A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover
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A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover

In a world where magic has all but guttered to ashes, becoming the fare of charlatans, petty conjurers, and ragged illusionists, a mighty change is stirring. From small and fragile sparks a great blaze will be reborn and men will again look in wonder awe and terror at those who would dare to call on secret powers. Heroes and fiends, champions and monsters, soon all will walk under the light of common day once more.
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Character selection
A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover


In a world where magic has all but guttered to ashes, becoming the fare of charlatans, petty conjurers, and ragged illusionists, a mighty change is stirring. From small and fragile sparks a great blaze will be reborn and men will again look in wonder awe and terror at those who would dare to call on secret powers. Heroes and fiends, champions and monsters, soon all will walk under the light of common day once more.

Who shall you be in this world on the cusp of reforging?

[] Myrcella Waters: Though you know it not you are not the daughter of the Crowned Stag, but the product of the incestuous affair of the Queen and her Kingslayer brother. The Faith of the Seven would call you cursed, and perhaps you are, for in the bowels of the Red Keep you found a fel spirit of Elder Ages yearning for release. You heed its call and in exchange you are granted fearsome and terrible powers that will only grow with time (Warlock Class)

[] Viserys Targaryen: Last living son of Aerys the Second of his name, heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins, and with the swelling tides of power you have been wakened to Sorcery. The day will come when you take back what is yours, not by the sword but by powers arcane (Sorcerer Class)

[] Arya Stark: Ever have you been the rebellious one. A true child of the North, you remind your father of his lost sister even as you drive your mother to despair. The Wolf Blood runs strong in you. One night, restless and unsleeping, you choose to rest under the ancient Heart Tree of Winterfell. There you dream of things so True that had they been revealed in the waking world it would had broken under their weight. Long have the Gods of Stone and Tree been silent, but no more, for you will be their voice (Druid Class -Spontaneous-)

[] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King, and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass, and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)

[] Write-in (If you have another character concept like the above feel free to suggest it)


OOC: Had this idea for a quest that would not go away until I attempted it. So let's see if I can sustain two active quests at once. The Kings of Men will still have priority, but I'll try to do this one in addition to it.

It was originally supposed to be Joffrey that was the warlock, but then I figured even the types of entities that grant warlock powers have some standards. It was also supposed to be Bran that got Druid, but he is just too young and I like the symmetry of two boys and two girls—two arcane and two divine classes.
 
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Character Sheets Part (First Page)
Character Sheets

Player Character:
Viserys Targaryen ( Sorcerer 5/Dragon-Blooded 10/Dragon Mystic 3) Mythic Tier 4

Companions:

Closest counsel, dearest friends. What worth all the gold in the world and all the titles upon a bard's lips without such company? You have faced gods and demons beside them, you have known triumph and you have known tears and all the tumultuous life between them.

Daenerys Targaryen (Cloistered Cleric of Draconic Glory 5/Dreamweaver 10/Dragonspeaker 3) Mythic Tier 2
Ser Richard Lonmouth (Fighter 4/Rogue Variant 1/Occult Slayer 5/Paragon Knight 8) Mythic Tier 3
Lya the Sage (Wizard 3/Archivist 1/Mystic Theurge 3/Sage of Creation 10 ) Mythic Tier 3
Ser Waymar Royce ( Duskblade 7/Hero of the First Age 10) Mythic Tier 1
Garin Drekelis (Vampire Hunter 1/Rogue 4/Twilight Hunter 10/Lord of Shadows 1)
Vee (Mystic 7/Warden of the Wilds 10)
Tyene Sandviper (Mystic 7/Sand Snake 10)
Maelor (Warlock 4/Sorcerer 1/Eldritch Theurge 9)
Xor (Spectator 4/Wizard 1/Bard 1/Beholder of Wonders 9)
Malarys Vanor ( Cloistered Cleric 3/Church Inquisitor 10/Seeker of Law 4) Mythic Tier 1
Rina Cox ( Cleric 6/Rimefire Witch 10)

Dragon Riders

Representative of the ancestral might of House Targaryen, the symbols of Aegon's rule and weapons by which he claimed all of Westeros the Dragon Riders of the Imperum are an Electric gathering, defined more by the odd and often arcane circumstance than direct blood relationship to the crown. One might find among them the time-lost, the once dead the daring and the god-sworn

Jon Snow (Nephew)
Lady Saenena Caleris (Remote Kin; Member of the Valyrian Forty Families)
Aenie Caleris (Remote Kin; Member of the Valyrian Forty Families) [Sorceress 9]
Aelor Caleris (Remote Kin; Member of the Valyrian Forty Families) [Sorcerer 3]
Nettles & Sheepstealer (No Known Relationship)
Rhaella Targaryen (Mother)
Valaena Velaryon (Remote Kin; Through Baela Velarion nee Targaryen)
Joran of Dragonstone (Remote Kin Dragonseed) [Sorcerer 5]
Reva & Liset (Remote Kin Volantine Nobility; Greenseers in training) [Druid 5]

Divine Allies:
Aife, Herald of the Ferryman
Nirah, Herald of Yss
-Yssian Guardian Nagas

Vassals

From that first oath in a Braavosi whorehouse to the grand halls of the Imperial Palace there can be no realm without those who willingly bend the knee and serve loyally. Some are of grand and storied legacies which they strive to live up to and others have no legacy to turn towards and stand tall among legends by their own deeds.

Administrators and High Nobles:

Alinor Torchwood (Steward of the Deep)
Asha Greyjoy (Duchess of the Iron Islands)
Bloom the Brijidine (Baroness of Skane)
Ser Gerold Torchwood (General of the First Legion)
Hermetia Aerebalys (Governor of Lys)
Relath the Roiling Tempest (Governor of Tolos)
Yrael Elaenos, (Archon of Mantarys)
Wyla Drekelis (Lady of Naath)
Zherys Naethyreon (Archon of Volantis)

Dragons:
Amrelath the Ash-Risen
Fiery Dragonbeast (x8)
Grand Dragon Turtle (x10)
Mighty Mind Dragons (x11)
Very Old Myrkdreki Dragons (x10)
Seawyrm

Inquisition:
Inquisitor Anya
Inquisitor Azema
Inquisitor Mia Netcatcher
Inquisitor Sarell
Inquisitor Shara Rogare

Investigator Morwyn
Investigator Tuin


Agent Kyla Fairwind
Agent Ysilla Royce

Imperial Guard:
Mereth,the Steel Shield
-Veteran Erinyes
Sandor Clegane, First Praetorian

Warriors of Renown:
Argo the Cunning Bull
Bronn the Sellsword
Liomond Lashare
Mors Umber
Ser Gerold Dayne
Ser Kennos of Kayce
Ser Roger Reyne
Thoros of Myr
Vrath the Serpentfolk Hexblade

Mages of Renown
Anu of Sallosh
Elaheh Marita, Apostle Kyton Fleshwarper
Jeyne Weaver
Selwys Jyreal
Siduri of Dis
Tor the Shadow Guide
Wisdom Qyburn

Scholarum Faculty of Note
Headmistress Teana Strycos
Leila Goldhammer
Miscellaneous Faculty
Velen the Phoenix Bard

Fey Lords and Ladies
Dirriz Bluecloak
Captain Moonsong
Glyra and the Roaming Chaos
Ser Dregaire the Fey Knight
Ser Renly Storm (Changeling)

Scouts and Pathfinders:
Alyssa Crowl
Soft Strider
Theon Greyjoy

Companies:
The Misfits
The Windward Society
 
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Rules and Maps
Rules

  1. XP cost for magic item creation does not apply.
  2. XP cost for Wish and Miracle is retained. Other spells with an XP cost will be considered on a case by case basis.
  3. Cross-class competencies and skills are implemented when it makes sense in the setting (ex: Viserys can use a sword).
  4. Prestige classes, feats, and other elements will be restricted by what can exist in a world of reemerging magic.
  5. As long as an enchanted character can rationalize his or her acts away later, he or she will have a chance to do so. It is possible to condition a person to be more friendly through the long term use of Enchantment. Details here.
  6. Contact poisons (the sorts that are applied to weapons) are going to work like in the D&D source material. Ingested poisons, however, are going to be much more deadly with the caveat that the effects will take some time to manifest. These poisons can still be saved against by things with inhuman constitutions. (Outsiders, for instance, do not require food or drink, the contents of their stomach's teleporting back to their native planes)
  7. Living beings die either at -10 or at -25% of their max HP, whichever is most advantageous.
  8. The spell Alter Fortune does not cost XP however the first use in an encounter make the user Sickened, the second Nauseated.
  9. Social combat rules expanded [See bellow]

1. Game Board
The system divides the world into a playing field consisting of provinces. Provinces are sea or land areas, divided either by historical borders or geographical features. Sea provinces are essentially empty, baring the presence of special buildings, while land provinces usually contain settlements and are firmly owned by a polity. Each land province has the following statistics:
Population - The number of people living in the province in thousands.
Manpower - The number of people living in the province in thousands, who can be trained to serve in a military. Whenever a military unit is trained, the owner must mark the appropriate amount of manpower of any one of his provinces as "in use". Should the military unit be destroyed through high losses, the associated manpower is also destroyed.
Wealth - This statistic gives the average wealth and income of the province, given on a scale from 1 to 20. Low values are found in rural or underdeveloped areas, while high values indicate major trade or production centers.
Infrastructure - How well the area is developed, given on a scale from 1 to 20. Low values indicate the area being mostly compromised of untamed wilderness, while provinces with high infrastructure have well developed networks of roads, channels and ports. This statistic also influences the speed of troop movements through this area.
Administration - How much administrative control the government of the area has, given on a scale from 1 to 20. Low values mean that either through corruption, lack of institutions or fiercely independent local rulers, the province is barely more then nominally in control of the owner, while high values represent a well developed and efficient bureaucracy.
Law - How well the owner of the province can enforce his laws and protect the area, given on a scale from 1 to 20. Low values indicate rampant crime, banditry and a lack of stability and order, while high values indicate a well developed law enforcement group being present that can effectively combat crime.
Life-Quality - How good the life is for the average inhabitant of the area, given on a scale from 1 to 20. Low values mean a suffering, often unruly or impoverished population, while high values indicate a good place to live that will often draw immigrants from less well-developed areas.

These statistics can change over time, either through dedicated actions, random events or as the results of war and intrigue. They interact with each other in the following fashion:
- Manpower can never be higher then 1/10th of Population
- If Administration is lower then Wealth, any Wealth above the Administration value is considered wasted and will not generate income.
- If Law is lower then Wealth, any Wealth above the Law value is lost to graft and banditry and will thus not generate income.
- If any of the statistics Wealth, Administration or Law are more then twice the value of Infrastructure, the value is lowered to twice that of Infrastructure. Note: Unlike the capping of Wealth by Law and Administration, this is a permanent effect.
- Life-Quality is calculated by adding Wealth, Infrastructure, Administration and Law, including bonuses, then dividing the result by 5 and rounded down.

At the end of each turn, a province incurs expenses and generates income by the following formulas:
Tax Income - (Population - Manpower) * Wealth * 25 IM
Military Expenses - Manpower * 3,000 IM
Administrative Expenses - Population * Administration * 2 IM
Law Enforcement Expenses - Population * Law * 2 IM
Infrastructure Expenses - Population * Infrastructure * 1 IM

Furthermore, a province can contain special improvements, with each of them having special effects. These are covered in a later section.

2. Actions & Hero Units
Actions represent a consistent effort by either a province or a Hero Unit towards a specific goal. They are used to change province statistics, construct province improvements or achieve other goals. The following types of actions exist:
- Economy
- Government
- Law Enforcement
- Military
- Research
- Intrigue
- Diplomacy
- Expedition
- Colonization

By default, each province can perform one action each turn, which can be either a Economy, Government, Law Enforcement, Military or Colonization action. Should the province have a Administration rank of 15 or higher, it can furthermore perform an additional Economy or Government action. Should the province have a Law rank of 15 or higher, it can also perform an additional Law Enforcement or Military action. By building certain Province Improvements, a province might become able to take more actions of different types, which is determined by the improvement in question.
For the ease of notation, these actions are called Province Action, Administration Action and Law-Enforcement Action.

Hero Units are special characters with extraordinary abilities, which can take one action per turn of a type available to that specific unit. They can furthermore have special qualities, which allow them to construct special Improvements or to use special equipment to aid other actions. All Hero Units can perform Research, Diplomacy, Intrigue and Expedition actions, though not every Hero is equally suited to these tasks. Furthermore, a Hero can be used once per turn to take part in a combat action related to a Expedition he is not part of. Doing this does not impact the results of their action in this turn.

At the end of the turn, the results of actions is determined. Usually this means progress towards the specific goal of the action, but special actions might have different requirements and some actions are resolved entirely outside of this system, especially those performed by Hero units. Per default, for each action spend on a given task, it gains 2d6 of progress. Once the progress bar of a action is filled up in this fashion, it is completed and the effects are applied.

Any action that affects a province must be performed by this province itself, but other provinces or hero units can aid these efforts freely.

Colonization is a special case, as it usually affects a province that can not yet take it's own actions and works slightly different. The details are given in a a later section.

3. Standard Actions & Province Improvements
This is a non-exhaustive lists of possible goals towards which actions can be spent. Each goal has a progress bar that needs to be filled to complete the goal. These effects can be to change the statistics of a province, to construct or expand improvements or more specialized things. The rules and effects are explained in each entry. For each of these goals, the required action is given and they might further have a cost that needs to be paid or special requirements that need to be fulfilled before they can be started.

Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

Expand Administration
By recruiting additional personal and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case base by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

Establish Espionage Outpost
By establishing a base of operations for a espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

Establish Espionage Base
By improving upon a Espionage Outpost, the organisation gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law or economics and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches it's specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

Establish Messenger Service
A organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Admnistration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on it's statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

5. Special Qualities & Equipment
Both provinces and Hero Units can have special qualities that either provide bonuses or allow special actions. These qualities can only be gained or lost by special events, though occasionally a special action might become available to gain or loose a quality.

The following special qualities for provinces exist:
Poor Region - Loose 50% on Tax Income.
Trade Center - Gain +50% on Tax Income.
Major Trade Center - Gain +100% on Tax Income.
Backwater - For the purpose of migration, the Life-Quality is considered 5 points lower.
Cultural Center - For the purpose of migration, the Life-Quality is considered 5 points higher.
Major Cultural Center - For the purpose of migration, the Life-Quality is considered 10 points higher.
Primitive - The area is either inhabited by primitive tribes or significantly underdeveloped. The statistics Wealth, Infrastructure, Administration, Law and Life-Quality can not rise beyond 5.
Barbaric - The locals are primitive, wild or simply opposed to modern civilization. The statistics Wealth, Infrastructure, Administration, Law and Life-Quality can not rise beyond 10.
Center of Learning - Provides 2d6 of extra progress to one Research action performed in the province per turn.
Holy Site - The province contains a major holy site of a widely followed faith. It produces a set amount of free income, depending on significance of the site and how widespread the faith is.
Slavery - This province practices slavery. Population from here can be moved freely to other provinces, but the Life-Quality is lowered by -2 due to the often inhumane conditions under which slaves live.

The following special qualities for Hero Units exist:
Bard - Can use a Lyre of Building.
Architect - When performing actions that require only construction efforts, provides 2d6 additional progress.
Researcher - Either through a depth of knowledge or natural genius, this Hero adds and additional 2d6 of progress when performing Research actions.
Famous Leader - Through military experience or simple fame, this Hero is better at organizing troops and inspiring them to work harder. He adds additional 2d6 of progress to Military actions.
Organizer - Through experience in working with beraucracies, this Hero adds additional 2d6 of progress to Government actions.
Business Prodigy - Having much experience in matters of money, this Hero adds additional 2d6 of progress to Economy actions.
Lawgiver - Through experience in legal matters, this Hero adds additional 2d6 of progress to Law-Enforcement actions.
Elusive Shadow - Having mastered the art of intrigue, this Hero adds additional 2d6 of progress to Intrigue actions.
Diplomat - Mingling with the rich and mighty is a second nature for this Hero and he adds additional 2d6 of progress to Diploamcy actions.
Yeoman - This Hero Unit can take Colonisation actions, except Send Colonists. For the purpose of these actions, he is assumed to have province statistics of 10.


Furthermore, there exist some specialized equipment that can be used to aid some actions:
Lyre of Building - Lowers all costs marked Construction by 90%.
Titan Tools - Due to the powerful magic of these tools, they lower all costs marked as Construction by 99% and double all progress on the task, but can be only used for tasks that require only construction.

6. Colonization
To colonize a currently empty province is a major undertaking that usually requires persistent effort from a large realm. When a colony is established, it begins with all statistics set to 0 and is dependent on another province sending supplies and taking over functions of the government. This is called the parent province and while the colony exists, the action to support it is locked in and can't be re-assigned. Other provinces can spend Colonization actions to aid the development of a colony.

The owner of a colony can declare it self-sufficient at any point as a free action, but doing so makes it impossible to use further Colonization actions to further it's development and the colony must have at least a rating of 1 in every statistic before this can be done. A colony can't take actions until it has become self-sufficient. A colony automatically becomes self-sufficient if it exceeds the population of the parent province, the parent province becomes unable to take a Colonization action or the realm that established the colony crumbles. Should the colony still have any statistic at rank 0 at this point, it descends into chaos and is immediately destroyed.

Each uncolonized province has a hidden Wealth statistic, which gives the expected wealth of the resulting colony once it has become self-sufficient. If no preset value exists, roll 2d6 to determine the expected wealth at random. Special events can change the expected Wealth of a colony. This wealth often takes the form of special resources and trade-goods available in the area, which require a certain minimum amount of population and a dedicated action to realize this potential.

To establish a colony, one of the following actions must be chosen:

Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on it's own. While remaining a colony, it is uses Administration, Law-Enforcement and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

Furthermore, the development of a province can be aided by other provinces. Any province in the realm can target a colony with the actions Increase Manpower, Improve Infrastructure, Expand Administration, Expand Law-Enforcement, any project requiring a Government type action and Encourage Immigration, with the targeted colony being the one receiving the population.. Depending on the colony type, other actions can also be targeted at a colony.

Trade Colony: Any actions requiring a Economy action.
Yeoman Colony: No special actions, but the effects of Encourage Immigration are doubled.
Military Colony: All actions requiring a Military action and Construct Shipyard.

7. Military
To establish a military, a realm needs Manpower and either a Training Facility or a Shipyard. Each turn, these province improvements can train soldiers and construct ships without needing a dedicated action, though a Military action can be spend to double the productivity of any one such improvement. Each point of Manpower represents 1,000 people and ships require a certain number of people to support, while soldiers are counted by head. Depending on the soldier and ship type, a facility creates a different amount of them per turn.

The detailed costs and capabilities of military units are determined by the GM. The values here are mainly shown as a general outline.

Soldier Types:

Militia
Peasants armed with whatever weapons and armor they could get hold of on short notice. When a unit of Manpower is thrown into battle without any kind of training, they are fielded as Militias.
Trained per Turn: -

Levies
A step above basic rabble, these peasants got some basic combat training and were supplied with simple weapons.
Trained per Turn: 1,000

Men-At-Arms
Having received decent gear and combat training, these soldiers are the core of most feudal combat formations.
Trained per Turn: 500

Elite Soldiers
Through expensive equipment and high-quality training, these units represent the pinnacle of warfare.
Trained per Turn: 200

Specialists
Some tasks on the battlefield require more then swinging a sword and holding up a shield. Specialists like siege engineers and healers can be found in most armies and their training takes much time and effort.
Trained per Turn: 50

Ship Types:

Small Galley
A small vessel, usually used in coastal waters, that is propelled mainly by rowing. Due to it's large crew, it has a distinct advantage during boarding.
Crew: 200
Construction Time: 1 Turn

Medium Galley
A well armed military vessel used to patrol coastlines, that is propelled mainly by rowing. Due to it's large crew, it has a distinct advantage during boarding.
Crew: 400
Construction Time: 1 Turn

Large Galley
A small vessel, usually used in coastal waters, that is propelled mainly by rowing. Due to it's large crew, it has a distinct advantage during boarding.
Crew: 600
Construction Time: 2 Turns

Small Galleon
An average sized ship with much cargo space and decent armaments, useful both for trading and warfare.
Crew: 50
Construction Time: 1 Turn

Medium Galleon
Due to it's size, this ship type can bring a lot of strength to bear in combat and can transport large amounts of cargo.
Crew: 200
Construction Time: 2 Turns

Large Galleon
Often the backbone of large combat fleets, these ships bring overwhelming power to every naval engagement.
Crew: 500
Construction Time: 3 Turns

Sloop
A small and nimble craft, often a trading or fishing vessel appropriated for military matters, but their speed makes them valuable in combat.
Crew: 25
Construction Time: 0.5 Turns

Opinions
Every character starts social combat with a number of Opinions which represent his general attitude towards the other participants, beliefs or thoughts on some subject. They can be very broad concepts like "My word is always binding," or very specific like "Dislikes Joffrey." They have a rank which represents how strong and deeply entrenched they are. A rank 1 Opinion is little more than a fleeting impression while a rank 20 is a core belief of a character.
Every social action can be modified by Opinions. If an action is opposed to a characters Opinion, it confers a malus which gets stronger the more directly it opposes it and how high its rank is. Asking a character with "My word is always binding," to tell a white lie by omission would maybe just rankle him and confer a -2 modifier, but asking him to outright break an oath would cause a massive modifier of -40. If an action aligns with Opinion, it instead gets a bonus so that convincing a character who "Dislikes Joffrey" to help in a plot to publicly humiliate him would get a +10 bonus instead.
Opinions can be formed or eroded by social combat or other actions. Very specific or situational Opinions generally decay rather quickly at the DMs discretion, but higher ranked Opinions might stay for a long time.
At the beginning of social combat with a unknown opponent, Opinions are generally hidden and must be found out with an action or simply guessed at.

Social Actions
Each social action is a opposed roll. You roll one of your skills and the opponent can roll his defending skill. If your result after all bonuses and maluses from Opinions and other factors is higher than the opponents, you gain one success and an additional one for every 10 points above the opponents roll you achieved. A result of 31 vs. 10 would be a total difference of 21 points and thus 3 successes. Likewise, if you fail your roll, your opponent gains successes.
You can spend successes to either raise or lower the rank of a known Opinion of your opponent, remove it entirely by lowering it to rank 0, create a new one or prompt the character to take an action. The number of successes needed for all of these options is determined by the DM on a case by case base. Creating Opinions that conflict with existing ones, very broad Opinions, eroding strongly held beliefs or requesting actions that are costly for the character will usually require much more successes then simple requests.
You must declare your intended result when announcing an action.

Convince – Diplomacy against Sense Motive
The basic social action used for normal requests and interactions. You can't use Convince to tell a lie, which requires Bluff instead.
Example: Convincing a doorman to let you into a bar.

Bluff – Bluff against Sense Motive
You try to sway your opponent's opinion through trickery and lies. Since you are not bound by the truth, you have much more leeway with what you can get away with, but being discovered has ugly consequences. If you fail a Bluff check, the successes of your opponent are doubled.
Example: Pretending to be a member of a guild to gain entrance to their guild hall.

Get His/Her Measure – Sense Motive against Bluff
You listen carefully to your opponent to determine his Opinions relating to the matter you inquired about when choosing this action. For every success you achieve, he must reveal one Opinion of his choice that is relating to the question. If he has no such Opinion or would need to reveal more than he has, the excess successes are wasted. Should you fail your roll, your opponent can refuse to answer or tell you a number of wrong Opinions of his choice.
Example: Ned Stark talks to Petyr Baelish and wants to find out his Opinions relating to his wife. He asks, "What do you think about my wife?" and achieves one success. Petyr must reveal one Opinion and chooses to tell Ned something he admires about her. Had Ned asked, "Do you love my wife?" he would have been forced to reveal something more problematic for him.
A while later Ned tries to find out if Petyr would back him when confronting Joffrey and asks "Would you support me against Joffrey?" and fails his roll. Petyr tells Ned that he would back him up, even though he is planning the exact opposite.

Intimidate – Intimidate against Will-Save
With this action, you can either temporarily disable an Opinion of your opponent or force him to do an action. While this allows to brute force an encounter in your favor, the opponent gains a rank in the Opinion "was intimidated" against you, regardless of success or failure. While this Opinion has no effect in the current encounter, it will have repercussions in the future with this character.
A failure on a Intimidate roll allows the opponent to gain Opinions as normal and doubles his successes.
This Opinion is always negative when trying to build trust to a person or relying on it, but it might actually give a bonus in some situation with people who value strength above flowery words.
Example: Forcing a group of Dothraki to back down instead of attacking you. Since Dothraki value strength, this might make it easier to convince them to follow you at a later point.

Turn Order
Social combat is turn based and goes on until one of the sides of the conflict wishes to end it for whatever reason. There is no fixed turn order, but usually the person initiating the exchange acts first. Once every participant has acted once, the turn is over.
Depending on how the exchange starts, maybe there is some small-talk before, the participants already know each other a bit or spied on each other, the DM may award a number for free Get His/Her Measure checks before the first round.

Social combat against groups and settlements
You can also initiate a social exchange against a group of people, for example a guild or the attendants of a party, or a whole settlement. This is resolved exactly like an exchange between two persons, but depending on the means to perform an action might take a lot longer. Gauging the mood of a party might take an hour of small-talk with the attendants and it could take days to talk to enough people to affect the opinion of a settlement.

Changes to Feats and Skill Tricks
Social Recovery: Instead of granting a re-roll, this skill trick lowers the successes your opponent gains when you fail one of your actions by 1.

Dreamlands Primer:

Size: Infinite
Gravity: Subjective Directional
Time Ratio to the Prime Material: Fluctuates erratically, usually faster
Planar Stability: Highly Morphic (See Shaping the Dream below)
Limited Magic: Divination Magic becomes less and less reliable the further it peers into the future (anything over 10 rounds fails utterly)

Flesh does not constrain the spirit: The Dreamer can choose for his dream-form to be either sharp-edged, keeping a replica of his waking world body and thus increasing his chances of being noticed as an interloper, or allowing his dream form to slide into a softer-edged iteration. In this case the new physical stats mirror the mental stats as thus: STR=CHA; DEX=INT; CON=WIS.

Clothed only in Will: Magical items do not transition into the Dreamlands.

Shaping the Dream: The primary skill for altering the dream is concentration. Dreamers who allow their forms to shift to a soft-edged representation receive a +5 circumstantial bonus to the rolls.

Examples of Dream-Shaping:
DC 10: Alter the appearance of your clothes to something you are familiar with.
DC 10 +spell level: Cast any spell you normally have access to.
DC 15: Alter physical appearance as Alter Self.
DC 15 +spell level: Cast any spell you normally have access to without expending a spell slot.
DC 18: Conjure masterwork weapon of any known type.
DC 24: Call familiar to share Dream.
DC 25+spell level: Cast any spell on your class list of a level you can normally use.
DC 30+spell level: Cast any spell on your class list even if you do not have the requisite level.
DC 35+spell level: Cast any spell you have personally observed (not through divination).

The greater the scale of the change you impose on the Dreamland, the higher the odds of being noticed by the often malignant inhabitants.

Known Hazards:
Abyssal and Hellish Weather;
Wild Magic Zones;
Null Magic Zones;
Areas of Warped Time;

Bestiary:
Animate Dream
Soulsilver
Nightmare Creature (Any)
Dream Creature (Any)
Vampiric Mist
Faceless Stalker
Tsucora Quori
Nightmare Dragon
Hungry Fog
Ikelos

Possessing Fiends (???)
Forlorn Dreamers (???)
 
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The Imperium
The Imperium

Status of the Realm (Strategic Overlay): See Charts Here

Maps

Blue - The Imperium
Turquoise - Unofficial Vassals
Green - Allies
Yellow - Intrigue / Diplomacy Targets
Red - Invasion Targets

Blue Brazier - Regular Whispering Brazier for governmental use
Red Brazier - Interplanar Whsipering Brazier for governmental use
ACSEC Shield - ACSESC office
Mirror - Mirrorvision

Imperial Constitution
Preamble
By decree of Viserys Targaryen, King in the Stepstones, penned in solemn contemplation to fascinate the betterment of the world and the lives of his subjects, these laws shall henceforth govern the lives of all those residing within his holdings.

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I. The Estates and the State
§ 1 - Viserys Targaryen shall be known as the first sovereign of this new realm.
__§ 1.1 - The sovereignty shall be hereditary and be passed to his kin by Cognatic Primogeniture.
__§ 1.3 - The crown is defined as the sovereign of the realm or any person or organization he appoints to aid him in performing his duties.
__§ 1.4 - The state is defined as the realm as a whole and the organs it creates to aid the duties of the sovereign.


The state recognize the following estates:
§ 2 - The Nobility, who is defined as those holding either hereditary fiefs or a higher political office.
__§ 2.1 - This includes knights sworn to knightly orders recognized as such by the state or sworn to a lord or the crown.
__§ 2.2 - This includes further the next of kin of those holding hereditary fiefs, but not the next of kin of those holding non hereditary offices.

§ 3 - The Mages, who are defined as those who are skilled in the arts of magic and recognized as such by their peers.
__§ 3.1 - No distinction shall be drawn between the branches or traditions of magic as long as their practices remain within the bounds of the law.

§ 4 - The Officials, who are defined as those in the employ of the state.
__§ 4.1 - These include, but are not limited to, the bureaucrats, administrators, tax collectors, soldiers, officers, Lawmen and those holding minor political office.

§ 5 - The Clergy, who are defined as those in direct service of a god, gods, or their churches and representatives on our world.
__§ 5.1 - To be eligible for the Estate of Clergy, the religion in question must be recognized by the crown as such.

§ 6 - The Gentry, who are defined as those households in possession of significant estates who are recognized as such by their peers or craftsmen who are organized in a guild.
__§ 6.1 - A estate may be either a business, land, or similar property.
__§ 6.2 - A estate may be considered significant if its worth exceeds 500 Gold Dragons, but this sum may be adjusted for a fief by the lord who directly holds it.

§ 7 - The Smallfolk, who are defined as those not fulfilling any of the above criteria.


The realm shall be subdivided into fiefdoms:
§ 8 - A fiefdom shall be defined as a area of land and the legal title which denotes control over this area.
__§ 8.1 - The fief of a lord shall be the sum of all lands and titles he holds directly and the fiefs of all vassals sworn directly to him.
__§ 8.2 - The inheritance of all fiefs shall be organized by their holders as they see fit, but all lands and titles for which no heir is defined or found shall fall to the crown.
__§ 8.3 - To ease the administration of the realm, each fief shall be divided into districts of comparable size of population, with no district being directly part of two fiefs.


Furthermore, the state recognizes the following organs:
§ 9 - The Lord of the Land, who are defined as the nobles holding a fief or presiding over vassal who are themselves Lords of the Land.
__§ 9.1 - These lords are tasked to protect the fiefs they where granted, the population living in those fiefs and enforce the kings peace.
__§ 9.2 - They are furthermore tasked to develop the fiefs they where granted by promoting trade, craft, and other economic activity.

§ 10 - The Crown Clerk, who are a organ in direct service to the crown, created to aid in the administration of the realm.
__§ 10.1 - The Clerk will exist in every fief to aid the local lord with the burdens of administration, economic development and taxation.
__§ 10.2 - The organization is strictly hierarchical, with the higher members allowed to give orders to the lowers, while being accountable to those above them.
__§ 10.3 - A lord is not obliged to call the Clerk of his fief into his council, but the highest Clerk shall always be the Keeper of Coin of the sovereign.
__§ 10.4 - A Clerk may employ others to aid him in his tasks, who shall be awarded the Estate of the Officials for the duration of their service.
__§ 10.5 - The highest Clerk is considered a high political office, all other Clerks a low political office, with all the rights and obligations this implies.

§ 11 - The Crown Lawmen, who are a organ in direct service to the crown, created to aid in the prosecution and judgement of criminals within the realm.
__§ 11.1 - The Lawmen will exist in every fief to aid the local lord with the burdens of organizing local guards and watches, prosecuting criminals, and performing tasks of justice.
__§ 11.2 - The organization is strictly hierarchical, with the higher members allowed to give orders to the lowers, while being accountable to those above them.
__§ 11.3 - A lord is not obliged to call the Lawmen of his fief into his council, but the highest Lawmen shall always be the Keeper of Laws of the sovereign.
__§ 11.4 - A Lawmen may employ others to aid him in his tasks, who shall be awarded the Estate of the Officials for the duration of their service.
__§ 11.5 - The highest Lawmen is considered a high political office, all other Lawmen a low political office, with all the rights and obligations this implies.

§ 12 - The Councils, who are a organ of governance in every fief, where they shall aid the lord in the drafting of laws, pass rulings in his stead, and take the burden of petitions from him.
__§ 12.1 - The Councils shall consist of Clerks, Lawmen, and the Voices, who will be elected by the estates of the Officials and Gentry.
__§ 12.2 - The Lord needs not to be present for meetings of the council and he may not prevent them from meeting in his absence.
__§ 12.3 - The Councils work at the discretion of the lord holding the fief and he may overturn any decision at any time at his discretion.
__§ 12.4 - The Council of a district shall always be composed of the responsible Clerk, Lawmen and, a single voice.
__§ 12.5 - The Council of a County shall always be the sum of the councils of its districts.
__§ 12.6 - The Councils of higher fiefs are assembled by the lower councils electing some among their number to be their representatives there.
__§ 12.7 - The exact composition of the councils may vary from fief to fief and it may award additional seats to representatives of the Mages, Clergy or Gentry where necessary.
__§ 12.8 - Should a fief contain a Scholarum or similar organization who regulates and performs magical tasks and studies, they shall be awarded at least one seat on the County council.

§ 13 - The Legions, which are standing units of men under arms, are created to defend the realm against its enemies and ensure the Kings Peace.
__§ 13.1 - The Legions have the right to traverse any land in the realm in performance of their duty and no lord shall bar them passage or demand tolls or payment from them.
__§ 13.2 - The Legions will aid the aforementioned organs in their duties where possible. All Lords, Clerks, and Lawmen may call upon their aid to perform their duties, unless conflicting with orders from higher lords, officials, or the crown.

§ 14 - The Royal Fleet, which are the ships and the standing units of men under arms who man them, is created to defend the realm against its enemies and ensure the Kings Peace.
__§ 14.1 - The Royal Fleet have the right to traverse any river or coast and may dock in any port in the realm in performance of their duty and no lord shall bar them passage or demand tolls or payment from them.
__§ 14.2 - The Royal Fleet will aid the aforementioned organs in their duties where possible. All Lords, Clerks, and Lawmen may call upon their aid to perform their duties, unless conflicting with orders from higher lords, officials, or the crown.

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II. Jurisdiction and Judgement
§ 15 - All legal authority is derived from the crown and may be exercised in the following fashion.
__§ 15.1 - A lord or his council may pass laws to govern matters in their fiefs unless these laws contradict or infringe upon laws of their liege or the crown.
__§ 15.2 - A law or ruling found in violation of this principle is unjust and so are any acts or obligations derived from it.
__§ 15.3 - A Lord or Lawmen may act as judge and has jurisdiction over all legal matters in his fief or district.
__§ 15.4 - A Council may act as legal court and has jurisdiction over all legal matters in its fief or district.
__§ 15.5 - Should there be a disagreement among these organs within the same fief over who shall preside over a case, the Lord has precedence, followed by the Council and the Lawmen.
__§ 15.6 - Should a higher fief be involved in the disagreement over jurisdiction, the higher fief takes precedence.
__§ 15.7 - Should a court or judge wish to so, it may pass a case to a higher judge or court.
__§ 15.8 - A judge or court may hear witnesses to aid the resolution of the case.


The state recognizes the following types of law and accompanying legal proceedings:
§ 16 - Petty Justice, which is defined as all crimes committed by Smallfolk, except for crimes which are part of the Crowns Justice.
__§ 16.1 - If the crime has no impact on life or limb of others and needs no thorough investigation, a Lawmen or his authorized aids may act as Judge and pass judgement on the spot.
__§ 16.2 - Otherwise, the case shall be presided over by the Court consisting of the District Council.

§ 17 - Regular Justice, which is defined as all crimes committed by Gentry and Clergy, except for crimes which are part of the Crowns Justice.
__§ 17.1 - All crimes of this justice have to be presided over by the District Court or a higher authority.
__§ 17.2 - The accused has the right to appeal to a higher court before the proceedings begin, so that, if the request is granted, the higher authority in question may preside over the case.

§ 18 - High Justice, which is defined as all crimes committed by Mages or Officials, except for crimes which are part of the Crowns Justice.
__§ 18.1 - In consideration of the special roles the subjects of High Justice play in the realm, they may freely appeal to any court who has jurisdiction over them to preside over their case, as long as they have not political office in lieges fief or are hierarchical superiors of the court in question.

§ 19 - Crowns Justice, which presides over all cases committed by Nobility and furthermore treason, misuse of office and similar crimes against the crown, the state, or its organs.
__§ 19.1 - In cases where a noble is accused of a crime, he may request the judgement of his liege or the crown directly.
__§ 19.2 - In cases where the accused is member of a organ of the state, but not part the nobility, the organ in question may handle the case according to its own regulations, but the Council of the fief of the accused must bear witness to the proceedings.
__§ 19.3 - In cases where the accused is not a member of a organ of the state, the Lawmen may handle the case as they seem fit to ensure the peace and stability in the realm.
__§ 19.4 - All cases to be presided over by the Crowns Justice must be reported to the superior institution of the court wishing to handle the case, so that it may interdict if it deems it necessary.


§ 20 - Any citizen of the realm may call upon a advocate, who must be at least of the Estate of Gentry.
__§ 20.1 - All legal proceedings rest until the advocate can be reached.
__§ 20.2 - Should the requested advocate be unable to respond to the request in a timely fashion or reject it, the legal proceedings will resume as before.
__§ 20.3 - The advocate may represent the accused in all legal matters and should he so wish, can enforce that the accused is entitled to the same legal proceedings as if he was of the same Estate as the advocate.


§ 21 - Should a organ of the state be unable to perform its duties in a given fief or district, they shall be able to take over the duties of other organs.
__§ 21.1 - Should there be no Lawmen or Clerk, their duties will be performed by the Council.
__§ 21.2 - Should there be no Council, its duties shall be performed by the Lord.
__§ 21.3 - Should there be no Lord or if he is unable to perform his duties without appointing a Regent or a member of his household fit to serve as such, his duties shall be performed by the Council.
__§ 21.4 - All rulings made by the Council when substituting for its Lord may be overturned as normal by the Lord when he is fit to resume his duty or a new Lord is appointed.

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III. Rights and Obligations
As the result of the membership in a given Estate, the state bequeaths the following rights and obligations on its subjects:

§ 22 - Landed Nobility
__§ 22.1 - They shall have the right to keep men under arms and raise levies in time of crisis, either out of their own volition or on orders from their liege or the crown.
__§ 22.2 - They shall have the right to tax the population to finance their rule.
__§ 22.3 - They are obliged to heed any call to arms from either their liege or the crown without distinction.
__§ 22.4 - They are obliged to faithfully collect any tax imposed on their fief by their liege or the crown and render it upon its rightful recipient.
__§ 22.5 - They shall have the right to grant a fief they hold to a person of their choosing unless the recipient is another noble and the act would transfer the fief outside of the control of his liege or the crown.
____§ 22.5.1 - Such bequeathments may be hereditary and if the recipient is not yet a noble, he and his household shall be raised to the Estate of Nobility, with all the rights and obligations this implies.
____§ 22.5.2 - Such bequeathments may be non-hereditary and if the recipient is not yet a noble, he and he alone shall be raised to the Estate of Nobility, with all the rights and obligations this implies.

§ 23 - Unlanded Nobility
__§ 23.1 - They shall have the right to a stipend from their liege or the crown to cover their expenses when in their service.
__§ 23.2 - They are obliged to serve their liege or the crown according to their means when called upon.

§ 24 - Mages
__§ 24.1 - They shall have the right to further their craft as they deem fit within the boundaries of the laws of the realm.
__§ 24.2 - They shall have the right to request aid from the crown to further projects which benefit the realm.
__§ 24.3 - They are obliged to organize the practitioners of their craft in a fief to aid one another, ensure that the lawful restrictions on their craft are heeded, and provide guidance and teaching to those in need of it.
__§ 24.4 - They are obliged to serve the crown according to their means when called upon and will receive due compensation for their service.

§ 25 - Officials
__§ 25.1 - They shall have the right to a stipend by the crown to cover their expenses in its service in addition to their pay for the services rendered.
__§ 25.2 - They are obliged to aid others who serve the crown in their duties wherever possible as long as it wont unduly interfere with their own service.

§ 26 - Clergy
__§ 26.1 - They shall have the right to build temples and other structures where their gods may be honored.
__§ 26.2 - They shall have the right to organize the adherents of their faith.
__§ 26.3 - They shall have the right to perform services and festivities in the honor of their gods.
__§ 26.4 - The are obliged to excise these rights within the restrictions of the realms laws and the religions agreements with the crown, which may impose futher restrictions on its practives and activities if they are deemed in violation of the laws of the realm, or harmful to the population or the realm.
__§ 26.5 - Those granted the gift of magic by their gods shall share all rights and obligations of the Estate of Mages, even if the practitioner in question voluntarily counts himself among the Estate of Clergy.

§ 27 - Gentry
__§ 27.1 - They shall have the right to form guilds.
____§ 27.1.1 - A guild may be formed from the majority of the practitioners of a given craft in a fief.
____§ 27.1.2 - The guild may freely organize the craft it represents within the fief as long as its members fulfill their legal obligations, including but not limited to taxation.
____§ 27.1.3 - All members of a guild shall be made part of the Estate of Gentry unless they already belonged to it or a higher Estate.
__§ 27.2 - They are obliged to render aid to the crown through coin, goods, or other means if called upon in a time of crisis and shall receive adequate recompense for such aid.

§ 28 - Smallfolk
__§ 28.1 - They shall not have any special rights or obligations save those they share with all citizens of the realm.

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IV. Laws and Regulations
The following laws and regulations shall henceforth been known as the Crown Laws, which shall ensure the peace and safety of the realm and all its citizens.

§ 29 - The King's Peace
__§ 29.1 - No organ of the state, its members, or representatives, shall raise arms against another organ, its members, or representatives, the order of the state, the sovereign, or among itself for any reason.
__§ 29.2 - Those found in violation of this law shall be named Traitors and all their titles, fiefs, rights, and estates are forfeit and rendered upon the crown, though they may be redistributed to members of the former holder's household, if the recipients did not aid or abate the act of treason, and the perpetrator and his accomplices shall be executed.
__§ 29.2 - Should there be grievances which cannot be reconciled between the feuding parties, they shall seek mediation through a shared liege, the crown, or a representative of its legal organs.

§ 30 - Oaths
__§ 30.1 - The giving of an oath is considered a legal, binding agreement between the swearing party and the receiving party.
__§ 30.2 - The state recognizes the following oaths given to it and its organs as vital to its function and thus protected above and beyond the scope of other oaths.
____§ 30.2.1 - The Oath of Fealty, which is sworn by a landed noble to another and establish the swearing party as the vassal of the recipient.
____§ 30.2.2 - The Oath of Service, which is sworn by a person to a organ of the crown, which bequeaths them Estate of Officials.
____§ 30.2.3 - The Oath of Knighthood, which is sworn by a person to the state or a knightly order, which marks their rise to the Estate of Nobility and grants them right to the title Knight and the honorific Ser.
____§ 30.2.4 - The Oath of Guest Right, which is considered implicitly given whenever one party invites another to share his home, meal or sleep in peace and friendship.
__§ 30.3 - Those who break such a protected oath shall be named Oathbreakers and all their titles, fiefs, rights and estates which where granted on the base of the oath are forfeit and rendered upon the crown, to be redistributed as their liege sees fit and to recompense any party who received damages through the breaking of the oath, and further punishment shall be administered in proportion to the exact nature of the crime.
__§ 30.4 - A person who knowingly swears false oaths or wantonly breaks an oath for his own gain may be labelled Oathbreaker as part of his legal sentence when found guilty and his properties can be seized to recompense any party who received damages through the breaking of the oath.

§ 31 - Magic
__§ 31.1 - Due to the volatile nature of some fields of magic, the state recognizes the following avenues of research as Restricted Magic.
____§ 31.1.1 - The permanent calling of being from other planes into our world.
____§ 31.1.2 - The creation of animated dead and similar beings made from the remains of living creatures.
____§ 31.1.3 - Magics that adversely affect the mind and might be suited to let a person act against his free will.
__§ 31.2 - Research or acts of Restricted Magic can only be done with the consent and supervision of a congregation of mages which is recognized as such by the crown.
__§ 31.3 - Those found in violation of this law shall be turned over with all their research to the responsible congregation to be judged as they deem fit.
__§ 31.4 - Specific Acts of Restricted Magic can be exempt from these regulations if they are well understood and deemed acceptable by the crown.

§ 32 - Slavery
__§ 32.1 - The state recognizes the keeping of slaves as an abhorrent practice and it is forbidden to take, buy, sell, own, or traffic slaves or aid others in doing so.
__§ 32.2 - All slaves who set foot within the realm shall be recognized as Freemen from this moment on.
__§ 32.3 - Those who are found in violation of this law shall be named Slaver and all wealth procured from these violations shall be seized to recompense any party who received damages from these acts, and further punishment shall be administered in proportion to the exact nature of the crime.


Politics and Administration of the Realm



Funds and Treasures:
Current Finances: See Accounting Sheets

Imperial Mark Designs (Not Yet Implemented)
Name Material Motives Example Images Value (IM)
Sovereign Adamantine Imperial Regalia - 100
Dragon Gold depiction of a dragon, with rider if appropriate Viserys and Dany in dragon forms 50
Realm Silver depictions of a larger territory Set of Islands (Stepstones), grain fields (Disputed Lands) 10
City Silver recognizable structures of a city Scholars Plaza (Sorcerers Deep), Bleeding Tower (Tyrosh) 5
Legion Steel standard and name of a Legion Torch with Crossed Swords (1st Legion - Torchbearers) 1
Faith Steel symbol of a religion Heart Tree (Old Gods), Coiled Serpent (Yss), Nereid (Merling King), etc. 0.5
Trade Bronze depiction of a profession person working on a anvil, person writing in a book, etc. 0.1
Tool Bronze tools of a profession plowshare, boat, net, sickle, sword, etc. 0.05
Groat Copper manufactured goods cloth, metal ingots, glassware, lumber etc. 0.01
Shilling Copper raw materials and natural things fish, grain, apples, etc. 0.005
Penny Copper raw materials and natural things fish, grain, apples, etc. 0.001

Art and other Treasures:
  • Fine electrum chains, cloth, and a statue of what looks like a serpentfolk king or high priest also cast in electrum.
  • 3 Ceremonial obsidian daggers with the handle wrapped in gold wire
  • A pair of ruby dice that in spite of their great value appear to have been loaded
  • A Tapestry of what looks to be a dueling titans fighting with enormous stone maces while far smaller figures do their own battles across the bodies of each of the combatants
  • A Dragonglass Erinyes statue
  • Eleven Extraordinary Diamonds (sufficient quality to serve as a material component to Raise Dead)
  • Six Extraordinary Diamonds (sufficient quality to serve as a material component to Resurrection)
  • A chest Black Diamonds worth 19,000 Gold (may be used as material components for either Resurrection or Animate Dead and similar spells)
  • Clockwork Nightingale with diamond eyes (1550 Gold)
  • Golden Tea Set emblazoned with delicately calligraphic verse (630 Gold)
  • 8 large panes of exquisitely clear glass (2860 Gold)
  • 3 polished Ebony divans (2700 Gold)
  • Silver candlesticks in the shape of stoop-backed slaves (765 Gold)
  • Jewel-studded mosaics depicting Efreeti victories (15,000 Gold)
  • Valyrian marbles with sapphire eyes depicting the work of scribes (2,000 Gold)
  • A set of two ancient Gold-Plated Chariots with scrollwork of unknown origin, magically translated as 'blessings and wards of the Storm Father' (5,560 Gold)
  • A full collection of ancient silverware and glasswork (750 Gold)
  • An Ancient Silver-Plated Cyvasse board large enough to play with life-sized pieces (4,700 Gold)
  • 3 Ceremonial Hunting Knives with demon-bone hilts, the pommels depicting whatever demon was slain in their making
  • 36,050 Great Brass Seals

Business Assets:
Red Scales Holding

Shareholders
100% - King Viserys Targaryen

Description
This company was founded to allow for a centralized administration of Viserys Targaryen's various business ventures.

Assets
100% Share of Stepstones Manufacturing, worth 2,440,000 IM
90% Share of Astral Currents Stock Exchange, worth 116,088,840 IM
70% Share of Silver Serpent Enterprise, worth 11,256,000 IM
70% Share of Golden Fields Agriculture Consortium, worth 520,800 IM
60% Share of Great Northwestern Trading Company, worth 162,000 IM
55% Share of Lyseni Spice Company, worth 676,500 IM
50% Share of Royce Alchemy Works, worth 444,000 IM
50% of Verdant Vistas, worth 396,000 IM
5% Share of the Glass-Maker Guild of Myr

Estimated Value
131,984,140 IM
Silver Serpent Enterprise
Shareholders
70% - Red Scales Holding
15% - Garin Drekelis
15% - Hermetia of Volantis

Description
The first mercantile business founded by Viserys Targaryen. While the initial company was liquidated upon his exile from Braavos, it was refounded later during the early months of his reign in the Stepstones.

This company has expanded into a large fleet of over a hundred ships, with contacts, routes and offices across the known world. From Westeros to far-off Qarth, Ibben or the Summer Isles, all have seen the serpent flags and tasted the bounty of its punctually arriving luxury cargo.

Both the name and the coat of arms is a nod towards the ancient god Yss who is aiding its operations with his divinations and thus is often regarded as the unofficial patron of the Silver Serpent Enterprise.

Assets
5,000,000 IM capital

Income
5% of the capital (meaning 3.5% of the capital for Viserys)
currently 250,000 IM total and 175,000 IM for Viserys

Estimated Value
16,080,000 IM
Verdant Vistas
Shareholders
50% - Red Scales Holding
50% - Lord Sorin Fairwind

Description
Founded as a joint venture of Viserys Targaryen and Sorin Fairwind, this business is trading in the often ignored swamps around Braavos and acquiring rare plants and reagents which are produced there by the locals and some of the mercantile-inclined Fey.

Estimated Value
792,000 IM
Astral Currents Stock Exchange Company
Shareholders
90% - Red Scales Holding
5% - Iron Bank of Braavos
5% - Glass-Maker Guild of Myr

Description
Formed as part of a vast financial scheme that spans multiple Planes, in coordination with the Iron Bank of Braavos and later on Myrish artisans interests, this company offers fast, secure, and reliable communication between the Headquarters in Sorcerer's Deep and over a dozen major metropolises, some home to millions of souls, and all hungry for goods from near and far. With such vast mechanisms of economic outreach on hand, it will work to offer the negotiation of contracts and exchanges of stock between all of these locations for a fee.

Assets
Office in Sorcerers Deep
Office in Braavos
Office in Tyrosh
Office in Lys
Office in Myr
Office in Dagger Lake
Office in Volantis
Office in Tolos
Office in Mantarys
Office in Ibben
Office in Lorath
Office in Stone Head
Office in Opaline Vault
Office in Armun Kelisk

Cargo Moved
100,823 tons per month

Expenses
Formula: 375 IM per office
Current: 5,250 IM per month

Income
Formula: 3 IM per ton of cargo moved
Current: 302,469 IM
Viserys Share: 272,222 IM

Estimated Value
128,987,600 IM
Value is estimated at yearly revenue, with monthly revenue assumed to be 100 IM per ton of cargo.

Regular growth: 4d10 - 10 Percent -> Average of 12%
Growth for building new offices: 20% or 1,000 tons, whichever is higher.
Stepstones Manufacturing
  Shareholders
100% - Red Scales Holding

Description
Founded as holding company for the various industries being created in Sorcerers Deep, the sole purpose of this company is to offer centralized accounting, sales and purchase service to its constituent companies.

Assets
100% Share of Everflame Steelworks, worth 352,000 IM
100% Share of Stepstones Forestry Group, worth 702,000 IM
100% Share of Stepstones Shepherds Union, worth 930,000 IM
50% Share of Earths Bounty Jewelry, worth 369,000 IM
50% Share of Sand Textile Works, worth 87,000 IM

Estimated Value
2,440,000 IM
Everflame Steelworks
  Shareholders
100% - Stepstones Manufacturing

Description
Created around the first Everfire Smelter in the village of Everfire Dale, this company produces various metal goods with the largest share of it being taken up by steel consumer goods. It also produces a large share of the arms and armor being exported from Sorcerer's Deep.

Assets
Ironworks Manufactory in Everfire Dale (Size 3, Profitability 7)
Everflame Smelter

Estimated Value
234,000 IM
Earths Bounty Jewelry
  Shareholders
50% - Stepstones Manufacturing
50% - Tyene Sand

Description
Using materials from the Plane of Earth and various precious materials such as pearls and corals from the sea, this company produces some of the finest jewelry in the world. The styles are as eclectic as the customer base, though a distinct Dornish influence can be seen in many of its pieces.

Assets
Manufactory in Sorcerer's Deep (Size 3, Profitability 8, Profitability for Viserys 4)
Exclusive trade rights for maritime luxury materials with the Triton Tribes near Sorcerer's Deep.

Estimated Value
738,000 IM
Sand Textile Works
  Shareholders
50% - Stepstones Manufacturing
50% - Tyene Sandviper

Description
Founded with major influence from Tyene Sand, this company produces both regular and highly luxorious clothing for costumers across the Narrow Sea.

Assets
Manufactory in Sorcerer's Deep (Size 1, Profitability 4, Profitability for Viserys 2)

Estimated Value
174,000 IM
Stepstones Forestry Group
 
Shareholders
100% - Stepstones Manufacturing

Description
In an effort to leverage the growth stimulating magic to the maximum extend, to stabilize the soil of the Stepstones and to become less reliant on imports from other regions, this company was founded to promote forestry efforts on the islands. Beside good wood for shipbuilding, the forests owned by the SFG also contain various rare woods, which find many buyers among the artisans of Sorcerers Deep and out in the Planes.

Assets
various forests on the Stepstones (Size 3, Profitability 9)

Estimated Value
702,000 IM
Stepstones Shepherds Union
  Shareholders
100% - Stepstones Manufacturing

Description
Expanding upon the limited shepherdry efforts from before the founding of the kingdom, this company promoted small and large scale keeping of sheep flocks, fueling the voracious appetite of artisans and manufacturies in Sorcerers Deep.

Assets
various sheep flocks across the Stepstones (Size 5, Profitability 3)

Estimated Value
930,000 IM
Royce Alchemy Works (Civilian Parts)
  Shareholders
100% - Red Scales Holding

Description
Using unique machines and much arcane knowledge, this company produces alchemical goods on an unprecedented scale. Half of it's products are for civilian use, but it also produces vast quantities of ammunition for the imperial military.

Assets
Manufactory in Sorcerers Deep (Size 4, Profitability 6, Profitability for Viserys 3)

Estimated Value
888,000 IM
Lyseni Spice Company
  Shareholders
55% - Red Scales Holding
45% - mixed ownership by Lyseni nobility

Description
After the conquest of Lys, which followed the massacre of many high-ranking magisters in the city by the Fool of Lys, this company was formed to stabilize the vast assets and keep them in trust for the heirs of the fortunes that went into it's creation. The company has taken over much of the old Spicer trade routes and dabbles in creating it's own manufacturies in Lys and the former Disputed Lands.

Assets
shipping and manufactury businesses in Lys (Size 5, Profitability 8, Profitability for Viserys 4)

Estimated Value
1,230,000 IM
Golden Fields Agriculture Consortium
 
Shareholders
70% - Red Scales Holding
30% - mixed ownership by Myrish nobility

Description
Founded after the annexation of Myr, this company bought up many unproductive fields in the rural areas of the former free city, making them much more productive by using ritual magic and diversifying the produced crops.

Assets
Farms in the Daughters March (Size 3, Profitability 4, Profitability for Viserys 3)

Estimated Value
744,000 IM
Stepstones Toll:

Required Ships for Toll: 20

Grants +50% Tax Income in the province of the Stepstones.

Fleet-wide Enhancements: Food and Water Purification, Three-Eyed-Raven Messengers, Triton Scouts

Inquisition:
To ensure both strategic flexibility and good coverage, the Inquisition will be organized in two branches, which are not strictly divided. Those are the territorial branch, which has openly visible offices in major cities and the investigative branch, which can operate freely across the realm and beyond.

It is important to note that the Inquisition makes no distinction between a peasant, a mage or a noble when recruiting its agents, but no person that joins the Inquisition can hold a public office, religious position or lordship. Preferably they also have no close ties to such persons, but exceptions can be made for office holders, lords and religions that are deemed loyal an trustworthy by the crown. (Example: Shara Rogare, Trios worshippers, etc.)

Territorial Branch
Due to the threat posed by hostile infiltrators, cults and supernatural predators, each major city will open a public office for the Inquisition. These are called Commissariats and headed by a Commissar. Their main function is to organize all permanent activities of the Inquisition within the city, act as a liaison between other local authorities and the Inquisition and as the point where citizens can report suspicious activity they have noticed.


Agents
The bulk of all office members will be regular Inquisitorial Agents. These people are mostly clerks, but preferably with a good grounding in various fields of knowledge. They do the most of the day to day work, keep the paperwork in order, record witness statements and organize the cooperation with the local lawmen, city guard, mage organization, administration and government.

Agents will work in uniform and recruited by more senior members of the Inquisition. Applications are automatically rejected and only handpicked persons are allowed to join.


Handlers
These people are tasked with finding, recruiting and administrating informants for the Inquisition. They work in plain-clothes and are not aware of the identity or work of other Handlers. They receive orders directly from full Agents and report gathered informations back to them. Like Agents, they are recruited by more senior members of the Inquisition, but former informants can be promoted to Handlers themselves, if they agree to a through interrogation to ensure their loyalty.

To prevent the spreading of misinformation, multiple Handlers will usually be given the same task independently of each other, so that different informants are acquired and all informations can be cross-checked. Informants are internally only referenced by the code names they give themselves and only the Handler who recruited them knows their identities.


Investigators
These special Agents actively go out and try to gather intel for the Inquisition. They either work in uniform or plain-clothes at their own discretion. They are not aware of the identity of Handlers or Informants, but can request access to reports to aid their investigations. Like Agents, this position requires a Mark of Justice


Inquisition Soldiers
These teams of fighters are well trained to combat supernatural threats, either in general or specific types, and equipped with sufficient magical gear to handle most threats on their own. Their deployment can be requests by Investigators or Agents, but it requires the approval of the Commissar to do so.


Commissar
These people are appointed to a Commissariat and oversee the operations of the Inquisition in a major city and its surroundings. They are the highest permanent authority of the Inquisition in a city and can also order the deployment of Inquisition troops.

They have far reaching privileges to co-opt resources from other government organizations for their operations, including the right to command the city guard, request combat personal from magic institutes or even order the deployment of the Legion if there is a imminent threat to the city.


Lord Commissar
Overseeing the Commissariats of multiple cities, these people are directly instated by the crown and only report to the King and the Lord Inquisitors.


Investigative Branch
Unlike the territorial branch, this part of the Inquisition is not assigned a specific area to oversee, but is tasked with finding corruption, treason and magical threats wherever it rears its head.

Inquisitor
This position allows the incumbent to act with the full authority of the crown to fight its enemies. Only highly trusted individuals are eligible for such privileges and their misuse, however minor, is always considered an act of high treason and dealt with accordingly. To aid in their duties, they are free to recruit people they deem useful into their retinue. They can also request any resources available to local territorial branches of the Inquisition, including the deployment of troops or Legions, and give orders to the local Commissars, though a Lord Commissar has the right to countermand these orders.

They either report directly to the crown or, if their numbers grows enough to warrant a layer in between, a Lord Inquisitor.

Lord Inquisitor
Once the number of Inquisitors has grown sufficiently to warrant this position, they will oversee and coordinate the operations of multiple Inquisitors and report directly to the crown. Furthermore, a Lord Inquisitor can give orders even to a Lord Commissar.


Closing Thoughts

Offices
With the availability of divination steadily rising, offices of the Inquisition should be warded against them.

Unofficial Offices
There is no reason for a Inquisition office to exist within our own realm. Creating offices working covertly in other areas would greatly aid to establish a unified intelligence apparatus. Once the area in question comes under our rule, they can resume their work in the open. External offices would obviously not be public and everyone operates in plain-clothes. Preferably such operations are overseen by a experienced Inquisitor.

Inception
The initial creation should be overseen by Malarys, Garin and Maelor, with the first Agents being recruited from a list of trustworthy persons suggested by Alinor and Gerold. Once the Inquisition has started regular operations, the first Commissar will be promoted from their ranks.

Staffing Goal
For Investigators and Inquisition Soldiers, we are looking for low-level PCs. The actual Inquisitors should be PCs of lvl 5-10 and basically work like a codified version of the classical adventurer party.

Military Deployment:
           
Formation Deployment Unit Name Type Manpower Comments

1st Legion "Torchbearers"

Base: Eastern Flatlands
Command Elite 0,042
unchanged
- 1st Column Command Elite 0,027
-- 1st Infantry Company Elite 0,836

Task: Enforce martial law
-- 2nd Infantry Company Elite 0,836
-- 3rd Infantry Company Elite 0,836
-- Crossbow Company Elite 0,836
-- Assault Company Elite 0,836
-- Scout Company Elite 0,836
-- Lancer Company Elite 0,836
- 2nd Column Command Elite 0,027
-- 1st Infantry Company Elite 0,836
-- 2nd Infantry Company Elite 0,836
-- 3rd Infantry Company Elite 0,836
-- Crossbow Company Elite 0,836
-- Assault Company Elite 0,836
-- Scout Company Elite 0,836
-- Lancer Company Elite 0,836
Total 11,8

2nd Legion

Base:
1st Column - Lys
2nd Column - Southern Disputed Lands
Command Elite 0,042
unchanged
- 1st Column Command Elite 0,027
-- 1st Infantry Company Elite 0,836
-- 2nd Infantry Company Elite 0,836
-- 3rd Infantry Company Elite  
-- Crossbow Company Elite 0,836

Task: maintain order after the conquest
-- Assault Company Elite 0,836
-- Scout Company Elite  
-- Lancer Company Elite  
- 2nd Column Command Elite 0,027
-- 1st Infantry Company Elite 0,836
-- 2nd Infantry Company Elite 0,503
-- 3rd Infantry Company Elite  
-- Crossbow Company Elite 0,836
-- Assault Company Elite 0,4
-- Scout Company Elite 0,4
-- Lancer Company Elite 0,4
Total 6,815

Salloshi Expedition Force
Base: Sallosh Infantry Company Elite 0,836
unchanged

Task: secure the colony against the undead and the Dothraki
Scout Company Elite 0,836
Lancer Company Elite 0,836
Tolosi Slingers Elite 0,5
Salloshi Caravan Guards Levies 1
Man-portable Launchers Siege Engine 64
Total 4,008

1st Siege Company
Base: Westhaven Soldiers Elite  
still waiting for personel

Task: still in training
Man-portable Launchers Siege Engine  
Scorpions Siege Engine 40
Total  

Draconys Expedition Force
Base: Draconys Levies Levies 4
formerly Army of Mantarys, gave up 4000 levies for retraining and 500 MAA to Tolos

Task: establish control over the province
Men-At-Arms MAA 3
Tolosi Slingers Elite 1
Total 8

Rhangos Khalazaar
Base: Draconys Screamers MAA 5,191
unchanged

Task: establish military control
Veterans Elite 2,889
Total 8,08

Eastern Army
Base: Tolos Levies Levies 8
formerly Army of Tolos, took 500 Men-At-Arms from Mantarys and gave 2000 levies for retraining

Task: guard the region against Slavers Bay
Men-At-Arms MAA 6
Tolosi Slingers Elite 8,5
Total 22,5

Westhaven Recruits
Base: Westhaven Levies Levies 20
Former levies of Lys and Myr.
Task: Retraining Total 20

Tolos Recruits
Base: Tolos Levies Levies 10
Former levies of Lys, Myr, Mantarys and Tolos.
Task: Retraining Total 10

Specialists
Base: SD Specialists Specialist 0,5
From the Myrish army.
Task: aiding Beryl Total 0,5

Garrisons
Base: Various Sorcerers Deep MAA 1
Taking the Men-At-Arms from the dissolved armies of Lys and Myr.

Task: maintain control and security of the province they are stationed in
Tyrosh MAA 1
Western Disputed Lands MAA 1
Lys MAA 1
Southern Disputed Lands MAA 1
Myr MAA 1
Northern Disputed Lands MAA 1
The Daughters March MAA 1
Eastern Flatlands MAA 1
Mantarys MAA 1
Tolos MAA 1
Western Basilisk Isles MAA 1
The Three Snakes MAA 1
Eastern Basilisk Isles MAA 1
Total 14
           
Formation Deployment Ship Type Number Manpower Commentary

1st Fleet
Base: Basilisk Isles Large Galleon - Valiant 1 0,5
Former 2nd Fleet, taking over 2 Medium and 8 Small Galleons from Saans Fleet.

Task: raiding shipping between Slavers Bay and Qarth
Medium Galleon 11 2,2
Small Galleon 8 0,4
Total 20 3,1

2nd Fleet
Base: Tyrosh Large Galley 8 4,8
Formerly Myrish fleet, with one unassigned Medium Galley added. Also took over 6 Medium Galleys from the former 3rd Fleet

Task: patrol Narrow Sea and report on Pentoshi fleet movements
Medium Galley 17 6,8
Small Galley 6 1,2
Total 31 12,8

3rd Fleet
Base: Lys Large Galley 4 2,4
Fomerly Lyseni fleet, with 3 Medium Galleys added. Stripped 2 Large Galleons and 1 Medium Galleon

Task: patrol southern seas and report on local ship movements
Medium Galley 10 4
Small Galley 11 2,2
Total 25 8,6

4th Fleet
Base: Tolos Medium Galley 17 6,8
Formerly Tolosi Fleet, having gotten 2 Medium Galleys from the former 2nd Fleet, and 4 sloops and 3 Medium Galleys from the former 3rd Fleet, and 3 unassigend Medium Galleys

Task: keep control of Slavers Bay shipping routes
Small Galley 14 2,8
Sloop 12 0,3
Total 43 9,9

5th Fleet
Base: Basilisk Isles Great Galleas - Valyrian 1 0,5
renamed from Saans Fleet and downsized by reassinging the Galleons

Task: scout coast of Sothoryos, look for good colony sites, potentially as far as Gorosh
Medium Galley 13 5,2
Small Galley 16 3,2
Sloop 5 0,125
Total 35 9,025

Stepstones Toll Fleet
Base: Stepstones Medium Galley 15 6
renamed from 1st Fleet

Task: collect toll
Sloop 5 0,125
Total 20 6,125

Yi-Ti Expedition
Base: None Fey Ship - Queen Rhealla 1 0,5
Made up out of the Galleons stripped from the Lyseni fleet, the Queen Rhealla and the Hunters Moon. Also added the 6 unassigned Small Galleons and 5 Medium Galleons from Saans Fleet

Task: travel to Yi-Ti on a diplomatic and economic expedition, also showcase our strength along the way
Great Galleas - Hunter's Moon 1 0,5
Large Galleon 2 1
Medium Galleon 6 1,2
Small Galleon 6 0,3
Total 16 3,5
Rhango's Raiders:

Leader Rhango Two-Lives

In many ways Khal Rhango embodies the virtues of the Dothraki, he is brave in the face of peril, ruthless to his foes as he is generous to his friends. He even possesses a rare measure of self sacrifice, having freely offered his life in a duel that his khalasar might live under a dragon's protection. However the same cold practicality that saw him give out horses to slaves that they may better distract the dead hunting his people also manifests in a disdain for tradition practiced for its own sake. the old khal is not only far more learned in the ways of 'city men' than most would give him credit for he is also willing to borrow from those ways whatever will make his people stronger and thus himself.
Name: Rhango Two-Lives
Age: 58
Alignment: Neutral Evil
Race: Human (Medium Humanoid)
Level: 9
Class: Scout 6/Asavir 3
Feats: Mounted Combat, Mounted Archery, Mounted Mobility, Ride-By-Attack, Spirited Charge, Deadly Aim, Improved Skirmish, Skill Focus (Ride)B
Skill Tricks:
Flaws: Claustrophobia, Mounted Warrior
Speed: 40ft. Land
Class Features: Skirmish (2d6 Damage, +1 Armor), Trapfinding, Battle Fortitude (+1), Uncanny Dodge, Fast Movement (+10), Trackless Step, Evasion (applies to Mount too), Camaraderie, Equine Bond, Shaitan's Blessing, Thunderous Charge, Aura of Courage, Flank Breaker
Languages Spoken: Dothraki, ???

HP: 6d8+3d10
AC: 10 + 2 (DEX) + 5(Armor) +3 (Skirmish) +2 (vs Evil) = 20/22 +4 (Dodge) vs AoO for Rider and Mount
Initiative: +2 (DEX) +1 (Battle Fortitude) = 3
Attack:
Arakh: 7 (BAB) +1 (STR) +2(Adamant) = +10/+5 (1d6+3+4d6 Skirmish 18-20 x2)
Longbow: 7 (BAB) +2 (DEX) +1(Enchantment) = +10/+5 (1d8 +1 +4d6 Skirmish 20 x3) or +8/3 (1d8 +5 +4d6 Skirmish 20 x3)

Weapon Proficiency: Arakh, Longbow, ???
Immunities: Possession/Mental Control, Fear

STATS:
12 (+1) Strength
15 (+2) Dexterity
11 (+0) Constitution
13 +1 = 14 (+2) Charisma
15 +1 = 16 (+3) Intelligence
18 (+4) Wisdom

SAVES (+2 vs Mind-Affecting):
FORTITUDE: 4 +1(Battle Fortitude) +2 = 5/7
REFLEX: 6 +2 +2 = 8/10
WILL: 4 +4 +2 = 6/10

SKILLS:
Craft (Leatherwork): 6 +8 = 8
Diplomacy: 6 +1 = 7 (Cross Class)
Handle Animal 12 +1 =13
Intimidate: 12 +1 =13
Knowledge (geography): 12 +2 = 14
Knowledge (nature): 5 +2 = 7
Listen: 12 +4 = 16
Ride: 12 +2 +3 = 17
Sense Motive: 12 +4 = 16
Spot: 12 +4 = 16
Survival: 12 +4 = 16
Use Rope: 10 +2 = 12

Equine Bond (Ex) (Effective Level 5) with Bone Breaker.

Thunderous Charge (Ex) (3/day): This is a full-round action and works as a normal charge, except the Asavir's mount can move only up to its move speed (not double its move speed, as in a normal charge). Creatures within a 5-foot radius of the charge's ending point must succeed at a Reflex save (DC = 10 + the Asavir's class level + the mount's Strength modifier) or fall prone. For every Asavir level above 2nd the character has, she can exclude one creature from the effects of her thunderous charge (one creature at 3rd level, up to a maximum of eight creatures at 10th level). The Asavir can resolve her attack at the end of her charge either before or after determining which creatures fall prone.
DC: 19

Flank Breaker(Ex): At 3rd level, if an Asavir successfully damages a foe that is flanking an ally, she can attempt a special combat maneuver check against the target's CMD as a swift action. If she succeeds, that foe is unable to flank with any creature for 1 round.

Aura of Courage (Su): The Asavir is immune to Fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Asavir is conscious, not if he is unconscious or dead.

Contingency Spells: Renewal Pact; Stalwart Pact

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Equipment: Amulet of Tears, Bone Arakh (pierces DR as adamantine), Dragonbone Longbow (+1), Earrings of Arcane Acuity, Healing Belt, Mithril Chainshirt (+1), Ring of Protection from Evil, Ring of Untarnished Glory (+1 CHA, +1 INT)

Soldiers:
  • 3027 Dothraki Screamers
  • 8,971‬ Veteran Dothraki Riders
  • 200 Stone Hooves

Camp Followers: 13,601

The Chorus of Waves (Triton Tribes of the Narrow Sea):

Spiritual Leader: Breath Taker (Cleric of the Merling king)

The kindly voice and spark of humor in these ancient sea green eyes do not seam to match either his fearsome name nor the dread powers of death this triton cleric possesses. Soft words of wisdom and caution does he often speak, yet to see him in battle is to see the passion of the seas unleashed, the Final Gift of the Lord of the Depths unveiled in its terrible glory.

Name: Breath Taker
Alias: Voice of the Depths
Alignment: True Neutral
Age: 126
Race: Advanced Triton (Blessing of the Merling King)
Level: 9
Class: Triton 3/ Cleric of the Merling King 9
Feats: Ancestral Knowledge, Antipsionic Magic, Practiced Spellcaster, Aberration Banemagic
Racial Traits: Darkvision, Spell-like Abilities
Class Features: Death Domain, Passion Domain

HP: 95
AC: 10 +8 (NA) +2 (DEX) +3 (Shark-Skin Studded Leather) +2 (vs Evil) =23/25
Initiative: +2 (DEX)
Attack: +9/+4
Spell Save: 10 + 6 (WIS) + spell level
Weapon proficiency:
Spear, Trident, Dagger

STATS:
16 (+3) Strength
14 (+2) Dexterity
16 (+3) Constitution
18 (+4) Charisma
15 (+2) Intelligence
18 +4 = 22 (+6) Wisdom

SAVES:
FORTITUDE: 9 +3 +2 =11/13
REFLEX: 6 +2 +2 = 8/10
WILL: 9 +6 +2 = 15/17

SKILLS
Diplomacy: 15 + 4 (CHA) = 19
Hide: 4 +2 (DEX) = 6
Knowledge (arcana): 12 +6 (WIS) = 18
Knowledge (history): 12 +6 (WIS) = 18
Knowledge (religion): 12 +6 (WIS) = 18
Knowledge (the planes): 12 +6 (WIS) = 18
Listen: 2 +6 (WIS) = 8
Move Silently: 4 +2 (DEX) =6
Ride: 4 + 2 (DEX) =6
Sense Motive: 15 +6 (WIS) = 21
Spot: 2 +6 (WIS) = 8
Spellcraft: 12 + 2 (INT) = 14
Survival: 2 +6 = 8 (10 following tracks)
Swim: 10 +3 (STR) = 13

Spells Prepared (CL12):
Level 0 (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1 (4+2+D/day): Barbed Chains(reskinned as kelp strands), Bless, Marid's Mastery, Moment of Greatness, Shield of Faith, Sign, Cause Fear(D)
Level 2 (4+2+D/day): Boneshaker x2, Close Wounds, Defending Bone, Ironskin, Sound Burst, Hideous Laughter(D)
Level 3 (3+1+D/day): Dispel Magic, Invoke the Cerulean Sign, Shivering Touch, Sky Swim, Confusion(D)
Level 4 (2+1+D/day): Assay Spell Resistance, Blessing of Fervor, Sound Lance, Death Ward(D)
Level 5 (1+1+D/day): Mass Contagion, Greater Comand (D)

Spell-like abilities (CL 12):
1/day—summon nature's ally IV (Sea Cat)

Supernatural abilities:
  • Rage of the Depths: As a free action you can act as if under the effect of the rage spell. This granted power is a supernatural ability. (9 rounds/day)
  • Death's Embrace: You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save). (1/day)
  • Death's Rebuke: Turn and Destroy Undead (7/day)
Equipped Items: Protection from Evil Amulet, Ring of the Whisper Within +4, +2 Aberration Bane Spear



Name: Blight's Bane
Alias: N/A
Alignment: True Neutral
Age: 55
Race: Triton
Level: 12
Class: Triton 3/Fighter 4/Elemental Warrior 5
Feats: Phalanx Formation, Furious Focus, Improved Bullrush, Shield Focus, Shock Trooper ,Shield Brace (Shield Mastery), Martial Study (Stone Dragon - Charging Minotaur), Martial Stance (Stone Dragon - Stone Foot Stance), Martial Study (Stone Dragon - Stone Bones)
Flaws: Brash, Glory-Hound
Racial Traits: Darkvision, Spell-like Abilities
Class Features: Elemental Manifestation (Water), Elemental Weapon (Water), Elemental Movement (Water), Elemental Strike (Water)

HP: 92 +24 (AoT)
AC: 10 +6 (NA) +1 (DEX) + 3 (Riverine Heavy Shield +1) +6 (Riverine Breastplate +1) +2 (vs Evil) = 26/28
Initiative: +1 (DEX)
Attack: +12/+7/+2 +4 (STR) = +16/+11+/6 [1d8+2d6 Cold]
Weapon proficiency: All Piercing Simple and Martial

STATS:
18 (+3) Strength
13 (+1) Dexterity
14 (+2) Constitution
10 (+0) Charisma
10 (+0) Intelligence
12 (+1) Wisdom

SAVES (+2 vs Evil):
FORTITUDE: 11 +2 = 13
REFLEX: 5 +1 = 6
WILL: 5 +1 = 6

SKILLS
Hide: 3 +1 (DEX) = 4
Listen: 6 +1 (WIS) = 7
Move Silently: 3 +1 (WIS) = 4
Ride: 15 +1 (DEX) = 16
Sense Motive: 6 + 1 (WIS) = 7
Spot: 6 + 1 (WIS) = 7
Spellcraft: 3
Survival: 6 + 1 (WIS) =7 (9 When Following Tracks)
Swim: 15 +4 (STR) = 18

Spell-like abilities (CL 7):
1/day—summon nature's ally IV (Medium Water Elemental)

Martial Manuvers Known:
Level 1: Charging Minotaur, Stone Bones

Martial Stances:
Stonefoot Stance

Supernatural abilities:

Elemental Manifestation (Water): An elemental warrior of 2nd level or higher can use a standard action to cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute. The elemental warrior becomes coated in water. She gains DR 3/piercing. (5/Day)

Elemental Weapon (Water): At 3rd level and higher, an elemental warrior can, as a move action, imbue any melee weapon she wields with the energy of her chosen element. The imbued weapon deals an extra 2d6 points of energy damage on each hit. The effect lasts for 1 minute. On a successful critical hit, the weapon releases a burst of energy that deals even more energy damage of the same type for a total of 8d6. (5/day)

Elemental Movement (Water): At 4th level, an elemental warrior gains +30 to Swim Speed

Elemental Strike (Water): A 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. The attack requires a standard action to deliver; if it hits, it affects its target as noted below. Target takes 10d6 points of damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save DC 17 negates nausea).

Equipped Items: Protection from Evil Amulet, Mithral Long Spear, Riverrine Shield, Amulet of Tears

Soldiers:
Arcane Protectors:
  1. 1 Dragon Turtle
  2. 55 Hippocampus (Usually Scout Mounts)
  3. 31 Sea Cats (Usually Guards for the clerics/leaders)
  4. 134 Coral Capuchin

Experts
Monthly costs: 3,980 IM

Camp Followers: 12,497 Tritons (4,500 can be called up as Triton Militia)
Rhaella Targaryen, Queen Mother of the Seven Kingdoms:
Born the second child and only daughter of Prince Jaehaerys and Princess Shaera Targaryen, Rhaella's fate was born not only to royalty, but to a family beset by tragedy and death. With her uncle Duncan abdicating his place in the succession, her father became Crown Prince of the Seven Kingdoms, while her younger uncle Daeron perished in battle not long into the young princess' childhood. Yet where her likely betrothal to her brother Aerys had seemed a matter of state and family tradition beforehand, it became embroiled with magic and prophecy when a hedge witch proclaimed that the Prince Who Was Promised would be born of their joining.

A prince was indeed the first child Rhaella deceived at the tender age of four-and-ten even as Summerhall and much of her family died around her, and the leaping green flames of wildfire reflected in her husband's eyes.

Rightly was Aerys the Second of His Name called mad, and none were so often the target of his cruel whims than his queen. Though she bore him another son, the king quickly came to blame her for her miscarriages as he did any soul unfortunate enough to be near at hand when rage and suspicion descended upon his mind. None now can say if his suspicions of infidelity on Rhaella's part were the product of projecting his own discounting of the vows of marriage or simply of his growing fear of his elder son's popularity, but the consequences for her were just as grim.

She bore Aerys' last child, a daughter, in the midst of the Storm as the Baratheon fleets closed upon Dragonstone, and with her last breath she named her Daenerys that the Dornish would think kindly of her. Thus passed from the world Rhaella Targaryen, and yet her tale did not end that day, for before a dragon's will and a raven's schemes even death might work backwards.

In the hour of her rebirth she swore one thing only, not for power, kingship, or fickle fate, but simply for herself and those she held most dear: she would not leave her children alone again.

Name: Rhaella Targaryen
Alias: The Queen Who Was, The Risen One
Age: 37
Alignment: Neutral Good
Race: Human (Medium Humanoid; Dragonblooded)
Level: 10
Class: Aristocrat 1/Dragonsinger 9
Feats: Doomspeak, Dragonfire Inspiration, Dragontouched, Greater Draconic Bloodline, Epic of the Lost King, Extra Music, Imperious Command, Lingering Song, Lyric Spell, Melodic Casting
Flaws: Noncombatant, Vulnerable
Skill Tricks: Social Recovery
Class Features: Draconic Lore (+3), Dragonsong 10/Day (Fascinate, Inspire Courage +2, Suggestion), Blood of the Forty, Dragonfire Inspiration
Languages Spoken: Westerosi Common, High Valyrian

HP: (1d8 + 9d6) + 40 = 80 HP + 18 Temp HP (HotE) + 9+1d10 (False Life) = 107 + 1d10 HP
AC: 10 - 1 (Vulnerable) + 4 (Mage Armor) + 3 (DEX) + 2 Deflection (vs Evil) = 16/18; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 30ft (CV) = 60ft
Initiative: +3 (DEX)
Attack: +5 (BAB) + 3 DEX - 2 (Noncombatant) = +6 (Melee); +5 (BAB) + 3 DEX + 4 (CV) = 12 (Ranged)
Spell Save: 10 + 7 (CHA) + 1 (Arcane Concordance) = 18 + spell level
Weapon Proficiency: N/A
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, All Mind-Affecting Effects, Divination, Blinding & Dazzling Effects, Baleful Polymorph[Single use]
Resistances: Cold 5, Electricity 5
Miss Chance: 20% as per the Blur spell

STATS:
8* (-1) Strength
10 +6 = 16 (+3) Dexterity
13 +5 = 18 (+4) Constitution
16 (+3) Intelligence
15 +3 = 18 (+4) Wisdom
19 +6 = 25 (+7) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +1 against Paralysis or Sleep
FORTITUDE: 3 + 4 (CON) + 5 (Resistance) + 6 (CV) = 18
REFLEX: 3 + 3 (DEX) + 5 (Resistance) = 11
WILL: 8 + 3 (WIS) + 5 (Resistance) = 16

SKILLS:
Bluff
: 13 + 7 (CHA) + 6 (CV) = 26
Concentration: 13 + 4 (CON) + 6 (CV) = 23
Diplomacy: 13 + 7 (CHA) + 6 (SIN) + 5 (Ring) = 31
Intimidate: 13 + 7 (CHA) + 2 (SIN) + 4 (CV) = 28
Knowledge (Arcana): 13 + 3 (INT) + 4 (DL) + 4 (CV) = 24
Knowledge (Geography): 3 + 3 (INT) + 4 (DL) + 4 (CV) = 14
Knowledge (History): 3 + 3 (INT) + 4 (DL) + 4 (CV) = 14
Knowledge (Nobility & Royalty): 9 + 3 (INT) + 4 (DL) + 4 (CV) = 20
Knowledge (Religion): 5 + 3 (INT) + 4 (DL) + 4 (CV) = 16
Knowledge (The Planes): 8 + 3 (INT) + 4 (DL) + 4 (CV) = 19
Knowledge (All Others): 3 (INT) + 4 (DL) + 4 (CV) = 11
Listen: 4 (WIS) + 1 (DT) + 4 (CV) = 9
Perform (String): 13 + 7 (CHA) + 5 (Gloves) = 25
Perform (Sing): 6 + 7 (CHA) = 13
Spot: 1 + 4 (WIS) + 1 (DT) + 4 (CV) = 10
Sense Motive: 13 + 4 (WIS) + 5 (Ring) = 22
Spellcraft: 13 + 3 (INT) + 2 (SIN) = 18

Spells Known (Caster Level 9):
Level 0: Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (6/Day)
Level 1: Cure Light Wounds, Ear-Piercing Scream, Hideous Laughter, Mage Armor, Magic Missile(RotF), Magic of the Dragonheart (6+2/Day, -1 [Mage Armor])
Level 2: Alter Self, Blistering Invective, Detect Thoughts, Invisibility, Scorching Ray, Wings of Cover (6+2/Day, -2 [False Life, Heart of Air])
Level 3: Air of Nobility, Alter Fortune, Ancestral Awakening, Deep Slumber, Fireball(RotF), Overwhelming Grief (6+2/Day, -1 [Heart of Water])
Level 4: Fear, Freedom of Movement(RotF), Ruin Delver's Fortune, Voice of the Dragon (4+1/Day, -1 [Heart of Earth])

Grimoire of High Arcana:
Level 1: Clarion Call, Friendly Face, Moment of Greatness, Shield, Tap Inner Beauty
Level 2: False Life, Harmonic Chorus, Heart of Air, Heroism, Honeyed Tongue, Mirror Image, Resist Energy, Rope Trick, See Invisibility, Tongues
Level 3: Battlemagic Perception, Heart of Water
Level 4: Heart of Earth

Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 40+ HP]

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+9 Temporary Hit Points. Duration: 18 hours, Cost: 2nd level spell slot
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 18 hours, Cost: 1st level spell slot
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+18 Temp HP), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You benefit from Light Fortification, giving you a 25% chance to avoid the extra damage from Critical Hits and Sneak Attacks. Duration: 18 hours, Cost: 2nd, 3rd, and 4th level spell slots
Supernatural Abilities
  • Dragonsong (Su): Fascinate, Inspire Courage (10/day), Suggestion
  • Dragonsinger Magic (Su): All Dragonsinger spells requires a Verbal component, meaning they cannot be augmented using the Silent Spell Metamagic feat, but they are also cast without Somatic components, as if they had been affected by the Still Spell Metamagic feat, though without an increase in spell level.
  • Dragonfire Inspiration (Su): When activating Inspire Courage, may choose to exchange the standard morale bonus to weapon attack rolls and damage for 1d6 fire damage per point of Morale bonus that Inspire Courage would grant. Expending a second use of Dragonsong on activation grants this damage a Searing-equivalent property.
  • Doomspeak (Su): May spend one use of Dragonsong to utter a string of condemnations and grim portents of impending doom at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks and skill checks for 1 round. This is a supernatural, necromantic effect.
  • Arcane Concordance: You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Extend Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Alternate Forms (via Alter Self)
Shadow Dragon Wyrmling
Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +4 (BAB unchanged) + 2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 7 (Natural Armor) = +9
Hide Skill: +8

Fire Dragon Wyrmling:
Size: Changes to Tiny
Speed: 40 ft., fly 120 ft. (poor), burrow 20 ft.
Attack: +4 (BAB unchanged) +2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural Armor) = +5
Hide Skill: +8

Styx Dragon Wyrmling:
Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +4 (BAB unchanged) +1 (Size) -1 (STR) = 4 (1d6-1 Bite) and (1d6-1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural Armor) = +5
Hide Skill: +4

Mercury Dragon Wyrmling
Size: Changes to Tiny
Speed: 60 ft., fly 200 ft. (perfect)
Attack: +4 (BAB unchanged) +2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 2 (Natural Armor) = +4
Hide Skill: +8

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Apprentice's Cloak of Minor Displacement:
  1. Use the Prestidigitation and Resistance spells At Will, and the Endure Elements and Shield spells 1/Day.
  2. You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Augur's Crown: +4 Resistance bonus to saving throws
  • 1/Day the wearer of the crown can activate its power to use a combined Celerity and Dimension Door effect at 7th caster level, instantly Teleporting up to 680 feet as an Immediate Action.
Boneward Belt: +5 Constitution
  • Healing (3 Charges/day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Diplomat's Ring: +6 Charisma, +3 Wisdom
  • +5 Competence bonus to Diplomacy and Sense Motive skill checks.
Gloves of the Starry Sky: +6 Dexterity, +5 Competence bonus to Perform (Strings) skill checks.
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. 3/Day use the Amplify spell at 1st caster level.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  5. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Jenny's Fiddle
  • Doubles the bonus of any beneficial Bardic Music the wielder creates at the cost of halving the effect of harmful Bardic music.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords (Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Raiment of the Four (Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Scrolls:
Assay Spell Resistance x4
Dimension Door x3
Cure Light Wounds x20
Greater Invisibility x5
Heart of Earth x3
Invisibility x5
Magic Circle Against Evil x2

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
30x Night Tea
20x Sleep-Smoke
5x Smokestick
10x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent

Equipped Magic Items: Anklets of Translocation, Apprentice's Cloak of Minor Displacement, Augur's Crown, Bead of Newt Prevention, Boneward Belt (+5 CON), Calligraphy Wyrm, Diplomat's Ring (+6 CHA, +3 WIS, +5 Diplomacy & Sense Motive), Gloves of the Starry Sky (+6 DEX), Greater Amulet of Protection from Evil (+5 Resistance), Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Grimoire of High Arcana, Handy Haversack, Jenny's Fiddle, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers, Valyrian Steel Dagger (+2)

Valaena Velaryon:
Possessed of the beauty for which the dragonlords were famed, the eldest child and only daughter of Lord Monford Velaryon has blossomed in a rather different manner than her father would have assumed in her time in Sorcerer's Deep. A passion to see the world and all its strange wonders and to stand against the horrors in the dark now burns in her eyes, her hours these days filled more with swordwork and arcane studies. With a warrior's stride she begins to move and thoughtful is her gaze.

Name: Valaena Velaryon
Age: 15
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level:
9
Class: Magus 9
Feats: Combat Reflexes, Disruptive, Extra Arcana (Arcane Scent, Maneuver Mastery: Trip), Improved Trip, Power Attack, Spellcasting Prodigy, Weapon Finesse
Flaws: Fussy, Pride
Class Features: Destined Bloodline, Eldritch Pool, Magus Arcana, Spell Combat, Spellstrike
Magus Arcana: Arcane Scent, Augment Physical Prowess, Disruptive Arcana, Flamboyant Arcana, Lingering Pain, Maneuver Mastery: Trip
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones), High Valyrian

HP: 9d8 (44) + 45 (CON) = 89
AC: 10 + 5 (DEX) + 12 (Reinforced Segmented Mithral Fullplate +3) + 2 (Luck) + 1 (Dodge; Channel Vigor) + 2 Deflection (vs Evil) = 30/32
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +5 (DEX) + 2 (Belt) = +7
Attack: Coils of Agony (+2 Spiked Chain):
  • Trip Attack: +9 (Arcana) + 4 (IT) + 5 (DEX) + 2 (Enhancement) = +20
  • Chain Attack: +6/+1 (BAB) + 5 (DEX) + 2 (Enhancement) + 1 (CV) = +14/+9 (2d4+7; x2)
  • Ranged Spell Attack: +6 (BAB) + 5 (DEX) + 4 (CV) = +15
Special: +4 to DC to cast defensively for enemies in a threatened square
Spell Save: DC: 10 + 5 (CHA) + 1 (SP) + 1 (Arcane Accordance) = 17 + spell level
Weapon Proficiency: Longsword, Dagger, Spiked Chain
Resistances: Cold 5, Fire 10
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects

STATS:
10 (+0) Strength
15 +5 = 20 (+5) Dexterity
15 +5 = 20 (+5) Constitution
16 +4 = 20 (+5) Charisma
12 +2 = 14 (+2) Intelligence
14 +2 = 16 (+3) Wisdom

SAVES:
FORTITUDE: 6 + 5 (CON) + 2 (Luck) + 5 (Resistance) = 18
REFLEX: 3 + 5 (DEX) + 2 (Luck) + 5 (Resistance) = 15
WILL: 6 + 3 (WIS) + 2 (Luck) + 5 (Resistance) = 16

SKILLS:
Bluff
: 0 + 5 (CHA) + 6 (CV) = 11
Concentration: 12 + 5 (CON) + 6 (CV) = 23
Diplomacy: 3 + 2 (SYN) + 5 (CHA) = 10
Handle Animal: 8 + 5 (CHA) + 5 (Amulet) = 18
Intimidate: 0 + 5 (CHA) + 6 (CV) = 11
Knowledge (Arcana): 11 + 2 (INT) + 4 (BotMK) + 4 (CV) = 18/22
Knowledge (Nobility): 5 + 2 (INT) + 4 (BotMK) + 4 (CV) = 11/15
Knowledge (Planes): 6 + 2 (INT) + 4 (BotMK) + 4 (CV) = 12/16
Listen: 0 + 3 (WIS) + 4 (CV) = 7
Ride: 9 + 5 (DEX) + 5 (Amulet) = 19
Sense Motive: 3 + 3 (WIS) = 6
Spellcraft: 12 + 2 (SYN) + 1 (INT) = 15
Spot: 0 + 3 (WIS) + 4 (CV) = 7

Spells Known (Caster Level 9):
Level 0: Daze, Detect Magic, Light, Mage Hand, Message, Read Magic (4/day)
Level 1: Blade Tutor's Spirit, Burning Grasp*, Magic Missile(RotF), Nerveskitter, Ray of Enfeeblement, Rhino's Rush, Shield (5+2/day)
Level 2: Blur, Combust, Mirror Image, Stone Discus, Wraithstrike (4+2/day)
Level 3: Curse of the Dragonlords, Dispel Magic, Displacement, Dragon's Hide, Fireball(RotF) (3+1/day)

Grimoire of High Arcana:
2nd Level: Heroics, Invisibility, Rope Trick

Eldritch Pool (9 points):
  • Destined Strike (Su): Add +4 insight bonus to an attack as a Free Action.
  • Augment Physical Prowess (Su): Gain a +2 Inherent bonus to one physical stat for 9 rounds as a Swift Action.
  • Derring-Do (Ex): As a Free Action, add a +1d6 bonus to any Jump, Climb, Escape Artist, Fly, Ride, or Swim Check. If the result is 6, add another 1d6 up to 3 times.
  • Certain Strike (Su): You may reroll an Attack Roll. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it's worse.
  • Opportune Parry and Riposte (Ex): Upon being the target of a melee attack the magus can use one Attack of Opportunity to try and parry (Opposed attack rolls -2 for each size category the opponent is larger). On success the attack is parried. So long as she still has at least 1 point remaining in her pool the magus can immediately reposte (Free/Immediate Action).
  • Lingering Pain (Su): You can activate this ability as an Immediate Action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using your Spellstrike ability) is considered Continuous Damage for the purpose of any Concentration checks (DC = 10 + 1/2 Damage + Spell Level) made by the target prior to the beginning of your next turn.
  • Arcane Scent (Ex): You gain the gain the Scent special quality for 9 hours. This ability can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, you can attempt a Spellcraft check as a Move Action to determine the highest level of spell a detected creature is capable of casting (DC = 10 + target creature's caster level). You can only attempt this Spellcraft check once per target per 24 hours.
  • Empower Weapon (Su): As a Swift Action, you can add a +3 Enhancement to a weapon for one minute.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
    • Limbs: You gain the benefits of a haste spell.
    • Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
    • Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
    • Torso: You gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Contingency Spells: Renewal Pact; Stalwart Pact

Dawnfyre
Size/Type: Large (Very Young equivalent) Feral Red Dragon Animal Companion
Hit Dice: 9d12+54 (113 HP)
Initiative: +2
Speed: 40 ft., fly 200 ft. [230ft] (poor)
Armor Class: 30 (-1 size, +13 natural, +6 armor, +2 Dex), touch 12, flat-footed 28; +2 (vs Evil)
Base Attack: +9, CMB: +19, CMD: +33 (+37 vs Trip)
Attack: +17(+18)
Full Attack: Bite +17(+18) [2d6+13+1], 2 Claws +17(+16) [1d8+9+1], 1 Tail Slap +15(+16) [1d8+13+1]
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon (4d10 Fire damage, 40ft cone, Reflex DC 20 for half damage)
Special Qualities: Immune to Fire, Vulnerable to Cold (+50% damage), Smoke Vision, Blindsense 60 ft., Darkvision 120 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Link (Master benefits from +4 Circumstance bonus to Handle Animal checks to interact with Animal Companion), Share Spells, Evasion, Devotion (+4 bonus to Will saving throws vs Enchantment spells & effects), Ability Score Increase (+2 Dexterity), Immunity to Compulsion spells
Saves: Fort +14(+16), Ref +8(+10), Will +6(+8) (+10[+12] vs Enchantment)
Abilities: Str 28[29] (+9), Dex 13[14] (+2), Con 22[23] (+6), Int 2 (-4), Wis 9 (-1), Cha 12 (+1)
Skills: Spot +14 (15 - 1)
Tricks: Attack, Come, Defend, Down, Flank, Flee, Guard, Heel, Stay, Hunt
Feats: Flyby Attack, Flyby Breath, Improved Initiative, Light Armor Proficiency, Multiattack, Power Attack, Strafing Breath
Equipment: Collar of Protection from Evil , Belt of Animalistic Power (+1 Constitution, Dexterity, & Strength), Ring of Mighty Fists (+1), Tailring of Speed (+30ft Enhancement bonus to flight speed), Warlord's Saddle (w/+2 Valyrian Steel Dragon Barding, Immunity to Compulsions, Haste 3/Day)

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Belt of the Battle Master: +5 Constitution, +5 Resistance bonus to saving throws, +2 Competence bonus to Initiative checks
  1. Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Celestial Glamered Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +9, Armor Check Penalty: -1, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 13.75 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Coils of Agony: Once the weapon of a champion of the Baatezu, this weapon has gained a semblance of thought not through laborious spell-work and seals of power, but by ages uncounted inflicting torturous death upon Hell's enemies. Black as pitch are its links, and red as old blood that will never wash away its many dagger-sharp spikes. It speaks in the rattle of metal upon metal, disquietingly like a serpent readying to strike.
  • Alignment: Lawful Evil
  • Stats: Intelligence: 10 (+0), Wisdom: 15 (+2), Charisma: 15 (+2)
  • Saving Throws: Fortitude: 10, Reflex: 10, Will: 12
  • Senses: Vision and Hearing in a 120 foot radius
  • Communication: Speech
  • Damage: 2d4+2 (Slashing); x2 Crit
  • Powers:

  1. [*]
    [*]​
    [*]​
    [*]​
    [*]​
    [*]​
    [*]+2 Enhancement bonus
    [*]Grants one extra Attack of Opportunity per turn
    [*]User can make a free trip attempt for every full attack​
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +5 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Dragonbone Amulet of Warding: +2 Wisdom, +5 Competence bonus to Ride and Handle Animal skill checks
  1. Fire resistance 10.
  2. Constant Protection from Evil effect.
  3. 3/Day the bearer may re-roll a Handle Animal check relating to a creature with the Dragon type.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  5. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky & Goggles of the Golden Sun) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Ring of Convenient Cantrips (Slotless): Use the Detect Poison, Feather Fall, Mending, and Prestidigitation spells at will.

Soulfire Mithral Bracers of Arcane Freedom (+1):
  1. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  2. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Warlord's Saddle: Crafted for a Valyrian Dragon rather than a common horse, this sturdy saddle of Hardened leather and steel allows a Dragonlord to garb their Dragon in enchanted armor at a moment's notice and remove it just as quickly. Upon speaking the proper command word as a Standard Action, the rider can summon a set of Valyrian Steel barding which immediately adorns their Dragon. The armor can be returned to the saddle just as easily.
  1. Valyrian Steel Dragon Barding (+2): Armor Bonus: +6, Maximum Dexterity Bonus: +4, Armor Check Penalty: -2
  2. The barding protects the Dragon from all forms of Compulsion magic and allows their rider to apply a Haste effect to the Dragon 3/Day.
Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)

Alchemical Substances:
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
20x Sleep-Smoke
5x Smokestick
5x Sunrod
30x Vermin Repellent
Equipment: Anklets of Rapid Translocation, Bead of Newt Prevention, Belt of the Battle Master (+5 CON), Celestial Glamered Reinforced Segmented Mithral Fullplate (+3), Coils of Agony, Dragonbone Amulet (+2 WIS), Earring of Arcane Acuity, Gloves of the Starry Sky(+5 DEX), Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Restorative Ointment, Ring of Convenient Cantrips (Slotless), Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 CHA, +2 INT), Warlord's Saddle

Lady Saenena Caleris

Saenena Caleris has been many things across her long and fractured life, a lady of high standing, heretic before the eyes of Balerion's priests, a ravening beast horrifically bonded to her own dragon flying though Doomed skies, but at the core of her being there remained a strength a will to live even in darkest hours and so she is again ready to carve out her fortunes and the fortunes of her House into a new age.

Name: Lady Saenena Caleris
Alignment: True Neutral
Age: 33
Race: Human (Dragonblooded, Medium)
Class: Sorceress 5/Dracolexi 10/Dracolexi - Continued 1
Feats: Draconic Heritage(Red), Practical Metamagic (Still Spell), Draconic Power, Greater Spell Focus (Enchantment), Heighten Spell, Rapid Metamagic, Silent Spell, Spell Focus (Enchantment), Still Spell, Versatile Spellcaster
Flaws: Bestial Instinct, Pride
Skill Trick: Swift Concentration
Class Features: Familiar, Draconic Words (Vor, Ssearth, Veschik, Valignat), Power Word Spells (3), Bonus Spells known (4), Voice in Silence
Familiar: Pseudodragon

HP: 107 + 10+d10 Temp HP (False Life)
Armor Class: 10 + 3 (DEX) +4 (Mage Armor) + 4 (Shield) +2 (vs Evil) = 21/23
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +8/+3
Spell Save: DC: 10 + 7 (CHA) + 1(Arcane Concordance) + Spell Level; +4 (Enchantment) or +1(Fire)
Weapon Proficiency: Dagger, Staff
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5, Fire 5
DR: 10/Magic (up to 100 points) [Protection from Arrows]

STATS:
10 (+0) Strength
13 + 3 = 16 (+3) Dexterity
12 + 4 = 16 (+3) Constitution
19 + 5 = 24 (+7) Charisma
14 (+2) Intelligence
8 + 2 = 10 (0) Wisdom

SAVES:
FORTITUDE: 5 + 3(Con) + 5 = 13
REFLEX: 5 + 3(Dex) + 5 = 13
WILL: 10 + 0 (Wis) + 5 + 6 (CV) = 21

SKILLS:
Bluff: 19 + 7 (CHA) + 2 (Insidious Suggestion) + 6 (CV) = 34
Concentration: 19 + 3 (CON) = 22
Diplomacy: 19 + 7 (CHA) + 2 (Insidious Suggestion) +4 (Syn) = 32
Intimidate: 0 + 7 (CHA) + 6 (CV) = 17
Knowledge (Arcana): 19 + 3 (INT) = 22
Perform (Oratory): 4 + 7 (Cha) = 11
Sense Motive: 16 + 0 (WIS) = 16
Spellcraft: 19 + 2 (INT) + 2 (Syn) = 23

Spells Known (Caster level 16):
Level 0: Arcane Mark, Detect Magic, Light, Mending, Message, Prestidigitation, Read Magic, Resistance (6/day)
Level 1: Charm Person, Disguise Self, Mage Armor, Magic Missile(RotF), Scholar's Touch, Shield (8/7/day)
Level 2: Detect Thoughts, Elemental Darts, Invisibility, Mirror Image, Wings of Cover (8/6/day)
Level 3: Air of Nobility, Ancestral Awakening, Dispel Magic, Fireball, Flashburst(RotF) (8/day)
Level 4: Assay Spell Resistance, Aura of the Unremarkable, Demanding Message, Enchantment Foil, Freedom of Movement(RotF), Voice of the Dragon (7/day)
Level 5: Cloudkill, Commune(RotF), Fiery Tentacles, Insidious Suggestion, Persistent Image, Power Word Nauseate, Teleport(RotF) (7/day)
Level 6: Brilliant Inspiration, Greater Shadow Enchantment, Lesser Dragonshape, Mass Suggestion, Power Word Blind (7/day)
Level 7: Bloodwish, Power Word Stun (6/day)
Level 8: Unyielding Form of Inevitable Death (3/day)

Grimoire of High Arcana:
Level 1: Dead End, Dispel Ward, Magecraft, Shield
Level 2: False Life, Greater Alarm, Protection from Arrows, Resist Energy, See Invisibility
Level 3: Tongues

Draconic Words:
  • Vor: This Draconic word, which translates as "learn," grants the target a competence bonus on Knowledge checks and Spellcraft checks equal to your class level for 1 hour.
  • Ssearth: The target of this Draconic word ("prolong") is healed of 1 point of damage per caster level. If you speak this word as part of a spell, you can choose instead to extend the spell (as if you had applied the Extend Spell feat), but without any adjustment in spell slot or casting time.
  • Veschik: This Draconic word means "replenish." The target regains one spell slot (but not a slot that held a prepared spell) of the highest level of arcane spell it can cast spontaneously. If the target has not already cast any spells of that level, it instead regains one spell slot of the highest arcane spell level for which it has already spontaneously cast a spell.
  • Valignat: This Draconic word, meaning "burn," deals 5d6 points of fire damage to the target. If you speak the word as part of a spell with the fire descriptor, you can choose instead either to empower or widen the spell (as if you had applied the Empower Spell feat or the Widen Spell feat), but without any adjustment in spell slot or casting time.
Extraordinary Abilities:
  • Voice in Silence (Ex): When coupled with arcane energy, your voice becomes potent enough to temporarily overcome areas of silence or even your own deafness. Beginning at 8th level, you can expend an arcane spell slot as a move action to suppress all silence spells (or similar effects) in your space, and to render your voice audible to you and other creatures sharing your space even if you or they are deafened. This effect lasts for a number of rounds equal to the level of the spell slot expended. Only you (and any other creatures sharing your space) benefit from this effect; adjacent creatures that are deafened or within a silence effect are still affected by the deafness or silence. The effect moves with you.
Supernatural Abilities:
Boneward Belt: +4 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Gloves of the Starry Sky: +3 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Tears:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. 3/day when you heal someone of damage, you can benefit from the same amount of healing.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. Convert any spell of 4th level and above to Freedom of Movement.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Orb of Mental Renewal:
  • 3 Charges/Day: 1 Charge (Heal 4 points of Intelligence, Wisdom, or Charisma damage), 2 Charges (Heal 6 points of Intelligence, Wisdom, or Charisma damage, or 3 points of damage from all mental attributes), 3 Charges (Heal 8 points of Intelligence, Wisdom, or Charisma damage, or 4 points of damage from all mental attributes)
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Convert any spell of 3rd level and above to Flashburst.
Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Tears) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Robes of Mysterious Conjuration
  • 3/Day sacrifice a spell slot to use Summon Monster spell of same level
Soulfire Mithral Bracers (+1):
  • Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Translocating Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Veil of Allure: +2 bonus to Enchantment spell DCs

Equipment: Bead of Newt Prevention, Boneward Belt (+4 CON), Gloves of the Starry Sky (+3 DEX), Greater Amulet of Tears, Greater Ribbon of Disguise, Handy Haversack, Orb of Mental Renewal, Radiant Earring of Arcane Acuity, Ring of Protection from Evil, Ring of Untarnished Glory (+5 CHA, +2 WIS, +5 Resistance), Robes of Mysterious Conjuration, Soulfire Mithral Bracers (+1), Translocating Boots of the Wide Earth, Veil of Allure

Nettles, Rider of Sheepstealer

A woman who has found her way into many a song though she was not born into it. No sonorous name proclaimed her birth, just another daughter of shepherds fated to graze her flocks upon the slopes of the Dragonmount, not even possessed of the silver hair and amethyst eyes that proclaimed a Dragonseed. And yet her ambition would not be stayed eyes oft drifting to the top of the fiery mount to the dragons that flew though the curtains of smoke. In a time of war she showed daring that had been the death of many a noble scion but in that she succeeded, taming a dragon to ride with naught but the gift of sheep.

Many things has Nettles been, dragonrider warrior, prince's lover, exile, witch of the mountains, specter spoken of in hushed whispers and now alive again to see the blooming of magic and fly over a world transformed.

Name: Nettles
Titles: The Witch of the Mountains
Age: 24
Alignment:
True Neutral
Race: Human
Level: 12
Class: Fighter(Thug) 1/Stalwart Battle Sorcerer 6/Skymage 5
Feats: Able Learner, Combat Casting, Dragon Cohort, Enlarge Spell(B), Expanded Arcana (Ruin Delver's Fortune, Shrink Item), Fly-By Attack(B), Improved Cohort, Iron Will, Mounted Archery(B), Mounted Combat, Mounted Spellcasting(B), Saddleback, Skill Focus (Ride)(B)
Flaws: Loudmouth, Hot-Blooded
Class features: Armored Mage (Ignore ASF in Light Armor), Flying Mount (Dragon), Extra Health (+12 HP), Share Spells (w/Mount), Weapon Training

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) (Poor), Old Tongue (Poor)

HP: 1d10+6d8+12+5d4+36 (95 HP)
AC: 22/24 (+3 Dex, +5 Armor, +3 Shield, +1 Dodge, +2 Deflection vs Evil), Touch 14/16, Flat-Footed 18/20
Movement: 30ft + 30ft (Channel Vigor) = 60ft
Initiative: +3 (DEX)
Base Attack: +8/+3 + 3 (DEX) or +1 (STR) + 1 (Channel Vigor);
  • Melee: Valryian Steel Dagger (+2): +11/+11/+6 (1d4+3; 19-20/x2)
  • Ranged: Mighty Composite [+1] Shortbow (+1): +13/+13/+8 (1d6+2)
Spell Save: DC: 10 + 5 (CHA) + spell level
Weapon Proficiency: Dagger, Bows
Immunities: Possession/Mental Control, Baleful Polymorph [Single use]
Resistances: Cold 5, Electricity 5, Fire 5

STATS:
12 (+1) Strength
14 + 3 = 17 (+3) Dexterity
12 + 4 = 16 (+3) Constitution
11 (+0) Intelligence
8 + 2 = 10(+0) Wisdom
18 + 2 = 20 (+5) Charisma

SAVES:
FORTITUDE: 8 + 3 (CON) + 2 = 11/13
REFLEX: 3 + 3 (DEX) + 2 + 1 (CV) = 7/9
WILL: 6 + 0 (WIS) + 2 (IW) + 2 = 8/10

Skills:
Bluff: 0 + 5 (CHA) + 6 (CV) = +11
Concentration: +15 + 3 (CON) + 6 (CV) = +24; +4 when Casting Defensively, +10 when mounted
Diplomacy: 2 + 5 (CHA) = +7
Handle Animal: 15 + 5 (CHA) = +20
Intimidate: 0 + 5 (CHA) + 6 (CV) = +11
Knowledge (Geography): 2 + 0 (INT) + 4 (CV) = +6
Listen: 0 + 0 (WIS) + 4 (CV) = +4
Ride: 15 + 3 (DEX) + 3 (SF) = +21 (can always Take 10)
Spellcraft: 4 + 0 (INT) = +4
Spot: 0 + 0 (WIS) + 4 (CV) = +4

Spells Known (Caster Level 11):
Level 0: Detect Magic, Detect Poison, Ghost Sound, Light, Mending, Message, Read Magic, Resistance (5/day)
Level 1: Gravity Bow, Magic Missile(RotF), Nerveskitter, Shield, True Strike (5+2/day)
Level 2: Mirror Image, Protection from Arrows, Scintillating Scales, Wings of Cover (5+1/day)
Level 3: Alter Fortune, Dispel Magic, Dragonskin, Fireball(RotF), Shrink Item (5+1/day)
Level 4: Freedom of Movement(RotF), Greater Invisibility, Heart of Earth, Ruin Delver's Fortune (5+1/day)
Level 5: Commune(RotF), Greater Blink (3+1/day)

Special Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact
Sheepstealer
Size/Type: Huge (Mature Adult equivalent) Feral Red Dragon
Hit Dice: 19d12+190 (313 HP)
Initiative: -1 (DEX)
Speed: 40 ft., fly 200 ft. (poor)
Armor Class: 38 (-2 size, -1 DEX, +22 natural, +6 armor, +3 Rider's Shield), touch 7, flat-footed 34; +2 vs Evil (Deflection)
Base Attack: +19
Attack: Bite +32 (2d8+22/19-20)
Full Attack: Bite +32 (2d8+22/19-20), 2 Claws +32 (2d6+15), 2 Wings +32 (1d8+7), Tail Slap +32 (2d6+22)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath Weapon (14d10 Fire damage, 50ft cone, Reflex DC 27 for half damage, Usable every 1d4 rounds), Crush (Small creatures, DC 27, 2d8+19), Frightful Presence (210 ft., DC 22)
Special Qualities: Damage Reduction 10/Magic, Spell Resistance 26, Immune to Fire, Vulnerable to Cold (+50% damage), Smoke Vision, Blindsense 60 ft., Darkvision 120 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Stalking Wyrm Sovereign Archetype, Possession/Mental Control, Immunity to Compulsion spells
Saves: Fort +21, Ref +10, Will +12
Abilities: Str 40 (+15), Dex 8 (-1), Con 30 (+10), Int 2 (-4), Wis 13 (+1), Cha 16 (+3)
Skills: Move Silently +20 (22 - 1), Spot +23 (22 + 1)
Feats: Flyby Attack(B), Improved Multiattack, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath, Travel Devotion, Wingover
Flaws: Shaky
Equipment: Ring of Protection from Evil (+3 STR, +2 DEX, +3 CON), Valyrian Steel Dragon Barding (+6 AC, Immunity to compulsions, can Haste self 3/day)
Anklets of Translocation:
  • Carrying capacity is doubled.
  • Convert any Spell of 5th level and above to Teleport.
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +4 Constitution
  • Healing (3 charges/day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Gloves of the Starry Sky: +3 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Unchained Protection from Evil: +2 Charisma, +2 Wisdom
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Radiant Earring of Arcane Acuity:
  • Immunity to Blindness and Dazzling effects.
  • Convert any spell of 3rd level and above to Fireball.
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Unchained Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Scrolls:
Blur x3
Displacement x2
Fickle Winds x2
Fly x2
Freedom of Movement x2
Greater Invisibility x2
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x3
Invisibility x3
Life Bubble x3
Resilient Sphere x2
Sending x5
Teleport x2
True Seeing x2
Wall of Force x2

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
50x Healing Salve
20x Liquid Ice
90x Night Tea
20x Sleep-Smoke
5x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON), Gloves of the Starry Sky (+3 DEX), Greater Amulet of Protection from Evil (+2 CHA), Greater Ribbon of Disguise, Handy Haversack, Launcher, Mighty Composite Shortbow (+1) [+1 Strength bonus], Mithral Chain Shirt (+1), Mithral Rider's Shield (+1; Grants +3 AC to mount), Quiver of Abundant Ammunition, Radiant Earring of Arcane Acuity, Ring of Sustenance, Valyrian Steel Dagger (+2)

Legion Organization:
Legions Active:

1st​: Torchbearers

Name: Ser Gerold Torchwood
Alias: Marshal of the Deep
Alignment: Lawful Neutral
Race: Human (Medium)
Level: 7
Class: Warrior 1/ Fighter 1/ Rogue(Variant) 3/Marshal 2
Feats: Cleave, Furious Focus, Power Attack, Skill Focus(Profession[Soldier]), Skill Focus(Knowledge[War]), Negotiator, Skill Focus(Diplomacy), Skill Focus(Sense Motive), Draconic Aura (Insight), Dragontouched
Flaws: Poor Reflexes, Shaky
Class Features: Bonus Feats, Motivate Intelligence (Minor Aura), Resilient Troops (Major Aura)

Hit Dice: 52/52
Armor Class: 10 + 0 (Dex) + 10 (Reinforced Segmented Adamantine Fullplate +1) + 2 (vs Evil) = 20/22
Movement: Ground (30ft)
Initiative: +0 (DEX)
Base Attack: +6/+1 + 2 (STR) + 2 (Enhancement) = +10/+5 (2d6+4, 19-20/x2)
Weapon & Armor Proficiency: All Simple Weapons, Longsword, Greatsword, Pike
Immunities: Possession/Mental Control
DR: 3/-

STATS:
14 (+2) Strength
9 +1 = 10(+0) Dexterity
11 +1 = 12(+1) Constitution
14 +2 = 16(+3) Charisma
16 +2 = 18(+4) Intelligence
9 +1 = 10(+0) Wisdom

SAVES (+1 Against Paralysis and Sleep effects):
FORTITUDE: 5 + 1 + 1 (Aura) + 2 = 7/9
REFLEX: 3 + 0 + 1 (Aura) + 2 = 4/6
WILL: 2 + 0 + 1 (Aura) + 2 = 3/5

SKILLS
Diplomacy: 10 + 3 (CHA) + 3 (SF) + 2 (NG) = 18
Intimidate: 10 + 3 (CHA) = 13
Knowledge(Law): 10 + 4 (INT) + 5 (Auras) = 19
Knowledge(War): 10 + 4 (INT) + 3 (SF) + 5 (Auras) = 22
Listen: 6 + 0 (WIS) + 1 (DT) = 7
Profession(Soldier): 1 + 4 (INT) + 3 (SF) + 3 (Aura) = 11
Perform(Oratory): 6 + 3 (CHA) = 9
Sense Motive: 10 + 0 (WIS) + 3 (SF) + 2( NG) = 15
Spot: 6 + 0 (WIS) + 1 (DT) = 7

Special Abilities:
  • Resilient Troops[Major Aura] (Ex): You can provide a +1 bonus to saving throws to yourself and all allies within 60 feet.
  • Draconic Aura of Insight (Ex): You can provide a +2 bonus on Decipher Script, Knowledge, and Spellcraft checks to yourself and all allies within 30 feet.
  • Motivate Intelligence [Minor Aura] (Ex): You can provide a +3 bonus (equals CHA modifier) on Intelligence checks and Intelligence-based skill checks to yourself and all allies within 60 feet.
Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt Powers: +1 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Equipped Items: Amulet of Protection from Evil, Anklet of Translocation, Boneward Belt (+1 CON), Gloves of Zephyr's Grace (+1 DEX), Headband of the Whispers Within (+1 WIS, +2 INT), (+2) Valyrian Steel Greatsword (+2), Reinforced Segmented Adamantine Fullplate (+1), Ring of Sustenance, Ring of Untarnished Glory (+2 CHA)


General - Commands Legion
-- Staff: Two (or more, as needed) Advisors, Legion Quartermaster (plus 40 underlings), Legion Standard Bearer, Hornblower
-- Direct subordinates: two Colonels

Colonel - Commands Column
-- Staff: Two Advisors, Column Quartermaster (plus 23 underlings), Colum Standard-Bearer, Hornblower
-- Direct Subordinates: Six Captains

Captain - Commands Company
-- Staff: Two Advisors, Company Standard-Bearer, Company Quartermaster (plus underlings), Hornblower
-- Direct subordinates: Two Lieutenants

Lieutenant - Commands Half-Company
-- Staff: Two Advisors
-- Direct Subordinates: Four Commanders

Commander - Commands Cohort
-- Staff: Two Advisors, Cohort Quartermaster (plus nine auxiliars and five legionnaires), Cohort Standard-Bearer, Hornblower.
-- Direct subordinates: One First Serjeant (acts as Senior Serjeant for when they need to split the Cohort, technically his direct subordiantes are the two Second Serjeants), two Second Serjeants

Second Serjeant - Commands four squads
-- Staff: N/A
-- Direct subordinates: Four Corporals

Corporal - Commands a squad
-- Staff: One auxiliar
-- Direct subordinates: Eight Legionnaires, one mule

Giving us a total for each Infantry, Crossbow and Assault Company, if I calculated it correctly:
  • 1 Captain;
  • 2 Lieutenants;
  • 8 Commanders;
  • 8 First Serjeants;
  • 16 Second Serjeants;
  • 22 Advisors;
  • 8 Cohort Standard-Bearers, plus 1 Company Standard-Bearer;
  • 8 Cohort Hornblowers, plus 1 Company Hornblower;
  • 8 Cohort Quartermasters, plus 1 Company Quartermaster;
  • 64 Corporals;
  • 64 Auxiliars, plus 72 working for the Quartermasters;
  • 512 Legionnaires, plus 40 pulling guard duty for the Quartermasters;
  • 64 mules, 50 horses, assorted baggage train including at least 1 chest and 1 barrel of purification and 1 prestidigitation laddle.

Lancer Companies change:
- 14 Heavy Warhorses and one extra Mule/Horse per Squad
-- Extra ~900 heavy warhorses, 50 horses and 50 mules per Company.

Outrider (Scout) Companies change:
- 15 Light Warhorses per Squad
-- Extra ~1000 Light Warhorses per Company
- 64 base auxiliars become Legionnaires, bringing their numbers up to 576.

Total Number: 11800
Heavy Infantry: 3072 Legionnaires, plus 240 normally on guard duty, plus 384 Corporals, plus 210 officers.
Assault Infantry: 1024 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Crossbowmen: 1024 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Light Horse: 1152 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Heavy Horse: 1024 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.

Advisors are Experts with SF in Knowledges that may also act as adjutants. They range from giving tactical and strategic advice to making sure the camp is built to standard every night, also often providing all sorts of lore as necessary.

Auxiliars can be cooks, carpenters, clerks, smiths, and perform general page/squire work, all depending on their standing.
Warrior 3
STR 14/DEX13/CON14/INT8/WIS10/CHA8
Feats: Phalanx Fighting, Shield Specialization, Shield Ward, Precise Strike
Skills: Profession (Soldier) +6, Spot +6

HP: 23
AC: 25 (10+1 dex + 9 armour + 3 shield + 1 shield spz +1 phalanx fighting); Touch 15, FF 24
BAB: +3
Atk: Thinblade +6 (1d8+3/19-20 x2)

Fort: +5
Ref: +2
Will: +1

Precision: Whenever flanking a foe together with another Legionnaire, +1d6 precision damage.
Phalanx: If withing 5ft of another Legionnaire, gain +2 AC and +1 Reflex
Shield Ward: Bonus of +4 to resist Bullrush/Overrun/Trip/Disarm/Grapple

Advancement
Warrior 4 - +7 HP, +1 BAB, +1 Fort, +1 DEX, +1 Profession (Soldier), +1 Spot,
Fighter 1 - +8 HP, +1 BAB, +2 Fort, Power Attack, +1 Profession (Soldier), +1 Spot

Equipment: Razor Sharp Thinblade, 3x Javelin, Reinforced Segmented Fullplate, Mwk Extreme Shield, Razor Sharp Dagger, Travel pack.

Warrior 2/Fighter 1
STR 15/DEX10/CON14/INT10/WIS10/CHA8
Feats: Power Attack, Furious Focus, Cleave, Endurance
Skills: Profession (Soldier) +6, Spot +6

HP: 24
AC: 19 [10 + 9 Reinforced Segmented Fullplate]
BAB: +3
Atk: Mercurial Fullblade (2d8+10/x4) [razor sharp +1, PA for -3 gives +6, two-handed strength gives +3.]
[At 4, strength goes to +4 while two-handing, and BAB gives yet another +2.]


Fort: +6
Reflex: +2
Will: +0

Advancement:
Fighter 2 - +1 STR, +7 HP, +1 BAB, +1 Fort, Diehard, +1 Soldier and Spot.
Fighter 3 - +7 HP, +1 BAB, +1 Reflex, +1 Will, +1 Soldier and Spot;

Equipment: Mwk Razor Sharp Mercurial Fullblade, Mwk Razor Sharp Dagger, Mwk Reinforced Segmented Fullplate

Warrior 2/Fighter 1
STR 14/DEX10/CON14/INT13/WIS10/CHA8
Feats: Allied Defense, Combat Expertise, Improved Trip, Knockdown
Skills: Profession (Soldier) +6, Spot +6, Listen +6, Ride +4, Knowledge (Law) +2, Bonus Language (High Valyrian).

HP: 24
AC: 22 (10 + 9 armour + 3 Combat Expertise), Touch 10, FF 22
BAB: +3
Atk: Guisarme +3 (2d4+4/x3)
Reach: 10ft
Trip: +6

Fort: +5
Ref: +0
Will: +0

Allied Defense: Shares his Combat Expertise bonus with all adjacent allies
Knockdown: Whenever he deals 10 damage or more, gains a free trip attemp

4th level: Battlecry: 1/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

At fifth level, a Corporal grants the benefits of the Outflank feat to all allies within 30ft or one Mass Combat Unit. This is an Officer Aura. This benefit means that only does the flanking bonus to attack goes from +2 to +4, but every time a flanked opponent is dealt a critical hit, any allies within reach (that are benefiting from the feat) are entitled to an attack of opportunity.

Advancement:
Officer 1 - +11 HP, +2 Will, +1 INT, +1 Profession (Soldier), +2 Profession (Manager), +5 Knowledge (Law)
Retrain Warrior -> Fighter - Toughness
Officer 2 - +4 HP, +1 BAB, +1 Will, Retrain Toughness ->Battlecry, Outflank (Teamwork), +1 Profession (Soldier), +1 Spot, +1 Listen, +3 Profession (Manager)
Retraining already accounts for changes in base statistics.

Equipment: Mwk Razor Sharp Guisarme, Razor Sharp Thinblade, Razor Sharp Dagger, Mwk Buckler, Reinforced Segmented Fullplate. Travel pack.

Warrior 2/Fighter 1
STR 8/DEX15/CON12/INT8/WIS10/CHA8
Feats: Rapid Reload, Rapid Shot, Crossbow Mastery, Far Shot, Lob Shot
Skills: Profession (Soldier) +6, Spot +6

HP: 20
AC: 19 [10 + 2 Dex + 7 Reinforced Segmented Breastplate]
BAB: +3
Attack: Greatcrossbow +6 (2d8/18-20 x2/Range Increment 180ft)
Full Attack: Greatcrossbow +4/+4

Fort: +6
Reflex: +2
Will: +0

Advancement:
Fighter 2 - +1 DEX, +7 HP, +1 BAB, +1 Fort, Deadly Aim (net +0 atk, +4 Dmg after BAB and Dex increase), +1 Soldier and Spot.
Fighter 3 - +7 HP, +1 BAB, +1 Reflex, +1 Will, +1 Soldier and Spot;

Equipment: Greatcrossbow, Reinforced Segmented Breastplate, Razor Sharp Thinblade, Mwk Buckler, ammo.

Warrior 1/Fighter 2
STR 15/DEX12/CON14/INT10/WIS12/CHA10
Feats: Mounted Combat, Ride By Attack, Spirited Charge, Trample, Power Attack, Furious Focus, Cleave
Flaw: Mounted Combatant
Skills: Profession (Soldier) +7, Handle Animal +6, Ride +11 (w/Military Saddle)

HP: 25
AC: 22 (10 + 9 armour + 2 Riding Shield + 1 Dex), Touch 11, FF 22
Horse HP: 30
Horse AC: 25 (10 + 4 NA + 1 Dex - 1 Size + 9 Barding + 2 Riding Shield)
Attack: Lance or Thinblade +6 (1d8+3) or Shortbow +5 (1d6+2)
Charge: Lance +8 (3d8+18/x3)

Fort: +7
Reflex: +1
Will: +1

Equipment: Heavy Warhorse, Lightweight Reinforced Fullplate Barding (160 lbs), Reinforced Lightweight Fullplate (45 lbs), Razor Sharp Lance (10 lbs), Razor-sharp Thinblade (3 lbs), Extreme Shield (25 lbs), Razor-sharp Dagger (1 lbs), Military Saddle (25 lbs), Bridle (1 lbs), Saddle bags (8 lbs), Horse Water and Feed (10 lbs), Waterskin and Day's rations (5 lbs), Traveler's Clothing (5 lbs), Mighty +2 Shortbow (2 lbs), Quiver and 20 arrows (2 lbs) - 302 lbs of gear

Advancement:
Fighter 3 - +1 STR, +7 HP, +1 BAB, +1 Reflex, +1 all skills - +2 to hit, +1 damage on attack, +6 damage on charge total.
Fighter 4 - Iron Will, +7 HP, +1 BAB, +1 Fort and Will, +1 to all skills - +1 to hit, +3 danage on charge, +3 Will total.

Raider 3 - STR 10/DEX15/CON14/INT13/WIS12/CHA8
Feats: Mounted Combat, Mounted Archery, Rapid Reload, Improved Mounted Archery, Deadly Aim, Endurance (B), Rapid Shot (B)
Flaw: Mounted Combatant
Skills: Spot +7, Ride +8, Profession (Soldier) +7, Hide +5, Move Silently +5, Survival +7, Knowledge (Nature) +4, Knowledge (Geography) +3, Heal +2

HP: 23
AC: 18 (10 + 6 armour + 2 Dex)
Horse HP:
Horse AC:
Attack: Lance or Thinblade +4 (1d8+1) or Light Crossbow +6 (1d8) or Light Crossbow +4 (1d8+2) or Light Crossbow +4/+4 (1d8) or Light Crossbow +2/+2 (1d8+2).
Charge: Lance +6 (3d8+3/x3)

Equipment: Light Warhorse, Riding Saddle (25 lbs), Bridle (1 lbs), Saddle bags (8 lbs), Horse Water and Feed (10 lbs), Waterskin and Day's rations (5 lbs) Traveler's Clothing (5 lbs), Mwk Breastplate (30 lbs), Mwk Razor-sharp Lance (10 lbs), Mwk Light Crossbow (4 lbs), Mwk Razor-sharp Thinblade (3 lbs), Mwk Razor-sharp Dagger (1 lbs), 40 Razor-sharp bolts (4 lbs). Total: 62 lbs on soldier, 110 lbs of equipment, plus 120 lbs of rider for a total of 230 lbs on the horse.

Advancement:
Raider 4 - +1 Dex, +6 HP +2 Heal, +1 Spot, +1 Ride, +1 Profession (Soldier), +1 Knowledge (Geography), +1 Knowledge (Nature)
Raider 5 - +6 HP, +1 Spot, +1 Ride, +1 Profession (Soldier), +1 Hide, +1 Move Silently, +1 Knowledge (Geography)

Barbarian 1/Fighter 2
STR 15/DEX12/CON14/INT10/WIS12/CHA10
ACFs: Spirit Lion Totem, Whirling Frenzy, Unstopable
Feats: Extend Rage, Extra Rage, Power Attack, Furious Focus, Cleave, Endurance, Diehard
Skills: Profession (Soldier) +7, Survival +7, Listen +7, Literacy, Knowledge (Law) +2, Ride +4

HP: 28
AC: 20 (10 + 9 armour + 1 Dex)
Attack: Mercurial Fullblade +6 (2d8+10/x4)

Whirling Frenzy: 2/day for 5 rounds, -2 to hit, +3 damage, extra attack, +2 AC and Reflex,
--- Note: Furious Focus doesn't apply on second attack, so it has a -3 penalty from Power Attack)
Pounce: Full attack on a charge

Fort: +7
Reflex: +1
Will: +1

Advancement:
Fighter 3 - +1 STR, +7 HP, +1 BAB, +1 Reflex, +1 Will, +1 Profession (Soldier), Listen and Survival
Fighter 4 - +7 HP, +1 BAB, +1, +1 Profession (Soldier), Listen and Survival

Equipment: Razor Sharp Mercurial Fullblade, Razor Sharp Dagger, Reinforced Segmented Fullplate

Officer 2/Marshal 2
STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16
Combat Expertise, Battle Cry, [Teamwork Feat], [Draconic Aura]
Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2 (Ride is maxed if Mounted Officer, which has 2 less Diplo and Law and 1 less Manager)

HP: 30
AC: 23 (10+ 9 armour + 4 shield), Touch 10, FF 23
Atk: Thinblade +0 (1d8/19-20 x2)

Fort: +5
Ref: +0
Will: +5

Battlecry: 3/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

Officer Aura: All Officers spend at least one standard action per round maintaing their command auras. They can freely swap their loadouts as befits the role in combat, but it requires a day of re-acclimatization to do so. Auras grant their benefits to all units under their range (either 30ft radius or one Mass Combat Unit).

The standard loadouts are:
Frontline:
  • Gang Up: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
  • +1 melee attack, DR 1/Magic
  • +3 Damage if flanking an opponent
Backline:
  • Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
  • +1 bonus on all saving throws
  • +1 bonus on Concentration checks and saves against Fear, Paralysis or Sleep
  • +3 bonus on Bullrush, Disarm, Sunder and Trip attempts
Ranged:
  • Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
  • +1 Ranged Attack, +1 bonus on Concentration checks and saves against Fear, Paralysis or Sleep
  • +3 bonus to confirm critical hits
Charger:
- +1 melee attack, DR 1/Magic
and
  • Gang Up: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
  • +3 Damage if flanking an opponent
or
  • Cavalry Formation: May share space with other mounts, charge through space occupied by allied mount
  • +3 Damage when charging
Sneak:
  • Outflank: This benefit means that only does the flanking bonus to attack goes from +2 to +4, but every time a flanked opponent is dealt a critical hit, any allies within reach (that are benefiting from the feat) are entitled to an attack of opportunity.
  • +1 Ranged Attack, DR 1/Magic
  • +3 Dex checks

Advancement:
Officer 3 - +7 HP, +1 BAB, +1 Fort, +1 Reflex, +1 Will, +1 all skills but Ride (unless Mounted, then +1 all skills but Law)

Usual Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.
Cavalry variant brings shortbow and lance, loses tower shield for heavy shield.
Other common equipment, such as Reinforced Segmented Breastplates, shortswords, longbows, crossbows, etc, are usually available.
 
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I was hoping that this would be more warrior oriented for once. Goddamit. Not even a paladin option? For shame.

Magic is the coolest so of course everybody wants to be god. :V


[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)


If we can derail him into not being a douche then I'm all for it.
 
[X] Gendry Watters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class)

*ahem*

Medic!

Depending on what spells we have access to, Favored Souls can get really damn ridiculous. They remain one of my favorite classes for 3.5.

EDIT: Although there is that annoying little problem with using two stats for casting... hrm.

EDIT 2: We have Word of God that Favored Soul is only going to use charisma for spellcasting. In a setting like ASOIAF, healing is not to be underestimated. Or Inflict ____ Wounds, which is also good. Or Summon Monster _.
 
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Mystical Subjects
Mystical Subjects

Abberations
The Many

Born of accursed Brine and the dreadful will of a stillborn Elder Brain that had found itself in the care of a most unfortunate dragon the being that calls itself 'The Many' has proven to be the only Ilithidae to date to accept not only equitable peace but and allaince with non-Deep One life. Wether this is because the swarm of tiny purple worms can feast on ordinary flsh spiced with memories they canpainlessly harvest from those who wish to be rid of them, or simply because it has not bene indoctrinated to view other sapient life merely as food no one can say for certain though those who have availed themsleves of its services report that it seems to value memories for their own sake not merely as sustenence. Xor is hopeful that the colony may become a more involved member of the society of Sorcerer's Deep as it grows and matures.

The Many CR 3

XP 800
CN Diminutive aberration (swarm)
Init +6; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 16, touch 16, flat-footed 16 (+2 Dex, +4 size)
hp 27 (6d8)
Fort +2, Ref +4, Will +8

OFFENSE
Speed 10 ft., Swim 60 ft.
Melee and Ranged Mind Spike (2d6 +3)
Space 10 ft.; Reach 0 ft.
Special Attacks Feed; Mind Spike; distraction (DC 13)
Spell-Like Abilities (CL 6th)

Constant—Detect Thoughts

STATISTICS

Str 6, Dex 15, Con 10, Int 16, Wis 12, Cha 12
Base Atk +4
Feats Improved Initiative, Iron Will, Mindsight
Skills: Hide +11, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +8, Move Silently +11, Sense Motive +14; Spot +10, Swim +11; Racial Modifiers +4 Sense Motive
Languages Draconic (Can't speak); telepathy 100 ft.

Feed (Su):
A group of the Many can feed on the memories of a helpless or willing creature. Regular feeding does not damage the targets personality or skills, however overfeeding, caused either deliberatly by the Many or if the same creature is fed on more than once per month takes enough memories to cause unpredictable damage to the creature. This can be 1d4 damage to INT or CHA, if a particular skill or aspect of the personality is fed on too much, or 1 Negative Level that takes 1 week to heal if the damage is spread more broadly (this can not kill the target, a creature with only 1 HD is rendered comatose).
While Feeding the Many have insight into the victims thoughts and memories as if they used Mind Spider, but cannot implant Suggestions.

Mind Spike (Su):
The Many can overwhelm a foes mind with fragmented, meaningless memories and emotions. This ability has a range of 30 ft and causes 2d6 + (INT-modifier) nonlethal damage. A willsave (10 +1/2HD +INT-modifier) halves the damage.

Dragons
Vesill the Shadow Drake

More mischievous and greedy then truly malevolent as most of their kin shadow drakes often lurk in the shadows of great cities rich in magic filching small treasures for their hoards or else making short-lived partnerships with gangs, thieves' guilds and other ne'er-do-wells. Thankfully Vesill seems more interested in seeing the world than stealing parts of it and she even understands the notion of doing jobs to earn her keep, so long as they do not grow dull at least.

Vesill the Shadow Drake Sorcerer 1

Tiny Dragon
Hit Dice:
3d12+1d4+4 (25 hp)
Initiative: +5
Speed: 20ft. (4 squares), fly 90 ft. (perfect)
Armor Class: 18 (+2 size, +5 Dex, +1 natural), touch 17, flat-footed 13
Base Attack/Grapple: +3/+1
Attack: Bite +10 (1d3–1), tail slap +5 (1d3–1)
Full Attack: bite +10 (1d3–1), tail slap +5 (1d3–1)
Space/Reach:
2-2.5 ft./0 ft.
Special Attacks: Stygian Breath (Su)
Special Qualities: Shadow Blend (Su), Speed Surge (Ex) darkvision 60 ft., immunity to sleep paralysis and Low-Light Vision
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 9, Dex 20, Con 12, Int 11, Wis 12, Cha 16
Skills:Acrobatics +8 (+4 when jumping), Disable Device +9, Spot+7, Sleight of Hand +8, Hide +12, Move Silently +12 Use Magic Device 12;
Feats: Flyby Attack, Weapon Finesse
Alignment: Chaotically Neutral

Spells Known (Caster Level 1):


Level 0: Detect Magic, Prestidigitation, Message, Mage Hand (5/day)
Level 1: Silent Image, Magic Missile (4/day)

Shadow Blend (Su): In conditions of illumination other than bright light, a shadow drake disappears into the shadows, giving it concealment (20% miss chance). It can resume or suspend this ability as a free action.

Speed Surge (Ex): Three times per day as a swift action, a shadow drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

Stygian Breath (Su): As a standard action, a shadow drake can exhale a ball of black liquid that explodes into a cloud of frigid black mist. This attack has a range of 60 feet and deals 2d6 points of cold damage (Reflex DC 12 half) to all creatures within a 5-foot-radius spread. The mist snuffs out light sources in the area effect, extinguishing non-magical light sources and dispelling light spells of 1st level or lower. Once a shadow drake has used its stygian breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.

PseudoDragons x29 (12 Adults 17 Young)

Begotten from a spring touched by the fiery power of the Dragonmount these lesser dragon-kin seem more approachable than most who share the blood of ancient Wyrms, but woe betide the one who presumes too much upon their kindness, for of serpents they were born and venom is still their weapon of choice.

Pseudodragon

Size/Type: Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +2/-8
Attack: Sting poison)
Full Attack: Sting poison) and bite +1 melee (1)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: Diplomacy Hide Listen Search Sense Motive Spot Survival +1 (+3 following tracks)
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, or clutch (3-5)
Challenge Rating: 1
Alignment: Usually Chaotic Neutral (Some Good)

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can't actually see still have total concealment against the pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Feeder
Diminutive Dragon
Hit Dice:
2d12 (13 hp)
Initiative: +2
Speed: 5ft. (1 squares), fly 20 ft. (clumsy)
Armor Class: 19 (+4 size, +2 Dex, +3 natural), touch 16, flat-footed 17
Base Attack/Grapple: +6/–10
Attack: Stab +8 melee (1d4-4 plus blood drain)
Full Attack: Stab +8 melee (1d4-4 plus blood drain)
Space/Reach: 1 ft./0 ft.
Special Attacks: Blood Drain
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to sleep paralysis and Low-Light Vision
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 2, Dex 14, Con 10, Int 9, Wis 13, Cha 9
Skills: Disguise +4, Hide +19, Listen +8, Move Silently +7, Sense Motive +6, Spot +3
Feats: Alertness, Weapon Finesse
Alignment: Chaotically Good

Blood Drain (Ex):
A Feeder drains blood dealing 1d4 Constitution with any successful hit the creature scores with its stab attack or when used to deal damage as a dagger by another creature. The Feeder will deal another 1d4 Constitution damage on each successive round unless it is removed by the host or the opponent or until it has dealt 4 points of Constitution damage. At this point the Feeder is sated and will deal no more damage for another 24 hours. A Feeder loses its Dexterity Bonus to AC when lodged in and may be removed by an opponent with a successful grapple check.

Skills: A Feeder has +10 racial bonus when attempting to pass itself off as a dagger. An opposed Apprise or Spot check will reveal the truth. If the Apprise check fails yet would still beat a DC of 12 the individual apprising the Feeder will believe it is a masterwork dagger.

Fey
Glyra and the Roaming Chaos

Cruel pranksters and sadistic saboteurs gremlins are the embodiment of erosion and mischance in nature, bringers of strife and conflict. Where other gremlins weave traps of ropes levers and hooks erinats craft their traps with words and manipulation, baited with a pitiful smile in the guise of children. The more inane and pointless the fights caused are, the more entertaining to the cruel fey.

You could almost say Glyra something of a savant among her kin for being able to appreciate more refined forms of mayhem and even showing patience... sometimes. She greatly appreciates the demon-blade you gifted her, paying little mind to the slight harm it causes her at times. If anything it drives her to greater highs of bloodlust.

Even the deathless fey whose life is a play that writes itself can change. By the grace and selflessness of one of Order's paragons Glyra's nature has been shifted. Thus others follow in her wake, drawn to her like sparks in the wake of a shooting star, set to illuminate the world in ever changing eternal luminescence, to guide the meek and clever to a better path and so discord and ruin in the path of the wicked.

Glyra the Gremlin Spellthief
Tiny Fey:
Unique Erinat Gremlin, Spellthief 11
Hit Dice: 15d6 + 105 + 3 (Toughness) = 163 HP
Initiative: +7 (DEX)
Speed: 20 ft + 30ft (Anklets/Channel Vigor) = 50ft
Armor Class: 25 (+2 Size, +7 Dex, +4 Deflection, +1 Dodge, +1 Armor[Bracers]), Touch 25, Flat-Footed 17
Base Attack/Grapple: +10/+5
Full Attack: Valyrian Steel Spiked Chain: +22/+17 (1d4+5), Disproportionate Sting Hand Crossbow: +22/+17 (Damage: 3; 19-20/x2, plus poison)
Space/Reach: 5ft./5ft.
Special Attacks: Trickster's Bargain, Fate's Favored, Spell-Like Abilities, Sneak Attack (+3d6+15) Steal Spell (4nd level), Steal Spell Effect, Steal Energy Resistance 20; Steal Spell-like Ability (2nd level), Absorb Spell
Special Qualities: Low-light Vision, DR 5/Cold Iron and Evil, SR 21, Discordant Aura, Fast Healing 1, Trap-finding, Detect Magic (7/Day), Arcane Sight (7/Day), Spellgrace (+2), Baleful Polymorph [Single use], Blur (20% chance for enemy attacks to miss), All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Saves: Fort +14(17), Ref +18(21), Will +15(16) (+2 vs spells)
Abilities: Str 14(16), Dex 18(24), Con 18(24), Int 8(10), Wis 12(14), Cha 18(24)
Skills: Bluff +22(25), Sleight of Hand +22(25), Hide +33(43), Move Silently +33(43), Use Magic Device +25(28), Disable Device +8 (11); Racial Modifier: +4 Sleight of Hand (already included), Size Modifiers: +8 Hide & Move Silently (already included)
Feats: Darkstalker, Expanded Arcana (Glitterdust, Knock), Impetuous, Practiced Spellcaster, Skill Focus (Use Magic Device), Toughness(B), Versatile Spellcaster, Weapon Finesse(B)
Alignment: Chaotic Good
  • Blood Feather Token (Su): Glyra gains a fly speed of 30 (poor) as long as she is levitating, for up to one minute per Hit Dice.
  • Trickster's Bargain (Su): Glyra may bind any Fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once to attempt to bind any given Fey.
  • Spell-Like Abilities (Sp): Caster Level 15th; At-Will: Alter Self (Small Humanoid child only), Ghost Sound (DC 17); Levitate (self only), 7/Day: Arcane Sight, Detect Magic, 3/Day: Lesser Confusion (DC 18), Swift Invisibility, Bungle (DC 18)
  • Pact-Bound (Ex): In spite of her chaotic spirit, Glyra is bound by her Fey nature to follow at least the letter of her liege lord's word. However, should she grow disenchanted with her master or her lot in life the interpretations of that word will grow more and more creative.
  • Discordant Aura (Su): Glyra radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a -2 penalty on saves against Compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a Charmed creature within the aura.
  • Fate's Favored (Su): A pair of Dawn-kin Erinats working together for 1 round can Charm a creature as Charm Person(DC 13), but only if they bear no ill will towards the target.
    • Additionally, a group of six Dawn-kin Erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the Fey. During the casting of the ritual, they must designate one of their number to contain the spell which he or she may later release as a Standard Action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
    • Limbs: You gain the benefits of a haste spell.
    • Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
    • Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
    • Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Spells (Caster Level 15): Spell DC: 10 + 7 (CHA) = 17 + spell level
Level 1: Grease, Instant Portrait, Recharge Innate Magic, Web Bolt (1+2/Day)
Level 2: Glitterdust, Invisibility, Knock, Spider Climb, Touch of Idiocy (1+2/Day)
Level 3: Enter Image, Stinking Cloud (0+2/Day)

Grimoire of High Arcana:
Level 1: Mage Armor, Shield
Level 2: Detect Thoughts, Minor Image

Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 75+ HP]

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Bag of Tricks (Tan):
  • This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the person who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill.
Boneward Belt: +6 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Disproportionate Sting: +2 Tiny Hand Crossbow (Damage: 3; 19-20/x2, Range Increment: 30ft)
  • Special Ability: This weapon magically poisons one bolt fired, then requires 1d2 rounds for the to replenish the poison. The poison is similar to Black Marsh Spider Poison, but the save DC increases by +2 for each Size Category the target is larger than Diminutive (DC 20 for Medium).
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Inquisitor's Redoubt: Create an extra-dimensional space which can serve as a base of operations and secure resting place in dangerous or hostile territory.

Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Minor Cloak of Displacement:
  • The wearer is protected by a Blur spell, granting a 20% miss chance on attacks made against them. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Muleback Cords: Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
  • Crystal Mask of the Mind's Eye: Wearer benefits from a constant Detect Psionics effect.
  • Gloves of Object Reading: Wearer can use the Object Reading psionic power at will.
Portable Nekro-Kraken: Contained within this specialized triple capacity Portable Hole is a CR 15 Nekro-Kraken which is under the command of the hole's owner.

Prankster's Amulet of Protection from Evil: +6 Charisma, +2 Wisdom, +2 Intelligence, +5 Resistance bonus to saving throws
  • 1/Day use Major Image at 5th caster level.
  • Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of Chameleon Power:
  1. Use Disguise Self At Will
  2. +10 Competence bonus to Hide and Move Silently skill checks.
Ring of Grasping Vines(Slotless): This polished steel ring is crafted to resemble tiny braided vines.
  1. The user can cause the cable to retract back into the ring as a Swift Action with a pulling force equal to their own Strength attribute. The cable must be retracted before it can be extended once more.
  2. The ring can produce lengths of steel cable (Hardness 10, 5 HP, Break DC 26) that look and feel like a sturdy plant vine. At will as a Standard Action, the user can shoot a cable from the ring as though it were a grappling hook, except the range increment is 50 feet and its maximum length is 100 feet.
Soulfire Mithral Bracers of Arcane Freedom (+1):
  1. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  2. Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
Spectacles of Aberrant Revelation: Wearer benefits from a constant Detect Aberration effect.

Spectacles of Understanding: Wearer benefits from a +5 Competence bonus to Linguistics skill checks and can read unknown languages as if affected by the Comprehend Languages spell.

Staff of Swarming Insects (50 Charges):
Traveler's Anytool: This 12 inch iron rod can transform into any tool the user might need, including Masterwork-quality artisan tools.

Wand Bracer: Up to five wands can be stored in this clever bracer. A wand can be drawn from the bracer as a Swift Action.
  1. Wand of True Casting (43 Charges)
  2. Wand of Resilient Sphere (41 Charges)
  3. Wand of Dimension Door (47 Charges)
  4. Wand of Cure Light Wounds (50 Charges)
  5. Wand of Reach Shivering Touch (32 Charges)
Scrolls:
1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Grease x5
Remove Fear x5
Remove Sickness x5
Shield x5
2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Heart of Air x3
Lesser Restoration x5
Remove Paralysis x3
3rd Level:
Heart of Water x3
Magic Circle Against Evil x2
Major Image x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3
4th Level:
Dimensional Anchor x3
Freedom of Movement x3
Gaseous Form x3
Greater Invisibility x10
Hallucinatory Terrain x2
Life Bubble x3
Panacea x10
Restoration x3
Sending x3
5th Level:
Fickle Winds x2
Geniekind x4
Greater Blink x2
Heart of Fire x3
Pillar of Life x2
Plane Shift x2
Revivify x2
Teleport x2
True Seeing x4
6th Level:
Greater Black Tentacles x2
Heal x3
Smoky Confinement x2
Wind Walk x1
7th Level:
Amber Sarcaphogus x1
Greater Teleport x1
8th Level:
Mage x1
Power Word Petrify x1

Genie Tokens:
2x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Spell Talismans:
2x Brilliant Barrier Talisman

Githzerai Tokens:
1x Singe-Use Crystal of Null Psionic Field (11th Manifester Level)

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
40x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent

Equipped Magic Items: Anklets of Rapid Translocation, Bag of Tricks (Tan), Bead of Newt Prevention, Boneward Belt (+6 CON), Crystal Mask of the Mind's Eye, Disproportionate Sting (+2), Gloves of Object Reading, Gloves of Zephyr's Grace (+6 Dex, +2 STR), Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Inquisitor's Redoubt, Launcher, Mind Blank Ring, Minor Cloak of Displacement, Muleback Cords, Portable Necro-Kraken, Prankster's Amulet of Protection vs Evil(+6 CHA, +2 WIS, +2 INT, +5 Resistance), Ring of Chameleon Power, Ring of Grasping Vines(Slotless), Ring of Sustenance(Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Spectacles of Aberrant Revelation, Spectacles of Understanding, Staff of Swarming Insects(50 charges), Traveler's Anytool, Wand Bracer(w/wands), Valyrian Steel Spiked Chain +2

16x Dawn-kin Erinat Gremlins

Lost children upon an road endlessly twisting, the dawnkin do not sorrow they they shall never reach the end, but glory in every unexpected turn, in every pitfall foiled and every villain snared. Let any who would pact with them be wary though for their mercy is a strange and fickle thing, their jests still sharp as daggers for all they do not cut as readily as of old.

Dawn-kin Erinat Gremlin

Tiny Fey (Gremlin)
Hit Dice
|3d6+9 (19 hp)
Initiative|+3
Speed|20 ft
Armor Class|15 (+1 size, +4 dex), touch 15, flat-footed 12
Base attack/Grapple| +1/-4
Attack|Melee +6 (1d4+3)
Full attack|Melee +6 (1d4+3)
Space/reach|5ft./5ft.
Special attacks| Fate's Favored, Spell-like abilities,
Special qualities|Low-light Vision, DR 5/Cold Iron and Evil, SR 13, Discordant Aura,
Saves|Fort +3, Ref +6, Will +2
Abilities|Str 14, Dex 16, Con 15, Int 8, Wis 9, Cha 14
Skills| Acrobatics +9, Bluff +8, Perception +5, Sleight of Hand +13, Hide +14; Move Silently +9
Feats| ToughnessB​, Weapon FinesseB​, Power Attack, Skill Focus (Hide)
Alignment: Chaotically Good

Racial Modifier: +4 Slight of Hand

Discordant Aura (Su): An erinat radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a –2 penalty on saves against compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a charmed creature within the aura.

Fate's Favored (Su): A pair of dawn-kin erinats working together for 1 round can charm a creature as Charm Person (DC 13), but only if they bear no ill will towards the target

Additionally, a group of six dawn-kin erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the fey. During the casting of the ritual they must designate one of their number to contain the spell which he or she may later release as a standard action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.

Blood Feather Token (Su): Gain a fly speed of 30 (poor) as long as they are levitating for up to one minute/HD

Spell-Like Abilities (CL 3):

At will: Alter Self (Small humanoid child only), Ghost Sound (DC 13); Levitate (self only)
3/day: Lesser Confusion (DC 14), Swift Invisibility, Bungle (DC 14)

26x Bulabar

Names: Sixth, Seventeenth, Third, Ninth and Eleventh of Twenty

Bulabars are the tinkers of the fey, thought to personify the evolution of tool use in nature. Fascinated by mechanical devices of all sorts, they can spend hours arguing over the finer points of some device arising from their fecund imaginations. At times their workings can looks strange to mortal eyes. However, uncommon is the sight of one failing to perform.

Bulabar

Tiny Fey
Hit Dice
|1d6+4 (7 hp)
Initiative|+1
Speed|30 ft., burrow 10 ft.
Armor Class|16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
Base attack/Grapple| +0/-5
Attack|Melee spear +0 (1d4–2/×3) or 2 claws +3 (1d2–2) or Ranged light crossbow +3 (1d4/19–20)
Full attack|Melee spear +0 (1d4–2/×3) or 2 claws +3 (1d2–2) or Ranged light crossbow +3 (1d4/19–20)
Space/reach|2ft./0ft.
Special attacks|Disassemble, spell-like abilities
Special qualities|Low-light Vision, DR 5/Cold Iron
Saves|Fort +1, Ref +3, Will +2
Abilities|Str 6, Dex 13, Con 12, Int 15, Wis 10, Cha 11
Skills|Appraise +3, Climb +2, Craft (alchemy) +6, Disable Device +10, Knowledge (engineering) +7, Perception +4, Stealth +13, Use Magic Device +4;
Feats| Ability Focus (disassemble), ToughnessB​, Weapon FinesseB​
Alignment: Lawfully Neutral

Racial Modifiers:
+8 Disable Device, +4 Knowledge (engineering)

Disassemble (Ex): As a standard action that does not provoke an attack of opportunity, a bulabar can touch a nonmagical object no more than one size category larger than itself, forcing either it or its wielder to attempt a DC 12 Reflex saving throw. On a failed save, the object is reduced to 1 hit point and gains the broken condition. Using this ability on an already broken object has no effect. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities (CL 1):

At Will: Mending

18x Pech

Pech are most often friendly but insular fey with a great affinity for carving and working stone. Most pech are content to work their lives through in the deep stone under forgotten peaks never seeing the light of day. Every so often an adventurous stone-spirit will venture forth into the world seeking new stone to claim and reveal its wonders.

Pech


Small Fey (Earth)
Hit Dice
|6d6+6 (27 hp)
Initiative|+1
Speed|20 ft., burrow 10 ft.
Armor Class|16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size
Base attack/Grapple| +3/+1
Attack|Melee mwk heavy pick +9 (1d4+6/×4)
Full attack|Melee mwk heavy pick +9 (1d4+6/×4)
Space/reach|5ft./5ft.
Special attacks|earth mastery, pech magic, stone knowledge
Special qualities|Low-light Vision, Darkvission 60 ft DR 5/Cold Iron, Immune to Petrification
Abilities|Str 19, Dex 12, Con 13, Int 12, Wis 13, Cha 12
Skills| Climb +13, Craft (stonemasonry) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Spot +5, Listen +3 Profession (miner) +15, Hide +7, Move Silently +8;
Feats| Great Fortitude, Skill Focus (Profession -miner-) Skill Focus (Craft -stonemasonry-)
Alignment: Lawfully Neutral

Racial Modifiers:
+4 Craft (stonemasonry), +4 Profession (miner)

Earth Mastery (Ex): A pech gains a +1 bonus on attack and damage rolls if both it and its foes are touching the ground. If an opponent is airborne or waterborne, the pech takes a –4 penalty on attack and damage rolls.

Pech Magic (Sp): Four pechs working together can cast wall of stone once per day. Eight pechs working together can cast stone to flesh (DC 17) once per day. These spell-like abilities function at CL 10th. Each pech must use a full-round action to take part in the casting. The save DCs are modified by the highest Charisma modifier in the group.

Stone Knowledge (Ex): A pech's knowledge of earth and stone grants a +1 racial bonus on attack and damage rolls and the benefits of the Improved Critical feat against creatures and objects made of stone or earth or with the earth subtype. Knowledge (dungeoneering), Knowledge (engineering) and Profession (miner) are always class skills for a pech.

Spell-Like Abilities (CL 10):

3/day: Stone Shape, Stone Tell

3x Young Calpinas

Names: Complex almost metallic-sounding buzzing noises

Your introduction to the strange kindred of fey known as the calpinas has not been the best. You watched in horror as a demon-tainted fey feasted on helpless mortals tearing apart their very sense of self in preparation for their flesh being fed to the voracious calpina young. By the cunning of the fey creature you have come to guard and feed the brood instead.

Though you resent how you came to hold the eggs you cannot bring yourself to hate the almost child-like juvenile fey. While they are careless of the harm they bring to others, there is nothing of malice in their bearing or acts, only the drive to new and experiences, the more intense the better.

Young Calpina

Tiny Fey
Hit Dice
|5d6 (17 hp)
Initiative|+8
Speed|20 ft., fly 40 ft. (good)
Armor Class|16, touch 16, flat-footed 10 (+4 Dex, +2 size)
Base attack/Grapple| +0/-5
Attack|Melee bite +7 (1d3 plus grab)
Full attack|Melee bite +7 (1d3 plus grab)
Space/reach|2ft./0ft.
Special attacks|ego drain (1d3 Charisma), fragrant haze, grab (Small)
Special qualities|Low-light Vision, DR 5/Cold Iron
Saves|Fort +3, Ref +8, Will +5
Abilities|Str 6, Dex 19, Con 10, Int 11 Wis 12, Cha 15
Skills|Bluff +10, Perform (dance) +10, Knowledge (nature) +8, Spot +9, Hide +12, Move Silently +12
Feats| Agile Maneuvers, Improved GrappleB​, Improved Initiative, Weapon Finess
Alignment: Chaotically Neutral

Ego Drain (Su)
: A young calpina feeds on her target's ego at the end of its turn if she grapples a foe, dealing 1d3 points of Charisma damage. Once a calpina has dealt Charisma damage equal to her Constitution score, she is fully sated and cannot use this ability again for 24 hours.

Fragrant Haze (Su): As a standard action, a young calpina can release magical vapors that cause stupor and vertigo in creatures other than calpinas or their larvae. Each living creature within 20 feet must succeed at a DC 14 Will save or be exhausted for 1d3 rounds. A creature that succeeds at its save is immune to that calpina's fragrant haze for 24 hours. The DC is Charisma-based.

Spell-Like Abilities (CL 5th):

At will: Dancing Lights
3/day: Command (DC 13), Hypnotism (DC 13), Sleep (DC 13)
1/day: Suggestion (DC 14)

1x Flame-Spwaned Sprite

Released from her service by a Fire Muse of the Cinder Court this sprite is but the smallest amber to that dread inferno, yet from such small beginings might greatest wars or deepest treachery be born. Her mistress was most careful not to say anything that could be constructed as directly disloyal to Ymeri, but she implied much not least in leaving Quick-Kindle behind, a silken thread to draw at just the right moment. Uncommonly clever and somwhat ambitious in her own right she will likely do well for herself in your realm in the meantime.


CN Diminutive fey
Init +3; Senses detect evil, detect good, low-light vision; Darkvision 60 ft. Perception +6
DEFENSE

AC 20, touch 18, flat-footed 16 (+3 Dex, +4 size, +2 Naural)
hp 3 (1d6)
Fort +0, Ref +6, Will +2
DR 2/cold iron

OFFENSE

Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +1 (1d2-4+ 1d4 Fire/19-20)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)

Constantdetect evil, detect good
At willdancing lights, daze (DC 10)​
1/daycolor spray (DC 11)​

STATISTICS
Str 3, Dex 19, Con 10, Int 12, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Alertness
Skills Escape Artist +16, Fly +21, Perception +6, Sense Motive +2, Stealth +20
Languages Sylvan, Igan
SQ luminous

SPECIAL ABILITIES
Luminous Falme (Su)

A Flame-spawned sprite naturally sheds light and heat equal to that provided by a torch. This aura can burn inflicting 1d4 fire damage (Reflex save DC 10 to avoid catching fire) A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.

Magical Beasts
4x Blink Dogs (2 adults, 2 pups)

Of all the hounds of the Feywyld, blink dogs are by far the most kindly of nature. When they run beside the Wild Hunt these fey hounds do so not for bloodlust or savage hunger, but to fulfill pacts and oaths with the more powerful and tempestuous fey. Yet in spite of how highly they praise oaths or indeed their common name (if such elusive creatures can be said to have one) these beings are not properly fey.

How they came into being is beyond even the ken of the dragons of yore, though some suspected that their sorcery is somehow bound up with their reverence for the heavens. One of the most common sayings among their kind is "The stars do not lie."


Size/Type: Medium Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide Listen Sense Motive Spot Survival +4
Feats: Iron Will, Run, TrackB​
Environment: Temperate plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 2
Treasure: None
Alignment: Usually Lawful Good
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)

Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Spell-Like Abilities (CL 8):

At Will: Dimension Door

32x Skyborn Griffons (Leaders Cloud and Zephyr)

Clearly recognizable from banners and tapestries both as griffons, though neither could hope to match the uncanny elegance of these snowy white creatures. They do not seem mismatched as something stitched together from the halves of different beasts. Instead eagle's breasts and feathered wings flow naturally into hindquarters more like a shadow cat than a lion if it were not for the tuffed tail, more graceful than strong. And in the air... in the air they dance with grace and skill that outmatches any mortal creature.

Their eyes, bright blue, also bespeak of far more than the cunning of beasts. Wit you see there, but wonder also, and a proud will that will bear no service but that willingly taken.

Skyborn Griffon


Size/Type: Large Magical Beast (Air)
Hit Dice: 7d10+21 (59 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (perfect)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (2d6+3)
Full Attack: Bite +10 and 2 Claws +8 (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, Wind Blast (DC 16)
Special Qualities: Blindsight 30 ft., Darkvision 60 ft., Low-light Vision, Scent, Elemental Body, Air Mastery
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 16, Dex 17, Con 16, Int 7, Wis 11, Cha 10
Skills: Jump, Hide, Listen, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite), Lightning ReflexesB​
Alignment: Neutral Good

Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +7 melee, damage 1d6+1.

Elemental Body (Ex): Element-infused creatures' bodies gain some of the qualities of elementals. Each time an element-infused creature is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a Skyborn Griffon.

Wind Blast (Su): Once every 1d4 rounds, a Skyborn Griffon can breathe a 60-foot cone of Wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on an Acrobatics or Strength check vs. the wind blast's DC of 16 or fall prone. A flying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving. The save DC is Constitution-based.

Skills: Skyborn Griffons have a +4 racial bonus on Jump and Spot checks.

Yssian Guardian Naga x3

Though unflinching servants of the Timeless Serpent thse golden nagas are by no means devoid of their own passions to while away the long ages. Some prefer the rush of battle, others the slow bubbling of achemical concoctions drawn from their own poisons and from the works of of their exacting minds, others yet contemplate the stars or even deign to teach those shorter lived than they even without divine mandate.

Size/Type: Large Magical Best
Hit Dice: 12d8+72 (126 HP)
Initiative: +7
Speed: 40 ft.
Armor Class: 31/33 (-1 size, +7 Dex, +9 Natural, +6 Wisdom, +2 Deflection vs Evil), Touch: 22 (+24 vs Evil), Flat-Footed: 24 (+26 vs Evil)
Base Attack/Grapple: +9/+18
Attack:
  • Ranged: Spit +15 (Touch; Poison)
  • Melee: Bite +14 (2d6+9 plus Poison) or Unarmed Strike +14/+9 (2d6+6) & Bite +9 (2d6+3 plus Poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Spit
Special Qualities: Darkvision 60 ft., Possession/Mental Control
Saves: Fort +10 (+12 vs Evil), Ref +11 (+13 vs Evil), Will +13 (+15 vs Evil)
Abilities: Str 21 +1(22), Dex 23 +1(24), Con 20 +2(22), Int 16, Wis 19 +1(20), Cha 18 +2(20)
Skills: Concentration +21, Diplomacy +13, Knowledge (Arcana) +18, Listen +18, Sense Motive +20, Spellcraft +18, Spot +18
Feats: Ability Focus (Poison), Eschew MaterialsB​, Expanded Arcana (Channel Vigor & Scintillating Sphere), Improved Spit (x2), Practiced Spellcaster, Versatile Spellcaster
Alignment: Lawful Neutral

Spells Used:
Hit Dice: 12d8+72 + 12 Temp HP (138 HP)
Speed:

  • Ground: 40 ft. + 30 ft. = 70 ft.
  • Flight: 100 ft. + 30 ft. = 130 ft. (Average)
Armor Class: 45 (-1 size, +7 Dex, +14 Deflection, +6 Wisdom, +4 Mage Armor[Force], +4 Shield[Force], +1 Dodge), Touch 41, Flat-Footed 37
Attack:
  • Ranged: Spit +22 (Touch; Poison + 12d6 Acid)
  • Melee: Bite +23/+23 (2d6+15 plus Poison + 12d6 Acid) or Unarmed Strike +23/+23/+18/+13 (2d6+12) & Bite +18 (2d6+6 plus Poison)
Special Qualities: DR 5/Bludgeoning (50 points)
Saves: Fort +14 (+16 vs Evil), Ref +16 (+18 vs Evil), Will +17 (+19 vs Evil)
Resistances: Resistance 20 versus Energy type matching chosen Dragonskin spell (Currently Selected: Fire Resistance 20)
Special: Choose one of the following effects which can be changed as a Move Action:

Poison (Ex): Bite (injury) or Spit (contact); save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Spells: A Guardian Naga casts spells as a 9th-level Sorcerer (12th caster level), and can cast spells from the Cleric list as well as those normally available to a sorcerer. Cleric spells are considered Arcane spells for a Guardian Naga.

Spit (Ex): A Guardian Naga can spit its venom up to 90 feet as a Standard Action with no Range Increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.


Spells Known (Caster Level 12):
Level 0 (8/Day): Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic
Level 1 (5+2/Day): Conviction, Cure Light Wounds, Divine Favor, Mage Armor, Shield
Level 2 (4+1/Day): Invisibility, Mirror Image, Scintillating Scales, See Invisibility
Level 3 (3+1/Day): Channel Vigor, Dispel Magic, Dragonskin, Scintillating Sphere, Venomfire
Level 4 (2+1/Day): Divine Power, Flight of the Dragon

Monk's Tail Ring of Healing Vigor (3 charges/day):
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Equipment: Naga's Crown of Protection from Evil (+2 Charisma, +2 Constitution, +1 Strength, +1 Dexterity, +1 Wisdom), Monk's Tail Ring of Healing Vigor

8x Dweomercat Cubs

Whether born of the timeless eddies of the Eternal Furnace or wrought at the whim of some strange power, Dweomercats are so named for their peculiar relationship with the arcane. The Valyrians claimed that 'all magic is fire', speaking of their kinship to dragons and the dragon blood which flowed in their veins, but to look upon these tiny yet fierce felines one might have one more cause to think them right. Beings as much composed of sculpted arcane energies as of flesh and blood, these capricious felines flourish along the intangible ley lines of their home realm, drinking in its weird powers as a plant thrives on light. Yet even more potent than their thirst for magic and the euphoria they draw from being in proximity to the reshaping of reality, is the Dweomercats' racial curiosity.


CN Medium magical beast
Init +10; Senses darkvision 60 ft., scent; Perception +16

DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 85 (10d10+30)
Fort +10, Ref +13, Will +6
DR 5/magic; SR 19

OFFENSE
Speed 40 ft.
Melee 2 claws +16 (1d4+2), bite +16 (1d6+2)
Special Attacks dweomer leap, pounce, rake (2 claws +11, 1d4+2)
Spell-Like Abilities (CL 10th)

Constant—detect magic
At will—lesser globe of invulnerability, dispel magic
3/day—dimension door (self only), antimagic field

STATISTICS
Str 15, Dex 23, Con 16, Int 13, Wis 16, Cha 16
Base Atk +10; CMB +12; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Climb +6, Knowledge (arcana) +11, Perception +16, Stealth +19; Racial Modifiers +4 Climb
Languages Common, Sylvan
SQ spell link
SPECIAL ABILITIES

Dweomer Leap (Su)

When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as an immediate action, choose to teleport to a square adjacent to the spell's caster, effectively appearing mid-leap and aimed toward the caster. This ability takes effect regardless of whether or not the spell overcomes the dweomercat's spell resistance. If it chooses, the dweomercat can immediately make a full attack against the spell's caster as though pouncing. Using this ability does not provoke an attack of opportunity. If there is no safe space adjacent to the caster—or if the dweomercat chooses—the dweomercat can forgo using this ability.

Spell Link (Su)

When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as a immediate action, forgo its dweomer leap ability to gain an effect related to the school of the spell targeting it. This effect activates before the dweomercat is affected by the spell targeting it and regardless of whether or not the spell overcomes its spell resistance. Each power lasts for 1 minute per level of the spell targeting the dweomercat, until the dweomercat uses this ability again, or until the dweomercat chooses to dismiss the effect as a free action, whichever duration is shortest. This ability does not prevent the spell affecting the dweomercat from taking effect; it only provides an additional benefit.

86x Pegasi (67 Adults; 19 Foals)

Born of the surging tides of magic that washed over the North the graceful winged steeds have taken for themselves the name Pegasus after a steed of anciant Dothraki legend that was said to 'ride like the wind'. The name was like as not adopted not for their own sake, for they were content in their high peaks to know each other without names bur for the others with which they share the world, for they have learned even in this brief a time that men are more likely to grant respect to beings with a name and a tale behind it than merely to 'winged horses'. For those willing to treat them with the full respect they deserve Pegasi prove boon companions, their swift wings bearing one over peril, and magic-touhced eyes to glimpse arcane perils.


Size/Type:LargeMagical Beast
Hit Dice:4d10+12 (34 hp)
Initiative:+2
Speed:60 ft. (12 squares), fly 120 ft. (average)
Armor Class:14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:+4/+12
Attack:Hoof +7 melee (1d6+4)
Full Attack:2 hooves +7 melee (1d6+4) and bite+2 melee (1d3+2)
Space/Reach:10 ft./5 ft.
Special Attacks:
Special Qualities:Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves:Fort +7, Ref +6, Will +4
Abilities:Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills:Diplomacy+3, Listen+8, Sense Motive+9, Spot+8
Feats:Flyby Attack, Iron Will
Environment:Temperate forests
Organization:Solitary, pair, or herd (6-10)
Challenge Rating:3
Treasure:None
Alignment:Usually chaotic good
Spell-Like Abilities






At will—Detect Magic within a 60-foot radius. Caster level 5th.

Skills
Pegasi have a +4 racial bonus on Listen and Spot checks.

1x Mirror Serpent

The mirror serpent, for there is only one in the realm courtosy of Maelor's adventures in the City of Brass seems to occupy an odd middle ground between construct and living being. It heals from wounds and with the passing years it grows coil upon shimmering coin, but in its veins runs not blood of any common sort but quicksilver. Of glass and silver are its scales and shimmering saphires its eyes. As far as Makhzi is able to recall mirror serpents have no means to reproduce naturally, nor has it ever encountered another of its kind, though it seems wholly unconcerned as to the matter, more curious to learn the ways of Yss than ponder the whys and hows of its own existence.
N Large magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +4
Defensive Abilities natural invisibility, reflective skin; DR 5/magic; Resist cold 5, electricity 5; SR 16; Weaknesses vulnerable to sonic
OFFENSE
Speed 40 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +12 (1d8+10 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks thrash (1d8+10, 20 ft.)

STATISTICS
Str 24, Dex 17, Con 18, Int 7, Wis 14, Cha 15
Base Atk +6; CMB +14 (+18 when grappling); CMD 27 (can't be tripped)
Feats Flyby Attack, Power Attack, Vital Strike
Skills Acrobatics +6, Fly +10, Perception +8, Swim +19
Languages Understands 1 language (can't speak)
SQ amphibious

SPECIAL ABILITIES
Natural Invisibility (Su)
A mirror serpent has the ability turn its body transparent. It remains invisible until it makes an attack, or it can become visible as a free action.
Reflective Skin (Su)
When a spell (4th level or lower) that targets a mirror serpent fails to penetrate its spell resistance, the mirror serpent can reflect that spell back onto the caster or another creature within 10 feet of the caster as an immediate action. The mirror serpent can't use this ability when it's invisible.
Thrash (Ex)
A mirror serpent can violently thrash a grappled creature in its mouth before it throws the creature away. When a mirror serpent succeeds at a combat maneuver check to maintain a grapple, the mirror serpent can deal the target damage as normal as well as throw the creature 20 feet in a random direction.
The target must succeed at a DC 16 Reflex saving throw upon hitting the ground or else it takes 2d6 points of falling damage. A target that successfully saves can then attempt an additional DC 15 Acrobatics check to avoid landing prone. The save DC is Dexterity-based.

Magic-Touched Mortals
64x Minotaur Fighter 3 (Additional 16 Fighter 4 and 5 Fighter 5)

Born of foul sorcery, the twisting of the flesh and the mind, these half-men-half-bulls were birthed into the world to serve as fodder and slave-soldiers for fiends. Possessed of great strength and an appetite for raw meat, and driven forward by bloodlust they call "the Red Rage," they might have been nothing more than beasts to be slain, monsters to be felled, but for something the demons did not, could not have anticipated: compassion not merely for what they once were, but for what they might become if freed from their foul masters. And so it was.

They did not adapt easily to living among men once again. Indeed were it not for their great hardiness and the use of healing magics many of them would not have survived those early days as they learned that strength could come in many forms and that there was worth in building as much as in tearing down the works of one's foes.

In the end they found strength in unity and in each other, though the power of this bond is not always used for kindly ends. As with men each of the bullmen has found peace with the darkness within themselves in different ways. Some seek to become protectors and heroes while others remain dangerous savages held in check only by fear.


Size/Type: Large Monstrous Humanoid
Hit Dice: 6d8 +3d10 +27 (71 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +5 natural +6 armor), touch 9, flat-footed -see text
Base Attack/Grapple: +9/+16
Attack: Greataxe +13 melee (3d6+6/×3) or gore +12 melee (1d8+4) or double crossbow +7 ranged (4d8 19–20/x2 [critical to 2d8 damage only])
Full Attack: Greataxe +13/+8 melee (3d6+6/×3) and gore +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 19, Dex 10, Con 16, Int 7, Wis 10, Cha 8
Skills: Listen Search Spot +4; +1 Spellcraft; +2 Knowledge Arcana, Intimidate +3
Feats: Great Fortitude, Power Attack, Mage Slayer,Weapon Focus(Great Axe),Improved Bull Rush, Shock Trooper
Challenge Rating:
7
Treasure: Standard
Alignment: Varies (Evil and Chaotic tendencies)

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +12 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

17x Children of the Forest

Ancient are the Singers beyond the ken of mortal man and fey in their wisdom, as slow to change their path as a river running through the hills, once a mighty torrent that could split the lands asunder, now only a trickle barely heard. Kin they are to the land itself and its guardians of old from love and from need, for as the land endures so too do they, and as it is changed and shaped too swiftly so did the Singers fall silent. Yet hope abides for them, one last company of their number headed south to sing perhaps the songs of an age to come.

Child of the Forest


Small Humanoid Expert 6
Hit Dice
|6d6+12 (35)
Initiative|+2 (+2 in home terrain)
Speed|20 ft (4 squares)
Armor Class|16 (+1 Size +1 Luck +2 Dex +2 Dodge), touch 16, flat footed 11
Base Attack/Grapple| +4/+0 (+1 Size)
Attack|Varies
Full Attack|Varies
Space/Reach|5ft./5ft.
Special Attacks|Spell-like abilities
Special Qualities|Low-light Vision, Woodland Stride, Bond to the Land
Saves|Fort +5, Ref +5, Will +9 (+2 vs Necromancy)
Abilities|Str 8, Dex 14, Con 14, Int 14, Wis 17, Cha 8
Skills| Survival +12 (+14 in home terrain), Spot +12, Listen +12, Hide +15, Move Silently +11, Craft (Varies) +14
Feats| Eldritch Fortune Skill Focus (Craft), Weapon Focus (Longbow, Spear or knife)
Alignment: Varies (Usually at least one neutral component)
ECL: +2

Ability Modifiers: -2 Strength +2 Dexterity +2 Wisdom

Racial Modifiers: +4 to Survival (+6 in home terrain)

Scion of Life: +2 bonus to saves against necromancy spells

Woodland Stride (Ex): A Child of the Forest may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Bond to the Land (Su): The Land speaks to its protectors in hushed and secret voices: the calls of birds and beasts, in the rustle of leaves, all these the Singers know for they Speak the True Tongue also in their own fashion. Gain +2 Dodge AC and Initiative in home terrain.

The Call of Elder Days: As the land wakes to the call of returning spirits so to do even the humblest of songs gain a subtle power. May select two level 0 and one level 1 druid spells usable three times per day as while in a natural setting. Caster Level equals the Singer's full HD and spell DCs are 10 + Wisdom modifier + spell level. These abilities can be changed by meditating beneath a heart tree for a number of days equal to the Child of the Forest's HD.

Spell-Like Abilities (CL 6):

-varies- (3/day)

Stone Giants x15

To outsiders, stone giants may seem more elemental than truly alive, enigmatic beings of stony silence whose flesh seems hewn from living rock and whose demeanors are as unchanging and tough as the earth itself. Yet the chiseled faces of stone giants are flesh, not rock; their hardened bodies skin, rather than granite; and in their veins runs blood as red as any other, not sand or dust, for all their reverence of the powers of the Earth

Stone Giant
Linked Image

Size/Type: Large humanoid (giant)
Hit Dice: 12d8+48 (102 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size, +11 natural), touch 1, flat-footed 20
Base Attack/Grapple: +9/+18
Attack: +16 melee 2 slams +16 (1d8+8)
Full Attack: +16/+11 melee 2 slams +16 (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing (180 ft.)
Special Qualities: Darkvision 60 ft
Saves: Fort +12, Ref +6, Will +7
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Skills: Craft (varies) Intimidate, Spot+12; Hide +4 (+12 in rocky terain)
Feats: Iron Will, Power Attack
Environment: Plane of Earth
Organization: Solitary, pair, or tribe (12-50)
Challenge Rating: 8
Treasure: Standard
Alignment: Varies

Sun-Walker Serpentfolk x51

The serpent kin an be patient beyond the bearing of younger races, but when they act it is with uncanny swiftness that bespeaks of their nature more than the coat of emerald scales or fangs with venom dripping. Their minds speak with the wisdom of elders days, but those weak of will had best be weary for they can just as easily ensnare and mesmerize. A serpent is rarely wrathful, but often hungry.

Living as they did in the shadow of their ancestors' great works the sun-dwellers revere the past and live in hope that as the World serpent bites its own tail so too that which once was may come again. Thus they abide ready to snatch what fortune fate may provide leaving naught to waste, be it worn stone, gold glittering with old magic or other more macabre offerings.

Serpent folk consume the flesh of both their own fallen and their defeated foes, though in times of plenty they have bene known to scon that which has been 'tainted by folly.' By the same measure they collect the skulls of the wise and storied that they may glimpse the secrets and the wisdom of friend and foe alike.

Fourty Expert 3/Warrior 3

Sun-Walker Serpentfolk


Medium Monstrous Humanoid Expert 3/Warrior 3
Hit Dice
|3d6+3d10+12 (42)
Initiative|+6
Speed|30 ft (6 squares)
Armor Class|17 (+4 Dex +3 Natural Armor), touch 14, flat footed 13
Base Attack/Grapple| +5/+5
Attack|Varies [Bite bite +5 (1d6–1 plus poison)]
Full Attack|Varies [Bite bite +5 (1d6–1 plus poison)]
Space/Reach|5ft./5ft.
Special Attacks|Spell-like abilities, Poison (1d4 Wisdom DC 14)
Special Qualities|Low-light Vision, Telepathy SR 12
Saves|Fort +5, Ref +6, Will +4 (+2 vs Fear -4 vs Cold)
Abilities|Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 15
Skills| Survival +9, Spot +11, Listen +9, Hide +17, Move Silently +17, Craft (Varies) +11; Knwolege Nature +8, Escape Artist +8
Feats| Master of Poisons; Blooded, Weapon Focus (Varies)
Alignment: Varies
ECL: +3

Ability Modifiers: -2 Constitution, +2 Dexterity, +4 Intelligence, +2 Charisma

Racial Modifiers: +4 to Hide, Move Silently and Escape Artist

Cold Blooded: +2 racial bonus against fear effects; -4 to saves against the effects of low temperatures (including spells with the cold descriptor)

Mind-Speech (Su): May commune telepathically with any creature of at least animal-like intelligence within 100 ft. While this ability may substitute for a common language contextualizing foreign concepts may require an intelligence check.

Scaly Skin (Ex): +3 Natural Armor

Ward of the World Serpent (Ex): By the blessing of the World Serpent or perhaps simply long ages of enduring in treacherous curse-shrouded Sothoryos Serpentfolk possesthe ability to shrug off spells upon their bodies and minds. They gain SR = 6+HD by default increased to 11+HD if they gain true spell-casting of their own.

Posion (Ex): Initial and secondary damage of 1d4 Wis (DC 10 + HD/2+Con Modifier)

Spell-Like Abilities (CL 6):

Hypnotism (At Will)

Charm Animal, Charm Person (3/day)

Speak with Dead (1/Month)


Name: Vrath
Alias: The Blackscale
Age: 191
Alignment: True Neutral
Race: Serpent Folk (Monstrous Humanoid)
Level: 8
Class: Hexblade 8
Feats: Weapon Finesse, Serpentine Compression, Telepathic Distraction, Ability Focus (Hexblade's Curse), Spell Focus(Enchantment), Power Attack
Flaws: Grudge Keeper, Metal Intolerance
Race Features: Spell-like abilities, Poison, Spell resistance
Class Features: Dark Companion, Hexblade's Curse, Arcane Resistance, Mettle, Greater Hexblade's Curse

Languages Spoken: Serpent-tongue, Telepathy

HP:
68/68
AC: 10 + 3 (NA) + 5 (DEX) + 6 (Breastplate) + 2 Deflection (vs Chaos/Evil) = 24/26
Initiative: +5 (DEX)
Attack: +8/+3 + 1 (Enchantnent) + 5 (DEX) = +14/+9 [2d6+5]
Spell Save: 10 + 5 (CHA) + spell level
Weapon Proficiency: Daggers, Longbow, Greatsword (DEX)
Immunities: Possession/Mental Control
SR: 19

STATS:
8 (-1) Strength
17 + 3 = 20 (+5) Dexterity
11 + 3 = 14 (+2) Constitution
16 (+3) Intelligence
10 (+0) Wisdom
18 +2 = 20 (+5) Charisma

SAVES: +2 vs Chaos/Evil; +5 vs spells and SLAs; +2 vs Fear; -4 vs Cold
FORTITUDE: 2 + 2 = 4
REFLEX: 2 + 5 = 7
WILL: 6 + 0 = 6

SKILLS:
Bluff: 11 + 5 (CHA) = 16
Concentration: 11 + 2 (CON) = 14
Intimidate: 11 + 5 (CHA) = 16
Knowledge (arcana): 11 + 3 (INT) = 14
Spellcraft: 11 + 3 (INT) = 14

Spells Known (Caster Level 4):
Level 1: Catsfeet, Distract Assailant, Karmic Aura, Phantom Threat (1+2/day)
Level 2: Magical Backlash, Shadow Double (0+1/day)

Spell-Like Abilities (Caster Level 8)
Hypnotism (At Will)
Charm Animal, Charm Person (3/day)
Speak with Dead (1/Month)

Special Abilities:
  • Dark Companion (Su): Dark Companion alternate class feature.
  • Greater Hexblade's Curse (Su): As a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 20) negates the effect. (6/day)
Blade of the Adder: Up to 6/Day (1 + your CHA modifier) on a successful melee attack, you can command this weapon to emit a surge of magical energy as a Swift Action. Unless the target succeeds on a DC 19 Fortitude save (DC 10 + 1/2 your character level + your CHA modifier), it is stunned for 1 round.

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Equipped Magic Items: Amulet of Protection from Chaos, Blade of the Adder (+1 Stunning Surge DEX-Based Greatsword), Painted Lizard Skin Cloack (+2 CHA), Ring of Protection from Evil, Serpent Stone-Studded Brestplate (+3 DEX, +3 CON), Valyrian Steel Dagger (+2)

Other classes:
Five Rangers 5
Six Fighter 4/Sorcerer 1

10x Azer Raiders

A proud and hardworking race from the Plane of Fire, azers toil in their bronze and brass fortresses, always ready for their long, simmering war against the efreet. Azers live in a society where every member knows his place. Born into a particular duty, usually the trade of his father or mother, an azer continues this task his entire life. A caste system further keeps azer society in line. Nobles, ruling without question, wear decorated brass kilts as their symbol of caste, while merchants and business proprietors wear stout bronze. Copper kilts designate the working class, made up of servants, artisans, and laborers.

Able to channel heat through metal weapons and tools, azers almost never use nonmetallic weapons, and usually engage in close melee rather than using ranged attacks. Azers frequently take prisoners, bringing them back to their fortresses and forcing them to labor for a year and a day.

The legendary City of Brass boasts an azer population over half a million strong. Most of these unfortunate azers live a life of servitude to their efreet masters. Azers subjected to this slavery still perform their duties without question, preferring to wait out their contracts or hoping their masters die or get overthrown. A dedication to order burns strong in this race, to the extent that some enslaved azers act as taskmasters over their own kin. Beyond the City of Brass, azers are free to live their own lives, often in other planar metropolises crafting goods, selling wares, and running taverns.

Azer Raiders

LN Medium outsider (extraplanar, fire)
Init +1; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +2 natural, +2 shield)
hp 43 (6d10+10)
Fort +5; Ref +5; Will +5
Immune fire; SR 13
Weaknesses vulnerability to cold

OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee mwk warhammer +10/+5 (1d8+2/x3 plus 1 fire)
Ranged shortspear +7 (1d6+2 plus 1 fire)
Special Attacks heat (1d6 fire)

STATISTICS
Str 14, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Base Atk +6; CMB +8; CMD 19
Feats Cleave, Power Attack, Weapon Focus (warhammer)
Skills Appraise +6, Climb +6, Craft (blacksmith) +8, Craft (weaponsmithing) +8, Intimidate +4, Perception +10, Stealth +1
Gear scale mail, masterwork heavy steel shield, masterwork warhammer, 3 shortspears

Outsiders:
Veteran Erinyes x40

Known by many names—the Fallen, the Ash Wings, and the Furies—the devils mock the form of the angelic hosts in their exaction of vengeance and bloody justice, all that was once kind within their hearts long since consumed by the eternal cauldron of the Blood War.

Executioners, not judges, erinyes delight in the fear, suffering and helplessness of their victims though they can be as swift and merciless as as an arrow though the heart when the tides of battle call for it.

Erinyes appear as darkly beautiful angels, their wings daubed black from long ages in the service of Hell. Yet despite their beauty, oft coveted by foolish mortals, the Furies are not seducers—they usually lack the interest and above all else the patience required for such fine emotional manipulations, and instead vastly prefer the way of blood and battle.


Size/Type: Medium Outsider (Evil, Native, Lawful)
Hit Dice: 9d8+72 (112 HP)
Initiative: +8 (DEX)
Speed: 30 ft., Fly 50 ft. (Good)
Armor Class: 35/37 (+8 Dex, +7 Armor, +10 Natural, +2 Deflection vs Evil), Touch 18/20, Flat-Footed 27/29
Base Attack/Grapple: +9/+14
Attack: +2 Razorsharp Valyrian Steel Thinblade +19 Melee (1d8+11/18-20), +1 Flaming Composite Dragonbone Longbow (+8 STR bonus) +18 Ranged (1d8+9+1d6[Fire]/×3; 100ft Range Increment), or Rope +17 Ranged (Entangle)
Full Attack:
  • Rope: +17 (Entangle)
  • Melee: +19/+14 (1d8+11/18-20)
  • Ranged: +20/+15 OR +18/+18/+13 (1d8+10+1d6[Fire]/×3; 100ft Range Increment)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, Spell-like Abilities
Special Qualities: Damage Reduction 5/Good, Darkvision 60 ft., Immunity to Fire & Poison, Resistance to Acid 10 & Cold 10, See in Darkness, Spell Resistance 20, Telepathy 100 ft., True Seeing, Possession/Mental Control
Saves: Fort +14, Ref +14, Will +12; +2 vs Evil
Abilities: Str 25(26), Dex 25(26), Con 25(26), Int 18, Wis 22, Cha 24
Skills: Concentration +20, Diplomacy +9, Escape Artist +20, Hide +20, Knowledge (Religion) +16, Knowledge (The Planes) +16, Listen +18, Move Silently +20, Search +16, Sense Motive +18, Spot +18, Survival +6 (+8 following tracks), Use Rope +8 (+9 with bindings)
Feats: Dodge(B), Mobility(B), Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Alignment: Lawful Evil

Entangle (Ex): Each Erinyes carries a stout rope some 50 feet long that Entangles opponents of any size as an Animate Rope spell (caster level 16th). An Erinyes can hurl its rope 30 feet with no range penalty. Typically, an Erinyes Entangles a foe, lifts it into the air, and drops it from a great height.

Spell-Like Abilities (CL 12): At Will: Greater Teleport (self plus 50 pounds of objects only), Charm Monster (DC 21), Minor Image (DC 19), Unholy Blight (DC 21).

True Seeing (Su): Erinyes continuously use True Seeing, as the spell (caster level 14th).

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Silver Nocking Point: Attached to Flaming Composite (+8 Strength) Longbow (+1)
  • When using a weapon equipped with a Silver Nocking Point, treat penalties for wind conditions as though they were one step less severe. For example, when firing a ranged projectile in severe wind conditions the ranged penalty would be -2 instead of -4. Magical wind effects that would normally deflect the projectile (such as Fickle Winds) instead impose only a -8 penalty on the attack roll.
Equipment: Amulet of Tears, Flaming Composite (+8 Strength) Longbow (+1), Greater Bracers of Archery, Greater Ribbon of Disguise, Healing Belt, Nimble Reinforced Segmented Mithral Breastplate (+1), Quiver of Abundant Ammunition, Razorsharp Valyrian Steel Thinblade (+2), Ring of Protection from Evil, Ring of Animalistic Power (+1 STR, +1 DEX, +1 CON), Rope (50ft), Silver Nocking Point

Lesser Phoenixes x20

Beings of Hallowed fire and guardians of the hearth phoenixes embody the creative and protective aspect of fire. They are the warmth against winter's deathly chill, the light that reveals the horrors which would rather dwell in darkness. Though their powers are but a spark beside a thunderbolt compared to those of their lesser kin they are resolute in the protection of whatever charges they may take.

Lesser Phoenixes


Small Outsider (Good, Extraplanar, Fire)
Hit Dice
|3d8+3 (16 hp)
Initiative|+2
Speed|10ft. (2 squares), fly 80ft. (good)
Armor Class|16 (+1 size, +2 dex, +3 Natural), touch 12, flat-footed 14
Base attack/Grapple| +3/-1
Attack|Talons +6 melee (1d4 +1d4 fire)
Full attack|2 talons +6 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
Space/reach|5ft./5ft.
Special attacks|Burn, spell-like abilities
Special qualities|60ft darkvision, immunity to fire, vulnerability to cold
Saves|Fort +4, Ref +5, Will +5
Abilities|Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 12
Skills|Diplomacy +7, Heal +8, Knowledge (Religion) +8 Knowledge (The Planes) +6, Listen +8, Sense Motive +8, Spot +8, Knowledge (Arcana) +6
Feats|Flyby attack, Weapon finesse
Alignment: Neutral Good

Telepathy (Su)
A phoenix may communicate telepathically with any creature within 100 feet that has a language.

Piercing Gaze (Sp)
A Phoenix can always see the darkness in the hearts of mortals however they try to hide it (Detect Evil as a level 4 Cleric; At Will)

Echo of the Flame (Sp)
A Lesser Phoenix can imbue a echo of the eternal flames of Elemental Fire onto an item or its choice (Continual Flame as a level 4 sorcerer; 1/day)

Fan of Flames (Sp)
A Lesser Phoenix can unleash a torrent of arcane fire from its wings searing multiple foes (Burning hands as a level 4 Sorcerer; 1/day)

Healing Light (Sp)
As a guardian of life and harbinger of renewal a Lesser Phoenix can restore its vitality or that of its allies (Cure Light Wounds as a Level 4 Cleric; 1/day

Yssian Yaenit x2

Born in the howling pandamonium of the Abyss, forged anew by the will of the ancient World Serpent the the scaled warriors have lost little of the dreadful ferocity of their Yaenit brethren in gaining deadly fangs that sap the will and sanity of their foes as well as scales that deflect the spells of lesser mages. Yet for this as for all power there is a price. where once they would charge into battle heedless of peril, not even the whips and chains of devils able to tame their fury the warriors learned caution that was more than fear for which there was no name in the tongue of the Pit, they learned respect for Yss the Eternal, for to the marrow of their bones they know that even as his coils reshaped flesh so too could they crush it utterly.


Yssian Yaenit
Level 2 Barbarian
CE Medium outsider (chaotic, demon, evil)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +10
Aura hallucinatory aura (20 ft., DC 17)

DEFENSE
AC 21, touch 12, flat-footed 16 (+2 Dex, +9 natural)
hp 88 (8d10 +2d12 +32)
Fort +13, Ref +8, Will +5
Immune electricity, poison; Resist acid 10, cold 10, fire 10
SR: 20
Defensive Ability: Uncanny Dodge

OFFENSE
Speed 50 ft.
Melee mwk spear +16/+11 (2d4+7/18–20), bite +10 (1d6+2 + Poison)
Spell-Like Abilities (CL 8th; concentration +11)

Constantsee invisibility
At willdarkness, greater teleport (self plus 50 lbs. of objects only)
3/dayhold person (DC 16), vampiric touch

STATISTICS
Str 20, Dex 14, Con 19, Int 9, Wis 13, Cha 16
Base Atk +10
Feats Cleave, Iron Will, Power Attack, Improved Bull Rush, Shock Trooper
Skills Acrobatics +11, Bluff +12, Climb +14, Intimidate +13, Knowledge (planes) +8, Perception +13, Stealth +11
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Wis damage; cure 2 consecutive saves. The save DC is Constitution-based.

Hallucinatory Aura (Su)
Any creature coming within 20 feet of a yaenit must succeed at a DC 17 Will save or succumb to the demon's foul, mind-warping magic. A creature affected by a yaenit's hallucinatory aura takes a –2 penalty on Will saves, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks for as long as it remains within the aura's range and for 1d4–1 rounds after leaving the area of effect. This is a mind-affecting effect. Whether or not the save is successful, an affected creature is immune to the same yaenit's hallucinatory aura for 24 hours. The save DC is Charisma-based.

Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Valyrian Constructs:
The Seeker

At its heart the Seeker is not a living thing save in the most technical of terms. It is a spirit of pure law bound to carefully shaped once-human flesh, crafted to hunt the enemies of the Freehold, particularly rogue mages, all those not of the Blood.

It knows neither hunger nor thirst, fear nor pity. It will not balk at pain and the only pleasure it knows is obedience. Though it is priceless to you it also serves as a grim reminder for the eldritch sins of the Valyrians of old against their fellow man and nature herself.

The Seeker

Medium Bio-construct
Hit Dice:
6d10+12 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares); fly 60 ft (average)
AC: 27 (+1 Dex, +6 natural, +2 heavy bone shield, +8 Mwk Plate), touch 11, flat-footed 26
Base Attack/Grapple: +6/+10
Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Full Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone weapon, magic disruption, paralysis, Sneak Attack 3d6
Special Qualities: Bio-construct traits, DR 10/chaotic or good, arcane sight, arcane consumption flesh shield, SR 18, vulnerability to chaos
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 6
Skills: Profession (Torturer) +10, Listen +10, Spot +10
Feats: Alertness, Power Attack, Skill Focus -Profession (Torturer)-
CR: 5
Alignment: Lawfully Neutral

Bio Construct Traits: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry):
Darkvision out to 60 feet.
Immune to mind-affecting effects with the charm and compulsion descriptor.
+6 save bonus vs. morale effects.
Immunity to magical sleep and possession.
Immediately destroyed when reduced to 0 hit points or less.
Since it does not have a soul, a bio-construct cannot be raised or resurrected.

Bone Weapons (Ex): Seekers have melee weapons made out of their own and bone grafted to one limb. The type of weapon it has is usually determined when the seeker is bred (see its Attack and Full Attack listing for the bone weapon it carries). Bone weapons are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone weapon is delivered to the seeker as well). A sundered bone weapon can be reformed 2 rounds later as a move action. Bone weapons have a hardness of 5 and 1/2 the hp of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.

Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:

Level 0: 25%
Level 1: 50%
Level 2: 75%

Spells of third level and above are exempt to this ability

Paralysis (Ex): An Seeker's tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 18 Fort save).

Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.

Bone Shield (Ex): Seekers have shields made out of their own bone grafted to one limb. Bone shields(see Armor Class listing for type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone shield is delivered to the seeker as well). A sundered bone shield can be reformed the seeker's next initiative round as a move action. A bone shield have a hardness of 5 and 1/2 the hp of a normal version of that shield. Any part of a bone shield that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker's spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment

Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker's spell resistance is equal to its Hit Dice + 12.

Spell-Like Abilities (CL 6):

At Will: Dimension Door

Calligraphy Wyrm x23

First created in the days of Old Valyria as scribes and sorcerous assistants, these servitors of enspelled gold are among the most self-willed creatures to be born of Flesh Forges for the Freehold. Physically and magically weak, these creatures proved to be invaluable in their tasks, forging lasting bonds with the sorcerers of old. While many became proper familiars, soul-bonded to their masters, others were more lightly connected to specific lineages or even institutions of learning.

If these servitors can be said to have a higher purpose than serving those they deem their masters, it is the preservation and spreading of knowledge. Though not naturally aggressive, a Calligraphy Wyrm can be driven to violence by the willful destruction of a particularly rare or precious manuscript.

While they obviously find enjoyment in each other's company, such companionship is purely intellectual in nature as these creatures wrought of magic and gold do not multiply as living things do. Rather, a Calligraphy Wyrm granted access to a sufficient quantity of pure gold can gorge upon it before its form seemingly turns molten and a new construct emerges, ready to serve.

Calligraphy Wyrm

Diminutive Construct
Hit Dice:
3d10 (15 hp)
Initiative: +7
Speed: 10 ft., fly 80 ft. (Average)
Armor Class: 17 (+2 size +3 Dex), Touch 17, Flat-Footed 14
Base Attack/Grapple: +3/−7
Attack: Gore +10 Melee (1d2-3)
Full Attack: Gore +10 Melee (1d2-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Ink Spray, Sneak Attack +2d6
Special Qualities: Construct Traits, Darkvision 60 ft., Change Shape, Low-Light Vision, Spell-Like Abilities
Saves: Fort +3 Ref +6 Will +4
Abilities: Str 4, Dex 17, Con —, Int 13, Wis 12, Cha 13
Skills: Bluff +7, Craft (Calligraphy) +7, Knowledge (History) +7, Knowledge (Arcana) +7, Listen +7, Spot +7, Spellcraft +7
Feats: Improved Initiative, Weapon Finesse
Environment: Any
Challenge Rating: 2
Alignment: Lawfully Neural

Change Shape (Su): As a full-round action, a calligraphy wyrm can turn into a golden fountain pen decorated with designs reminiscent of sovereign dragons. The wyrm gains hardness 5, but loses all its senses except hearing and cannot take any actions other than to return to its dragon form as a full-round action. The golden pen counts as a masterwork tool for the purpose of Craft (calligraphy) checks.

Ink Spray (Ex): As a standard action every 2d4 rounds, a calligraphy wyrm can sneeze a 10-foot cone of ink. Creatures must succeed at a DC 12 Reflex save or be covered in ink.

Affected creatures are treated as though they had failed a saving throw against glitterdust, except that they don't take a penalty on Stealth checks, and can remove the blinded condition automatically as a standard action. The save DC is Charisma-based.

Spell-Like Abilities (CL 3):

At Will: Arcane Mark, Read Magic
3/day: Erase
1/day: Secret Page

Construction: A Calligraphy Wyrm can create more of its kind by devouring 200 Gold and dividing over the span of a day.

Elemental Constructs
Three-Eyed Ravens x352

Created as scouts and messengers, swift of wing and easily hidden among the birds of the sky, these constructs are constructed bodies of iron and clay covered in feathers treated with preservative arcane oils and given the seeming of life by a lesser spirit of air. Man-smart (though not necessarily bright by that measure) these spirits enjoy the freedom of new skies and surprising vistas, so any message entrusted to them might pass by a longer route if the mood so takes them.

When confronted with the possibility of combat they will always choose to flee before fighting, though the animating spirit does not truly fear the "death" of its material form as a living creature might.

Three-Eyed Raven

N Tiny Construct
Init +2, Senses Low-light vision, Darkvision 60ft; Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
HP 5 (1d10)
Fort -, Ref +2, Will 0
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2th)
At will - detect magic

Statistics
Str 8, Dex 14, Con -, Int 8, Wis 10, Cha 1
Base Atk +1;
Feats Alertness
Skills Fly +6 (+4 from size), Perception +6 (+2 from Alertness), Stealth +6 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear an indecipherable cawing.

A tiny construct, shaped in the likeness of a raven with a third eye on its forehead. It is mainly used as a scout, spy or messenger.

Construction
Requirements Craft Construct, Detect Magic, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 125 GP

Greater Raven x83

Similar to their lesser brethren in temperament but with the added advantages of heightened intelligence and the power to turn unseen should their ruse ever be discovered greater ravens are both more curious by nature and less flighty in their interests... How much of this is design on Lya's part and how much is the inclination of the stronger spirits bound into their metal and porcelain forms?

Though still instinctively shying away from battle, Greater Ravens are more hardy and far more deadly with claws of black unrusting iron, the better to reach their handlers.

Alas they are also prideful creatures who demand a great deal of time from their handlers, not only to listen to what they have seen, but also to keep them entertained and informed of goings on in the wider world.

Greater Raven

N Tiny Construct
Init +4, Senses Low-light vision, Darkvision 60ft; Perception +10

Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
HP 15 (2d10+4)
Fort -, Ref +4, Will +1
DR 5/Adamantine
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +5 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At Will - detect magic, invisibility (self only)

Statistics
Str 8, Dex 16, Con -, Int 11, Wis 10, Cha 1
Base Atk +2;
Feats Alertness, Weapon Finesse, Fly-By Attack
Skills Fly +8 (+4 from size), Perception +8 (+2 from Alertness), Stealth +8 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear a undecipherable, faint whispering.
Dispenser (Ex): The Three-Eyed Raven has a hidden compartment where a single dose of a splash weapon, poison or similar substance can be stored. As a standard action, he can exhale this reagent on his targets as a 15ft cone. Damage and saves are determined by the reagent used.

Construction
Requirements Craft Construct, Detect Magic, Invisibility, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 1000 GP

Dedicated Wright x2 (Bound to Lya)

Wrought of fine clay, rare glazes and Lya's own blood, Spark and Ember, as they have taken to calling themselves unprompted, look to be copies of your lover writ small in enchanted porcelain, save for the fiery red hair they are quite vain about.

They are in many ways the embodiment of Lya's desire to bring new magic into the world, of her unfailing desire to create for the joy of it. They never tire nor grow discontent with their labors. However, this is not all they are. Not wishing to bring forth slaves of the mind and spirit, Lya unconsciously bequeathed upon the two servitors a puckish a willfulness and almost child-like good humor that often manifests as good-natured trickery to the unwary.

Dedicated Wright

Tiny Construct
Hit dice:
1d10 (5 hp)
Initiative: +0
Speed: 10 ft.
Armor class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/−7
Attack: Hammer +3 melee (1d3+1)
Full Attack: Hammer +3 melee (1d3+1)
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct traits, darkvision 60 ft., item creation, low-light vision
Saves: Fort +0 Ref +0 Will +0
Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7
Skills: Craft (smithing) +7, Craft (potery) +4
Feats: Skill Focus (Craft)
Environment: Any
Challenge Rating: 1
Alignment: Neutrally Good

Item Creation (Su):
A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright. He may then leave, allowing the wright to carry the process through to completion.

Construction:
A dedicated wright is molded from clay, glazed with a mixture of arcane unguents and the creator's blood, and fired in a kiln. The materials cost 25 Gold. Creating the body requires a DC 14 Craft (pottery) check.
A dedicated wright with more than 1 Hit Die can be created, but each additional Hit Die adds 400 Gold to the cost to create.

Iron Golems x3 (1 melee 2 Archers)

Forged for no purpose than the fires of war these iron colossi are a frightful sight upon any battlefield. Armored in thick iron plates and mighty wards that shed magics as easily as they do blows they know neither fear nor mercy animated only by sorcery, driven only by the will of their masters they can serve as the hammer to shatter and enemy's will to fight, slayers of champions or even sieve weapons. One should be ware however for nos spell is without flaw and should a foe gain dominion over them they will serve with the same mindless devotion.

Iron Golem

Size/Type: Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: True neutral

Breath Weapon (Su)
10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic (Ex)
An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Arrows of Wrath (Su): When the iron archer attacks with its bow, it fires arrow-shaped bolts of energy. These arrows deal 3d6 points of damage on a hit. On the first round of combat, these arrows deal fire damage. On the second round, they deal electricity damage. On the third they deal cold damage. On the fourth round, they switch back to fire and the cycle repeats. If the iron archer ceases to use its arrows (to make a melee attack, for example), the cycle restarts with fire arrows the next time it fires. [Archer only]

Flight (Su): The iron archer's supernatural flight cannot be dispelled. [Archer only]

Construction: An iron golem's body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp

Items equipped: Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks) [Iron Golem]; Visor of See Invisibility Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks) [Iron Archer Golem #1]; Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks) [Iron Archer Golem #2]

Elemental Wyrmling x32 (8 Fire, 8 Lightning, 8 Cold, 8 Acid)

Wings of parchment, bones of steel, scales of burnished bronze and a soul drawn of the elements themselves these swift flying constructs a wrought in the image of dragonkind not only in form but also in some small measure in mind. Proud they are and bold on the attack, effigies of timeless power.

Elemental Wyrmling
LN Small Construct
Init 0, Senses Darkvision 120ft, Blindsense 60ft; Perception +10

Defense
AC 18, touch 13, flat-footed 16 (+1 size, +2 Dexterity, +5 natural)
HP 45 (6d10+12)
Fort -, Ref +6, Will +5
DR 5/Adamantine
Immune construct traits, to choosen element
Spell-Like Abilities (CL 5th)
At will - Elemental Darts (as choosen element)

Offense
Speed 40ft, burrow 20ft, fly 100ft. (average)
Melee bite +8 (1d6+2), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: breath weapon (30-ft cone, DC 15 Reflex, 2d8 of choosen element

Statistics
Str 14, Dex 14, Con -, Int 6, Wis 12, Cha 6
Base Atk +6;
Feats Alertness, Power Attack
Skills Spot +10, Intimidate +10, Listen +10, Stealth +6 (+4 from size)
Language: Common, Draconic

Seemingly a heavy piece of armor for a freshly hatched dragon, this construct is filled by swirling energies of a single element.

Construction
Requirements Craft Construct, Craft Magical Arms and Armor, Elemental Darts, Lesser Geas; Cost a custom made platemail worth 500 GP, 2000 GP

Plants:
Fungus Leshys: 17 Common 7 Blooming; 4 Forge Blessed

Keepers of cavernous mushroom forests and rotting compost pits deep within the swamp, fungus leshys preside over subterranean growth and the rot that fertilizes new life. Among the most alien and monstrous-looking of all leshys, these tiny rot farmers' frightening appearance has more to do with the asymmetrical eeriness intrinsic to molds and fungi than an outward expression of evil. Like all their kin, fungus leshys vary widely in form, often adopting the colors and shapes of the mushrooms and other large fungi common to the areas they tend.

Fungus leshys are 2 feet tall and weigh 25 pounds. Blooming leshys are distinct from their common kin by the blood-red spots on their caps, the color of Weirwood leaves. Whereas the forge-blessed from to man height while still being considerably lighter due to their spongy interiors full of hollows and fluffy spores.

Fungus Leshy


N Small plant (leshy, shapechanger)

Init +2; Senses darkvision 60 ft., low-light vision;

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +2
Immune electricity, sonic, plant traits

OFFENSE
Speed 20 ft.
Melee bite +2 (1d6), 2 claws +2 (1d3)
Ranged puffball +4 (1 plus spores)
Special Attacks spores

Spell-Like Abilities (CL 4th; concentration +6)
Constantpass without trace

STATISTICS
Str 10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 12
Feats Blind-Fight
Skills Hide and Move Silently +6 (+10 in swamps and underground), Survival +3 (+7 in swamps and underground); Racial Modifiers +4 and Survival Hide and Move Silently in swamps and underground
Languages Druidic, Sylvan; plantspeech (fungi)
SQ change shape (Small fungus; tree shape), verdant burst

Puffball (Ex): A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshy's spores. The puffball has a range increment of 20 feet.

Spores (Ex): A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a DC 14 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one's eyes with water ends this effect. The save DC is Constitution-based.

Blooming Fungus Leshy

N Small plant (leshy, shapechanger)

Init +4; Senses darkvision 60 ft., low-light vision;

DEFENSE
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 Natural Armor +1 size)
hp 19 (2d8+10)
Fort +8, Ref +4, Will +4
Immune electricity, sonic, plant traits

OFFENSE
Speed 20 ft.
Melee bite +4 (1d6+2), 2 claws +4 (1d3+1)
Ranged puffball +4 (1 plus spores)
Special Attacks spores

Spell-Like Abilities (CL 4th; concentration +6)
Constantpass without trace

STATISTICS
Str 14, Dex 19, Con 20, Int 11, Wis 18, Cha 19
Base Atk +1; CMB +0; CMD 12
Feats Blind-Fight
Skills Hide and Move Silently +8 (+12 in swamps and underground), Survival +5 (+9 in swamps and underground); Racial Modifiers +4 and Survival Hide and Move Silently in swamps and underground
Languages Druidic, Sylvan; plantspeech (fungi)
SQ change shape (Small fungus; tree shape), verdant burst

Puffball (Ex): A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshy's spores. The puffball has a range increment of 20 feet.

Spores (Ex): A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a DC 16 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one's eyes with water ends this effect. The save DC is Constitution-based.

Forge-Blessed Fungus Leshy

N Medium plant (leshy, shapechanger)

Init +4; Senses darkvision 60 ft., low-light vision;

DEFENSE
AC 17, touch 12, flat-footed 16 (+2 Dex, +5 Natural Armor)
hp 25 (2d8+14)
Fort +10, Ref +3, Will +4
Immune electricity, sonic, plant traits

OFFENSE
Speed 30 ft.
Melee bite +6 (1d6+4), 2 claws +6 (1d4+5)
Ranged puffball +6 (1 plus spores)
Special Attacks spores

Spell-Like Abilities (CL 4th; concentration +6)
Constantpass without trace

STATISTICS
Str 18, Dex 17, Con 24, Int 11, Wis 18, Cha 19
Base Atk +1; CMB +0; CMD 12
Feats Blind-Fight
Skills Hide and Move Silently +7 (+11 in swamps and underground), Survival +5 (+9 in swamps and underground); Racial Modifiers +4 and Survival Hide and Move Silently in swamps and underground
Languages Druidic, Sylvan; plantspeech (fungi)
SQ change shape (Small fungus; tree shape), verdant burst

Puffball (Ex): A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshy's spores. The puffball has a range increment of 20 feet.

Spores (Ex): A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a DC 18 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one's eyes with water ends this effect. The save DC is Constitution-based.

Leaf Leshys: 11 Blooming; 15 Forge Blessed

Leaf leshys tend to the well-being of trees, whether natural stands or cultivated orchards. In appearance, they have soft, pulpy-looking bodies and wear clothing made of dozens of leaves. Larger leaves cover their shoulders, often giving them the appearance of wearing cloaks, and most adorn their relatively featureless heads with helmets made from pine cones, nuts, or fruit rinds. This leafy layer of clothing functions as masterwork padded armor for a leafleshy, but not for any other creature.

Leaf leshys love to play at war. When not laboring on their trees, they wheedle any companions to engage in mock duels with their twig spears, resorting to private weapon drills when they must. The Forge-blessed take this fascination to far less comical inclinations, trading for spear with hardened spear tips which they bear by turn in defense of their charges. For all their martial air leaf leshys of all sorts will share the fruits of their labors if asked respectfully and then properly thanked.

Blooming Leaf Leshy


N Small plant (leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE
AC 17, touch 13, flat-footed 14 (+1 armor, +3 Dex, +2 Natural Armor +1 size)
hp 7 (1d8+3)
Fort +5, Ref +3, Will +3
Immune electricity, sonic, plant traits

OFFENSE
Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
Melee shortspear +4 (1d4/19-20)
Ranged seedpods +4 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)

Constantpass without trace

STATISTICS
Str 10, Dex 15, Con 14, Int 7, Wis 14, Cha 15
Base Atk +0; CMB -3; CMD 8
Feats Weapon Finesse
Skills Fly -1, Hide and Move Silently +5 (+8 in forests and jungles), Survival +3 (+5 in forests and jungles); Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst

Glide (Ex): A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.

Seedpods (Ex): Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 13 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Forge Blessed Leaf Leshy

N Medium plant (leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE
AC 17, touch 11, flat-footed 16 (+1 armor, +1 Dex, +5 Natural Armor)
hp 9 (1d8+5)
Fort +7, Ref +2, Will +3
Immune electricity, sonic, plant traits

OFFENSE
Speed 30 ft., climb 10 ft., fly 10 ft. (clumsy); glide
Melee shortspear +4 (1d6+2/19-20)
Ranged seedpods +6 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)

Constantpass without trace

STATISTICS
Str 14, Dex 13, Con 18, Int 7, Wis 14, Cha 15
Base Atk +0; CMB -3; CMD 8
Feats Weapon Finesse
Skills Fly -1, Hide and Move Silently +4 (+7 in forests and jungles), Survival +3 (+5 in forests and jungles); Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst

Glide (Ex): A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.

Seedpods (Ex): Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 15 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Seaweed Leshy: 3 Blooming

Seaweed leshys usually dwell along coastlines, happily splashing and playing in tide pools, but they are equally at home at sea, floating among large kelp beds. Although perfectly capable of existing out of water indefinitely, seaweed leshys prefer to limit their time away from the sea almost out of a sense of pride.

Though they will remove underwater plant-life that is in someway hindering or harming dockside activity they take a dim view indeed to any willful or thoughtless poisoning of the sea having more than once called for blistering fines for captains or craftsmen guilty of such deeds.

Patient and thoughtful by inclination (save for matters associated harming sealife), seaweed leshys believe that in time nature brings what is needed by the ebb and flow of the tide or the steady flow of the river. They counsel against hasty decisions and rash actions, always preferring to wait and see what another day might bring.

Blooming Seaweed Leshy


N Small plant (aquatic, leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE
AC 19, touch 14, flat-footed 16 (+1 armor, +3 Dex, +4 natural, +1 size)
hp 34 (4d8+16)
Fort +8, Ref +4, Will +5
Immune electricity, sonic, plant traits

OFFENSE
Speed 20 ft., swim 20 ft.
Melee slam +6 (1d6)
Ranged water jet +7 (1 plus blind)
Special Attack sneak attack +1d6
Spell-Like Abilities (CL 8th; concentration +9)

Constantpass without trace
1/dayentangle (in water only, DC 14)

STATISTICS
Str 14, Dex 15, Con 16, Int 11, Wis 17, Cha 14
Base Atk +3; CMB +2; CMD 13
Feats Ability Focus (water jet), Toughness
Skills Spot and Listen +6, Hide and Move Silently +6 (+10 in water), Survival +3 (+7 in water), Swim +8; Racial Modifiers +4 Stealth and Survival in water
Languages Druidic, Sylvan; plantspeech (seaweed)
SQ air cyst, amphibious, change shape (Small seaweed; tree shape), verdant burst

Air Cyst (Su): Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.

Water Jet (Ex): A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target—if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a DC 17 Fortitude save or be blinded by the water for 1 round. The save DC is Dexterity-based.

Lotus Leshys: 1 Blooming; 70 Guardian (New Lyceos (x2),Bloodraven (x3), Riverlands [Lads] (x5))

Enigmatic lotus leshys are wise guardians of secluded ponds and lakes. They spend most of their time in meditation as lotus flowers. Although lotus leshys spend most of their time floating in solitary reflection, they do not shun the company of other creatures, and take humanoid form whenever they wish to speak. They find discussions of religion and philosophy particularly fascinating, and delight in fresh perspectives.

When awakened fully to the song of the world they serve as diligent, if somewhat aloof guardians of all life. Unusually for beings whose power is born of the ebb and flow of the natural world Lotus Leshys have a keen interest in mortal civilization seeing true harmony reflected most in the joining of mortal creativity and eternal wisdom.

Blooming Lotus Leshy

N Small plant (leshy, shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +14; Aura tranquility (20 ft., DC 15, 10 rounds)

DEFENSE
AC 26, touch 22, flat-footed 21 (+4 Dex, +1 dodge, +6 Wis, +4 natural, +1 size)
hp 52 (7d8+21)
Fort +10, Ref +6, Will +8
Immune electricity, plant traits, sonic

OFFENSE
Speed 30 ft.; lily pad stride
Melee slam +10 (1d4)
Ranged seed spray +10 (1d3 nonlethal/×3 plus dream pollen)
Special Attacks dream pollen, seed spray
Spell-Like Abilities (CL 14th; concentration +16)

Constantlily pad stride, pass without trace

STATISTICS
Str 14, Dex 19, Con 20, Int 20, Wis 23, Cha 19
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Knowledge [religion]), Weapon Finesse
Skills Diplomacy +11, Heal +13, Knowledge (religion) +15, Perception +16, Sense Motive +13, Stealth +8 (+12 in aquatic terrain), Survival +2 (+6 in aquatic terrain); Racial Modifiers +4 Stealth in aquatic terrain, +4 Survival in aquatic terrain
Languages Druidic, Sylvan; plantspeech (lotuses)
SQ change shape (small lotus flower; tree shape), verdant burst

Aura of Tranquility (Su): A lotus leshy exudes a calming aura within a 20-foot radius, which functions as calm emotions (Will DC 15 negates). A creature that succeeds at the save is immune to that leshy's aura for 24 hours. The save DC is Charisma-based.

Dream Pollen (Ex): A lotus leshy can expel pollen in a 15-foot cone. All creatures within the cone (as well as those who take damage from seed spray) must succeed at a DC 18 Will save or fall asleep for 1d4 rounds. The save DC is Constitution-based.

Seed Spray (Ex): A lotus leshy can shoot several of its seeds at targets within 30 feet. It can shoot up to 6 seeds as a standard action, dividing the seeds as it chooses among targets in range. Each seed deals 1d3 points of nonlethal damage. The leshy rolls a single attack roll to determine the accuracy of all of the seeds in the spray. The attack has a ×3 critical multiplier, and the leshy makes only one roll to confirm a critical threat.

Guardian Lotus Leshy

N Small plant (leshy, shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +14; Aura tranquility (20 ft., DC 15, 10 rounds)

DEFENSE
AC 28, touch 24, flat-footed 23 (+4 Dex, +1 dodge, +8 Wis, +4 natural, +1 size)
hp 52 (7d8+21)
Fort +10, Ref +6, Will +10
Immune electricity, plant traits, sonic

OFFENSE
Speed 30 ft.; lily pad stride
Melee slam +10 (1d4)
Ranged seed spray +10 (1d3 nonlethal/×3 plus dream pollen)
Special Attacks dream pollen, seed spray
Spell-Like Abilities (CL 14th; concentration +16)

Constantlily pad stride, pass without trace

Spell-Casting: Casts spells as a a 7th level Druid

Level 1 (2+2/day):
Level 2 (2+2/day):
Level 3 (1+2/day):

STATISTICS
Str 14, Dex 19, Con 20, Int 20, Wis 27, Cha 19
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Knowledge [religion]), Weapon Finesse
Skills Diplomacy +11, Heal +15, Knowledge (religion) +15, Perception +16, Sense Motive +15, Stealth +8 (+12 in aquatic terrain), Survival +2 (+6 in aquatic terrain); Racial Modifiers +4 Stealth in aquatic terrain, +4 Survival in aquatic terrain
Languages Druidic, Sylvan; plantspeech (lotuses)
SQ change shape (small lotus flower; tree shape), verdant burst

Aura of Tranquility (Su): A lotus leshy exudes a calming aura within a 20-foot radius, which functions as calm emotions (Will DC 15 negates). A creature that succeeds at the save is immune to that leshy's aura for 24 hours. The save DC is Charisma-based.

Dream Pollen (Ex): A lotus leshy can expel pollen in a 15-foot cone. All creatures within the cone (as well as those who take damage from seed spray) must succeed at a DC 18 Will save or fall asleep for 1d4 rounds. The save DC is Constitution-based.

Seed Spray (Ex): A lotus leshy can shoot several of its seeds at targets within 30 feet. It can shoot up to 6 seeds as a standard action, dividing the seeds as it chooses among targets in range. Each seed deals 1d3 points of nonlethal damage. The leshy rolls a single attack roll to determine the accuracy of all of the seeds in the spray. The attack has a ×3 critical multiplier, and the leshy makes only one roll to confirm a critical threat.

Treants: 2 Guardians

Born of the joining of long-lived tree and immortal spirit these shepherds of the forest take so long a view on the world that only the Singers can truly be said to be comfortable in their company with even lotus spirits growing tired of their ponderous pondering at times. However should a mortal take the time to lend an ear to these titans he might learn truths of the world few others know.

Guardian Treant

Size/Type: Huge Plant
Hit Dice: 7d8+35 (66 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
Full Attack: 2 slams +12 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animate trees, double damage against objects, trample 2d6+13
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +10, Ref +1, Will +9
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 20, Cha 12
Skills: Diplomacy Hide Intimidate Knowledge (nature) Listen Sense Motive Spot Survival +8 (+10 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack
Alignment: True neutral

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

Spell-Casting: Casts spells as a a 7th level Druid

Level 1 (2+2/day):
Level 2 (2+2/day):
Level 3 (1+2/day):

Verdant Wolves: 27

Born as much from the arts if the ancient flesh smiths as from the slow dreams of the Old Gods these seemingly bestial creatures posses a otherworldly intelligence to match savage strength and unrelenting will. They are the guardians of the groves, the emissaries of summer, its golden light forever reflected in their gaze and should the need be great enough that light can be shed back upon the world, to drive back the night if only for a moment.

Advanced Plant-Imbued Dire Wolf (CR 6)

N Large Plant
Init +4;
Senses Darkvision 60 ft., Low-light Vision, Scent, Acute Senses;

DEFENSE
AC 22, touch 13, flat-footed 18 (+4 Dex, +9 Natural, -1 Size)
HP 6d8+30 (57 hp), Fast Healing 5
Fort +10, Ref +9, Will +8
DR 10/Magic; Immune plant traits; SR 17

OFFENSE
Speed 50 ft. (Land), Woodland Stride
Melee Bite +13 melee (1d8+12)
Spell–Like Abilities (CL 9th; DC +4 (WIS))
At willfreedom of movement (Self and rider only);
3/dayentangle, magic fang;
1/daysunburst, tree stride;

STATISTICS
Str 25 + 4 (Advanced) = 29 (+7)
Dex 15 + 4 (Advanced) = 19 (+4)
Con 17 + 4 (Advanced) = 21 (+5)
Int 3d6 (Plant-Imbued) + 4 (Advanced) = 14 (+2)
Wis 12 + 1d6 (Plant-Imbued) + 4 (Advanced) = 19 (+4)
Cha 10 + 2d6 (Plant-Imbued) + 4 (Advanced) = 21 (+5)

Base Atk +4
Feats Alertness, Run, Track, Weapon Focus (bite)
Skills Hide +2 (+6 in forested terrain), Listen +9, Move Silently +6 (+10 in forested terrain), Spot +9, Survival +4
Languages Druidic, Sylvan, Common

Acute Senses (Ex)
Plant-imbued creatures can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in heavy fog or other obscuring conditions allowing them to strike without any miss chance.

Woodland Stride (Ex)
Plant-imbued creatures can move through any sort of undergrowth at their full movement rate without taking any penalties or suffering any damage. Magical enchantments designed to impede movement still affect them.

Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Sunflower Leshy: 4

Sunflowers do not easily bloom in the cold and shadowed woods of the, but in Lys the Lovely one is as likely to see them peering up at the sun from some high terrace or balcony as they are to be woven into a maiden's hair. Little wonder than that many of the silent formless spirits gathered about the flesh forge would seek to incarnate into the sun-loving flowers. The are by far the most loquacious of their kind chatting cheerfully with any who would treat them fairly and ever curious about the world.

Advanced Sunflower Leshy (CR 2)
N Small Plant (Leshy, Shapechanger)
Init +5;
Senses Darkvision 60 ft., Low-light Vision;
Aura Heliotrope (20 ft., DC 15)

DEFENSE
AC 18, touch 16, flat-footed 13 (+5 Dex, +2 Natural, +1 Size)
HP 15 (2d8+6)
Fort +2, Ref +5, Will +2
Immune Electricity, Plant Traits, Sonic

OFFENSE
Speed 20 ft.
Melee head butt +2 (1d4)
Special Attacks Seed Spray (1d4+2, 15-ft. cone, DC 18)
Spell-Like Abilities (CL 4; DC +2 (WIS))
Constant - Pass Without Trace

STATISTICS
Str 7 + 4 (Advanced) = 11 (+0)
Dex 16 + 4 (Advanced) = 20 (+5)
Con 12 + 4 (Advanced) = 16 (+3)
Int 5 + 4 (Advanced) = 9 (-1)
Wis 11 + 4 (Advanced) = 15 (+2)
Cha 15 + 4 (Advanced) = 19 (+4)

Base Atk +1
Feats Voice of the Sibyl
Skills Acrobatics +5 (+1 to jump), Diplomacy +5, Sense Motive +3, Stealth +9 (+13 in plains and hills), Survival+2 (+6 in plains and hills);
Languages Druidic, Sylvan, Common, Plantspeech (Flowers)
SQ Change Shape (Small flower; Tree Shape), Verdant Burst

Heliotrope (Ex)
Sunflower leshys reflect the sun and other sources of bright light from their faces onto all who come too close.
Any creature within 20 feet of a sunflower leshy must succeed at a DC 15 Will saving throw or be dazzled for 1d4+1 rounds. A creature dazzled once cannot be dazzled again by the same leshy for 24 hours. The save DC is Charisma-based.

Seed Spray (Ex)
Three times per day, a sunflower leshy can spray seeds in a 15-foot cone as a standard action. The spray deals 1d4 points of piercing damage to all targets in its area of effect. Against dazzled targets, this attack instead deals 1d6 points of piercing damage. A successful DC 16 Reflex saving throw halves the damage from this attack.
The save DC is Dexterity-based.

Poppy Leshy: 13

Carrying the sweet scent of their blooms about them like a mantle the poppy leshy is far more dangerous than its slender frame and the delicate thorn rapier it carries might show. Much like the humble poppy flower this spirit is skilled in befuddling the minds of men. For all that it is naturally quite peaceful even shy and will usually prefer the company of other leshyor fey to that of mortals, though any man who might gain the trust of such an incarnate will have made a friend to last him all his days

Advanced Poppy Leshy (CR 1.5)
N Small Plant (Leshy, Shapechanger)
Init +3;
Senses Darkvision 60 ft., Low-light Vision;
Aura Lullaby (10 ft., DC 13)

DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 Dodge, +2 Natural, +1 Size)
HP 8 (1d8+3)
Fort +5, Ref +3, Will +2
Immune Electricity, Plant Traits, Sonic

OFFENSE
Speed 20 ft., climb 10 ft.
Melee Rapier +0 (1d4 / 18-20)
Ranged Spores +4 Touch (Memory Haze)
Spell-Like Abilities (CL 1st; DC +2 (WIS))
Constant - Lullaby (DC 13), Pass Without Trace
3/day - Sleep (DC 14)

STATISTICS
Str 6 + 4 (Advanced) = 10 (+0)
Dex 13 + 4 (Advanced) = 17 (+3)
Con 12 + 4 (Advanced) = 16 (+3)
Int 5 + 4 (Advanced) = 9 (-1)
Wis 10 + 4 (Advanced) = 14 (+2)
Cha 13 + 4 (Advanced) = 17 (+3)

Base Atk +0
Feats Dodge
Skills Stealth +7 (+11 in floral fields), Survival +3; Racial Modifiers +4 Stealth in floral fields
Languages Druidic, Sylvan, Common, Plantspeech (Flowers)
SQ Change Shape (Small patch of flower; Tree Shape), Verdant Burst

Memory Haze (Ex)
The intoxicating scent given off by a poppy leshy causes memory loss to those affected by its spores. Anyone creature hit by a spore attack must make a DC 11 Will save or suffer 1 point of Wisdom damage. Any creature who suffers Wisdom damage from a poppy leshy's spores suffers minor memory loss for a period of 5 minutes prior to and 5 minutes after the ability damage is inflicted.
This is a cumulative effect, with additional Wisdom damage inflicted by the spore attack extending the period of memory loss by 5 additional minutes in both directions. Creatures who suffer from this memory loss must make a DC 11 Wisdom check to recall specific details during that period of time. This is a mind-affecting effect. The save DC is Charisma-based.

Leaf Ray: 13

This odd leaf-like being has the wingspan to rival and surpass some of the greatest of eagles, though in truth it seems more akin to a creature of the seas than the sky. Of all the beings wrought in the flesh-forge in them one can most clearly see the hand of the ancient flesh-smiths, for the manner of their 'seeding' is enough to send a chill down one's heart. In spite of this the influence of the Old Gods has made of them peaceful even kind presences.

Giant Advanced Awakened Leaf Ray (CR 3)

N Medium Plant
Init +3;
Senses Low-light Vision;

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 Natural)
HP 38 (4d8+20)
Fort +8, Ref +4, Will +3
Immune Plant Traits

OFFENSE
Speed 5 ft., fly 40 ft. (average)
Melee stinger +6 (1d6+4 plus Poison)
Special Attacks Poison, Seed

STATISTICS
Str 12 + 2 (Giant) + 4 (Advanced) = 18 (+4)
Dex 16 - 2 (Giant) + 4 (Advanced) = 18 (+4)
Con 17 + 4 (Advanced) = 21 (+5)
Int 3d6 (Awakened) + 4 (Advanced) = 14 (+2)
Wis 13 + 4 (Advanced) = 17 (+3)
Cha 4 + 1d3 (Awakened) + 4 (Advanced) = 10 (+0)

Base Atk +1
Feats Flyby Attack
Skills Fly +11, Perception +7
Languages Druidic, Sylvan, Common

Poison (Ex)
Sting—injury
; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Seed (Ex)
Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As a full-round action, the leaf ray stings its victim, depositing a seed into the victim's flesh. This process deals 1 hit point of damage to the victim, but the implanted creature isn't subject to the leaf ray's poison in this process. The seed germinates inside the victim, making it sickened while it harbors the leaf ray seed, and dealing 1d2 points of Constitution damage to the victim each day the seed grows within. This damage is negated with a successful DC 16 Fortitude save. The seed feeds off the victim's body and only grows into a new leaf ray tree when the victim dies from Constitution damage. Removing an implanted seed requires a successful DC 20 Heal check (a full-round action); each attempt deals 1 hit point of damage. Although immunity to disease offers no special protection against a leaf ray seed's implantation, remove disease, heal, or similar effects automatically destroy any implanted seeds.

Living Topiary: 6

By far the most ordinary seeming creatures to have been given form in the depths of the flesh forge these beings seems little more than carefully trimmed bushes to the careless eye, though a careful observer might notice a gentle rustle among its leaves even when there is no wind, the slow breathing of an unsleeping watcher

Advanced Living Topiary (CR 5)
N Medium Plant
Init +6;
Senses Darkvision 60 ft., Low-Light Vision;

DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 52 (5d8+30)
Fort +12, Ref +5, Will +3
DR 5/Slashing; Immune Plant Traits
Weaknesses vulnerable to fire

OFFENSE
Speed 30 ft.
Melee 2 Slams +8 (1d6+6)
Spell-Like Abilities (CL 5th; DC +2 (WIS))
Constant - Pass Without Trace
3/day - Hedge Stride

STATISTICS
Str 17 + 4 (Advanced) = 21 (+5)
Dex 14 + 4 (Advanced) = 18 (+4)
Con 19 + 4 (Advanced) = 23 (+6)
Int 6 + 4 (Advanced) = 10 (+0)
Wis 10 + 4 (Advanced) = 14 (+2)
Cha 9 + 4 (Advanced) = 13 (+1)

Base Atk +3
Feats Great Fortitude, Improved Initiative, Power Attack
Skills Escape Artist +12, Perception +8, Stealth +11 (+17 in undergrowth); Racial Modifiers +8 Escape Artist, +2 Stealth (+8 in undergrowth)
Languages Common, Sylvan (can't speak any language)
SQ Assimilate, Move Through Hedges, Sculpt Shape

Assimilate (Ex)
As a full-round action, a living topiary can consume undergrowth or bushy plant matter it's currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per round, healing 1d8 points of damage each time. If the topiary is at maximum hit points, this ability has no effect.

Hedge Stride (Sp)
This ability functions as tree stride, but rather than allowing for teleportation from tree to tree, it permits the living topiary to teleport from one area of brush or hedges to another area of similar vegetation within 1,500 feet.

Move through Hedges (Ex)
A living topiary may move through any mass of brambles or other dense plant growth without penalty. It must begin and end its turn outside of the mass.

Sculpt Shape (Ex)
As a standard action, a living topiary can alter itself to take on the basic form of any creature. The change is purely cosmetic, and does not change its size, grant it any special powers, or alter its abilities.

10xAdvanced Plant-Imbued Gigantean Manta Ray

Advanced Plant-Imbued Gigantean Manta Ray (CR 6)
Size/Type: Colossal Plant (Aquatic, Augmented)
Hit Dice: 12d8+120 (174 HP)
Initiative: +2
Speed: Swim 180 ft.
AC: 21 (-8 Size, +2 Dex, +17 Natural), Touch 4, Flat-Footed 19
Base Attack +9
Attack: Tail Slap +18 (2d6+25)
Space: 30 ft./30 ft.
Special Attacks: Spell-like Abilities, Trample (2d8+25, DC 33)
Special Qualities: Fast Healing 5, DR 15/Magic, Plant Immunities, SR 17, Blindsense 30 ft., Darkvision 60 ft., Low-light Vision
Saves: Fort +18, Ref +6, Will +9
Abilities: Str 44, Dex 15, Con 31, Int 14, Wis 20, Cha 13
Skills:Listen +20, Spot +20, Survival +20, Swim +40; Racial Modifiers +8 Swim
Feats: Ability Focus (Sunburst), Improved Bull Rush, Power Attack, Quicken Spell-Like Ability (Entangle), Swim-by-Attack
Languages: Aquan, Common, Sylvan
Alignment: Neutral

Immunities (Ex): Plant-Imbued Gigantean Manta Rays are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Acute Senses (Ex): Plant-Imbued Gigantean Manta Rays can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in obscuring conditions allowing them to strike without any miss chance.

Trample (Ex): As a Full-Round Action, a Plant-Imbued Gigantean Manta Ray can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Plant-Imbued Gigantean Manta Ray does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 2d8+25 points of damage. Targets of the Trample can attempt a DC 33 Reflex save to take half damage. A Plant-Imbued Gigantean Manta Ray can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Spell–Like Abilities (CL 12): At will: Freedom of Movement (Self and passengers only), 3/Day: Quickened Entangle(DC 16), Magic Fang, 1/Day: Sunburst(DC 25), Tree Stride(Aquatic Plants Only)

1003x Giant Fungal Darkenbeast


Giant Fungal Darkenbeast (CR 6)
Size/Type:
Large Plant (Augmented)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 ft., Low-light Vision, Listen +2, and Spot +2
AC: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Hit Dice: 5d8+35 (58 hp)
Fort +13, Ref +4, Will +1
Speed: 5 ft., fly 30 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +5; Grapple +18
Attack: 2 Claws +14 melee, Bite +9 melee
Full Attack: 2 Claws +14 melee, Bite +9 melee
Damage: Claws 1d6+9, bite 1d8+4
Abilities: Str 28, Dex 11, Con 24, Int 2, Wis 11, Cha 4
Special Qualities: Immunities, SR 15
Feats: Great Fortitude, Improved Initiative
Skills: Hide +2, Listen +2, Move Silently +2, and Spot +2

Immunities (Ex): Fungal Darkenbeasts are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Poison Spore Cloud (Ex): Once per day, a Fungal Darkenbeast can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Fungal Dreatures require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Fungal Darkenbeast's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Darkenbeast, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Fungal Darkenbeast's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Darkenbeast must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save FortDC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Fungal Darkenbeasts breathe, but they do not eat or sleep in the typical manner.
 
Last edited:
How about Jon/Robert - Ranger?

I'd love to suggest a paladin because a honorable knight in Westeros fits quite well, but I can't find anyone who could fit that class.
 
[X] Gendry Watters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class)
 
Scholarum
Scholarum
Organization:

Original Charter of the Scholarum of Sorcerer's Deep

Let it be here consigned by the word of Viserys Targaryen First of that name King in the Deep that the following shall be the obligations and privileges of those practitioners of sorcerous arts gained through study, by blood or through pact and prayer. Let none mortal spirit or undying fey nor of any other thinking kindred yet unknown flaunt this decree on pain of royal sanction proportional to the transgressions committed.

Obligations:

I. To deal fairly with any who come before them asking for aid or service.
II. To pay the dues established by the Scholarum according to its internal strictures.
III. To hold fealty to the Scholarum above petty partisan interests and never willfully work against its interests.
IV. To remain in a state of readiness of war in the service of the realm in times of great strife.
V. To keep any secrets of the Scholarum in utmost sanctity from those who do not belong, nor are affiliated with it.
VI. To undertake at least one Journey of Wisdom in the service of the Scholarum should their Craft allow.

Privileges:

I. The lawful practice of magic within the Deep and any other lands that fall under the authority thereof.
II. The use of Scholarum insignia of establish quality of one's work.
III. The use of Scholarum resources for the furthering of one's studies and other work.
IV. Protection from undue persecution in all its forms.
V. The backing of the Scholarum in maters of trade and craft.

Instructors:
Headmistress Teana Strycos:
Born a slave behind the Black Walls of Volantis, Teana was trained from an early age to be a mummer like her mother and grandmother before her. Unlike many slaves, she was fortunate enough to grow up in a relatively close and stable family, as skilled mummers were much too valuable as a long-standing troupe to trade lightly.

Alas that tragedy would strike her if of a far stranger sort than most—the Ashen Plague, that claimed her kin and very nearly bound her soul to Ymeri's will. Yet by the same sorcery awakened within her that dreadful day she was able to in the end win free of the malignant flame spirit and forge a new life for herself, far from Volantis and the memory of chains.

The games of lights and shadows she learned in her youth have served her well in the study of sorcery, allowing her to develop a skill for umbramancy unique in Sorcerer's Deep.

Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Level: 14
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 4
Feats: Able Learner, Greater Spell Focus(Illusion), Heighten Spell, Rapid Metamagic, Shadow Magic, Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery), Silent Illusions, Extended Illusions

HP: 104 + 26 (Heart of the Earth) + 10+1d10 (False Life) = 140+1d10
Armor Class: 10 + 5 (DEX) + 4 (Mage Armor) +2 (vs Evil) = 19/21; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 10ft (Heart of Fire) OR +30ft (Channel Vigor) = 40ft or 60ft
Initiative: +5 (DEX)
Base Attack Bonus: +7/+2; Ranged Touch = +7 (BAB) + 5 (DEX) + 4 (CV) = +16
Spell Save: DC: 10 + 7 (CHA) + 1 (Arcane Concordance) = 18 + Spell Level; +5 (Illusion), +1 (Enchantment), +1 (Necromancy)
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistance: 5 Cold, 5 Electricity, 25 Fire

STATS:
10 (+0) Strength
15 +5 = 20 (+5) Dexterity
12 +6 = 18 (+4) Constitution
19 +6 = 25 (+7) Charisma
16 +2 = 18 (+4) Intelligence
11 +5 = 16 (+3) Wisdom

SAVES:
FORTITUDE:
5 + 4 (CON) + 5 (Resistance) + 6 (CV) = 20 (+3 Insight vs spells & spell-like abilities)
REFLEX: 5 + 5 (DEX) + 5 (Resistance) = 15
WILL: 12 + 3 (WIS) + 5 (Resistance) = 20

SKILLS:
Bluff:
8 + 7 (CHA) = 15
Concentration: 17 + 4 (CON) + 6 (CV) + 5 (Headband) = 32
Hide: 4 + 5 (DEX) = 9
Knowledge (Arcana): 17 + 4 (INT) + 4 (CV) + 5 (Headband) = 30
Knowledge (The Planes): 13 + 4 (INT) + 4 (CV) = 21
Profession (Instructor): 17 + 3 (WIS) + 5 (Headband) = 25
Sense Motive: 17 + 3 (WIS) + 5 (Headband) = 25
Spellcraft: 17 + 4 (INT) +2 (SYN) + 5 (Headband) = 28

Spells Known (Caster level 14/[Shadow] 15/[Transmutation/Evocation] 13):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (6/Day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Shield, Silent Image (6+2/Day, -1 [Mage Armor])
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/Day, -2 [False Life, Heart of Air])
Level 3: Air of Nobility, Alter Fortune, Fireball(RotF), Major Image, Shadow Binding, Shadow Healing (6+2/Day, -1 [Heart of Water])
Level 4: Assay Spell Resistance, Celerity, Freedom of Movement(RotF), Heart of Earth, Ruin Delver's Fortune (6+1/Day, -1 [Heart of Earth])
Level 5: Commune(RotF), Friend to Foe, Geniekind, Mirage Arcana, Teleport(RotF) (6+1/Day, -1 [Heart of Fire])
Level 6: Greater Dispel Magic, Greater Shadow Enchantment (5+1/Day)
Level 7: Amber Sarcophagus (3+1/Day)

Grimoire of High Arcana:
Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Keep Watch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Full Pouch, Heart of Air, Portal Alarm, Quick Potion, Resist Energy, Rope Trick, See Invisibility
Level 3: Battlemagic Perception, Heart of Water
Level 5: Heart of Fire

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 14 hours, Cost: 2nd level spell slot
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 14 hours, Cost: 1st level spell slot
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+26 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 13 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 50+ HP]

Special Abilities:
  • Shadow Amalgamation (Su): Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
  • Extended Illusions (Ex): The duration of any Illusion spell Teana casts is doubled, as if the Extend Spell feat had been applied to it. The levels and casting times of these spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which still changes the spell's effective level.
  • Shadow Shaping (Su): Up to 5/Day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
  • Shadow Magic (Su): Teana benefits from a +1 bonus to spell DC and caster level to overcome Spell Resistance for all Illusion, Enchantment, and Necromancy spells she casts, but suffers from a -1 caster level penalty to all Evocation and Transmutation spells she casts. She can no longer cast Light-based spells.
  • Silent Illusions (Ex): All spells from the Illusion school that Teana casts no longer require a Verbal component, as if the Silent Spell feat had been applied to them. The levels and casting times of these Illusion spells don't change, however. If Teana casts illusion spells that can't be affected by the Silent Spell feat, this ability has no effect on those spells.
  • Shadow Illusion (Su): Teana can infuse her Figments Illusions with material from the Plane of Shadow, making them partially real. These altered spells can mimic any Sorcerer or Wizard Conjuration (summoning), Conjuration (creation), or Evocation spell at least one level lower than the Illusion spell. The altered spell functions identically to the Shadow Conjuration or Shadow Evocation spell, except that the spell's strength equals 10% per level of the Figment spell used. Applicable Figment spells include: Silent Image, Minor Image, Major Image, Persistent Image, and Programmed Image.
  • Cloak of Shadow (Su): Teana can cloak her form in shifting shadows. While her Cloak of Shadow is active, attacks against Teana have a miss chance equal to 35%. Darkvision and Low-Light vision offer no help in piercing the Cloak of Shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. Teana can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, Teana can make Hide checks as if she had Concealment. Cloak of Shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Still Spell Metamagic feat. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Alternate Form:
Shadow-Traced
Movement:
40ft + 10ft (Heart of Fire) OR +30ft (Channel Vigor) = 50ft or 70ft
Spell Save: DC: 10 + 8 (CHA) + 1 (Arcane Concordance) = 19 + Spell Level; +6 (Illusion) OR +7 (Shadow Illusion), +1 (Enchantment), +1 (Necromancy)
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistance: 15 Cold, 5 Electricity, 25 Fire
SR: 24
DR: 10/Magic

STATS:
10 (+0) Strength
15 +5 = 20 (+5) Dexterity
12 +6 = 18 (+4) Constitution
21 +6 = 27 (+8) Charisma
16 +2 = 18 (+4) Intelligence
9 +5 = 14 (+2) Wisdom

SAVES:
FORTITUDE:
5 + 4 (CON) + 5 (Resistance) + 6 (CV) = 20 (+3 Insight vs spells & spell-like abilities)
REFLEX: 5 + 5 (DEX) + 5 (Resistance) = 15
WILL: 12 + 2 (WIS) + 5 (Resistance) = 19

SKILLS:
Bluff:
8 + 8 (CHA) = 16
Concentration: 17 + 4 (CON) + 6 (CV) + 5 (Headband) = 32
Hide: 4 + 5 (DEX) + 4 (ST) = 13
Knowledge (Arcana): 17 + 4 (INT) + 4 (CV) + 5 (Headband) = 30
Knowledge (The Planes): 13 + 4 (INT) + 4 (CV) = 21
Profession (Instructor): 17 + 2 (WIS) + 5 (Headband) = 24
Sense Motive: 17 + 2 (WIS) + 5 (Headband) = 24
Spellcraft: 17 + 4 (INT) +2 (SYN) + 5 (Headband) = 28

Spells Known (Caster level 14/[Shadow] 17/[Transmutation/Evocation] 13):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (6/Day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Shield, Silent Image (6+2/Day, -1 [Mage Armor])
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/Day, -2 [False Life, Heart of Air])
Level 3: Air of Nobility, Alter Fortune, Fireball(RotF), Major Image, Shadow Binding, Shadow Healing (6+2/Day, -1 [Heart of Water])
Level 4: Assay Spell Resistance, Celerity, Freedom of Movement(RotF), Heart of Earth, Ruin Delver's Fortune (6+2/Day, -1 [Heart of Earth])
Level 5: Commune(RotF), Friend to Foe, Geniekind, Mirage Arcana, Teleport(RotF) (6+1/Day, -1 [Heart of Fire])
Level 6: Greater Dispel Magic, Greater Shadow Enchantment (5+1/Day)
Level 7: Amber Sarcophagus (3+1/Day)

Special Abilities:
Shadow Mastery:
Teana gains a +1 save DC bonus to her standard Illusion spells. Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.
Shadow-Traced (Su): Teana benefits from the Shadow-Traced template.
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 Hit Points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points. Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

Boneward Belt: +6 Constitution
  • Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky: +5 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil: +5 Resistance bonus to saving throws
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity (Slotless):
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whispers Within: +5 Wisdom, +2 Intelligence
  1. +5 Competence bonus to Concentration, Knowledge (Arcana), Profession (Instructor), Sense Motive, and Spellcraft skill checks.
  2. 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance:
  1. 3/Day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  4. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Ring of Mystic Shadows(Slotless):
  1. Wearer gains a +2 bonus to the save DC of all Illusion spells they cast.
  2. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  3. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Soulfire Mithral Bracers of Arcane Freedom (+1):
  1. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  2. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Translocating Boots of the Wide Earth
  1. Double carrying capacity.
  2. Convert any Spell of 5th level and above to Teleport
  3. Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you. 2/day
Scrolls:
Anticold Sphere x2
Arcane Eye x2
Arcane Sight x3
Dimensional Anchor x2
Fickle Winds x2
Greater Black Tentacles x1
Greater Blink x2
Greater Invisibility x5
Greater Teleport x1
Heart of Air x3
Heart of Fire x3
Heart of Water x3
Lesser Globe of Invulnerability x3
Life Bubble x5
Mage's Private Sanctum x2
Plane Shift x1
Sending x2
Smoky Confinement x2
Tongues x4
True Seeing x2
Wall of Force x2

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
90x Night Tea
30x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent

Equipped Items: Bead of Newt Prevention, Boneward Belt (+6 CON), Gloves of the Starry Sky (+5 DEX), Greater Enhanced Amulet of Protection from Evil(+5 Resistance), Greater Radiant Earring of Arcane Acuity(Slotless), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+5 WIS, +2 INT), Heirloom Seal, Item familiar Mask (+6 CHA), Launcher, Lawful Staff, Ring of Mystic Defiance, Ring of Mind Blank, Ring of Mystic Shadows(Slotless), Ring of Sustenance (slotless), Robes of Mysterious Conjuration, Soulfire Mithral Bracers of Arcane Freedom(+1), Translocating Boots of the Wide Earth

Velen the Phoenix Bard:
One of your first teachers in matters esoteric, Velen is a kindhearted and courteous being always ready to help others with word or deed. Though his long years of imprisonment have dulled his memory, he is still a fount of lore and wisdom. He is a great lover of beauty in all its forms, though he has a particular appreciation of music. His own unearthly song is so beautiful as to bring tears to one's eyes.

His years in Dorne have done nothing to dent your friend's kindness, but they have tempered it with a wistful practicality. He has borne witness to both abuses of sorcery and ones brought against those gifted with magic by the fearful and dogmatic, but still he approaches every conflict with an eye towards peaceful resolution, for above all his are the flames that light the way.
Velen the Phoenix Bard 7/ Sublime Chord 1


Small Outsider (Good, Extraplanar, Fire)
Hit Dice
|3d8+8d6+11 (40 hp)
Initiative|+2
Speed|10ft. (2 squares), fly 80ft. (good)
Armor Class|16 (+1 size, +2 dex, +3 Natural), touch 12, flat-footed 14
Base attack/Grapple| +8/+4
Attack|Talons +11/+5 melee (1d4 +1d4 fire)
Full attack|2 talons +11/+5 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
Space/reach|5ft./5ft.
Special attacks|Burn, spell-like abilities, Countersong, Fascinate, Suggestion
Special qualities|60ft darkvision, immunity to fire, vulnerability to cold, Inspire Courage +1, Inspire competence, Bardic Lore
Saves|Fort +6, Ref +10, Will +12
Abilities|Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Skills|+10 Diplomacy, +13 Knowledge (Arcana), +8 Knowledge (Religion), +10 Knowledge (The Planes), +13 Listen, +14 Perform (Oratory), +6 Profession (Astrologer), +10 Sense Motive, +6 Spellcraft
Feats|Flyby attack, Weapon finesse, Collector of Stories, Swift Concentration, Melodic Casting, Practiced Spellcaster
Alignment: Neutral Good

Spells Known (CL 8th):
Level 0: Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic, Songbird
Level 1: Ear-Piercing Scream, Instant of Power, Moment of Greatness, Recharge Innate Magic, Wings of Air
Level 2: Elation, Glitterdust, Harmonic Chorus, Mirror Image
Level 3: Air of Nobility, Charm Monster, Dispel Magic
Level 4: Heroic Finale, Inner Beauty, Mass Daze
Level 5: Telekinesis

Telepathy (Su)
A phoenix may communicate telepathically with any creature within 100 feet that has a language.

Piercing Gaze (Sp)
A Phoenix can always see the darkness in the hearts of mortals however they try to hide it (Detect Evil as a level 4 Cleric; At Will)

Echo of the Flame (Sp)
A Lesser Phoenix can imbue a echo of the eternal flames of Elemental Fire onto an item or its choice (Continual Flame as a level 4 sorcerer; 1/day)

Fan of Flames (Sp)
A Lesser Phoenix can unleash a torrent of arcane fire from its wings searing multiple foes (Burning hands as a level 4 Sorcerer; 1/day)

Healing Light (Sp)
As a guardian of life and harbinger of renewal a Lesser Phoenix can restore its vitality or that of its allies (Cure Light Wounds as a Level 4 Cleric; 1/day)

Sarah of Pentos:
Born a tinker's daughter and traveling healer in the Pentoshi hinterlands, Sarah grew up on her father's tall tales of his deeds and heritage. She had set aside fantastical notions in the wake of his death and the trials that followed until as chance would have it she heard a call for help on the wind. Though it was a dark night with hail beat down cruelty upon the land she chanced to follow it to a strange maiden trapped beneath barbed with iron. Garbed in swan's feathers, she was like something from a child's fancy, and when Sarah let her loose she called the mortal woman kin sundered across the ages...

Filled with new determination to carve a better path for herself, Sarah sought instruction to help her newly kindled magic flourish and in the end she found it, though her master proved perhaps he greatest danger she had ever faced, until his untimely demise at the hands of the Dragon King.
Name: Sarah of Pentos
Alignment: Neutral Good
Race: Human (Medium)
Class: Sorcerer (ACF: Witch) 7
Feats: Able Learner, Noncombatant, Shaky, Versatile Spellcaster, Extra Spell:Estanna's Stew, Fey Heritage, Fey Power
Class Features:

HP:
30/30
Armor Class: 10 +2 (Dex)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: +3 (BaB) -2 (Range Attack)
Spell Save: DC: 10 +3 (CHA) +1 (Enchantment) +Spell Level
Weapon & Armor Proficiency: Mace

STATS:
8 (-2) Strength
10 (+0) Dexterity
13 (+1) Constitution
16 (+3) Charisma
12 (+1) Intelligence
14 (+2) Wisdom

SAVES (+3 Will Saves against Enchantment):
FORTITUDE: 2 +1 = 3
REFLEX: 2 +0 =2
WILL: 5 +2 = 7

SKILLS
Appraise: 6
Concentration: 11
Heal: 7
Knowledge (Arcana): 11
Knowledge (Religion): 5
Spellcraft: 9

Spells Known (Caster Level 7/8 [Enchantment]):
Level 0: Daze, Detect Poison, Detect Magic, Message, Arcane Mark, Read Magic, Prestidigitation (6/day)
Level 1: Sleep, Charm Person, Whelm, Silent Image, Cure Light Wounds (7/day)
Level 2: Alter Self, Detect Thoughts, Invisibility, Extra Spell: Estanna's Stew (7/Day)
Level 3: Suggestion, Tongues (5/day)

Horio of Tyrosh:
Born to a family of minor nobles supported far more by their positions within the city's labyrinthine bureaucracy than their failing ancestral lands, Horio was expected to fold neatly into the same mold as his father and grandfather. Alas a series of youthful indiscretions damaged his chances of obtaining any advantageous position beyond repair.

For several years he lived in genteel poverty, taking work when and how he could find it, mostly as a tutor, teaching languages, etiquette, and philosophy while learning in turn the proper amount of flattery to apply to keep the various scions of nobility and their parents happy.

Horio's life would have likely continued apace had he not chanced upon an ancient tome forgotten among one of his patron's library with contained most extraordinary lore. It spoke of power beyond that of clinking coin and sonorous names, of bargains that could be made for far greater stakes than he had ever dared to dream of. Twas then that Horio of Tyrosh discovered that he was not so far removed from the gambler of his youth. He won his prize but would have lost it all but two months later had the scales not been tipped in his favor by the hand of agents of the Dragon King.

Name
: Horio of Tyrosh
Alignment: True Neutral
Race: Human (Medium)
Class: Sorcerer 6/Elemental Savant (Water) 1
Feats: Water Bloodline, Education, Jack of All Trades, Energy Substitution (Cold)
Class Features: Elemental Specialty (Cold) Resistance to Energy I

HP: 38/38
Armor Class: 10 + 2 (Dex) + 4(Mage Armor) = 16
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: +3 BAB
--Ranged Touch Attack: +5
--Melee: +1 Blessed Rapier: +5 (1d6; 18-20/×2) OR Masterwork Razor Sharp Adamantine Dagger: +4 (1d4; 19-20/×2)
--Ranged: Masterwork Light Crossbow: +5 (1d8; 19-20/×2) OR Launcher: +5 (Crossbow Bolt: 1d8; 19-20/×2 or Alchemical Item)
Spell Save: DC: 10 + 4 (CHA) + Spell Level
Weapon & Armor Proficiency: Rapier, Crossbow
Resistance: 10 Cold

STATS:
8 (-2) Strength
14 (+2) Dexterity
14 +2 = 16 (+3) Constitution
17 +2 = 19 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 2 + 3(CON) + 2 = 5/7
REFLEX: 2 + 2(REF) + 2 = 4/6
WILL: 7 + 0(WIS) + 2 = 7/9

SKILLS
Diplomacy: 9
Concentration: 9
Profession (Teaching): 8
Knowledge (History): 5
Knowledge (Nobility and Royalty): 5
Knowledge (Arcana): 9
Knowledge (Planes): 5
Spellcraft: 4

Spells Known (Caster Level 7):
Level 0: Detect Magic, Detect Poison, Light, Message, Prestidigitation, Ray of Frost, Read Magic (6/day)
Level 1: Cause Fear, Cheat, Expeditious Retreat, Jet of Steam, Mage Armor, Magic Missile(RotF), Snowball (6+1/day)
Level 2: Cloud of Knives, Eagle's Splendor, Fireburst, Fog Cloud (6+1/Day)
Level 3: Fireball(RoTF), Lightning Bolt, Shivering Touch, Waterbreathing (4+1/day)

Grimoire of High Arcana:
Level 0:Amanuensis, Arcane Mark, Drench, Mending
Level 1: Alarm, Clarion Call, Comprehend Languages, Disguise Self, Keep Watch, Spontaneous Search

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation:
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt (3 Charges/Day): +2 Constitution
  • 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Raiment of the Four(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Antiplague (x3),Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x12), Incendiary Catalyst (x12), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt(+2 CON), Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance, Weapons (Mwk Light Crossbow w/2 quivers of 20 bolts, Mwk Razor Sharp Adamantine Dagger), +1 Blessed Rapier

Leila Goldhammer:
As with many who come upon the shores of Sorcerer's Deep, Leila Goldhammer's tale is not spared tragedy and loss. Captured by Ironborn raiders during the attack on Lannisport which marked the beginning of the abortive Greyjoy Rebellion, she was very nearly another victim of the cruel churning mechanisms of the Essosi slave trade, but for a chance meeting in Tyrosh with the King and his Companions.

Determined to never be helpless again and disenchanted with the Seven who offered to answer to her many desperate prayers, Leila took up the study of magic with diligence and determination, growing into an enchanter of some skill. As a reward for skilled service she was raised to noble rank, though she as yet holds no lands, nor does she have much interest in it.


Name
: Leila Goldhammer
Alignment: Lawful Good
Race: Human (Medium)
Class: Archivist 7
Feats: Craft Wondrous Item, Improved Initiative, Extraordinary Artisan, Scribe Scroll, Uncanny Forethought
Class Features: Dark Knowledge (5/Day, Puissance, Tactics), Lore Mastery (Knowledge: Arcana & The Planes), Still Mind, Summon Familiar(B)

Hit Points: 47 + 14 Temp HP (HoE) = 61 HP
Armor Class: 10 + 3 (Dex) + 7 (Reinforced Segmented Mithral Breastplate +1) +2 (vs Evil) = 20/22; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 30 ft (Channel Vigor) = 60ft
Initiative: +3 (DEX)
Base Attack: +3; Ranged: +3 (BAB) + 3 (DEX) + 4 (CV) = +10 or Melee: +3 (BAB) -2 (STR) = +1 [Staff 1d6-2]
Spell Save: DC: 10 + 4 (INT) + Spell Level
Weapon & Armor Proficiency: N/A
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Resistances: Cold 5, Electricity 5

STATS:
7* (-2) Strength
14 +2 = 16 (+3) Dexterity
14 +2 = 16 (+3) Constitution
10 (+0) Charisma
15 +4 = 19 (+4) Intelligence
11 +3 = 14 (+2) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 5 + 3 (CON) + 4 (Resistance) = 12
REFLEX: 2 + 3 (DEX) + 4 (Resistance) = 9
WILL: 5 + 2 (WIS) + 4 (Resistance) = 11 (13 vs Enchantment spells)

SKILLS
Appraise:
4 + 4 (INT) = 8
Concentration: 10 + 3 (CON) = 13
Craft (Leatherworking): 1 + 4 (INT) = 5
Craft (Metalworking): 1 + 4 (INT) = 5
Craft (Sculpture): 1 + 4 (INT) = 5
Craft (Woodworking): 1 + 4 (INT) = 5
Heal: 5 + 1 (WIS) = 6
Knowledge (Arcana): 9 + 4 (INT) + 2 (LM) + 4 (CV) = 19
Knowledge (Religion): 9 + 4 (INT) + 4 (CV) = 17
Knowledge (The Planes): 9 + 4 (INT) + 2 (LM) + 4 (CV) = 19
Listen: 0 + 2 (WIS) + 4 (AL) + 4 (CV) = 10
Profession (Instructor): 8 + 1 (WIS) = 9
Spellcraft: 12 + 4 (INT) = 16
Spot: 0 + 2 (WIS) + 4 (AL) + 4 (CV) = 10

Spells Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Message, Purify Food and Drink
Level 1: Barbed Chains, Bless, Blessed Aim, Calm Animals, Command, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Entropic Shield, Ice Slick, Magecraft, Magic Weapon, Moment of Greatness, Protection from Evil, Shield of Faith, Sign
Level 2: Animalistic Power, Barkskin, Boneshaker, Close Wounds, Cure Moderate Wounds, Defending Bone, Divine Insight, Elation, Lesser Restoration, Make Whole, Resist Energy, Silence, Sound Burst, Unseen Crafter
Level 3: Alter Fortune, Cure Serious Wounds, Daylight, Dispel Magic, Heart of Water, Mass Aid, Mass Conviction, Mass Resist Energy, Speak with Dead, Summon Monster III, Thunderous Roar, Whispering Sand, Wind Wall
Level 4: Blessing of Fervor, Divination, Divine Power, Heart of the Earth, Life Bubble, Mass Shield of Faith, Panacea, Poison, Polymorph, Recitation, Restoration, Sound Lance, Summon Monster IV, Wall of Sand

Prepared Spells (Caster Level 7):
Level 0(4/day): Cure Minor Wounds, Detect Magic, Detect Poison, Message
Level 1(5+1/day): Barbed Chains, Entropic Shield, Ice Slick, Sign, Free Slot (UF) x1
Level 2(4+1/day): Defending Bone, Boneshaker, Close Wounds, Elation, Free Slot (UF) x1
Level 3(3/day): Alter Fortune, Thunderous Roar, Free Slot (UF) x1
Level 4(2/day): Heart of the Earth, Free Slot (UF) x1

Special Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact
Flicker
Size/Type: Small Magical Beast (Young Blink Dog)
Hit Points: 23
Initiative: +6 (DEX)
Speed: 40 ft + 30 ft (Anklets) = 70 ft
Armor Class: 21 (+6 Dex, +1 Size, +4 Natural), Touch 17, Flat-Footed 17
Base Attack/Grapple: +4/+4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., Low-Light Vision, Scent, Blink, Dimension Door, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Possession/Mental Control, Baleful Polymorph [Single use],
Saves: Fort +4, Ref +10, Will +8
Abilities: Str 6(8), Dex 21(22), Con 6(8), Int 10, Wis 13(14), Cha 11
Skills: Hide +10, Listen +5, Sense Motive +5, Spot +6, Survival +5
Feats: Iron Will, Run, Track(B)
Alignment: Lawful Good

Blink (Su): A Blink Dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a Free Action.

Dimension Door (Su): A Blink Dog can teleport, as Dimension Door (caster level 8th), once per round as a free action. The ability affects only the Blink Dog, which never appears within a solid object and can act immediately after teleporting.

Contingency Spells: Renewal Pact; Stalwart Pact

Equipment: Anklets of Speed, Bead of Newt Prevention, Collar of Protection from Evil (+2 STR, +1 DEX, +2 CON, +1 WIS), Greater Healing Belt, Ribbon of Disguise

Anklets of Speed
: Benefit from a +30ft Enhancement bonus to ground movement speed.

Greater Healing Belt:
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ribbon of Disguise: Disguise Self (At Will)
Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Tears:
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  4. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Raiment of the Four (Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, & Greater Amulet of Tears) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Scrolls:
x3 Assay Spell Resistance
x2 Bless
x2 Bull's Strength
x3 Bear's Endurance
x3 Blessing of Fervor
x2 Cat's Grace
x5 Comprehend Languages
x20 Cure Light Wounds
x10 Cure Moderate Wounds
x10 Cure Serious Wounds
x1 Daylight
x5 Delay Poison
x3 Detect Secret Doors
x2 Dimensional Anchor
x3 Divination
x3 Divine Power
x5 Endure Elements
x3 Freedom of Movement
x2 Heart of Air
x3 Heart of Earth
x3 Heart of Water
x5 Lesser Restoration
x3 Lesser Telepathic Bond
x3 Life Bubble
x2 Magecraft
x2 Magic Circle Against Evil
x3 Mass Aid
x3 Mass Align Weapon
x3 Mass Conviction
x3 Mass Entropic Shield
x3 Mass Resist Energy
x3 Mass Shield of Faith
x10 Panacea
x3 Poison
x3 Polymorph
x3 Prayer
x5 Protection from Energy
x3 Recitation
x3 Remove Blindness/Deafness
x3 Remove Curse
x3 Remove Disease
x2 Remove Paralysis
x3 Restoration
x3 Sending
x3 Sound Lance
x3 Speak With Dead
x3 Summon Monster III
x3 Summon Monster IV
x10 Tyche's Touch
x3 Wall of Sand
x3 Water Breathing
x3 Wind Wall

Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
5x Antiplague
5x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
30x Night Tea
20x Sleep-Smoke
5x Smokestick
10x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Clarity (+4 INT, +3 WIS), Cloak of Resistance (+4 Resistance), Gloves of the Starry Sky (+2 DEX), Greater Amulet of Tears, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Launcher, Muleback Cords (Slotless), Quill of Scribing, Reinforced Segmented Mithral Breastplate (+1), Ring of Protection from Evil, Ring of Sustenance, Wand of Cure Light Wounds (50 charges)

Alas the Whisperer:
In many ways Alas' history is typical of a young Djinn-blood who finds within himself a talent for sorcery, setting off into the unknown of the journey of discovery to hone his skills wherever the wind may take him, yet not all that he has found has been cause for wonder. More than once Alas' cautious nature and swift magic has left him the last survivor of bloody fights, bequeathing upon him the unenviable task of weighing vengeance against prudence. Many foes has he thus made in his more than half-a-century of life, some far beyond his strength, thus leaving him content to rest under the shadow of the Lost Dragon's wings, learning, teaching, and most of all crafting works of sorcery.
Name: Alas
Age: 57
Alignment: Neutral Good
Race: Sylph (Native Outsider)
Level: Witch 8
Flaws and Feats: Cautious, Silver Palm, Cloud Gazer, Craft Wondrous Item, Spell Penetration, Brew Potion
Languages: Auran, Ignan, Aquan, Terran, Infernal, Low Valyrian (learning),
Class Abilities: Cantrips, Hex, Familiar, Wisdom Patron, Scorpion familiar, Hexes (Cackle, Cauldron, Misfortune, Evil Eye, Tongues)
Race Abilities: Darkvision 60ft, Feather Fall 1/day (CL=HD), Electricity Resistance 5, Breeze-kissed (alternate, +2 racial AC against ranged attacks)

HP: 35
AC: 10 +3 (DEX) +2 Deflection +1 shield +2 (racial, against ranged attacks) = 16 (18 against ranged attacks) - Magic Vestment and Shield of Faith may apply. Cloud Gazer allows use of fog spells for self-defense.

Initiative: -2 (flaw) +3 (DEX) +2 (familiar) = +3
Attack: +4 (BAB) +3 (DEX) +1 (enhancement) = +8 composite longbow (1d8+1d6+1)
Spell Save: 10+ 5 (Int) + spell level
Weapon Proficiency: Simple only
Immunities: Possession/Mental Control

STATS:
10 (+0) Strength
15 (+3) Dexterity
8 +4 = 12 (+1) Constitution
19 +1 (+5) Intelligence
13 (+1) Wisdom
14 (+2) Charisma

SAVES
FORTITUDE: 2 +1 +2 = 5
REFLEX: 2 +3 +2 = 7
WILL: 6 +1 +2 = 9

SKILLS:
Appraise: 0 +5 +2 = 7
Bluff: 5 +2 +2 = 9
Concentration: 11 +1 = 12
Diplomacy: 5 +2 +2 +2 = 11
Intimidate: 10 +2 +2 = 14
Knowledge (arcana): 11 +5 = 16
Knowledge (the planes): 11 +5 = 16
Spellcraft: 11 +5 +2 = 18
Sense Motive: 5 +2 +1 = 8
Skill Tricks: Collector of Stories

Spells Prepared (Caster Level 8):

Cantrips (at-will): Detect Magic, Guidance, Message, Read Magic,
Level 1 (4+2/day): Shield of Faith, Cause Fear, Charm Person, Comprehend Languages, Obscuring Mist, Unseen Servant
Level 2 (3+1/day): Alter Self, Blindness/Deafness, Fog Cloud, See Invisibility,
Level 3 (3+1/day): Arcane Sight, Dispel Magic, Lightning Bolt, Magic Vestment,
Level 4 (2+1/day): Black Tentacles, Lesser Globe of Invulnerability, Charm Monster

Spells Known:
Level 1: Shield of Faith, Cause Fear, Charm Person, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Mage Armor, Ill Omen, Obscuring Mist, Sleep, Unseen Servant,
Level 2: Owl's Wisdom, Alter Self, Blindness/Deafness, Fog Cloud, Hold Person, Levitate, See Invisibility,
Level 3: Magic Vestment, Arcane Sight, Dispel Magic, Lightning Bolt, Remove Curse, Vampiric Touch,
Level 4: Lesser Globe of Invulnerability, Black Tentacles, Charm Monster, Discern Lies, Solid Fog

Supernatural Abilities: Hexes (Cauldron, Cackle, Evil Eye, Misfortune, Tongues),

Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Equipped Magic Items: +1 Shocking Composite Longbow, 50 arrows, Heward's Handy Haversack, Ring of Protection From Evil, Anklets of Translocation, Amulet of Health (+4 CON), Cloak of Resistance (+2), Ring of Deflection (+2), Headband of Intellect (+1 INT), Mithral Buckler (Alys usually casts Magic Vestment on it)

Notes: In battle, Alys prefers to use area control spells to gain time to set up his hexes. A cautious man, he prefers fighting from afar and settling up advantageous fights for allies than wading in himself. Alys also has some social skills and spells to better allow him to avoid battle altogether. So far he's made a living as a mercenary, but also as an investigator and hired crafter.

Anu of Sallosh

Forged long ago for a war that he never had any hope of winning, begotten of a nightmare ill-interpreted Anu is a being in search of purpose and belonging, not only for himself but also for those he has wrought in his own image, warforged the Salloshi called them imagining them weapons against the Long Night. Salosh again rings with the hammers of craft and the voices of the living, the Dothraki are broken by the hand of his the wandering dead, yet Anu us restless for he know the darkness comes now at last and he knows he and those like him would be far more effective than flesh-born against the tide. Yet he wishes for his fellows, his children more than being weapons of war.


Name: Anu
Alias: The Brass Man
Age: 148 years
Alignment: Lawful Good
Race: Warforged (Medium Humanoid)
Level: 13
Class: Wizard (Transmuter) 13
Feats: Craft Wand(B), Craft Wondrous Item(B), Craft Construct, Extraordinary Artisan, Reach Spell, Scribe Scroll(B), Wand Mastery, Two Wand Technique, Unarmored Body
Flaw: Meticulous
Class Features: Forbidden Schools (Enchantment, Necromancy), Scribe Scroll, Familiar

HP:
71/71 + 26 (HotE) = 97 HP
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 2 Deflection (vs Evil) = 17/19
Initiative: +3 (DEX)
Attack: +6/+1; Ranged (+9/+3)
Spell Save: 10 + 6 (INT) + 1 (Arcane Concordance) + spell level
Weapon Proficiency: Staff, Dagger
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Light Fortification (25% chance to avoid additional damage or effects from Critical Hits and Precision damage)
Resistances: Cold 5, Electricity 5, Fire 5

STATS:
10 (+0) Strength
15 + 1 = 16 (+3) Dexterity
16 (+3) Constitution
18 +4 = 22 (+6) Intelligence
10 +1 =11 (0) Wisdom
8 (-1) Charisma

SAVES
FORTITUDE: 4 + 3 + 3 = 10
REFLEX: 4 + 3 + 3 + 6 (CV) = 16
WILL: 8 + 0 + 3 = 11

SKILLS:
Concentration
: 16 + 3 (CON) + 6 (CV )= 25
Craft (Metalworking): 16 + 6 (INT) = 22
Craft (Woodworking): 8 + 6 (INT) = 14
Knowledge (Arcana): 16 + 6 (INT) + 4 (CV) = 26
Knowledge (Geography): 8 + 6 (INT) + 4 (CV) = 18
Knowledge (History): 8 + 4 (INT) + 4 (CV) = 18
Knowledge (The Planes): 8 + 6 (INT) + 4 (CV) = 18
Spellcraft: 16 + 6 (INT) = 22

Wizard Spells Known (Caster Level 13):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Caltrops, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Ghost Sound, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Repair Minor Damage, Resistance, Stick
Level 1: Abundant Ammunition, Alarm, Ant Haul, Anticipate Peril, Burning Hands, Color Spray, Comprehend Languages, Crafter's Fortune, Disguise Self, Endure Elements, Feather Fall, Floating Disk, Grease, Heightened Awareness, Launch Item, Mage Armor, Magecraft, Magic Aura, Magic Missile, Protection from Evil, Repair Light Damage, Scholar's Touch, Shield, Silent Image, Summon Monster I, True Casting, True Skill, True Strike, Unseen Servant
Level 2: Aboleth's Lung, Alter Self, Arcane Lock, Bear's Endurance, Blur, Book Ward, Bull's Strength, Cat's Grace, Detect Thoughts, Eagle's Splendor, Fog Cloud, Fox's Cunning, Full Pouch, Glitterdust, Invisibility, Knock, Mirror Image, Owl's Wisdom, Protection from Arrows, Quick Potion, Repair Moderate Damage, Resist Energy, Rope Trick, See Invisibility, Spider Climb, Summon Monster II, Unseen Crafter, Web
Level 3: Alter Fortune, Arcane Sight, Dispel Magic, Dragonskin, Explosive Runes, Find Fault, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Magic Circle Against Evil, Major Image, Phantom Steed, Protection from Energy, Repair Serious Damage, Secret Page, Shadow Enchantment, Shivering Touch, Shrink Item, Sign of Sealing, Slow, Sound Lance, Summon Monster III, Tongues
Level 4: Assay Spell Resistance, Black Tentacles, Celerity, Dimensional Anchor, Dimension Door, Flight of the Dragon, Greater Invisibility, Greater Make Whole, Heart of Earth, Lesser Globe of Invulnerability, Mnemonic Enhancer, Mystic Surge, Orb of Force, Polymorph, Repair Critical Damage, Resilient Sphere, Scrying, Shadow Conjuration, Spell Enhancer, Stoneskin, Summon Monster IV, Wall of Ice
Level 5: Baleful Polymorph, Cyclonic Blast, Dragonsight, Greater Blink, Fabricate, False Vision, Hammer of Mending, Life Bubble, Mage's Private Sanctum, Major Creation, Overland Flight, Permanency, Rapid Repair, Secret Chest, Sending, Shadow Evocation, Soothe Construct, Summon Monster V, Telekinesis, Teleport, Wall of Stone
Level 6: Analyze Dweomer, Antimagic Field, Chasing Perfection, Contingency, Disintegrate, Flesh to Stone, Greater Black Tentacles, Greater Dispel Magic, Greater Shadow Enchantment, Guards and Wards, Hardening, Shadow Walk, Stone Body, Stone to Flesh, Summon Monster VI, True Seeing
Level 7: Arcane Spellsurge, Control Construct, Ethereal Jaunt, Greater Scrying, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Statue, Summon Monster VII

Wizard Spells Prepared (Caster Level 13):
Level 0 (4/Day): Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1 (6+T/Day): Heightened Awareness, Mage Armor, Magecraft, Scholar's Touch, Shield, Silent Image, True Strike
Level 2 (6+T/Day): Blur, Full Pouch, Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Unseen Crafter
Level 3 (5+T/Day): Alter Fortune, Arcane Sight, Dispel Magic, Dragonskin, Haste, Reached Aboleth's Lung
Level 4 (5+T/Day): Assay Spell Resistance, Celerity, Greater Invisibility, Heart of Earth, Resilient Sphere, Spell Enhancer
Level 5 (4+T/Day): Baleful Polymorph, Dragonsight, Greater Blink, Fabricate, Hammer of Mending
Level 6 (3+T/Day): Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, True Seeing
Level 7 (1+T/Day): Arcane Spellsurge, Ethereal Jaunt

Special Abilities:
Belt of Repair:
  • Repair Constructs or Objects (3 Charges/Day): 1 Charge (Repair 2d8 points of damage), 2 Charges (Repair 3d8 points of damage), or 3 Charges(Repair 4d8 points of damage)
Bracers of Arcane Freedom:
  • 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Circlet of Clarity: +4 Intelligence, +1 Wisdom
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Greater Amulet of Tears: +3 Resistance bonus all saving throws.
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Radiant Earring of Arcane Acuity:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Tears) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ribbon of Disguise: Use the Disguise Self spell at will.

Translocating Boots of the Wide Earth:
  1. Double carrying capacity.
  2. Convert any Spell of 5th level and above to Teleport
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Scrolls:
Arcane Spellsurge x2
Assay Spell Resistance x3
Chasing Perfection x2
Dimensional Anchor x2
Flight of the Dragon x3
Glitterdust x2
Greater Black Tentacles x3
Greater Invisibility x2
Greater Make Whole x3
Greater Shadow Enchantment x3
Greater Teleport x2
Hammer of Mending x3
Heart of Earth x3
Mage's Private Sanctum x1
Memory of Function x2
Mind Blank x1
Plane Shift x2
Sending x2
Smoky Confinement x2
Stone Body x3
Starmantle x2
Summon Monster VI x3
Summon Monster VII x3
Teleport x2
Tongues x4
True Seeing x2
Wall of Force x1
Wall of Stone x3

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
20x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone

Equipment: Bead of Newt Prevention, Belt of Repair, Bracers of Arcane Freedom, Circlet of Clarity (+4 INT, +1 WIS), Gloves of the Starry Sky (+1 DEX), Greater Amulet of Tears (+3 Resistance), Greater Ribbon of Disguise, Handy Haversack, Radiant Earring of Arcane Acuity, Ribbon of Disguise, Ring of Protection from Evil, Translocating Boots of the Wide Earth, Wand of Repair Critical Damage: x2 (50 charges each)

Other Instructors:
1 Lotus Leshy, 2 Treants (Druid2)
Alas the Whisperer (Witch)
2 Raptorans (Oracles)

Students:
Student Numbers
FINAL TABLE
Class\Level1,002,003,004,005,006,00
Hedge Mage256,70105,3134,8210,9221,614,64
Adept250,76119,3147,5215,149,01n/a
Wizard35,0120,249,869,758,822,33
Archivist38,3231,8915,017,562,87n/a
Mystic33,8835,8620,923,962,930,44
Druid23,165,550,290,000,00n/a
Sorcerer (battle)17,2313,9511,315,082,120,30
Sorcerer (enchanter)18,237,866,393,350,180,00
Bard34,4121,717,682,780,40n/a
Duskblade24,7014,837,141,240,08n/a
Alchemist16,784,000,210,000,00n/a
Ranger13,217,821,800,170,01n/a
Hunter8,447,443,490,590,04n/a
Concept Cleric (Law)0,001,352,900,690,05n/a
Night's Watch Duskblade (Allister)0,000,680,290,030,00n/a
Night's Watch Bard0,440,470,080,000,00n/a
Night's Watch Sorcerer0,890,930,170,010,000,00
Mantarys Transfer : Concept Cleric3,557,122,120,200,01n/a
Mantarys Transfer : Sorcerer1,331,401,030,220,020,00

Conjuration Domain Wizard 1 - HP 6

STR 9 - DEX 14 - CON 14 - INT 15 - WIS 12 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Silent Spell, Scribe Scroll (Bonus)
Flaw: Noncombatant,
ACF: Impromptu Metamagic (no familiar at level 1)

non-human: Half ranks in Knowledge (The Planes) and Craft (Alchemy). Gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft

Advancement:
3rd: Obtain Familiar, Precocious Apprentice -> Sculpt Spell
4th: +1 INT
5th: Craft Wondrous Item

Hedge Mage 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 14 - WIS 8 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Sudden Widen
Flaw: Noncombatant

Non-human: Half ranks in Alchemy and Spellcraft, gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Spellcraft

Spells Known
0th - Light, Message (3 times a day)
1st - Silent Image, Entangle (domain) (2 times a day)

Advancement:
3rd: Flexible Wizardry
4th: +1 CON, Second Sight, Protection From Arrows, Glitterdust, Soften Earth and Stone (domain), Mending
Scrolls: Mage Armour 5, Shield 5, Color Spray 5

Archivist 1 - HP 8
STR 8 - DEX 13 - CON 14 - INT 15 - WIS 14 - CHA 8. Feats: Spell Focus (Conjuration), Augment Summoning, Beckon the Frozen, Scribe Scroll (bonus)
Flaw: Noncombatant

non-human: Half ranks in Knowledge (Dungeoneering) and Knowledge (Nature). Gain Flaw: Inattentive.

Skills: Max Concentration, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Nature), Knowledge (Religion), Knowledge (Dungeoneering) Spellcraft. Skill Trick: Collector of Stories

Advancement:
3rd: Craft Wondrous Item
4th: +1 INT

Adept 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 10 - WIS 14 - CHA 8. Feats: Sudden Extend, Sudden Chain, Ability Enhancer,
Flaw: Noncombatant

Non-human: No Survival and Knowledge (Nature). Gain Flaw: Inattentive.
Skills: Max Concentration, Heal, half ranks in Survival and half in Knowledge (Nature).

Advancement:
3rd: Touch of Healing
4th: +1 CON
Combat gear: Reinforced Segmented Fullplate, Extreme Shield, Razor-Sharp Thinblade, two javelins, razorsharp dagger. Misc gear.
Scrolls: CLW 10, Bless 10

Scholarum Sorcerer Battle mage:
1st Level:
  • Hit Dice: 1d4 + 1 (5 HP)
  • Attributes: STR 8, DEX 14, CON 13, INT 12, WIS 10, CHA 15
  • Feats: Precocious Apprentice (Elemental Dart), Fiery Burst, Bloodline of Fire, Draconic Heritage (Red), Draconic Power
  • Flaw: Noncombatant, Vulnerable
  • Skills: Bluff (4+2), Concentration (4+1), Diplomacy (4+2), Knowledge (Arcana) (4+1), Knowledge (the planes) (4+1), Spellcraft (4+1)
    • Continue purchasing maximum ranks in these skills at each level up.
  • Special: At 1st level, Fire spells are cast at 6th caster level, other spells are at 2nd caster level, and Cold spells cannot be cast (0 caster level). Fire spells benefit from a +1 DC to their saving throws.
  • Spells Known:
    • Cantrips: Prestidigitation, Detect Magic, Message, Spark (5/day)
    • 1st Level: Kelgore's Firebolt, Nerveskitter (3+1/day)
    • 2nd Level: Elemental Dart (1+1/day)

  • Non-Human Scholarium Sorcerers:
    • Does not benefit from the Draconic Power feat (effective -1 caster level and -1 DC with Fire spells).
    • Take no ranks in the Bluff skill.
Advancement:
  • 2nd Level:
    • Learn the Light cantrip.

  • 3rd Level:
    • Learn Mage Armor spell.
    • Gain the Searing Spell and Versatile Spellcaster feats.

  • 4th Level:
    • Increase Charisma by +1.
    • Retrain the Precocious Apprentice feat into Expanded Arcana (Lesser Dragon Shape).
    • Retrain Kelgore's Firebolt into Lesser Orb of Fire.
    • Learn the Elemental Dart and Read Magic spells.

  • 5th:
    • Learn the Grease and Glitterdust spells.

  • 6th:
    • Gain the Expanded Arcana (Dispel Magic) feat.
    • Retrain Expanded Arcana (Lesser Dragon Shape) into Expanded Arcana (Invisibility, Lesser Dragon Shape).
    • Learn the Fireball and Detect Poison spells.
Scholarium Sorcerer: A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from levels one through six. It functions as a normal Sorcerer, but with the following adjustments.

Levels 1 thru 6: Skill Ranks (4 + Int) per level.

Level 1:
  • Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains Awakened Blood: Draconic Heritage (Red) as a bonus feat.
  • Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2:
  • Arcane Thesis (Pyromancy): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Fire spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Fire spells. These bonuses double at level 6.
Level 3:
  • The Scholarium Sorcerer gains the Searing Spell Metamagic feat as a bonus feat. They can apply the Searing Spell effect to their Fire spells without increasing their casting time.
Level 6:
  • Restricted Magic: The Scholarium Sorcerer can no longer cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells.
  • Fiery Metamagic: When the Scholarium Sorcerer applies any Metamagic effect to a Fire spell, its casting time is not increased.
  • After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.

Scholarium Sorcerer:
1st Level:
Advancement:
  • 2nd Level:
    • Learn the Light cantrip.




Scholarium Sorcerer: A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from levels one through six. It functions as a normal Sorcerer, but with the following adjustments.

Levels 1 thru 6: Skill Ranks (4 + Int) per level.

Level 1:
  • Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains the Potent Enchantment feat.
  • The Scholarium Sorcerer loses the ability to cast spells from the Necromancy and Transmutation schools of magic, but gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
  • Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2:
  • Arcane Thesis (Enchantment): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Compulsion spells. At 6th level, the bonus against Enchantment effects doubles and the +1 DC bonus applies to all Enchantment spells cast by the Scholarium Sorcerer.
Level 3:
Level 6:
  • Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
  • After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.

Extraplanar Bards (Mostly Lyre duty)
1 lvl 6
3 lvl 7
1 lvl 8

Enchanters:
Hired from the Kartum of Artificers in the Opaline Vault, these craftsmen can only be used for enchantment unless you negotiate with the guild.
  • 30 Apprentice Enchanters (5th Level; Scribe Scroll, Craft Wondrous Items)
  • 15 Journeyman Enchanters (8th Level; Scribe Scroll, Craft Wondrous Items; Craft Magical Arms and Armor)
  • 5 Master Enchanters (10th Level; Scribe Scroll, Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct, Dedicated Wrights & Extraordinary Artisan)
Hired from the Hampa Emirate:
  • 21 Apprentice Enchanters (5th Level; Craft Wondrous Items)
  • 17 Journeymen Enchanters (8th Level; Craft Wondrous Items; Craft Magical Arms and Armor)
  • 5 Master Enchanters (10th Level; Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct, Dedicated Wrights & Extraordinary Artisan)
Hired from the City of Vialisk:
  • Enchanters:
    • 16 Apprentice Enchanters (5th Level; Craft Wondrous Items)
    • 10 Journeyman Enchanters (8th Level; Craft Wondrous Items, Craft Magical Arms and Armor)
    • 7 Master Enchanters (10th Level; Craft Wondrous Items, Craft Magical Arms and Armor, Craft Construct, Dedicated Wrights & Extraordinary Artisan)
  • Alchemists:
    • 28 Apprentices Alchemists (1st Level)
    • 10 Journeymen Alchemists (3rd Level)
    • 2 Master Alchemists (5th Level)
  • Artisans:

Arcanums:

Name: Mercy of the Soul
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Animalistic Power, Divine Protection, Glitterdust, Ice Slick, Mass Aid, Mass Conviction), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Elemental Air-Positive Energy Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8+16 (52 HP)
--Buffed: 39 +1d8+6 Temp HP (Mass Aid) = 52 +1d8

Armor Class:
10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19 (Flat-Footed: 14/16, Touch: 17/19)
--Buffed: 10 +4 (DEX; Animalistic Power) +4 (Armor; Mage Armor) +4 (Shield; Shield) +3 (Natural Armor; Barkskin) +3 (Deflection; Shield of Faith) +1 (Morale; Divine Protection) = 29 (Flat-Footed: 25, Touch: 26)

Movement:
Ground (30ft), Flight (100ft; Perfect Maneuverability)

Initiative: +3 (DEX) +1 (Eye of Truth) = +4
--Buffed: +4 (DEX; Animalistic Power) +1 (Eye of Truth) = +5

Base Attack Bonus: +8/+3; Melee (+6 Masterwork Razor-Edged Dagger[1d4, 19-20/x2, 10ft Increment]), Ranged (+11/+6 Masterwork Double Light Repeating Crossbow[2d8, 19-20/x2, 80ft Increment])
--Buffed Melee (Animalistic Power & Mass Aid): +9/+4 Masterwork Razor-Edged Dagger[1d4+1, 19-20/x2, 10ft Increment]
--Buffed Range (Animalistic Power & Blessed Aim): +15/+10 Masterwork Light Double Repeating Crossbow[2d8, 19-20/x2, 80ft Increment]

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

STATS:
8 (-1) Strength
--Buffed: +2 (Animalistic Power) = 10 (+0)
16 (+3) Dexterity
--Buffed: +2 (Animalistic Power) = 18 (+4)
12 +2 = 14 (+2) Constitution
14 (+2) Charisma
19 +2 = 21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2(Con) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +11 or +13(vs Evil)
--- OR +1 (Morale; Divine Protection) = +9 or +11(vs Evil)

REFLEX: 6 +3(Ref) + 2(Resistance) = +9 or +11(vs Evil)
--Buffed: +1 (Dex; Animalistic Power) +3 (Morale; Mass Conviction) = +13 or +15(vs Evil)
--- OR +1 (Dex; Animalistic Power) +1 (Morale; Divine Protection) = +11 or +13(vs Evil)

WILL: 6 +2(Wis) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +11 or +13(vs Evil)
--- OR +1 (Morale; Divine Protection) = +9 or +11(vs Evil)

SKILLS
Concentration: 11 +2(CON) = 13
Craft (Alchemy): 11 +5(INT) = 16
Heal: 11 +2(WIS) = 13
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Dungeoneering): 7 +5(INT) = 12
Knowledge (Geography): 5 +5(INT) = 10
Knowledge (Nature): 7 +5(INT) = 12
Knowledge (Religion): 9 +5(INT) = 14
Knowledge (The Planes): 11 +5(INT) = 16
Knowledge (War): 5 +5(INT) = 10
Listen: 11 +2(WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +4(INT) +2(SYN) = 17
Spot: 11 +2(WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Create Water, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food & Drink (6/day)
--Level 1: Blessed Aim, Ice Slick, Mage Armor, Magic Missile(RoTF), Shield, Shield of Faith,Protection from Evil (6+2/day)
--Level 2: Animalistic Power, Barkskin, Close Wounds, Divine Protection, Glitterdust, Mirror Image (6+1/day)
--Level 3: Fireball(RoTF), Manyjaws, Mass Aid, Mass Conviction, Dispel Magic (5+1/day)
--Level 4: Freedom of Movement(RoTF), Panacea (3+1/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Periapt of the Sullen Sea:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Circlet of Clarity (+2 INT), Enduring Ring of Protection from Evil (+2 CON), Gloves of the Starry Sky, Goggles of the Golden Sun, Healing Belt, Masterwork Razor-Edged Dagger, Masterwork Double Light Repeating Crossbow (w/2 quivers of 20 bolts each), Necklace of Fireballs Type III (Remaining Beads: x2[5d6], x4[3d6]), Periapt of the Sullen Sea, Scrolls (Bless x6, Cure Light Wounds x10, Moment of Greatness x6)



Name: Aradia the Huntress
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Fly-By Attack, Expanded Arcana (Hawkeye, Invisibility), Deadly Aim, Weapon Focus (Longbow), Point Blank Shot, Dead Eye
-- From Heroics (as needed): Rapid Shot, Far Shot, Weapon Finesse
Flaws: Lightweight, Short Attention Span
Class Features: Elemental Air-Water Arcanum
Senses: Darkvision (60 ft)
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

Hit Dice: 8d8+16 (52 HP)
-- Buffed: 27 +1d10+6 Temp HP (False Life) = 33 +1d10
Armor Class: 10 +7 (DEX) +2 (Deflection) +4 (Shield) +4 (Mage Armor) +1 (DEX, Cat's Grace) +1 (Dodge, Haste) +2 (vs Evil) = 29/31 (Flat-Footed: 21/23, Touch: 20/22)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX) +1 (DEX, Cat's Grace) = +8
Base Attack Bonus: +8/+3;
Melee:
Razor Sharp Masterwork Adamantine Dagger - 1d4 19-20/x2 - Attack +7/+2
-- Buffed: 1d4+9 18-20/x2 - Attack +17/+17/+12 (Weapon Finesse, Cat's Grace, Haste)

Ranged:
Masterwork Long-Range Longbow of Distance +1
Range Increment: 120 ft -> maximum range 1200 ft
-- Buffed: 180 ft -> maximum range 1800 ft (Hawkeye)
-- With Bow of Distance: 360 ft -> maximum range 3600 ft
Base: 1d8 20/x3 - Attack +15 / +10
-- Buffed:
Buff Normal Deadly Aim Within 30ft. DA +30ft.

Gravity Bow, Cat's Grace, Haste, Divine Favor

DMG: 2d6+4
ATK: +23/+23/+18

DMG: 2d6+8
ATK: +21/+21/+16

DMG: 2d6+13
ATK: +24/+24/+19

DMG: 2d6+17
ATK: +22/+22/+17
+Rapid Shot
DMG: 2d6+4
ATK: +21/+21+/+21/+16

DMG: 2d6+8
ATK: +19/+19/+19/+14

DMG: 2d6+13
ATK: +22/+22+/+22/+17

DMG: 2d6+17
ATK: +20/+20/+20/+15
Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

STATS:
8 (-1) Strength
22 +2 = 24 (+7) Dexterity
--Buffed: +4 (Cat's Grace) = 26 (+8)
10 +2 =14 (+2) Constitution
12 (+1) Charisma
19 (+4) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +1 +2 (Resistance, vs Evil) = +7 /+9 (vs Evil)
REFLEX: 6 +7 (DEX) +2 (Resistance, vs Evil) = +13 /+15 (vs Evil)
WILL: 6 +2 (WIS) +2 (Resistance, vs Evil) = +8 /+10 (vs Evil)

SKILLS
Concentration: 11 +1 (CON) = 12
Disable Device: 11 +4 (INT) = 15
Hide: 11 +7 (DEX) = 18
Knowledge (Arcana): 6 +4 (INT) = 10
Knowledge (Geography): 2 +4 (INT) = 6
Knowledge (History): 2 +4 (INT) = 6
Knowledge (Nature): 5 +4 (INT) +2 (Synergy: Survival) = 11
Knowledge (War): 2 +4 (INT) = 6
Listen: 11 +2 (WIS) = 13
Move Silently: 11 +7 (DEX) = 18
Sleight of Hand: 11 +7 (DEX) = 18
Spellcraft: 11 +4 (INT) = 15
Spot: 11 +2 (WIS) +5 (Competence, Hawkeye) = 18
Survival: 11 +2 (WIS) = 13
Tumble: 11 +7 (DEX) = 18
Skill Trick: Conceal Spellcasting
Skill Trick: Mosquito's Bite

Spells Known (Caster level 8):
--Level 0:
Read Magic, Detect Magic, Guidance, No Light, Arcane Mark, Message, Fire Eyes (6/day)
--Level 1: Divine Favor, Gravity Bow, Hawkeye, Heightened Awareness, Mage Armor, Magic Missile(RoTF), Shield, Windy Escape (6+1/day)
--Level 2: Cat's Grace, False Life, Heroics, Invisibility, See Invisibility (6+1/day)
--Level 3: Dispel Magic, Fireball(RoTF), Great Thunderclap, Haste (5+1/day)
--Level 4: Freedom of Movement(RoTF), Greater Invisibility (3+1/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Waterbreathing (Ex): The creature can breathe water freely.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Liberating Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.

Equipped Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of the Starry Sky(+2 DEX), Goggles of the Golden Sun, Greater Bracers of Archery, Handy Haversack, Liberating Amulet of Protection from Evil, Long-Range Dragonbone Longbow of Distance (+1), Quiver of Abundant Ammunition, Razorsharp Masterwork Adamantine Thinblade



Name: Valeria
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Extraordinary Artisan, Magical Artisan(Wondrous Items)
Flaws: Fussy, Noncombatant
Class Features: Elemental Water-Law Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8+8 (43 HP)
Armor Class: 10 +4 (DEX) +2(Deflection) = 16 (Flat-Footed: 12, Touch: 15)
Movement: Ground (30ft), Swim (30ft)
Initiative: +4 (DEX)
Base Attack Bonus: +7/+2

Spell Save: DC: 10 +5 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control
Resistances: 10 Acid, 10 Cold, 10 Fire
Damage Reduction: 5/Chaotic
Spell Resistance: 11

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
10 +2 = 12 (+1) Constitution
12 (+1) Charisma
19 +2 = 21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +1(CON) +2(Resistance) = +7 or +9(vs Chaos)
REFLEX: 6 +4(DEX) +2(Resistance) = +10 or +12(vs Chaos)
WILL: 6 +2(WIS) +2(Resistance) = +8 or +10(vs Chaos)

SKILLS
Appraise
: 11 +5(INT) = 16
Concentration: 11 +1(CON) = 12
Craft (Alchemy): 11 +5(INT) = 16
Decipher Script: 11 +5(INT) = 16
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Religion): 11 +5(INT) = 16
Knowledge (The Planes): 11 +5(INT) = 16
Profession (Instructor): 11 +2(WIS) = 13
Listen: 11 +2(WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +2(WIS) = 13
Spot: 11 +2(WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
--Level 1: Cure Light Wounds, Hoard Gullet, Mage Armor, Protection from Chaos, Magic Missile (6+2/day)
--Level 2: Animalistic Power, Divine Insight, Invisibility (6+1/day)
--Level 3: Channel Vigor, Shrink Item (5+1/day)
--Level 4: Dimension Door (3+1/day)

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Smite Chaos (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

Healing Belt Powers :
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Amulet of Safekeeping: Intricately engraved to resemble a small dragon sleeping atop a tiny pile of treasure, this golden amulet allows you to safely store your valuables in an extra-dimensional space hidden within your body. As per the Hoard Gullet spell, you can store up to 100 pounds of material with a volume of up to 10 cubic feet in this space. If you remove the amulet, or its magic is temporarily suppressed or Dispelled, anything kept within the space is immediately and instantly regurgitated in an uncomfortable but ultimately harmless manner (treat as Nauseated for 1 round).

Grimoire of Spell Knowledge: Each individual page is in fact a Page of Spell Knowledge, which allows the user to cast the spell contained within it using their personal power.
-Spells:
--Cantrip: Arcane Mark, Create Water, Purify Food and Drink
--1st Level: Crafter's Fortune, Heightened Awareness, Magecraft, Moment of Greatness, Shield, Unseen Servant
--2nd Level: Aid, Alter Self, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Protection from Arrows, See Invisibility, Undetectable Alignment, Unseen Crafter
--3nd Level: Channel Vigor

Equipped Items: Amulet of Safekeeping, Circlet of Clarity (+2 INT), Enduring Ring of Protection from Chaos (+2 CON), Gloves of Zephyr's Grace (+2 DEX) , Grimoire of Spell Knowledge, Healing Belt, Masterwork Medium Double Crossbow, Masterwork Razor-edged Mithral Dagger, Ring of Sustenance, Standard Sorcerer's Deep Adventurer's Kit



Name: Kira Windgraced
Alignment: Neutral Good
Race: Outsider (Medium, Native, Good)
Feats: Versatile Performer, Dilettante, 2x Expanded Arcana (Eagles Splendor, Glitterdust, Air of Nobility), Weapon Finesse
Flaws: Curious, Wild
Class Features: Elemental Air - Positive Energy - Good Arcanum
Senses: Darkvision (60 ft)
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

Hit Dice: 8d8+16 (52 HP)
Armor Class: 10 +3 (DEX) = 13 (Flat-Footed: 10, Touch: 13)
-- Buffed: 10 +4 (Dex) +4 (Mage Armor) +3 (Shield of Faith) +4 (Shield) = 25 (Flat-Footed: 21, Touch: 16)
Movement: Ground (30 ft), Fly (100 ft, perfect)
Initiative: +4 (DEX) - 2 (Curious) = +2
Base Attack Bonus: +7/+2
Melee: Razor Sharp Masterwork Adamantine Rapier - 1d6+3 18-20/x2 - Attack +10/+5

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Evil
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
12 +2 = 14 (+2) Constitution
14 (+2) Charisma
18 (+4) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2 (Con) +2 (Vs Evil) = +8/10
REFLEX: 6 +4 (Dex) +2 (Vs Evil) = +10/12
WILL: 6 +2 (Wis) +2 (Vs Evil) = +8/10

SKILLS
Bluff:
11 +2 (CHA) = 13
Concentration: 11 +2 (CON) = 13
Diplomacy: 10 +2 (CHA) +6 (Synergy) = 18
Disguise: 6 +2 (CHA) +2 (Synergy) +10 (Greater Ribbon of Disguise) = 20
Gather Information: 11 +2 (CHA) = 13
Knowledge (Arcana): 7 +4 (INT) +2 (Dilettante) = 13
Knowledge (Architecture): 2 +4 (INT) +2 (Dilettante) = 8
Knowledge (History): 4 +4 (INT) +2 (Dilettante) = 11
Knowledge (Nature): 5 +4 (INT) +2 (Dilettante) +2 (Synergy) = 13
Knowledge (Nobility): 5 +4 (INT) +2 (Dilettante) = 11
Knowledge (Religion): 4 +4 (INT) +2 (Dilettante) = 11
Knowledge (The Planes): 7 +4 (INT) +2 (Dilettante) = 13
Perform(Act): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Dance): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Oratory): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Sing): 11 (Versatile Performer) +2 (CHA) = 13
Perform(String Instruments): 11 +2 (CHA) = 13
Listen: 11 +2 (WIS) - 2 (Curious) = 11
Sense Motive: 11 +2 (WIS) = 13
Sleight of Hand: 3 +4 (DEX) +2 (Synergy) = 9
Spellcraft: 6 +4 (INT) = 10
Spot: 6 +2 (WIS) - 2 (Curious) = 7
Survival: 5 +2 (WIS) +2 (Synergy) = 9

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink (6/day)
--Level 1: Comprehend Languages, Mage Armor, Magic Missile(RoTF), Protection from Evil, Shield, Shield of Faith (6+1/day)
--Level 2: Divine Insight (EA), Eagles Splendor, Glitterdust (EA), Invisibility, Mirror Image (6+1/day)
--Level 3: Air of Nobility (EA), Alter Fortune, Channel Vigor, Fireball(RoTF) (5+1/day)
--Level 4: Freedom of Movement(RoTF), Voice of the Dragon (3+1/day)

SPECIAL ABILITIES:
-- Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
-- Smite Evil (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over its normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of the Starry Sky(+2 DEX), Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Liberating Amulet of Protection from Evil, Violin of Building
Name: Naria the Loreseeker
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Amateur Investigator, Expanded Arcana[x2](Heroism, Tears to Wine, Visualization of the Mind), Researcher, Skill Focus(Spellcraft)
Flaws: Lightweight, Noncombatant
Class Features: Lawful Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 (39 HP)
Armor Class:
10 +4 (Mage Armor) = 14 (Flat-Footed: 14, Touch: 14)
Movement: Ground (30ft)
Initiative: +0 (DEX)
Base Attack Bonus: +6/+1

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities:
Resistances:
10 Acid, 10 Cold, 10 Fire
Damage Reduction: 5/Chaotic
Spell Resistance: 11

STATS:
8 (-1) Strength
10 (+0) Dexterity
10 (+0) Constitution
12 (+1) Charisma
18 +2 = 20 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2/8
REFLEX: 6 +2 = 6/8
WILL: 6 +2(WIS) +2 = 8/10

SKILLS
Concentration: 9
Decipher Script: 11 +6 (INT) = 17
Knowledge (Arcana): 11 +6 (INT) = 17
Knowledge (Architecture & Engineering): 11 +6 (INT) = 17
Knowledge (Dungeoneering): 11 +6 (INT) = 17
Knowledge (Geography): 11 +6 (INT) = 17
Knowledge (History): 11 +6 (INT) = 17
Knowledge (Nature): 11 +6 (INT) = 17
Knowledge (Religion): 11 +6 (INT) = 17
Knowledge (The Planes): 11 +6 (INT) = 17
Knowledge (Mathematics): 11 +6 (INT) = 17
Profession (Instructor): 11 +2 (WIS) = 13
Spellcraft: 11 +6 (INT) = 17

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
--Level 1: Comprehend Languages, Heightened Awareness, Magic Missile, Moment of Greatness, Keep Watch (6+2/day)
--Level 2: Detect Thoughts, Divine Insight, Tears to Wine, Visualization of the Mind, Invisibility (6+1/day)
--Level 3: Heroism, Shadow Enchantment, Alter Fortune (5+1/day)
--Level 4: Dimension Door (3+1/day)

SPECIAL ABILITIES:
--Smite Chaos (Su):
Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

Equipped Items: Amulet of Protection from Evil, Circlet of Clarity (+2 INT)


Name: Diana, the Sea Sprite
Alignment: Neutral Good
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Aboleth's Lung, Mass Aid, Mass Conviction, Dispel Magic, Swim), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Love of Nature
Class Features: Good Elemental Air-Water-Positive Energy Arcanum
Senses: Darkvision
(60 ft)

Hit Dice: 8d8 +16 (52 HP)
Armor Class:
10 +7 (DEX) +2(Deflection) = 19 (Flat-Footed: 12, Touch: 19)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX)
Base Attack Bonus: +8/+3

Spell Save: DC: 10 +5 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Evil
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
22 +2 = +24 (+7) Dexterity
12 +2 = +14 (+2) Constitution
14 (+2) Charisma
19 +2 = +21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2(CON) + 3(Resistance) = +11
REFLEX: 6 +7(DEX) + 3(Resistance) = +16
WILL: 6 +2(WIS) + 3(Resistance) = +11

SKILLS
Concentration: 11 +2(CON) = 13
Diplomacy: 11 +2 (CHA) = 13
Heal: 11 +2 (CHA) = 13
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Geography): 11 +5(INT) = 16
Knowledge (Nature): 11 +5(INT) = 16
Knowledge (The Planes): 11 +5(INT) = 16
Profession (Sailor): 11 +2(WIS) = 13
Listen: 11 +2 (WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +5(INT) +2(SYN) = 18
Spot: 11 +2 (WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink, Read Magic (6/day)
--Level 1: Blessed Aim, Hawkeye, Keep Watch, Mage Armor, Magic Missile(RoTF), Shield (6+2/day)
--Level 2: Aboleth's Lung, Divine Insight, Glitterdust, Resist Energy, Swim (6+1/day)
--Level 3: Dispel Magic, Fireball(RoTF), Mass Aid, Mass Conviction, Tail Current, Thunderous Roar (5+1/day)
--Level 4: Freedom of Movement(RoTF), Panacea (3+1/day)

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Gaseous Form (Sp): Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Smite Evil (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Evil foes; Smite persists until the target is dead or you rest.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Greater Amulet of Liberation: +3 Resistance bonus to saving throws
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Circlet of Clarity +2, Enduring Ring of Protection from Evil (+2 CON), Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Amulet of Liberation (+3 Resistance), Healing Belt, Dragonbone Longbow (+1), Masterwork Razor-edged Adamantine Dagger, Standard Sorcerer's Deep Adventurer's Kit(™)


Name: Beryl the Strategist
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Fiery Burst, x3 Expanded Arcana (Divine Insight, False Life, Flashburst, Air of Nobility), Weapon Finesse
Flaws: Pride, Fussy
Class Features: Lawful - Positive Energy - Fire - Water Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 +16 [52 HP] +[False Life]
Armor Class: 10 +4 (DEX) +4 (Mage Armor) +4 (Shielded) +1 (Dodge, Haste) +2 (Deflection) = 25
Movement: Ground (30ft), Swim (30ft), (60ft, Haste)
Initiative: +4 (DEX)
Base Attack Bonus: +8/+3

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Chaotic
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
12 +2 = 14 (+2) Constitution
18 (+4) Charisma
19 +2 = 21 (+5) Intelligence
12 (+1) Wisdom

SAVES:
FORTITUDE: 6 +2 + 2 = 8/10
REFLEX: 6 +4 + 2 = 10/12
WILL: 6 +1 + 2 = 7/19

SKILLS:
Bluff:
7 +4 (CHA) = 11
Concentration: 11 +2 (CON) = 13
Diplomacy: 11 +4 (CHA) +6 (SIN) = 21
Knowledge (Arcana): 11 +4 (INT) = 15
Knowledge (Architecture and Engineering): 11 +4 (INT) = 15
Knowledge (Art): 11 +4 (INT) = 15
Knowledge (Geography): 5 +4 (INT) = 9
Knowledge (Law): 11 +4 (INT) = 15
Knowledge (Nobility and Royalty): 5 +4 (INT) = 9
Knowledge (The Planes): 11 +4 (INT) = 15
Knowledge (War): 11 +4 (INT) = 15
Intimidate: 11 +4 (CHA) = 15
Sense Motive: 11 +1 (WIS) = 12

Spells Known (Caster level 8 +1 [Fire]):
Level 0: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
Level 1: Comprehend Languages, Heightened Awareness, Mage Armor, Magic Missile, Shield (6+2/day)
Level 2: Divine Insight, False Life, Protection From Arrows, Rope Trick, Scorching Ray (6+1/day)
Level 3: Air of Nobility, Fireball(RoTF), Flashburst, Fly, Shadow Enchantment (5+1/day)
Level 4: Freedom of Movement(RoTF), Voice of the Dragon (3+1/day)

Spell-Like Abilities (CL 8):
Haste (At-Will, Self)
Scorching Ray (1/day)
Smite Chaos (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Liberation:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Clarity (+2 INT), Gloves of the Starry Sky(+2 DEX), Greater Amulet of Liberation, Greater Ribbon of Disguise, Handy Haversack, Radiant Earring of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Razorsharp Adamantine Thinblade (+1), Masterwork Razor-Sharp Mithril Dagger, Standard Sorcerer's Deep Adventurer's Kit(™)


Name: Nuri
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Weapon Finess, Piranha Strike, Two-Weapon Fighting, Versatile Spellcaster, Versatile Performer, Expanded Arcana
Flaws: Arcane Performer, Glory-Hound
Class Features: Elemental Fire-Air-Water-Earth-Positive-Negative Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 + 40 (CON) + 8 (CON Enhancement) (84 HP)
Armor Class: 10 +6 (DEX) + 1 (DEX Enhancement) +4 (NA) + 5 (NA, Ironskin) +2 (Deflection) +4 (Shield) +4 (Mage Armor) +1 (Dodge, Haste) = 37 (Flat-Footed: 29, Touch: 20)
Movement: Ground (30ft), Burrow (15ft) Swim (30ft), Flight (100ft; Perfect Maneuverability)
Fast Healing: 5
DR: 4/-
Resistance: Cold 5, Electricity 5

Initiative: +6 (DEX) + 1 (DEX Enhancement) + 4 (Heightened Awareness) = +11
Base Attack Bonus: +8/+3;
Melee:
2x Spell Storing Razor Sharp Adamantine Waveblade of Maiming + 1 - 1d6 + 14 18-20/x1d4 - Attack +10 / +10 / +5 / +5
-- Buffed: 1d8 + 17 15-20/x1d4 - Attack +17 / +17 / +17 / +12 / +12 (Keen, Haste, Lead Blades, Divine Favor, Blade Tutors Spirit, DEX Enhancement)


Spell Save: DC: 10 + 3 (INT) + 1 (INT Enhancement) + Spell Level
SLA:
At Will - Haste (Self Only)
2/day - Scorching Ray

STATS:
12 + 2 = 14 (+2) Strength
22 + 2 = 24 (+7) Dexterity
20 + 2 = 22 (+6) Constitution
18 + 2 = 20 (+5) Charisma
16 + 2 = 18 (+4) Intelligence
10 + 2 = 12 (+1) Wisdom

SAVES:
FORTITUDE: 6 + 5 (CON) + 1 (CON Enhancement) = 12
REFLEX: 6 + 6 (DEX) + 1 (DEX Enhancement) = 13
WILL: 6 + 1 (WIS Enhancement) = 7

SKILLS: 33
Bluff:
11 + 4 (CHA) = 15
Concentration: 11 + 5 (CON) = 16
Diplomacy: 11 + 4 (CHA) + 6 (Synergy) = 21
Disguise: 11 + 4 (CHA) + 2 (Synergy) + 10 (Greater Ribbon of Disguise) = 27
Gather Information: 11 + 4 (CHA) = 15
Knowledge (History): 2 + 3 (INT) = 5
Knowledge (Nobility): 2 + 3 (INT) = 5
Knowledge (Religion): 2 + 3 (INT) = 5
Perform(Act): 11 (Versatile Performer) + 4 (CHA) = 15
Perform(Dance): 11 + 4 (CHA) = 15
Perform(Sing): 11 (Versatile Performer) + 4 (CHA) = 15
Perform(String Instruments): 11 (Versatile Performer) + 4 (CHA) = 15
Listen: 11
Sense Motive: 11
Sleight of Hand: 11 + 6 (DEX) + 2 (Synergy) = 19
Spellcraft: 5 + 3 (INT) = 8
Spot: 11

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Message, Prestidigitation, Purify Food and Drink (6/day)
--Level 1: Divine Favor, Hermean Potential, Lead Blades, Mage Armor, Magic Missile(RoTF), Heightened Awareness (EA), Shield, (6+1/day)
--Level 2: Blade Tutors Spirit(EA), Ironskin, Mirror Image, Wraithstrike (6+1/day)
--Level 3: Air of Nobility, Call the Void, Fireball(RoTF) (5+1/day)
--Level 4: Freedom of Movement(RoTF), Greater Invisibility (3/day)

Grimoire of High Arcana:
1st Level: Shocking Grasp
2nd Level: Heroics, Rope Trick
3rd Level: Tongues

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 + Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.
--Negative Energy Ray (Su): Fire a ray of negative energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with negative energy, dealing Hit Point damage equal to 1d4 + Charisma modifier. Undead are healed by this ability. A undead creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Negative Adaption (Ex): You do take damage or require a Fortitude saving throw due to being in a Negative Energy-dominant environment.
--Negative Energy Aura (Su): Any living creature within 10 feet of you takes 1 Hit Point of damage per round due to your aura of Negative Energy. Creatures immune to Negative Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt Powers: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky (+2 Dexterity, +2 Strength)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. The wearer effectively gains the Two-Weapon Fighting feat, or if they already possess it, they instead gain Improved Two-Weapon Fighting.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Warding Periapt of the Sullen Sea:
  1. Constant Protection from Evil effect
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
  4. Gain Temporary Hit Points as a Swift Action (3 Charges/Day): 1 Charge (12 Temp HP), 2 Charges (18 Temp HP), 3 Charges (24 Temp HP)
Greatreach Bracers of Devastation:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
Scabbard of Keen Edges: 3/Day on command, the scabbard casts Keen Edge on any blade placed within it.

Weapons:
  1. +1 Dragonbone Longbow of Distance (+2 composite bow Strength bonus)
  2. (x2) +1 Razor Sharp Spell Storing Adamantine Waveblades of Maiming
Equipment: Anklets of Translocation, Beads of Newt Prevention (x3), Boneward Healing Belt (+2 Constitution), Earrings of Arcane Acuity, False Raven Constructs (x3 Lesser, x1 Greater), Gloves of the Starry Sky (+2 Dexterity, +2 Strength), Goggles of the Golden Sun, Greater Ribbon of Disguise, Greatreach Bracers of Devastation, Pages of Spell Knowledge(Heroics, Rope Trick, Shocking Grasp, Tongues), Periapt of the Sullen Sea (w/Amulet of Protection from Evil & Amulet of Tears effects), Ring of Mystic Defiance, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+2 Charisma, +2 Intelligence, +2 Wisdom), Scabbard of Keen Edges, +1 Dragonbone Longbow of Distance (+2 Strength bonus), +1 Spell Storing Adamantine Waveblade of Maiming (x2)
 
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Not very. I prefer characters from the younger generation. With Mell I'd have to construct massive amounts of her background from scratch.

In any case since the theme is the rebirth of magic I think younger characters work best.

So, Brienne of Tarth: Too Old?

Was thinking Pally.

Brienne the Paladin, now with more healing. :p[1]

[1] Note, I mostly know about Pathfinder Paladins, so not sure how different their powers are.

[2] Paladins are one class that seems like it could pop up at any age, and we do have a lot of background on Brienne, at least.

Plus, I just looked it up! She's only eighteen or nineteen, hardly ancient!
 
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@DragonParadox Second question: Are you using the common houserule variant of single-stat casting for Favored Souls (usually charisma) to make them a fair mirror of sorcerers or no?

If not, spontaneous cleric is probably our best bet for divine clerical magic. For nature divine magic, druids are not to be underestimated.

Oh, and if anyone suggests Spellcaster (the class) I will smack them through their computer screen.
 
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Research
Research

Alchemy:
Instruments:
Masterwork Alchemical Set
Hookah

Magical Potions:

Flasks of Water of Death (1 uses)

Description: This dark, slightly oily water feels just a touch heavier than it should be. Perhaps it is the blessing of the God of death, weighing heavily on the living.

Ability: Splash weapon, 3d4 damage to undead, no effect against outsiders

Thrown Weapons:

2x Tanglefoot Bag

10x Water of Unlife

Description: This cloudy liquid's mundane appearance belies its sinister nature. A faint aura of death magic hangs about it to eyes which see the arcane.

Ability: A direct hit deals 1d6 points of negative energy damage. Every creature within 5 feet of the point where the flask hits takes 1 point of negative energy damage from the splash.

14x Flash Powder

Description: Large-grained grey powder smelling of sulfur

Ability: Blinds all unprepared creatures within 5 feet of its use for one round (DC 15 Fortitude check negates).

Single-Use Potions
1 Cure Critical Wounds
1 Restoration

Common Extracts:
793 Doses of Vermin Repellent
4,261 Doses of Alchemist's Kindness
42,869 Doses of Night Tea
173 Doses of Alchemist's Fire:
115 Thunderstones:
207 Smokesticks
69 Tanglefoot Bags:
1,732 Sunrods
22 Rust Powder
13 Fury Drops
6 Abjurant Salt
3 Spellscorch
200 Doses of DC 28 2d8 strength monstrous spider poison (weapon oil)
500 Doses of DC 20 2d6 strength monstrous spider poison (weapon oil)
1400 Doses of DC 16 1d8 strength damage monstrous spider poison (weapon oil)

Other Components:

The dried remains of a Vile Mandrake
A bag of formerly animated skeleton bat bones
15 pounds of Necromancy-tainted salt (Remains of two Desiccators)
2 pounds of Luminescent Dust (Remains of a Lurker in the Light)
7 pounds of frozen Demon flesh
1 Spirit Naga skin

Rare Poisons and Extracts:

Magebane Poison

Type: Injury
Save: Fortitude DC 20
Frequency: 1/round
Effect: Caster loses access to his highest level of spells known/prepared
Cure: 1 save (access to magic returns at a rate of one spell level/minute or instantly if cured by magic)
Creation: The vital fluids from 2 or more outsiders of at least 6 HD with opposing alignment sub-types (Good/Evil or Law/Chaos). 1d3+1 doses are created for every two HD over the minimum are used.
Skill to Create: DC 32

Memory Moss Extract (Rare poison)

Type: Ingested
Save: Will DC 16
Frequency: Once
Effect: Lose all memories from the last 24 hours. This is particularly nasty to spellcasters, who lose all spells prepared within the last 24 hours. (Only those spells actually prepared in the last 24 hours are lost; spells prepared longer than 24 hours ago are not lost.)
Cure: Each vial of Memory Moss Extract comes in two parts—the poison itself, and the Anchoring Spores. The latter serves as an antidote, though the memories can just as also be eaten by a creature other than the one that lost them. Regardless of who does so doing so requires a DC 13 Fortitude save, with failure resulting in the creature being nauseated for 1d6 minutes and suffering 1d4 points of Constitution damage.
Creation: Memory Moss 120 Gold in rare alchemical reagents
Skill to Create: DC 27

Dawnfruit Mead

Abilities: Grants a +2 alchemical bonus to charisma skill checks and a +2 moral bonus to will saves to those who have become 'intoxicated.' It causes no physical aftereffects but does bring about a -1 penalty to will saves for 1d4 hours after the effect has worn off from the feeling of loss. Does not spoil

Cost to Create 25 Gold/Barrel (requires access to Dawnfruit)

Skill to Create: DC 18 (Profession Brewer or Craft Alchemy)

Smoke Extracts (Require Hookah to use):

Hannann

This yellowish tobacco has a sweet taste and odor to it. A character smoking Hannan experiences hallucinations, gaining a +2 alchemical bonus to Intelligence and Charisma for 1d2 hours but takes a –2 penalty to Strength and Wisdom for the duration.

Cost per dose: 10 Gold

Jena

This brownish tobacco has a slightly bitter taste and odor. A character smoking it feels a rush of energy and vitality spread throughout their body. For the next 1d4 hours, the character enjoys a +2 alchemical bonus to Dexterity and on all Initiative checks, but takes a –2 penalty to Wisdom for the duration.

Cost per dose: 14 Gold

Najala

This dark brownish-black tobacco is mild in taste and smells like hot metal. Smoking najala grants the character a +2 alchemical bonus to Strength for 1d4 hours and a –2 penalty to Constitution for the same duration.

Cost per dose: 7 Gold

Shun

This orange-brown tobacco has a sweet taste and fragrant odor and is a potent hallucinogen. A character smoking it gains a +2 alchemical bonus to Wisdom for 1d4 hours but takes a –4 penalty on saves against mind-affecting effects for the same duration.

Cost per dose: 1.3 Gold

Arcane Lore:
Rituals:

Mind Purge (Blood Magic; Minor):

School: Conjuration (Healing); Level 4

Casting Time: 40 minutes

Material Components: Rare salts, incense, and herbs worth 300 IM

Blood Component: The willingly offered blood of a living intelligent being deeply touched by negative energy

Required Caster: Divine spell-caster of at least third level

Secondary Casters: None

Skill Checks: Spellcraft (DC 18) 4 successes

Backlash: Caster is Fatigued

Effect: Restores Drained Wisdom as the Restoration spell

Failure: 80% chance of 1d6 Wisdom damage; 20% chance of 1d3 Wisdom Drain to the caster

Craftsman's Pride (Blood Magic, Minor)

School: Transmutation; Level 3

Casting Time: Varies depending on forging time.

Material Components: Appropriate material components for crafting minor enchantments (+1 to weapons or armor)

Blood Component: The blood of the smith worked into the metal (-2d4 HP)

Required Caster: None

Secondary Casters: None

Skill Checks: Craft (Smithing) DC 20 1 success; Spellcraft DC 15 1 success

Backlash: Caster is Fatigued

Effect: Masterwork weapon or armor crafted during the ritual gains a +1 enchantment bonus

Failure: 1d2 Wis or Int damage (equal chance of each)

Song of the Broken Vessel (Lesser)

School: Conjuration (Calling) & Abjuration; Level 6

Casting Time: 60 minutes

Material Components: Rare salts, incense, and herbs worth 500 IM

Blood Component: None

Required Caster: Creature able to create a supernatural effect of a descriptor matching the bound extra-planar creatures

Secondary Casters: Up to four

Skill Checks: Knowledge Arcana (DC 22) 2 success; Knowledge the Planes (DC 18) 2 successes; Spellcraft (DC 20) 2 successes

Backlash: 3d5 HD worth of extra-planar creatures aligned with those being freed are released through into the world (no one creature exceeding the primary caster's HD)

Effect: Destroy an object binding one or more extra-planar creatures, allowing the creatures to remain on the material plane

Failure: Primary caster becomes unable to past spells, spell-like abilities or perform supernatural effects with the key descriptor for 3d3 weeks

Day of Blood (Blood Magic, Greater)

School: Transmutation & Divination; Level 8

Casting time: 80 minutes

Material Components: The powdered remains of a sentient (Int greater than 3) creature or creatures of no less then 8 HD (bonemeal, dried organs, etc...)

Blood Component: Sacrifice of 16 HD worth of sentient creatures who must be hung from the tree, or if the branches will not support them, impaled before its roots.

Special: The value of the sacrifice is modified by the following factors:
  • Low Intelligence (Int 3 to 6): -50%
  • Native Outsider: +25%
  • Fey: +30%
  • True Outsider (Called): +35%
  • Aberration: +35%
  • Undead: +40%
  • Cold Subtype: +50%
  • Creature Capable of casting spells (not SLAs): +25%
  • Willing Sacrifice (no magical compulsions): +100%
For each secondary effect desired the Blood Cost increases as follows:
  • 1 Secondary effect: 24 HD worth of sacrifices
  • 2 Secondary effects: 36 HD worth of sacrifices
  • 3 Secondary effects: 54 HD worth of sacrifices
Sacrificing more than needed may lead other gifts as the gods will.
Required Caster: Druid or Adept (Old Gods) level 4; Arcane caster level 7

Secondary Casters: Up to five

Skill Checks: Knowledge Nature (DC 25) 2 success; Knowledge Religion (DC 20) 2 success; Craft Wood-Carving (DC 16) 2 successes; Spellcraft (DC 26) 2 successes

Backlash: All base metal objects in a 50 ft radios of the Nascent Heart Tree fall to dust

Effects:

Primary: Grow a Heart-Tree from a sapling in the span of the ritual, which serves as the focus of a permanent CL 20 Hallow or Unhallow spell (Primary caster's choice).

Secondary: Select an effect or effects to be tied to the Hallow or Unhallow effect from the list ordinarily permitted for such a purpose, up to a maximum of three.

Failure: Primary caster becomes bound to the site of the weirwood and may not travel more than 100 ft from it until such a time as the ritual is complete. If the ritual fails a second time while a creature is so bound the creature dies, its remains feeding the Heart Tree allowing it to grow to full size regardless. A creature so slain cannot be returned from the dead save by the spells Reincarnate and True Reincarnate.

Day of Change (Greater)

School: Transmutation & Divination; Level 8

Casting time: 80 minutes

Material Components: The powdered remains of a sentient (Int greater than 3) creature or creatures of no less than 8 HD (bonemeal, dried organs, etc...)

Special: Artifact(s) to be sacrificed. Minimum (combined) caster level:
  • 8 for the primary effect
  • 12 for for the first secondary effect
  • 16 for the second secondary effect
  • 20 for the third secondary effect
The effective caster level of the artifact is increased as follows if its origin bears some afinity to the Old Gods' domains, as follows:
  • Travel, Strengt +2
  • Protection, Magic +4
  • Time +7
Objects with no affinity have a 20% chance to be rejected. Should this happen, the primary caster will not suffer the failure condition, but all material components will be lost. Sacrificing more than needed may lead other gifts as the gods will.

Required Caster: Druid or Adept (Old Gods) level 4; Arcane caster level 7

Secondary Casters: Up to five

Skill Checks: Knowledge Nature (DC 25) 2 success; Knowledge Religion (DC 20) 2 success; Craft Wood-Carving (DC 16) 2 successes, Spellcraft (DC 26) 2 successes

Backlash: All base metal objects in a 50 ft radios of the Nascent Heart Tree fall to dust

Effects:

Primary: Grow a Heart-Tree from a sapling in the span of the ritual, which serves as the focus of a permanent CL 20 Hallow or Unhallow spell (Primary caster's choice).

Secondary: Select an effect or effects to be tied to the Hallow or Unhallow effect from the list ordinarily permitted for such a purpose, up to a maximum of three.

Failure: A random artifact or 1d4 ordinary magic items in the caster's possession are destroyed. If no such objects exist the failure condition defaults to that of Day of Blood.

Sundered Steel (Lesser)

School: Transmutation; Divination Level 5

Casting Time: 50 Minutes

Material Components: At least one pound of Valyrian Steel, effects increase linearly up to three pounds

Required Caster: One of the Blood of the Dragonlords

Secondary Casters: None

Skill Checks: Knowledge Arcana (DC 20) 3 success; Spellcraft (DC 25) 2 successes

Backlash: ??? (Caster is Fatigued)

Effect: ??? (Gain 12 luck re-rolls to be used as an immediate over a period of 24 hours, no more than 1 per round)

Failure: ??? (1d6 Wisdom Damage)

Arcane Resonance (Lesser)

School: Divination Level 4

Casting Time: 40 minutes

Material Components: A pearl of at least 20 Gold, crushed and stirred into wine with an owl feather which must be drunk at the completion of the ritual

Required Caster: Caster of at least 1/2 the CL of the item

Secondary Casters: None

Skill Checks: Appropriate Knowlege Skill (DC 18) or Use Magic Device (DC 23) 3 success

Backlash: Caster suffers 10% chance of spell failure for 40 minutes

Effect: As the spell Identify

Failure: Caster is unable to use magic for 1d2 days

Spirit Kinship (Lesser)

School: Universal Level 6

Casting Time: 60 minutes

Material Components: Rare salts, incense, and herbs worth 1000 Gold

Blood Component: None

Required Caster: Mage of at least level 11 with a Bound Familiar

Secondary Casters: None

Skill Checks: Knowledge Arcana (DC 22) 2 success; Spellcraft (DC 18) 3 successes

Backlash: Caster loses the use of one of his senses for half an hour (roll 1d5)

Effect: Subject of the Ritual gains Improved Familiar as a Bonus feat.

Failure: The caster's familiar dies.

Voice of Ashes (Lesser)

School: Transmutation; Divination Level 5

Casting Time: 50 Minutes

Material Components: Some fragment of parchment once containing the lore sought, quicksilver and golden rods, worth a total of 500 Gold inscribed with invocations to a power possessed of sight beyond mortal ken (any entity that can grant a commune spell)

Required Caster: Mage capable of casting level 2 or higher divination spell

Secondary Casters: None

Skill Checks: Knowledge Arcana (DC 20) 2 success; Spellcraft (DC 25) 2 successes, Knowledge Religion, Nature or Planes (DC 22) 1 Success

Backlash: Caster loses the ability to communicate intelligibility for one hour though any but magical means (such as the effects of Comprehend Languages or Tongues)

Effect: Complected writings restored to legibility

Failure: Caster loses all knowledge of one language known

Blade of Conviction

School: Transmutation Level 1

Casting Time: 10 minutes

Material Components: A whetstone and blessed salt worth 1 Silver

Required Caster: Warrior is to use the resulting weapon

Secondary Casters: None

Skill Checks: Knowledge (Religion) DC 8 two successes [can be attempted untrained]

Backlash: The weapon dulls as soon as the blessing fades requiring renewed sharping

Effect: Caster's weapon gains the ghost touch quality for 1 hour while in the caster's possession. The ritual may not be attempted more than once every three days.

Failure: The target weapon breaks (magical weapons receive a DC 20 Fortitude save against the effect)

Verdant Bounty

School: Transmutation Level 1

Casting Time: 10 minutes

Material Components: Nine seeds from at least three different grains sown and brought to maturity through the efforts of the caster

Required Caster: Farmer with a positive spiritual/metaphysical stake in his or her work [landowners or well treated tenants but not slaves]

Secondary Casters: None

Skill Checks: Knowledge Religion (DC 8) two successes [can be attempted untrained]

Backlash: The caster becomes unable to eat anything plant based for one day

Effect: +20% crops yields for grains

Failure: The caster is compelled to remain in the field for a day and a night

Flesh to Steel

School: Transmutation Level 9

Casting Time: 90 minutes

Material Components: The brain of a humanoid that has been dead less than 8 hours [to be taken from the subject of the transference], 2500 Gold worth of rare arcane reagents

Required Caster: Lawful Arcane or Divine spell caster capable of casting fifth level spells

Secondary Casters: None

Skill Checks: Knowledge (Arcana) DC 36, 2 successes; Knowledge (The Planes) DC 36, 3 successes; Knowledge (Religion) DC 36, 2 successes; Spellcraft DC 36, 2 successes

Backlash: The caster loses access to all prepared spells or spell-slots as though they had bene cast

Effect: Awakens target construct of 15 HD or less with the mind of arcane abilities of the caster (limited to 3rd level spells)

Failure: The caster loses 5000 XP

Ensnaring Circle

School: Transmutation Level 9

Casting Time: 90 minutes

Material Components: A stylus made of mithral and a diamond worth 1000 Gold

Required Caster: A native of the plane the ritual is being enacted upon

Secondary Casters: Up to nine others

Skill Checks: Knowledge (The Planes) DC 30, 2 successes; Knowledge (Religion) DC 30, 1 success; Linguistics DC 30, 1 success

Backlash: The primary caster takes 2d6 points of damage

Effect: This ritual requires the casters to create a large magic circle outlined with silver powder and shaped with the focus stylus. The circle must be painstakingly molded to attune it to the alignment targeted (chaos, evil, good, or law), which is chosen during the time of creation. The ritual gains the descriptor of the alignment selected. Once the circle is complete, it becomes invisible to all but the casters of the ritual or to creatures with See Invisibility, True Seeing, or some other method of seeing invisible objects.

Once the circle is complete, it can be used to trap an outsider whose subtype matches the chosen alignment, as if it were an inward-focused magic circle spell of the appropriate type (thus, an Ensnaring Circle attuned to evil acts like an inward-focused Magic Circle Against Evil). For an outsider to be trapped in this manner, the entire space of the outsider must be within the circle, at which point the primary caster can activate the circle as an immediate action. The primary caster must be within 100 feet of the circle and be able to see it and the outsider he wishes to trap in order to activate the circle. It is possible to trap multiple outsiders of the appropriate subtype in the circle if more than one are in the circle when it is activated. However, if any such outsider is not completely within the circle, it is not caught within the circle's confines and is free to disrupt the circle as described in the magic circle against evil spell description.

As with a magic circle, the trapped outsider cannot cross the circle's boundaries or reach over or beyond the boundaries, nor can it disrupt the circle either directly or indirectly, though it can make ranged attacks beyond the circle's boundaries. If the outsider has spell resistance, it can test the trap once per day. If the primary caster fails to overcome the outsider's spell resistance, the circle is disrupted and the outsider is freed from the circle's restraints.

An outsider capable of any form of dimensional travel can simply leave the circle using such an ability.

Unlike with a magic circle, you cannot create a special diagram when creating the circle to make the ensnaring circle more secure.

Failure: The casters believe their work was successful, though when they attempt to use the circle, nothing occurs.

Sword of Pride

School:
Abjuration; Level 9

Casting Time: 90 minutes

Material Components: Rare inks and dies of the World of Form worth 2,500 Gold

Required Caster: Erinyes who has knowingly and willingly sworn herself to the service of a power of the Mortal world, casting off the dictates of Hell.

Secondary Casters:
Up to nine lawful warriors of great skill (BaB 9 or higher)

Skill Checks: Knowledge Religion (DC 30) 2 success; Knowledge the Planes (DC 30) 3 successes;

Backlash: The caster is treated as though they were Chaotic for the purposes of all damaging spells with the Lawful descriptor for 99 days

Effect: Sunders the caster's connection to Hell, changing their sub-type to Outsider (Native) divesting them of the innate power to summon other devils. In exchange their soul is no longer inexorably bound to Hell, though the ritual in no way impacts the caster's personality or alignment.

Failure: True Death

Redemption's Touch (Lesser)

School:
Transmutation; Level 6

Casting Time: 60 minutes

Material Components: The tear of celestial, 60 Gold worth of rare oils and incense/Caster level of the item being redeemed

Required Caster: Non-Evil Spell-caster of Level 3 or higher

Secondary Casters: Up to four

Skill Checks: Knowledge (Arcana) (DC 17) 2 success; Knowledge (The Planes) (DC 16) 2 successes; Spellcraft (DC 18) 2 successes

Backlash: The caster is exhausted, unable to do any further strenuous activity for one full day.

Effect: Lessens an item's curse at the cost of also reducing its power. Will not function for any object with a CL higher than 11. If such a ritual is attempted it fails automatically.

Failure: The ritual appears to work, but the primary caster is possessed by whatever taint was present in the object (DC 20 Sense Motive to discover).

Elder's Insight

School:
Divination Level 6

Casting Time: 60 minutes

Material Components: Sothoryi herbs and powdered painted lizard bones and organs worth 1,200 IM, skull whose knowledge is to be imparted

Blood Component: None

Required Caster: Mage capable of casting at least Level 3 Divine Spells

Secondary Casters: Up to three

Skill Checks: Knowledge (Religion) (DC 21) 2 successes; Spellcraft (DC 19) 3 successes

Backlash: Caster loses the ability to cast any spells from the school of necromancy for 1 day

Effect: Subject of the Ritual gains knowledge of all languages the bearer of the skull spoke in life as well as an understanding of the cultural context needed to speak it as a native speaker; +5 Competence Bonus to Bluff and Disguise checks made to appear as a member of that culture.

Failure: The memories contained within the skull are imperfectly imprinted upon the mind of the caster rather than the proper target of the ritual, damaging his or her mind (Suffer Level Drain).

Sallosh's Last Gift

School:
Transmutation Level 8

Casting Time: 80 minutes

Material Components: 25 lb. of Living Brass to form the core of the construct, 55 lb. of hardened steel (or other more arcane metal for bones and armor), various woods and resins totaling 150 IM for the peripheral internal structures

Blood Component: None

Required Caster: Mage with the Craft Construct feat

Secondary Casters: Up to three

Skill Checks: Craft Metal-working (DC 18) 4 successes; Knowledge Arcana (DC 22) 3 successes

Backlash: Caster becomes lightheaded as the ritual uses his own language skills to teach the newborn war-forged, the jumble of half glimpse memories means they must pass a DC 20 Concentration check to perform any task requiring intense focus over the next day. Casting Sallosh's last Gift a second time is except from this price as the ritual smoothly resonates with the lingering effect

Effect: The creation of a Warforged. All Warforged begin as level 1 fighters though unlike most other beings they find retraining this first level relatively simple.

Failure: The tortured spirits within the living brass resist the transformation damaging the caster's sanity (2d6 Wisdom Drain)

Fire's Boon (Blood Magic; Major):

School:
Conjuration (Fire); Level 8

Casting Time: 80 minutes

Material Components: A wooden shrine dedicated to a major fire Kami which must be burned with the full consent of the patron spirit

Blood Component: The willingly offered blood of a dragon lord

Required Caster: Fire aspected Shugenja of at least Level 8

Secondary Casters: The would-be dragon rider or riders (may bind up to three dragons to their riders)

Skill Checks: Spellcraft (DC 22) 4 successes, Knowledge Religion (DC 22) 3 Successes

Backlash: Caster is unable to call upon fire spells for a full year

Effect: Dragons are bound to serve their riders loyally

Failure: The Kami takes the one of the dragons' bodies as their own to do with as they wish. The Kami are not greedy and will never claim more than one Valyrian Dragon, all others are bound.


Self-Crafted Rituals:
4th Level Spells: Divination, Scrying
2nd Level Spells: See Invisibility
1st Level Spells: Cure Light Wounds, Make Whole
0 Level Spells: Amanuensis, Arcane Mark, Create Water, Detect Magic, Detect Poison, Mage Hand, Mending, Prestidigitation, Purify Food and Drink, Read Magic

Uniila Ritual Lore:
Level 4: Bestow Curse, Discern Lies, Geas, Lesser, Imbue with Spell Ability, Lesser Planar Ally (Always summons Baatezu), Remove Curse, Stoneskin
Level 3 : Deeper Darkness, Dispel Magic, Magic Circle Against Chaos, Magic Circle Against Good, Protection from Energy, Secret Page, Sepia Snake Sigil
Level 2: Alter Self, Augury, Desecrate, False Life, Invisibility, Undetectable Alignment, Whispering Wind
Level 1: Comprehend Languages, Curse Water, Unseen Servant, Magic Aura

Curiosities:
Black Tablets made of Dragonscale
Minotaur Chains
Two broken Rune Guardians (Necromancy)
Lich's Potion
Cursed Athame
Frost Dragon's Heart
3 Dream Serpent Skins
1 Livestone Sample (Magically preserved, can be used to grow more ooze)
16 Alchemical beetles

Consecrated Fungus Forge:
Location: Lys, Essos
Base Mechanics:
  • Reagent Cost: 50% of standard of a being with the relevant CR, or standard crafting cost, whichever is lower
  • Recycling Cost: 1/3 of the total HD of the creatures recycled to pay with, no single one higher than 1/3 of the CR of the strongest monster delivered
  • Unlocked Templates: Cleric Creature, Druid Creature, Sorcerer Creature, Wizard Creature
  • Maximum CR: 15
Consecrated Flesh Forge:
Location: Gogossos, Sothoryos
Base Mechanics:
  • Reagent Cost: 50% of standard of a being with the relevant CR, or standard crafting cost, whichever is lower
  • Recycling Cost: 1/3 of the total HD of the creatures recycled to pay with, no single one higher than 1/3 of the CR of the strongest monster delivered
  • Unlocked Templates: Anything Draconic or Fire-Based, Axiomatic
  • Maximum CR: 15

Improvements:
  • Alarm Ward Keyed to Outsiders with the Evil Subtype (Linked to a token in Hermetia's possession)
Potential Research:
  • Draconic Template
  • Sonic Breathweapon

Researchers

Maester Qyburn


Name: Maester Qyburn
Age: 65
Alignment: Neutral Evil
Race: Human
Level: 13
Class: Archivist 13
Feats: Tomb Tainted Soul (free bonus feat), Craft Construct, Graft Flesh, Mother Cyst, Corpsecrafter, Bolster Resistance, Craft Wondrous Item, Craft Magic Arms and Armor, Scribe Scroll (bonus), Malign Spell Focus,
Flaws: Slow Healing, Vulnerable,
Class Features: Dark Knowledge 7/day (Tactics, Puissance, Foe, Dread Secret), Lore Mastery (Religion, Arcana, Nature), Still Mind (Ex),
Languages Spoken: Westerosi Common, Abyssal, Infernal,
Immunities: disease, nonlethal damage, stunning,


HP: 13d6 +26 (Con) +26 (Heart of Earth) = 104
AC: 10 + 1 (Dex) + 5 (Shield of Faith) = 16
Movement: 30 ft
Initiative: +1
Attack: +6/+1
Weapon Proficiency: all simple weapons and with light and medium armor, but not with shields.

STATS:
Strength 8 = (-1)
Dexterity 12 = (+1)
Constitution 15 = (+2)
Intelligence 21+4 = 25 (+6)
Wisdom 16 = (+3)
Charisma 9 = (-1)

SAVES:
FORTITUDE: 8 + 2
REFLEX: 4 + 1
WILL: 8 + 3

SKILLS:
Concentration: 16 +2 = 18
Heal: 16 + 3 + 5 + 2 = 26
Knowledge (Arcana): 16 +6 +2 = 24
Knowledge (Religion): 16 +6 +2 = 24
Knowledge (Nature): 16 +6 +2 = 24
Knowledge (Dungeoneering): 16 +6 = 22
Sense Motive: 16 +3 = 19
Spellcraft: 16 +6 = 22

Divine Spells Prepared (Caster Level 13):
Level 0: Cure Minor Wounds, Light, No Light, Preserve Organ
Level 1: Shield of Faith, Lesser Vigor, Summon Undead 1, Hide from Undead, Ebon Eyes, Restful Slumber, Bestow Wound, Doom
Level 2: Necrotic Cyst, Desecrate, Divine Insight, Wither Limb, Unseen Crafter, Darkness, Necrotic Cyst
Level 3:
Necrotic Bloat, Clutch of Orcus, Dispel Magic, Animate Dead, Summon Undead 3, Clutch of Orcus
Level 4: Heart of Earth, Stop Heart, Panacea, Consumptive Field, Necrotic Domination, Enervation
Level 5: Necrotic Burst, Summon Undead 5, True Seeing, Summon Undead 5, Necrotic Burst
Level 6: Aura of Terror, Flesh Wall, Mass inflict Moderate Wounds, Create Undead
Level 7: Ethereal Jaunt, Imprison Soul

Staff of the Master (Necromancy)
Scrolls: Restoration,
Wands: Inflict Light Wounds,
Eternal Wand: Command Undead, Desecrate,

Divine Spells Known (Caster level 13):
Level 0: All cleric cantrips. All of them. Jesus christ.
Level 1: Shield of Faith, Doom, Inflict Light Wounds, Hide from Undead, Ice Slick, Summon Undead 1, Bestow Wound, Ebon Eyes, Restful Slumber, Necrotic Awareness, Lesser Vigor, Decompose Corpse, Protection from X,
Level 2: Darkness, Desecrate, Divine Insight, Wither Limb, Unseen Crafter, Stone Bones, Necrotic Cyst, Necrotic Scrying, Gentle Repose,
Level 3: Black Sand, Dispel Magic, Animate Dead, Speak with Dead, Summon Undead 3, Necrotic Bloat, Clutch of Orcus,
Level 4: Heart of Earth, Stop Heart, Panacea, Consumptive Field, Restoration, Enervation, Necrotic Domination,
Level 5: Permanency, Raise Dead, True Seeing, daywalker, Haunt Shift, Summon Undead 5, Necrotic Burst,
Level 6: Aura of Terror, Create Undead, Geas/Quest, Animate Objects, Flesh Wall, Mass inflict Moderate Wounds, Necrotic Eruption,
Level 7: Ethereal Jaunt, Create Variant Mummy, Imprison Soul, Necrotic Tumor,

Items:
Bag of holding type III (mostly undead), Ungent of Timelessness (15), Ring of Sustenance, Headband of +4 int, Healer's Gloves, Masterwork healers tools, Vest of Surgery

Elaheh Marita

Name: Elaheh Marita
Alignment: Lawful Evil
Race: Apostle Kyton (Outsider, Native, Augmented)
Senses: Darkvision 60ft.
Level: 9
Class: Witch (Variant: Charisma based) 5/Fleshwarper 4
Feats: Accursed Hex, Evolved Familiar (Reach), Extra Hex (x2), Graft Flesh, Improved Familiar (Augur Kyton), Inscribe Magical Tattoo
Flaws: Fussy, Vulnerable
Class Features: Patron Spells (Shadow); Witch's Familiar; Aberrant Familiar (Scales, Size Increase), Elder Secret (Secret of the Choker, Graft Cost Reduction 10%)

Languages: Celestial, Draconic, High Valyrian, Infernal, Westerosi Common

Hit Dice: 9d6 (34) + 54 (CON) = 88 HP
Armor Class: 10 + 3 (DEX) + 4 (Natural Armor) + 4 (Robe) = 21 (Flat-Footed: 18, Touch: 17); +2 Deflection vs Good/Evil
Movement: Ground (30ft)
Initiative: +3 (DEX) + 4 (Racial) = +7
Attack Bonus: +4; Unarmed Strike: +6 (1d3+2+1 [Bleed]; x2) OR Valyrian Steel Dagger (+2): +8 (1d4+4+1 [Bleed]; x2)
Spell Save: DC: 10 + 6 (CHA) + 1 (Arcane Concordance) = 17 + Spell Level; +1 w/Necromancy spells
Proficiency: Simple Weapons
Immunities: Cold, Possession/Mental Control, Blinding & Dazzling effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistances: Electricity 5
Spell Resistance: 16 (11 + 1/2 CR)
Defensive Abilities: Regeneration 4 (1/2 HD; negated by Good or Silver)

STATS:
14 (+2) Strength
14 +2 = 16 (+3) Dexterity
20 +2 = 22 (+6) Constitution
16 +2 = 18 (+4) Intelligence
18 +2 = 20 (+5) Wisdom
22 +4 = 26 (+8) Charisma

SAVES:
FORTITUDE: 5 + 6 (CON) + 5 (Resistance) = 16
REFLEX: 2 + 3 (DEX) + 1 (Racial) + 5 (Resistance) = 11
WILL: 5 + 5 (WIS) + 5 (Resistance) + 6 (CV) = 21

SKILLS
Bluff:
0 + 8 (CHA) + 4 (Racial) + 6 (CV) = 18
Concentration: 12 + 6 (CON) + 6 (CV) = 24
Craft (Leather): 5 + 4 (INT) = 9
Craft (Tattoo): 5 + 4 (INT) + 5 (Gloves) = 14
Heal: 12 + 5 (WIS) + 4 (Racial) = 21
Intimidate: 5 + 8 (CHA) + 4 (Racial) + 6 (CV) = 23
Knowledge (Arcana): 6 + 4 (INT) + (CV) = 14
Knowledge (Planes): 6 + 4 (INT) + 4 (CV) = 14
Profession (Surgeon/Fleshcrafter): 12 + 5 (WIS) + 10 (Earring) = 27
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 10 + 8 (CHA) = 18

Hexcraft: Hex DC = 22 (10 + 1/2 HD + Charisma bonus)
Hexes Known: Cackle (via Cackling Hag Tattoo), Evil Eye, Healing, Misfortune, Poison Touch, Slumber

Arcane Spells Known (Caster level 8):
Level 0
: Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Read Magic
Level 1: Cure Light Wounds, Healer's Vision, Hermean Potential, Hex Vulnerability, Mage Armor, Silent Image (PS), Touch of Blindness, Transfer Tattoo, Unseen Servant
Level 2: Blindness/Deafness, Boneshaker, Create Magical Tattoo, Darkness (PS), False Life, Haunting Mist, Lipstitch, Spectral Hand, Touch of Idiocy, Unseen Crafter
Level 3: Barrow Haze, Bestow Curse, Dispel Magic, Heroism, See Beyond, Tongues
Level 4: Black Tentacles, Fear, Panacea, Poison

Spells Prepared (Caster Level 8/10[Necromancy]):
Level 0
(4/day): Detect Magic, Detect Poison, Message, Read Magic
Level 1 (4+2/day): Healer's Vision, Hermean Potential, Hex Vulnerability, Touch of Blindness, Transfer Tattoo, Unseen Servant
Level 2 (3+2/day): Blindness/Deafness, Boneshaker, Create Magical Tattoo, Spectral Hand, Unseen Crafter
Level 3 (3+2/day): Barrow Haze, Bestow Curse, Dispel Magic, Heroism, See Beyond
Level 4 (2+2/day): Black Tentacles, Fear, Panacea, Poison

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Bleeding Touch (Su): Your touch can inflict 1 point of damage (+1d6 Bleed damage at 10 HD, 20 HD, etc). If you attack with a weapon, it also channels this effect.
  • Unnerving Gaze (Su): Your gaze causes those within 30 feet to become Fascinated (DC 22 Will save). Use of your Seductive Oration ability does not break the Fascination effect. All Kytons are Immune to the Unnerving Gaze of other Kytons. This is a Mind-Affecting Fear effect.
  • Agonizing Prayer (Su): As a Full-Round Action you can utter a profane prayer which causes non-Kyton listeners to erupt in bleeding wounds. They suffer 9d6 (1d6 per your HD) points of nonlethal damage, take Bleed damage as if struck by your Bleeding Touch, and become Staggered for 1 round (DC 22 Will save halves damage and negates the Staggered condition). A creature that has taken nonlethal damage greater than or equal to its current Hit Points is not rendered unconscious by this ability, but instead becomes Helpless, making it susceptible to your Seductive Oration ability. This is a Sonic Pain effect.
  • Seductive Oration (Su): As a Full-Round Action, you can speak to the pleasures and wonders you experienced during your transformation. Any creature that listens to this speech for 1 uninterrupted minute must succeed at a DC 22 Will save or take 1d6 points of Wisdom damage (+1d6 damage at 16 HD, 24 HD, etc). A creature that succeeds on its Will save cannot be affected by your Seductive Oration ability for 24 hours.
    • If a creature fails to resist your Seduction Oration, it begins to question the definitions of morality, physicality, and life. Once per week, as long as the affected creature remains in communication with you, it must attempt another saving throw against Seductive Oration or take 1d6 additional points of Wisdom damage. The save DC increases by 1 per consecutive week of contact with you. A successful save halves the Wisdom damage. A creature can't take Wisdom damage from Seductive Oration more than once per week, even if it encounters multiple Apostle Kytons.
    • When a target's alignment shifts to Lawful Evil (or if the target is Lawful Evil when first seduced), it must immediately succeed at a DC 22 Will save (+1 per week of consecutive week of Seductive Oration exposure) or gain a greater madness.
    • Creatures that are driven insane by an Apostle Kyton often become broken souls, but some rare individuals gain the Shadowbound Corruption or even transform into Apostle Kytons themselves.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Magic Tattoos:
Anklets of Translocation:
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belts: +2 Constitution
  • Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Circlet of Rapid Casting:
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +2 Dexterity, +5 Competence bonus to Craft (Tattoo) checks
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Pendant of Warding: +2 Intelligence, +2 Wisdom, +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity: +10 Competence bonus to Profession (Surgeon/Fleshcrafter) checks
  1. Convert any spell of 3rd level and above to Fireball.
  2. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Psionic Items:
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Robes of the Necromantic Might (+4): The wearer of these robes casts Necromancy spells with a +2 caster level bonus, a +1 spell DC bonus, and benefits from a +4 Armor bonus to their AC.

Scepter of Visceral Fright:
  • Up to 5/Day, when using a spell or power with the Fear descriptor, you can augment the effect so that it directly interacts with the brain chemistry of your targets. This bypasses protections against Mind-Affecting and Fear effects, and negates special bonuses which a target may enjoy against such effects. This does not allow Fear effects to function against non-living targets, such as Constructs or the Undead.
Soulfire Mithral Bracers (+1):
  • Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Scrolls:
Assay Spell Resistance x5
Cure Light Wounds x20
Panacea x10

Alchemical Substances:
5x Alchemist's Fire
10x Antiplague
10x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
30x Healing Salve
20x Sleep-Smoke
30x Vermin Repellent

Genie Tokens
2x Plane Shift Charm
2x Sending Stone
2x Teleport Charm
Equipped Magic items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Rapid Casting, Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding (+2 INT, +2 WIS), Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 Charisma), Robes of Necromantic Might (+4), Scepter of Visceral Fright, Soulfire Mithral Bracelets (+1), Spectacles of Understanding, Traveler's Anytool, Valyrian Steel Dagger (+2), Vial of Efficacious Medicine, Wand of Cure Light Wounds (50/50 charges)

Fire Whale Gems Harvesting:
Full value of a Mature Whale's Gemstones: 112d100 IM (7d100/HD)
Safe Harvest Heal DC: 20 (-5 If Cure Serious Wounds Spells or better are available)
Sustainable Gem harvesting: Up to 1/8 of the whale's total gem supply per month (14d100 IM for most whales)
Special Note: Whales whose inherent magic has been altered (special templates; caster class levels etc...) produce more valuable gems, some inherently magical. Observed examples include single use gems containing spell effects analogous to Baella's SLAs (5% chance per harvest to produce one)

14 Pods -> 196 Mature Whales
Gross monthly harvest profits: 2744d100 IM
Net profits 50%

Magic Items:
Armor
Shadow Veil

Description: A shadow veil appears as an indistinct, enveloping covering. A shadow veil precludes wearing any other kind of armor. A shadow veil grants a +2 deflection bonus. Someone wearing a shadow veil is hard to distinguish, and is treated as if having concealment (20% miss chance) against creatures without darkvision, blindsight, or other sensory apparatus that does not rely on light.

It has an aura of strong necromancy.

Caster Level: 12

Orphne Cloak

Description: This cloak is so light to wear you would think it woven of gossamer, dewdrops, and the evening shadows. For all you know by some fey-craft it is indeed of these things wrought. It tricks the eye and the mind of even the most watchful... and hidden within it is power greater still.

Abilities:
  1. +5 to Hide (Constant)
  2. Once per round as immediate action the user may invoke the deeper powers of the cloak to gain Spell Resistance of 11+ their HD against the effects of a single spell. When the cloak defends the user in this manner there is a 10% chance it will be unraveled in a flash of light as a result. The risk increases to 20% against spells with the Light descriptor
Caster Level: 18

Robe of Retaliation

Description: Mystical symbols outlined in faint gold race across this midnight-blue robe like fireflies chasing each other in the night. When its power is called upon the radiance grows hundredfold, avenging the hurts of its wearer with a searing corona of magic.

Ability: A Robe of Retaliation allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, the wearer can activate the robe as an immediate action, sacrificing an arcane spell of 1st level or higher to deal force damage to the attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.

Caster Level: 7

Cloak of Rimfire

Appearance: This ancient enchanted cloak seems at first to be woven of light amethyst colored silk, though when any but those who share the blood of its long dead masters attempts to use it, the garment weighs ever more heavily upon the wearer until he or she cannot even take a single step.

Ability: The cloak guards the user against most non-magical extremes heat and cold as the spell Endure Elements as well as offering minor protection against magical fire and frost (+5 Resistance). Requires a DC 15 UMD check to use by those of Valyrian blood, DC 20 otherwise.

Caster Level: 1

Armor of Remembrance


Appearance: This was once borne by the Last Lord of lost Essaria in his final charge against the Dothraki who sacked the city. So beloved was he of his men that they not only recovered his body but buried his armor with him before the city's fall. There it lay for three centuries and more until chance would have it that it be taken up by a knight of the west, and the armor's restless spirit at last laid to rest.

To eyes that see naught but the light of common day, the armor is still black as steel scorched by flame, but where before its weaving of protective wards glowed red as new-spilled blood, now it is the comforting ruddy color of forge fire, the marks of devils shifted into a tongue that resounds of higher powers at the merest glance from one blessed with arcane senses.

Abilities:

Mundane Qualities: Reinforced (+1 AC); Segmented (+1 max Dex bonus)

Base Enchantment: +2 Enchantment bonus to AC; Fire Resistance 30

Armor Crystals:

Greater Ironward Diamond (DR 5/- up to 50)
Lesser Arrow deflection (+5 AC vs ranged)

Greater Powers (CL 15):

The item has 12 charges which recharge daily at dawn. They can be used in the following ways:

1 charge: Greater Celestial Healing (Double Duration)
3 charges: Lesser Globe of Invulnerability
9 charges: Holy Aura (DC 22)

Caster Level: 15

Warding Robes of the Deep

Appearance: These robes, once befouled by dark miasmas of the Deep Ones now serve as part of the Regalia of Sorcerer's Deep: black and red their colors, though rather than the three-headed-dragon one might expect to see upon them there is instead a whirling pattern that seems to shift from waves to leaping flames with every motion.

Ability: DR 10/Silver

Caster Level: 13

Fiendskin Leathers

Description: This armor can take any shape the wielder can imagine: a dress, robes, a doublet and hose, yet always it betrays something of its sinister nature, crimson silk that glistens like blood, disquieting distortions in the reflections casting masterfully-crafted images of torment or debauchery, this list too is endless.

Abilities:
  1. +2 Glamered studded leather
  2. As a swift action three times per day the bearer may benefit from a Sanctuary (DC 18 negates) spell, though only affecting Outsiders with the [Evil] subtype. The DC increased by +5 against creatures the wearer called.
Caster Level: 8

Robes of the Hidden Conjunction

Description: These elegant midnight-blue robes are discreetly woven with gold thread in strange astrological pasterns which subtly change with the passage of time as if to reflect the sky of some distant past. In times of need they grant the bearer flashes of insight and good fortune, though with every cat there is the hollow not-quite-painful feeling that the scales of fate must be righted eventually.

Ability: Three times per day as an immediate action the wearer may re-roll a failed save, attack, or skill check. However once this power is used once the wearer must accept a re-roll on a successful check of the same kind before its power can be used again. This payback cannot be cheated by using it in controlled or safe circumstances (training bouts, saves against harmless spells etc...). If the robe is removed while the bearer is still in its debt it instantly vanishes in a flash of golden light, perhaps destroyed, perhaps passing on to its next bearer.

Caster Level: 5

Rainment of Bronze


Armor Description: A suit of finest plate after the manner of the Seven Kingdoms, though wrought of bronze rather than steel with cunningly wrought scale at the joints such as the most skilled smith in King's Landing might struggle to work.

Armor Ability: +2 Reinforced Segmented Bronze Fullplate



Shield Description: A tall shield of bright bronze also floats gently mid-air, obedient to its bearer's will, though that is the least of the blessings bound into the patterns etched upon it. Arrows it sheds like a patter of gentle rain, and even the mightiest blows might be cast askew by the light of dawn folded into the metal with relic and ritual.

Shield Abilities:
  1. +4 AC (3 Base +1 Ecnahntment +1 Morale)/+9 against Ranged
  2. Once per day, on command, the shield casts Shield of Warding upon itself
Caster Level: 5

Midnight Plate

Appearance: Forged for some long dead general of the Freehold then likely looted from its resting place by the servants of daemons, this armor has endured its last bearer's festering corruption with almost contemptuous ease. Though dark as a starless night to a sorcerer's eyes, it glows with the power of sorcery found within.

Abilities:

Mundane Qualities:
Reinforced (+1 AC);
Segmented (+1 max Dex Bonus)

Enchantments:
+2 Enchantment bonus to AC;
Deathless
Spell Storing

Caster Level: 12

Armor of Twilight

Description: Light as cloth yet hard as thrice-forged steel, this True Silver armor seems to have been forged of ever-shifting moonlight, that not even a specter's touch may overturn its warding power.

Ability: +1 Ghost Touch, Twilight Mithral Chain Shirt

Caster Level: 15

Vestment of Ebonsilk

Description: The silk folds of this cloak can muffle even the most loud and careless tread, making skilled assassins or perhaps merely fortunate escapees of any of its users, and for those unwise enough to be caught in the light unprepared it can summon warding shadows, though the slow march of time has deepened the magic in unwelcome ways, calling forth those who call the darkness home.

Abilities:
  1. +5 to Move Silently
  2. Deeper Darkness -at will-
Flaw: Every time darkness is conjured there is a 33% chance 1d3 advanced shadow mastiffs will slip through from the Shadow Plane for 6 rounds as though summoned forth. The creatures are hostile to most mortal life, though they will prioritize more convenient and fearful foes, making them potentially useful as a distraction for a bearer who knows when to make himself scarce.

Caster Level: 5

Serpent's Second Skin

Description: These supple blue robes seem at first to be made of fabric, perhaps even silk, though a closer inspection shows a fine scale pattern that would bespeak the hide of some strange beast of the jungle that still retains a measure of the monster's uncanny sturdiness.

Ability: +6 Natural Armor (only stacks with Serpentfolk N.A.).

Caster Level: 9

Whisper's Garments

Description: When worn together this ash-grey cloak and light boots of Asshai'i silk draw the bearer into closer kinship to shadow, warding his steps and empowering spells of darkness and concealment even as they seem to reject the brazen light of day and all who would stand unveiled in it.

Abilities: +5 to hide and Move Silently +1 Caster level when casting spells with the Darkness or Shadow Descriptors, bearer gains Trackless Stride as a Druid or Ranger, but only in dark or overcast conditions.

Flaw: -2 to caster level when using spells with the Light Descriptor.

Caster level: 3

Serpent's Sin
  1. The Price of Greed: Whenever you are the target of a ranged or ranged touch attack, you may deflect the attack either towards a new target within 30ft or the original attacker. Resolve the attack as normal. If you are attacked with a melee weapon, and the resulting roll is at least as high as your Touch AC, you may make a Disarm attempt as if you had the Improved Disarm feat. On success, the offending weapon is instantly drawn into the cloak's interior. This ability effectively negates the attack, as the weapon sinks into the cloak's depths instead of flesh. These abilities are Free Actions to activate, don't provoke attacks of opportunity, and may only be used three times a day in total. The cloak is regarded as a +5 two handed weapon for disarming purposes.
  2. The wearer gains a +5 Enhancement Bonus to their Natural Armor.
  3. The wearer gains the benefits of Awaken Spell Resistance.
  4. The interior of the cloak acts as a Handy Haversack, but with a considerably larger storage capacity. While the weight of objects stored within the cloak is meaningless, its maximum volume cannot exceed 6,000 cubic feet, and no object larger than Huge-sized may be absorbed.
  5. Only the one responsible for the death of an Avatar of Mammon may utilize the Price of Greed ability. Those who do not meet such criteria and attempt to utilize the cloak's extradimensional pockets will have their belongings disintegrate inside 2d4+4 hours, unless the objects stored within are Artifacts or have a caster level greater than the cloak, at which point they are transported to a random spot in the Astral Plane after the said period of time.

Weapons
Oathkeeper

Description: The sword greedily drinks in the light, seeming a shard of darkness broken from the heavens on a moonless night. The hilt is wrapped in bright purple drake leather and the pommel is shaped into the form of a leering golden skull, faint sparks of magic glinting in its eyes. When it kills the light flashes blinding white for an instant.

Alignment: Lawful Neutral
Stats: Intelligence: 17 (+3), Wisdom: 17 (+3), Charisma: 10 (+0)
Saving Throws: Fortitude: 8, Reflex: 8, Will: 11
Senses: Vision and Hearing in a 120 foot radius, Darkvision, Blindsense
Communication: Speech, Telepathy, Read Magic
Minor Artifact: 15th Caster Level
Powers:
  • +5 Searing Flame Wounding Magebane Bodyfeeder Greatsword (2d6+5+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
    • Magebane: 4d6+7+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) vs beings capable of using magic or spell-like abilities. This ability stacks with its wielder's inherent Magebane effect, if any.
    • Bodyfeeder: On a Critical Hit, any damage inflicted is granted to Oathkeeper's wielder as Temporary Hit Points for up to 10 minutes. Hit Points lost as a result of Constitution damage via Oathkeeper's Wounding ability are not included in the Temp HP granted by the Bodyfeeder effect.
  • Bolstered Life (3/Day): Oathkeeper can cast False Life or Cure Moderate Wounds on its wielder as a Free Action. Upon killing a living creature with at least 5 HD, Oathkeeper can instead cast an Empowered Maximized False Life or Empowered Maximized Cure Moderate Wounds on its wielder. This effect is cast at 10th level, but cannot be Dispelled and functions within an Antimagic Field.
  • Mage's Bane (3/Day): On striking a creature which possesses spells or spell-like abilities, Oathkeeper can steal one use of an unused spell or spell-like ability of 4th level or lower (DC 20 Will save negates). Oathkeeper can then cast the stolen magic either on the wielder or release it as part of an attack as if it were a Spell Storing weapon. Caster Level and saving throw DC for the stolen spell are the same as those of the original creature.
  • Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.

Rod of the Battle Mage

Appearance: Of unknown make and history, this rod of yellowed ivory and petrified bone has power over the underpinnings of magic itself. Reforged by a ritual paid in the blood of your foes, it now carries not images of birds, but serpents coiled about one another so that it is impossible to know where one ends and another begins.

Ability: Can apply Quicken Metamagic to any arcane or divine spell of level three or lower three times per day.

Caster Level: 17

Dark Sun Dagger

Appearance: This weapon was clearly once an arming sword of the kind favored by the Freehold, such as the swords meant for dueling, but now it is sundered six inches above the hilt, the steel oddly pitted by some curse or sorcery as the mere march of time cannot harm dragonsteel. The etching of a rising sun is still clear upon it, but it casts not light but tendrils of black sorcery that eat at the flesh of the living and darken their soul.

Curse: A living wielder who holds the sword must make a DC 18 Fortitude save each day at sunset or gain one negative level. A wielder that dies from this curse rises three nights later as a sentient undead (type dependent on his strength). After failing his first save against the draining effect a bearer of the sword may only willingly let it go by making a DC 20 Will save. This save can only be made once.

Ability: Adds one sneak attack dice against evil enemies, two against neutral enemies, and three against good enemies. Killing a sapient enemy (INT 3 or higher) with the dagger restores one negative level currently afflicting the user including those that may have been gained from the weapon's curse.

Caster Level: 16

Staff of Fire

Appearance: A staff of some nameless dark wood, gleaming with an oily sheen. Faintly glowing symbols reveal themselves to the weapon's bearer alone, speaking of the ever-hungering power of flame.

Ability: This staff allows use of the following spells:
Burning Hands (1 charge)
Fireball (1 charge)
Wall of Fire (2 charges)

Charges: 35/50

Caster Level: 12

Purity

Appearance: This bronze sword is always surrounded by a corona of white light though it only glows as bright as a candle when it is quiescent. In the presence of fiends, undead, or other blights upon the natural order, it blazes fire as bright as a torch, drawing the instinctive ire of such creatures.

Mundane Enhancement: Dragonskin Grip (+2 to checks against disarm attempts)

Abilities:
  1. +1 Fiend Bane greatsword
  2. On striking a summoned fiend for the first time in combat purity attempts a dispel check (CL equal to its user's HD) to banish the creature
  3. -4 to attack against Outsiders with the Good subtype
Caster Level: 12

Coils of Agony

Description: Once the weapon of a champion of the Baatezu, this weapon has gained a semblance of thought not through laborious spell-work and seals of power, but by ages uncounted inflicting torturous death upon Hell's enemies. Black as pitch are its links, and red as old blood that will never wash away its many dagger-sharp spikes. It speaks in the rattle of metal upon metal, disquietingly like a serpent readying to strike.

Base Enchantment: +2 Attack and Damage

Senses: 120 ft. vision and hearing

Communication: Speech

Alignment: Lawfully Evil

STATS:
15 (+2) Charisma
10 (+0) Intelligence
15 (+2) Wisdom

SAVES:
FORTITUDE: 10
REFLEX: 10
WILL: 10 + 2 = 11

Powers:
  1. Grants one extra AoO per turn
  2. User can make a free trip attempt for every full attack
Ego: 2 (Base enchantment) +3 (Powers) +4 (Stat bonuses) = 9

Conflict Triggers:
  1. Wielder shows celestial Heritage
  2. Wielder flees in the face of a Tanar'ri possessing less than 10 HD
Caster Level: 15

Runestaff of the Old Gods

Description: This staff seems at first worked of smooth bone, and only at a second look might one see the tiny veins of thick red sap worked into what is in truth weirwood, light in the hand as a living thing would be, balanced between earth and sky, a pact made manifest, a key to hidden paths unwalked for an age.

Ability: A Runestaff of the Old Gods serves as a +2 quarterstaff and allows you to cast either of the following spells (each three times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher:
Special: Tree Stride between any two Heart Trees no matter the distance (Dangerous to the mind while the Gods are wrathful).

Caster Level: 20

Staff of Ages

Description: Once charred beyond all hope of recognition, perhaps in the vain hope of slaying its last bearer, the black staff is now glossy and covered in a thin oily film that somehow does not impede one's grip at all. Silver bells once tarnished now shine with burnished light, adorning the staff as before.

Ability: This staff allows use of the following spells:
Special: By using up to twice the number of charges at once during an hour long ritual, the bearer can curse a target either present in person or through a token anointed with the subject's blood without allowing a save.

Special: If the staff is broken by the bearer while it has at least 15 Charges all creatures within 10 ft. other than the bearer permanently advance 1d4 age categories (Will save DC 28 halves). If this would cause the victims to achieve an age category older than venerable they immediately fall to dust and are counted as having died of natural causes.

Charges: 30/30

Caster level: 15

Fleasticker

Description: Forged by moonlight, bathed in the blood of countless bestial shapeshifters, this sword recalls the primal rage of those long dead monsters, seeming to only grow sharper and more deadly with every blow that fails to strike down the foe.

Mundane Enhancement: Dragonskin Grip (+2 to checks against disarm attempts)

Ability: +1 Furyborn Mithral Sword (Counts as silver for DR-piercing purposes)

Caster Level: 7

Qartheen Warlock's Scepter

Description: Though it can serve as a sturdy mace, this reddish stone scepter gilded and adorned with runes of power is far more potent in the hands of one who wields dark and primal magics, offering an uncanny sense of when and how to strike to cause the most harm.

Ability: This +1 light mace confers a +1 profane bonus on your ranged touch attack rolls while you hold it. This is a continuous effect and requires no activation.

Furthermore, a warlock's scepter has 5 charges, which are renewed each day at dawn. Spending 1 or more charges improves the damage of the next Eldritch Blast (CAr 7) you make in that round.
  • 1 charge: +1d6 damage.
  • 3 charges: +2d6 damage.
  • 5 charges: +4d6 damage.
After these charges have been expended, the rod remains a +1 light mace, but it no longer provides a bonus on ranged touch attack rolls until its charges are restored.

Caster Level: 12

Dark Sister

Description: This slender blade seems seems at first glance to be only a thing of superbly forged dragonsteel. No flames shroud it, no sign of other sorceries, yet she ever gleams crimson like a bloody dawn, and in the hand is surer than any other, carrying with her an echo of the skill her long dead bearers held. With such deftness does she guide the hand that one can even work sorcery and wield it in battle all at once as the Freehold's spellblades of old. When battle is done and blood of the slain is fresh upon the blade, then might Dark Sister add its will to its wielder's arcane might.

Mundane Enhancement: Dragonskin Grip (+2 to checks against disarm attempts)

Base Enchantment: +2 Weapon

Senses: 120 ft. Darkvision, Blindsense, and Hearing

Communication: Speech, Telepathy, Read Magic

Alignment: Lawfully Neutral

STATS:
17 (+3) Charisma
10 (+0) Intelligence
17 (+3) Wisdom

SAVES:
FORTITUDE: 11
REFLEX: 11
WILL: 11 + 3 = 14

Powers (Constant):

Spell Combat (As Magus class feature);
Temporary 1d2 CL increase on achieving 12 HD worth of kills with the sword in a day

Ego: 4 (Base enchantment) +7 (Powers) +3 (Communication) +6 (Stat bonuses) = 18

Conflict Triggers:
  1. Wielder is not of House Targaryen.
  2. Wielder is working against the interests of the rightful king.
  3. Non-Lawful alignment.
Caster Level: 18

False-Gold Blade

Description: Doubly deceptive is this weapon forged of steel veined with fool's gold. At first sight it is nothing but an ebony walking stick with a polished golden eagle head atop it. False is that gold and false the blade to friend and foe alike. Its glitter befuddles the eye and the mind of an enemy in battle, but its wielder should take care lest he too be entranced by the patterns he weaves.

Abilities:
  1. Adds wielder's Charisma bonus to attack and damage
  2. Grants Bonus Feat Improved Feint
  3. Starting on the third successive round one uses the sword's power to feint one must make a DC 20 will save or become dazed for 1 round
Caster Level: 13

Orb of Wildfire

Description: This swirling sphere of voracious green flame can draw the eye of the unwary mage to stare at it in horrified fascination. Here is bound flame at its most destructive, that which does not warm nor sow the seeds of new life, but only destroys. A potent weapon, but a perilous one to carry into battle.

Abilities:
  1. Allows the mage to bypass fire immunity with any spell at the cost of increasing the spell level by +1 (At Will)
  2. Allows the mage to make the flames of any spell he or she casts to become to so painful to mind and spirit that anyone struck by them must make a Fortitude save or be stunned for 1 round. On a successful save the target is still sickened (3/day)
Flaw: The item has a hardness of 10 and 25 hp. If it is destroyed the wildfire pours out in an all-consuming wave, dealing 20d8 fire damage, bypassing immunity to the mage and anyone in a 10 ft. radius. Adjacent Creatures (though not the bearer or any creature sharing his space) are entitled to a DC 25 Reflex save to halve the damage.

Venom's Kiss

Description: Grown of Ironwood, dipped into the heart of a guardian spirit poisoned with an age's hopelessness, this dagger cuts more than flesh, rending the very animus of its victim and offering it up to its wielder to sup upon should he or she have the stomach for it.

Ability: +1 Greater Vampiric Ironwood Dagger

Special: This dagger inflicts one negative level on any good wielder that would take it up. This level does not cause level drain, but it cannot be healed by any means save renouncing the dagger at which point the level is restored instantly.

Caster Level: 7

Torment's Lash

Description: No warrior however brave or smith however worldly can look upon this weapon without a slight shudder at its purpose, for this is not a weapon meant to part foes from their lives, but an instrument of pain and terror, a thing wrought to wrench screams from its victims as a fiddler's bow caresses the strings.

Ability: +2 Ominous, Cruel Whip

Caster Level: 11

Crimson Fang

Description: This dagger seems to have been wrought of blood hardened to the strength of steel by some strange arcane process. As it is drawn in battle it changes from rust-red to bright crimson in anticipation of its next victim. Most disturbing of all, however, the blade grows ever so slightly longer with every life taken.

Ability: +1 Keen, Spell Stealing Blood-Crystal Dagger (crit multiplier increased to x4).

Caster Level: 13

Blackstone Rod
Blackstone Rod

Appearance: Carved of smooth black stone with the slightest green sheen when in strong sunlight, this rod is obviously broken off at the top, perhaps a part of some sundered whole.

Ability: Can apply Quicken Metamagic to any arcane or divine spell of level three or lower three times per day.

Caster Level: 17

Pale Scepter

Description: Once the weapon gifted to King Baelor's restored form by the Warrior himself, this morningstar has been transmuted in the blood of its fallen master by the dreams of the Old Gods and the arcane lore of the Last Greenseer. Of weirwood is its haft and dragonglass its crown and to the hand that holds it almost seems as though a slow and steady heartbeat flows though it.

Abilities:
  1. At its base the weapon serves as a +2 Wounding morningstar.
  2. Whenever it kills a outsider, undead or aberration with more than half the Bearer's HD it gains the bane special ability against that type of enemy (and subtype if applicable). These bonuses do not stack but superseded each other.
  3. For slain Winterborn the bonuses of the bane quality are doubled

That Which Devours

Description: This golden blade shines slickly in the light of the mage lanterns as though dipped in oil, seals of power upon its face seem to move like worms when seen out of the corner of the eye.

Base enchantment: +1 Vorpal Sword

Powers (only usable by a Rakshasa, UMD DC 35 to emulate):
A creature slain by either a coup de grace or the weapon's Vorpal quality has its soul drawn into the blade, allowing the bearer to consume it and gaining some aspect of its abilities for three days

Vitality: Gain 3 Hit Points per HD of the creature slain
Might: Gain the use of one Feat, Supernatural, or Extraordinary Ability (so long as it does not depend on anatomy not shared between the slain and the slayer)
Wit: Gain full use of the slain creature's skill ranks in one skill, or access to the slain creature's mind as per Probe Thoughts

Multiple uses of the same aspect do not stack.

Caster Level: 18

Talismans
Boneward Belt

Description: Plates of gleaming bone, mighty horn, and the shining shells of great leviathans such as the world under the sun has never seen, carved with runes of endurance and vitality, these belts grant the wearer a faint shade of the hardiness of the beasts they were wrought from, allowing one to endure the trials of battle.

Ability: +Constitution (Varies)

Gloves of Hero's Strength

Description: Wrought of leather that is forever imprinted with the living blood of their first wearer, studded with rivets of pitted iron seemingly rusted that never corrodes any further once the enchantment is cast, these gloves awaken the strength of iron that lays sleeping in the blood of all mortal creatures.

Ability: +Strength (Varies)

Gloves of Zephyr's Grace

Description: These fingerless gloves are woven from the wool of the sure-footed goats that dare the high peaks where the jagged crests of the Earth challenge the Heavens, each imprinted with a blessing of swiftness stitched in with the willingly-given hair of a fey spirit.

Ability: +Dexterity (Varies)

Ring of Untarnished Glory

Description: Set with the scale of a great wyrm encased forever in imperishable gold, marked with seals of greatness, this ring bequeaths some small part of a dragon's majesty and pride upon the user.

Ability: +Charisma (Varies)

Circlet/Ring of Clarity

Description: Wrought of silver bathed in starlight, of sapphires that hold the light of dawn over the restless sea, these circlets are meant to inspire a thinking mind to transcend its limitations to seek the answers to riddles none dared ponder before.

Ability: +Intelligence (Varies)

Headband of the Whisper Within

Description: Whether set in bright gold or a simple band of leather, these headbands always hold a shard of carnelian, iron, and sandstone to make a gem gleaming in the sun just as the simple wisdom that whispers to all living things can be turned to great and wondrous things.

Ability: +Wisdom (Varies)

Caster Level: Varies

Belts of Healing x33

Description: A smiling golden sun disk, its eyes small glowing topazes forms the belt buckle of this fine calfskin belt. With every dawn it seems to drink in some small measure of light and life which it then bequeaths upon the bearer in an hour of need.

Ability:

1 charge:
Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Charges 3/day

Caster Level: 3

Belt of Yss

Description: This mottled green-and-yellow belt looks disturbingly lifelike even when inactive. The buckle is in the shape of a viper's head carved in old ivory. Though not obvious at first glance, its fangs are genuine and the focus of the object's magic.

Ability: Every month it must be fed the blood of an intelligent creature with the potential for magic. It drains 2 points of Strength, Constitution, Charisma, or Intelligence at random. This drain cannot be healed while the belt is active. The person who inflicts the sacrifice (whether on himself or on another) can select one of the following powers for the belt:
  1. Serpent's Swiftness (+6 Dexterity; Can cast Haste on self three times per day as a 16th Level Sorcerer)
  2. Serpent's Skin (+6 Natural Armor; gain Scent; can transform into an Advanced Huge Viper three times per day as Polymorph cast by a 16th Level Sorcerer)
  3. Serpent's Soul (+6 Wisdom; can cast Speak with Animals limited to snakes At Will; can ask one question as per Commune once per week, addressing Yss directly)
Caster Level: 16

Ribbon of Disguise x2

Description: This is the first true enchanted objects with magic that Lya made. At first glance it looks to be white, but if one more carefully observes the light playing over it, one can see the light that flashes upon it breaks up into every color under the sun.

Ability: Disguise Self (At Will)

Cost to Create: 360 IM

Caster Level: 1

Greater Ribbon of Disguise x4

Description: Red as blood, as rubies, as the last rays of sunset, these ribbons of supple silk bound with the power not of glamour to fool the eye but with the magics of transformation and other subtle weavings to hide the glow of arcane treasures.

Ability: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Cost to Create: 800 IM

Caster Level: 3

Wink Brooch x3

Description: This discrete silver pin with a tiny softly-glittering ruby at its head glitters with the faint power of enchantment. Though it is no mighty magic it can make the tongue just a touch nimbler, perhaps making the difference between failure and success.

Ability: Grants +2 bonus to any Bluff or Diplomacy check 3/day

Cost to Create: 120 IM

Caster Level: 1

Eye of Truth

Description: This silver medallion in the shape on an open eye in the center of a sunburst is somehow associated with the worship of the Blind God of Lorath. Its powers were triggered by evoking this all-but-forgotten god.

Abilities: Gives +1 enchantment bonus to initiative. The following active powers may be invoked a total of three times per day:
  1. See Invisibility
  2. Find Temple*
  3. Ancient Knowledge**
*For the purposes of this spell the Blind God is considered to be your God.
**Only applicable to lore once known by a worshiper of the Blind God.

After the effect is discharged the user must succeed on a DC 16 Fortitude check or be blinded for 2d12 minutes.

Caster Level: Varies

Amulet of Protection from Evil x27

Description: This simple silver disc polished to a mirror shine will not be tarnished by any mundane substance. When worn it gives off a comforting hum heard only in the bearer's mind that fates quickly into the background of thoughts.

Abilities: Protection from Evil

Cost to Create: 400 IM

Enduring Amulet of Protection from Evil x3

Description: This amulet is forged of bright sliver bound in a ring of beady bone taken from the sternum of some great beast to strengthen mind and body.

Abilities: Protection from Evil; +2 Constitution

Cost to Create: 800 IM

Ring of Protection from Evil x8

Description: This ring gleams faintly silver as moonlight even in the darkest of places, warding the bearer against dark things with a soothing hum of power.

Abilities: Protection from Evil

Cost to Create: 400 IM

Ring of Protection from Good x2

Description: Jet-black and gleaming like onyx, this ring bears neither stone nor other distinguishing marks, for it is no adornment, but a ward for those who would do fel deeds in secret and in darkness.

Abilities: Protection from Good

Cost to Create: 400 IM

Caster Level: 1

Pouch of the Weeping Lady

Description: This simple leather pouch is akin to those carried by many of her priests. Even those who know its power can sometimes feel their eyes slip from its unremarkable form.

Abilities: It contains a small fraction of the divine power of the Weeping Lady of Lys and can supposedly only be used with the Lady's will. However, tales of it being misused by necromancers and other black-hearted mages make you think this is not the whole story. To use the powers of the pouch the appropriate gem must be placed within: Hematite, Garnet, or Ruby. Changing from one gem to another is a standard action that provokes attacks of opportunity.

Item Slot: belt or throat

Caster Level: 15

Save DC for directly cast spells: 14 + Spell level

Charges: 30/30 (Renewed every three months)

Aspect of Rebirth

Gem: Hematite

Empower any Conjuration (healing) spell: Uses one Charge/spell level
Give any Conjuration (healing) spell the Reach quality: Uses two Charges/spell level
Maximize any Conjuration (healing) spell: Uses three Charges/spell level

Note: These spells may not be used to cause harm to anything even evil outsiders or undead, only to heal.

Aspect of Mercy

Gem: Garnet

Cast Aid: Uses two Charges
Cast Awaken Sin: Uses five Charges
Cast Magic Circle against Evil: Uses six Charges

Aspect of Mystery

Gem: Ruby

Cast Misinterpret Alignment: Uses three Charges
Cast Dimension Step: Uses ten Charges
Cast Magic Jar: Uses fifteen Charges

Special: If it is severely misused the user will incur 1d6 holy damage for every unspent charge after which the pouch will crumble to dust.

Caster Level: 15

Lens of Magecraft

Description: This delicate glass lens bound in a silver frame is scored with runes in an electric mix of Fey and Celestial writing that describe some of the basic underpinnings of magic.

Abilities:
  1. Read Magic (Constant)
  2. Three times per day, the user can activate any spell of first level or lower from a scroll even if she doesn't have the spell on her class list or meet the other requirements. Activating a scroll with the lens is a full-round action (or the spell's casting time, whichever is longer). As the item forcefully re-shapes the user's mind she must pass a DC 13 Will Save or take 1d2 Wisdom damage. The DC increases to 15 the second time it is used in a single day by the same wearer and 17 for the third daily use.
Cost to Create: 175 IM

Caster Level: 1

Whirling Golden Blade

Description: This tiny razor-sharp dagger of an unknown golden metal was never meant to draw blood. Instead it whirls about a mage's head enchanting his powers, allowing him to deliver some of his most potent spells at a distance.

Ability: Allows the user to grant the Reach quality to a spell of up to third level three times per day.

Caster Level: 8

Ring of Enduring Arcana

Appearance: This ring is actually a webwork lattice of gold and true silver that takes up most of the length of the finger, cunningly jointed in the middle to allow full movement. The lattice seems to shift and flow any time the wearer draws on the flow of magic to cast a spell.

Ability: The bearer is considered four levels higher than your actual caster level whenever another character attempts to dispel or counter one of their spells.

Caster Level: 7

Ring of the Beast

Appearance: This ring worked in ivory and precious woods feels almost alive on the wearer's hand, thrumming with the heartbeat of wild forgotten places. To any without affinity to such places it calls to mind the feeling of being watched by something savage and hungry.

Ability: Whenever you cast a summon nature's ally spell (whether normally or spontaneously), you can treat it as though it were one level higher than it is

Caster Level: 7

Ring of the Nameless

Appearance: This ring is crafted from the joined finger bones of a young Westerosi man, a matronly Summer Islander woman, and a bearded Ibbenese elder, a gruesome testament to the long reach of the Deep Ones.

Ability: At Will Alter Self, but only between three fixed forms, guarded against simple divination.

Caster Level: 10

Horn of the Twice Fallen

Appearance: This horn sawed from the lifeless body of one of Hell's great champions is encircled by the sinuous forms of golden dragons with ruby eyes which smolder with inner light.

Abilities:
  1. +2 to Charisma
  2. A cleric who worships one of the gods of dragon-kind, or the concept itself, can use one of her turn/rebuke attempts to create a supernatural effect identical to the spell fear (CL equal to cleric CL) for 1d6+ Cha modifier rounds. The spell DC is equal to 10 + 1/2 the bearer's cleric CL + her Cha modifier. Devils roll twice for the save and take the lower result.
Caster Level: 14

Rings of Sustenance x8 (5 Normal & 3 Slotless)

Appearance: A band of common brass when kept apart from its bearer, this ring turns to warm gold when worn, pulsing with the beat of one's heart. Though disconcerting at first the feeling quickly sinks into one's very bones, allowing the bearer to stay alert for long hours.

Ability: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to themself.

Caster Level: 5

Foe Breaker Ring

Appearance: This ring is forged of the ashes of fallen champions congealed together to seem as stone, an echo of their fire, their indomitable will bound within for the bearer to call at need.

Ability: The wearer of the ring can, once per round as a free action, designate any one opponent he can see as a particularly dangerous foe. He gains a +2 luck bonus to his AC and saving throws against attacks made by that opponent until he designates a new enemy.

Caster Level: 9

Watchful Warrior's Ring

Appearance: This ring is crafted of thousands of interlocking plates as small as the head of a pin wrought of metals common, precious, and arcane which seem to shift subtly when no eyes are upon it.

Ability: When this ring is activated as a standard action, any armor or weapon the bearer is currently wearing all disappear and are stored magically within the ring, and any armor or weapon currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don't have free hands).

Caster Level: 10

Earring of Arcane Acuity x6

Appearance: This silvery earring festooned with nine tiny silver bells is never silent, but rather than being a hindrance to the wearer's senses it instead amplifies distant sounds as well as granting preternatural awareness of those who would hide their nature by sorcery as well as trickery and illusion of all sorts.

Ability: This earring grants the wearer a +2 competence bonus on Listen checks. This is a continuous effect and requires no activation. In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges (standard action) enhances your visual acuity as described below.
  • 1 charge: Darkvision 60 ft. for 1 hour
  • 2 charges: See Invisibility for 10 minutes
  • 3 charges: True Seeing for 1 minute
Caster Level: 9

Greater Earring of Arcane Acuity x4

Appearance: This silvery earring festooned with nine tiny silver bells is never silent, but rather than being a hindrance to the wearer's senses it instead amplifies distant sounds as well as granting preternatural awareness of those who would hide their nature by sorcery as well as trickery and illusion of all sorts.

Ability: This earring grants the wearer a +2 competence bonus on Listen checks. This is a continuous effect and requires no activation. In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges (standard action) enhances your visual acuity as described below.
  • 1 charge: Darkvision 60 ft. for 1 hour
  • 2 charges: See Invisibility for 10 minutes
  • 3 charges: True Seeing for 1 minute
1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)

Caster Level: 9

Whistle of Beast Speech

Description: This simple whistle of polished bone looks to be a simple, even crude trinket, the sort of thing a child might whittle away at on a whim, for indeed it seems meant for small hands. Only when one brings it to one's lips can its true power be felt and heard. It speaks with the voice of the Wild and thus so does its bearer.

Ability: Speak with Animals (At Will)

Caster Level: 1

Ring of False Flight

Description: This polished silver ring bears no gems, but instead four shards of gleaming fool's gold set at even distance along the band. To eyes that see the marks of sorcery fine script in the tongue of Old Sarnor can be read: Bearer take the path unlooked for, know that hope will find you still.

Ability:
Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes him invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know his true location and can freely provide aid or assistance to him.

Caster Level: 11

Death's Embrace

Description: This nine-sided pendant of blood-red stone always feels slightly wet to the touch, in truth as though dipped in blood. It holds unholy power held in check by rune-craft of the First Men and the touch of the Old Gods, yet it remains a dark thing, heavy with the weight of ancient sin.

Abilities :
  1. +2 intelligence (+4 to creatures with the Lawful and Evil Subtypes)
  2. Those slain by the bearer of this amulet with some form of precision damage (Sneak Attack, Death Attack, Critical Hit etc...) count as having died of a death effect for the purposes of being brought back to life.

Caster Level: 12

Lesser Star of Wisdom

Description: This silver starburst shines unnaturally bright in the light of mage-fire, but otherwise shows no hint of the magic that dwells within it, for its true weight is upon the mind not the body, the echo of the past and the shadow of the future impinging on the present.

Abilities:
  1. +2 insight bonus to AC
  2. May add one level 1 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 1 spells to one's spell list if the bearer is a prepared caster

Caster Level: 3
Greater Star of Wisdom

Description: A golden starburst around a sapphire bright as a cloudless sky. Through that gem one might see what eyes of flesh do not, of things that were and those that might have been.

Abilities:
  1. +4 insight bonus to AC
  2. May add one level 3 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 3 spells to one's spell list if the bearer is a prepared caster

Caster Level: 9

Artificer's Gloves

Description: These leather gloves bear the markings of hard wear, scorch-marks cuts and other less identifiable perils yet they are almost comforting to wear, seeming to guise the wearer's fingers away from harm by perilous mechanical devices.

Abilities:
  • The wearer gains a +5 competence bonus on Craft and Knowledge checks made to repair or understand mechanical devices.
  • Once per day, the wearer may touch a device and instantly analyze it, learning its purpose and general method of operation, as well as diagnosing any acute malfunctions of the device, but not its magical powers or additional non-mechanical effects.
Caster Level: 5

Anklet of Translocation x5

Description: These fine silver chains feel almost weightless wrapped around the wearer's ankle, remaining all-but-forgotten, until peril is close. There in the midst of battle they can raise one up to take an impossible step

Ability: An anklet of translocation allows the wearer to make short dimensional hops. When it is activated, he or she can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day.

Caster Level: 7

Dragonbone Amulet


Description: This worn but still recognizable carving of a dragon marks the center of an ancient talisman surrounded by a patterns of scales. Unnaturally light to any hand that bears it, just as all dragonbone is, an heir of Valyria's blood might also feel the hint of flame within it.

Abilities:
  1. Fire Resistance 10
  2. Three times per day the bearer may re-roll a handle animal check relating to a creature with the dragon type
Caster Level: 5

Whistle of Least Dominion

Description: The favored tool of mischief makers and minor illusionists alike this brightly-burnished hollow brass tube can also be set to more serious tasks if the owner is minded. even the least of creatures in the right place, at the right time may tip the scales of fate.

Ability: Dominate one animal of 1 HD or less with a DC 15 Perform or use magic device check (DC 15 will to resist)

Caster Level: 5


2x Boots of the Wide Earth

Description: Made of thick leather, these boots covered in cracks and fissures reminiscent of dry earth and fastened by large, obsidian buckles, yet nonetheless they imbue the wielder with some of the strength of the earth itself, well as allowing him or her to slip through the hidden rivers of power that flow upon it, if he has the strength of sorcery to open the way.

Ability: Can exchange a spell slot of level 5 or higher to cast Teleport

Caster Level: 9

Ring of the Unseen Ward

Description: A twisted golden band set with with lustrous jet painstakingly carved into the shape of a painted lizard's bony carapace, this ring likely belonged to some favored warrior or skilled shaman before becoming the most valuable piece in a lesser dragon's hoard and in the fullness of time added to yours.

Ability: Ring of Force Shield

Caster Level: 9

Spell Singer's Ring

Description: Wrought in the image of a memory from Malarys' youth, a golden dragon swallowing its tail, these rings were rare even in the last years of the Freehold as they required a master's understanding not only of spell-craft by the flow and ebb of magic itself to create with any error being likely to birth dangerous spell-sinks or arcane turbulence

Ability: The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose once per day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.

Caster Level: 14

Swarmbane Ring

Description: Far from the most potent sorcerous working Lya wrought, this ring set with a an insect trapped in amber may be the strangest,or at the very least the hardest to conceptualize, to one who does not consider the arcane underpinnings of existence. slaying a swarm of wasps with a sword is not something many warriors can claim do do after all.

Ability: The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.

Caster Level: 8

Belt of Stone Skin

Description: This belt is made of granite carved into plates held together by a thick back metal chain too light to be iron. The plates are marked with a complex pattern that coils and twists together until one symbol seems to flow into another.

Ability: Every 24 hours, this belt's wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.

Caster Level: 10

Other
Dark Glass

Description: An enchanted mirror bordered by eight golden spider legs. The flowing sinuous style is unlike anything you have ever seen.

Ability: In darkness it allows one to look upon a faraway place, a spider-guarded tomb in a strange jungle. From there one may summon items of power. These items have already been collected by you, and the path to that place opened for you by Yss, but you still have a great many things to study with this mirror.

Caster Level: 10

Jek's Bag

Description: This patched, foul-smelling, disgusting bag, stained to a muddy brown by decades of grime, looks like something even the poorest beggar would disdain to carry.

Ability: Bag of Holding Type I

Caster Level: 9

Satchel of the Crimson Wyrm

Description: Wrought from the stuff of living shadow, studded with blood red rubies set in the pattern of a coiling dragon, its mouth opened wide towards the top, this bag can hold things out of all reasonable proportion to itself, or indeed to its bearer.

Ability: Bag of Holding Type III

Caster Level: 9

Corpse-Ferrying Bag

Description: A plain bag of supple dark leather held tight by buckles of iron and blacked silver, this bag can easily carry and contain the bodies of honored dead and fallen foes alike.

Ability: Corpse-Ferrying Bag

Caster Level: 9

Conch of Restful Death


Description: This strange twisted shell of some ancient beast gleams like bronze though it has obviously not known the touch of tools. Whence its power came from you cannot guess.

Ability: Casts Gentle Repose 1/day. If the power is used on a second target while it is already in effect the first spell ends.

Caster Level: 4

Description: This bronze decanter, covered in a tin patina of green from its long submersion bears faint indescribable indentations. Whether they be writing or mere decorative markings you cannot guess at. Whatever the case, the power bound in it by its long-ago makers endures.

Ability: When a command word is spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.
  • "Stream" pours out 1 gallon per round.
  • "Fountain" produces a 5-foot-long stream at 5 gallons per round.
  • "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.

Caster Level: 9

Wayfinder

Appearance: An odd device cunningly made of wood, stone, and gleaming brass: a wooden disk about five inches across surrounded by eight tiny doors interspaced with stone pillars and capped with a brass dome which can be opened to reveal the face of the device marked with cardinal signs surrounding a circle of black crystal in which specks of diamond dust dance in an ever-shifting spiral.

Abilities: Circle Dance, Lay of the Land, Locate Creature, Locate Object (At Will)

Caster Level: 7

Cost to Create: 2200 IM

Standard of the Slayers

Appearance: This banner bears a depiction of stylized golden flames against a black background. When in motion the golden thread caches even the faintest light as if the flames burned in truth, and the rustling of the wind flowing upon it adds to the illusion.

Abilities: The standard cannot empower more than one-hundred-and-ninety-six soldiers at once, and it takes a day to attune to any one soldier. The power of this item depends upon the strength of the company bearing it compared to the foe they face.

Foe has 4 more HD than the strongest person attuned to the banner: +2 to saves vs magical fear, and +2 morale bonus to melee damage and attack

Foe has 8 more HD than the strongest person attuned to the banner: +4 to saves vs magical fear, +4 morale bonus to melee damage and attack, and re-reroll failed attempts to confirm a critical hit

Foe has 12 more HD than the strongest person attuned to the banner: Immunity to magical fear, +6 morale bonus to melee damage and attack, re-reroll failed attempts to confirm a critical hit, and weapons pierce any DR of 10 or lower

Caster Level: 12

Whispering Brazier

Description: Forged of blackened silver carved with seals of power in the tongue of elder dragons and set with nine rubies like frozen embers, this brazier allows the user to speak to those far off in the ashes of its fire. These workings speak to each other more easily than with common dust, so they are most potent in pairs.

Abilities:
  1. Whispering Sand with another Brazier (At Will)
  2. Whispering Sand with any sand that has been magically attuned to the Brazier (At Will)
Caster Level: 5

Life-Spark Gem

Description: A jagged shard of glowing jade about three inches long and half that in width. The closer one looks the more patterns one can see—webs of tiny crack and ridges, rivulets of light and seas of shadow that shift under the watcher's gaze like the slow changes of the earth made a thousand thousand times swifter, some small spark of the creative power of the earth bound in place.

Abilities:
  • -10% Cost for intelligent constructs (stacks with Extraordinary Artisan)
  • Can be implanted in an artificial being as part of its creation (???)
Caster Level: 20

Mirrorway

Description: This man-high bronze mirror always shines with the reddish glow of forge fire whenever any light is cast upon it, but when the hour is right and the moon aligns rightly, the flames rise high and part to show a way to the parched realm that lies beneath the Walls of the City of Brass.

Ability: Interplanar portal to the Plane of Molten Skies active between the 5-7 of every month

Caster Level: 20

Jenny's Fiddle

Description: This old fiddle crafted with care though with no particular eye for artistry shows no outward sign of sorcery, but in the hands of a skilled fiddler it seems to come alive. Once borne by Jenny of Oldstones, wife of Duncan the Small who was known as the Prince of Dragonflies, it still has the virtue to soothe the soul and offer help unlooked for.

Ability: Doubles the bonus of any beneficial bardic music the wielder creates at the cost of halving the effect of harmful bardic music

Caster Level: 9

Flask of Crimson Life

Description: This dented brass flask is seemingly turned green with age, though a closer look reveals that the color perfectly follows the rune-work that spirals around it.

Ability: Can create potions of Cure Moderate Wounds (2d8+3 damage healed) by transferring it from a willing or helpless donor who is subject to a Inflict Moderate Wounds spell to create them. The transfiguration effect requires an entire night to complete. Potions created in this manner return to rotting blood after 64 days.

Caster Level: 5

Corpse Cage

Description: A black iron cage festooned with chains of silver, lead, and bronze, its insides forever stained with blood and ichor.

Ability: Any intelligent undead kept within this enchanted cage is forced to make a DC 20 (+1 for every previous successful save) every hour or answer all questions it is asked fully and truthfully. Once it has failed a save the DC resets. The undead is in no other way compelled not to act against its nature.

Caster Level: 12

3x Titan's Tools

Description: This set of arcane instruments wrought of Shaitan hands in their sunless realm allow the wielder to work stone and earth as the gods themselves might. Four there are: the eye of shifting emerald wrought by which any stone can be transmuted to another, the gloves to coax it into any shape one might desire, the rod of gold and silver wrought that one might raise it where there is none, and the towel to spread earth over it like a cloak.

Ability: Greater Stone Metamorphosis, Greater Stone Shape, Wall of Stone, Move Earth at will

Caster Level: Varies

2x Quill of Scribing

Description: This item appears to be a normal quill, albeit one made from the feather of an exotic bird. It is jet-black but shimmers with a veritable rainbow of colors when observed at an angle in bright light, as if it was coated in a thin sheen of reflective oil. Despite this, it feels dry to the touch. When in use, the pen writes on its own, needing no inkwell or other writing supplies.

Ability: A Quill of Scribing is activated by a command word in Draconic, translating roughly as "inscribe." This requires a standard action. It deactivates when it is through scribing the scroll in question, but it can be deactivated early simply by taking it in hand and pulling it away from the scroll (though this wastes any resources required to scribe the scroll). The quill can be activated only once per day, even if it is deactivated early.

Caster Level: 1

Lost Treasures:
Chalice of Fire Call

Description: This ancient Chalice is long blackened by fire time or other more sinister forces save for the flowing silver writing in recognizable but archaic Valyrian. What little you have managed to decipher reads:

The Gift of Blood
The Gift of Matter
The Gift of Song

Ability:
It may summon a Mephit named Kral or a Lesser Pheonix named Velen for a total of three times per day. The duration of any single summons may not exceed one hour.

Fate: Destroyed to free those bound within.

Brazier of Battle

Description: Gaunt human or at least human-like images are shown piled atop one another in a display of mindless frantic violence. To mage-sight the thing casts a faint twined light of sorcery that binds the mind that that which calls to other spheres.

Abilities: When the stopper is removed, an invisible and odorless gas pours from the bottle, covering a 50-foot-radius area in 1 round. If the bottle is left open, the gas billows out another 10 feet per round until it has covered a 100-foot radius. This area remains filled with gas for 5 rounds, after which the gas dissipates naturally. Each round, a creature within the area of the gas must succeed at a DC 14 Will save or attack the nearest creature on its next turn. This condition lasts long as a creature is in the cloud and for 1 round after it leaves the area or
after the gas dissipates. Any creature that succeeds at its save is not subject to the same gas again, whether or not it remains within the area. This is a mind-affecting poison effect.
A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses it in 1 round.
Once opened, a brazier of battle must be restoppered and recharge for 24 hours before it can be used again.

Fate: Offered a a Gift to Doran Martell

Ring of Arcane Obscuring

Description: This ring simple blackened metal ring gives no indication as to its power, other than the fact that it resizes to the hand of its user.

Ability: Masks up to three magic effects on the target as the Mask Dweomer spell (CL3)

Fate: Traded to the fey for the service of some among their number.

The Unraveling

Description: At first sight this looks to be a common rag, only the trailing lines of grey mist and sorcery betray its true nature as a potent fey object.

Ability: Breaks solemn pacts willingly entered into, though never without cost to either the user or a willing ally (Lose ??? XP).

Fate: Used to Break an Oath of Obedience to Tiamat

Lesser Blade of Ruin

Description: This seems a bravo's blade in form, but no bravo ever bore such a thing. Wreathed in fell energy, this demon-blade unerringly seeks the hearts of its foes that it may drink their life-blood.

Ability: +1 Vicious, Heartseeker Short Sword (Small), counts as Evil Aligned for the purpose of overcoming damage reduction,

Devouring: This fell blade grows in power with every foes it strikes down in battle, each death a sacrifice to the unholy powers that forged it

Fate: Offered to Archons for Disposal

Sapphire of the Azure Dream

Description: Its uncanny size, as large as a grown man's fist, is the least of this gem's extraordinary qualities, for it is nothing more or less than a piece of the ever-mutable Dreamlands congealed and empowered by Tiamat in her guise as the Storm Tyrant. In the world of common day the gem is surrounded by luminous azure mist, through which the cold light of the gem flashes unpredictably.

Ability: Wish (Single Use)

Fate: Used as leverage to turn a failed demonic ritual to create a teleportable, planeshiftable, and permanent demiplane with the former Tower of Mantarys inside.

Pendent of Abyssal Affinity

Description: This perfect circle of fire-blackened bone feels oily to the touch and is as heavy as lead in the hand, weighed down by more than matter. When hung about the neck it it brings to mind some kind of minor irritation: a dissonant hum in the back of the mind, an unpleasant taste in the mouth, a noxious odor. Whenever one concentrates fully on the sensation it vanishes... to be replaced by another.

Ability: The wearer is counted as a demon for the purposes of using non-artifact magic items. Sentient magic items can attempt a will save once every month (DC 25) to see through the ruse. All creatures of less than 10 HD cannot disbelieve the wearer as a tanar'ri. Stronger creatures must save against the pendant's DC or that of any disguising spell's whichever is higher.

Fate: Traded to the fey for the service of some among their number.

Gem of Lesser Wishcraft

Appearance: This flawless egg-shaped gem seems to contain a miniature inferno filed with strange half-glimpsed shapes of torment. It is always uncomfortably hot to the touch, just shy of being painful, even to forms that are untroubled by common fire.

Ability: The wild magic bound within can be unleashed at the bearer's command to twist the very fabric of reality (Limited Wish Single Use)

Fate: Used to help put out Wildfire consuming Sorcerer's Deep

Armor of the Forsaken One

Description: The armor was worn by the undead horror lurking under Lilly House. Whether it was some ancient heirloom of his house or it gained its powers by long association with such a mighty creature of dark magic is beyond your ken. Its appearance changes to reflect the spell stored within.

Ability: Breastplate of Spell Storing +1

Fate: Sacrificed to save a soul from oblivion.

Caster Level: 12

Bone Thrall Whip

Description: This disquieting weapon seems wrought of interlocking vertebrae of varying size and shape, all seemingly human save for the leather-bound black demon bone that forms the handle. All along its length it is scored with jagged symbols of pain and domination which describe the dreadful fate of one unfortunate enough to become tangled in its coils

Ability: On a critical hit or a coup de grace on a helpless foe the wielder may once per day command the whip to merge with the victim's spine. On a failed fortitude save (DC 22) the whip transforms the victim into an unwilling puppet, affected as if by Dominate Monster though with several limitations. As the control is not upon the mind but only motor functions the victim remains free to take purely mental action (such as casting a spell with neither material nor somatic components or using spell-like abilities). Further the victim cannot be forced to divulge information or otherwise speak its mind, though it can be given simple instructions (treat as int 3) even if it shares no common language with the bearer of the weapon. Removing the whip can be done freely by the bearer or with a successful DC 23 Heal or UMD check. On failure the thrall must succeed another DC 23 save or die as the whip burrows into his skull destroying the brain.

Caster Level: 17

Fate: Sacrificed to save a soul from oblivion.

Sundered Scale Armor

Description: This armor is wrought of oily black scales defaced with crude demonic markings constantly exudeing a stinging oil. Rather than harming or distracting a warrior in battle, it only fans the flames of wrath, for by those flames it is empowered. When battle is at hand and blood is shed, the markings smoke and burn with bitter fumes.

Ability: +1 Black Dragonhide Bloodthirsty Leather Armor.

Caster Level: 7

Fate: Sacrificed to save a soul from oblivion.

Blade of Bloody Revelry

Description: This cruelly serrated blade seems pitted and scored, stained red with rust and blood, yet when wielded in battle it moves with an ever-hungering eagerness to rend and tear, flaying even the toughest of hides that it may drink deep of blood and agony. When the blood does fall thick and red and the screams of its victim fill the air, then it invigorates its bearer with a dreadful strength.

Abilities:
  • This +1 serrated bastard sword counts as Chaotic and Evil for the purposes of overcoming damage reduction.
  • The wielder may make a touch attack against a foe dealing no damage but stripping 1d6 Natural Armor. The pain also has a chance to stun the target (DC 16 Fortitude save negates).
  • When the bearer slays a creature of at least equal HD he can gain the advantages of a barbarian's rage ability. Those who are already raging instead gain access to Improved Rage.
Caster Level: 12

Fate: Sacrificed to save a soul from oblivion

Driftwood Crown


Description: A twisted broken thing wrought that by it its bearers might be broken, a thing of madness and distain that calls forth storms within as without. By this dreadful 'gift' did Aeron 'Damphair' Greyjoy twist the mind of his nephew Theon. Though Damphair is dead and Theon has made what peace he could with those dark times the crown remains quiet in your keeping.

Ability: A wearer of Greyjoy Blood can once per day call upon the effects of Control Weather, though only to worsen conditions at the cost of 2d2 Wisdom Damage

Caster Level: 13

Fate: Sacrificed by the Greyjoy siblings to the Merling King as the ultimate symbol of their renouncement of the Drowned God.

Minor Objects:
Everflame pennant x8

Description: The first magic item you have ever created, albeit by proxy, this simple bronze locket shines with mystic cold-fire to about the same brightness as a torch.

Ability: Touched by inextinguishable arcane cold-fire.

Liar's Missive x40

Description: Single-Use Item that allows the bearer to deceive a Detect Thoughts or similar magic against which he has made his save by projecting false thoughts written on the scroll. Every minute a mage concentrates on these false thoughts he or she makes a DC 15 Wisdom check to realize their nature.

Stones of Alarm x3

Description: Dark grey stones invested with minor protective magics painted in red ocher. While they have no power to stop a theft, the careless perpetrator who should activate on of these stones will soon find himself in far more company then he bargained for.

Small Jade Pteranodon Figurine of Wondrous Power (Same stats as Silver Raven)

Description: This jade figurine turns into a Pteranodon on command (but it retains its stony consistency). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the Pteranodon obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.

Spells Available for Study
Level 0:
  1. Oath of Anonymity
Level 1:
  1. Alarm
  2. Blood Wind
  3. Buzzing Bee
  4. Carrion Compass
  5. Comprehend Languages x4
  6. Crafter's Fortune x2
  7. Cure Light Wounds x14
  8. Delusional Pride
  9. Ears of the City
  10. Floating Disk
  11. Friendly Face
  12. Grease
  13. Healer's Vision
  14. Horn of Pursuit
  15. Linked Legacy
  16. Locate City
  17. Mirror Polish
  18. Reduce Person
  19. Scholar's Touch
  20. Secluded Grimoire
  21. Strong Wings
  22. True Casting
  23. Vanish
  24. Womb of the Earth
Level 2:
  1. Ancestral Communion
  2. Blur
  3. Bone Talisman
  4. Calm Emotions
  5. Climbing Beanstalk
  6. Command Undead
  7. Dragoneye Rune
  8. Eagle Eye
  9. Feast of Ashes
  10. Ghoul Glyph
  11. Honeyed Tongue
  12. Insidious Insight
  13. Launching Perch
  14. Lesser Animate Dead
  15. Riversight
  16. Rope Trick
  17. Rumormongerer
  18. Spectral Hand
  19. Track Ship
  20. Web
Level 3:
  1. Call the Void
  2. Create Soul Gem
  3. Cup of Dust
  4. Diamondsteel
  5. Elemental Familiar
  6. Enter Image
  7. Favorable Sacrifice
  8. Greater Mage Armor
  9. Illusory Script
  10. Junglerazer
  11. Lightning Bolt
  12. Mindlocked Messenger
  13. Mirror Sight
  14. Open Book
  15. Riversight
  16. Skinsend
  17. Spellsword
  18. Suspended Silence
  19. Touch of History
  20. Twine Double
Level 4:
  1. Arcane Eye
  2. Cloud Shape
  3. Etheric Shards
  4. Illusory Wall
  5. Majestic Image
  6. Mirror Transport
  7. Orb of Fire
  8. Raise from the Deep
  9. Ruin Delver's Fortune
  10. Secure Shelter
  11. Spell Enhancer
  12. Tough Crowd
Level 5:
  1. Big Sky
  2. Commune with Texts
  3. Ice to Flesh
  4. Imprison Possessor
  5. Lesser Planar Binding
  6. Passwall
  7. Raise Hummock
  8. Undead Anatomy II
Level 6:
  1. Move Snow and Ice
  2. Psychic Asylum
  3. Snare Astral Traveler
  4. Ooze Puppet
  5. Superior Resistance
  6. Undead Anatomy III
Level 7:
  1. Amber Sarcophagus
  2. Gemjump
  3. Legendary Proportions
  4. Perceive Betrayal
  5. Prismatic Spray
  6. Simulacrum
  7. Teleport Trap
Level 8 Spells
  1. Clone x3
  2. Dimensional Lock
  3. Greater Planar Binding x5
  4. Greater Spell Immunity
  5. Trap the Soul
Level 9 Spells
  1. Create Greater Demiplane x4
  2. Gate x3
  3. Mage's Disjunction

Arcane Weapons:
6 Medium Efreeti Lightning Thrower

Description: The body of the weapon is wrought of brass roughly approximating that of ballista, though instead of a bow there are two symmetrical golden arcs extending back from the body of the weapon, etched with runes of binding. When used, these arcs swing back forming a perfect circle into which the power of the bound elemental is briefly made manifest to be used as the wielder sees fit through the guiding wand. Where the head of the bolt would be found on a ballista there lies instead an ivory rod which if removed from the device can serve as a wand of Jolt. Each use of the weapon consumes one charge from the wand, thus necessitating removal and replacement.

Ability: Casts Lightning Lance (CL 10) for as many charges as are found in the guiding wand. One may insert a wand of Targeting Ray in an auxiliary port above the main focus wand, allowing the spell to be cast as a swift action as part of operating the weapon.

2 Hellfire Belchers (???)

Standard Magical Items Pricing:
Weapon Enhancements:
+1 -> 400 IM
+2 -> 1600 IM
+3 -> 3600 IM
+4 -> 6400 IM
+5 -> 10000 IM

Shield Enhancements:
+1 -> 400 IM
+2 -> 1600 IM
+3 -> 3600 IM
+4 -> 6400 IM
+5 -> 10000 IM

Armor Enhancements:
+1 -> 200 IM
+2 -> 800 IM
+3 -> 1800 IM
+4 -> 3200 IM
+5 -> 5000 IM

Stat Booster (Belt of Magnificence):
+2 -> 800 IM (5000 IM)
+4 -> 3200 IM (20000 IM)
+6 -> 7200 IM (40000 IM)

Ring of Protection:
+1 -> 400 IM
+2 -> 1600 IM
+3 -> 3600 IM
+4 -> 6400 IM
+5 -> 10000 IM

Amulet of Natural Armor:
+1 -> 400 IM
+2 -> 1600 IM
+3 -> 3600 IM
+4 -> 6400 IM
+5 -> 10000 IM

Cloak of Resistance:
+1 -> 200 IM
+2 -> 800 IM
+3 -> 1800 IM
+4 -> 3200 IM
+5 -> 5000 IM

Library:
24/30: Jewel of Knowledge
Common Lore:
Knowledge (Alchemy) +20
Knowledge (Arcana) +29
Knowledge (Architecture) +16
Knowledge (Autohypnosis) +2
Knowledge (Dungeoneering) +22
Knowledge (Economics) +14
Knowledge (Geography) +26
Knowledge (History) +47
Knowledge (Law) +19
Knowledge (Mathematics) +17
Knowledge (Nature) +22
Knowledge (Nobility and Royalty) +17
Knowledge (Psionics) +17
Knowledge (Religion) +30
Knowledge (The Planes) +25
Knowledge (War) +19
Profession (Trade) +5

Bound Tomes of Knowledge (For ritual use): Religion and Planes +10

Spellbooks:

Map Collection
Common Maps (Fine Quality):

Extraordinary Maps:

  • Huge Map of the Imperium
    • Map of the Kingdom in the Stepstones
      • Map of the Crown City of Sorcerer's Deep

  • Large Map of Westeros
    • Map of the Kingdom of the North
      • Map of White Harbor
      • Map of the Wall
    • Map of the Kingdom of Mountain and Vale
      • Map of Gulltown
    • Map of the Kingdom of the Riverlands
    • Map of the Kingdom of the Stormlands
    • Map of the Kingdom of the Westerlands
      • Map of Lannisport
    • Map of the Kingdom of the Iron Islands
    • Map of the Kingdom of the Reach
      • Map of Oldtown
        • Map of the Citadel
    • Map of the Princedom of Dorne
    • Map of the Crownlands
      • Map of King's Landing
        • Map of the Red Keep
    • Legendary Map of the Farthest North

  • Large Map of Western Essos
    • Map of Braavos
    • Map of Lorath
    • Map of Myr
    • Map of Norvos
    • Map of Lys
    • Map of Pentos
    • Map of Qohor
    • Map of Tyrosh
      • Map of the Catacombs of Tyrosh
    • Map of Volantis
    • Map of Volon Therys
    • Map of Valysar
    • Map of Selhorys
    • Map of Mantarys
    • Map of Tolos
    • Map of Elyria
    • Map of the Rhoynish Princedoms
      • Map of Ar Noy
      • Map of Chroyane
      • Map of Ghoyan Drohe
      • Map of Ny Sar
      • Map of Sar Mell
      • Map of Sarhoy
    • Map of the Great Grass Sea
    • Map of the Kingdom of Sarnor
      • Map of Sarnath
        • Map of the Fortress in the Shadow Plane adjacent to Sarnath
      • Map of Sathar
      • Map of Gornath
      • Map of Hornoth
      • Map of Kasath
      • Map of Kyth
      • Map of Mardosh
      • Map of Rathylar
      • Map of Saath
      • Map of Sallosh
      • Map of Saryth
    • Map of the Valyrian Peninsula (Before the Doom)
      • Map of Valyria
      • Map of Oros
      • Map of Tyria
      • Map of Lyceos
    • Map of Slaver's Bay
      • Map of Old Ghis
      • Map of Yunkai
      • Map of Meereen
      • Map of Astapor
      • Map of New Ghis
      • Map of Morosh
      • Map of Vaes Dothrak
    • Map of Ib
      • Map of the Port of Ibben
      • Map of New Ibbish
      • Map of Ib Nor
      • Map of Ib Sar
    • Map of Lhazar
      • Map of Lhazosh
      • Map of Hesh
      • Map of Kosrak
    • Map of Qarth
      • Map of Qarkash
      • Map of Port Yhos

  • Large Map of Eastern Essos
    • Map of the Golden Empire of Yi Ti
      • Map of Yin
      • Map of Trader Town
      • Map of Tiqui
      • Map of Jinqi
    • Map of the Island of Leng
      • Map of Leng Yi
      • Map of Leng Ma
      • Map of Turrani
    • Map of Nefer
    • Map of Mossovy
    • Map of the Bone Mountains
    • Map of the Great Sand Sea
    • Map of the Shrinking Sea
    • Map of the Plains of the Jhogos Nai
    • Map of the Patrimony of Hyrkoon
      • Map of Kayakayanaya
      • Map of Shamyriana
      • Map of Bayasabhad
    • Map of Asabhad
    • Map of the Isle of Great Moraq
      • Map of Faros
      • Map of Moraq
    • Map of Vahar
    • Map of Lesser Moraq
    • Map of the Cinnamon Straits
    • Map of the Isle of Elephants
      • Map of Zabhad
    • Map of the Isle of Whips
    • Map of Maharai
    • Map of the Manticore Isles
    • Map of the Five Forts
    • Map of Carcosa
    • Map of the City of the Winged Men
    • Map of the Cities of the Bloodless Men
    • Map of Bonetown
    • Map of K'Dath
    • Map of the Dry Deep
    • Map of the Grey Wastes
    • Map of the Cannibal Sands
    • Map of the Bleeding Sea
    • Map of the Mountains of the Morn
    • Map of the Shadow Lands
    • Map of Asshai

  • Large Map of Sothoryos
    • Map of the Basilisk Isles
    • Map of Naath
    • Map of Snakeport
    • Map of the Serpentfolk Citadels
      • Map of Set'Var
      • Map of Yglathir of the Thousand Falls
      • Map of Sorzin the Thorn-City
      • Map of Loz'Syn, the Crown of the World
      • Map of Tolzeen, Jewel of the Bubbling Waters
      • Map of Nagathisaar, Cradle of the Ancestors
      • Map of Thiv'Zin, The Bountiful

  • Map of the Summer Islands
    • Map of Walano
      • Map of Lotus Port
      • Map of Last Lament
      • Map of Tall Trees Town
    • Map of Omboru
    • Map of Jhala
      • Map of Red Flower Vale
      • Map of Sweet Lotus Vale
        • Map of Ebonhead

  • Maps of the Outer and Inner Planes
    • Map of the Inner Planes
      • Map of the Plane of Fire
        • Map of the Plane of Molten Skies
          • Map of the Sultanate of the Efreeti
            • Map of the City of Brass
            • Map of the Bazaar of Beggars
          • Map of the Salamander Princedoms
      • Map of the Plane of Air
        • Map of the Caliphate of the Djinn
          • Map of Armun Kelisk
      • Map of the Plane of Earth
        • Map of the Sultanate of the Shaitan
          • Map of the Opaline Vault
      • Map of the the Plane of Water
        • Map of the Marid Emirates
        • Map of the Brine Dragon Kingdoms
    • Map of the Outer Planes
      • Map of Mount Celestia
        • Map of Heaven's Shore

Rare Maps (Low to Mediocre Quality):

Map of the Basilisk Isles
Currents imprecisely drawn, old or deceptive information, much of the interior left blank, this map would make an unfortunate navigation aid by Menel's own admittance.

Map of Sothoryos
Sketch of the coastline and most of the prominent ruins, grows progressively imprecise and fanciful as one moves south, with rivers seeming to double back on themselves, Lost Cities that are not even given the courtesy of a name, and other marks of a mapmaker making excellent use of imagination over skill.

Map of Mossovy
Interior marked with complex and largely ornamental rune-work as well as strange beasts that make the scale of the map hard to properly judge, at least one peninsula is entirely in the wrong place.

Map of Nefer
Drawn with almost inhuman precision to reveal a city of stark lines and sharp angles that does that seems to have been built on at least three levels,, the map leaves obvious empty areas all marked as deathly peril in High Valyrian, Ibbish, and what you think is the Tongue of Yi Ti.

Map of Leng
Beyond the coast this map seems to be mostly concerned with temples and roadside shrines offering exacting information on prayers and obeisance that must be offered to each one as well as repeated instructions not to leave the roads.

Map of Zamettar
The map though fine in make was obviously made long before the fall of the city, and so it does not mark the encroaching jungle that now shrouds the city, nor the said to be extended flooding.

Map of Gorosh
The lines are drawn in a hurried almost feverish hand, the scale and spacing of the streets seemingly erratic to one with any skill in architecture. Whether the madness lies with the mapmaker or the builders you cannot guess.

Map of the Realm of the Jhogwin
A land of wide valleys but also steep hills is depicted here in fine flowing lines. Alas the scale seems to have been added much later and clearly in a different hand.

Map of the Infinite Planes
One cannot of course map out that which is without end, but neither are traders and scholars overly concerned with the empty wastes. These maps show the paths to the major metropolises of the planes if vaguely.

Rare Books:
A Meeting of Minds
A Meeting of Minds

By:
Xor

Description: A simple black tome with a stylized eye set in the center of the cover, this book in penned in a lopping almost artistic style that is nonetheless perfectly legible to most readers of the many dialects of Low Valyrian.

Contents: Being a collection of eclectic subjects, from music and poetry to history and even anatomy, the reader might be forgiven for not grasping the point it is reaching towards at first, but by the time one turns the final page the tome's purpose becomes clear. It is nothing more or less than an introduction to the study and understanding of the human condition. It makes no claim for holding any true answers, or great and definitive insights, but rather it tries to offer new perspectives on the matter from which the reader may then construct his own conclusions. This final openness of vision bespeaks of openness and generosity of spirit no less than the many examples peppered throughout the text.

An immortal being with little or no understanding of human society reading this book over a period of one week gains +2 competence bonus to Diplomacy, Bluff and Sense Motive rolls regarding mortals. Any reader can make untrained knowledge rolls relating to the cultures of Western Essos and Westeros up to a DC of 15 (rather than the usual 10).

Accounts of the Great Wheel and its Turning
Accounts of the Great Wheel and its Turning

By:
Heronious of Dis

Description: Written in a script so neat one might thing it the work of some obscure construct and not living hands at all, this book holds many of the fundamental secrets of those born of Law, the product of methodical research by one who my the ordering of the Spheres it should have been impossible to do. The implication does not fail to tantalize the reader skilled enough to parse the words of the Oracle Devil.

Contents:
  • +6 to Knowledge Rolls dealing with the deep history of the Law-aligned Planes
  • +5 to all Spellcraft and Knowledge Rolls to fundamentally alter souls (excluding necromancy)
  • +7 to Mind Healing Rolls when dealing with Lawful Outsiders
  • Unlocks Research and adds 8 Progress to create Non-Elemental Outsiders
  • Unlocks Research and adds 4 Progress to resurrect Outsiders

Ar'Azil's Grimoire
Ar'Azil's Grimoire

By: Ar'Azil's, spirit binder of Nirvana (Presumed Dead)

Description: Bound in runed silver and other runes more arcane this book's pages seem almost translucent in the light of mage lanterns, the writing upon them seeming to shimmer in the mind for long moments after the eye had turned away.

Contents: Allows experimentation with the souls of Far Realm beings, potentially including developing means of mind transfer and reincarnation across the divide.

Black Book of the Moon-Pale Lady
Black Book of the Moon-Pale Lady

By: Unknown

Description: The seed of great suffering and torment both to those who became the victims of Daemons and those who grew to be their slaves this book seems fills the reader with either a frantic need to study its secrets or a heavy malaise, with seemingly no rhyme or reason to it.

Content: +4 to Knowledge and Spellcraft Rolls regarding Daemons, Abaddon, and the Horsemen

Bestiary of the Bizarre
Bestiary of the Bizarre

By:
Vee

Description: This plain leather bound tome holds within its pages of descriptions and drawings of many fantastical beasts, some from beyond the boundaries of the world, accompanies by practical embellished notes about their nature and habits, likes and dislikes, for both the aspiring tamer and hunter.

Content: A reader with at least 8 skill ranks in Knowledge (Nature) may study this book for a week to gain a permanent +2 competence bonus in Handle Animal checks regarding magical beasts and a +2 on Knowledge (Nature) to identify magical beasts.

Book of Swords
Book of Swords

By:
Ser Richard Lonmouth

Description: Bound in a plan leather cover meant to take a decent amount of abuse on the campaign trail rather than impress in the confines of the library this book is filled with plentiful diagrams of swordcraft and nothing in the way of wasted words.

Content: Grants ability to train Occult Slayers, Paragon Knights and potentially other martial initiators as students adapt the Lonmouth style to their own inclinations and mastery of the blade.

Book of the Tides
Book of the Tides

By:
Priests of the Tritons

Description: Crafted of thousands of astonishingly thin plates of limestone that must have been wrought with some manner of sorcery, this book is written in Aquan, the primal tongue of water, its secrets hidden from all but those who have kinship with the seas or else the sorcery to decipher it.

Content: A reader who studies this book for a week can learn enough of the way and culture of the Tritons to gain a +2 Competence Bonus to Diplomacy and Sense Motive rolls regarding them. Any reader can make untrained Knowledge Rolls relating to the culture and history of Tritons up to a DC of 15 (rather than the usual 10). In addition, the book marks three Triton holy places that hold intermittent natural portals to the Endless Ocean.

Bronze Book of the Warg Kings
Bronze Book of the Warg Kings

By: Bragor the Last Warg King

Description: Written in the angular runic script of the First Men, this codex has been hidden for years uncounted beneath Castle Black where its last bearer used it to his own dark ends, to steal a body and so escape the vows he had sworn.

Content: Knowledge of how to awaken latent wargs without trauma

Canticle of Decay
Canticle of Decay

By:
Rohar of Tyrosh

Description: Canticle of Decay written in a trembling hand as he who set it down struggled against the chains of sorcery binding his mind, this tome speaks of the works of the Horsemen as only one mad enough to offer them his soul can. As a lover's touch are the foulest festering wounds described, and death as sweet release. Yet from among the twisted ramblings some insight may be gained not only in battling the foul scourges of Abaddon but on how best to shed light on hidden cabals.

Content: +3 on Knowledge Rolls regarding Daemons; +2 to Gather Information if one studies the book for one day before making a Gather Information or Diplomacy roll for the purposes of locating a cult [the bonus is permanent once read for those with perfect recall].

Codex of the World Seed
Codex of the World Seed

Description:
Bound in heavy silver, set with bright sapphires that glow softly under a mage's touch, this book will not open under the hand of one not possessed of sufficient arcane power, and rightly so for the ever-changing lore held within could easily damage a mind not inured to magic's often twisting paths. It seems to possess some manner of rudimentary intelligence and an inherent connection to the ether winds.

Content: Arcane formulas relating to the current conditions of the ethereal plane, allowing a mage who studies it for an hour before casting a spell that creates an extra-dimensional space to work the magic as though affected by the Extend Spell metamagic feat.

Divine Permutations
Divine Permutations

By: Princess Daenerys Targaryen

Description: Copies of this book are bound in plain dark leather, their only distinguishing mark being that the title is written in three tongues: sharp-edged draconic glyphs shaped more to be carved into stone than writ upon parchment, the archaic calligraphy of High Valyrian, and the more simplified style adopted in the centuries after the Doom in Braavos.

Content: Serves as a primer relating to religion and the Spheres of Being. Additionally, having studied it grants +4 Competence Bonus to Sense Motive or Knowledge rolls made in response to a false or misleading statement about the nature of souls and the divine in general.

Dominion of Dragons
Dominion of Dragons

By:
Lord Malarys Vanor

Description: Bound between these simple black covers are secrets of the Freehold written by a sure and steady hand, a priest of Balerion, an advocate of the Crimson Code, a True Dreamer. Though the subjects are among the most esoteric and perhaps even troubling to the ordinary reader, they give insight into Valyria's relationship with the broken dragons they rode on till the very eve of the Doom.

Contents: Grants +2 to Knowledge (History) regarding the later years of the Valyrian Freehold as well as to any knowledge regarding the taming and training of Valyrian Dragons. Contains the rune-markings used by the mage-priests of Balerion to control their beasts as well as the most common means by which one may restore a sacrificed limb lost in the process.

Draconis Compendium
Draconis Compendium

By:
Governor Relath the Roiling Tempest & Amrelath the Ash-Risen

Description: Though written by entirely independent authors, Dragons of Sea and Flame respectively, this compilation of draconic thought is treated as a unified whole by the scholars of Sorcerer's Deep, particularly given the systematization of lesser lore around it. It pertains to history so ancient that none save the oldest of spirits or the Dragons themselves can remember it.

Content: Any reader who spends a month studying this compilation may access unique insight into the mind, mannerisms, and history of Dragons, allowing them to gain the following benefits:
  1. +2 competence bonus to Diplomacy and Sense Motive rolls regarding Dragons.
  2. Any reader can make untrained knowledge rolls relating to the cultures and habits of dragons up to a DC of 15(rather than the usual 10).
  3. +3 bonus to all Knowledge checks made about Dragons.

Experimental Wingship Plans
Experimental Wingship Plans

Description:
Penned on ancient velum, kept from the ravages of time in what was once the tower of Mantarys, these plans are the magnum opus of a long-dead Valyrian Artificer.

Content: Incomplete plans for the creation of a wingship.

Hedge Mage's Spell Book
Hedge Mage's Spell Book

By:
Hyndar the Lame

Description: A battered leather-bound book written in the personal cipher of a hapless eastern mage who met a grisly end at the claws and fangs of the living dead. The almost haphazard arrangement of spell-lore, personal observations, and journal entries might be meant to further throw off any who would seek the dead sorcerer's secrets. Or it might simply be a clue that perhaps the mage lost something of his clarity of mind on the path to power.

Content: Several minor spells of desert magic (all level 1-2 arcane spells from Sandstorm), knowledge of ancient Qarthi courtesies that may serve when encountering constructs or lingering spirits of the Red Waste (+2 Diplomacy), ability to train Sand-Shapers

Heirs of the Green
Heirs of the Green

Description:
Ancient compilations of legends including the Bloodline of Garth Greenhand. Notes added on some altered date hint at the writings having been declared proscribed in full or in part during the reign of 'Three Sage Kings'. What remain are tantalizing hints, ancient blood rites, and places of power described in rhyme and metaphor.

Content: Adds +5 to Knowledge Rolls relating to the ancient religious practices of the Reach and +2 to Knowledge (Nobility) checks made about Reach nobles. Also grants a chance to find old places of power.

Illuminated Collected Works of the Faith of the Seven
Illuminated Collected Works of the Faith of the Seven

By: The Scriptorium of Oldtown

Description: Written in Oldtown by the hand of the Brothers of the Quill, known colloquially as the Order of the Father, these texts are works of art illustrated with the the Seven Works of Hugor of the Hill and the great Miracles of the Seven as well as testimonials of the saints of old. Beyond that thee are philosophical tracts by great theologians, from the misty times of the Andal Conquest all the way to the Septons Barth and whom some would name sophists and others genius. The careful scholar can, by the study of these books behold a mirror of the changing face of the Faith, perhaps of the very gods.

Content: Adds +6 Knowledge (Religion) and Knowledge (History) on checks relating to the Faith of the Seven. Can be used for a basis for comprehensive training of Godsworn to the highest standard.

In Memory of Death
In Memory of Death

By: Archon Wyla Drekelis

Description: Written as a journal of sorts of the transition between unlife and true life, filled with elements of philosophical contemplation, this treatise could be of great help to the budding necromancer and hunter of the unliving in equal measure, but the greatest use is perhaps to be found for one who is both.

Content: After two weeks of study a reader who succeeds on a DC 20 Knowledge (Religion) check gains +3 Competence Bonus to Knowledge, Spot, and Sense Motive checks to identify Vampires or beings affected by their power. One who succeeds on a DC 20 Gather Information check gains +3 on all future Gather Information checks to learn something about the activities of a Vampire. A reader that succeeds on a DC 20 Intelligence or Wisdom (reader's choice) check does not automatically shift alignments to Evil upon becoming a sentient undead (conditions that would strip all rationality such a becoming an allip negate this insight).

Iron-bound Tome
Iron-bound Tome (Demon-caller's Spellbook)

By: Cultist of Abraxas

Description: A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.

Contents: As one peruses the first few pages the reader finds much of what one expects, knowing the history of the tome, spells of conjuring and and evocation with prayers to the Lord of the Final Incantation wound around them a poisoned vine around the trunk of an old and withered tree, but as the pages turn the madness within them grows, a malign desire to not only cast spells but wield the fires of magic raw and untamed. Is it the fel influence of the Pit, or the madness that had lead the nameless acolyte to pledge his service to so foul a master? Though none can know for certain the insights into the nature of wild magic are certainly unique. perhaps worth exploring if one finds a patch of barren wasteland to do so in. Grants the ability to train Wild Mages.

Journals of the Betrayed
Journals of the Betrayed

By:
Lady Rina Cox

Description: Written in the elegant hand of a Calligraphy Wyrm, this set of journals nonetheless seems outright drab at first sight, plain brown covers marked by nothing but a number indicating where they should lie among the library of Dragon's Roost. One could not guess to look at them that within these pages lies a history of war madness and treachery written by one most dreadfully betrayed, now turning her own hand against the enemies of life.

Content: +5 to all knowledge rolls relating to the Others, their magic, and their interactions with mortals. A reader who studies all the volumes for one week and makes a DC 12 Intelligence or Wisdom check at the end gains a permanent +5 to Knowledge, Spot and Sense Motive rolls to detect and identify creatures affected by Winter's power.

Legendary Map of the Far North
Legendary Map of the Far North

By:
Bloodraven

Description: Burned into this long strip of seal-skin is a map of the far reaches of the north such as no mortal surveyor could even dream of making. Those trackless wild lands are shown upon it as the very roots and stones whispered at the behest of the Last Greenseer, and his also are the notes upon the margins speaking of places of peril and perhaps of gain: the barrows of forgotten kings, ancient forests into which spirits have slipped, and places where the long hand of Winter reaches south.

Content: Adds +20 to Knowledge (Geography) checks of the Far North; Knowledge of Ruins and Secrets.

Lormar's Expetrimental Notes
Lormar's Expetrimental Notes

By:
Lormar the Golden Company mage

Description: This book bound in simple black covers and written the almost mechanical script of one bound to it by sorcery nonetheless holds some insights into the workings of ancient Valyrian Flesh Forges, whether gleaned from older documents or through experimentation.

Content: +3 to Knowledge Rolls regarding Fleshcrafting, +1 to Spellcraft Rolls regarding gaining access to a forge

Map of Qohor Flesh Forge
Map of Qohor Flesh Forge

Description:
A map likely written in secret by some heretic or malcontent, for the Flesh Smiths of old had not use for such a tool to navigate their sanctums, having long since improved upon the workings of their minds as much as their bodies.

Content: Allows passage into the depths of the Flesh Forge, marking traps and guardians.

Meditations on the Infinite
Meditations on the Infinite

Description: A book of esoteric Lengi meditations that promises insights into the deeper nature of the world, but whose preface written in a trembling hand by a Braavosi scribe makes it clear that the answers may fracture the mind likely as strengthening it.

Content: Grants A reader that succeeds on a DC 15 Wisdom check, Instead of sleeping can enter deep meditation - spending half as much time as needed normally to sleep. On succeeding a DC 20 check, this meditation counts for purposes of restoring spellslots and other pools as regular sleep, as well as for preparing spells. On succeeding DC 25 check, this meditation counts as sleep for purposes of healing. Every night after the first, you have to roll a DC 10 + (number of nights not slept) Will save or the meditation fails and you are fatigued as if you hadn't rested at all. That DC lowers by 1 for every night slept normally again. The effect doesn't stack with other methods of sped-up sleep or restoring resources.

Memories of Ghael the Bold
Memories of Ghael the Bold

Description:
A recent translation of the memories of of a great general from the early days of the Ghiscari empire, supposedly the great-grandson of Grazdan the Great. It provides a fascinating look into both the military tactics and the mores of the early Ghiscari Empire.

Content: Adds +4 to Knowledge (History) and Knowledge (Warfare) related to the Ghiscari Empire.

Naga-Skin Bound Biography of Visenya Targaryen
Naga-Skin Bound Biography of Visenya Targaryen

By:
Septon Barth

Description: Written by Septon Barth, Hand of Jaehaerys Targaryen, this book tells of the life of Aegon's eldest sister-wife, rider of Vhagar. The book's tone can be described as distantly admiring, with none of the fawning that usually accompanies the lives of great men and women.

Contents: Adds +2 to Knowledge (History) relating to the age of the Conquest.

On Arcane Foraging
On Arcane Foraging

By:
Ser Waymar Royce and Lady Tyene Sandviper

Description: Thick enough to serve as a shield in a pinch this book contains an exhaustive accounting of herbs minerals and animals whose remains posses alchemical properties whether to heal harm or sometimes both for magic is not without its price.

Content: Anyone who has studied the book cover to cover over the course of a month gains a +2 to competence bonus to craft poisoning and alchemy checks. Further a character with at least 4 base skill ranks in either craft can forage for supplies in any natural biome (not extra-planar or extreme environments like lava flats or ice sheet). Over the course of a week's foraging one gains supplies equal to 5x. These bonuses don't stack with using Masterwork equipment.

On the Passage of the Seasons
On the Passage of the Seasons

Description:
Hardly the most exciting of tomes in form of content, this enormous compilation contains historical information about the length of the seasons as well as near-obsessive details on the weather dating back some eight-hundred years, complementing a list of agricultural failures and successes that is just as long, detailing plants from the mundane to the vanishingly exotic.

Content: +5 to Knowledge (Nature) rolls which deal with predicting the weather or the growing of crops in climes roughly similar to the Tyroshi hinterlands. Potential basis for an agricultural college.

On the Place of Lesser Spirits
Foundational Essay Collection for Reformers within the Faith of the Seven
On the Place of Lesser Spirits

By:
Various Reform-minded Septons

Description: Dealing as it does with ideas that test the edge of accepted theology, it is not surprising that this tome is plainly bound and absent even the modest decorations one might find in a village septon's copy of the Seven-Pointed Star.

Contents: Even some of the authors were uncertain if such texts should be allowed to fall into the hands of the laity before they had been approved by the wider Faith, but the Lords of the Reach were not of a mind to wait, with many of the essays circulating among the upper nobility, and one particular example going even further afield. Grants +2 Circumstantial Bonus to Diplomacy Rolls made to argue for the acceptance magic and spirits.

Pillars of Beauty
Pillars of Beauty

By:
Shaitan of the Opaline Vault

Description: This codex is written in the the primal tongue of earth which few upon this world speak upon seemingly impossibly thin sheets of gold worked by magic. Yet the lore within it is more precious by far than gold or silver could ever hope to be: secrets of the working of stone and metal, the fruits of an age of experimentation by beings who can works stone as a potter works clay.

Content: +4 Knowledge (Architecture) relating to arcane constructions.

Reign of Madness
Reign of Madness

Description: Bold and perhaps foolish is he who writes of matters of the Far Realm, for even to guess the reasoning and acts of beings so alien might drive men... and even beings older and wiser, to stark madness. But in every battle the mantra stands: know thy foe. Thus this book bound in tarnished silver lays before you, an incomplete but tantalizing record of incursions of the malicious things you know as the Deep Ones.

Content: History of the Deep Ones Unlocked for research; +2 to rolls relating to the subject.

Rooted in Stone
Rooted in Stone

By:
King Roland Arryn

Description: This codex is bound in sheets of finely-worked slate which was once adorned with beaten gold, long since pried off by the enterprising clansman who stole it from some hapless traveler or a poorly-defended holdfast.

Content: Supposedly written by Roland Arryn, fourth Andal King of Mountain and Vale and the man responsible for erecting the Eyrie, this text is far more likely to be a compilation of the writings of several maesters skilled in war and architecture. Nonetheless the lessons in constructing and tearing down keeps are of no less worth for its likely less exalted authorship. Adds +3 to Knowledge (Architecture) when attempting to construct defensive works and +3 to Knowledge (War) when besieging one.

Scrolls of Forbidden Lore
Scrolls of Forbidden Lore

By:
Lady Saenena Caleris

Description: Wrought of gleaming steel, of rusted iron, of fine crystal, or humble clay, all these scrolls have one thing in common—the script upon them is that of dragons, and within them can be read secrets that would have seen even the most noble of sorcerers put to death in the waning days of the Freehold.

Ability: Can be used in a functioning Flesh Forge to reconstruct Draconic forms including: Spellscale, Draconian, and Kobold. The notes on shaping a True Dragon are incomplete, likely intentionally so.

Scrolls of the Lost Lineages
Scrolls of the Lost Lineages

Description:
A set of tightly-wrapped scrolls on the history of Valyria's ruling houses, though more valuable for the glimpse they grant into the lives and deportment of those long dead lords and ladies than the historical events described herein.

Content: A character who studies this book for seven days and makes a DC 12 Intelligence check during the process learns enough of the arcane courtesies of the Forty Families to gain +2 Knowledge (Nobility & Royalty) regarding the Forty Families of Valyria as well as +1 Bluff, Diplomacy, and Sense Motive when interacting with specters, constructs, or other time-lost survivors of the Doom.

Shadow's Steps
Shadow's Steps

By:
Grand Inquisitor Garin Drekelis

Description: Almost aggressively nondescript though usually inducing a series of false covers this book is a future staple of Inquisition training

Content: Grants permanent +2 to Spot, Listen, and Hide checks made to shadow someone to all those who study it over the course of a month. The reader is always considered to have Masterwork Tools when using the skills Disguise and Forgery.

Song of the Broken Spheres
Song of the Broken Spheres

Description:
Transcription of a fragmentary text found in the archives of a Lyseni temple of the Lord of Light. It speaks in archaic and often cryptic verse of some great calamity befalling the Spheres of Being, vaster and older by far than Valyria's Doom.

Ability: +2 to Knowledge (The Planes) relating to the ancient past.

Spheres in Harmony
Spheres in Harmony

By: Codex Archon Naeron

Description: Bound in gold leaf set in artful patterns that sooth the weary mind, this book was written in no mortal tongue but that of imperishable angels. For all that a gentle enchantment lies upon its covers that even one who knows not that tongue, or indeed cannot read at all, can read its contents.

Content: +4 to all Knowledge checks related to the Upper Planes.

Sublime Sins
Sublime Sins

By: King Viserys Targaryen

Description: Wrought of blackened bone with bordered with curling strips of strips of skin that fray into translucent patterns that pulse and shift when the eye is not upon them, this book holds within its whispering pages the knowledge of Valyria's Flesh Smiths wrought from the binding of one of the last masters found slumbering in the depths of the Flesh Forge in Gogossos.

Contents: Knowledge of flesh-craft sufficient to train or retrain a feat into one that deals with Fiendish or Far Realm Fleshcrafting. Grants +5 Competence Bonus to Heal and Knowledge checks performed while practicing Fleshcrafting to any user who already has at least 10 ranks in the relevant skill.

Tales of the Five Wars
Tales of the Five Wars

Description: Being an account of major incursions from the Shadowlands compiled from the accounts of Emerald Magistrates, Shugenja, and even a few brief writings said to originate from the Kami themselves, this collection of books provides not just knowledge of the Shadowlands and its denizens, but also the mining and use of True Jade.

Contents:
  1. +3 to all Knowledge Checks relating to the Bloodstone Emperor and the denizens of the Shadowlands
  2. Contains the means of identifying jade invested with the balance of all Four Elements and forging it into potent weapons against the Servants of the False Emperor
/SPOILER]

The Bitter Cup
The Bitter Cup

By: Archon Wyla Drekelis

Description: Wrapped in the rust-red scales of some strange beast of the Southlands, this book holds within many insights on physical and mental characteristics of the living dead. While one could not become a necromancer by studying this book, it would certainly improve one's chances of encountering the greater dead, be it peacefully or otherwise, and living to tell the tale. Scribbled among its last pages one can even find the formula for a mild poison that can harm the unliving.

Content:
  1. A person reading this book over a period of one week gains +2 competence bonus to Diplomacy, Bluff and Sense Motive rolls regarding Undead. Any reader can make untrained knowledge rolls relating to the Undead up to a DC of 15 (rather than the usual 10).
  2. Simple necro-poison formula (1d2 Charisma damage primary and secondary damage, two consecutive DC 13 Will negates).

The Golden Egg
The Golden Egg

Description: The account of an Asshai'i alchemist who by his own account has lived for over five hundred years within the City of Sorcerers, the book contains some basic knowledge of the city's power structures, such as they were one hundred and thirty years ago at least but the true prize is the man's notes on various slow and exacting alchemical procedures and substitutions. Written when magic was at its nadir these notes nonetheless make an excellent primmer for budding alchemists.

Lastly there is an account of what the alchemist sought, and to an extent, found in the black waters and the pale twisted fish of the Ash River: eternal life. Alas that his life was bound to the city and its dark river. Perhaps he abides there still

Content:
  1. +2 To Scholarum Alchemist promotion rolls
  2. +3 to all Knowledge Rolls regarding Asshai by the Shadow
  3. A list of very precise densities given for various elements, far too precise to obtain with mundane tools available.
  4. Formula for eternal life, dependent on Assahai'i reagents

The Hungry Chalice
The Hungry Chalice

Description: The compiled travel journals of centuries worth of Yi Tish diplomats and bold Shugenja, this lore speaks of the tomb cities of the Bloodless Men, where lords of old lay still upon their funerary slabs, but never silent, of the priesthood that pours fresh blood into withered lips. There lay here accounts of delegations and accords, but also witnessed rituals of blood magic and fel power.

Contents: +5 to all Knowledge Checks relating to the cities of the Bloodless Men (Note: due to the biased nature of this lore using this bonus has, there is a 1% chance that using this bonus will lead to misleading or even dangerous conclusions)

The Light of Creation
The Light of Creation (R'hllorist Mystical Text)

Description:
No mortal quill has touched this fine velum. The symbols, more like abstractions of dancing flames were seared into existence, row upon row of arcane formulae and ritualistic courtesies revealing insights into the mind of spirits of flame.

Content: A mage of at least 4th level who spends thirty days studying this text can gain the following benefits if he or she passes the requisite Intelligence or Wisdom check:

Novice: -5% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +1 insight bonus to Diplomacy attempts with Outsiders with the fire type (DC 15)

Adept: -15% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +3 insight bonus to Diplomacy attempts with Outsiders with the fire type (DC 20)

Master: -35% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +7 insight bonus to Diplomacy attempts with Outsiders with the fire type; Sacred Pyromancy: The ability to craft and alter Spirits of Fire through Ritual (DC 30)

The Living Flame
(and other Sacred Texts and Hymns of R'hllor)

The Living Flame

By: Prophets and Scholars of the Red Faith

Description: In addition to the holy book of the Faith of the Lord of Light, these ancient texts and commentaries contain not only a distillation of commonly held R'hllorite theology, but many of the prophecies of Azor Ahai and their interpretation throughout the ages.

Content: Adds +4 Knowledge (Religion) on checks relating to the Faith of the Lord of Light with an additional +2 for researching the prophecies of Azor Ahai.

Tome of the Cabal Devil
Tome of the Cabal Devil: Volumes I & II

By:
King Viserys Targaryen

Description: Wrought by the binding of one of Hell's great tempters of mages into the very thing the Uniila have so long claimed to be, mere helpers and tools of worthy mages, this books is not to be taken up with a light heart, not by those too prideful in their knowledge, for the fiend's thoughts still ooze like poison through the pages. While one can read this book the hard way, it is best read through the use of Commune with Texts, Scholar's Touch, and Psychic Asylum. The first tome was wrought of an Uniila plotting in the ruins of Summerhall with the tormented souls of damned Targaryens. The second tome was wrought of an Uniila captured elsewhere.

Contents: A vast array of rare spells (Levels 1-6), many names of lesser fiends, a superior formula for willdfyre production, ???

Tome of the Flameweaver
Tome of the Flameweaver

By: King Viserys Targaryen

Description: The covers of this book are wrought of a strange red metal that always feels just shy of uncomfortably warm no matter how accustomed or resilient the bearer is to flame, and no matter how wrathful the spirit of the Efreeti mage bound within his mind is still laid out in perfectly ordered lines, now upon row of spell and ritual lore, of plots and schemes spanning ages. This tome was forged through the binding of one of the favored apprentices of the Grand Vizier of the Brazen Throne.

Contents:

Lore of the Brazen Throne: Add +2 to Knowledge (Nobility) relating to the court of the Great Sultan and +3 to Knowledge (The Planes) relating to the Plane of Fire

New Spell-Lore:
Level 5:
Magic Jar, Channeled Lifetheft, Fever Dream, Precipitate Breach
Level 6: Treacherous Teleport, Chains of Fire, Eldritch Conduit, Greater, Mass Desiccate
Level 7: Hide from Dragons, Pulse of Hate, Firebrand
Level 9: Maze of Madness and Suffering, Reaving Dispel, Soultheft

Ritual Lore: Contains the means to craft several necromantic rituals requiring the bodies and souls of one's close kin.

Undying Fire
Undying Fire

By:
Amrelath the Accursed

Description: Written and illuminated in the tongue of dragons all but lost to the world upon pages of finest calf-skin bound in beaten gold and gleaming rubies, this book contains the musings of the ancient Red Dracolich Amrelath the Accursed. Herein one may find vision of the world from mortals to gods to the underpinnings of magic itself and through it gain insights on the nature of both dragon-kind and necromancy.

Content:
  1. +5 to Knowledge checks on History of Proto-Valyria and a +5 to Knowledge checks made to identify Valyrian rituals and Demons.
  2. Contains the ritual and alchemical preparations needed to create a Dracolich.

Voice of Shadow
Voice of Shadow

By:
Headmistress of the Scholarum Teana Strycos

Description: At first glance one can tell this book was written in some manner of cypher, though not as a protection but as a test for one looking to understand shadow-weaving, lies and trickery made true in the mind of those subjected to them. One must first acknowledge the many veils that define human existence, from language to the very senses themselves.

Content: TBA

Qartheen Warlock's Spellbook
Qartheen Warlock's Spellbook

Description: Bound in fine leather and locked with a Valyrian Steel chain, this book is ever shrouded subtle sickly sweet perfume, like some exotic flower rotted on the branch or some rare fruit grown over-ripe.

Contents: Unknown (Presumed Qartheen Spell and Ritual Lore).

Arcane Technology
Name Description Number Enchantment Cost - Total Ritual Cost - Total Caster Level Enchantment Cost - Single Ritual Cost - Single Properties Components Shifts Crew
AG-Engine
The core of the vessel. Provides tremendous amounts of propulsive force.
2 2,760 21,000 13 1,380 10,500
Volume (m³): 300
Weight (t): 20
Mercury Demand (t): 3,072
Lift (t): 6,144
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x AG-Engine Block - The core block of a AG-Engine.
3
Engine Operator - Monitors and operates an AG-Engine. - 2 per shift
Air Supply System
Provides purified, fresh air and removes stale air.
3 7,140   9 2,380  
Volume (m³): 10
Weight (t): 1
Air Generation: 100
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
2x Purification Ring - Removes poisons and contaminations from everything passing through it.
1x Decanter (Air) - Produces 5 gallons of air per second.
1x Anti-Decanter (Air) - Removes 5 gallons of air per second.
3
Air System Engineer - Operates and maintains a air system and the piping. - 2 per shift
Armament: Alchemical Launcher (Quad)
Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
10 16,350   1 1,635   Volume (m³): 12
Weight (t): 6
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Targeting Optics - An enchanted farseer, that allows to target a weapon.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
4x Launcher - A hollow tube that can fire items by using Launch Item.
1
Launcher Gunner - Aims and fires a Launcher. - 1 per shift
Launcher Loader - Lugs around the ammo for a Alchemical Launcher. - 2 per shift
Armament: Steam Cannon
Using superheated water, this cannon shoots super-sonic steel projectiles. (Rangeincrement: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit)
10 11,150   1 1,115  
Volume (m³): 30
Weight (t): 10
Heat Usage (HU): 2
Water Usage (m³ per shot): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Targeting Optics - An enchanted farseer, that allows to target a weapon.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
1x Environmental Protection - Using a Endure Elements to ease the strain on crewmembers working under hot or cold conditions.
1
Steam Cannon Gunner - Aims a steam cannon. - 1 per shift
Steam Cannon Loader - Lugs around ammunition for a Steam Cannon. - 2 per shift
Armament: Steam Projector
Point defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
8 8,920   1 1,115  
Volume (m³): 10
Weight (t): 5
Heat Usage (HU): 1
Water Usage (m³ per shot): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Targeting Optics - An enchanted farseer, that allows to target a weapon.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
1x Environmental Protection - Using a Endure Elements to ease the strain on crewmembers working under hot or cold conditions.
1
Steam Projector Gunner - Aims and fires a Steam Projector. - 1 per shift
Steam Projector Spotter - Aids the gunner of a Steam Projector to find targets. - 1 per shift
Boarding Crew
An unattached crewmember taken along for boarding purposes.
20               1
Boarder - A warrior specialized in boarding combat. - 1 per shift
Bridge: Command Chair
Where the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
1 5,090   15 5,090   Volume (m³): 10
Weight (t): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Command Chair - The control unit of the whole vessel. Usually where you will find the captain.
3
Helmsman - Controls the vessel when the captain is not doing so. - 1 per shift
Bridge: Illusory Display, Advanced
This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
1 5,915   5 5,915   Weight (t): 0.8
Volume (m³): 8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Illusory Display, Advanced - By incorporating Mirror Sight, this display allows to fille the bridge with an accurate view of the outside world, as if the the entire vessel was translucent. Requires a mirrored hull.
3
Display Operator - Operates an Illusory Display - 1 per shift
Bridge: Navigation Station
Using a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
1 2,290   9 2,290   Volume (m³): 8
Weight (t): 0.8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Wayfinder - Used for navigation and to get maps of the surroundings.
3
Navigator - Plots courses and makes sure that the vessel stays on them. - 1 per shift
Bridge: Observation Post, Advanced
Unlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crewmembers or aerial scouts.
1 3,215   5 3,215   Volume (m³): 8
Weight (t): 0.8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Remote Viewer, Advanded - Allows to view remote locations through a mirror.
3
Observer - Operates an Observation Post. - 1 per shift
Bridge: Weather Station
Allows the operator to observe, predict and alter the weather within 6 miles around the vessel.
1 6,057   13 6,057   Weight (t): 0.8
Volume (m³): 8
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Weather Control Unit - Allows to observe, predict and alter the weather.
3
Weatherman - Operates an Weather Station. - 1 per shift
Brig Housing prisoners. 2 180   1 90   Volume (m³): 60
Weight (t): 6
Prisoner Space: 10
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3 Brig Guard - Guards the brig. - 1 per shift
Cargo Crane
Allows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
4 1,960   1 490  
Weight (t): 53.13
Volume (m³): 91.25
Cargo (m³): 62.5
Cargo (t): 40
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
   
Cargo Hold
Enough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
26          
Volume (m³): 81.25
Weight (t): 48.13
Cargo (m³): 62.5
Cargo (t): 40
     
Communication Room
Contains a warded Interplanar Whispering Brazier for long-range communication.
1 1,710 2,500 13 1,710 2,500 Volume (m³): 10
Weight (t): 1
1x Whispering Brazier (Interplanar) - Allows communication to any other Whispering Brazier on the same plane and to other interplanar Braziers across planes.
1x Divination Warding - Using a permanent Private Sanctum to secure an area against prying eyes.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Whisperer - Sends and receives messages with a Whispering Brazier. - 1 per shift
Crew Quarter (Bunk) Enough space for a bunk and some personal items. 259          
Weight (t): 0.5
Volume (m³): 5
Crew Space (Bunk): 1
     
Crew Quarter (Large)
Bed, closet, writing desk and enough space to store some personal stuff.
3 270   1 90  
Volume (m³): 20
Weight (t): 2
Crew Space (Large): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
   
Crew Quarter (Regular)
A small room with a bed, a locker and a small desk.
26 2,340   1 90  
Volume (m³): 10
Weight (t): 1
Crew Space (Regular): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
   
Everflame Generator
Using an Everflame enchantment, this section heats water for use in steam armaments.
1 180 2,000 13 180 2,000
Volume (m³): 250
Weight (t): 100
Heat Generation (HU): 20
1x Everflame Steam Generator - Using the same principle as the Everflame Smelter, this component can heat large amounts of water to extreme temperatures.
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Generator Operator - Monitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel. - 5 per shift
Hangar - Fighter
Enough space to store a Wyvern-Class fighter or similarly sized vehicle, maintenance tools, ammo and the launch bay. Weight includes the vehicle itself.
2 180   1 90   Volume (m³): 81.25
Weight (t): 48.13
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Pilot - Flies the fighter. - 1 per shift
Mechanic - Does maintenance on the Fighter. - 2 per shift
Hangar - Fighter with Launchbay
Enough space to store a Wyvern-Class fighter or similarly sized vehicle, maintenance tools, ammo and the launch bay. Weight includes the vehicle itself.
2 980   1 490   Volume (m³): 91.25
Weight (t): 53.13
1x Mechanical Lubrication - Uses a Grease spell to make mechanical parts work smoother.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3
Mechanic - Does maintenance on the fighter. - 2 per shift
Pilot - Flies the fighter. - 1 per shift
Mess Hall
Includes eating space and a small kitchen to prepare meals.
4 1,160   1 290  
Volume (m³): 200
Weight (t): 20
Dining Space: 100
1x Purification Ring - Removes poisons and contaminations from everything passing through it.
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
2
Cook - Prepares food for crew and passengers - 5 per shift
Passenger Quarter (Bunk) Enough space for a bunk and some personal items. 40          
Weight (t): 0.5
Volume (m³): 5
Passenger Space (Bunk): 1
     
Passenger Quarter (Large)
Bed, closet, writing desk and enough space to store some personal stuff.
5 450   1 90  
Volume (m³): 20
Weight (t): 2
Passenger Space (Large): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3  
Passenger Quarter (Lavish)
A small bedroom and a sitting room for an important passenger. Includes a personal servant around the clock.
2 180   1 90  
Volume (m³): 50
Weight (t): 5
Passenger Space (Lavish): 1
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3 Servant - Waits on important guests. - 1 per shift
Passenger Quarter (Regular)
A small room with a bed, a locker and a small desk.
20          
Passenger Space (Regular): 1
Weight (t): 1
Volume (m³): 10
     
Sickbay
Room for healers to work and sick crewmembers and passengers to stay.
1 90   1 90  
Volume (m³): 120
Weight (t): 12
Sickbay Space: 20
1x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
3 Healer - Takes care of sick people. - 2 per shift
Water Storage Stores one cubic meter of water for later use. 600          
Weight (t): 1.1
Volume (m³): 1.1
Water Storage (m³): 1
     
Water Supply System
Provides purified, fresh water and disposes of waster water.
1 2,380   9 2,380  
Volume (m³): 10
Weight (t): 1
Water Generation (m³ per minute): 1.14
2x Communicator - By using Ghost Sound, this item can transmit sound to any other Communicator on the vessel and thus allows two-way communication.
2x Purification Ring - Removes poisons and contaminations from everything passing through it.
1x Decanter (Water) - Produces 5 gallons of water per second.
1x Anti-Decanter (Water) - Removes 5 gallons of water per second.
3
Water System Engineer - Operates and maintains a water system and the piping. - 2 per shift

Cost:
Section Enchantment - 80,947 IM
Armor Enchantment - 17,640 IM
Planeshift Enchantment - 3,807.76 IM
Total Enchantment - 102,394.76 IM
(This is the sum we need to invest crafting time for.)

Section Ritual - 25,500 IM
Armor Ritual - 2,000 IM
Total Ritual - 27,500 IM
(These are rituals and Permanency, so no need to invest crafting time.)

Materials
Steel - 8,841.92 tons
Lead - 898.15 tons
Mercury - 6,144 tons
Mythral - 0.06 tons
(All metric, all the time!)


Wyvern Class Anti-Grav Fighter

Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lbs per shot)
- up to 230 kg / 500 lbs of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water

Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.

Description
The body of the fighter is a roughly ellipsoid main body of 1.5 meters in diameter and with a length of 6 meters. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to its armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.

Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (425 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Advanced Flight Controls (250 IM): Grants the pilot +5 to all Piloting checks.
Cost of all upgrades: 6,370 IM

Beetle Bomb
Each of these dog-sized beetle-like Constructs has a specialized abdominal cargo compartment able to hold up to two cubic feet of material weighing up to 100 pounds. This cargo usually consists of an explosive device which the Beetle Bomb delivers to its target via a single-use Teleport effect. They typically cling tightly to recessed slots located under the wings of Wyvern Anti-Gravity Fighters, but can also be deployed from their bomb bays or stationary facilities with the proper fire control mechanisms needed to arm the Beetle Bombs and activate their Teleportation ability.
Neutral Small Construct
AC:
20, touch 11, flat-footed 20 (+1 Size, +9 Natural)
HP: 31 (2d10+20)
Speed: 5ft., Fly: 20(Poor)
Initiative: +0
Saves: Fort -, Ref 0, Will 0
Immune: Construct Traits
Defensive Abilities: DR 10/Adamantine
Offensive Capabilities: None
Senses: Low-light vision, Darkvision 60ft
Statistics: Str 10, Dex 10, Con -, Int -, Wis 1, Cha 1

Special Abilities:
  • Hardy(Ex): The Construct uses magically Hardened steel in all aspects of its construction and is deliberately crafted to be simple, with few moving parts and thicker than normal armor. It benefits from an additional 10 Hit Points, +5 Natural Armor, and Damage Reduction 10/Adamantine.
  • Teleportation(Su): This is a single-use Teleport effect at 9th caster level tied directly to the animating force of the Construct. After being triggered, the Construct remains functional for up to one minute before becoming non-magical. If recovered, it can be enchanted once more to return it to service with a 25% discount on the enchanting cost.
  • Visual Link(Su): The Construct has no will of its own, and thus cannot pick out a target to deliver its deadly payload. In order to acquire a target, the Construct must be keyed to the enchanted fire control mechanisms of a Wyvern-class Anti-Gravity Fighter or similar system. When a Wyvern pilot desires to send a Beetle Bomb Construct to attack a target they can see, they must spend a Standard Action to mentally designate the target and provide the prompt necessary to activate its Teleportation ability. During this process, the pilot can designate exactly how close the Construct appears to its target.
  • Payload Delivery(Ex): Upon being Teleported to its destination, if the distance between its target and the Construct is within the envelope chosen by the pilot, it detonates its payload immediately. If for some reason the Construct appears outside of this range, but within 200 feet (61 m), it will attempt to reach the target via flight, otherwise it will use the time remaining before it deactivates to reach solid ground so that it can be retrieved for later use.
Construction
  • Material Cost: 100 (45 kg) pounds of steel, 200 IM in reagents, and a gem worth at least 50 IM.
  • Enchanting Requirements: Craft Construct, Detect Magic, Circle Dance, Lesser Geas, Teleport; Enchanting Cost: 250 IM.
  • Explosive: Consisting of a large amount of Alchemical explosives surrounded by thousands of tiny Hardened Adamantine flechettes, with a steel case designed to fragment into razor sharp shrapnel, each of these devices inflicts tremendous damage.
    • Damage: 20d6 points of Piercing and Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 feet (24.25 m) from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
    • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel

  • Alchemist's Fire: This bomb contains several gallons of Alchemist's Fire within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the flaming concoction evenly upon detonation.
    • Damage: 8d6 Fire damage to everything in a 60 foot (18.25 m) radius. A DC 20 Reflex save halves the damage and prevents targets from catching fire. If ignited, targets suffer 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Material Requirements: 80 pounds (36 kg) of Alchemist's Fire, one 2-pound (0.9 kg) Explosive Pack

  • Liquid Ice: This bomb contains several gallons of Liquid Ice within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the syrupy liquid evenly.
    • Damage: 6d6 Cold damage to everything in a 35 foot (10.5 m) radius and Entangles every creature within the area for two rounds. A DC 20 Fortitude save halves the damage and prevents Entanglement.
    • Material Requirements: 80 pounds (36 kg) of Liquid Ice, one 2-pound (0.9 kg) Explosive Pack
  • Alchemist's Fire:Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #2 (20 pounds / 9 kg): 6d6 Fire damage to everything within 10 feet (3 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 10 (3 m) and 40 feet (12 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #3 (40 pounds / 18 kg): 8d6 Fire damage to everything within 15 feet (4.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 15 (4.5 m) and 50 feet (15.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #4 (80 pounds / 36 kg): 10d6 Fire damage to everything within 20 feet of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 20 (6 m) and 60 feet (18.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.

  • Liquid Ice:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 2d6 Cold damage to everything within 5 feet (1.5 m) of the target space and the target itself is Entangled for one round unless it succeeds on a DC 20 Fortitude save. Everything within the area between 5 (1.5 m) and 20 (6 m) feet of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #2 (20 pounds / 9 kg): 4d6 Cold damage to everything within 5 feet (3 m) of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for one round. Everything within the area between 10 (3 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #3 (40 pounds / 18 kg): 6d6 Cold damage to everything within 15 (4.5 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for two rounds. Everything within the area between 15 (4.5 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for one round.
    • Bomb #4 (80 pounds / 36 kg): 8d6 Cold damage to everything within 20 (6 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for three rounds. Everything within the area between 20 (6 m) and 35 feet (10.5 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for two rounds.

  • Explosive:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg):8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
      • Material Requirements: Four 2-pound (0.9 kg) of Explosive Packs, one pound (0.45 kg) steel casing, one pound (0.45 kg) of steel shot
    • Bomb #2 (25 pounds / 11.25 kg):20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
      • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel

  • Sultan's Tribute - Launcher Munition / Bomblet (5 pounds / 2.25 kg): A sphere of glazed deep red clay interspersed with burnt-brown particles of Brown Mold, surrounding an enchanted metal core and embossed with a thumb-sized portrait of a Dragon. When pressed, the Dragon grins and the core is activated.
    • Effect: When activated the core produces a Heat Metaleffect causing the Brown Mold to grow until the duration has run it's course with a one round grace period for the user, doubling round by round thereafter from 5ft (1.5 m) to an 80ft (24.25 m) spread.
      • When used by a Wyvern Anti-Gravity Fighter, whether fired from its Launchers or dropped from the bomb bay, the vessel's enchanted fire control system is able to activate the Sultan's Tribute remotely as they are deployed.
    • Brown Mold: Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet (1.5 m) in diameter, and the temperature is always cold in a 30-foot (9 m) radius around it. Living creatures within 5 (1.5 m) feet of it take 3d6 points of Nonlethal Cold damage. Fire brought within 5 feet (1.5 m) of Brown Mold causes the mold to instantly double in size. Cold damage, such as from a Cone of Cold, instantly destroys it.

2,652,081lbs of Adamantine

Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows.

53,303 lbs of Aszite Steel

Mined in the shifting gloom where the depths of the Plane of Earth spill into the Shadow Plane Aszite enhances magics of darkness and stealth

300 lbs of Blue Ice

Found only in the depths of the most ancient glaciers or the bones of eldest frost-touched beings, veins of blue ice hold within some of the deathless power of Winter.

48,457.7 lbs. of Cold Iron

This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties.

24,229 lbs of Dreamstone

Dreamstone looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is associated with abjuration magic, dreamers, and musicians.

1,994 lbs of Dragonbone

The boones of Dragons true of lesser all holdthe same innate power, making excelent bows as well as prestigious decorations

40 lbs. of Elysian Bronze

Wrought of Lost Elysium this bronze is now mostly kept for its rarity, more precious by far than Adamantine or True Silver, though the powers that saw the Azata forge arms and armor from it still slumber within

300 lbs of Fiendish Spider Chitin (Grants DR 2-5/Good)

Plates of ancient titanic spiders that once goarded the ruins of Venthar. Though not as strong as steel in other regards the mateial retain some of the power of the Pit warding against all but blessed weapons.

37 lbs. of Horacalum

This dull, coppery substance warps time around it, making things seem to speed up or slow down. Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable.

2,500 lbs. of Living Iron

Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living iron. This glossy green metal slowly repairs itself.

24,417 lbs of Mithral

When worked like steel, True becomes a wonderful material from which to create armor, and is occasionally used for other items as well. It also harms the moon-touched and devils just as other silver might.

96 lbs. of Noqual

Noqual looks like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. Noqual is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic.

54,630 lbs of Living Brass

The metal most beloved of the Efreeti this flowing arcane metalis capable of many impresive feats for the faint magic it emanates, from coins sorting themsleves instantly as they fall from the hand to weapons seeming to reject the touch of blood and need no cleaning. This power is obtained by forging the very souls of unfortunate foes of the Brazen Throne into it.

100 lbs. Singing Steel

This lustrous golden metal emits beautiful bell-like tones when struck. An alloy of gold and mithral, singing steel was common on the Upper Planes

100 lbs. Sun Silver

A weapon made of sunsilver counts as alchemical silver for all purposes, it cannot rust and when polished to a shine can reflect light in wonderous coronas

18,611 lbs of Valyrian Steel

40 lbs of Thinaun

This dark, glittering steel alloy holds an attraction to souls recently released from their bodies.

Divine Boons:
Passive Blessings:
  • Access to three free commune spells per week
  • Citizens have access to minor divinations for the price of sacrifice
  • The divine vessel will defend the temple from invasion to the death

Deeds that gain the favor of Yss : Sacrifice offered in good faith.

The Sacrifice's HD = X

CR 1-9 - (1dX)/2 Days
CR 10-15 - 1dX Days
CR 15-20 - 1d2*X Days

Herald Of Yss



Nirah, Champion of Yss, Voice of the Timeless One
Advanced Divine Cleric Creature Sea Serpent
(CR 20)
Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 15d10 + 255 (337 HP)
Initiative: +4 (Improved Initiative) + 9 (DEX) = +13
Speed: Ground: 20 ft + 30 ft (Haste) = 50 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 46 (-4 Size, +9 Dex, +24 Natural, +1 Dodge, +6 Shield), Touch 22, Flat-Footed 36
Base Attack/Grapple: +15/+35
Attack: Bite +33 (4d8+35 plus Grab & Poison), Tail Slap +31 (3d8+10 plus Grab)
Full Attack: Bite +33/+33 (4d8+35 plus Grab & Poison), Tail Slap +31 (3d8+10 plus Grab)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, Constrict (3d8+20), Swallow Whole (8d6+20 Bludgeoning damage, AC 18, HP 18), Poison (1d6/1d6 STR damage, Fort DC 38 negates), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Acid damage, Reflex DC 38 for half damage), Frightful Presence (20 ft radius, Will DC 26 negates)
Special Qualities: DR 10/Magic, Fast Healing 5, SR 27, Darkvision 120 ft, Low-Light Vision, Immune to Acid & Cold, Resist Fire 30, Immunity to Mind-Affecting effects, Telepathy 100 ft, Resist Electricity 5
Saves: Fort +34, Ref +26, Will +22
Abilities: Str 48(52), Dex 24(28), Con 39(44), Int 18(20), Wis 22(28), Cha 18(20)
Skills: +35 Concentration, +10 Knowledge (Arcana), +23 Knowledge (Religion), +10 Knowledge (The Planes), +15 Listen, +27 Sense Motive, +25 Spellcraft, +19 Spot, +31 Swim
Feats: Divine Metamagic, Extra Turning (x2), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Spellcasting Prodigy, Still Spell
Languages: Celestial, Draconic, Infernal, Truespeech
Alignment: Lawful Neutral

Capsize (Ex): The Divine Serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (Sailor) check, whichever is higher.

Prepared Divine Spells (Caster Level 15): Spell DC = 10 + 9 (WIS) + 1 (SP) + 4 (MoL) + spell level
Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (4+3/day): Barbed Serpent Chains, Clarion Call, Conviction, Divine Favor, Entropic Shield, Shield of Faith, Sign
Level 2: (4+3/day): Augury, Boneshaker, Close Wounds x2, Divine Insight, Ironskin, Resist Energy
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Deeper Darkness, Hydrophobia, Venomfire
Level 4: (4+2/day): Air Walk, Assay Spell Resistance, Divination, Divine Power, Hallucinogenic Smoke, Panacea
Level 5: (4+2/day): Caustic Blood, Constricting Coils, Greater Command, Revivify, Righteous Might, True Seeing
Level 6: (3+2/day): Banishment, Greater Dispel Magic, Heal, Invoke Deity, Wind Walk
Level 7: (2+1/day): Destruction, Dictum, Regenerate
Level 8: (1+1/day): Nine Lives, Shield of Law

Supernatural Abilities:
Divine Serpent:
  • Hasted (Su): The Divine Serpent benefits from a constant Haste spell effect.
  • Reflective Hide (Su): Divine Serpent has a silvery sheen to its skin and is permanently protected by a Spell Turning effect.
  • See in Darkness (Su): The Divine Serpent can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
  • Enhanced Attributes (Ex): The save DC for each of the Divine Serpent's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
  • Regrow limbs (Ex): If the Divine Serpent loses a limb, head, or body part, a new one grows in 1 round. It cannot be slain by a Vorpal weapon's head-severing ability.
  • Truespeech (Su): The Divine Serpent can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
  • Raging Blood (Su): Each time damage is dealt to the Divine Serpent with a Piercing or Slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of Acid damage to all within range (no saving throw). It is not harmed by its own blood.
  • Spells: The Divine Serpent casts Divine spells from the cleric list and from the Protection, Strength, and War Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
  • Frightful Presence (Ex): When the Divine Serpent makes a loud hiss, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become Shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the Divine Serpent's frightful presence for 24 hours.
Animated Extreme Shield: AC Bonus: +3 + 3 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Crown of the Serpent Lord: +4 Strength, +4 Dexterity, +5 Constitution, +2 Intelligence, +6 Wisdom, +2 Charisma, +5 Resistance bonus to Saving Throws
  1. Use Prestidigitation, Greater Mage Hand and Unseen Servant At Will, and Celerity 1/Day
  2. 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
  3. 1/Day: Negate Stun, Daze, Confusion, or Fascination (Does not include the effects of Chronomancy)
Mantle of Serpent Lord:
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
  3. Aspect of the Starry Sky:
    • Glow as if affected with a Light spell at will.
    • Convert any spell of 1st level and above to Magic Missile.
  4. Aspect of the Wide Earth:
    • Convert any Spell of 5th level and above to Teleport
    • Carrying capacity is doubled.
  5. Aspect of the Sullen Sea:
    • Hold breath for up to 12 hours before having to make a Constitution check.
    • Convert any spell of 4th level and above to Freedom of Movement.
  6. Aspect of the Golden Sun:
    • Immunity to blindness and dazzling effect
    • Convert any spell of 3rd level and above to Fireball.
  7. Harmony of the Four Aspects:
    • Benefit from Cold, Electricity, & Acid Resistance 5.
    • Convert any spell of 5th level and above to Commune.
TOTAL: 26,752 IM (not including commissioned Mind Blank ring)

Equipment: Animated Extreme Shield, Crown of the Serpent Lord, Mantle of the Serpent Lord, Mind Blank Ring



Passive Blessing: Breath of Hope (Neither the city of Sorcerer's Deep nor the island it is upon may suffer inclement weather)

Deeds that gain the favor of Zathir: Advancements in technology, art, and trade, the thwarting of powerful devils

Divine Favor with Zathir:
2,500

Monthly favor gain: 100

Research aid: 3d6

Current project:

Completed projects:

Expanding the new university of Sorcerer's Deep
Expand Sorcerer's Deep Public Schools Curriculum
Warding Banners for the Legion
 
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[X] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)
 
[X] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)
 
Vassals and other Subordonates
Vassals and other Subordinates

Vassals:
Alinor the Fair, Steward of the Deep:
The child of a poor tailor struggling to keep his small business alive, perilously close to the encroaching shadow of Drowned Town, Alinor has known as far back as she could remember that food and shelter were things that might be taken away at a moment's notice. As she grew more and more, her father's clients came to remark on the girl's beauty, inherited from a mother she could scarce remember.

Though she tried to help her father as best she could keeping the tallies and even playing the part of an apprentice he could no longer afford, Alinor could only stand helplessly by as he died to one of the nameless fevers rising from the lagoon. Heartsick at what a life of 'honest labor' had earned her father, she left the ramshackle shop for the creditors to squabble over and began working at the Rose, her eyes ever on the prestigious position of courtesan.

In the end she came to rise much higher, the small skills of her girlhood blooming into not only extraordinary skill at management, but a true passion for numbers. Alinor's power is a subtle thing, but no less pervasive for it, for as few others she has the ear and the trust of the King.

Name: Alinor
Alias: The Fair, the Even-Handed
Age: 24
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level: 6
Class: Expert 6
Feats: Skill Focus (Bluff); Iron Will; Skill Focus (Diplomacy); Skill Focus (Profession Management)
Class Features: N/A

Languages Spoken: Low Valyrian (Braavosi, Stepstones, Tyroshi), High Valyrian, Westerosi Common

HP:
31/31
AC: 10 +2 +2 (vs Evil) = 12/14
Initiative: +2 (DEX)
Attack: +4 [1d4 Dagger]
Spell Save: 10 +4 (Cha) + spell level
Weapon Proficiency: N/A
Immunities: Possession/Mental Control

STATS:
10 (+0) Strength
15 (+2) Dexterity
12 (+1) Constitution
14 +4 = 18 (+4) Intelligence
10 (+0) Wisdom
13 +1 = 14 (+2) Charisma

SAVES
FORTITUDE: 2 + 1 +2 = 3/5
REFLEX: 2 +2 +2 = 4/6
WILL: 5 + 0 +2 = 5/7

SKILLS:
Bluff: 16
Diplomacy: 14
Spot: 4
Listen: 4
Profession (Management): 17
Knowledge (Mathematics): 14
Knowledge (Local, Stepstones): 14
Knowledge (Nobility): 12
Knowledge (History): 10

Note: Always has access to the Dragon's Nest Library

Contingency Spells: Renewal Pact; Stalwart Pact

Healing Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Equipped Magic Items: Wink Broach, Amulet of Protection from Evil, Ring of Clarity (+4 INT), Ring of Untarnished Glory (+1 CHA), Healing Belt, Anklets of Translocation, Calligraphy Wyrm

Relath the Roiling Tempest:
It is the firm belief of every dragon, whatever the color of their scales, that they are the most sublime of all that lives and unto them is owed all that is good in the world. Where other dragons might simply use their great strength and powerful magics to take from the world what they wish, Brine Dragons, those born of the salt-laden shore where the Great Ocean laps against the Eternal Delve, instead desire dominion over the lesser creatures of the sea that they may bring order to the swirling depths.

This desire was Relath's undoing, leading to his capture by the Deep Ones and use as a beast of war. Yet fortune is a fickle thing and will often turn upon its tail in an instant. So it was for Relath who upon being freed of his bindings found himself looking upon an entirely different world, one in which his great strength could easily carve out his own place in the sun.

The magisters of Tolos may call him tyrant for the manner of his conquest, but few can rightly claim the city has suffered under his rule. The laws he has wrought might be strange, but they are not capricious. More than once his great strength and knowledge of sorcery have saved the city from sinister forces, a fact which Relath has made certain to spread far and wide among his people.

Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1/Dragon Mystic 2
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath, Versatile Spellcaster, Antipsionic Magic (B)
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Draconic, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 184 (12d12+1d4+2d12+90)
AC: 10 + 3 (DEX) + 15 (Natural Armor) + 5 (Natural Armor; Amulet) + 5 (Wisdom; Belt) - 1 Size + 4 (Mage Armor) + 1 (Dodge; Channel Vigor) + 2 vs Evil = 42/44
Initiative: +3 (DEX) + 5 (Primal Instinct) = +8

Movement: 60 ft, Swim 60ft, Fly 200 ft + 30 ft (Anklets) = 230 ft (poor)
Attack: Bite +14 - 1 (Size) + 11 (STR) + 5 (Enhancement; Ring) + 1 (Haste; Channel Vigor) = +30 [2d6+16+5(Enhancement)]
Full Attack:
  • Normal: Bite +30 (2d6+16), 2 Claws +25 (1d8+10), Tail Slap +25 (1d8+21), 2 Wings +25 (1d6+10)
  • w/Unarmed Attacks: Unarmed +29/+29/+24/+19 (2d6+16), Bite +24 (2d6+16), 2 Claws +24 (1d8+10), Tail Slap +24 (1d8+21), 2 Wings +25 (1d6+10)
Breath Attack: 80-ft. line of 10d6 acid (Reflex DC 23 for half damage, usable every 1d4 rounds)
Spell Save: DC: 10 + 5 (CHA) + spell level
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: 8 + 6 (CON) + 5 (Resistance) + 2 = 19/21
REFLEX: 8 + 3 (DEX) + 5 (Resistance) + 1 (CV) + 2 = 17/19
WILL: 12 + 4 (WIS) + 5 (Resistance) + 2 = 21/23

STATS:
28 +4 = 32 (+11) Strength
11 +5 = 16 (+3) Dexterity
17 +5 = 22 (+6) Constitution
17 +5 = 22 (+6) Intelligence
14 +4 = 18 (+4) Wisdom
16 +5 = 21 (+5) Charisma

SKILLS:
Bluff:
19 + 5 (CHA) = 24
Concentration: 15 + 6 (CON) = 21
Diplomacy: 19 + 5 (CHA) + 4 (SYN) + 10 (Ring)= 38
Intimidate: 9 + 5 (CHA) + 2 (SYN) = 16
Knowledge (Arcana): 4 + 6 (INT) = 10
Knowledge (Nature): 15 + 6 (INT) + 2 (SYN) = 23
Knowledge (The Planes): 13 + 6 (INT) = 19
Listen: 18 + 4 (WIS) = 22
Sense Motive: 19 + 4 (WIS) = 23
Spellcraft: 11 + 6 (INT) + 2 (SYN) + 10 (Crown) = 29
Spot: 18 + 4 (WIS) = 22
Survival: 8 + 4 (WIS) + 5 (Primal Instinct) = 17
Swim: 14 + 11 (STR) + 8 (Racial Bonus) = 33

Spells Known (Caster Level 8):
Level 0: Detect Magic, Detect Poison, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Shield, Vanish (8/7/day)
Level 2: Alter Self, Scintillating Scales, Wings of Cover (7/day)
Level 3: Ancestral Awakening, Primal Instinct (6/5/day)
Level 4: Voice of the Dragon (4/day)

Grimoire of High Arcana:
Level 1: Hoard Gullet
Level 2: Mirror Image, Protection from Arrows, Resist Energy, Rope Trick, See Invisibility

Spell-Like Abilities (Caster Level 15):
Special Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to flight speed.
  2. 3/Day use the Aerial Alacrity spell for up to seven minutes.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Crown of Wisdom: +4 Wisdom, +10 Competence bonus to Sense Motive skill checks

Monk's Belt of Healing Vigor: +5 Constitution, +5 Dexterity
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Ring of the Diplomat: +5 CHA, +5 INT, +5 Resistance, +10 Competence bonus to Diplomacy skill checks.

Ring of Tongues: Speak and understand any language at will as per Tongues.

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Equipped Magic Items: Amulet of Protection from Evil (+5 Natural Armor), Anklets of Rapid Translocation, Beads of Newt Prevention (x3), Crown of Wisdom (+4 WIS, +10 Sense Motive), Monk's Belt of Healing Vigor (+5 CON, +5 DEX), Ring of Resistance +5 (+5 CHA, +5 INT, +10 Diplomacy), Ring of Sustenance (Slotless), Ring of Tongues, Ring of Mighty Fists (+5 Enhancement bonus to Unarmed & Natural Attacks), Soulfire Mithral Bracers (+1)

Ysilla Royce:
The youngest child and only daughter of 'Bronze' Yohn Royce grew up surrounded by the love of kith and kin, weaned on tales of Runestone's long and storied history of her kin's honor and glory. Thus it is hardly a surprise that she would seek to show her love for a brother who had been banished unjustly, though her parents certainly did not anticipate how far she was willing to go or unto what strange realms that path would take her.

As dead the girl was mourned to keep her safe in the study of power, but there was more truth to that deception than many would think. The person she might have been, a lady of high birth treading the narrow path expected of her, vanished beyond recall. In her place stands the sister of the Knight of Thunder, the sorceress who flies the storm winds.

Name: Ysilla Royce
Alias: N/A
Alignment: Neutral Good
Age: 7
Race: Human (Small Humanoid Child)
Level: 2
Class: Witch 2
Feats: Accursed Hex, Extra Hex[x2](Cauldron, Slumber), Spellcasting Prodigy
Flaws: Noncombatant, Vulnerable
Class Features: Patron (Storms); Hex (Cauldron, Healing, Slumber)
Familiar: Raven(???)

HP: 10
AC: 10 +2 (DEX) -1(Vulnerable) = 11
Initiative: +2 (DEX)
Attack: N/A (BaB +1)
Spell Save: 10 +3 (INT) 1 (SP) + spell level
Hex Save: 10 +3 (INT) + 1/2 Witch level
Weapon Proficiency: N/A
Immunities:

STATS:

7 (-2) Strength
15 (+2) Dexterity
12 (+1) Constitution
14 (+2) Charisma
16 (+3) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 0 +1= +1
REFLEX: 0 +2 = +2
WILL: 3

SKILLS
Concentration:
5 +1 (CON) = 6
Craft (Alchemy): 5 +3 (INT) +4 (HEX) = 12
Heal: 1 +0 (WIS) = 1
Knowledge (Arcana): 5 +3 (INT) = 8
Knowledge (Nobility & Royalty): 4 +3 (INT) = 7
Knowledge (The Planes): 5 +3 (INT) = 8
Spellcraft: 5 +3 (INT) = 8

Spells Known (CL 2):
level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue, Obscuring Mist
Level 1: Ear-Piercing Scream, Hermean Potential, Hex Vulnerability, Itching Curse, Mage Armor, Web Bolt

Spells Prepared (CL 2):
Level 0 (4/day): Light, Mending, Message, Detect Magic
Level 1 (3/day): Mage Armor, Web Bolt, Hermean Potential

Hexes:
Common Hexes: Cauldron, Slumber, Healing, Fortune

Contingency Spells: Renewal Pact; Stalwart Pact

Equipment: Masterwork Razor-Sharp Cold Iron Dagger

Wyla Drekelis:
Few are those who walked back from the starless dark of undeath, fewer still those who do not close their minds to the memories of that fel time but draw from it strength. Such a one is Wyla Drekelis, whose sorcery and will was forged in the cold flame of living death. Feared is 'Lady Death' upon the southern shores, but more among pirates and slavers than her own folk. The Naathi honor her for bringing safety to the shores of the isle for the fist time since the Doom of Valyria, even as the elders mourn the death of peace in the hearts of their people.

To Sothoryos she turns her eyes now to rule over the lands where she has wandered through nameless ruins and sought artifacts of old to bring new realms under the law and end the reigns of the jungle tyrants just as she had the depredations of the Ghiscari pirates. Though she has worked great evil when she hunted the night, Wyla hopes the good will long outlive it.

Name: Wyla Drekelis
Alias: The Cold One, Lady Death
Age: 22
Alignment: ???
Race: True Dhampir
Level: 13
Class: Wizard (Necromancer) 13
Feats: Child of the Secret City, Corpse Crafter, Destructive Retribution, Heighten Spell(B), Merciful Spell(B), Spellcasting Prodigy, Tomb Born Fortitude, Weapon Finesse
Flaws: Vulnerable
Racial Traits: Turn Resistance (+2); Undead Resistance (+2/+4); Resist Level Drain; Half-Dead; Liquid Life(1d3); Thrall Spotter; Undead Slayer (+1/+2/+3), Resistances: +5 Cold/Electricity, Vulnerability to Fire (+50%), Light Sensitivity
Class Features: Scribe Scroll, Cursed Glance, Restricted Magic Schools (Conjuration, Enchantment)
Languages Spoken: Low Valyrian (Braavosi), Naathi, High Valyrian

HP: (13d12 + 65) = 155 + 26 (Heart of the Earth) + 10+1d10 (False Life) = 191+1d10
AC: 10 -1 (Vulnerable) +6 (DEX) +5 (Armor of Twilight) + 2 (Deflection vs Evil) = 20/22
Initiative: +6 (DEX)
Attack: +6/+1 (BAB); Ranged Touch: +6 (BAB) + 6 (DEX) = +12; Melee: +6/+1 (BAB) + 6 DEX + 2 (Valyrian Steel Rapier) = +14/+9 [1d6+1; 18-20/×2]
Spell Save: 10 + 8 (INT) + 1 (SP) + 1 (Arcane Concordance) = 20 + spell level
Weapon Proficiency: Short Sword, Rapier, Hand Axe
Resistances: Cold 10, Electricity 10, Fire 5
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Vulnerability: Fire (50%)

STATS:
8* (-1) Strength
18 + 4 = 22 (+6) Dexterity
14 + 6 = 20 (+5) Constitution
20 + 6 = 26 (+8) Intelligence
15 + 3 = 18 (+4) Wisdom
14 (+2) Charisma
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 4 + 5 (CON) + 1 + 5 (Resistance) + 6 (CV) = 21
REFLEX: 4 + 6 (DEX) + 1 + 5 (Resistance) = 16
WILL: 8 + 4 (WIS) + 1 + 5 (Resistance) = 18

SKILLS:
Bluff
: 16 +2 (CHA) = 18
Concentration: 16 + 5 (CON) + 6 (CV) = 27
Diplomacy: 16 + 2 (CHA) + 2 (SYN) = 20
Knowledge (Arcana): 16 + 8 (INT) = 24
Knowledge (Dungeoneering): 16 + 8 (INT) = 24
Sense Motive: 16 + 4 (WIS) = 20
Spellcraft: 16 + 8 (INT) + 2 (SYN) = 26

Spells Known (Caster Level 13): Restricted Schools (Conjuration, Enchantment)
Level 0: Amanuensis, Arcane Mark, Breeze, Detect Magic, Detect Poison, Disrupt Undead, Drench, Ghost Sound, Mage Hand, Mending, Message, Open/close, Prestidigitation, Read Magic, Touch of Fatigue
Level 1: Alarm, Appraising Touch, Blade of Blood, Cause Fear, Critical Strike, Comprehend Languages, Disguise Self, Endure Elements, Floating Disk, Friendly Face, Heightened Awareness, Hidden Ward, Karmic Aura, Lesser Shivering Touch, Locate City, Magic Missile, Magic Weapon, Negative Energy Ray, Nerveskitter, Nightshield, Protection from Good, Protection from Evil, Resist Energy, Scholar's Touch, Shield, True Casting, True Strike, Unseen Servant
Level 2: Alter Self, Arcane Turmoil, Blindness/Deafness, Blur, Chain of Eyes, Command Undead, Darkbolt, Darkness, Death Armor, Detect Thoughts, Disguise Undead, Dissonant Chant, Expose the Dead, False Life, Ghoul Glyph, Heart of Air, Invisibility, Local Tremor, Mirror Image, Protection from Arrows, Protective Penumbra, Reflective Disguise, See Invisibility, Shadow Double, Spectral Hand, Spymaster's Coin, Veil of Shadow, Wraithstrike
Level 3: Alter Fortune, Call the Void, Cloak of Secrets, Dispel Magic, Displacement, Fireball, Flashburst, Fly, Force Punch, Great Thunderclap, Heart of Water, Illusory Script, Karmic Backlash, Lesser Animate Dead, Manyjaws, Major Image, Mind Poison, Sign of Sealing, Shivering Touch, Shrink Item, Slow, Sound Lance, Tongues, Undead Lieutenant, Undead Torch
Level 4: Animate Dead, Assay Spell Resistance, Celerity, Crushing Grip, Detect Scrying, Dimensional Anchor, Disguise Ship, Enervation, Fear, Greater Invisibility, Greater Mirror Image, Heart of Earth, Lesser Globe of Invulnerability, Orb of Force, Scrying, Spell Enhancer, Suppressing Field, Touch of Years, Unluck, Wall of Fire, Wingbind
Level 5: Antifire Sphere, Baleful Polymorph, Blood Tentacles, Cone of Cold, Fabricate, Greater Blink, Heart of Fire, Life Bubble, Mage's Private Sanctum, Magic Jar, Mirage Arcana, Night's Caress, Polymorph, Telekinesis, Wall of Force, Xorn Movement
Level 6: Arrow of Bone, Banshee Blast, Contingency, Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, Karmic Retribution, Revive Undead, Starmantle, Superior Resistance, True Seeing
Level 7: Amber Sarcohagus, Anti-Magic Ray, Arcane Spellsurge, Avasculate, Finger of Death, Spell Turning

Spells Prepared (CL 13):
Level 0 (4+N/Day): Detect Magic, Disrupt Undead, Message, Prestidigitation, Read Magic
Level 1 (4+3+N/Day): Endure Elements, Heightened Awareness, Negative Energy Ray, Scholar's Touch, Shield, True Casting, True Strike, Unseen Servant
Level 2 (4+2+N/Day): False Life, Heart of Air, Mirror Image, Protection from Arrows, Protective Penumbra, See Invisibility, Spectral Hand
Level 3 (4+2+N/Day): Alter Fortune, Dispel Magic, Displacement, Fly, Heart of Water, Shivering Touch, Sound Lance
Level 4 (4+2+N/Day): Assay Spell Resistance, Celerity, Enervation, Greater Invisibility, Heart of Earth, Orb of Force, Spell Enhancer
Level 5 (3+2+N/Day): Blood Tentacles, Baleful Polymorph, Greater Blink, Heart of Fire, Polymorph, Wall of Force
Level 6 (2+1+N/Day): Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, Starmantle
Level 7 (1+1+N/Day): Arcane Spellsurge, Avasculate, Finger of Death

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 13 hours
  • Protection from Arrows: You benefit from Damage Reduction 10/Magic against ranged projectile attacks, preventing up to 100 points of damage before the spell is discharged. Duration: 13 hours
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 20 hours
Contingency Spells: Renewal Pact; Stalwart Pact

Active Contingency: Targeted by a non-harmless spell or spell-like ability of level three or higher: Spell Turning

Special Abilities:
  • Spell-Like Abilities (Sp): 13th Caster Level; At Will: Detect Undead, 1/Day: Charm Person, Command
  • Cursed Glance (Su): 8/Day, When a visible enemy within 60 feet targets you with an attack or spell, you can as an immediate respond with a curse. If the enemy fails a DC 23 Will save, he takes a –2 penalty to AC and on saving throws.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
    • Limbs: You gain the benefits of a haste spell.
    • Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
    • Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
    • Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Boneward Belt: +4 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Carrying capacity is doubled.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Amulet of Protection from Evil:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Luck Blade:
  1. Cast a Wish spell (1 use remaining)
  2. 1/Day Reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Spell-Battle
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Talisman of the Fallen King: +6 Intelligence, +1 Wisdom, +5 Resistance to all saving throws
  • You can recall previously spells totaling up to 9 spell levels per day as a Full-Round Action that provokes Atacks of Opportunity.
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
  • 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Spell Components:
10x Crystal Bottles

Scrolls:
Amber Sarcophagus x2
Arcane Spellsurge x2
Assay Spell Resistance x2
Avasculate x2
Detect Scrying x2
Dimensional Anchor x2
Fabricate x2
Fickle Winds x1
Greater Blink x2
Greater Invisibility x2
Greater Mirror Image x2
Greater Shadow Enchantment x2
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x2
Invisibility x5
Life Bubble x2
Mage's Private Sanctum x1
Major Image x2
Polymorph x2
Sending x2
Shivering Touch x2
Smoky Confinement x2
Spell Turning x2
Starmantle x2
True Seeing x2
Wall of Force x2

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
20x Liquid Ice
90x Night Tea
20x Sleep-Smoke
10x Sunrod
30x Vermin Repellent
Equipped Magic items: Armor of Twilight, Bead of Newt Prevention, Boots of the Wide Earth, Boneward Belt (+4 CON), Gloves of the Starry Sky (+2 DEX), Greater Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Luck Blade (1 Wish Remaining), Mind Blank Ring, Muleback Cords(Slotless), Quill of Scribing, Ring of Spell-Battle, Ring of Sustenance (Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Talisman of the Fallen King (+6 INT, +1 WIS), Valyrian Steel Rapier (+2)

Amrelath the Ash-Risen:
How does one name pride that had endured unbroken over aeons of servitude, malice still sharp when the grandchildren's grandchildren of one's foes are dust and memory? Most would call it madness, but for Amrelath it was the anchor of his sanity it was the memory of his own worth even after being forced into undeath by his fellows and later bound against himself to empower the wards of the Tower of Mantarys. The proof of his triumph is in his rebirth, though the memory of his Long Death hangs upon him close as his own shadow.

Hoard Value: 18,000 IM

Name: Amrelath
Age: Roughly 6000 Years
Alignment: Neutral Evil
Race: Dragon (True, Red). Sovereign Archetype: Loredrake
Feats: Multiattack, Versatile Spellcaster, Power Attack, Rapidstrike (Claws), Improved Rapidstrike (Claws), Improved Rapidstrike (Wings), Beast Strike, Flyby Attack, Flyby Breath, Strafing Breath, Flaws (Haunted, Claustrophobia)
Skill Tricks: Collector of Stories, Swift Concentration
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)
Speed: 40ft, Fly 150ft (poor)
Languages Spoken: Draconic, Ignan, Infernal, Abyssal, High Valyrian

HP: 274 HP
AC: 10 + 1 (DEX) +21 (Natural) -2 (size) +6 (Wis+1) +2 (deflection vs Evil) = 36/38
Initiative: +1
Attack: +37 bite (2d8+15)
Full Attack: Unarmed +37/+32/+27/+22 (5d6+15), Bite +35 (2d8+15), Claws +35/+35/+30/+25/+20/+15 (2d6+9), Wings +35/+35/+30/+25/+20/+15 (1d8+9), Tail Slap +35 (2d6+21)
Special: Breath Weapon (50ft cone of fire, 12d10 damage, DC 28), Frightful Presence (180ft, DC 25), Pyrotechnics at-will
Spell Save: DC: 10 + 4 (Cha) = 14
Immunities: Fire, Sleep, Paralysis, Possession/Mental Control, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Vulnerability: Cold
SR: 21
DR: 5/Magic

STATS:
33* +1 = 34 (+12) Strength
10 +2 = 12 (+1) Dexterity
21 +3 = 24 (+7) Constitution
16 +2 = 18 (+4) Intelligence
19 +1 = 20 (+5) Wisdom
16 +2 = 18 (+4) Charisma

*+8 for the purposes of determining carrying capacity

SAVES (+ against):
FORTITUDE: 13 +7 = +20
REFLEX: 13 +1 = +14
WILL: 13 +5 = +18

SKILLS
Appraise
: 21 +4 (INT) = +25
Bluff: 10 +4 (CHA) = +14
Concentration: 25 +7 (CON) = +32
Diplomacy: 15 +4 (CHA) +4 (synergy from Bluff and Sense Motive) = +23
Intimidate: 25 +4 (CHA) +2 (synergy) = +31 -> +4 for each size category larger than target
Knowledge (Arcana): 15 +4 (INT) = +19
Knowledge (History): 15 +4 (INT) = +19
Knowledge (Religion): 15 +4 (INT) = +19
Knowledge (The Planes): 15 +4 (INT) = +19
Listen: 25 +5 (WIS) -4 (Flaw) = +26
Search: 5 +4 (INT) = +9
Sense Motive: 25 +5 (WIS) = +30
Spellcraft: 25 +4 (INT) +2 (synergy) = +31
Spot: 10 +5 (WIS) = +15

Spells Known (Caster Level 9):

Level 0: Arcane Mark, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Prestidigitation, Read Magic (8/Day)
Level 1: Blood Wind, Cure Light Wounds, Mage Armor, Nerveskitter, Shield (5+1/Day)
Level 2: Alter Self, Mirror Image, Scintillating Scales, Wings of Cover (4+1/Day)
Level 3: Ancestral Awakening, Blinding Breath, Dispel Magic (3+1/Day)
Level 4: Breath Weapon Substitution, Voice of the Dragon (2+1/Day)

Pages of Spell Knowledge:
1st Level (100 IM each): Ant Haul, Comprehend Languages, Hoard Gullet, Protection from Evil
2nd Level (400 IM each): Divine Insight, Heroics, Invisibility, Resist Energy, See Invisibility
3rd Level (900 IM each): Air of Nobility, Call the Void, Heart of Water

Contingency Spells: Renewal Pact; Stalwart Pact

Equipped Magic Items: Amulet of Protection from Evil, +1 Soulfire Mithral Bracers, Anklet of Translocation (with 3/day Lion's Charge), Crown of Untarnished Glory (+2 CHA, +2 INT, +1 WIS), Earring of Arcane Acuity, Greater Ribbon of Disguise, Interplanar Whispering Brazier, Muleback Cords, Ring of Sustenance, Monk's Belt (with Healing Belt effect and +3 CON, +2 DEX, +1 STR), Plane Shift Talisman (2/day), Ring of Mighty Fists (+3), Bag of Holding Type IV (with Gentle Repose effect),
Scrolls: Life Bubble (x2), Panacea (x4), Teleport (x2)

Mereth:
Once a servant of Mammon, the dread Lord of the Third Hell, Mereth shares the grim and merciless purpose of her sisters in full, but she is also possessed of a cool, almost predatory curiosity that is perhaps responsible for her offer to abandon the service of Hell rather than face True Death. The more one learns of her, the less it seems an accident that her most favored animal is the cat. She even has a sense of humor to match, something to be appreciated for sure... unless one is a mouse.
Name: Mereth
Alias: The Steel Shield, The Twice-Betrayer
Age: Aeons
Alignment: Lawful Evil
Race: Outsider (Lawful, Evil, Native)
Level: 12
Class: Advanced Erinyes (Racial HD 9)/Steel Fury 3
Feats: DodgeB​, Mindsight, MobilityB​, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Class Features: Lesson of Avernus, Lessons of Dis, Lesson of Minauros, Lessons of War (Tempest Gale & Solar Wind)
Senses: Darkvision 60 ft., See In Darkness, True Seeing

HP: 178
AC: 10 + 10 (DEX) + 11 (Reinforced Segmented Nimble Fullplate +3) + 4 (Animated Extreme Shield +3) + 10 (Natural) + 1 (Dodge; CV) = 46; + 2 (Deflection vs Good/Evil); +5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead
  • Touch AC: 25 (27 vs Good/Evil), Flat-Footed: 35 (37 vs Good/Evil)
Speed: 30 ft. + 30 ft. (Channel Vigor) = 60 ft, Fly 50 ft. + 30 ft. (Channel Vigor) = 80 ft. (Good)
Initiative: +10 (DEX) + 2 (Belt) = +12
Base Attack Bonus: +12/+7/+2
  • Sword of the Ruin Lord: 1d8 + 2 (Enhancement) + 10 (STR)
    • Normal: +24/+19/+14 [1d8+12; 19-20/x2]
    • w/Channel Vigor (Haste effect): +25/+25/+20/+15 [1d8+12; 19-20/x2]
    • Life Drinking: Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day).
  • Fury's Scorn: 1d8 + 2 (Enhancement) + 10 (STR) + 9 (Tempest Gale Stance) + 1 (Bracers)
    • Normal: +30/+25/+20 [1d8+22; 19-20/x2]
      • w/Channel Vigor (Limbs "Haste" effect): +31/+31/+26/+21 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +33/+33/+28/+23 [1d8+2d6+24; 19-20/x2]
      • w/Channel Vigor (Mind effect): +34/+29/+24 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +36/+31/+26 [1d8+2d6+24; 19-20/x2]
    • Rapid Shot: +28/+28/+23/+18 [1d8+13; 19-20/x2]
      • w/Channel Vigor (Limbs "Haste" effect): +29/+29/+29/+24/+19 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +31/+31/+31/+26/+21 [1d8+2d6+24; 19-20/x2]
      • w/Channel Vigor (Mind effect): +32/+32/+27/+22 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +34/+34/+29/+24 [1d8+2d6+24; 19-20/x2]
    • Splitting: Every arrow fired by Fury's Scorn splits into two duplicate arrows while in flight, each capable of inflicting full damage to the target. Each of these duplicate arrows makes a seprate attack roll.
    • Special: Arrows inflict +1d6 damage against Undead, are treated as Ghost Touch weapons, and can make Critical Hits against Undead as if they were living creatures.
Special Attacks: Entangle, Spell-like Abilities
Special Qualities: Resistance to Acid 10 and Cold 10, See in Darkness, Telepathy 100 ft.
Immunities: Fire, Poison, Possession/Mental Control, Holy Word & Word of Chaos, All Mind-Affecting Effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
SR: 23
DR: 5/Good
DR: 5/- (up to 50 HP; stacks with base Damage Reduction)

Languages Spoken: Infernal, Westerosi Common

STATS:
25 +5 = 30* (+10) Strength
26 +4 = 30 (+10) Dexterity
25 +5 = 30 (+10) Constitution
24 +4 = 28 (+9) Charisma
18 +2 = 20 (+5) Intelligence
22 +2 = 24 (+7) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 9 + 10 (CON) + 5 (Resistance) = 24
REFLEX: 9 + 10 (DEX) + 5 (Resistance) + 1 (CV) = 25
WILL: 9 + 7 (WIS) + 5 (Resistance) = 21

SKILLS:
Concentration
: 13 + 10 (CON) = 23
Diplomacy: 4 + 9 (CHA) + 2 (SYN) = 15
Escape Artist: 10 + 10 (DEX) = 20
Intimidate: 6 + 9 (CHA) + 6 (CV) = 21
Knowledge (Religion): 13 + 5 (INT) + 4 (CV) = 22
Knowledge (The Planes): 13 + 5 (INT) + 4 (CV) = 22
Knowledge (War): 2 + 5 (INT) + 4 (CV) = 11
Listen: 14 + 7 (WIS) + 4 (CV) = 25
Move Silently: 12 + 10 (DEX) = 22
Search: 12 + 5 (INT) = 17
Sense Motive: 15 + 7 (WIS) = 22
Sleight of Hand: 15 + 10 (DEX) = 25
Spot: 15 + 7 (WIS) + 4 (CV) = 26
Survival: 0 + 7 (WIS) = 13 (+15 when following tracks)
Use Rope: 0 + 10 (DEX) = 10 (+12 w/bindings)

Stances Known (Initiator level 8):
Level 1: Galebreaker Stance
Level 3: Tempest Gale Stance

Maneuvers Known (Initiator level 8):
Level 2: Intercepting Shade (Counter), Iron Wind (Strike), Solar Lance (Strike)
Level 3: Blinding Ray Shot (Strike), Disarming Blast (Strike), Cascading Draft (Boost)
Level 4: Wind Tunnel (Boost)

Standard Load-Out:
Maneuvers: Cascading Draft (Boost), Intercepting Shade (Counter), Wind Tunnel (Boost), Solar Lance (Strike)
Stance: Tempest Gale Stance (+9 bonus to Ranged Attack damage [Charisma bonus] and +4 bonus to Ranged Attacks [1/2 Initiator Level])

Special Abilities:
  • True Seeing (Su): Erinyes continuously use True Seeing, as the spell (caster level 17th).
  • Lesson of Dis (Ex): You benefit from the Uncanny Dodge ability, retaining your Dexterity bonus to AC even when Flat-Footed or when struck by an Invisible attacker.
  • Spell-Like Abilities (Sp): 15th Caster Level, At Will: Greater Teleport (self plus 50 pounds of objects only), Charm Monster (DC 25), Minor Image (DC 23), Unholy Blight (DC 25).
  • Lesson of Avernus (Ex): The Dexterity modifier of any armor your wear is increased by 2, the Armor Check Penalty decreased by 2 and your speed when wearing Heavy armor.
  • Lesson of Minauros (Su): You are constantly affected by the Detect Magic spells and can use Arcane Sight for up to 10 rounds per day. Arcane Sight is activated as a Standard Action, but its duration need not be used all at once.
  • Entangle (Ex) Each Erinyes carries a stout rope some 50 feet long that Entangles opponents of any size as an Animate Rope spell (caster level 19th). An Erinyes can hurl its rope 30 feet with no range penalty. Typically, an Erinyes Entangles a foe, lifts it into the air, and drops it from a great height.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Animated Extreme Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +5 Constitution, +2 Competence bonus to Initiative checks
  1. Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of Minor Displacement:
  • You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. They function continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Celestial Glamered Reinforced Segmented Nimble Mithral Fullplate (+3): Armor Class: +11, Max Dexterity Bonus: +11, Armor Check Penalty: 0, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 15 pounds
  • Glammer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
  • Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Fury's Scorn: This +2 Composite Long-Range Dragonbone Longbow has a +10 Strength bonus and the Splitting, Magebane, and Distance special abilities.
  • Stats: Damage (1d8+12; x3 Crit, Special: Each arrow can hit twice, requiring separate Ranged Attack Rolls), Range Increment: 300 feet (130 [Dragonbone Composite Longbow] + 20 feet [Long-Range property], Doubled by Distance)
  • Greater Weapon Crystal of True Death: Arrows fired from this bow inflict an additional +1d6 damage to Undead, gain the Ghost Touch property, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
  • Silver Nocking Point: When using a weapon equipped with a Silver Nocking Point, treat penalties for wind conditions as though they were one step less severe. For example, when firing a ranged projectile in severe wind conditions the ranged penalty would be -2 instead of -4. Magical wind effects that would normally deflect the projectile (such as Fickle Winds) instead impose only a -8 penalty on the attack roll.
Greater Pendant of Warding: +4 Charisma, +2 Intelligence, +2 Wisdom, +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  3. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Ring of Protection from Holy & Chaos: Wearer gains immunity to the Holy Word & Word of Chaos spells.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
Soulfire Bracers of Archery:
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.
Sword of the Ruin Lord: This +2 Obedient Longsword counts as Evil and Lawful for overcoming Damage Reduction.
  • Stats: Damage (1d8+2; 19-20/x2)
  • Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
Alchemical Substances:
5x Alchemist's Fire
3x Antiplague
3x Auran Mask
10x Fungal Stun Vial
10x Healing Salve
20x Sleep-Smoke
10x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
20x Vermin Repellent

Launcher Ammo:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg

Githzerai Tokens
1x Crystal of Null Psionic Field (11th Manifester Level)

Single-Use Talismans:
1x Amber Sarcophagus Charm
2x Brilliant Barrier Charm
1x Plane Shift Charm
2x Sending Stone
Equipment: Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battle Master, Boots of Minor Displacement, Celestial Glamered Reinforced Segmented Nimble Mithral Fullplate (+3), Circlet of Perceive Betrayal, Crystal Mask of Detect Psionics, Fury's Scorn, Gloves of Zephyr's Grace (+5 DEX, +5 STR), Greater Pendant of Warding, Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Quiver of Abundant Ammunition, Ring of Protection from Holy & Chaos, Ring of Sustenance (Slotless), Rope (50ft), Scabbard of the Amoral Edge, Soulfire Bracers of Archery, Sword of the Ruin Lord

Yrael, Archon of Mantarys

A paragon of hallowed law Yrael servers for a many as a beacon of light in a darkened world, having rebuilt the demon-haunted city of Mantarys into juster and more prosperous realm than most of its people could have imagined short years ago. Yet Yrael is not without his doubts and uncertainties. His is the blade meant to punish the wicked yet he knows in his heart that should he only do that then all around him would be only blood-soaked emptiness. And so unready though he felt in the task he took up the mantle of rule, to give counsel and offer forgiveness where he could. To his unspoken surprise he found himself equal to the task.

Name: Yrael, Archon of Mantarys
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:
???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: Cleric Creature/Cleric 3???
Flaws: Honorable Challenge, Sentimental
Feats: Improved Initiative, Improved Critical (Greatsword), Power Attack, Travel Devotion, Law Devotion, Protection Devotion, Divine Might, Leap Attack, Improved Bull Rush, Shock Trooper,
Skill Tricks: Clarity of Vision
Class features: Turn Undead (7/7) , Aura, War Domain, Travel Domain, Aura, Spontaneous Casting,
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision; Perception +11
Aura: Aura of Menace (DC 17)
Languages Celestial, Draconic, Infernal; truespeech
SQ: Second Skin, Flames of Faith

DEFENSE
hp: 96 (11d10+32), Divine power (107/107)
AC: 26, touch 12, flat-footed 23 (+10 armor, +1 magic vestements +1 Dex +2, +3 natural; +2 deflection vs. evil)
Speed 40(+10) ft., fly 90 ft. (average)
Initiative: +5
Attack: Melee
+1 flaming burst greatsword +14/+9 (2d6+5/17-20 plus 1d6 fire) Ranged +1 flaming javelin +12 (1d6+4 plus 1d6 fire)
Divine Favor: Melee +1 flaming burst greatsword +17/+12 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +16 (1d6+7 plus 1d6 fire)
Divine Power: Melee +1 flaming burst greatsword +18/+13 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +17 (1d6+7 plus 1d6 fire)
Divine Power/Favor: Melee +1 flaming burst greatsword +21/+16 (2d6+11/17-20 plus 1d6 fire) Ranged +1 flaming javelin +20 (1d6+10 plus 1d6 fire)

Special: Flames of Faith
Spell Save: 10 + 5 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 21
DR: 10/evil

STATS:
16 (+3) Strength
12 +2 =14 (+2) Dexterity
19 +1 =20 (+5) Constitution
10 (+0) Intelligence
19 +1 =20 (+5) Wisdom
17 +1 = 18 (+4) Charisma

SAVES
Fort
+14, Ref +3, Will +13; +4 vs. poison, +2 vs. evil

SKILLS
Skills:
Diplomacy +18, Intimidate +9, Knowledge (religion) +11, Spot +15, Sense Motive +17, Concentration +9, Jump +8,

Constantdetect evil, magic circle against evil
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
3/dayalign weapon, mirror image, versatile weapon

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day) (Slotless):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.

Cleric Spells: Caster level 11 (9 levels of spells) [Prepared]
0th: (6) Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
1st: (4+1) Divine Favor x2,Sign, Sanctuary, Obscuring mist, Long Strider,
2nd: (4+1) Silence, Close Wounds, Ironskin, Divine insight, Locate Object,
3rd: (3+1) Dispel Magic, Alter Fortune x2, Magic Vestements,
4th: (2+1) panacea, Sound Lance, Divine Power(),
5th: (1+1) Revivify, Flame Strike,

Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+1 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+1 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)

Tor the Shadow Guide

The being who now calls itself Tor was once a rakshasa, having ascended and fallen though their black hierarchy more times than he can recall, for it was at the nadir of his power as a mere Raktavarna the least of their kindred that it was freed from its master by and unexpected summoning. Lacking neither ambition nor curiosity about the world beyond the shadowlands the spirit pledged himself to the Dragon King and though the auspices of the Timeless serpent was gifted some of the memories of Tor Longstrider, from whom he plucked his new name in a moment of cruel irony. Since that day he has served loyally and skillfully, bent on ascending the ranks of this new and strange ordering.


Tor the Shadow Guide
Size/Type: Medium Outsider (Native, Shapeshifter, Incorporeal (only while moving)), Unique Raktavarna-Variant Shadow Lord
Hit Dice: 8d8 + 40 (CON) = 79 HP
Initiative: +7
Speed: 30 ft.
Armor Class: 10 + 5 (Armor) +7 (Dex) = 22; 29 while moving
Base Attack: +8/+3
Attack: +10/+5 Touch Attack (1d6 (DC 21 Fort negates), Inflicts 1 Con damage on Critical Hit)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Cloying Gloom Blast (DC 23), Detect Thoughts (DC 19)
Special Qualities: DR 5/Good or Piercing, DR 10/Magic, Darkvision 60 ft., Resistance to Electricity 15 and Cold 15, See in Darkness, Spell Resistance 22, Change Shape (Raktavarna, any Humanoid as Alter Self), Planar Thinning, Incorporeal Step
Saves: Fortitude +10, Reflex +12, Will +7; +2 vs Evil
Abilities: Str 15, Dex 23(24), Con 18(20), Int 12, Wis 13(14), Cha 23(25)
Skills:
+21 Bluff, +25 Hide, +12 Knowledge (The Planes), +12 Knowledge (Arcana), +12 Listen, +25 Move Silently, +14 Spellcraft, +12 Spot, +12 (+14 on other Planes) Survival; Racial: +4 Bluff and +8 Disguise and Stealth (already included)
Feats: Ability Focus (Cloying Gloom Blast), Practiced Spellcaster (Sorcerer), Travel Devotion
Alignment: Lawful Evil

Spellcasting
: 8th Caster Level, Equivalent to 5th level Sorcerer, Spell DC = 10 + 7 (CHA) + Spell Level
Level 0: No Light, Message, Detect Magic, Detect Poison, Prestidigitation, Silent Portal (6/day)
Level 1: Magic Missile(RotF), Shadow Trap, Shield, Touch of Blindness, Vanish (6+2/day)
Level 2: Spectral Hand, Touch of Idiocy (4+2/day)

Grimoire of High Arcana:
Level 2: Rope Trick

Spell-Like Abilities: 8th Caster Level
Supernatural Abilities:
  • Cloying Gloom Blast (Su): 3/Day, you can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw (DC 23), creatures in the cone are affected by a Slow spell (caster level equal to the shadow lord's Hit Dice) and are Blinded for the duration of the slow effect.
  • Planar Thinning (Su): Once per day as a Full-Round Action, you can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the Gate spell (caster level equal to the shadow lord's Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.
  • Incorporeal Step (Su): When you move, you gain the Incorporeal subtype and quality, including a Deflection bonus to AC equal to its Charisma bonus. You lose the Incorporeal subtype and special ability when it stops moving.
Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +2 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Scrolls:
Assay Spell Resistance x2
Dimensional Anchor x2
Enervation x1
Glitterdust x3
Greater Invisibility x2
Heart of Air x2
Heart of Earth x2
Heart of Water x2
Invisibility x5
Mage Armor x3
Protection from Evil x3
Teleport x2

Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Anklets of Translocation, Boneward Belt(+2 CON), Bracers of Arcane Freedom, Earring of Arcane Acuity, Gloves of the Starry Sky(+1 DEX), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Handy Haversack, Ring of Untarnished Glory (+2 CHA, +1 WIS), Ring of Sustenance, +1 Twilight Caster Mithral Chain Shirt

Hermetia Aerebalys:
One of the richest women in Sorcerer's Deep and partner to King Viserys and his friend Garin Drekelis in Silver Serpent Enterprises Hermetia sees magic as a way to fulfill her long-held dream of traveling to strange and wondrous realms, though her knowledge of the perils that stalk such places have kept her relatively close to home for now, homing her talents at trickery and enchantment upon the hapless Lysene aristocracy.



Name
: Hermetia Aerebalys
Alignment: True Neutral
Race: Human (Medium)
Class: Expert 1/Beguiler 5
Feats: Mastery of Twisted Shadow, Spell Focus(Enchantment), Spell Focus(Illusion), Spellcasting Prodigy, Versatile Spellcaster, Mastery of Dreams, Silent Spell(B)
Skill Tricks: Conceal Spellcasting, Social Recovery
Flaws: Noncombatant, Vulnerable
Class Features: Armored Mage, Cloak Casting, Surprise Casting, Trapfinding

Hit Dice: 39/39
Armor Class: 10 +2 (DEX) +4 (Mage Armor) +1 Deflection/+2 Deflection (vs Evil) = 17/18
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +2
Spell Save: DC: 10 + 6 (CHA) + 1 (SP) + Spell Level; +1 w/Fear & Illusion spells, +4 w/Enchantment spells, +5 w/Fear-based Enchantment spells
Weapon & Armor Proficiency: Dagger
Immunities: Possession/Mental Control

STATS:
9 (-1) Strength
14 (+2) Dexterity
13 +3 = 16 (+3) Constitution
16 +6 = 22 (+6) Charisma
13 +3 = 16 (+3) Intelligence
10 +2 = 12 (+1) Wisdom

SAVES:
FORTITUDE: 1 + 3 (CON) + 2 = 4/6
REFLEX: 1 + 2 (DEX) + 2 = 3/5
WILL: 6 + 1 (WIS) + 2 = 7/9

SKILLS
Bluff:
8 + 6 (CHA) = 14
Concentration: 1 + 3 (CON) = 4
Diplomacy: 8 + 6 (CHA) + 6 (SYN) = 20
Knowledge (Arcana): 3 + 3 (INT) = 6
Knowledge (Nobility): 5 + 3 (INT) = 8
Knowledge (The Planes): 3 + 3 (INT) = 6
Intimidate: 4 + 6 (CHA) = 10
Sense Motive: 9 + 1 (WIS) = 10
Sleight of Hand: 10 +2 (DEX) +2 (SYN) = 14
Spellcraft: 9 + 3 (INT) = 12

Spells Known (Caster level 5):
Level 0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic (6/day)
Level 1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Power Word: Pain, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm(6/day)
Level 2: Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Blast (4/day)

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Ring of Detect Poison (Slotless): Use Detect Poison at will and Neutralize Poison 1/Day.

Shadow Cloak: +1 Deflection bonus to AC
  • 3/Day, if you are attacked, as an Swift Action you gain either gain Concealment for one round or Teleport to a space you can clearly see up to 10 feet in any direction.
Veil of Allure: +2 bonus to Enchantment spell DCs

Equipped Items: Boneward Belt (+3 CON), Gloves of the Starry Sky, Greater Amulet of Protection from Evil, Greater Earring of Arcane Acuity, Greater Ribbon of Disguise, Greater Ring of Detect Poison(Slotless), Ring of Sustenance(Slotless), Ring of Untarnished Glory (+6 CHA, +2 WIS, +3 INT), Shadow Cloak, Veil of Allure

Sandor Clegane

Trained in many of the knightly arts and more deserving of the title than many who bear the name Sandor Clegane despises the very thought of the honor bestowed upon his murderous brother the Mountain, though not half as much as he does the man himself, the monster whose strength and savagery loomed over the whole of his life from the fateful day he shoved Sandor's face into a burning brazier. One by one Gregor took from his brother all that he held dear leaving him with only one purpose: revenge, and fear ever in its shadow.

Though the scars upon his face are healed it will take far longer for those of the spirit to mend.

Name: Sandor Clegane
Alias: The Hound
Age: 23
Alignment: True Neutral
Race: Human

Level: 14
Class: Fighter 13/Occult Slayer 1
Feats: Chosen Foe, Cleave, Combat Expertise, Dirty Disarm, Great Cleave, Greater Dirty Trick, Greater Powerful Charge, Improved Dirty Trick, Improved Disarm, Mage Slayer, Power Attack, Powerful Charge, Weapon Focus (Greatsword), Weapon Specialization (Great sword)
Flaws: Burned, Bitter
Class Features: Bonus Feats, Magical Defense (+1), Weapon Bond
Languages Spoken: Westerosi Common

HP: 153/153
AC: 10 + 4 (DEX) + 12 (Reinforced Segmented Fullplate +3) + 4 (Animated Extreme Shield +1) + 1 (Dodge; Channel Vigor) + 5 (vs Ranged) + 2 Deflection (vs Evil); +1 Insight vs Chosen Foe/-2 vs Everyone Else (if Chosen Foe feat is used); +2 vs Undead OR +4 vs Incorporeal Undead
  • Normal: AC 31 (Touch: 19, Flat-Footed: 26)
  • vs Chosen Foe: AC 32 (Touch: 20, Flat-Footed: 27)
  • vs Ranged Attacks: AC 36 (Touch: 24, Flat-Footed: 31)
  • vs Ranged Attacks by Chosen Foe: AC 37 (Touch: 25, Flat-Footed: 32)
  • Special Cumulative Modifiers: +2 AC (Deflection) vs Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Initiative: +4 (DEX)
Attack: +14/+9/+4 (BAB) + 8 (STR) + 1 (Weapon Focus) +1/-2 (Chosen Foe) + 1 (Channel Vigor); Valyrian Steel Greatsword: +4 (Enhancement; ignores Silver, Cold Iron, and Adamantine-based DR)
  • Valyrian Steel Greatsword (+4): 2d6 + 4 (Enhancement) + 12 (STR x 1.5) + 2 (Weapon Specialization); +2d6 when using Greater Powerful Charge, +1d6 damage against Undead & acts as a Ghost Touch weapon
    • Normal: +28/+28/+23/+18 [2d6 + 18; 19-20/x2]
    • vs Chosen Foe: +29/+29/+24/+19 [2d6 + 18; 19-20/x2]
    • Magebane: +30/+30/+25/+20 [4d6 + 18; 19-20/x2]; Ignores Epic Damage Reduction.
    • vs Chosen Foe w/Magebane: +31/+31/+26/+21 [4d6 + 18; 19-20/x2]; Ignores Epic Damage Reduction.
Weapon Proficiency: Greatsword, Longsword, Lance, Greataxe, Mace, Short-Spear
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
DR: 3/-
DR: 5/- (up to 50 HP); stacks with other Damage Reduction

STATS:
21* + 6 = 27 (+8) Strength
14 + 4 = 18 (+4) Dexterity
18 + 4 = 22 (+6) Constitution
13 + 1 = 14 (+2) Intelligence
12 + 2 = 14 (+2) Wisdom
6 + 2 = 8 (-1) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +1 against spells or spell-like abilities
FORTITUDE: 11 + 6 (CON) + 5 (Resistance) = 22
REFLEX: 4 + 4 (DEX) + 5 (Resistance) + 1 (CV) = 14
WILL: 6 + 2 (WIS) + 5 (Resistance) = 13

SKILLS:
Climb: 5 + 8 (STR) = 13
Handle Animal: 11 - 1 (CHA) = 10
Knowledge (Arcana): 6 + 2 (INT) + 4 (CV) = 12
Intimidate: 17 - 1 (CHA) + 6 (CV) = 22
Jump: 5 + 8 (STR) = 13
Ride: 10 + 4 (DEX) = 14
Spellcraft: 5 + 2 (INT) = 7
Swim: 5 + 8 (STR) = 13

Special Abilities:
  • Weapon Bond/Magebane (Ex): Using your bonded weapon, you are treated as possessing the Magebane special ability, which effectively increases the weapons' Enhancement bonus by +2 and its damage by +2d6 when used against enemies capable of casting Arcane spells or using Arcane spell-like abilities.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 75+ HP]

Animated Extreme Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +4 Constitution
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  3. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  4. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Celestial Glammered Reinforced Segmented Adamantine Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +7, Armor Check Penalty: -3, Arcane Spell Failure: 20%, Speed: 30ft, Weight: 27.5 pounds
  1. Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
  2. Glamer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
  3. Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
Earring of Arcane Acuity:
  1. Immunity to Blindness and Dazzling effects.
  2. 1/Day: Negate Stun, Daze, Confusion, Fascination (Does not include the effects of Chronomancy)
  3. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Amulet of Tears: +2 Wisdom, +2 Charisma, +1 Intelligence, +5 Resistance bonus to all saving throws
  1. Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Soulfire Bracers of Quickstrike (+1):
  1. Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
Valyrian Steel Greatsword (+4): 2d6+4, 19-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
  • Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
30x Alchemist's Kindness
10x Antiplague
10x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
5x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battle Master (+4 CON), Boots of the Battle Charger, Celestial Glammered Reinforced Segmented Adamantine Fullplate (+3), Earring of Arcane Acuity, Gloves of Hero's Strength (+6 STR, +4 DEX), Greater Amulet of Tears, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Mind Blank Ring, Muleback Cords (Slotless), Ring of Protection from Evil, Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Valyrian Steel Greatersword (+4)

Zherys Naethyreon

One would be hard-pressed to mistake the once High Speaker now archon of Volantis for anything but a mage. Though the hair which frames his saturnine features is black rather than the sliver common among the Free Cities, this a man who has embraced the magic and heritage of Doomed Valyria even onto reshaping of his own flesh. A fragile but perfectly-formed dragon wing emerges from his left shoulder. Oftentimes this strange appendage will show agitation while his features remain composed, though one can never be sure how much of it is unintentional and how much is tactics.

Yet Zherys Naethyreon is also a man struggling with the bitter knowledge of the Freehold's failings, the corruption of the Fallen God twisting it to wreck and ruin. More than the fate of Heaven and the Sundering of the Spheres, more than the knowledge of the myriad of foes that would consume the world that pains him. He is no stranger to pain nor to loss this sorcerer who had borne witness to the days where magic was but embers to be called with patient ritual and and precious sacrifice. The same will drives him still.


Name: Zherys Naethyreon
Age: ??? (Middle-Age)
Alignment: Lawful Evil
Race: Human (Dragonblooded, Medium)
Level: 16
Class: Sorcerer (Blood of Siberys) 7/ Loremaster 5/ Incantifier 4
Feats: Arcane Thesis (Disintegrate), Draconic Aura (Energy, Fire), Draconic Bloodline, Draconic Heritage(Red), Extend Spell, Fire Casting, Invisible Spell, Maximize Spell, Residual Magic, Skill Focus (Knowledge History), Still Spell, Split Ray
Flaws: Grudge Keeper, Meticulous
Class Features: Blood of Siberys, Lore, Secret (Inner Strength, True Stamina, Applicable Knowledge), Arcane Body, Spell Eater, Spell Resistance, Spell Leach, Spell Eater 2

HP: 12d4 + 4d6 + 64 (110 HP) + 30 Temp HP (HotE) + 1d10+10 Temp HP (False Life) = 150 + 1d10 HP
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 5 (Deflection) + 4 (Shield) = 26 (Flat-Footed: 23, Touch: 26)
Movement: 30 ft + 10 ft (Heart of Fire) = 40 ft
Initiative: +3 (DEX)
Attack: BAB +8/+3; 8 (BAB) + 3 (DEX) + 4 (CV) = +15 (Ranged Touch)
Spell Save: DC: 10 + 9 (CHA) + 1 (Arcane Concordance) + spell level; +3 w/Fire spells
Weapon Proficiency: Dagger, Staff
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects, Age
Resistances: Cold 5, Electricity 5, Fire 25
SR: 24
DR: 10/Magic vs Projectile Attacks (maximum of 100 points)

STATS:
8 + 2 = 10 (0) Strength
12 + 4 = 16 (+3) Dexterity
13 + 5 = 18 (+4) Constitution
22 + 6 = 28 (+9) Charisma
16 + 4 = 20 (+5) Intelligence
12 + 4 = 16 (+3) Wisdom

SAVES:
FORTITUDE: 5 + 4 (CON) +2 (Secret) + 5 (Resistance) = 16
REFLEX: 5 + 3 (DEX) + 5 (Resistance) = 13
WILL: 12 + 3 (WIS) + 2 (Secret) + 5 (Resistance) = 22

SKILLS:
Bluff:
10 + 9 (CHA) + 6 (CV) = 25
Concentration: 19 + 4 (CON) + 10 (Ring) + 6 (CV) = 39
Diplomacy: 19 + 9 (CHA) + 4 (SYN) + 10 (Ring) = 42
Knowledge (Arcana): 19 + 5 (INT) + 4 CV) = 28
Knowledge (History): 10 + 5 (INT) +3 (Skill Focus) + 4 CV) = 22
Knowledge (The Planes): 5 + 5 (INT) + 4 CV) = 14
Sense Motive: 9 + 3 (WIS) + 10 (Ring) = 22
Spellcraft: 19 + 5 (INT) + 2 (SYN) + 3 (SF) + 10 (Ring) = 39

Spells Known (Caster Level 16):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light Mage Hand, Mending, Message, Prestidigitation [6/Day]
Level 1: Comprehend Languages, Mage Armor, Magic Missile(RotF), Scholar's Touch, True Casting, True Skill, True Strike [6+3/Day, -1 (Mage Armor)]
Level 2: Darkvision, Elemental Dart, Heart of Air, Invisibility, Mirror Image, Wings of Cover [6+3/Day, -3 (False Life, Heart of Air, Protection from Arrows)]
Level 3: Ancestral Awakening, Dragon's Hide, Fireball(RotF), Heart of Water, Protection from Energy [6+3/Day, -1 (Heart of Water)]
Level 4: Fear, Freedom of Movement(RotF), Heart of Earth, Orb of Force, Ruin Delver's Fortune, Voice of the Dragon [6+2/Day, -1 (Heart of Earth)]
Level 5: Commune(RotF), Greater Blink, Heart of Fire, Mind Fog, Teleport(RotF), Undying Vigor of the Dragonlords [6+2/Day, -1 (Heart of Fire)]
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, True seeing [6+2/Day]
Level 7: Arcane Spellsurge, Greater Arcane Sight, Vision [5+2/Day]
Level 8: Mind Blank, Moment of Prescience [3+1/Day, -2 (Mind Blank, Moment of Prescience)]

Grimoire of High Arcana:
Level 1: Alarm, Disguise Self, Spontaneous Search
Level 2: Alter Self, Detect Thoughts, False Life, Investigative Mind, Protection from Arrows, Rope Trick, See Invisibility
Level 3: Air of Nobility, Fly, Phantom Steed, Tongues
Level 4: Greater Invisibility

Runestaff of Abjuration: Dismissal, Dispel Magic, Lesser Globe of Invulnerability, Repulsion, Resist Energy, Shield

Contingency Spells: Renewal Pact; Stalwart Pact

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 16 hours, Cost: 2nd level spell slot
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 16 hours, Cost: 1st level spell slot
  • Mind Blank: You are Immune to all Mind-Affecting Effects and Divination spells. Duration: 24 hours, Cost: 8th level spell slot
  • Protection from Arrows: You benefit from Damage Reduction 10/Magic against ranged projectile attacks, preventing up to 100 points of damage before the spell is discharged. Duration: 16 hours, Cost: 2nd level spell slot
  • Moment of Prescience: Once during the spell's duration you can apply a +16 Insight bonus on any single attack roll, opposed ability, skill check, or saving throw, or you can use it to increase your AC against a single attack. Duration: 16 hours, Cost: 8th level spell slot
  • Elemental Heart Spells: Air (+10 Jump, +10ft flight speed), Earth (+30 Temp HP), Fire (+10ft ground speed, Fire Resistance 20), Water (+8 Swim, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 16 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities:
  • Dragon-Wing Graft (Su): 3/Day you can use an extra Swift Action in a round. This can only be used once per round.
  • Blood of Siberys: You add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast.
  • Lore: You know legends and information regarding various topics, just as a Bard can with Bardic Knowledge. You add your Loremaster level and Intelligence modifier to the check, which functions otherwise exactly like a Bardic Knowledge check.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
    • Limbs: You gain the benefits of a haste spell.
    • Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
    • Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
    • Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Incantifier Abilities:
  • Arcane Body (Ex): Your body ceases to function as most living creatures' do. While not Undead, elements of your existence are fundamentally warped by the arcane energies you rely upon to sustain yourself.
    • You do not heal naturally, nor can you be healed through normal magical means. Only through draining magic using your Spell Eater ability or your personal Arcane spells can you replenish your physical health.
    • You no longer have any need to eat, drink, or sleep and do not take penalties from neglecting these needs.
    • In addition, you no longer take any negative effects from aging and have no maximum age. Instead, you must replenish your body by absorbing spell levels equal to your character level every month, using your Spell Eater ability, or you permanently lose a level.
  • Spell Eater (Su): You depend on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat your spell resistance, you absorb the magic and heal 1d4 hit points per spell level. Spells that ignore or overcome your spell resistance affect you as normal. You decide whether or not your spell resistance affects spells you casts on yourself, either benefitting from the spell or healing as you choose.
    • When you use this ability to absorb your monthly requirement of spell energy, you do not regain hit points.
    • When a spell is negated by your spell resistance, you may choose to use either the Spell Eater or Spell Leech ability, but not both.
  • Spell Leech (Su): You can channel absorbed arcane energy back into your own magic. If an arcane spell or spell-like ability does not beat your spell resistance, you regain an expended spell slot of the absorbed spell's level. If you have your full compliment of spell slots, you cannot benefit from this ability.
    • When a spell is negated by your spell resistance, you may choose to use either the Spell Eater or Spell Leech ability, but not both.
  • Spell Eater 2 (Su): You can heal yourself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item you are holding. Using Spell Leech on a potion or scroll destroys the item, but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals you of 1d4 hit points per spell level of the highest-level spell the item possesses. You cannot be healed more than your maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.
Anklets of Translocation:
  1. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  2. Convert any Spell of 5th level and above to Teleport
  3. Carrying capacity is doubled.
Boneward Belt of Many Pockets: +5 Constitution, +5 Resistance bonus to saving throws
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
  • Although only eight small pouches are readily visible on the inner front of this belt, there are actually 64 of them, and each acts as a small Bag of Holding capable of containing 1 cubic foot of material weighing no more than 10 pounds.
    • Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
    • While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom, +5 Deflection bonus to AC
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the Starry Sky: +4 Dexterity, +2 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
Minor Cloak of Displacement:
  • You benefit from a 20% miss chance, as if affected by a Blur spell. You can suppress or activate this effect at will as a Standard Action.
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Ring of Spell-Battle:
  1. +10 Competence bonus to Concentration and Spellcraft skill checks
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Robes of Mysterios Conjuration:
  • 3/Day sacrifice a spell slot to use Summon Monster spell of same level
Runestaff of Abjuration:
Genie Tokens
2x Plane Shift Charm
2x Sending Stone
2x Teleport Charm

Scrolls:
Amber Sarcophagus x1
Assay Spell Resistance x3
Avasculate x1
Dimensional Anchor x2
Fickle Winds x2
Gate x1
Greater Invisibility x2
Greater Teleport x2
Life Bubble x2
Maze x1
Mind Blank x1
Moment of Prescience x2
Plane Shift x2
Sending x5
Smoky Confinement x2
True Seeing x3
Veil of Undeath: x2
Wall of Force x2

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
10x Fungal Stun Vial
10x Healing Salve
20x Sleep-Smoke
10x Smokestick
10x Sunrod
30x Vermin Repellent
Equipped Magic Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt of Many Pockets (+5 CON, +5 Resistance), Calligraphy Wyrm, Diplomat's Ring of Untarnished Glory (+6 CHA, +4 INT, +4 WIS, +5 Deflection), Gloves of the Starry Sky (+4 DEX, +2 STR), Greater Amulet of Protection from Evil, Minor Cloak of Displacement, Radiant Earring of Arcane Acuity, Runestaff of Abjuration, Soulfire Mithral Bracers of Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration

Siduri of Dis

Born in Dis the City of Sin of the blood of fiends and exiles Siduri is one of the few alumni of the Academy of Chains who does not bear the brand of Hell upon her soul, and has the foes to match such an audacious escape. Though unflaggingly polite and possessed of a pleasantly acerbic humor among those she respects and appreciates the life of a raider mage on the Sea of Fire has left her as sharp as and athame's blade. As a mage of the Golden Wind Siduri used her considrable powers of conjuration and enchatment to bind fiends and would be foes alike with chains of her own forging, though she is obviously much more confident with Erinyes serving of their own will at her back than gaesed devils.



Name: Siduri of Dis
Alias: The Flame Binder, Saera of Mantarys
Alignment: Neutral Evil
Age: 490
Race: Tiefling
Level: 12
Class: Wizard (Enchanter 12)
Feats: Spell Focus (Enchantment), Spellcasting Prodigy, Potent Enchantment, Persuasive, Diversified Casting (Abjuration), Commanding, Greater Spell Focus
Flaws: Noncombatant
Skill Tricks: Swift Concentration
Class Features: Fire Domain, Enchanter, Social Proficiency (Gain access to Bluff, Intimidate, and Diplomacy as class skills)
Racial Features: Soul Seer (Deathwatch SLA) Beguiling Liar (+4 Bluff)
Resistance: 5 Cold/Fire/Electricity

Languages Known: Ignan, Infernal, Abyssal, Draconic, Terran

HP: 45/45
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack: 6 (BAB) +1 (DEX) = +7 (Ranged Touch)
Spell Save: 10 + 8 (INT) +1 (SP) +2 (Enchantment) +1 (Compulsion) +Spell Level
Weapon Proficiency: Staff, Light Crossbow, Dagger, Unarmed

STATS:
8 (-1) Strength
12 (+1) Dexterity
11 + 1 = 12 (+1) Constitution
17+ 3 = 20 (+5) Charisma
21+ 5 = 26 (+8) Intelligence
11+ 1 = 12 (+1) Wisdom

SAVES:
FORTITUDE: 4 +1
REFLEX: 4 +1
WILL: 8 +1

SKILLS
Bluff:
15 + 5 (CHA) + 4 (Racial) + 2 (Persuasive) = 26
Concentration: 15 + 1 (CON) = 16
Diplomacy: 15 + 5 (CHA) + 2 (Persuasive) = 22
Intimidate: 15 + 5 (CHA) + 2 (Persuasive) = 22
Knowledge (Arcana): 11 + 6 (INT) = 17
Knowledge (the Planes): 11 + 6 (INT) = 17
Spellcraft: 10 + 6 (INT) = 16


Spells Known (CL 12):
Level 0: Breeze, Drench, Acid Splash, Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Open/close, Prestidigitation, Read Magic, Touch of Fatigue
Level 1: Sleep, Hypnotism, Benign Transposition, Cause Fear, Create Trap, Feather Fall, Grease, Magic Aura, Obscuring Mist, True Casting
Level 2: Daze Monster, Hideous Laughter, Mirror Image, Blur, Invisibility, Alter Self, Blindness/Deafness, Cat's Grace, Detect Thoughts, False Life, Hypnotic Pattern
Level 3: Major Image, Deep Slumber, Dimension Door, Heroism, Suggestion, Lesser Geas, Dispel Magic, Tongues, Greater Invisibility, Fly, Haboob, Hesitate, Unluck
Level 4: Slumber Arrows, Charm Monster, Dimensional Anchor, Confusion, Celerity, Assay Spell Resistance, Disguise Ship, Mass Whelm, Orb of Force
Level 5: Telekinesis, Sleep Mote, Hold Monster, Insidious Suggestion, Lesser Planar Binding, Feeblemind, Break Enchantment, Mind Fog, Magic Jar
Level 6: Greater Heroism, Planar Binding, Geas/Quest, Analyze Dweomer, True Seeing

Opposed Schools: Evocation, Abjuration

Diversified Casting: Dispel Magic, Dimensional Anchor, Break Enchantment

Spells Prepared (CL 12):
Level 0 (4+S):
Level 1 (6+S):
Level 2 (6+S):
Level 3 (6+S):
Level 4 (5+S):
Level 5 (3+S):
Level 6 (3+S):

Spell-like Abilities (CL 12):
Deathwatch -At will-

Supernatural Power:
Turn and Destroy Water Creatures, Rebuke, Command, or Bolster Fire Creatures (8/day)

Equipped Magic Items:
Stat Boost: CON +1 (Belt); CHA +3 (Amulet); WIS +1 (Ring) INT +5 (Headband/Horn-caps)

Robe of Arcane Might (+1 to Enchantment CL)

Mesmerist's Gloves:
Mesmerist's gloves allow a spellcaster to affect an extra target with her enchantment spells. Any time you cast an enchantment spell of 3rd level or lower that targets an enemy, you can activate this item to have the spell also target another enemy within 10 feet of the original target.(2/Day)

The Windward Society:
Menel Goldentooth

In his first life Menel was slim aristocratic looking Lorathi with a passion for charts and maps of all types. He supposedly once traveled as far as Yi Ti. He has quite a bit of wealth from his days as a Merchant Venturer. In temperament he is generously absent-minded.

Now restored to the full flower of his youth if in an yet unfamiliar body he can show in full not only the shrewd mind that won him fame and infamy across half the world but also the skill at arms that won him many an argument upon the sharp point of his rapier.

Name: Menel Goldentooth
Alias: N/A
Age: 87 (Physical age 19)
Alignment: Lawful Neutral
Race: Human

Level: 8
Class: Noble 4/Master Spy 4
Feats: Combat Expertise, Deceitful, Disengaging Feint, Improved Feint, Iron Will, Weapon Finesse
Class Features: Art of Deception, Bonus Class Skill (Spellcraft), Coordinate, Concealed Thoughts, Favor +2, Glib Lie, Inspire Confidence, Mask Alignment, Master of Disguise, Nonmagical Aura, Sneak Attack +2d6, Superficial Knowledge, Quick Change

Flaws: Impetuous, Meticulous
Languages Spoken: Low Valyrian (Braavosi, Lorathi, Qohorik, Norvosi, Astapori), High Valyrian, Ibbenese, Westerosi Common, Qartheen, Yi Tish, Lengii

Description:

HP:
74
AC: 10 + 4 (Mithril Chain Shirt) + 5 (DEX) = 19; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative:
+5 (DEX)
Attack: BAB +6/+1 [+13/+8; 1d6+7 BAB + 5 (DEX) +2 Valyrian Steel Rapier (18-20x2)]
Special: 2d6+6 Sneak Attack
Weapon Proficiency: Dagger, Rapier, Crossbow
Immunities: Possession/Mental Control

STATS:
12 (+1) Strength
18 + 2 = 20 (+5) Dexterity
14 + 2 = 16 (+3) Constitution
18 (+4) Intelligence
15 + 1 = 16 (+3) Wisdom
15 + 1 = 16 (+3) Charisma

SAVES:
FORTITUDE: 2 + 3 + 2 = 5/7
REFLEX: 5 + 5 + 2 = 10/12
WILL: 5 + 3 + 2 + 2 = 10/12

SKILLS:
Bluff: 11 + 3 (CHA) + 4 (AoD) = 18
Diplomacy: 11 + 3 (CHA) + 6 (SYN) = 20
Disguise: 6 + 3 (CHA) + 2 (SYN) +2 (DC) + 4 (AoD) = 17
Gather Information: 11 + 3 (CHA) + 2 (SYN) = 16
Hide: 6 + 5 (DEX) = 11
Knowledge (Arcana): 5 + 4 (INT) = 9
Knowledge (Dungeoneering): 5 + 4 (INT) = 9
Knowledge (Economics): 11 + 4 (INT) = 15
Knowledge (Geography): 11 + 4 (INT) = 15
Knowledge (Local): 5 + 4 (INT) = 9
Knowledge (Planes): 5 + 4 (INT) = 9
Knowledge (Nobility): 5 + 4 (INT) = 9
Move Silently: 6 + 5 (DEX) = 11
Sense Motive: 11 + 3 (WIS) + 4 (AoD) = 18
Spellcraft: 1 + 4 (INT) + 2 (SYN) = 7

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+2 CON), Gloves of Zephyr's Grace (+2 DEX), Greater Ribbon of Disguise, Handy Haversack, Mithral Chainmail (+1), Ring of Protection from Evil (+1 WIS, +1 CHA), Ring of Sustenance, Valyrian Steel Rapier (+2)

Ser Aubert Flowers

Ser Aubert Flowers is a man who has by any measure lived an interesting life, even an extraordinary one. Having fought in the Fourth Blackfyre Rebellion in his youth, he took as many did the path to the Golden Company where he learned skills of war befitting a soldier and in time an officer of one of the finest sellsword companies of the age. Though he remained at heard a Lancer true to his squiring in the Reach, he learned engineering and siege-craft, architecture and even, reluctantly elephant handling. In later years his wanderlust took him far afield in the company of his boon companions in what would later become the Windward Society. And yet for all the years he has lived Aubert Flowers' tale is still only just beginning in a world wider and stranger than even he knows

Name: Aubert Flowers
Titles: Colonel of the First Legion
Age: 89 (Physical age 19)
Alignment: Lawful Neutral
Race: Human

Level: 10
Class: Cavalier 10
Feats: Cleave, Combat Expertise, Coordinated Charge, Distracting Charge, Mounted Combat, Pack Flanking, Power Attack, Ride-By Attack, Spirited Charge
Flaws: Chivalrous Courtesy, Implacable
Class Features: Challenge, Mount (Warhorse, Heavy - Charger Archetype), Order of the Dragon, Tactician, Cavalier's Charge, Expert Trainer, Banner, Greater Tactician

Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Lorathi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene, Astapori), High Valyrian (poor), Dothraki (poor), Qartheen (poor)

HP:
94
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Full Plate) + 2 (DEX) = 22; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +2 (DEX)
Attack: BAB +10/+5 [+17/+12; 2d6+7 (19-20/x2)]
Weapon Proficiency: Dagger, Longsword, Greatsword, Mace, Pike, Lance, Longbow
Immunities: Possession/Mental Control
DR: 3/--

STATS:
18 + 2 = 20 (+5) Strength
13 + 1 = 14 (+2) Dexterity
15 + 1 = 16 (+3) Constitution
14 (+2) Intelligence
16 (+3) Wisdom
18 + 2 = 20 (+5) Charisma

SAVES:
FORTITUDE: 7 + 3 + 2 = 10/12
REFLEX: 3 + 2 + 2 = 5/7
WILL: 3 + 3 + 2 = 6/8

SKILLS:
Bluff: 11 + 5 (CHA) = 16
Diplomacy: 11 + 5 + 4 (SYN) = 20
Handle Animal: 5 + 5 (CHA) = 10
Intimidate: 11 + 5 (CHA) = 16
Knowledge (Architecture & Engineering): 4 + 2 = 6
Knowledge (War) 6 + 2 (INT) = 8
Profession (Soldier): 9 + 3 (WIS) = 12
Ride: 13 + 2 (DEX) + 2 (SYN) = 17
Sense Motive: 13 + 3 (WIS) = 16

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt +1 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+1 CON), Gloves of Hero's Strength (+2 STR, +1 DEX), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil (+2 CHA), Ring of Sustenance, Valyrian Steel Greatsword (+2)

Grazdan the Grim

A former slave in Mereen that manged to rise up in bloody rebellion seize the ship that was transporting him and, along with his fellow former slaves, bring the newly renamed Blood Price to port in Bravos. So impressed were the Braavosi at his act that mirrored the very founding of their city that he was given many honors and no small amount of coin. He administered his funds wisely if not brilliantly and along with Koron was once a scourge upon the slavers out of Volantis, occasionally making the longer trip to prowl the waters near the remaining Ghiscari cities.

Name: Grazdan the Grim
Titles: N/A
Age: 85 (Physical age 19)
Alignment: TrueNeutral
Race: Human

Level: 8
Class: Fighter 6/Legendary Captain 2
Feats: Blooded, Leadership, Great Captain,
Flaws: Infamous (Slaver's Bay), Insomniac
Class Features:

Languages Spoken:
Low Valyrian (Braavosi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene, Astapori), Qartheen (poor), Old Ghiscari (poor)

HP: 79
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Full Plate) + 1 (DEX) = 21; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +1 (DEX) +2 (Blooded) = +3
Attack: BAB +6/+1 [+12/+7; 2d6+6 (19-20/x2)]
Weapon Proficiency: Dagger, Longsword, Greatsword, Mace, Pike, Lance, Longbow
Immunities: Shaken Condition, Possession/Mental Control
DR: 3/--

STATS:
16 + 2 = 18 (+4) Strength
12 (+1) Dexterity
16 + 2 = 18 (+4) Constitution
13 (+1) Intelligence
14 (+2) Wisdom
11 (+0) Charisma

SAVES:
FORTITUDE: 6 + 3 + 2 = 9/11
REFLEX: 1 + 1 + 2 = 2/4
WILL: 3 + 1 + 2 = 4/4

SKILLS:
Bluff: 5
Intimidate: 6
Knowledge (Geography: 9 + 1 (INT) = 10
Knowlge (History): 5 + 1 (INT) = 6
Profession (Sailor): 11 + 1 (INT) =12
Sense Motive: 6 +2 (WIS) = 8
Spot: 6 +2 (WIS) +2 (Blooded) = 10

Weather Gauge (Ex): On reaching 2nd level, your superior ability in handling a ship allows you to maneuver so as to have the more advantageous wind. You gain a +4 competence bonus on Profession (sailor) checks to gain the advantage. As long as you have the advantage, your crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and your ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Belt of Giant's Growth: +2 Constitution
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Belt of Giant's Growth (+2 CON), Gloves of Hero's Strength (+2 STR), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil, Ring of Sustenance, Valyrian Steel Greatsword (+2)

Koron Redmane

Class: Fighter 6/Barbarian 3

He made his fortune hunting slavers for bounties put up by the government. Sadly he was every bit as good at spending money as he was at making it off the backs of slavers so that fortune does not currently amount to much. His ship the Seeker has been sold to his former first mate because in Koron's words she would miss the sea.

Name: Koron Redmane
Titles: N/A
Age: 83 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human

Level: 9
Class: Fighter (Corsair) 6/Barbarian 3 (Ferocity ACF)
Feats: Battle Jump, Improved Bull Rush, Power Attack(B), Improved Sunder(B), Cleave(B), Combat Brute, Great Cleave (B), Cometary Collision
Flaws:
Class Features:

Languages Spoken:
Low Valyrian (Braavosi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene), Qartheen (poor), Summer Tongue

HP: 75
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Full Plate) + 2 (DEX) = 22; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +3 (DEX) +2 (Blooded) = +5
Attack: BAB +9/+4 [+15/+10; 1d12+6 (x3)]
Weapon Proficiency: Dagger, Handaxe, Greataxe, Mace, Pike, Lance,
Immunities: Possession/Mental Control
DR: 3/--

STATS:
16 + 2 = 18 (+4) Strength
15 + 1 = 16 (+3) Dexterity
13 + 1 = 14 (+2) Constitution
13 + 1 = 14 (+2) Intelligence
9 + 1 = 10 (+0) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 8 + 2 + 2 = 10/12
REFLEX: 3 + 3 + 2 = 6/8
WILL: 3 + 0 + 2 = 3/5

SKILLS:
Appraise 11 +2 (INT) = 13
Balance 11 +3 (DEX) = 14
Climb 10 +3 (DEX) = 13
Profession (sailor) 11 +2 (INT) = 13
Swim 11 +4 (STR) = 15

Corsair abilities (Ex):
Swinging Bull Rush: Grabbing a rope and swinging hard, the corsair plants both heels into an opponent, sending him stumbling back. If the corsair can swing from something while making a bull rush attack, she can use the momentum to her benefit. For every 5 feet swung in the attack, add +1 to the opposed Strength check. If the corsair wins the opposed check, she forces the opponent back an additional 5 feet; the corsair does not need to move with the opponent for these 5 feet. This attack still provokes an attack of opportunity unless the corsair has the Improved Bull Rush feat.
Big Breath: The corsair learns to control her need for air. When she must start making Constitution checks to avoid drowning, the corsair only needs to make the check every other round. The check still increases by one each time, but because a check is made every other round, it increases at half the normal rate.

Combat Brute Abilities (Ex):
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.

Barbarian Abilities(Ex):
Ferocity 1/day: As rage but +4 to DEX and STR

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Belt of Giant's Growth: +1 Constitution
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Belt of Giant's Growth (+1 CON), Gloves of Hero's Strength (+2 STR, +1 DEX), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil (+1 INT, +1 WIS), Ring of Sustenance, Valyrian Steel Greataxe (+2)

Lothos Saan

Class: Swashbuckler 3/Rogue 3/Scarlet Corsair 3

A member of the far flung Saan clan most well known for never having quite managed to figure out that the saying: "The first king was a lucky pirate" implies that the kings should give up piracy. Lohos is the odd one out in that he always was more interested in seeing what is beyond the horizon than plundering it, which is not to say he had not done enough plundering to keep him comfortable in his old age.

Name: Lothos Saan
Alias:
Age:
79 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human
Level: 9
Class: Rogue 3/ Swashbuckler 3/Scarlet Corsair 3
Flaws: Short Attention Span
Feats: Combat Expertise, Combat Reflexes, Deadly Defence, Expert Tactician, Improved Feint(B), Riposte, Surprise Risposte, Weapon Finesse(B)
Class features: Sneak Attack (3d6), Evasion, Trap Sense, Grace, Insightful Strike, Corsair's Feint

HP: 54
AC: 10 + 4 (DEX) + 6 (+2 Mithral Chainshirt) + 2 Deflection (vs Evil) = 20/22
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +4 (DEX)
Attack: +8 (BAB) +4 (Dex) +2(Enhancement) = +14/+9 (1d8 + 4, 18-20/x2)

STATS:
13 (+1) Strength
16 + 2 = 18(+4) Dexterity
12 + 2 = 14(+2) Constitution
10 (+0) Charisma
16 (+3) Intelligence
8 (-1) Wisdom

SAVES:
FORTITUDE: 5 + 2 (CON) + 2 = 7/9
REFLEX: 7 + 4 (DEX) + 1 (Grace) + 2 = 12/14
WILL: 3 - 1 (WIS) + 2 = 2/4

SKILLS:
Bluff: 12
Hide: 12 + 4 (DEX) = 16
Intimidate: 12
Knowledge (Geography): 12 + 3 (INT) = 15
Knowledge (Local): 12 + 3 (INT) = 15
Profession (Sailor): 12 + 3 (INT) =15
Move Silently: 12 + 4 (DEX) = 16
Sense Motive: 12 +2 (WIS) = 14
Spot: 12 - 1 (WIS) = 11

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Cloak of Invisibility: 3/Day use the Invisibility spell for three minutes.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Quickstrike (Slotless):
  • 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  • 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipment: Amulet of Tears, Balanced & Accurate Valyrian Steel Thinblade (+2), Boneward Belt (+2 CON), Cloak of Invisibility, Earring of Arcane Acuity, Gloves of Zephyr's Grace (+2 DEX), Greater Ribbon of Disguise, Handy Haversack, Mithral Chainshirt (+2), Greatreach Bracers of Quickstrike (Slotless), Ring of Protection from Evil, Ring of Sustenance
 
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OK here are some rules:
  1. XP costs for item creation is stupid and heavy handed balancing (why does my wizard suffer laser-guided amnesia after making a flaming sword how are there so many flaming swords in the world if that is the case?) so we will not be using them.
  2. Wish and Miracle will retain their XP cost because it make sense there (the caster effectively punches the laws of nature in the face and steals their lunch money)
  3. Prestige classes are going to be restricted in this game to things that can reasonably exist in the world you are in so power gaming to get that one combination of abilities that lets you spam wish or destroy a city with a divination spell are not going to happen.
  4. A certain amount of cross-class skills and feats will be permitted (Viserys is not suddenly going to forget how to use a sword and Myrcella can take diplomacy as a class skill).


Brienne would fit paladin spot on... and I do not want secondary casters.

Oh, well fair enough.
 
Contacts
Contacts

Essosi Contacts:
Alysande Redsail

Having first encountered her in the clutches of a murderous fey that had been draining very sense of self, one might well anticipate that Alysande Redsail would wish for nothing to do with magic for the rest of her days. However rather than fear Alysande was driven by determination to never again be helpless and unarmed against otherworldly foes and to help others do the same, to make Braavos safe. She has already died once in the service of that goal at the claws of a demon yet she returned even from death when called and guards the secret even now. Her relationship with Uthero is, to use her own word, 'complicated' though they certainly seem to be moving towards an arangement closer than friendship in spite of the many duties both of them are moved by

Name: Alysande Redsail
Alias: Silverblood, Kelpie-Breaker
Age: 24
Alignment: True Neutral
Race: Human
Level: 9
Class:
Wizard 3/Agent of the Silver Eye 6
Feats: Scribe Scroll, Able Learner, Spell-Casting Prodigy, Live My Nightmare, Ineluctable Echo, Uncanny Forethought
Skill Tricks: Swift Concentration
Class Features: Argent Gaze (Level 4); Shadow of Faerie (Necromancy); Lore of the Secret City (2/day)

HP: 35
AC: 10 +2 (Dex) +4 (Mage Armor) = 16
Initiative: +2 (Dex)
Attack: 4 (BaB) -1 (STR) +2 (Enchantment) = +6 (1d6-1)
Spell Save: DC: 10 + 5 (INT) + 1 (SP) + spell level
Weapon Proficiency: Rapier
Immunities: Possession/Mental Control
SR 20 vs Necromancy

STATS:
9 (-1) Strength
13 +1 = 14 (+2) Dexterity
12 +2 = 14 (+2) Constitution
12 (+1) Charisma
17 +3 = 20 (+5) Intelligence
15 (+2) Wisdom


SAVES:
FORTITUDE: 3 +1 +2 = 4/6
REFLEX: 6 +2 +2 = 8/10
WILL: 8 + 2 +2 = 10/12

SKILLS
Concentration:
11+1 = 12
Knowledge (Arcana): 11 +5 = 16
Spellcraft: 11 +5 = 16
Decipher Script: 11 +5 = 16
Disable Device: 11+5 = 16
Diplomacy: 8 +1 = 9
Disguise: 9 +1 = 10
Gather Information: 11 +1 = 12
Bluff: 11 +1 = 12
Sense Motive: 11 +2 = 13
Spot: 11 +2 = 13

Spells Known (Caster Level 9):
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Resistance, Touch of Fatigue
Level 1: Charm Person, Erase, Grease, Obscuring Mist, True Strike, Alarm, Cheat, Detect Undead, Hail of Stone, Shield, Mage Armor
Level 2: Detect Thoughts, Invisibility, Knock, Mirror Image, Fox's Cunning, Scorching Ray, Web, Rebuke, Sun Bolt, False Life
Level 3: Hold Person, Magic Circle Against Evil, Slow, Tongues, Blink, Dispel Magic, Great Thunderclap, Alter Fortune, Fireball
Level 4: Black Tentacles, Fear, Resilient Sphere, Heart of Earth, Dimension Door
Level 5: Teleport, Refusal, Mage's Private Sanctum, Prying Eyes, Lightning Leap, Baleful Polymorph, Greater Dimension Door

Spells Prepared (Caster Level 9):
Level 0(4/day): Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation
Level 1(5/day): True Strike, Mage Armor, Hail of Stone x2, Charm Person
Level 2(4/day): Detect Thoughts, Invisibility, Mirror Image, Stun Bolt
Level 3(4/day): Blink, Dispel Magic, Great Thunderclap, Alter Fortune
Level 4(3/day): Black Tentacles, Heart of Earth, Resilient Sphere
Level 5(2/day):

Magic Item Descriptions:

Silph's Blade
Description: This delicate-seeming sword seems forged of mist and moonlight, appearing to vanish like a mirage when looked at from the from the right angle, or perhaps better to say the wrong one. Many have spilled their life's blood upon it after its bearer danced out of the way of seemingly inevitable attacks.

Ability: +2 weapon, Grants the wielder Evasion and one more attack when full attacking (not cumulative with Haste)

Trickster's Gambit
Description: One can only faintly see leering jester's faces upon the band of this tarnished brass ring, and even the canniest mage might miss the glitter of sorcery upon it, for it was forged long ago to confound the arrogance of mages

Ability: As Runestaff. Can cast Spell Immunity and Greater Spell Immunity (Self Only)

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Quill of Scribing:
Ability: A Quill of Scribing is activated by a command word in Draconic, translating roughly as "inscribe." This requires a standard action. It deactivates when it is through scribing the scroll in question, but it can be deactivated early simply by taking it in hand and pulling it away from the scroll (though this wastes any resources required to scribe the scroll). The quill can be activated only once per day, even if it is deactivated early.

Supernatural Servant: Liminal Sprite (Bolt)

Equipped Magic Items: Lens of Magecraft (Bound), Greater Ribbon of Disguise, Gloves of Zephyr's Grace +1, Circlet of Clarity +3, Amulet of Protection from Evil, Silph's Blade, Trickster's Gambit, Boneward Belt (+2), Quill of Scribing

Relor the Lucky:

Class: Hedge-mage 5 (Luck Domain)

Relor is a slender sandy-haired man of early middle age. He is a talented cheat and conman with an aptitude for numbers that goes even beyond their application to his shady skills. It is though those skills and no small amount of luck that he has first gained control of Gorthos' Crew then gained himself a very lucrative contract with the inquisition and a legitimate job with Silver Serpent Enterprises. He is one of the few people outside the Companions to know the true identity of 'Corlys and Daena Waters', a secret he keeps very diligently


Lord Sorin Fairwind

Class: Aristocrat ???/Noble???

Sorin Fairwind is a slim young man of old Braavosi stock, dark of hair and eye. His face is marked by lines of sadness and grief in equal measure at odds with his otherwise youthful appearance. Beneath the calm facade he has learned to assume from earliest childhood, he is a man of deep passions. In the wake of the tragedies that marked his family's life he is both very protective of them, but also more broad-minded than one would imagine on first seeing him.

Lady Elyra Fairwind

Class: Aristocrat ???

Elyra Fairwind is a woman possessed of an almost ethereal beauty that makes others think of purity and frailty in equal measure. Thus many were surprised when the "White Dove" decided to flaunt both her family and convention to wed the scion of her family's bitterest rivals. The fates have not been kind to her since that day, but through it all she has endured... taking a keen interest in both the lives of her two surviving children and the magic they have become entangled with.

Kyla Fairwind

Class: Witch 3

A delicate child with a somber almost otherworldly air about her that is broken by momentary flashes of the mischievous nature still bubbling underneath, like a swift stream flowing under ice. Kyla is the more adventurous of the Fairwind twins: a strange reflection of their nature while Jorel yet lived, perhaps a consequence of the strange anchoring bond between them, though the children rarely speak of it.

Name: Kyla Fairwind
Alias: None
Alignment: Chaotically Neutral
Age: 8
Race: Human (Small Humanoid Child)
Level: 3
Class: Witch 3
Feats: Tomb Tainted Soul; Scribe Scroll; Craft Poppet
Class Features: Patron (Boundries); Hex (Slumber, Cauldron);

HP: 19/19
AC:
10 +3 (DEX) +2 (vs Evil) = 13/15
Initiative: +3 (DEX)
Attack: N/A (BaB +1)
Spell Save: 10 +3 (Wis) + spell level
Weapon Proficiency: N/A
Immunities:
Possession/Mental Control

STATS:
8 (-1) Strength
16 (+3) Dexterity
12 (+1) Constitution
14 (+2) Charisma
12 (+1) Intelligence
16 (+3) Wisdom

SAVES:
FORTITUDE: 1 +1 +2 = 2/4
REFLEX: 1 +3 +2 = 4/6
WILL: 3 +3 +2 = 6/8

SKILLS
Craft (Woodworking): 3 +1 (INT) =4
Concentration: 4 +1 (CON) = 6
Knowledge (Arcana): 6 +1 (INT) = 7
Spellcraft: 6 +1 (INT) = 7
Heal: 5 +4 (WIS) =8
Knowledge (Nobility): 5 +2 (INT) = 7

Spells Known (CL 3):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Ear-Piercing Scream, Ill Omen, Mount, Remove Sickness, Unseen Servant, Darsson's Cooling Breeze, Protection from Evil, Charm Person, Disguise Self, Mage Armor, Ray of Enfeeblement, Enlarge Person, Comprehend Languages, Sleep, Shocking Grasp, Burning Hands, Unseen Crafter, Keep Watch, True Strike, Shield
Level 2: Make Whole, Summon Little Helpers (re-skinned Vomit Swarm), Glitterdust, Mirror Image, Invisibility, Detect Thoughts, Animalistic Power, Fox's Cunning, Eagle's Splendor, Protection from Arrows

Spells Prepared (CL 3):
Level 0: Light (x2), Mending, Message;
Level 1: Ill Omen (x2), Mount
Level 2: Make Whole, Summon Little Helpers (re-skinned Vomit Swarm)

Supernatural Abilities:

Sleep (Hex): Once per day a witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell Sleep (DC 14)

Equipment: Amulet of Protection from Evil

Familiar: Soulbound Doll (Jorel)

Jorel Fairwind

The boy who lived thrice. It is only by your intervention that Jorel Fariwind still endured upon the world, a companion to his sister, encased in a doll's body by a half-understood ritual. As your power grew so too could you at last restore him to true life, unharmed though not unchanged for he had dwelt long upon the very boundaries of death.His life seems still entwined with his sister's magic though so far he has not shown any attitude for spellcraft of his own.

Ferrengo Antarion, Sealord of Braavos

Class: Expert 4/Noble 6

Ferrengo Antarion the Sealord of Braavos, is slender, with a sallow complexion and cunning eyes. He might look weak to the foolish and unobservant, but one does not become the lord of arguably the greatest of the Free Cities by being a weak reed. There is calculation and ruthlessness behind his eyes and a will you would not wish to pit yourself against even were it not for his vast power and wealth.

In the past you had quite a tumultuous relation with the Sealord of Braavos from rewards and honors, promised aid, to death threats... delivered by your six-year-old sister. Ultimately however he was the man to shepherd Braavos into your sphere of influence and soon into your realm proper under terms advantageous to both sides. For all he readily grasps many of the new realities of the world the Sealord remains a man with little patience for the minutia of magic however,more concerned with the slowly ticking wheels of trade and craft than grand wars and looming threats. He counts you and ally and in his own way even a friend for the same reason de does any other man or woman, because your interests coincide and because he respects your wit and political acumen.

Lady Uraka Breolis

Class:
Expert 7

Even kings upon their throne fear the power of the Iron Bank while they sigh greedily over their coffers. For many the bank is Braavos, the most visible most potent aspect of the city. To one possessed of a better understanding of the workings of the Secret City, the relationship is far more complex. The bank is the pillar of stability at the heart of the city willfully aloof from day-to-day policies, though when the Iron Bank gives word or the Sealord takes heed is he has any measure of wisdom.

In many ways Lady Uraka is the face the Iron Bank shows you, but she is also representative of those Braavosi interests that have profited most from their association with you, whether it be though the proliferation of magic or the beginnings of trans-planar trade. Possessed of a dry sense of humor paired with impeccable courtesy she is the sort of courtier any king would envy having, alas her interests are linked to both the Bank and Braavos itself, taking up most of her time

The Orphne King:

Class:
Svartalfar

The dark-loving fey who call themselves the Orphne have shown themselves cordially disposed towards you and willing to work with humans in general. They have some manner of understanding with the Iron Bank to ward their vaults against sorcerous intrusion and perhaps other forms of trade.

The Fire Caller

Class: Wizard (Conjurer): 12

The being whose spirit you called from the Dream of Ymeri garbed in the stolen flesh of man is a creature at once vastly inquisitive as to the secrets of others yet paranoid about revealing its own. From what little you were able to gleam of his past in the brief encounter with him the fire-born magus as trapped by Ymeri into service using his true name, thus he refuses to offer even a sliver of it to another living soul, choosing instead to be known by his skill in the sorcerous arts, particularly the binding of lesser spirits of flame.

Not only can this otherworldly mage call living fire and its denizens to do his bidding, but he claims to know how to bind them to sharp steel and gleaming armor even to constructs of "noble metals." He seems to take some perverse enjoyment in enslaving beings the church of R'hllor finds sacred though he is careful not to flaunt his power too publicly.

Oddly enough he seems content in Zherys' service, ignoring your subtle probing questions and vague hints at posibile recruitment, though he showed no small interest in the possibility of gaining new and exotic reagents for his works.

Benerro, Flame Keeper of Volantis

Class: Cleric ???

This man, this self-confessed slave to R'hllor looks out at the world though a mask of slave brands in the shape of flames. Yet his is not the wild gaze of a fanatic, though he radiates a serenity of faith that can be by turns comforting and disconcerting. Allowing for the tinted lenses through which he sees the world, he seems a kind and thoughtful man, possessed of an unexpected sense of humor.

On the matter of Azor Ahai in this age of rising magic Benero has proven thankfully hesitant to embrace the notion of a clear and present savior. He has been of great help quieting the spirits of some of his more zealous fellows awaiting the day when R'hllor makes clear his chosen, one that will hopefully he long in coming.

Hario of Tyrosh

Class: Expert 6

The Flame Keeper of Tyrosh is far younger than you had expected of a Flame Keeper, five-and-twenty if not younger, his hair held up in a topknot and even dyed after the local fashion... bright crimson to honor his god, of course. He has proven quite reasonable from what you have seen willing to work with you in rebuilding the slums into something ft for men to live in and even reduce the strength of the Fiery Hand, though if your guess is right much of his easy acceptance is a sign of canniness than any love he might bear you.

Messenger of Trios, Herald of the Hollow God

Class: Sentient Wax Golem Wizard 11

Wrought in the image of a long dead mage of the Freehold whose skills ran more to exacting study than raw power as most of his fellows, this construct bears the wisdom of Trios, Falsehood veiling deeper truths. Its purpose is to preserve and spread lore regarding the underpinnings of the world and the lore of lost Valyria, or at least whatever aspect of it, the Mesanger's maker thought worthy of enduring.

The creature seems mildly sportive of your intention of drawing Tyrosh from the mire of ignorance and poverty it has been sunk into by the careless cruelty of the magisters.

Westerosi Contacts:
Brynden Rivers, Bloodraven, the Last Greenseer

Class: Sorcerer 4/Druid 3/Arcane Heirophant 10

A grim tale from your childhood come to life, a man who has shaped the face of Westeros, a legend no right-thinking person would suspect still lives. Yet Brynden, last of the Great Bastards, clings to life by sorcery by pacts with ancient gods and his own titanic will. Still he schemes, the man with one thousand eyes, from atop his weirwood throne hidden under a hollow hill at the ends of the earth, master of wondrous and dreadful powers, the last of an ancient order.

He has kept his part of the pact he made with you, and now as he promised Rhaella Targaryen once more walks among the living, and in your hands are a Runestaff of the Old Gods and Dark Sister, one of your house's ancestral blades.

More than an ally or a counselor Bloodraven has grown into a friend and mentor. Though it is Dany who calls him 'uncle Brynden' you too have come to feel most keenly the kinship that binds you in blood and in purpose to carve a batter future for your House and for the Seven Kingdoms though dark may be the paths you must walk.

Wyman Manderly

Class: Expert 7/8

You have seen beneath the act of 'Lord Lamprey' and found beneath it as shrewd a mind as any you have encountered, all the more dangerous as most men would ignore the jovial fat man and think him ineffective. During your brief meetings you have pledged to spill blood for him... and not only the blood of fiends. Only time will tell if that was enough to win some meaningful favor of him, but you are at the very least hopeful.

Prince Oberyn Nymeros Martell, the Red Viper of Dorne

Class: Fighter 4/Swashbuckler 5

As a child in King's Landing you heard men call the Red Viper many things, few of them complementary: a wastrel and womanizer and dishonorable to boot even among the Dornish. The man you met was certainly rash, and you could well imagine him casting aside the precepts of chivalry without a second thought, but he was also a man ridden hard by his demons, who would go to any lengths to avenge his dead kin, the princess Elia and her children, your poor niece and nephew. Though they may no longer be dead through your efforts, with the unfortunate exception of your infant nephew, vengeance still burns in Oberyn's heart at what the Lannisters and their dogs have done.

Prince Doran Nymeros Martell

Class: Aristocrat ???

An eminently cautious man, aware in spite of his pride in house and lineage that Dorne is the weakest of the Seven Kingdoms, all the more so outside its deserts, the Prince of Dorne is still not utterly beyond taking chances... or allowing his more venturesome kin to do so. If nothing else you count his niece among your closest friends, her worth proven a thousand times over. However, the Prince of Dorne seems to have finally taken the leap of faith, promptly swearing fealty to you upon your resurrection of Elia and Rhaenys, even going so far as to return the Crown of the Conquerer to your House. Dorne is now yours.

Selyn the Forlorn

Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an advantage over creatures who look upon them.

Just as nymphs guard nature's purest places and dryads protect their sacred trees, lampads watch over the dark places of the world. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.

Though sorrow is the natural lot of these fey of the deep earth, it does not mean they cannot be driven to despair beyond what marks their ordinary lives. Such an unfortunate among her ever-weeping kin is Selyn who transgressed against her lady and her court unknowingly and was sent into exile, into the harsh light of the upper world yet.

Selyn the Forlorn


Medium Fey
Hit Dice
|7d6+28 (52 hp)
Initiative|+5
Speed|30 ft.
Armor Class|20, touch 20, flat-footed 15 (+5 deflection, +5 Dex
Base attack/Grapple| +3/+3
Attack|Melee Dagger +9 (1d4) or Ranged Slingc +9 (1d4)
Full attack|Melee Dagger +9 (1d4) or Ranged Slingc +9 (1d4)
Space/reach|5ft./5ft.
Special attacks|Weep, spell-like abilities
Special qualities|Low-light Vision, DR 5/Cold Iron
Saves|Fort +6, Ref +10, Will +8
Abilities|Str 10, Dex 21, Con 18, Int 14 Wis 17, Cha 21
Skills| Diplomacy +13, Knowledge (dungeoneering) +9, Knowledge (nature) +12, Spot +9, Listen +10, Perform (sing) +9, Sense Motive +15, Spellcraft +9, Move Silently +10, Hide +10, Use Magic Device +15
Feats| Alertness, Combat Casting, Point-Blank Shot, Weapon Finesse
Alignment: Chaotically Neutral

Insane Beauty (Su):
This ability affects all humanoids within 30 feet who are viewing a lampad in conditions brighter than dim light. Those who look directly upon the lampad must succeed at a DC 18 Will save or gain the confused condition for 1d6 rounds. A creature that succeeds at the save is immune to the same lampad's insane beauty for 24 hours. A lampad can suppress or resume this ability as a free action. The save DC is Charisma-based.

Weep (Su): As a standard action, a lampad can unsettle those near her when she cries. Any creature within 30 feet who can hear a lampad weeping becomes shaken unless it succeeds at a DC 18 Will saving throw. This ability can't cause a creature to become frightened or panicked. This is a mind-affecting fear effect that relies on audible components. The save DC is Charisma-based.

Spell-Like Abilities (CL 7):

At Will: Meld into Stone, Stone Tell

Druid spells prepared (CL 5):

Level 0: Detect Magic, Detect Poison, Light, Mending
Level 1: Cure Light Woundsx2, Faerie Fire, Magic Stonex2
Level 2: Spider Climbx2, Stone Call
Level 3: Stone Shape, Cure Critical Wounds

Eustace Brune

Class: ??? (Martial class)

The Lord of Dyre Den is an old and naturally quarrelsome man who has not taken well to the lessened status of his House's under the Usurper's reign. While he did not precisely welcome you with open arms at first, your deeds in defense of his lands have won the old man's loyalty. You have little doubt that he would fly the red and black banner of your House on the morrow if you asked him, not out of some mad rush for honor and glory, but because uncanny as he may see you he trusts you as his lord.

Monford Velaryon

Class: Aristocrat 3/Expert 2

You imagine that in another life the Lord of the Tides would have been a middling skilled courtier, the kind that most often dies old, honored, and rich for being skilled enough to be taken note of by his overlord, but not so much as to draw unwelcome attention from too many others.

Alas that these are not usual times and lord Monford is compelled beyond his comfortable limits just as most are. The realities of a world of ever-growing sorcery prove a hard thing to swallow, possibility made all the more so by your training of his daughter in arms and magic, rather than allowing yourself to be seduced by the girl as the lord no doubt hoped.

Thankfully the disappearance of his daughter and the dragon egg which was meant for her has burned his bridges very thoroughly with the Lannisters and the Usurper drawing a cloud of suspicion to match the royal displeasure he had been dwelling under since the Usurpation.

You would judge it vanishingly unlikely that he would turn his cloak a second time, especially now that his daughter is a mage and dragonlord both under your rule.

Extra-planar Contacts
Rock Shaker

Class:
Xorn

Possessed of a cheerful disposition and a great determination to succeed Rock Shaker is nonetheless still quite young as Xorn count such things and her ambition is a lofty one to be a Far Delver, one of the explorers of the endless depths, seeking new paths, or new resources for the clan escorting trade caravans and paroling the tunnels at the edge of the clan's territory for intruders. It will be many years before she is ready to take on any of these duties alone.

Given that this is the girl who once charged a fiend of Tiamat burrowing down from above on the reasoning that 'she was though her than the mortals' you nonetheless suspect it will be much sooner than her elders expect

Echo Caller

Class: Xorn Ranger 4

An experienced Far Delver Echo Caller makes for good company on the road, quietly introspective without being taciturn and a solid warrior to have at one's back in a fight, though if given a choice he will always take ambushes over a straightforward battle.

Mountain Heart

Class: Xorn Elder

The Elder of the small but increasingly prosperous clan of Xorn you have befriended, Mountain Heart was surprisingly quick to seize upon the chances provided by trading in exotic moral goods when the true location of your kingdom had not yet been reveled. Though initially fearful of the attention the increased wealth would earn his small clan, the prospect of the Terminus, of having the full power of a Dragon and all his hosts but a single enchanted passage away has calmed many of his worries

Alyneah of House Adjar


Class: Shaitan Fighter 2

More at comfortable on the battlefield or even in the barracks of the Peerless Empire's armies Alyneah is in many ways typical of her people, honorable in bearing and methodical in manner, yet there is more to her than the dutiful soldier of the Sultana. She cares for those under her command, such that even though she might place the mission above their lives, just as with her own she will never forget a sacrifice in the line of duty and do all within her power to ensure that none must be made. If one should encounter Alyneah outside the line duty she shows a dry understated humor, often in evidence given her impatience with the vagaries of inter-house diplomacy and intrigue.

Zanira of House Adjar

Class:
Shaitan Noble

Impeccably courteous with her allies and utterly ruthless with her foes Lady Zanira has aided you in procuring rare supplies on more than one occasion, even going so far as to send an expedition in search of rare silverbells. She has also made use of your services to solidify the position of her House in the delicate situation of unexpected rebellion among a tributary tribe of stone giants, being quite pleased with the swift and decisive resolution.

Mahuroos Tepani

Class:
Shaitan Noble ??? (Likely Intrigue Focused Class)

The Grand Vizier of the Peerless Empire is in many ways a being whose power rivals lesser gods, not by anything so crude as wishcraft but by the power he wields as the one whose hand holds steady an empire f vast wealth and dreadful might. Still from every meeting with him one can deduce that he would prefer to use that power as a dagger in the dark rather than a sword shining bright and to both these he would prefer a word whispered in the right ear.

Following the first major service does to the Opal Throne Mahuroos Tepani granted you a wish in defiance of genie taboo and from that day he has made use of your aid several times being one of the architects of the Concord of Stone and Sky, a swell as less overt tactics against the brazen throne such as the death of the Bey of Beggars or the defection of the Salamander Corsair Princes.

Embra of House Rebys

Class:
Noble Djinn

Having met her for the first time under extraordinary circumstances, rescuing her and her escorts from an ambush of the Brazen Throne, it did not take long in Embra's company to notice her venturesome spirit and kind heart, though she is not without her troubles given her father's power and resources she fears ever being in his shadow, that what is to her adventure and discovering new horizons should just be more carefully orchestrated mummery. Given that this drive to adventure has lead to other things the destruction of a full Ghiscari fleet to a bottled storm you cannot say you regret her presence, though her curiosity about your origins when they were yet secret was troubling.

More recently Embra have a full interview about herself and her people before tens of thousands of people watching in enchanted mirrors across Essos. for a great many people she is the face of the Djinn, indeed all genies.

Hajar of House Rebys, Vizier of the Whispering Shades

Class:
Noble Djinn ??? (Likely Intrigue Focused Class)

Though he would likely prefer that his daughter not be tangled in intrigues spanning the length of three empires and one budding mortal realm Hajar Rebys has nonetheless been a staunch ally in Armun Kelisk, helping with everything from the acquisition of currency to properties for commercial and religious purposes.

'Rahamet'


Class: Likely Rogue lvl 8-12

Proprietor of the Secret Hearth, fence and high placed member of the Hidden Brotherhood Rahamet claims to speak for an exiled Djinn lord who controls much of the Bazaar of Beggars' more perilous trades, including smuggling of goods forbidden by the Brazen Throne not merely robbery and assassination.
 
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[x] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)

We would be a blacksmith too
Gendry
 
[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)

Time for Viserys to take back his birthright.

 
[x] Viserys Targaeryan:

For several reasons. But mostly because I vastly prefer arcane D&D magic to divine D&D magic. I'm not even talking power here, I just prefer the feel and style of arcane spellcasters. And in particular the sheer flexibility and versatility of any class with access to the wizard/sorcerer spell list.

I also think it might be fun to reinterpret Viserys' character a bit. By which I mean I want to play a Viserys would doesn't give a single fuck about "birthright" or becoming king of the Seven Kingdoms. He just wants that asshole Robert to leave him and his sister alone, and if he has to kill the bloody drunk to get some peace and quiet, well, then that's what will have to happen.

@DragonParadox , are we allowed to change Viserys like that?
 
OK here are some rules:
  1. XP costs for item creation is stupid and heavy handed balancing (why does my wizard suffer laser-guided amnesia after making a flaming sword how are there so many flaming swords in the world if that is the case?) so we will not be using them.
  2. Wish and Miracle will retain their XP cost because it make sense there (the caster effectively punches the laws of nature in the face and steals their lunch money)
  3. Prestige classes are going to be restricted in this game to things that can reasonably exist in the world you are in so power gaming to get that one combination of abilities that lets you spam wish or destroy a city with a divination spell are not going to happen.
  4. A certain amount of cross-class skills and feats will be permitted (Viserys is not suddenly going to forget how to use a sword and Myrcella can take diplomacy as a class skill).

No Locate City Nukes? No Master of Many forms Cryohydra cheese? Bummer.

@DragonParadox: Would you be alright with a Wizard!Samwell Tarly write in? I totally get if you think wizards are too OP, but the idea of basically making Fat!Coward!Merlin is just so enticing........
 
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