M NG Pixie (trapped in Wondrous Statuette) Pixie4/jester2/bard1/rogue1/soldier3/Exhultant1//Swashbuckler12,
Level 12,
Init +11,
HP 104/104,
DR 10/Cold Iron,
Speed 10/fly60(good)/20 swim
AC 44,
Touch 36,
Flat-footed 33,
Fort +22,
Ref +42,
Will +12,
Base Attack Bonus 12/7/2
Silver Masterwork Rapier 41/41/36 ( , 18-20)
Keen, +1 (non magical), Always flat footed Dagger 41/41/36 ( , 17-20)
Short bow 30/30/25 ( , )
Mitral Shirt + Black Leather,
+2 Animated Force Shield (not animated, so can't fly, so can't use (+5 Armor, +2 Shield, +11 Dex, +8 Size, +1 Natural, +7 Misc)
Abilities Str 3, Dex 33, Con 16, Int 22, Wis 10, Cha 24
Condition Fine size [/color]
Copy#1: 51/51hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
NONE
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#2: 51/51hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#3: 51/51hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#4: 51/51 hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#5: 102/102hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
• 1 minute. (10 rounds) Scales of the Lizard CIRCLE OF GOOD HOPE -- Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ [CAr 121]
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#6: 51/51hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
• 1 minute. (10 rounds) Scales of the Lizard CIRCLE OF GOOD HOPE -- Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ [CAr 121]
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#7: 102/102 hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
• 1 minute. (10 rounds) Scales of the Lizard CIRCLE OF GOOD HOPE -- Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ [CAr 121]
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#8: 51/51hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
• 1 minute. (10 rounds) Scales of the Lizard CIRCLE OF GOOD HOPE -- Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ [CAr 121]
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#9: 16/102 hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
Ritual of Void. CIRCLE OF GOOD HOPE
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
• 1 minute. (10 rounds) Scales of the Lizard CIRCLE OF GOOD HOPE -- Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ [CAr 121]
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Copy#10: 102/102 hp
Active:
Harlequin's Mask
Soldier's Stance Dwarf (+7 to saves and Mettle ability)
Unused:
GREATER
Ritual of Void. CIRCLE OF GOOD HOPE
1 hour per level Righteous Aura -- Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount [SpC 177]
Ritual of Deflection CIRCLE OF GOOD HOPE- You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
Circle of Agony CIRCLE OF GOOD HOPE
CIRCLE OF GOOD HOPE - Bite of the Weretiger -- +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack [SpC 28]
LESSER 9
Ritual of Resistence CIRCLE OF GOOD HOPE
2x 16 rounds Bite of the Werewolf CIRCLE OF GOOD HOPE-- +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium) [SpC 29]
Ritual of Precision CIRCLE OF GOOD HOPE- You gain +2d6 sneak attack damage.
10 minutes per level Glibness (Vir copies only, Vir gets an extra Elation, below)-- +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie [SRD]
LEAST 10
minute per level Linked Perception -- Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally [PH2 117]
Time Vortex – free swift action
2x Ritual of Healing CIRCLE OF GOOD HOPE – Fast Healing 2
• 1 minute. (10 rounds) Scales of the Lizard CIRCLE OF GOOD HOPE -- Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ [CAr 121]
Ritual of Intuition - CIRCLE OF GOOD HOPE Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.
MINOR 10
2x Ritual Skill - You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual.
Ritual of Protection CIRCLE OF GOOD HOPE - You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
Ritual of Intuition CIRCLE OF GOOD HOPE - Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.
Status effects:
Bubble Trap Armor
Luck bonus +2 to almost everything
Mind Blank
+6 to AC from earth glide.
Star's TIME effect
ROR's Spellbracelt
Star's Spellbracelet