Gresil was an evil tricky bastard as most tieflings are and during his travels he came across a forest where he finally pissed off one too many fey and was shot down by a pixie's memory loss arrow and then floated downstream to the great amusement of all the watching fey and woodland creatures.
waking up and not knowing who he was or where he was going, Gresil became very lost and ended up wandering around alone for years, fighting for his survival and becoming paranoid, his mind ripping at the seams, sure that someone had betrayed him, someone had done this to him. his mind walked a dark path and his alien nature was obvious to him, he didn't belong in this world, he was a superior being from somewhere else, these base creatures were nothings, he was a god, A GOD! and now this, well they thought they had defeated him, but he had survived, the god of retribution Caduceus lives on inside of him, reborn into Gresil, the reborn God of Vengeance. in time he would bring those to his cause and in time he would regain the power he had lost and bring whichever god had killed him to their knees and force them to serve him for 7000 years.
each shame to be paid back sevenfold...
proposed build:
Tiefling +1 LA
duskblade 7 (see PHBII)
ECL 8 = 28,000xp
buying back a +1 at 4th would have cost 3,000xp. so i could start at 25,000xp? 3000 short of leveling to 8th? or would I have caught up by then?
HD d8, BAB +7, base saves fort +5, reflex+2, will +5
Class skills: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, Swim.
tentative feat progression: weapon focus(longsword)1, fiendish bloodline3, outsider wings6 (see races of faerun)
abilities: str 18(17+1 at 4th; in effect), dex 15(15+1 at 8th), con 13(13+1 at 12th), int 18, wis 8, cha 10; racial modifiers already applied: +2 dex and int, -2 cha
Special Qualities: Resistance to cold 5, electricity 5, and fire 5; darkvision 60ft
Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
Languages known: Common, Infernal, Draconic, Elven, Giant, Abyssal
Spellcasting:
spells known/spells per day DC 10+int+spell level
6/day: 0- (6 known) acid splash, disrupt undead, ray of frost, touch of fatigue
6+/day: 1- (5) blade of blood, ray of enfeeblement, true strike, shocking grasp, rouse
6+/day: 2- (3) animalistic power, see invisibility, swift invisibility
Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use medium armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter.

