><strong>Demon</strong> (gained at levels 1, 4, 7, etc.)<br/><br/>   Demonic Traits(Ex): Select one social skill (Bluff, Diplomacy, Intimidate, or Perception).  You gain a +3 bonus on all checks with that skill.  A demon also has the following natural weapon:<br/>   Demon Claws - Melee, range [Melee], [Brutal], [Unbalancing], [Traumatizing].<br/>   Demon Magic(Sp): You can use <em>darkness</em> once per [Encounter] as a spell-like ability.<br/>   Demonic Movement - Abyssal Travel(Sp): Once per [Encounter], as a standard action, you can cast <em>dimension door</em> as the spell.<br/>   Sudden Surge(Ex): A demon can serve as a conduit for a much greater power.  As a swift action, you can call on the power of the abyss, gaining a bonus equal to your Charisma modifier on all d20 rolls for one [Round].<br/>   Chaos Hammer(Sp): Once per [Encounter], as a standard action, you can smite everyone around you.  All creatures within [Close] range of you take 1d12 damage per level 9Fortitude DC 10 + 1/2 your level + your Charisma modifier halves the damage).  Creatures who fail their save take 2 points of Strength damage.  Demons are not affected by this ability.<br/><br/><br/><strong>Judgement: The Seven Circles of Knowing</strong> (gained at levels 1, 3, 6, etc.)<br/><br/>   Knowing(Su): You are aware, in the general sense, of the moral and ideological predilections of any sentient creature within a radius of 15 ft plus an additional 5 feet per Judgement circle you possess.  This effect is an emanation, is not a divination effect, and is always on.  It does not automatically penetrate [Invisibility], [Concealed], or stealth, but if you can otherwise circumvent these effects, Knowing will function unimpeded.  Likewise, you become aware in a limited sense of likely major moral consequences of your actions.  This takes the form of prescient flashes of meaningless images, and while reliable, it is not deterministic.  In cases where the creed's meaning is unclear, you may get no forewarning.  This grants a +4 bonus to Awareness and to active Perception checks.<br/>   Mercy(Su): Once per [Encounter], as an immediate action or part of another immediate action, you may prevent up to three times your character level in damage thatwould be dealt to any ally within your Knowing.  This can only be done as the damage is being dealt, but may be activated after you know exactly how much damage a given effect will deal.<br/>   Grace(Su): You gain a +3 bonus to all saves, 2 additional HP per level, and gain [Immunity] to all [Fear] effects.<br/>   Requital(Su): Opponents who begin a movement within the range of your Knowing have their effective move speed reduced by 20 ft, for the purposes of that movement.  THis does not affect 5 ft steps.<br/>   Light(Su): You may now, at any time, illuminate the area around you out to the limit of the Knowing.  This may be turned on or off as a free action.  In addition, you gain [Blindsight] with a range equal to the radius of the Knowing.<br/><br/><br/><strong>Discipline of the Crane</strong> (gained at levels 2, 5, 8, etc.)<br/><br/>   Fast Movement(Ex): You gain a +10 ft bonus to your movement speed.  You gain an additional, cumulative 10 ft bonus to your movement speed every time you gain a new circle in this discipline (to a maximum of a 70 ft bonus at 7th circle).<br/>   Between the Raindrops(Ex): You gain a deflection bonus to Armor Class equal to the number of Discipline of the Crane circles you possess.<br/>   Through the Clouds(Ex): You gain a flight speed equal to your normal land speed.<br/>   Empty Body(Su): You can fade into the clouds when it suits you.  As a swift action, you may become [Ethereal] for a total of 2 [Rounds] per level per [Scene] (you can stop being [Ethereal] as a swift action).  You may go [Ethereal] on a number of different occasions during any single [Scene], but cannot spend a number of consecutive [Rounds] in an ethereal state higher than your character level.<br/>   Journey of the Crane(Su): As a standard action once per [Scene], you can <em>teleport</em> up to 100 miles, as the spell, except that you always arrive precisely on target.<br/><br/><br/><strong>Wildborn</strong> (Full Buy-in)<br/><br/>   On the Prowl(Ex): You gain a +2 bonus to Awareness and Perception checks.  You also gain the Tooth &amp; Claw natural attack.<br/>   Tooth &amp; Claw - Melee, range [Melee], [Brutal 2], [Reacting]<br/>   I Can Smell You(Ex): Your acute senses enable you to penetrate illusions that would fool other creatures.  You gain [Immunity] to effects with the [Figment] descriptor.  Whenever you succeed on the combat use of Perception against an opponent, you gain a +3 fury bonus to attack rolls against that opponent until the beginning of your next turn.<br/>   Hungry Like the Wolf(Ex): You gain [Fast healing] equal to your Key Defensive modifier.  Once per [Round], when you hit an opponent against which you succeded on the combat use of Perception in the current [Round] with an attack using your Tooth &amp; Claw natural attack, you may make that opponent [Slowed] for one [Round].  A successful Fortitude save (DC 10 + 1/2 your level + your KOM) negates the [Slowed] condition.<br/>   More Than They Can Chew - Wolf(Ex): You gain a fury bonus to your maximum hit points equal to +2 per level.  Whenever you hit an opponent with an attack using your Tooth &amp; Claw natural attack, that opponent suffers a -1 penalty to AC until the end of the [Encounter].  This penalty stacks with itself, to a maximum of -3.<br/>   First to Feed(Ex): You gain a bonus equal to your character level on initiative rolls.<br/><br/><br/>Equipment<br/><br/>   Lesser - <br/>   Greater - <br/><br/><br/>Consumables<br/><br/>   </div></div><br/>I was pretty much just trying to recreate a Yochlol's abilities with all the build choices, but I have to admit, it actually hangs together pretty well as a fast, mobile melee combatant who can also toss out a few debuffs.  And since rapid shapeshifting is one of a Yochlol's powers, it can be used as a nice bit of refluffing for some of the abilities above. ^^