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CYRIL - Quickstats
HP: 462/462  Lv: Ftr6/Clr4/Arc20        **Ability Scores**         **Saves**
AC: 64, 41 flatfooted, 38 touch         STR 18 [+4 ] WIS 17 [+3 ]  For: +35   BAB: +24
Attack (w/Star Dragon Sword):           DEX 44 [+17] INT 14 [+2 ]  Ref: +43   ACP: -0
 +54/+49/+44/+39 (ignore armor AC)      CON 25 [+7 ] CHA 10 [+0 ]  Wil: +32   ASF: 0%
 +52/+52/+47/+42/+37 (w/2HQ)            **Equipment**
Damage (w/Star Dragon Sword):           Star Dragon Sword (+9 keen brilliant energy 
 1d10+44 (17-20 x3)                     bastard sword), +10 Explorer's Outfit of Heavy 
Initiative: +17                         Fortification, +10 Mithral Buckler of Exceptional
Abilities:                              Arrow Deflection, Helm of Teleportation, Cloak 
- Improved Arcblade (at will)           of Epic Resistance +10, Robe of Eyes, Amulet of 
- Searing light, enhanced (at will)     Natural Armor +5, Bracers of Health +6, Gloves of 
- Quick (36/36) (max 2/round)           Epic Dexterity +12, Boots of Swiftness, Ring of 
- Poof! (6/6)                           Protection +5, Ring of Rapid Healing, Portable 
- Arc Break (1/1, 2d4+1 rounds)         Hole (containing: Decanter of Dimensional Shackles, 
- Haste (20/20)                         Luckstone, Orb of Storms, Pearl of the Sirines, 
- Teleport (3/3)                        Ring of Three Wishes)
- Control Weather (1/1)                 
- Divine Favor (3/3)         [+6 to attack/damage rolls for 1 min]
- Cure Light Wounds (1/1)    [1d8+4 healing]
- Protection from Evil (1/1) [+2 AC/saves, mind-affect immunity for 1 min/level]
- Resist Energy (1/1)        [resistance 10/- to one descriptor for 10 mins/level]
- Align Weapon (1/1)         [aligns weapon to good/evil/lawful/chaotic]
- Cure Moderate Wounds (1/1) [2d8+10 healing]
- Luck Reroll (1/1)
Notes: Combat Casting, Mobility, Spring Attack, Dexterous Body, Dexterous Mind, 
       Improved Evasion, Favored Spell (Cure Moderate Wounds, Divine Favor, Resist 
       Energy), Spontaneous Casting
       ** Racial: Immunity to Sleep effects, low-light vision, +2 bonus on Enchantment
       ** Retain Dexterity bonus to AC even when flatfooted, can't be flanked
       ** Fast healing 3
Skill Checks:
Balance      : +71  Listen       : +39  Tumble       : +71
Climb        : +25  Ride         : +46
Concentration: +14  Search       : +15
Jump         : +25  Spellcraft   : +36
Know (planes): +14  Spot         : +49
****GP Total: 319050.0 gp
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CYRIL
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Name: Cyril     Race: Elf
Gender: Male    Alignment: Chaotic Good
Physical Description:
 6'1", 170 lbs, blue eyes, black hair

Strength*    (STR): 18 [+4 ]   Level: Fighter 6/Cleric 4/Arcblade 20
Dexterity*   (DEX): 44 [+17]   Experience Points: 435000
Constitution*(CON): 25 [+7 ]   BAB: +24/+19/+14/+9
Wisdom*      (WIS): 17 [+3 ]   Fort Save: 17 (+7 con)  = +35 (24, +10 cloak, +1 stone)
Intelligence (INT): 14 [+2 ]   Ref Save : 15 (+17 dex) = +43 (32, +10 cloak, +1 stone)
Charisma     (CHA): 10 [+0 ]   Will Save: 18 (+3 wis)  = +32 (21, +10 cloak, +1 stone)
*Affects: STR +5, DEX +17,     Speed: 60 ft, fly 60 ft (good)
          CON +11, WIS +5

Hit Points: 252 (+7 con x30) = 462
Armor Class: 10 (+23 dex, +26 armor, +5 deflect) = 64
Attack Bonus (melee): 24 (+4 str) = +28/+23/+18/+13
Attack Bonus (ranged): 24 (+17 dex) = +41/+36/+31/+26
Armor Check Penalty: -0
Initiative: +17 dex = +17

FEATS:
- Combat Casting
- Weapon Fineese
- Dodge
- Mobility
- Weapon Focus (katana)
- Weapon Specialization (katana)
- Two-Handed Quicken (katana)
- Spring Attack
- Improved Critical (katana)
- Greater Weapon Focus (katana)
- Greater Weapon Specialization (katana)
- Weapon Mastery (katana)
- Dexterous Body
- Improved Poof!
- Dexterous Mind
- Multiquick (1)
- Epic Dodge
- Improved Arcblade
- Epic Alacrity (1)

SKILLS:
Skill Points = 7/level; [s] denotes class skill
- [s]Balance             [DEX] 33 (+17 dex) = +71 (50, +20 boots, +1 stone)
- [s]Climb               [STR] 0  (+4 str ) = +25 (4, +20 boots, +1 stone)
- [s]Concentration       [CON] 6  (+7 con ) = +14 (13, +1 stone)
- [s]Jump                [STR] 0  (+4 str ) = +25 (4, +20 boots, +1 stone)
- Knowledge (the planes) [INT] 11 (+2 int ) = +14 (13, +1 stone)
- [s]Listen              [WIS] 33 (+3 wis ) = +39 (36, +1 stone, +2 race)
- [s]Ride                [DEX] 28 (+17 dex) = +46 (45, +1 stone)
- Search                 [INT] 0  (+2 int ) = +15 (2, +10 robe, +1 stone, +2 race)
- [s]Spellcraft          [INT] 33 (+2 int ) = +36 (35, +1 stone)
- [s]Spot                [WIS] 33 (+3 wis ) = +49 (36, +10 robe, +1 stone, +2 race)
- [s]Tumble              [DEX] 33 (+17 dex) = +71 (50, +20 boots, +1 stone)

SIZE: Medium     LANGUAGES: Common, Elven, Celestial, Draconic
Class Specials:
- Simple/Martial Weapon Proficiency
- Light/Medium/Heavy Armor Proficiency
- Shield Proficiency
- Turn Undead, Spontaneous Casting
- Arc Technique, Arcblade, Arc Alacrity +3, Improved Evasion
- Favored Spell (Cure Moderate Wounds, Divine Favor, Resist Energy)
- Quick 36/day, Poof 6/day, Arc Break (2d4+1)
Racial Specials:
- Elven Weapon Proficiency
- Low-light Vision
- Immunity to Sleep effects
- +2 bonus against Enchantment effects
- +2 bonus to Listen/Spot/Search checks
- Detect hidden doors within 5 ft.

Spells per Day
-----------------------
Domains: Healing, Luck
Lv0: 5/day 
Lv1: 3+1/day +1 domain
Lv2: 2+1/day +1 domain

Equipment and Inventory
-----------------------
Equipped: *The Star Dragon Sword                               [- lbs]   (- gp)
Equipped: *+10 explorer's outfit of heavy fortification        [- lbs]   (2327200 gp)
Equipped: +10 mithral buckler of exceptional arrow deflection  [2.5 lbs] (3240000 gp)
Equipped: *Helm of teleportation                               [3 lbs]   (73500 gp)
Equipped: Cloak of epic resistance +10                         [1 lbs]   (1000000 gp)
Equipped: *Robe of eyes                                        [1 lbs]   (120000 gp)
Equipped: (vest/shirt slot)
Equipped: Amulet of natural armor +5                           [- lbs]   (50000 gp)
Equipped: Bracers of health +6                                 [1 lbs]   (36000 gp)
Equipped: Gloves of epic dexterity                             [- lbs]   (1440000 gp)
Equipped: *Boots of swiftness                                  [1 lbs]   (256000 gp)
Equipped: Ring of protection +5                                [- lbs]   (50000 gp)
Equipped: *Ring of rapid healing                               [- lbs]   (300000 gp)
Equipped: (belt slot)
Equipped: Portable hole                                        [- lbs]   (20000 gp)
Inventory (Hole): *Decanter of endless water                   [2 lbs]   (9000 gp)
Inventory (Hole): *Dimensional shackles                        [5 lbs]   (28000 gp)
Inventory (Hole): *Luckstone                                   [- lbs]   (20000 gp)
Inventory (Hole): *Orb of storms                               [6 lbs]   (48000 gp)
Inventory (Hole): *Pearl of the sirines                        [- lbs]   (15300 gp)
Inventory (Hole): *Ring of three wishes                        [- lbs]   (97950 gp)

Total Gold: 319050.0 gp

Total Weight: 9 lbs
Loads: 100 lbs light, 200 lbs medium, 300 lbs heavy/max

*The Star Dragon Sword [Major Artifact]:
This legendary +9 keen brilliant energy katana contains the essence of the Star Dragon, 
granting the user a nearly infinite cache of knowledge. The sword is very much 
intelligent; it has a driving, arrogant personality and always considers itself superior 
to everything else around it, including the wielder of the sword itself, whom it considers 
to be merely a tool to channel its power. Many would-be wielders of this sword quickly 
lose possession of it, either from the sword's disgust at their supposed incompetence or 
the possessor's intolerance of the sword's snobbish personality.
The sword's ultimate purpose is to preserve the balance of celestial power within the 
multiverse. From plane to plane, the sword seeks out a worthy possessor to defeat those 
who have gathered too much power.
The Star Dragon Sword possesses stats of Int 36, Wis 35, and Cha 24. It can speak and 
read all languages as well as read magic, communicate telepathically, and detect magic 
at will. The wielder of the sword does not need to sleep, eat, or breathe, and does not 
age (either naturally or through magical effects); he draws all of these basic needs 
through the arcane powers of the sword. He can cast the gate spell as a spell-like ability 
once per day. As a standard action, the sword can project a shimmering lumiscient beam of 
light identical to an enhanced searing light spell.

*Explorer's Outfit:
Enchanted to allow the user to fly at will, as per the spell (60 ft, good).

*Helm of Teleportation:
A character wearing this device may teleport three times per day, exactly as if he had 
cast the spell of the same name.

*Robes of Eyes:
This valuable garment appears to be a normal robe until it is put on. Its wearer is able 
to see in all directions at the same moment due to scores of visible, magical eyelike 
patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees 
all forms of invisible or ethereal things within 120 feet. The wearer of a robe of eyes 
gains a +10 competence bonus on Search checks and Spot checks. She retains her Dexterity 
bonus to AC even when flat-footed, and she can't be flanked. However, she is not able to 
avert her eyes or close her eyes when confronted by a creature with a gaze attack. A 
light or continual flame spell cast directly on a robe of eyes causes it to be blinded 
for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.

*Boots of Swiftness:
These soft-soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. 
The wearer's speed doubles (this does not stack with any magical or supernatural 
enhancement to speed), she gains the evasion ability (as the rogue class feature), and 
the wearer's jumping distance is not limited by her height. The wearer gains a +20 
competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the 
wearer can utter a command word to activate the boots' haste power (as the haste spell, 
lasts 20 rounds).

*Ring of Rapid Healing:
The wearer of this ring of bone grants a living wearer fast healing 3. It must be worn 
for 24 hours before its power activate, and if removed it will not function again until 
it has been worn for 24 hours for the same individual.

*Decanter of Endless Water:
If the stopper is removed from this ordinary-looking flask and a command word spoken, an 
amount of fresh or salt water pours out. Separate command words determine the type as well 
as the volume and velocity.
o "Stream" pours out 1 gallon per round.
o "Fountain" produces a 5-foot-long stream at 5 gallons per round.
o "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 
Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of 
damage but can only affect one target per round. The command word must be spoken to stop it.

*Dimensional Shackles:
These shackles have golden runes traced across their cold iron surface. Any creature bound 
within them is affected as if a dimensional anchor spell were cast upon her (no save). They 
fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

*Luckstone:
This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains 
a +1 luck bonus on saving throws, ability checks, and skill checks.

*Orb of Storms:
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, 
even supernaturally destructive storms. Once per day she can call upon the orb to use a control 
weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb 
is continually protected by an endure elements effect.

*Pearl of the Sirines:
This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it 
is clasped firmly in hand or held to the breast while the possessor attempts actions related to 
the pearl’s powers, she understands and is able to employ the item. The pearl enables its 
possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and 
she can cast spells and act underwater without hindrance.

*Ring of Three Wishes:
This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a 
wish is used, that ruby disappears. When all the wishes are used, the ring becomes a nonmagical 
item.

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THE ARCBLADE PRESTIGE CLASS
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Arcblade
LV BAB For Ref Wil Special
1  +1  +0  +2  +2  Arc Technique, Arcblade 
2  +2  +0  +3  +3  Evasion, Alacrity +1
3  +3  +1  +3  +3  Quick, Favored Spell 
4  +4  +1  +4  +4  Poof!
5  +5  +1  +4  +4  Improved Arc Technique 
6  +6  +2  +5  +5  Favored Spell, Alacrity +2
7  +7  +2  +5  +5  Improved Arcblade
8  +8  +2  +6  +6  Improved Evasion
9  +9  +3  +6  +6  Favored Spell 
10 +10 +3  +7  +7  Arc Break, Alacrity +3

Versatality is the name of the Arcblade's arsenal. He is not content simply to rely on 
a hard-hitting weapon and a thick piece of full plate. Unlike most fighters, they have 
a limited understanding of magic, giving them greater flexibility in combat. Though 
they never reach the magical strength that a wizard does, their varied experiences 
give them senses and an intuition in circumstances that many other fighter classes 
cannot hope to match. Their skill at the blade and swiftness in battle is reknowned; 
yet Arcblades believe in never being too reliant on one sole talent, and the few 
tricks they have up their sleeves - some seeming nearly magical, some actually being 
magical - make them a great asset for any adventuring party, as well as being able 
and experienced fighters when traveling alone. 

Most Arcblades are originally fighters who have had a bit of experience either with 
the arcane arts or divination. Bards are also commonly Arcblades, seasoned from years 
of adventuring and able to take to the blade itself and make legends rather than tell 
them. Some experienced rangers may also train in the ways of the Arcblade to further 
improve their combat abilities. Arcblades are most commonly chaotic, as the nature in 
which they acquire their abilities are fairly random. Their alignment, however, varies 
greatly and can be almost anything. 

NPC Arcblades are common enough, often happening upon the jack-of-all-trades 
swordsman. Though they share no true allegiance or connection to one another, 
Arcblades may be identified as a group due to their unique fighting style, visible by 
their impressive speed in combat.

Hit Die: d8 

Requirements
Before a character can qualify for the Arcblade prestige class, he/she must satisfy all 
of the following requirements:
     Base attack bonus: Base attack bonus of +5 or higher.
     Spellcasting: Ability to cast spells of 2nd level or higher.
     Balance: 6 or more ranks.
     Concentration: 6 or more ranks.
     Spellcraft: 6 or more ranks.
     Feat(s): Dodge, Mobility, Combat Casting, Weapon Fineese.
     Weapon Proficiency: Proficiency in one of the following weapons: dagger, kukri, short sword, 
longsword, rapier, scimitar, bastard sword.

Class Skills
The Arcblade's class skills are:
Balance, Climb, Concentration, Heal, Intuit Direction, Jump, Listen, Ride, Spellcraft, Spot, Swim, 
Tumble 

     Skill Points at Each Level: 4 + Int Modifier. 

Class Features
Below are the class features of the Arcblade prestige class.
Weapon and Armor Proficiency: 
The Arcblade is proficient in all simple weapons, and is proficient in light armor. In addition, he 
is proficient in the following weapons (from now on referenced as 'Arcblade' weapons): dagger, 
short sword, kukri, longsword, rapier, scimitar, bastard sword.

Arc Technique (Ex): The Arcblade focuses on swiftness in battle, using his speed with his sword 
with deadly accuracy. The Arcblade may apply his Dexterity modifier instead of his Strength 
modifier on all attack rolls, provided that he is using a single Arcblade weapon. At 5th level, the 
Arcblade's technique further improves, allowing him to apply his Dexterity to all damage rolls as 
well instead of his Strength modifier. These options only apply if the Arcblade is employing light 
or no armor.

Arcblade (Ex): The namesake of the class itself, the Arcblade technique is a high-speed slashing 
move which involves dashing to the opponent at lightning speed to deliver a precise strike. 
Whenever the Arcblade makes a charging attack towards an opponent, he has the option of using this 
devastating maneuver, provided that he declares use of the ability before any attack roll is made. 
This ability acts just like a normal charge, except any damage inflicted upon a successful attack 
is doubled. After the execution of the attack, the Arcblade is flat-footed until his next turn. If 
the attack fails to hit, the Arcblade immediately draws an attack of opportunity from the target, 
as well as anyone else who threatens the area that the Arcblade is currently in.
   At 7th level, the Arcblade can execute this maneuver so skillfully that he no longer becomes 
flat-footed after using it.
   This technique may only be employed if the Arcblade is wearing light or no armor, and wielding a 
single Arcblade weapon.

Evasion (Ex): At 2nd level and higher, an Arcblade can avoid even magical and unusual attacks with 
great agility. If he makes a successful Reflex saving throw against an attack that normally deals 
half damage on a successful save, he instead takes no damage. Evasion can be used only if the 
Arcblade is wearing light armor or no armor. A helpless Arcblade does not gain the benefit of 
evasion.

Alacrity (Ex): The Arcblade is an exceptionally fast warrior, able to dodge incoming attacks 
with lightning speed. At 2nd level, he gains a +1 dodge bonus to his AC, as long as he is wearing 
light or no armor. This bonus increases to +2 at 6th level and +3 at 10th level. Like all dodge 
bonuses, this AC is lost when the Arcblade is caught flatfooted or struck by an invisible opponent.

Quick (Su): At 3rd level, the Arcblade may, as a free action at the beginning of his turn, boost 
his reflexes and swiftness. Temporarily given a dose of celerity, he gains an additional partial 
action for that round. He can only gain one additional partial action per round. He has a total 
allotment of rounds equal to his class level plus his Dexterity modifier per day. This duration 
need not be continuous.

Favored Spell (Ex): Though the Arcblade is not a spellslinger like the wizard, he develops a 
particular affinity for certain spells he knows. At 3rd level, the Arcblade selects a spell that he 
can cast; he may apply his class levels as effective caster levels whenever casting that spell. At 
6th and 9th levels, the Arcblade may select other spells he can cast, of which the caster level 
bonus is conveyed as well.

Poof! (Su): At 4th level, the Arcblade can, as a standard action, transport himself across wide 
spaces at a blink of an eye, appearing to literally teleport to any observers. This works 
identically to a dimension door spell as cast by a wizard of the same level, except that the 
movement simply fails if the Arcblade attempts to arrive in a place already occupied by a solid 
body. A failed transport still counts against his daily usage. The Arcblade can utilize this once 
per day, plus one additional time per day for every other level he gains afterwards (to four times 
per day at 10th level).

Improved Evasion (Ex): At 8th level, the Arcblade gains Improved Evasion. It works identically to 
evasion, except that while the Arcblade still takes no damage on a successful Reflex saving throw 
and takes only half damage on a failed save. A helpless Arcblade does not gain the benefit of 
improved evasion.

Arc Break (Su): At 10th level, the Arcblade has attained such a level of mental prowess that he can 
slow down time itself relative to him, giving him sudden and incredible speed. He must spend a 
full-round action to execute Arc Break. At the beginning of his next turn, he immediately gains 
1d4+1 successive rounds of actions, free to do anything without interference from anyone else. (As 
he is reaching the peak of his agility, he cannot utilize his Quick class ability while within an 
Arc Break). Afterwards, however, he is considered fatigued for the remainder of the encounter. This 
ability is usuable once per day.

The Epic Arcblade
LV Special
11 ----
12 ----
13 Bonus feat
14 Poof! 5/day
15 ----
16 Bonus feat
17 ----
18 Poof! 6/day
19 Bonus feat
20 Arc Break 2d4+1

Quick (Su): The Arcblade's Quick ability continues to use his class level to calculate usage per 
day usage, as usual.
Favored Spell (Ex): The Arcblade does not gain any favored spells after 10th level. He continues to 
apply his class level as caster levels as usual.
Poof! (Su): The Arcblade's Poof! ability's daily usage continues to increase after 10th level, 
gaining one additional use per day every four levels.
Arc Break (Su): The Arcblade gains +1d4 rounds to Arc Break's duration every ten levels.

Bonus Feats: Blinding Speed, Devastating Critical, Dire Charge, Energy Resistance, Epic Dodge, 
Epic Prowess, Epic Speed, Epic Weapon Focus, Epic Weapon Specialization, Epic Will, 
Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Climber, 
Legendary Leaper, Overwhelming Critical, Penetrate Damage Reduction, Self-Concealment, Superior 
Initiative.

Epic Arcblade Bonus Feats
----------------------------------
Dexterous Body [Epic]
Prerequisite: Dex 25+, Arcblade level 11th or greater.
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, 
you may make a Reflex save instead to avoid the effect (evasion is not applicable).

Dexterous Mind [Epic]
Prerequisite: Dex 25+, Arcblade level 11th or greater.
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, you 
may make a Reflex save instead to avoid the effect (evasion is not applicable).

Epic Alacrity [Epic]
Prerequisite: Arcblade level 11th or greater.
Benefit: You gain a +2 dodge bonus to your AC.
Special: This feat may be taken multiple times. Its effects stack.

Epic Arc Break [Epic]
Prerequisite: Arcblade level 11th or greater.
Benefit: You can use Arc Break one additional time per day. You may use only one Arc Break 
per encounter.
Special: This feat may be taken multiple times. Its effects stack.

Multiquick [Epic]
Prerequisite: Arcblade level 11th or greater.
Benefit: The character is able to utilize his Quick ability one additional time per round, 
potentially gaining another partial action.
Normal: Without this feat, the character may only use the Quick ability once per round.
Special: This feat may be taken multiple times. Its effects stack.

Improved Arcblade [Epic]
Prerequisite: Arcblade level 11th or greater.
Benefit: The character can perform a full-attack action instead of a single attack when 
performing Arcblade. Only the first attack deals double damage.
Normal: Without this feat, the character only gets a single attack at double damage when 
performing Arcblade.

Improved Favored Spell [Epic]
Prerequisite: Arcblade level 11th or greater.
Benefit: The character is able to cast any of his favored spells as if they were empowered, at no 
extra cost. If taken a second time, they come maximized, and if taken a third time, they become 
intensified.
Special: This feat may be up to three times. Each time it is taken, the newer effect overlaps the 
previous one.

Improved Poof! [Epic]
Prerequisite: Arcblade level 11th or greater.
Benefit: Using the Poof! ability is a free action. The character no longer suffers from the normal 
penalty of being unable to take any actions after using Poof!. Poof! may still only be used 
once per round.
Normal: Without this feat, the character must take a standard action to use Poof! and cannot 
perform any other actions for the rest of his turn.

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