"A tribute build! It's been a few rounds since we've seen one of those."
"It has indeed. They've not been popular lately, but this chef might just bring them back!"


Quote Originally Posted by D
D



Race: Half-Vampire Human
Build Stub: Ranger 1/Rogue 3/Fighter 2/Hellreaver 1/Soldier of Light 1/Risen Martyr 10
Multiclass Penalty: No.
Languages: Common, Infernal
Alignment: NG
Ability Scores:
Ability Score Template Points 4th 8th 9th 12th 13th 16th
Strength 16 +2 6
Dexterity 16 +2 6
Constitution 10 2 -- -- -- --
Intelligence 12 4
Wisdom 12 4
Charisma 18 +2 10 19 20 22 23 25 26

Spoiler: Backstory
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It is the year 12,090 A.D. The world has all but ended, ravaged in a firestorm of man's wars and madness. But from the wreckage a few humans manage to survive. A few humans... and something else.

A lone rider enters the village square on a clockwork horse and stops. A whisper of wind tickles at the rider's cape and then dies. The entire village appears deserted, but the rider knows the villagers are just hiding behind bolted doors and locked shutters. He can smell their fear, smell it in their blood.

There is movement in the shadows, then a sudden glimpse of glowing red eyes. Three vampire spawn skulk out of the shadows, baring their ivory fangs and claws.

"What have we here?" says one of them with skin like yellowed parchment and bristly black hair split with a white skunk stripe. "A new plaything?" The companion on his left has demon-red skin and tufts of white fur, and the one on his right is green-skinned, bald and bloated with bulging frog-like eyes.

The rider sits motionless.

"That looks like a pretty fancy sword you got there," says the skunk-striped spawn. "Hand it over and maybe I'll let you leave here with most of your skin in one piece."

There is no response.

"Hey, are you stupid or something? I said hand over that sword! Or how about I just take it, and I peel your skin off with it?"

A few more seconds stretch by without a response, but the skunk-striped spawn has reached his limit. "Very well, you thick-headed louse. Just remember, you brought this on yourself!" Skunk-stripe motions to his companions. The green-skinned spawn sucks in his gut, bulges his cheeks, and then spits a glob of greenish slime at the rider. Skunk-stripe and his red-skinned companion leap at the rider, fangs and claws extended.

The rider shifts in his saddle, trying to duck under the glob of slime, but it spatters over his cloak, hissing and smoking. The skunk-striped and red-skinned spawn slash at the rider with thier claws, and one of them manages to catch an arm, dragging the rider off the clockwork horse. As the rider falls, the two spawn gleefully close in, trying to sink their fangs into any exposed flesh.

In one smooth motion, D twists to get both feet under him and draws the sword off his back. As the blade clears the scabbard, it flashes with a brilliant golden light. D brings the sword down in a high arc, catching the skunk-striped spawn at the shoulder and cleaving straight down through to the opposite hip. Bathed in the intense light of the sword, the skin and blood of the spawn start to sizzle and smoke. The red-skinned spawn, sprayed by hissing black blood of his companion, gibbers and attempts to flee, but D's leg snaps out and sweeps his legs out from under him. The spawn's gibbers turn into burbling screams as the sunlight from the burning blade turns his boiling skin into a pile of smoking ash.

The frog-eyed spawn stares frozen in horror as dribbles of green slime drip from his bulbous chin, standing just outside the glowing circle of burning sunlight. D steps over what's left of the other two spawn and sets his sword in front of him, point-down as if holding a cross. He addresses the remaining spawn in a clear, resonant voice, "Go and tell your master that he has until the next sunrise to get his affairs in order and leave this domain. If Count Udolpho does not remove himself from the castle, then I will come and remove him from this earth. Go!"

The frog eyes blink once, twice, then the spawn turns and runs out of the square.


Spoiler: Build Progression
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Ranger 1 +1 +2 +2 +0 Disable Device 4, Hide 4, Jump 4, Know:Planes 2(cc), Know:Religion 2(cc), Move Silently 4, Ride 4, Search 4 Nimbus of Light, Nemesis, Improved Initiative Favored Enemy: Undead, Trap Expert ACF, Spiritual Connection ACF, Half-Vampire traits
2nd Rogue 1 +1 +2 +4 +0 Balance 3(+3), Disable Device 5(+1), Hide 5(+1), Jump 4, Know:Planes 2, Know:Religion 2, Move Silently 5(+1), Ride 4, Search 5(+1), Tumble 3(+3) Sneak Attack 1d6, Mimic ACF
3rd Rogue 2 +2 +2 +5 +0 Balance 5(+2), Disable Device 6(+1), Hide 6(+1), Jump 4, Know:Planes 3(+2cc), Know:Religion 2, Move Silently 6(+1), Ride 4, Search 6(+1), Tumble 5(+2) Sun Devotion Spell Reflection ACF
4th Rogue 3 +3 +3 +5 +1 Balance 5, Disable Device 7(+1), Hide 7(+1), Jump 4, Know:Planes 3, Know:Religion 2, Move Silently 7(+1), Ride 4, Search 7(+1), Sense Motive 2(+2), Spot 2(+2), Tumble 7(+2) Sneak Attack 2d6, Death's Ruin ACF
5th Fighter 1 +4 +5 +5 +1 Balance 5, Disable Device 7, Hide 7, Jump 5(+1), Know:Planes 4(+2cc), Know:Religion 2, Move Silently 7, Ride 5(+1), Search 7, Sense Motive 2, Spot 2, Tumble 7 Power Attack
6th Fighter 2 +5 +6 +5 +1 Balance 5, Disable Device 8(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 2, Move Silently 7, Ride 5, Search 8(+2cc), Sense Motive 2, Spot 2, Tumble 7 Improved Bull Rush, Favored Power Attack
7th Hellreaver 1 +6 +6 +5 +3 Balance 5, Disable Device 8, Hide 7, Jump 5, Know:Planes 4, Know:Religion 4(+2), Move Silently 7, Ride 5, Search 8, Sense Motive 2, Spot 4(+2), Tumble 7
8th Soldier of Light 1 +7 +8 +5 +3 Balance 5, Disable Device 8, Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 8, Sense Motive 4(+2), Spellcraft 2(+2), Spot 4, Tumble 7 Detect Undead, Turn Undead
9th Risen Martyr 1 +7 +8 +5 +5 Balance 5, Disable Device 9(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 9(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Sacred Vitality Spiritual Body, Charisma +2, Deflection, Holy Purpose +1
10th Risen Martyr 2 +8 +8 +5 +6 Balance 5, Disable Device 10(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 10(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Bless, Magic Circle Against Evil
11th Risen Martyr 3 +8 +9 +6 +6 Balance 5, Disable Device 11(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 11(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Daylight, Holy Purpose +2
12th Risen Martyr 4 +9 +9 +6 +7 Balance 5, Disable Device 12(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 12(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Shock Trooper Acid Immunity, Detect Evil
13th Risen Martyr 5 +9 +9 +6 +7 Balance 5, Disable Device 13(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 13(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Charisma +4, Protective Aura
14th Risen Martyr 6 +10 +10 +7 +8 Balance 5, Disable Device 14(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 14(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Shield Other, Holy Purpose +3
15th Risen Martyr 7 +10 +10 +7 +8 Balance 5, Disable Device 15(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 15(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Divine Might Celestal Brilliance, Cold Immunity
16th Risen Martyr 8 +11 +10 +7 +9 Balance 5, Disable Device 16(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 16(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Holy Aura
17th Risen Martyr 9 +11 +11 +8 +9 Balance 5, Disable Device 17(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 17(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Electricity Immunity, Holy Purpose +4
18th Risen Martyr 10 +12 +11 +8 +10 Balance 5, Disable Device 18(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 18(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Improved Favored Enemy Perfection, Final Ascension
19th Level Adjustment +1
20th Level Adjustment +2


Spoiler: Spells
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Soldier of Light Spells per Day
Level 1st 2nd 3rd 4th
8th 1 - - -

Typical Soldier of Light Spell Prepared
1st: bless weapon or hide from undead


Spoiler: Levels 1-4
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Risen Martyr is a very unusual prestige class. Like many previous secret ingredients, most of its class features are weak, passive, and uninspiring. However, no other prestige class offers its most unique feature before you've even taken any levels in the class: the Deathless type. Deathless presents some interesting problems, providing almost all of the immunities and defensive qualities of the Undead type along with some of the drawbacks. However, the most vexing problem with this type is although it is very similar to being Undead, it's distincly a type all its own, and does not work well with any abilities or effects that were designed to work with the Undead type. One of the defenstive qualities shared by both the Deathless and Undead type is a blanket immunity to any effect that relies on a Fortitude save. So I went book-diving for something involving Fortitude saves that would be nice to ignore.

Half-Vampire is an inherited template from Libris Mortis that can be added to any humanoid or monstrous humanoid. It offers the choice of three different special attacks, and if you choose the Blood Drain (Ex) ability, you also gain the Blood Dependency (Ex) special quality. With Blood Dependency, the half-vampire must make a DC 15 Fortitude save every day or become fatigued. Each day after that, if the half-vampire doesn't use his Blood Drain ability, the DC increases by +1. Once fatigued, the half-vampire must make a DC 20 Fortitude save every week or become exhausted. Becoming Deathless not only provides the half-vampire with permanent immunity to fatigue/exhaustion, he can ingore the effects of Blood Dependency entirely. He can still use Blood Drain if he wants to, but D hardly ever gives in to his more bestial urges, using it mostly as a last resort in only the most dire situations.

Half-Vampire also gives him the following:
  • 1d6 Slam attack (considered magical for DR purposes)
  • Damage Reduction 5/silver or magic
  • Fast Healing 1
  • Resistance to cold 5
  • Resistance to electricity 5
  • Str +2, Dex +2, Cha +2
  • +2 racial bonus to Bluff, Hide, Listen, Move Silently, and Spot checks
  • Improved Initiative feat

Vampire Hunter D starts out as a Ranger with the obligatory Favored Enemy: Undead. D has a complicated relationship with his sire, who he sees as both a predatory abomination and an icon of honor and nobility. His sire, likewise, sees D as his greatest success (after a long series of failed half-breed "experiments"), but also a dissapointment that turned his back on him to hunt down his other creations. While Ranger is the natural choice for most "Must Kill X" concepts, there's not much else in Ranger that D really needs. Since most of the animals D is likely to encounter are going to be under the thrall of a vampire lord, he doesn't have much need for Wild Empathy, and so we'll swap that for the Spiritual Connection ACF (Complete Champion), which allows him to talk directly with animals/plants. After Ranger, D takes a few levels of Rogue, and we swap around some more ACFs. D has no need for Track, so we swap it for the Trap Expert ACF (Dungeonscape), and rather than duplicate Trapfinding with Rogue, we grab the Mimic ACF (Exemplars of Evil) for disguise self 1/day. This allows D to slip quietly into or out of the small villages and hamlets in the world dominated by the vampire lords without attracting too much attention. We also trade Evasion for the Spell Reflection ACF (Complete Mage), as a lot of the nastier vampire lords and their demonic minions tend to have SLAs or spellcaster levels.

D's last ACF is Death's Ruin from Complete Champion. While this is a more limited version of the more popular Penetrating Strike ACF (Dungeonscape or Expedition to Castle Ravenloft), it has several key differences that make it better for hunting vampires: most notably, it still works under all conditions where sneak attack would normally apply, including flat-footed or any other condition where the target's Dex bonus is denied. Penetrating Strike only works when the target is flanked, and since D prefers to work as a "loner" when hunting down vampires, it made more sense that he would rely on tactics that deny Dex bonus rather than flanking (invisibility, balancing, blinding, grappling, etc.). Death's Ruin also only halves the sneak attack dice, so presumably any additional sneak attack modifiers on top of that would not be halved. You may think this would make Craven more attractive, but the Deathless type makes D immune to all mind-effects, including morale and fear effects, so he doesn't qualify for Craven. However, if your DM rules that immunity to fear is not explicitly granted by the Deathless type, you may consider swapping the Sun Devotion for Craven. Instead of Craven, I settled on the Sun Devotion as particularly nasty against vampires: +1 damage per character level against undead, and true sunlight in a 10' radius that staggers a vampire on the first round and completely destroys it on the second.

At these lower levels, D is likely not hunting down vampire lords, but dealing with their animal minions, undead creations, demonic lackeys, and vampire spawn used to control and terrorize the local villagers. For his first 8 levels, he still has to deal with his Blood Dependency, so he restricts his feeding to animals, evil creatures, and the occasional (presumably) willing maiden. When he can afford it, potions of lesser restoration, allies with ray of resurgence (Lost Empires of Faerun), or icewild lichen paste (50 GP, Secrets of Sarlona) can be used to get rid of fatigue.


Spoiler: Levels 5-8
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As he progresses through his vampire-hunting career, D takes two levels of Fighter to pick up Power Attack and Improved Bull Rush, laying the groundwork to leveraging up his Favored Enemy damage. Favored Power Attack gives him a three-to-one damage payout when attacking with a two-handed weapon (generally a silver two-handed sword). There's another ACF you could add here, Hit-and-Run Fighter from Drow of the Underdark, which adds Dex damage to flat-footed oppoents and pairs up nicely with sneak attack, but I left it out because it felt a little bit like overkill.

After disposing of a demonic minion of some sort, D qualifies for a level of Hellreaver. While this isn't explicitly a vampire-hunting PrC, Holy Fury and Furious Strike work just as well against evil undead as they do against evil hellbeasts. If this doesn't quite match the flavor of "Vampire Hunter" for you, any 1-level dip in a PrC with a good Will save can be substituted instead, or take a third level of Fighter (*shudder*) for the Will +1, and this will satisfy the requirements for Risen Martyr. Our final non-Deathless level is Soldier of Light. While D doesn't appear particularly pious in the source material, the Sunlight-theme works very well against vampires and Turn Undead helps fuel a few of our anti-vampire abilities, notably the Sun Devotion, Sacred Vitality, and later Divine Might.


Spoiler: Levels 9-11
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Dirtnap Detour: D somehow managed to get himself killed, but Elishar decides to bring him back to fullfill his "purpose": kill all those bloodsucking vampires. Since the purpose has to be finite, this can be tailored to the specific campaign: kill one specific vampire (Count Strahd, for example), wipe out a particular "noble family" and all their descendants, a specific number (100 vampires, let's say), or for particularly wide-open campaigns maybe even "every single vampire currently walking the earth". Whether half-vampires count, and thus he must include killing himself as part of his purpose, is left unresolved as an ideal source of self-loathing and angst for D to agonize over. Based on his appeal to Lamika Lee in the first movie, D would likely not include vampires and half-vampires who are willing to leave peacefully among humans as part of his purpose.

Once D has the Deathless type, he no longer needs to worry about Blood Dependency (although he can continue agonize about willing maidens who offer themselves up out of gratitude and so forth). He also is now immune to two of the vampire's special attacks: Blood Drain (Ex) and Dominate (Su). However, there is a large gaping hole in the Deathless defenses: Energy Drain, and we're going to fix that ASAP by taking the Sacred Vitality feat at 9th level. There's some overlap here with the Deathless type, as D is already immune to ability drain and ability damage to his physical ability scores, but Sacred Vitality covers energy drain and any unusual attacks that can drain mental ability scores. He has to spend a standard action to get it started, but he can use that first round to make the obligatory pose with some Dramatic Wind billowing up his Badass Cape. (Warning: links to TVTropes.)

Going into Risen Martyr was mostly about getting the Deathless type, but here's an interesting bonus: many of Risen Martyr's class abilities are actually useful for killing vampires! We get a little of the short end of the stick on BAB (something of a bitter pill on a Power Attack build) and skill points (what on earth are Risen Martyr class levels supposed to be good at?), but the Charisma bonus to AC is pretty tasty, and we get a Charisma boost to go with it. This also increases D's Turn Undead attempts and Fury Points, so he can use Sacred Vitality, Sun Devotion, and Furious Strikes more times per day. Holy Purpose gives him a bonus on attacks, damage, ability checks, and skill checks whenever he's hunting down vampires. Depending on how broadly you define this purpose, this could be used even when D is dealing with a vampire's minions/lackeys. Bless and magic circle against evil help D protect his allies, the latter in particular keeping them safe from Domination (Su) attempts and from any Children of the Night (Su) or other creatures the vampire manages to summon.


Spoiler: Level 12 "Sweet Spot"
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This is the level where D picks up Shock Trooper, so he can take full advantage of Favored Enemy Power Attack without horking up his attack rolls too much. His +6 Charisma bonus from Deflection helps offset the penalty to AC. Bonus damage is probably going to look something like:
  • +27 from Favored Power Attack
  • +12 from Sun Devotion
  • +2 from Favored Enemy
  • +2 from Holy Purpose
  • +1d6 from Nemesis
  • +1d6 from Furious Strike (swift action)
  • +1d6 from Death's Ruin (if target is denied Dex bonus)

That should be about 53.5 damage on average per attack. Fortunately, vampires have to lug around all that LA and aren't known for being huge piles of HP. Also, with Sun Devotion active, they are staggered if they're within 10' of D, and have to spend their next action to get outside that 10' or they get utterly destroyed.


Spoiler: Levels 13-18
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The rest of D's levels are mostly adding more damage: Divine Might adds D's Charisma bonus to damage as a free action (+7), and Improved Favored Enemy adds a little more (+3). Holy Purpose goes up to +4, BAB gets up to +12, and Sun Devotion rises to +18, so average damage tops out around 80.5. D's Magic Circle gets buffed up with Protective Aura, and although it's still disapointing that the deflection bonus doesn't stack with our Cha bonus, the lesser globe of invulnerability is a pretty nifty perk, if not so much for D then particularly for his allies. Shield other allows D to offer some protection to any virginal maidens that manage to wander outside his protective aura (no caster level listed, so HD = caster level, and range is somewhere around 60' to 70'). While this is probably a dumb thing to do (even with the 1d12 hit die, Risen Martyrs are probably not going to be huge piles of HP either), this allows D to make a heroic sacrifice to protect a young innocent maiden from some dramatic catastrophe, like a gothic castle with a bad case of Collapsing Lairs. (TVTropes again. You have been warned.) Celestial brilliance may be gilding the lily a bit, as we already have multiple sources of glowing auras (Nimbus of Light, Sun Devotion, Daylight), but could be useful for clearing out low-level cannon fodder of the undead/demonic variety. Holy Aura upgrades D's Magic Circle/Protective Aura: +4 resistance bonus now applies to all saves, he gets spell resistance 25, and any evil creature that attacks D has to make a Fort save DC 24 or be blinded. Unfortunately this doesn't affect undead (immune to anything involving a Fort save), but is a nice little screw-you to any non-undead evil creatures, who can now enjoy an additional +2d6 sneak attack damage for being blinded. So, to sum up what Risen Martyr does for D:

Spirutual Body: D can ignore his Blood Dependency (Ex), and he gains a bunch of immunities, including immunity to a vampire's Blood Drain (Ex) and Dominate (Su) attacks.

Charisma Increases: This adds to D's AC, increases his damage (via Divine Might), increases the save DC on some of his (Su) abilities, and increases his Turn Undead attempts, which in turn gives him more uses of Sacred Vitality, Sun Devotion, and Furious Strike.

Deflection Bonus: Adds Cha bonus to AC, which is pretty handy when using Shock Trooper.

Holy Purpose: If defined specifically to just hunting vampires, then this bonus helps make up for the Risen Martyr's sucktastic BAB and skill points. If defined more broadly to apply to dealing with a vampire's minions, infiltrating his castle, or anything done to oppose his influence in the surrounding countryside, then it could be a tremendous boon in a vampire-themed campaign.

Bless: +1 morale bonus stacks with Holy Purpose (sacred bonus) and Furious Strike (untyped). Allies may also find it useful, either for attacks or for saves against fear (which stacks with the resistance bonus from D's protective aura).

Magic Circle Against Evil: While the deflection/resistance bonus is redundant or useless for D, they do apply to his allies, and the protection against evil summoned creatures (via Children of the Night or some other summoning ability) works for both D and his allies.

Daylight: I hate this spell. Mostly because the name of the spell is "daylight", but it doesn't actually count as daylight. In which case, why furthaluva Great Gygax's Ghost would you ever call this spell "daylight"? On the other hand, it's an at-will touch spell, so you can spread it around wherever you like, and it counters darkness, which tends to be a popular SLA among various evil creatures.

Detect Evil: This overlaps a bit with two other abilities, Detect Undead from Soldier of Light, and the Detect Favored Enemy ability from Nemesis. However, Detect Evil covers non-undead sources of evil, and can also help ascertain if the vampire we're dealing with is the "Misunderstood Monster With a Heart of Gold" variety.

Protective Aura: As with Magic Circle, the deflection/resistance bonus is redundant for D (not-so-redundant for his allies), but the lesser globe of invulnerability is of course awesomesauce on toast.

Shield Other: As I mentioned earlier, this allows D to offer some protection to allies who wander out of his protective aura, and could make a few opportunities for a dramatic "hero sacrifices himself to save an ally" scene.

Celestial Brilliance: Oh my, how could we possibly live (or unlive) without yet another glowing aura ability? While it's a bit doubtful D will need to illuminate something beyond his Nimbus of Light, Sun Devotion, and Daylight abilities, this also is a no-save no-SR area effect that can soften up or get rid of undead/demonic cannon fodder. It can also dispel or counter deeper darkness.

Holy Aura: Most of this is already covered by Magic Circle/Protective Aura, but there are two new abilities here just for D: Spell Resistance 25 allows him to shrug off any spells that gets past his immunities and lesser globe of invulnerability, and any evil creature that attacks him has to make a Fort save DC 24 vs. blindness. While this doesn't apply to undead (immune to anything involving a Fort save), it opens up some opportunities for D to use sneak attack against non-undead evil creatures.

Acid/Cold/Electricity Immunity: These are useful because... uh, because... um. Acid-Spitting Vampires... is that a thing? Uttercold Assault Necromancers, maybe. Actually, I may have found a use: use Shield Other on your allies, and then absorb (and ignore) the energy damage they take. Which probably doesn't work the way I think it does, but that's the best I could come up with.

Perfection: D is now considered a Celestial Guardinal. But what he'd really like to know is... does he still get the same discount at Hot Topic?

Final Ascension: Presumably after completing his purpose, D gets immediately yanked up into the upper planes for a little bit of facetime with the "Big E". As Elishar weighs his soul on the Balance of Life, D will finally know for certain if redemption possible for a half-vampire? Will his good deeds outweigh the Sins of his Sire, or will he be damned to the fires of Hell for hunting down and killing his own kin? And then Elishar shows him that after the first movie/manga, there are still 26 more novels to go through in the main storyline, and the sidestory stuff, and then some additional short story compilations... And, of course, Elishar is hugely into the fanfic!


Spoiler: Sources
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Book of Exalted Deeds: Nimbus of Light, Nemesis
Complete Champion: Spiritual Connection ACF, Death's Ruin ACF, Sun Devotion
Complete Mage: Spell Reflection ACF
Complete Warrior: Favored Power Attack, Shock Trooper, Divine Might, Improved Favored Enemy
Deities & Demigods: Soldier of Light
Dungeonscape: Trap Expert ACF
Fiendish Codex: Hellreaver
Libris Mortis: Half-Vampire, Sacred Vitality