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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Quest Summary
This is kind of off topic but figured I'd post before investing too much. People have mentioned story summaries a few times and I just started re-reading the story and figured I'd try my hand. What do people think of the below?

Arc 1: Getting by in Braavos

Start: Twelfth Day of the Ninth Month 289 AC (I)

End: Ninth Day of the Tenth Month 289 AC (XLI)
Awakened to power at the death of Willem Darry and the looting of your home. Joined a gang and committed minor crimes to get by using magic to con people. Met Ser Richard Lonmouth on the streets and convinced him to join despite the crime and magic. Met Lya while undercover at the moon singers's temple and convinced her to join through arcane lore. She initially thought us a Faceless Man but arranged to meet us anyway. Introduced to Dalla fo the Mountain Clan. Met Selyse and Alinor. Alinor almost gets kidnapped/sacrificed. Viserys puts himself on the spot to help the courtesans. Started his mystical firefighting with a demon infestation.


Loose threads: Summer Island Blood Orchid
Viserys to 2nd Level

Note: rolled max HP

-------
Viserys to 3rd Level

Start: Ninth Day of the Tenth Month 289 AC
End:Thirtieth Day of the Eleventh Month 289 AC

Purchased Wind House, HQ of the Windward Society and moved out of the One Eyed Rat tavern. First introduction to Velen the Phoenix from the recovered chalice. First rumblings of discontent with the Seven, over courtesans. First introduction to Tor Longstrider. Acquired the Shadow Veil magic item from the Wind House's attic. Dany's birthday is the 11th day of the 11th month. Gave her a harp and some books. Get a quest to figure out who broke up an animal fight by the gang. Meet Vee in the swamp and made a deal to trade supplies for information from her. Started a library.

Start: First day of the 12th month 289 AC
End: Thirty First day of the 1st month 290 AC
12th Month 289AC Plan.
First introduction to Tyene Sand, Daughter of Oberyn Martell. Start using divination as a regular thing. First investments in shipping. First reference to Bloodraven and his activities in Westeros. Lya figures out we're Viserys. First mention of Garth the Green and Aryssa the Pixie.

1st Month 290AC
First time altering self into a wyrmling. Lya meets Vee. Viserys explores a dead town and saves an orphan,Horen, who goes on to become a priest of Yss. First appearance of Jon Snow and ghost Lyanna. The Lya x Viserys ship sets sail. First introduction to Waymar Royce and his magic. First introduction to Brandon Nightstark wayward tool of the Others. Killed bandits and rescued a slave. First mention of moon pale maiden. Waymar arrives in Braavos and gets recruited. Dany talks about God shopping. Got Lya a mysterious cat familiar. Saved Garin Drekelis and decided to temporarily hold off fighting his vampire Granddad. Got lead for Vampires in Lys.

Viserys: What a merry troupe we make, you think with no small amount of self-irony. Children out to hunting monsters in the dark. Pretending to be brave, needing to be brave because there is no one else to do the job.
 
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Character Sheets
A Sword Without a Hilt - Character Sheets & Information
Unapplied Level Ups: Amrelath, Myrkdreki Twins, Relath
[] Relath Level Up
-[] Class: +1 Dragon Mystic
-[] Attribute: +1 Charisma
-[] Skills (5 points): +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Sense Motive, +1 Spellcraft
-[] New Spells:
--[] 1st Level: Vanish >>> Nerveskitter
--[] 2nd Level: Invisibility
--[] 3rd Level: Dispel Magic
--[] 4th Level: Dimension Door

[] Amrelath Level Up
-[] +1 Dragon Mystic
-[] Skills (5 points): +1 Concentration, +1 Intimidate, +1 Knowledge (Arcana), +1 Sense Motive, +1 Spellcraft
-[] New Spell:
--[] 5th Level: Firebrand

[] Myrkdreki Twins Level Up
-[] Class: +1 Dragon Mystic
-[] Skills (6 points): +1 Concentration, +1 Sense Motive, +4 Spellcraft
-[] Spells:
--[] 6th Level: Fleshshiver
Pending Level Up Votes: Kyla Fairwind, Soft Strider, the Myrkdreki Twins

Pending Mythic Rank: Aife
[] Aife's First Mythic Tier
-[] Mythic Path: Heirophant
-[] Mythic Feat: Mythic Widen Spell
--[] Retrain Feat: Reach Spell >>> Divine Defiance
-[] Mythic Surge:
--[] Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
-[] Path Ability:
--[] Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Proposed Level Up Plans:
N/A
 
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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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Mythic Path information
Mythic Path information

This post is intended to be a list of all Mythic Path plans. Ideally the Mythic Paths on everyone's character sheets should link to this, for ease of reference. If you've posted something that I missed, PM me and I'll add it!

Here is a link to the SRD about Mythic Paths. It has information about Mythic rules, Mythic Feats, and basic Mythic Path abilities.

Viserys: Path of the Ascendant
Ascendant

A truth you were offered, and with a truth you answered. Your ancestor's power lies deep in the well of your blood, in the dreams you have experienced since first awakening to the arcane, and in the very strength that has made you mighty and brought you back to her once more. In this, you are many things, but above all one who does not bow to the whims or wishes of any, not even that of your very blood. You strike down the dark things of the world, to protect it from the night, and in your every breath you labour not just for your own victory but that of all. You have fought demons, slain aspects of godlike power, returned a faded divinity to his old strength and now pledged to do so for another.

In all these things, you are more than simply a dragon, a man, a sorcerer, a king. You seek conquest upon your own nature, freedom to craft your own fate. And in time, you will have it.


Tier​

Path Features​

1st​

Wild Arcana, Path Ability: Eldritch Breach​

2nd​

Path Ability: Competent Caster​

3rd​

Nature of a Realm​

4th​

Elemental Bond [Fire]​

5th​

Path ability​

6th​

Bearing of an Empire​

7th​

Path ability​

8th​

Path ability​

9th​

Freedom Upon Twisted Paths​

10th​

Path ability, Imperium Ascendant​
Nature of a Realm (Su/Ex): A Kingdom and his King are not one and the same. Their fortunes are intertwined, sharing the greatest victorious and the most crushing defeats, but yet there always is a divide. The Realm was before the King had been crowned and it will endure beyond him and no matter how great a King, never will he truly grasp the fullness of the Realm as it is. But for you, there is no divide. You shaped your realm from nothingness and in turn, it shaped you into a true King, a union too tight and seamless to say where one begins and the other ends. And as long as one of them endures, so will the other.

At 3rd Tier, you gain the ability to grant spells to divine spellcasters who choose to follow your creed, as the Divine Source Mythic Ability (you choose two domains as normal), bestowing upon them an echo of the flame that you have forged into a beacon to the world, standing forever against the dark. For so long as even a single echo endures, so too will you, and thus the realm itself. As long as any follower of yours capable of casting spells of a level equal to (Mythic Tier/3) lives, you are treated as if you had the Longevity Mythic Ability.

Bearing of an Empire (Ex): Many have tried to found kingdoms and more as you have. Many have called down to the people, brought them together beneath them, and used the power that grants to make them stronger, greater. But true Kings do not focus only on what is today. For a kingdom to become an empire, it must be able to endure the tests that would shatter even the most united peoples, and yours has done so not just through your own means, but through the creations brought forth at your command. They serve the Imperium, caring for its members and guiding them towards a better day. And now they will serve you, as well.

At 6th Tier, the power you have invested into the Imperium gathers around you like a cloak, granting you speech and skill beyond even your own mortal limits. The knowledge of your citizens, from the grand libraries to Inquisitional archives, is ready at your beck and call. By expending a single use of Mythic Power, you may apply a fraction of your realm's library bonus equal to a third of your Mythic Rank over 3 - a third at Ranks 3-5, two thirds at Ranks 6-8 and full bonuses at rank 9 or higher to all Knowledge checks for one minute per Mythic Rank. You may also make Gather Information checks as a Standard Action, if relevant knowledge exists to draw upon.

Dossiers and tomes on culture and courtly conduct allow you to add your Mythic Rank to all social combat checks, and you may expend a use of Mythic Power to negate the critfail effects of a natural 1 in that arena. Finally, as a testament to the myriad of species living and tongues spoken within your nation, you gain access to Truespeech as a Magical Language, and may read any language affected by Truespeech as if fluent. This ability does not decipher encoded text.

Freedom Upon Twisted Paths (Su): In the short years of your life, you have walked between the planes and forged alliances with empires older than your own world's history. Beings as old as the dreams of dragons, and fully as powerful. You know well the power of being seemingly everywhere, and have cultivated that reputation in full. Times beyond counting have you come upon wings of magic to the aid of your subjects, and thus it will ever be.

Within your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and bypassing all non-Mythic barriers. You may expend a use of Mythic Power to divine the area around the destination before you materialise as though via clairaudience/clairvoyance. After gaining this information, you can choose to alter your destination by up to 100 feet in any direction.

In addition, you gain the ability to use Lay of the Land at will as a free action while inside your realm, and may use Discern Location as a supernatural ability three times per day. If the target of a Discern Location is within the Imperium but protected by Screen, Mind Blank or even a Wish spell designed to obscure their location, you can attempt a Caster Level check (DC 10 + CL of the obscuring effect) to defeat these sort of impervious defences. If the Mind Blank was cast by a Mythic Caster, you must expend Mythic Power equal to their Mythic Rank to bypass it, and they add their Mythic Rank to the DC of your Caster Level check.

Bypassing a Mind Blank effect consumes two uses of this ability - and three in the case of Mind Blank cast by a Mythic creature. These uses are consumed regardless of success or failure on your part.

In all cases, if your check succeeds, the target may make an immediate DC 20 Will Save to recognise the violent interaction of forces involved in bypassing their defences. This manifests as a feeling of impending doom.

Imperium Ascendant (Ex): With time, your nature has grown. You began this path as a being of power, unbound by any singular facet. You have built more than an empire, from beings so countless in form and being that it makes an archive all its own. You have stood guard over friends, companions and citizenry from the terrors of Winter, Hell and more. And in this moment, you and your creation step beyond mortality, its nascent power coalescing into full, flowering glory. No more shall you be burdened with the rituals of freedom when bringing Outsiders to your side. No more shall you lack the power to secure yourself and your citizenry from the gaze of vengeful gods.

In this place, your Imperium, you are more than flesh and blood and the power within both. You are Imperator.

At Mythic Rank 10, the Divine Source ability of the Ascended becomes capable of not just granting spells to their followers, but acting as a well from which Outsiders may draw power. This allows beings of the Outer Planar to bind themselves to you under the laws of the First Pact. Any such Outsiders should henceforth be considered new or unique breeds of their species, and a DM should work with the player to realise this.

This apotheosis also grants the Ascended certain powers of true divinity within their Imperium. An Ascended gains the following list of Divine Powers whilst within their Imperium: Damage Reduction, Senses, Remote Sensing, Block Sensing and Remote Communication. All effects treat the Ascended as if they were Divine Rank 1.

The granted Damage Reduction persists beyond the borders of the Imperium, and the Ascended may expend 5 Mythic Power to use their Remote Sensing and Remote Communication from there.

Finally, whilst within the borders of the Imperium, you regain Mythic Power at double the usual rate, and need only half the rest you would normally require to refresh your spells and abilities.
Viserys currently knows the following Mythic Feats: Mythic Spell Lore (Baleful Polymorph, Shadow of the Doom, Time Stop, Blood Wish, Magic Army), Beacon of Will, Extra Path Ability (Component Freedom), Extra Path Ability (Beyond Morality).
Mythic Spell Lore simply allows access to the Mythic Version of a spell, which is more powerful but requires a certain Mythic Rank and expenditure of Mythic Power to cast.
Beacon of Will is a custom feat with the following effect: All allied beings who can see, hear or somehow physically perceive you and who accept your rule and aid gain the benefits of Indomitable Soul against non-Mythic effects. For instance, being present on a battlefield affects the whole army, however being in telepathic communion with someone from whom you are otherwise separated from does not confer the bonus.

Mythic Abilities: Mythic Power (13/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic power to add 1d8 to any 1d20 roll you make as a Free action.
    • Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a Mythic source.
    • Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
    • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
    • Recuperation (Ex): You are restored to full Hit Points after 8 hours of rest so long as you aren't dead. By expending one use of Mythic power and resting for 1 hour, you regain a number of Hit Points equal to half your full total and regain the use of any expended spell slots. This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of Mythic power.
  • Mythic Path Abilities:
    • Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
    • Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
    • Elemental Bond [Fire] (Su): You are connected to the Elemental Plane of Fire. Whenever you cast a spell with the Fire descriptor, add your Mythic tier to your caster level for that spell.
    • Component Freedom (Ex): When you cast a spell, you can ignore one component of that spell: Focus, Material, Somatic, or Verbal. You can ignore a Focus or Material component only if its total value is no more than 100 IM (20 IM × Mythic Tier).
    • Beyond Morality (Ex): You have no alignment. Attempts to detect your alignment don't return any results. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you.
    • Nature of a Realm (Su): You gain the ability to grant Divine spells to magic-wielding Imperial Citizens (Clerics, Mystic, Adepts, etc) who staunchly adhere to the ideals of the Imperium and to you, its Emperor, as with the Divine Source Mythic ability. As long as any of these spellcasters who are capable of casting spells of 1st level or higher (Mythic Tier/3) still lives, you are treated as if you had the Longevity Mythic ability.
      • Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging. This ability is not yet active.
      • Divine Source (Su): You can grant Divine spells to select Imperial Citizens. These individuals can learn to cast spells up to 5th level (equal to your Mythic Tier) and access the Fire, Law, and Knowledge Domains, plus the Knowledge (Espionage) and Law (Legislation) Subdomains. You add spells from these Domains to your list of spells known, up to 5th level (your Mythic Tier), and each day as a Spell-Like Ability you can cast one spell of each level.

Lya - Path of the Sage
Sage

Many have walked the Path of the Archmage, delving into the details of magic and the lore surrounding it. Creating great wonders, and laying armies and worlds to ruin with magic beyond the grasp of any but the most skilled wielders of the arcane. Few indeed have ever walked the Path of the Sage. From your very beginnings, you approached magic with boundless fascination, and a total refusal to accept the limits that any would place upon it. Magic is as much a part of your soul as it is a force you call to your hands, and as you step now into legend in power, that force and the genius with which you guide it will walk beside you.


Tier​

Path Features​

1st​

Surge of Inspiration, Forge of Creation​

2nd​

Path ability​

3rd​

Path ability​

4th​

Unbound By Law​

5th​

Path ability​

6th​

Path ability​

7th​

Path ability​

8th​

A Soul's Reach​

9th​

Path ability​

10th​

Path ability, Akasha​
Surge of Inspiration: To become a Sage is to master more than spells. In becoming what you are, you have sought to unravel the mysteries of magic, walking the line between powers arcane and divine, and finding so much similar between them. As you grew in strength, you challenged the multiverse to prove why they are meant to be different. It has yet to succeed, and now, it never will.

You gain Wild Arcana and Inspired Spell at 1st Tier, forfeiting your 1st Tier Mythic Feat. You have access to Path Abilities from both Archmage and Hierophant.

Forge of Creation: When seeking to unravel the nature of power, a Sage often turns to the physical objects that anchor it. It was your hands that forged some of the first talismans of power that a world reawakening to magic had ever known, and by their grace where you and your companions saved a thousand times. Now you face greater threats, and for them, greater creations are necessary. In time, they will be able to stand against even the power of gods.

At Rank 1, a Sage gains the Crafting Mastery Mythic Ability. At Rank 3, they gain the Mythic Crafter feat, and gain a single slot for any Mythic Item Creation feat, which can be changed once a month. At Rank 6 and 9 they gain an additional floating feat slot. At Rank 6, a Sage also gains access to the Create Artefact Mythic Feat, which requires two of their floating slots to select.

Unbound by Law is, at it's base, Beyond Morality stuck to Perfect Preparation through the lens of how she's dedicated herself so deeply to unravelling the structures of power that bind magic and more in the world. It is how she has forged creations of soulstuff, Outsiders in truth, where so many see the forms of those beings of the Outer Planes as inviolate and unbending. Even in the Abyss, the infinite hall of chaos, there is order in its ranks. Lya, through her Incarnates, has built a new one.
Talon notes: Beyond Morality reads "You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment". Perfect Preparation is just no longer needing a spellbook to prepare spells.

Create Artefact: A Sage gains access to this feat through Forge of Creation, allowing them to forge workings of power equal in mastery and strength to those of the divinities. A Sage of Mythic Rank 6 or above may use this feat to design and craft Minor Artefacts. A Sage of Mythic Rank 9 or above may use this feat to design and craft Major Artefacts.

A Soul's Reach is where I literally copy-paste the Spellguard class feature that lets you convert Personal spells into Touch spells. It also involves the multiple bodies aspect of a Sage, allowing them to basically use Cooperative Crafting but for spellcasting and (maybe) allowing burning of Mythic Power to alter Planar Traits to suit the Traits of the body she wields.
Talon notes: The Spellguard ability in question reads "Spellguard (Su): The Spellguard was originally formed to protect High Lady Alustriel from personal attacks. Though that purpose has largely become secondary to defending the city, spellguards still receive some training in serving as bodyguards. At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points)."
Talon suggests: By expending a use of Mythic Power as a free action, the Sage can use her deep knowledge of the soul's mysteries to cast a Personal range spell upon another. Her soul is linked to many bodies, and adding another for a brief moment is well within her power. The spell's DC and caster level are increased by the number of bodies the Sage currently has (this increase cannot be higher than the Sage's Tier). The Sage can choose which of her bodies counts as casting the spell for the purpose of applying Planar traits to the spell.


And Akasha...well, consider the word and its connotations. She forges a link to the Akashic Record, the combined knowledge of all life. How this will manifest in terms of mechanics, I'm not sure. But it's going to be hella more flavourful than "Oh yeah you get SR now".
Azel suggests: Having her able to automatically take 20 on knowledge checks and letting her gain arbitrarily high boosts to checks from meditation. Model it as an improved version of Flash of Omniscience, which reads "Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again".
Talon suggests: Expending one use of Mythic power as a free action allows the Sage to access the Akashic Record, automatically taking 20 on any Knowledge check (even untrained) and adding her Tier to the result. If she makes this test as part of mediation, she can get more information: mediating for one hour allows her to benefit from a Legend Lore spell (target counts as "on hand"), meditating for one day allows her to benefit from all effects of a Hindsight spell, and meditating for longer grants a +10 bonus to a Knowledge check per day of meditation (maximum is ten times her Tier).
Lya currently knows the following Mythic Feats: Dual Path (Hierophant).
Mythic Abilities: Mythic Power (7/Day)
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
  • Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
  • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Daenerys - Path of the Hoard-Breaker
Hoard-breaker

"Madness and greatness are two sides of the same coin. Every time a new Targaryen is born, the gods toss the coin in the air and the world holds its breath to see how it will land."
Old words for an old family, twisted by older Gods who claim ancestry and dominion over its bloodline. Yet Daenerys wields her own coin, and through it flows her sorcery. Born once in a storm, once through sacrifice and once through defiance, Daenerys Targaryen dreams a mad dream. It is a narrow road to walk, with no end in sight. But Daenerys can bring mad hopes into the waking world, and hers is the will to rule her own fate, to cast out her Divine ancestor from the world she once ruled and to defeat the greed and wrath of eons.
Tiamat stands in her way, thrice-defied and thrice-wrathful. Yet already, the Dreamer's laughter echoes through the dreams of men, followed by five helpless roars. No matter how this tale may end, all will know that the merest of mortals stole divine fire and wrought joy from it.


Tier​

Path Features​

1st​

Inspired Spell, Lucid Breach​

2nd​

Faith's Reach​

3rd​

To Dream a mad Dream​

4th​

Defiant Soul​

5th​

Dream-Time​

6th​

Shatter Pride​

7th​

Prayer-Breaker​

8th​

Path Ability​

9th​

Hoard Thief​

10th​

Transcendent Dreamer​
Lucid Breach: You are adept at breaching magical defenses and resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result. As a special effect due to the manner in which you first acquired Mythic rank, you gain a bonus to caster level checks equal to half your Mythic Tier against the Dragon Goddess Tiamat and any beings who serve or worship her.

Faith's Reach: Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

To Dream a mad Dream: At Mythic Tier 3, Dream Turning now functions against Dragons, and a mythic power use can be expended as a free action to gain a single extra use of Dream Turning (not useable to fuel divine metamagic). As an immediate action, expend a use of Dream Turning or a Mythic power use to stop Dragon breath from entering within 10ft of you (an opposed Tier roll may be required against Mythic Dragon Breath).

Defiant Soul: Your soul withstood Tiamat's will, Tiamat's wiles, and Tiamat's wrath. You automatically succeed at Concentration checks to cast divine spells. This ability doesn't apply to spells of the highest spell level you can cast.

Dream-Time: Whenever you cast a spell with a duration of 1 minute or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. This path ability also replaces the Mythic Feat obtained at this Tier.

Shatter Pride: Dream Turning now Commands any Dragons it would normally Rebuke.

Prayer-Breaker: If you successfully counterspell a divine spell that is on your spell list and of a level you can cast, you can absorb the countered spell's power and use it for your own purposes. On your next turn, you can cast that spell as a spell-like ability using your divine spellcaster level as the caster level.

Hoard-Thief: You can steal [Tier] Mythic Power uses or Divine spells as a touch attack, with Mythic creatures allowed an opposed Tier check to resist. Stealing divine spells functions like the spellthief ability.

Transcendent Dreamer: The Dreamlands are fundamentally linked to your soul, and the boundary between dream and truth is hard to find when you are present. You can use the planar traits and characteristics of the Dreamlands for one round after expending a mythic power use as a free action. Upon death, unless you are hunted down within the dreamlands and killed again, you will slowly reappear within the dreams of others until you step out into the real world one day. If you were soul-killed, you will never be able to exit the Dreamlands and you can no longer cast spells (indeed, you are arguably just an extremely realistic copy of the real Daenerys, idealised in the dreams of others and unable to truly grow and change, but nonetheless able to guide others within the dream and touch the dreams of mortals).
Daenerys currently knows the following Mythic Feats: Iron Will (Mythic).
Mythic Abilities (7/Day):
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Faith's Reach (Su): Whenever you cast a spell with a range of Touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a Melee Touch Attack, it instead requires a Ranged Touch Attack.
  • Lucid Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result. You gain a +1 (Mythic Tier/2) caster level bonus on checks against the Dragon Goddess Tiamat and any beings who serve or worship her.
  • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Richard - Path of the Champion
The Path of the Champion is not a custom Path (link). The base Path just fits absolutely perfectly. However, Richard's first Mythic Feat is Dual Path, which allows him to access abilities from the Path of the Guardian.
Mythic Abilities (7/Day):
  • Hard to Kill (Ex): Automatically stabilizes at 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging.
  • Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of Mythic Power, for 1 hour your base land speed increases by 10 feet per Mythic Tier.
  • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
  • Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your Tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
  • Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add your Tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
Waymar - Path of the Archmage
The Path of the Archmage is not a custom Path (link). Note that Crake has written up an alternative proposal, which we may have to vote on in the future.
Waymar currently knows the following Mythic Feats: Mythic Spell Lore (Lightning Lance).

Mythic Abilities (5/Day):
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Energy Conversion (Su): Whenever you cast a spell with the Acid, Cold, Electricity, or Fire descriptor, you can expend one use of Mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.
  • Mage Strike (Su): As a Swift Action, you can expend one use of Mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one Arcane spell that you've prepared or Arcane spell slot that you have available, you gain a bonus on the Attack Roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of Acid, Cold, Electricity, or Fire) per level of the spell or slot expended. The normal damage from this attack bypasses all Damage Reduction, but the energy damage is still affected by Resistances and immunities.

Crake wrote a suggested alternative Path for Waymar :
Hero

Your very first use of magic was also the first instant which set you along the Path you have walked since the dawning of a new age, all to stand in the defense of others. The deeds which followed flowed onward in that vein, from leaving the shelter and safety of home for the sake of kith and kin, to over-powering the first great foe you had ever come across, turning its very strength against it. You have slain fiends and eldritch horrors alike, rescued maidens and stood up for your ideals even when they had proven inconvenient, but moreover have remained humble, clear-sighted and loyal throughout. You walk upon a long and winding Path that has known few happy endings, but are steadfast despite it. People will sing of your tales throughout the annals of history as you stride into the new age, yet your true concern be that they have the chance to sing at all.

Because you are a Hero.


Tier​

Path Features​

1st​

Mage Strike, Path ability​

2nd​

Enduring as Bronze​

3rd​

Ride the Lightning​

4th​

Path Ability​

5th​

Path ability​

6th​

Dauntless​

7th​

Path ability​

8th​

Path ability​

9th​

Forged in Bronze​

10th​

Path ability, Remember the Royce​
Enduring as Bronze (Ex): Bronze will never rust, and just so, neither shall you.

You benefit from Longevity whilst still alive, and you do not suffer the penalties of old age, yet still accrue its benefits with time.

Ride the Lightning (Su/Ex): Like all good heroes, arriving on time is essential, as is reacting in an instant in response to deadly peril. You see things with a unique perspective, heir to the skyfire and herald of thunder. Should anyone come to underestimate you, calamity will strike upon them in an instant at the end of your bolt and blade.

At 3rd Tier, you gain the ability to travel to the point of impact of any of your Lightning Lance spells and make a single melee attack upon the target without provoking attacks of opportunity, and furthermore add your Tier to your movement speed in 10 ft/Tier increments for a number of rounds equal to your Tier afterwards as your body is partially transmuted into lightning. In addition, foes attempting to grapple you or strike you while unarmed or with metal weapons take 2d6 Electricity damage for the duration of this state. This includes any of the secondary lances from the Augmented variant, though you may only travel to one point of impact per casting.

Dauntless (Ex): Many are the trials you have overcome, and fearless in the face of evil you have been. You have been through countless battles and straddled the thinnest line between triumph and damnation, and will continue to do so through all time no matter the foe which besets you or the obstacles in your path. For your family, for your friends and for your Kingdom, come to that.

At 6th Tier, you stand to benefit from Mettle. In addition, non-mythic Fear effects do not hold sway over you. You gain a bonus equal to your Tier/2 toward Will saves, but only against Mythic and Non-Mythic effects from a creature equal to or lesser than your own current effective Tier.

Forged in Bronze (Ex): After so many years fighting enemies clad in the metal wielded by your ancestors, it has become more than a second skin, you have taken on some of its most enduring properties.

You benefit from DR 15/epic, your unarmed strikes may count as Lethal, and you no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.

Remember the Royce (Ex): You have reached the pinnacle of what it means to be a paragon of heroics, but moreover you have left an enduring legacy which will stand long after you have fallen in battle. Yet even with that promise of immortality in legend, it has left you unsatisfied. As is the fate of all heroes, you know even the unaging would eventually fall to wide-reaching disaster or under the blades and barbs of their innumerable enemies, and though your legend may endure not another life shall you save and only inspiration in song and story will be left to speak of the mark you've left upon the world.

With this step you shall be as tangible upon the world of form as the day you first took up the sword in defense of others, an eternal guardian upon the dreamers of the Spheres against all which imperils it.

At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it's lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.

Additionally, even should you perish beyond all recall, a figment of you may be summoned as an Outsider via the use of the Gate, Wish or Miracle spell from the Dreamlands, retaining all of your abilities as in life though not your Mythic ones. If the spell is Augmented with Mythic Power, your figment may be summoned as a Mythic creature instead. You will fight any battle should it cleave to the ideals you held in life, and right any immediate injustice within your sight, but will eventually dissipate from the world of form within a number of rounds equal to the spell's Caster level, equivalent to the Gate spell. Your figments are always summoned as Unique creatures, only one may be summoned at a time, and thus cannot be controlled by the summoner through the effects of that spell. They will be clad in a panoply of war equivalent to the state upon which it was summoned. Any abilities locked within a Legendary Weapon for example would not be accessible in a Non-Mythic state.

Even in the darkest of days, you will still be there to hold back the night.

Malarys - Path of the Judge
The Path of the Judge is a custom path. Unfortunately it doesn't actually seem to have been completed. The thread will probably get around to it next time Malarys earns a Mythic Rank.
Malarys currently knows the following Mythic Feats: Mythic Spell Lore (Chain Dispel).
Mythic Abilities: Mythic Power (5/Day)
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
  • Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
 
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Mythic Characters
Incomplete list, but posting as a way for me to keep track.
Mythic Characters

Imperium
Imperator Viserys Targaryen -- Rank 1 -- Rank 2 -- Rank 3 -- Rank 4 -- Rank 5
Princess Daenerys Targaryen -- Rank 1 -- Rank 2
Ser Richard Lonmouth -- Rank 1 -- Rank 2 -- Rank 3
Lady Lya the Sage -- Rank 1 -- Rank 2
Ser Waymar Royce -- Rank 1
Lord Malarys Vanor -- Rank 1
Lord Garin Drekelis -- Rank 1


Allies
Caliph of the Djinn -- MR ???
Sultana of the Shaitan -- MR ???
Queen Namaaru of Sathar -- MR 5
Lord Bloodraven -- MR 1
Golden Tree Dryad -- MR ???
Aife, Herald of the Merling King -- MR 1


Enemies & Others
  • Court of Stars
  • Ymeri
    • Leanan Sidhe -- MR 3
  • Court of Winter
    • Mythic Ancient Wight Lord -- MR 1
  • Baator
    • Mythic Horned Devil -- MR 8
    • Ezehkidich, Archon, ruler of Heaven -- MR ???
    • Asmomellech, Devil, tax collector of Heaven -- MR ???
    • Malphas the Cold Flame, Devil - Gellughon, general of Heaven's legion -- MR ???
  • Dragons
    • Mythic Avatar of Tiamat -- MR 5
  • Efreeti
    • Grand Sultan of the Efreeti -- MR 10 (trying for godhood)
    • Grand Vizier of the Efreeti -- MR ???
  • Undead
    • Nimkuzu Ibila-Sathar -- MR 5
 
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Other Adventurers:
Other Adventurers

Argo the Cunning Bull:
Though his coat is red as blood and his horns wicked-sharp, what separates this minotaur from his fellows is the spark of curiosity in his eye, the way he moves not with an arrogant strut, but with a measured stride, watchful of the world around him. More than having simply mastered the bestial urges of his blood, Argo can be said to have gained unexpected wisdom in the act.

Name: Argo the Cunning
Age: ???
Alignment: Chaotic Neutral
Race: Minotaur (Monstrous Humanoid)
Speed:
30 ft. +30 ft. (Horseshoes of Rapid Translocation/Channel Vigor) = 60 ft.
Level: 7
Class: Fighter 5/Occult Slayer 2
Feats: Great Fortitude, Improved Bull Rush, Iron Will, Mage Slayer, Shock Trooper, Power Attack, Weapon Focus (Great Axe), Weapon Specialization (Great Axe)
Special Qualities: Darkvision 60 ft., Natural Cunning, Powerful Charge, Scent
Class Features: Magical Defense (+1), Weapon Bond, Vicious Strike, Mind Over Magic
Languages Spoken: Low Valyrian (Slaver's Bay, Stepstones)

HP: 6d8 + 7d10 + 65 = 134 HP
AC: 10 - 1 (Size) + 1 (DEX) + 5 (Natural) + 4 (Animated Extreme Shield +1) + 12 (Reinforced Segmented Fullplate +3) + 3 (Deflection) + 1 (Dodge; Channel Vigor) = 35 (Touch: 18, Flat-Footed: 33) ; + 5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead
Initiative: +1 (DEX) + 2 (Belt) = +3
Base Attack: +13/+8/+3
  • Large Masterwork Double Crossbow: +14 (4d8; 19–20/x2 [Critical to 2d8 damage only])
  • Large +4 Valyrian Steel Greataxe: +26/+26/+21/+16 (3d6+18/×3) and Gore +16 melee (1d8+4)
    • Magebane: +28/+28/+23/+18 melee (5d6+20/×3) and Gore +16 melee (1d8+4)
Weapon Proficiency: Axe, Flail, Mace, Double Crossbow
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
DR: 3/--
DR: 5/- (up to 50 HP); stacks with other Damage Reduction

STATS:
21 +6 = 27 (+8) Strength
10 +3 = 13 (+1) Dexterity
16 +5 = 21 (+5) Constitution
8 +2 = 10 (+0) Charisma
7 +2 = 9 (-1) Intelligence
10 +2 = 12 (+1) Wisdom

SAVES: +1 vs spells & spell-like abilities
FORTITUDE: 9 + 5 (CON) + 2 (GF) + 4 (Resistance) = 20
REFLEX: 6 + 1 (DEX) + 4 (Resistance) + 1 (CV) = 12
WILL: 9 + 1 (WIS) + 2 (IW) + 4 (Resistance) = 16

SKILLS:
Intimidate: 5 + 0 (CHA) = 4
Knowledge(Arcana): 6 - 1 (INT) = 5
Listen: 2 + 4 (Racial) + 1 (WIS) = 7
Search: 2 + 4 (Racial) + 1 (WIS) = 7
Spellcraft: 7 - 1 (INT) = 6
Spot: 2 + 4 (Racial) + 1 (WIS) = 7

Special Abilities:
  • Mind Over Magic (Su): As per the Spell Turning spell, usable up to 2/Day.
  • Vicious Strike (Ex): An Occult Slayer who hits a spellcaster mid-casting, such as from readying an action or taking an Attack of Opportunity, deals double damage if the attack hits and adds his Occult Slayer level to the DC of the Concentration check required to continue casting.
  • 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.
  • 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 +20 attack bonus that deals 4d6+12 points of damage.
  • 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

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 Battlemaster: +5 Constitution
  • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  • Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Corpse-Ferrying Bag:
  • This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.
Diadem of the Chieftain: +2 Intelligence, +2 Wisdom, and +2 Charisma, and a +4 Resistance bonus on all saving throws. Wearer gains an aura that grants all allies within 30ft a +4 Morale bonus on saves against Fear.

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)
Glammered Reinforced Segmented Adamantine Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +2, Armor Check Penalty: -4, Arcane Spell Failure: 35%, Speed: 30ft, Weight: 50 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.
Greater Amulet of Protection from Evil:
  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.
Horseshoes of the Battle Charger:
  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.
  3. 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.
  4. 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 shoes are activated, or the effect is lost.
Large Valyrian Steel Greataxe (+4): 3d6+4; x3) 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:
10x Alchemist's Fire
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 Battlemaster (+5 CON), Corpse-Ferrying Bag, Diadem of the Chieftain, Earring of Arcane Acuity, Gauntlets of Hero's Strength (+6 STR, +3 DEX), Glammered Reinforced Segmented Adamantine Fullplate (+3), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Horseshoes of the Battle Charger, Large Masterwork Double Crossbow, Ring of Protection (+3 Deflection), Ring of Sustenance(Slotless), Large Valyrian Steel Greataxe (+4)

Soft Strider:
Born in the secret hollows of the Singers in the days of their long waning the warrior known as Soft Strider among men is still young as that ancient kindred count the years and the seasons. She has ever been dedicated to fulfilling to the last their ancient stewardship. Then in the day when fire came to descend beneath the earth where the roots of the weirwoods grew she choose a stranger path one that would take her far indeed from the chill lands of her birth where she might teach the slow wisdom of the Children of the Forest and learn in exchange that most fleeting and most potent of all mortal emotions: hope.
Name: Soft Strider
Alias: N/A
Age: 162
Alignment: Neutrally Good
Race: Child of the Forest
Level: 7
Class: Ranger 7
Flaws:
Feats:
Eldritch Fortune, Weapon Focus (Longbow), Weapon Specialization (Longbow), Rapid Shot(B), Many-Shot(B), Endurance(B)
Class Abilities: Favored Enemies (Undead Fey); Improved Combat Style (Archery); Wild Empathy
Race Abilities: Bound to the Land; Woodland Stride; Scion of Life, Call of Elder Days (Awakened)
HP: 51
AC: 10 +4 (Dex) +1 (Luck) +2 (Leather Armor) +2 (Dodge in Forests) = 17/21)

Initiative: +4 (DEX) +2 (Insight in Forests) = +4/+6
Attack: +7/2 (BAB) +4 (DEX) +1 (Master-work) +1 (WF) = +13/+8 [Weirwood longbow 1d6+6] or +7/+2 (BAB) +4 (DEX) +1 (Master-work) = 12/+7 [Dragonglass dagger 1d3+6]
Spell Save: 10+ 5 (Wis) + spell level
Weapon Proficiency: Longbow, Dagger, Spear
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
18 +2 = 20 (+5) Dexterity
15 +2 = 17 (+3) Constitution
10 (+0) Charisma
20 (+5) Wisdom
14 (+2) Intelligence

SAVES (+2 vs Necromancy and +2 vs Evil)
FORTITUDE: 5 +2 +1 = 8
REFLEX: 5 +4 +1 = 10
WILL: 2 +5 +1 = 8

SKILLS:
Balance: 9 +4 (DEX) = 13
Handle Animal: 8 +0 (CHA) = 8
Heal: 9 +5 (WIS) = 14
Hide: 9 +4 (DEX) = 13
Knowledge (Nature): 9 +2 (INT) = 11
Listen: 9 +5 (WIS) = 14
Move Silently: 9 +4 (DEX) = 13
Spot: 9 +5 (Wis) = 14
Survival: 9 +5 (Wis) +4/+6 (Racial) = 18/20

Spells Prepared (Caster level 6):
Level 1 (1+3+2/day): Camouflage, Hawkeye, Arrow Mind x2, Cure Light Wounds x2(CoED)

Supernatural Abilities:
Call of Elder Days (Awoken): Can cast three more first level spells per day, may add one first level druid spell to the Ranger Spell list

Contingency Spells: Renewal Pact; Stalwart Pact

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:
  • 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 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
Equipped Magic Items: Anklets of Translocation, Boneward Belt (+2 CON), Dragonbone Longbow, Gloves of Zephyr's Grace (+2 DEX), Greater Amulet of Protection From Evil, Masterwork Razor-sharp Dragonglass Dagger (+1 to attack +2 to damage)

Dirriz Bluecloak

Dirriz knows little of how he came to be what he is now. For a time that seems long to her, she had been Faerie Dragon in just another part of the Feywild, playing her part in whatever games the Elder were performing at the time and pranking or helping those walking through her glade otherwise. That changed one day, when she dreamed of power and those dreams sang themselves into the waking world. No great deed was she commanded to perform, not strictures yet to follow, only one instinct she knew she must follow, to grow her hoard, of gold of knowledge and of power.

When the walls between her world and the Material grew thin he took his chances, converted as much of her hoard into wearable form as possible and risked the shapeless mists of the fey-border, to arrive finally in the Reach. Over the last few months she has managed to grow his hoard further, both by tricking mortals who had little chance against the trickery of fey or the cunning of dragons alone, nevermind both combined, but also by genuinely helping those willing to pay her.


Name: Dirriz Bluecloak
Age: Unknown
Alignment: Chaotic Neutral
Race: Fearie Dragon (Tiny)
Level: 10
Class: Faerie Dragon Racial HD 3/ Oracle 7
Feats: Versatile Spellcaster, Practiced Spellcaster (Oracle), Trickery Devotion, Precocious Apprentice (Alter Self)
Class Features: Dragon Mystery (Electricity), Curse (Covetous), Draconic Resistances Revelation (Electricity), Breath Weapon Revelation, Scaled Toughness Revelation (1/Day, 7 rounds)
Languages Spoken: Draconic, Silvan, Westerosi Common

HP: 74
AC: 10 + 4 (Dex), +4 (Mage Armor) + 2 (Natural), + 2 (Size) + 2 Deflection (vs Evil) = 22/24
Speed: Ground: 10, Swim: 30, Fly: 60 + 30 (Anklets) = 90 (Perfect)
Initiative: +4 (DEX)
Attack: +8 (BAB) + 2 (Size) + 4 Dex/-1 Str = +9/+4 (Melee) or +14/+9 (Range)
Spell Save: 10 + 6 (CHA) + spell level
Special Attacks: Breath weapon (5-ft. cone, Euphoria[Staggered, Sickened, and immune to Fear effects], Fort DC 18 negates, usable every 1d4 rounds), Breath Weapon (60ft-line Elecricity, 3d6, Reflex DC 18 for half damage, 2/Day)
Immunities: Possession/Mental Control, Sleep, Paralysis, Blinding and Dazzling effects
Resistances: Cold 5, Electricity 5
Senses: Low Light Vision, Darkvision 60ft
SR: 20

STATS:
9 (-1) Strength
17 +2 = 19 (+4) Dexterity
13 +3 = 16 (+3) Constitution
16 (+3) Intelligence
14 (+2) Wisdom
18 +4 = 22 (+6) Charisma

SAVES:
FORTITUDE: 5 + 3 (CON) + 2 = 8/10
REFLEX: 5 + 4 (DEX) + 2 = 9/11
WILL: 8 + 2 (WIS) + 2 = 10/12

SKILLS:
Appraise
: 13 + 3 (INT) + 4 (Curse) = 20
Bluff: 13 + 6 (CHA) = 19
Concentration: 13 + 3 (CON) = 16
Diplomacy: 13 + 6 (CHA) + 4 (SYN) = 21
Knowledge (Arcana): 9 + 3 (INT) = 12
Knowledge (Nature): 12 + 3 (INT) = 11
Sense Motive: 6 + 2 (WIS) = 8
Spellcraft: 13 + 2 (INT) + 2 (SYN) + 2 (PA) = 19 (+4 to identify magical items)
Use Magic Device: 13 + 6 (CHA) + 4 (Curse)= 23

Sorcerer Spells Known (CL 3):
Level 0: Dancing Lights, Ghost Sound, Mage Hand, Open/Close, Prestidigitation (6/day)
Level 1: Grease, Mage Armor, Silent Image (5+2/day)
Level 2: Alter Self (1/day; requires DC 8 caster check to use)

Oracle Spells Known (CL 10):
Level 0: Create Water, Cure Minor Wounds, Detect Poison, Detect Magic, Purify Food and Drink, Read Magic, Spark (6/day)
Level 1: Barbed Chains, Cause Fear, Cultural Adaption, Cure Light Wounds, Ice Slick, Magic Missile(RotF), Resurgence, Tap Inner Beauty (6+2/day)
Level 2: Close Wounds, Cure Moderate Wounds, Ironskin, Resist Energy, Visualisation of the Mind (6+2/day)
Level 3: Ancestral Awakening, Blindness/Deafness, Cure Serious Wounds, Fireball(RotF), Fly (4+1/day)

Grimoire of High Arcana:
Level 1: Conviction, Divine Insight, Entropic Shield, Moment of Greatness, Shield of Faith

Spell-Like Abilities (CL 10): 3/Day: Greater Invisibility (self only)

Aerial Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to flight 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.
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
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 Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

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.
Raiment of the Four(Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky & Radiant Earring of Arcane Acuity) 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 Healing Vigor: +3 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)
Scrolls:
1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Detect Undead x3
Remove Fear x5
Remove Sickness x5
2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Gentle Repose x3
Lay of the Land x2
Lesser Restoration x5
Remove Paralysis x3
3rd Level:
Magic Circle Against Evil x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3

Genie Tokens
1x Plane Shift Charm
1x Sending Stone

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

Equipped Magic Items: Aerial Anklets of Rapid Translocation, Amulet of Tears, Belt of Hidden Pouches, Cloak of Resplendant Grace (+4 CHA, +2 DEX), Gloves of the Starry Sky, Greater Ribbon of Disguise, Hat of Disguise, Radiant Earring of Arcane Acuity, Ring of Healing Vigor (+3 CON), Ring of Protection from Law (not currently worn), Ring of Protection from Evil, Wand of Scorching Ray (25 Charges, CL 3)

Morwyn and Tuin

Twins born to a people who did not value kinship, sorcerers trained in a realm caught in the webs of a Demon Goddess and her priesthood Morwyn and Tuin hold no loyalty to any save themselves and deal in death with a light hand, in the younger bother's case often with a sardonic smile. Yet for all that they share a keen understanding of the dynamics of power and a burning hatred for She who saw them cursed to immortal agony for these many ages. They say the people of Venthar were merchants and one has little cause to doubt it, for the last of its sons intend to pay back their debts in full.



Name: Morwyn
Age: ???
Alignment: Chaotic Evil
Race: Drow (Medium Humanoid)
Level: 9 (???/??? XP)
Class: Rogue 3/Spellthief 2/Chameleon 4
Feats: Gift of Darkness, Master Spellthief, Reactive Resistance, Sickening Strike, Terrifying Strike, Venomous Strike
Flaws:
Fussy, Pride of Arms
Skill Tricks: Acrobatic Backstab, Second Impression
Class Features: Ability boon (+2, currently applied to Wisdom), Aptitude focus (Currently: Divine), Evasion, Detect Magic 3/Day (CL 2), Floating Bonus Feat (Currently: Craven), Mimic class feature 1/Day, Poison Use, Sneak Attack +3d6 (+Hunter's Eye), Trapfinding, Steal Spell and Steal Spell Effect (as a level 6 Spellthief)
Senses: Low-Light Vision, Darkvision (120 ft)
Languages Spoken: ???

HP: 5d6+4d8+18 (57 HP)
AC: 10 + 4 (DEX) +5 (+1 Mithral Chain Shirt) +2 (+1 Mithral Buckler) +2 (vs Evil) = 21/23
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +4 (DEX)
Base Attack: +6/+1
Attack: +2 Valyrian Steel Short Sword: +11/+6 (1d6+5 + Poison)
Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below).
Spell Save: DC: 10 + 3 (WIS) + spell level
Weapon Proficiency: Short Swords, ???
Immunities: Sleep, Possession/Mental Control
Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends)
SR: 20

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

SAVES:
FORTITUDE: 5 + 2 +1/+2 = 8/9; +1 vs Spells
REFLEX: 5 + 4 +1/+2 = 10/11; +1 vs Spells
WILL: 6 + 3 +1/+2 = 10/11; +3 vs Spells, +5 vs Enchantments

SKILLS:
Bluff
: 12
Concentration:8
Disable Device: 18
Disguise: 12
Hide: 19
Knowledge (Arcana): 4
Listen: 4
Move Silently: 16
Open Lock: 10
Search: 16
Spot: 8
Spellcraft: 6
Tumble: 16

Prepared Spells (Divine Caster Level 8):
Level 0 [4/Day]: Detect Poison x2, No Light, Read Magic
Level 1 [5/Day]: Breath of the Jungle, Lesser Vigor, Resurgence, Rhino's Rush x2
Level 2 [4/Day]: Divine Insight, Hunter's Eye x2, Increase Virulence
Level 3 [2/Day]: Dispel Magic, Moon Blade

Supernatural Abilities:
  • Mirror Image(Su): Expend one daily use of Dancing Lights and Faerie Fire as an Immediate Action to use Mirror Image (as the spell, except you gain only 1d4 images).
  • Curtain of Darkness(Su): Expend one daily use of your Dancing Lights and Darkness spell-like abilities as an Immediate Action to extinguish all non-magical light sources within 100 feet.
  • See Invisibility(Su): Expend one daily use of your Darkness and Faerie Fire spell-like abilities as an Immediate Action to use See Invisibility (as the spell, except the duration is only one round per caster level).
  • Blinding Vanish(Su): Expend one daily use of your Dancing Lights, Darkness, and Faerie Fire spell-like abilities as an Immediate Action to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are Blinded for one round; a successful Fortitude save (DC 14) reduces the effect to Dazzled for one round. In addition, you become Invisible (as the Invisibility spell, except the duration is one round per caster level).
Spell-Like Abilities (CL 9): Dancing Lights 2/Day, Darkness 2/Day, Faerie Fire 2/Day

Tattoo Magic:
Enchanted Gear:
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 Wisdom, +2 Intelligence, +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
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.
Resistant Cloak of the Hedge Wizard (Divination): +1 Resistance
Equipment: Additional Weapons (x2 Poisoned +1 Short Swords, x20 Poisoned Short Swords), Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+1 WIS, +2 INT, +3 CON), Darkweave Silk Clothing, Expandable Pole (up to 10 feet), Gloves of Zephyr's Grace (+2 DEX), Goggles of the Golden Sun, Handy Haversack, Silk Rope (100 feet), Resistant Cloak of the Hedge Wizard (Divination), Ring of Protection from Evil, Ring of Sustenance, Tools (Camouflage Kit, Inquisitive's Kit, Masterwork Thief's Tools), +1 Mithral Buckler, +1 Mithral Chain Shirt, Valyrian Steel Short Sword (+2)

Name: Tuin
Age: ???
Alignment: Chaotic Evil
Race: Drow (Medium Humanoid)
Level: 9 (???/??? XP)
Class: Wizard (Illusionist) 2/Drow Paragon 1/War Weaver 5/Spellguard 1
Feats: Battle Casting, Combat Casting, Echoing Spell, Easy Metamagic (Echoing Spell), Enlarge Spell, Sanctum Spell, Scribe Scroll
Flaws: Inattentive, Noncombatant
Skill Tricks: Collector of Stories
Class Features: Eldritch Tapestry, Enlarged Tapestry, Quiescent Tapestry, Scribe Scroll, Ward Attunement
Senses: Low-Light Vision, Darkvision (120 ft)
Languages Spoken: ???

HP: 8d4+1d6+18 (33 HP)
AC: 10 + 3 (DEX) +5 (+1 Twilight Mithral Chain Shirt) +2 (+1 Mithral Buckler) +1 (Deflection)/+2 (vs Evil) = 21/22
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +3 (DEX)
Base Attack: +4
Attack: Valyrian Steel Dagger: +5 (1d4+1)
Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below).
Spell Save: DC: 10 + 5 (INT) + spell level
Weapon Proficiency: Daggers, ???
Immunities: Sleep, Possession/Mental Control
Resistances: Cold 5, Electricity 5
Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends)
SR: 20

STATS:
8 (-1) Strength
16 (+3) Dexterity
12 +2 = 14 (+2) Constitution
18 +2 = 20 (+5) Intelligence
13 +1 = 14 (+2) Wisdom
13 (+0) Charisma

SAVES:
FORTITUDE: 3 + 2 +2 = 5/7
REFLEX: 4 + 3 + 2 = 7/9
WILL: 5 + 2 + 2 = 7/9; +2 vs Spells, +4 vs Enchantments

SKILLS:
Concentration:
14 (+18 to cast Defensively)
Craft (Weaving): 10
Hide: 18
Knowledge (Arcana): 16
Knowledge (Religion): 7
Knowledge (The Planes): 7
Move Silently: 16
Spellcraft: 11

Spells in Spellbook:
0 Level: All
1st Level: Alarm, Benign Transposition, Comprehend Languages, Enlarge Person, Grease, Magic Aura , Nerveskitter, Protection from Good, Silent Image
2nd Level: Bear's Endurance, Bull's Strength, Dimension Hop, Insidious Insight, Invisibility, Ray of Stupidity, See Invisibility, Snake's Swiftness, Web
3rd Level: Alter Fortune, Arcane Sight, Haste, Dimension Step, Dispel Magic, Displacement
4th Level: Greater Invisibility, Polymorph

Prepared Spells (Arcane Caster Level 8):
Level 0 [4+1/Day]: Detect Magic, Ghost Sound, Mage Hand Prestidigitation, Read Magic
Level 1 [4+1+2/Day]: Benign Transposition, Enlarge Person, Grease x2, Nerveskitter x2, Silent Image
Level 2 [3+1+1/Day]: Bull's Strength, Insidious Insight Invisibility, See Invisibility, Web
Level 3 [3+1+1/Day]: Arcane Sight, Dimension Step, Dispel Magic, Displacement, Haste
Level 4 [2+1+1/Day]: Echoing Snake's Swiftness, Greater Invisibility x2, Polymorph
Spell-Like Abilities (CL 9): Dancing Lights 2/Day, Darkness 2/Day, Faerie Fire 2/Day

Supernatural Abilities:
  • Ward Attunement(Su): You were once attuned to a mighty ward scheme which protected the realm you called home and empowered its citizens in numerous ways. Unfortunately, your civilization has crumbled to dust and ruin and the wards no longer exist.
  • Eldritch Tapestry(Su): Weave and Eldritch Tapestry in 10 minutes, connecting yourself and five others for up to 24 hours. Any spell of up to 5th level you cast which would normally affect only yourself can also be made to affect the members of your Eldritch Tapestry.
  • Quiescent Tapestry(Su): You can precast up to four spells of 5th level or lower into your Eldritch Tapestry. When you are ready, all of these spells can be activated as a single Move Action, affecting everyone within your tapestry instantly.
  • Enlarged Tapestry(Su): Some spells you cast through your Eldritch Tapestry have their ranges increased; Touch spells become Close range, Close range spells become Medium range, and Medium range spells become Long range.
Tattoo Magic:
Enchanted Gear:
Amulet of Sullen 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. 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.
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 Wisdom, +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:
  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.
Pearl of Power: 2nd Level (x1)
  • 1/Day recall any 2nd level spell that you had prepared and then cast that day.
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.
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.
Third Eye of Clarity: +2 Intelligence
  • 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy
Equipment: Amulet of Sullen Tears, Anklets of Rapid Translocation, Boneward Belt (+1 WIS, +2 CON), Camouflage Kit, Darkweave Silk Clothing, Gloves of the Starry Sky, Goggles of the Golden Sun, Handy Haversack, Pearl of Power (2nd level), Ring of Protection from Evil, Ring of Sustenance, Shadow Cloak, Third Eye of Clarity (+2 INT), +1 Mithral Buckler, +1 Twilight Mithral Chain Shirt, Valyrian Steel Dagger (+2)



Bloom
Size/Type:
Medium Outsider (Azata[Brijidine], Chaotic, Earth, Extraplanar, Fire, Good)
Hit Dice: 19d8+171 (260 HP)
Initiative: +7 (DEX)
Speed: 40 ft. + 30 ft (Channel Vigor) = 70 ft (Ground), Fly 60 ft. (Good)
Armor Class: 43 (+7 Dex, +4 Deflection, +13 Natural, +7 Wisdom, +1 Armor, +1 Dodge), Touch 30, Flat-Footed 28
Base Attack/Grapple: +19/+25
Attack: Obsidian Blade (+1 Keen Flaming Burst Longsword) +27 Melee (1d8+8; 17-20/x2, plus 1d6 Fire and Burn) OR Lava Blast +27 (16d6 Fire/Bludgeoning, plus Burn and Entrap)
Full Attack:
  • Lava Blast +27 (16d6 Fire/Bludgeoning, plus Burn and Entrap)
  • Unarmed Strike: +26/+26/+21/+16/+11 (1d8+6; x2, plus 1d6 Fire and Burn)
  • Obsidian Blade: +27/+27/+22/+17/+12 (1d8+8; 17-20/x2, plus 1d6 Fire and Burn)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Flaming Body, Obsidian Blade, Heat Stone, Lava Blast, Entrap (DC 28), Burn (DC 28), Trample (1d8+9, DC 25)
Special Qualities: Darkvision 60 ft., Low-Light Vision, Tremoresense 60ft, Damage Reduction 10/Cold Iron & Evil, Immunity to Fire & Electricity, Immunity to Petrification, Resist Cold 10, Spell Resistance 28, Vulnerable to Cold (+50% damage), Immune to all death spells, magical death effects, and energy drain, and any negative energy effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Saves: Fort +24, Ref +23, Will +21
Abilities: Str 20(22), Dex 21(24), Con 24(28), Int 15(16), Wis 18(22), Cha 23(26)
Skills: Craft (Sculpture) +25, Concentration +31, Escape Artist +29, Heal +28, Knowledge (Nature) +25, Knowledge (Planes) +25, Listen +28, Perform (Oratory) +30, Sense Motive +28, Spot 28
Languages: Celestial, Draconic, Ignan, Infernal, Terran, Truespeech
Feats: Ability Focus (Holy Aura), Cleave, Combat Expertise, Combat Reflexes, Consecrate Spell-Like Ability, Maximize Spell-Like Ability (Flame Strike), Power Attack
Alignment: Chaotic Good

Spell-Like Abilities: 19th Caster Level
Flaming Body (Su): A Brijidine's body is molten rock covered in dancing flames. Anyone striking a Brijidine with a natural weapon or Unarmed Strike takes 1d6 points of Fire damage. A creature that grapples a Brijidine or is grappled by one takes 6d6 points of Fire damage each round the grapple persists.

Heat Stone (Su): Whenever a Brijidine uses her Meld into Stone, Soften Earth and Stone, Spike Stones, Stone Shape, or Wall of Stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 Fire damage per round.

Obsidian Blade (Ex): At will as a Free Action, a Brijidine can create a blade of jagged volcanic glass that functions as a +1 Flaming Burst Keen Longsword. One round after it leaves the Brijidine's grasp, the weapon decays into useless powder.

Lava Blast (Su): A Brijidine can hurl a glob of lava at a target as a Standard Action. This attack has a Range Increment of 30 feet, inflicts 8d6 Fire and 8d6 Bludgeoning damage, plus the Burn and Entrap conditions.
  • Burn (Ex): Creature's subjected to a Brijidine's Burn ability must succeed on a DC 28 Reflex save (DC 10 + 1/2 Brijidine HD + Constitution modifier) or catch fire, taking 2d6 Fire damage for 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a Full-Round Action. Dropping and rolling on the ground grants a +4 bonus on this save.
  • Entrap (Su): Creature's struck by a Brijidine's Lava Blast ability risk being Entrapped in solid stone. The target must make a DC 28 Fortitude save (DC 10 + 1/2 Brijidine HD + Constitution modifier) or become Entangled until the stone hindering their mobility is removed. A second Entrap attack means the target must make another DC 27 Fortitude save or become Helpless. A target made Helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the stone is destroyed. The target can use spells with only Verbal components or Spell-Like Abilities if it can make a DC 20 Concentration check. An Entangled creature can make a DC 27 Strength check as a Full-Round Action to break free, but this increases to DC 32 for a Helpless creature. The stone has a Hardness of 8 and 30 Hit Points.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Equipment: Amulet of the Awakened Mind (+4 WIS, +1 INT, +3 CHA), Anklets of Translocation, Cloak of the Hedge Wizard (Conjuration), Crown of Freedom, Earring of Arcane Acuity, Mind Blank Ring, Monk's Belt of Healing Vigor (+3 DEX, +2 STR, +4 CON), Ring of Protection from Energy (Cold), Ring of Sustenance (Slotless), Soulfire Mithral Bracers (+1), Talismans (x2 Sending Stones, x1 Plane Shift Charm, x1 Teleport Charm)

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.

Cloak of the Hedge Wizard (Conjuration):
Crown of Freedom: 1/Day use the Freedom of Movement spell for 70 minutes at 7th caster level.

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)
Monk's Belt of Healing Vigor: +3 Dexterity, +4 Constitution, +2 Strength
  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 Protection from Energy (Cold):
  • The wearer of this ring can apply the Protection from Energy (Cold) spell to themselves as a Standard Action at 10th caster level at will. Each application absorbs up to 120 points of Cold damage within a 100 minute duration.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects


Bronn the Sellsword:
A tall wolfish man with black sense of humor and a blissful unconcern with the trappings of honor, Bronn seems the very image of a blade for hire to whoever pays his price. Said price is far from cheap and rightly so for he shows an exemplary skill at arms matched with a mind far sharper than his rough exterior might indicate. In spite of the ill-fortuned circumstances of your first meeting, he has taken to your service with a will, not only for the coin it gained him but for the promise of rising to greater heights in the days to come.


Name: Bronn
Age: 27
Alignment: Neutral Evil
Race: Human (Medium Humanoid)
Level: 13
Class: Fighter 9/Rogue 1/Swashbuckler 3
Feats: Sly Fortune, Fortuitous Strike, Advantageous Avoidance, Savior's Luck, Unbelievable Luck, Victor's Luck, Better Lucky Than Good, Craven, Power Attack(B), Deadly Defense(B), Combat Expertise(B), Skill Focus: Intimidate(B), Mobility(B), Dodge(B), Elusive Target(B), Weapon Finesse(B), Two Weapon Fighting (Gloves of the Balanced Hand)
Skill Tricks: Never Outnumbered, Clarity of Vision
Flaws: Unlearned, Power-Hungry
Class Features: Grace (+1); Insightful Strike
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones)

HP: 104/104
AC: 10 + 5 (DEX) + 7 (Reinforced Segmented Mithral Breastplate +1) +2 (Ring of the Unseen ward) +2 (Dodge) +2 (vs Evil) = 26/28; +4 vs Attacks of Opportunity, +1-to-+5 via Combat Expertise
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +6 (DEX)
Base Attack Bonus: +12/+7/+2 + 6 (DEX) + 1 (Channel Vigor), Fleasticker: +1 (Enhancement [increases each time an opponent is damaged, up to +5], Pierces Silver-based DR), Valyrian Steel Dagger: +2 (Enhancement, Pierces Adamantine-based DR)
  • Fleasticker: 1d10 + 1 (Enhancement) + 6 (DEX) + 1d6+13 (Precision)
    • Normal: +19/+19/+14/+9 [1d10+1d6+20; 19-20/x2]
    • Vs Enemies Immune to Precision Damage: +19/+19/+14/+9 [1d10+7; 19-20/x2]
  • Valyrian Steel Dagger: 1d4 + 2 (Enhancement) + 6 (DEX) + 1d6+13 (Precision)
    • Normal: +20/+20/+15/+10 [1d4+1d6+21; 19-20/x2]
    • Vs Enemies Immune to Precision Damage: +20/+20/+15/+10 [1d4+8; 19-20/x2]
  • Dual-Wielding:
    • Normal: +17/+17/+12/+7 [1d10+1d6+20; 19-20/x2] and +18 [1d4+1d6+21; 19-20/x2]
    • Vs Enemies Immune to Precision Damage: +17/+17/+12/+7 [1d10+7; 19-20/x2] and +18 [1d4+8; 19-20/x2]
Weapon Proficiency: Longsword, Dagger, Bastard Sword, Pike, Hand Axe
Immunities: Possession/Mental Control, All Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects

STATS:
16* (+3) Strength
18 +4 = 22 (+6) Dexterity
13 +1 = 14 (+2) Constitution
12 (+1) Charisma
15 +1 = 16 (+3) Intelligence
12 (+1) Wisdom

*+8 for the purposes of determining carrying capacity

SAVES (-2 against Fear and -2 against Charm and Compulsion if offered Power):
FORTITUDE: 9 + 2 +2 = 11/13
REFLEX: 4 + 1 + 6 + 1 (CV) +2 = 12/14
WILL: 4 +1 + 2 +2 = 7/9

SKILLS:
Climb: 2 + 3 (STR) = 5
Bluff: 10 + 1 (CHA) = 11
Hide: 16 + 6 (DEX) = 22
Intimidate: 16 + 1 (CHA) + 3 (SF) = 20
Move Silently: 16 + 6 (DEX) = 22
Ride: 5 + 6 (DEX) = 11
Spot: 14 + 1 (WIS) = 15
Swim: 2 + 3 (STR) = 5
Tumble: 16 + 6 (DEX) = 22

Skill Tricks:
  • Knowledge (All): May not attempt untrained knowledge checks except Knowledge (Geography)
  • Spot: May attempt a DC 20 Spot check as a swift action. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.
  • Intimidate: All enemies within 10 ft affected by intimidate. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
  1. A target successfully intimidated suffers lasting effects. Instead of ending when the character leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the character shifts to unfriendly, but a lingering fear remains. Whenever the character returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.
  2. The character can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.
Tactics:
  • Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
  • Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
  • Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
Luck Re-rolls: 9/Day
  • Uses One Re-roll:
  1. Initiative (Free Action)
  2. Weapon Damage (Swift Action)
  3. Failed Save Made (Immediate Action)
  4. Failed Critical Confirmation Made (Swift Action)
  5. Successful Critical Confirmation Suffered (Swift Action) Hide, Move Silently, or Tumble Check Made (Immediate Action)
  6. Turn a Roll of 1 on an Attack into a 20 (Swift action) [Single Use/day]
  • Uses Two Re-rolls:
  1. Failed Attack Made (Swift Action)
  2. Successful Attack Suffered (Swift Action)
Contingency Spells: Renewal Pact; Stalwart Pact

Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day 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.
Belt of Battle: +1 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  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)
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)

Fleasticker: +1 Furyborn Mithral Bastard Sword (1d10; 19-20/x2)
  1. Dragonskin Grip (+2 to checks against disarm attempts)
  2. Each time you damage an opponent with Fleasticker, its Enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total Enhancement bonus of +5). This extra Enhancement bonus goes away if the opponent dies, you use the weapon to attack a different creature, or 1 hour passes.
Gloves of Zephyr's Grace: +4 Dexterity
  • The wearer effectively gains the Two-Weapon Fighting feat, or if they already possess it, they instead gain Improved Two-Weapon Fighting.
Greater Amulet of Protection from Evil: +1 Intelligence
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greatreach Bracers of Devastating Quickstrike(Slotless):
  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)
  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.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Reinforced Segmented Mithral Breastplate (+1): Armor Class: +7, Max Dexterity Bonus: +5, Armor Check Penalty: -1, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 15 pounds

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Equipment: Anklets of Rapid Translocation, Bead of Newt Prevention, Belt of Battle (+1 CON), Earring of Arcane Acuity, Fleasticker, Gloves of Zephyr's Grace (+4 DEX), Greater Amulet of Protection from Evil (+1 INT), Greater Ribbon of Disguise, Greatreach Bracers of Devastating Quickstrike(Slotless), Mind Blank Ring, Reinforced Segmented Mithral Breastplate (+1), Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance(Slotless), Ring of the Unseen Ward, Scabbard of the Amoral Edge, Soulfire Mithral Bracers (+1), Valyrian Steel Dagger (+2)

Jeyne Weaver

Jeyne Weaver was born to a family of minding prosperous tradesmen. Exciting things where things that happened to other people, until the red cloaks showed up at at her door with promises of gold and maybe even a marriage to some petty knight if she followed along the path of the Golden Shields and the implication that her fate would be considerably less pleasant were she to refuse. Thus she stepped hesitantly down the winding steps as the song of the Deep Earth swelled around her and from its melody gleamed the secrets of sorcery. She was among those who sailed to war against the dragon in the Stepstones though her fate was darker than mere capture, to this day she hates Aurane Waters more than any other monster she has faced or heard of, for hiding his evil behind a smile and a arrogant laugh.

Freed from his power Jeyne chose to have her memories of the day excised rather than betray Tywin Lannister for she did not think a boy of five and ten, sorcerer though he be, a match for the Old Lion. Her winding path lead her back to the Westerlands to the Ocean road one fateful evening where she was captured and made a unknowing tool of the Deep Ones, sent forth into the world in a body not her own possessed of strange powers rooted not in common but the unfettered potential of the mind.

For months she wandered Westeros in the company of a knight she at first thought mad for claiming the Red Lion of House Raye for his own and yet in that absurd boldness, in his willingness to stand by her though all the trials of ignorance, spite and shadowy enmity she found inspiration of her own. She made for Sorceer's Deep. There the thread pulled from the hands of unseen masters, he puppet body made her own, leaving Jeyne Weaver to wonder who she was now that her path had come full circle.


Name: Jeyne Weaver
Alias: N/A
Age: 31 (1 ???)
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level: 6
Class: Psion (Kineticist) 6
Feats: Elemental Envoy (Geodite), Expanded Knowledge (Concealing Amorpha, Mind Thrust), Expanded Knowledge (Astral Construct, Entangling Ectoplasm), Focused, Psionic Meditation, Overchannel, Talented
Flaw: Insomniac
Class Features: Geodite Companion (Myri)
Languages Spoken: Westerosi Common

HP: 36/36
AC: 10 + 2 (DEX) + 12 (Glammered Reinforced Segmented Mithral Fullplate +3) + 2 Deflection (vs Evil) = 24/26
Initiative: +2 (DEX)
Base Attack: +3; +4 (1d4+1; 19-20/x2, Valyrian Steel Dagger) or +6 (1d8; 19-20/x2, Light Masterwork Crossbow)
Spell Save: 10 + 5 (INT) + power level; +1 Psychokinesis Powers
Weapon Proficiency: Dagger, Short-Sword, Crossbow
Immunities: Possession/Mental Control, Baleful Polymorph [Single use]

STATS:
8( -1) Strength
12 + 2 = 14 (+2) Dexterity
12 + 4 = 16 (+3) Constitution
16 + 4 = 20 (+5) Intelligence
13 + 1 = 14 (+2) Wisdom
14 (+2) Charisma

SAVES
FORTITUDE: 2 + 3 + 2 = 5/7
REFLEX: 2 + 2 + 2 = 4/6
WILL: 5 + 2 + 2 = 7/9

SKILLS:
Autohypnosis: 9 + 2 (WIS) = 11
Concentration: 9 + 3 (CON) = 12
Knowledge (Arcana): 4 + 5 (INT) = 9
Knowledge (Dungeoneering): 4 + 5 (INT) = 9
Knowledge (Psionics): 9 + 5 (INT) = 14
Knowledge (The Planes): 4 + 5 (INT) = 9
Psicraft: 9 + 5 (INT) = 14

Power Points: 50/50

Powers Known (Manifester Level 6/7 [Overchannel]):
Level 1: Astral Construct, Control Object, Detect Psionics, Entangling Ectoplasm, Force Screen, Defensive Precognition, Mind Thrust, Vigor
Level 2: Biofeedback, Concealing Amorpha, Detect Hostile Intent, Energy Missile, Zone of Alertness
Level 3: Energy Cone, Mental Barrier, Time Hop, Touchsight

Myri the Geodite
Diminutive Elemental (Earth, Extraplanar, Psionic)
Hit Dice
| 3d8+3 (20 HP)
Initiative|-1
Speed|30 ft, Burrow: 10 ft
Armor Class|19 (+1 Size, -1 Dex, +9 Natural), touch 10, flat-footed 19
Base Attack/Grapple| +2/+1
Attack|Slam: +6 (1d4+4)
Space/Reach|5 ft./5 ft.
Special Attacks|Psi-like Abilities
Special Qualities|DR 5/--, Darkvision, Elemental Traits, Alertness, Improved Evasion, Share Powers, Telepathic Link, Deliver Touch Powers
Saves|Fort +4, Ref +2, Will +5
Abilities|Str 16, Dex 8, Con 13, Int 12, Wis 11, Cha 14
Skills|+9 Autohypnosis, +10 Concentration, +7 Craft (Stonemasonry), +5 Knowledge (Arcana), +5 Knowledge (Dungeoneering), +10 Knowledge (Psionics), +5 Knowledge (The Planes), +4 Listen, +10 Psicraft, +4 Spot
Feats| Alertness, Combat Manifestation, Improved Natural Attack, Power Attack
Alignment: Lawful Neutral

Psi-Like Abilities (Manifester Level 3): 2/Day Energy ray (Sonic, +2 ranged touch, 3d6-3 damage), Create Sound, Stomp (DC 13)

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: +4 Constitution, +2 Dexterity
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Cognizance Crystals: You can store Power Points in these crystals for later use fueling your psionic powers.
  1. Power Point Capacity (Five): x 1 Crystal
  2. Power Point Capacity (Three): x3 Crystals
Earring of Arcane Acuity: +1 Wisdom
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Glamered Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +3, Armor Check Penalty: -3, Arcane Spell Failure: 35%, Speed: 30ft, Weight: 27.5 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.
Gloves of Object Reading: Wearer can use the Object Reading psionic power at will.

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.
Psionatrix of Psychokinesis: +1 Enhancement bonus to the save DC of all Psychokinesis powers used by the wearer.

Ring 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
Third Eye of Penetrate: You benefit from a +2 Manifester level bonus to overcome Power Resistance.

Torq of Power Preservation: Reduce the Power Point cost of activating your psionic powers by 1 (to a minimum of 1).
Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

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

Equipped Magic Items: Amulet of Protection from Evil (Slotless), Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON, +2 DEX), Circlet of Clarity (+4 INT), Cognizance Crystals (3 PP[x3], 5 PP[x1]), Earring of Arcane Acuity (+1 WIS), Glamered Reinforced Segmented Mithral Fullplate (+3), Gloves of Object Reading, Greater Ribbon of Disguise, Handy Haversack, Launcher, Manifester Dagger (+1), Psionatrix of Psychokinesis, Ring of Sustenance, Ring of Tears, Third Eye of Penetrate, Torq of Power Preservation, Valyrian Steel Dagger (+2)

Ser Roger 'Reyne'

Ser Roger 'Reyne' was not destined for the life of a knight from the start, the son of a merchant of middling wealth and excessive ambition and a bastard daughter of House Tallbow, minor Reacher knights with a seat near Old Oak, he was nonetheless groomed to take up the family business, not dream of sword and bow. Still Roger was nothing if not ambitious in seeking out those very things proving quite skilled in the knightly arts for one who could not give them his full attention.

When his father overreached and lost first his business, to a series of poorly thought out investments, then his life at the bottom of a bottle of spirits Roger decided to place what little coin he had left towards a horse and armor before presenting himself to his uncle, the current lord of Tallbow, . Given his predicament the old man did not have the heart to refuse him a knighthood, for though the life of a hedge knight could be harsh, it was better at least than that of a penniless son of a disgraced merchant house.

Not wanting to presume too much upon his uncle's generosity and wishing to give his knightly persona a certain flair he decided to take inspiration from his mother's supposed sire Ser Reynard Reyne. With the passing of years he would dare to venture further and further into the Westerlands to see just how far he could twist the lion's tail before it batted at him. His daring eared him only about half as many surreptitiously passed drinks as it did kicks out the inn door but Roger was content enough with the way it spiced up his life, though after one fateful morning on the Searoad near Crakehall life seemed bound an determined to upend the whole spice rack.



Name: Roger 'Reyne'
Alias: N/A
Age: 39
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level: 6
Class: Rogue(Martial) 4/Fighter 2
Feats: Education, Improved Bull Rush, Power Attack, Power Critical(Mace), Shock Trooper, Skill Focus (Appraise), Weapon Focus (Mace), Weapon Focus (Lance), Weapon Specialization (Mace)
Flaw: Brash
Class Features: Bonus Feats, Evasion, Trapfinding, Trap Sense (+1), Uncanny Dodge

Languages Spoken: Westerosi Common. Low Valyrian (Stepstones, Braavosi, Three Daughters)

HP: 47
AC: 10 + 2 (DEX) + 10 (Reinforced Segmented Adamantine Fullplate +1) + 4 (Extreme Mithral Shield +1) + 2 Deflection (vs Evil) = 26/28
Initiative: +2 (DEX)
Attack: +51 (BAB) +2 (VS Mace) + 4 (STR) +1 (WF) = +12 (1d8+7; x2)
Weapon Proficiency: All Simple and Martial
Immunities: Possession/Mental Control, Baleful Polymorph [Single use]
DR: 3/--

STATS:
16 + 2 = 18 (+4) Strength
14 (+2) Dexterity
13 + 1 = 14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES
FORTITUDE: 4 + 2 (CON) + 2 = 6/8
REFLEX: 4 + 2 (DEX) + 2 = 6/8
WILL: 1 + 0 (WIS) + 2 = 1/3

SKILLS:
Appraise: 6 + 1 (INT) + 3 (SF) = 10
Bluff: 6 - 1 (CHA) = 5
Diplomacy: 6 - 1 (CHA) = 5
Disguise: 6 - 1 (CHA) = 5
Gather Information: 6 - 1 (CHA) = 5
Intimidate: 6 - 1 (CHA) = 5
Jump: 4 + 4 (STR) = 8
Knowledge (Arcana): 4 + 1 (INT) = 5
Knowledge (Local): 6 + 1 (INT) + 1 (Education) = 8
Knowledge (Geography): 4 + 1 (INT) + 1 (Education) = 6
Listen: 4 + 0 (WIS) = 4
Search: 4 + 0 (WIS) = 4
Sense Motive: 3 + 0 (WIS) = 3
Spellcraft: 3 + 1 (INT) = 4
Spot: 3 + 0 (WIS) = 3

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: +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.
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 Tattoos:
Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
30x Alchemist's Kindness
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Sleep-Smoke
10x Sunrod
30x Vermin Repellent

Fey Alchemy:
5x Fairy Cap (Enlarge)

Equipped Magic Items: Amulet of Tears, Anklets of Translocation, Bead of Newt Prevention, Boneward Belt(+1 CON), Earring of Arcane Acuity, Extreme Mithral Shield (+1), Folding Lance (+1; Hardened), Gloves of Heroes Strength (+2 STR), Greater Ribbon of Disguise, Handy Haversack, Heavy Valyrian Steel Mace (+2), Launcher, Psionic Tattoos (Various), Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil, Ring of Sustenance, Valyrian Steel Dagger (+2)

Ser Kennos of Kayce

Born to a minor line in service of the Kennings of Kayce Ser Kennons knew his lot in life would be that of a household knight since the day he first picked up a wooden training at his father, lord Kennings' Master-at-Arms. Unlike many of his station he never had dreams of riding off and finding his fortune in the world by his sword, the sight of ragged hedge knights less certain of their next meal than the smallfolk in the fields putting paid such ambitions. Untroubled he was by the changing of the world until one fateful night in King's Landing when he met Thoros of Myr.

Some men find their god in a temple, others in the heat of desperate battle, but Kennos of Kayce found his in a tavern though he did not then know it. First stripped of his will then cast adrift by the machinations of devils the knight offered his sowrd to the Dragon King, but his soul he swore to R'hllor the Red following in the footsteps of his freind, that he might be a bright sword against the darkness of the world.

Name: Ser Kennos of Kayce
Alias: Herrock's Hornblower
Age: 33
Alignment: Lawful Neutral
Race: Human
Level: 10
Class: Fighter 3/Paladin 7
Feats: Awesome Smite, Battle Blessing, Divine Might, Divine Vigor, Extra Turning, Power Attack, Stand Still
Class Features: Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Lay on Hands (28 HP/Day), Smite Evil 2/day, Turn Undead, Remove Disease 1/Week, Divine Spirit (Spirit of Healing 1/Day)

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones, poor)

HP: 99
AC: 10 + 1 (DEX) + 10 (Reinforced Segmented +1 Adamantine Fullplate) +2 (PfE) = 21/23
Movement: 30 ft + 30 ft (Boots) = 60 ft
Initiative: +1 (DEX)
Attack: +10/+5; Valyrian Steel Greatsword [+17/+12 (2d6+7; 19-20/x2)]
Weapon Proficiency: Dagger, Mace, Longsword, Greatsword
Immunities: Mind Affecting/Possession, Diseases, Fear, Baleful Polymorph [Single-Use]
DR: 3/--

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

SAVES:
FORTITUDE: 7 + 4 (CON) + 4 (DG) + 2 (PfE) = 15/17
REFLEX: 3 + 1 (DEX) + 4 (DG) + 2 (PfE) = 8/10
WILL: 3 + 2 (WIS) + 4 (DG) + 2 (PfE) = 9/11

SKILLS:
Diplomacy: 13 + 4 (CHA) + 4 (SYN) = 21
Heal: 2 + 2 (WIS) = 4
Knowledge (Nobility): 5 + 1 (INT) = 6
Knowledge (Religion): 13 + 1 (INT) = 14
Ride: 5 + 1 (DEX) = 6
Sense Motive: 13 + 2 (WIS) = 15

Secondary Skills:
Bluff: 6 + 4 (CHA) = 10
Handle Animal: 5 + 4 (CHA) = 9
Knowledge (War): 6 + 1 (INT) = 7

Spells Prepared (Caster level 7):
Level 1 [1+1]: Divine Favor, Rhino's Rush

Special Abilities:
  • Detect Evil (Sp): At Will Detect Evil, as the spell.
  • Remove Disease (Sp): Remove Disease 1/Week.
  • Divine Grace (Su): You gain a bonus equal to your Charisma bonus on all saving throws.
  • Divine Health (Ex): You are immune to all diseases, including supernatural and magical diseases (such as Mummy Rot and Lycanthropy).
  • Aura of Courage (Su): You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 Morale bonus on saving throws against fear effects. This ability functions only while you are conscious.
  • Lay on Hands (Su): Each day you can heal up to 28 Hit Points of damage (Paladin level x Charisma bonus) by touch. Using Lay on Hands is a standard action. Alternatively, you can use this healing power to damage Undead creatures via Melee Touch Attack which does not provoke Attacks of Opportunity. You can decide how much of your daily allotment of points to use as damage after the Touch attack is successfully made.
  • Battle Blessing (Su): You cast most of your spells faster than normal. If a spell normally requires a Standard Action, you can cast it as a Swift Action, and if it normally requires a full round to cast, you can cast it as a Standard Action. Spells with longer or shorter casting times are not affected by this feat.
  • Smite Evil (Su): 2/Day, you may attempt to Smite Evil with one normal melee attack. You add your Charisma bonus to your attack roll and deal 1 extra point of damage per Paladin level. If you accidentally Smite a creature that is not evil, the Smite has no effect, but the ability is still used up for that day.
  • Divine Spirit: You have forged a bond with Celestial spirits whose aid you can call upon when needed.
    • Spirit of Healing:1/Day Summon a Spirit of Healing for 7 rounds (1 round per Paladin level), which can heal 56 Hit Points of damage (double your Lay on Hands amount).
      • To benefit from this healing, you or an ally must begin or end your turn in the same space as the spirit, then use a Standard Action to draw on its power.
  • Turn Undead (Su):11/Day (3 + Charisma bonus + 4 via Extra Turning). You Turn Undead as a Paladin of one level higher than your actual level.
    • Divine Might: As a Free Action, you can spend one use of Turn Undead to add your Charisma bonus to your weapon damage for one round.
    • Divine Vigor: As a Standard Action, you can spend one use of Turn Undead to increase your base speed by 10 feet and gain 2 Temporary Hit Points per Paladin level for one minute per point of your Charisma bonus.
  • Awesome Smite:You can Smite Evil as part of a Power Attack to use any one of the following augmented Smite attacks.
    • Seeking Smite: Your Smite attack is uncannily guided to its target, ignoring any miss chance your foe might have, though your weapon must still be able to strike the target.
    • Demolishing Smite: Your Smite attack punches through your enemy's defenses, ignoring a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus.
    • Overwhelming Smite: Your Smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a Trip attack. A foe that resists is not entitled to make a Trip attempt against you in return. You can attempt an Overwhelming Smite only once per round.
Belt of the Battle Master: +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.
  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. 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.
Earring of Arcane Acuity: +1 Charisma
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of Hero's Strength: +3 Strength
  • 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
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 Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 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.
Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
50x Healing Salve
20x Sleep-Smoke
10x Sunrod
30x Vermin Repellent
Equipped Magic Items: Bead of Newt Prevention, Belt of the Battle Master (+2 CON), Boots of Battle Charger, Earring of Arcane Acuity (+1 CHA), Gloves of Hero's Strength (+3 STR), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greatreach Bracers of Quickstrike, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Sustenance, Valyrian Steel Greatsword (+2), Wand of Cure Light Wounds (50/50 charges)

Mors Umber

Hardy enough to shrug off the blows of warriors half his age and strong enough to deal such gruesome wounds in return that few who face him ever live to see old age in turn Mors Umber might be counted living proof if ever there was one that the blood of giants flows in the veins of the Lords of Last Hearth. Yet grim though he be with an axe in hand there are burdens even his broad shoulders could not shrug off and so he oft sought refuge at the cotton of the tankard, or more precisely the barrel. It was thus he earned the name he has carried for more winters than he cares to recall. 'Crowsfood', for when one of the sly birds plucked out his eye while he lay insensate by the road. Yet the world is changed and with it might fortune's wheel spin again.

By magic might an eye pop back into its socket and a lost daughter be found again. Mors has even grudgingly come to accept that his daughter was wed to a man of the Thenns of the Far North, in his own way at least. He no longer ponders the edge of his axe whenever his newfound godson is nearby. There are far more deserving necks to cleave by an edge of Valyrian Steel.


Name: Mors Umber
Alias: Crowfood
Age: 58
Alignment:
Race:
Human (Medium Humanoid)
Level: 8
Class: Fighter 2/Barbarian 6
Feats: Intimidating Prowess, Power Attack, Cornugon Smash, Imperious Command, Intimidating Rage, Instantaneous Rage, Improved Bullrush
Flaw: Grudge Keeper
Class Features: Bonus Feats, Fast Movement, Rage (2/day), Uncanny Dodge, Improved Uncanny Dodge, Dashing Step
Skill Tricks: Never Outnumbered

HP:
74
AC: 10 + 11 (Reinforced Segmented Fullplate +2) + 2 vs Evil (Deflection) = 21/23
Movement: 30ft + 30ft (Boots) = 60ft
Initiative: +0
Attack: +8 (BAB) +4(STR) +2(ENH) = +15/10 (1d12+8/x3)
Weapon Proficiency: All Simple and Martial
Immunities: Possession/Mental Control

STATS:
16 +2 = 18 (+4) Strength
8 + 2 = 10 (+0) Dexterity
14 +2 = 16 (+3) Constitution
9 + 1 = 10 (+0) Intelligence
9 + 1 = 10 (+0) Wisdom
16 (+3) Charisma

SAVES
FORTITUDE: 8 + 3 + 2 = 11/13
REFLEX: 2 + 2 = 2/4
WILL: 2 + 2 = 2/4

SKILLS:
Diplomacy: 2 + 3 (CHA) = 5
Knowledge (History): 5 + 0 (INT) = 5
Intimidate: 11 + 3 (CHA) +4 (STR) = 18
Spot: 6 + 0 (WIS) = 6
Survival: 5 + 0 (WIS) = 5

Dashing Step (Ex): You do not take a -2 penalty to Armor Class when charging. Furthermore, you add one-third of your barbarian level to your AC against attacks of opportunity when charging.

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
Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of Speed:
  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.
Earring of Arcane Acuity: +1 Intelligence, +1 Wisdom
  1. 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.
Equipment: Amulet of Tears, Boneward Belt (+2 CON), Boots of Speed, Earring of Arcane Acuity, Gloves of Hero's Strength (+2 STR, +2 DEX), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Valyrian Steel Fullplate (+2), Ring of Protection from Evil, Valyrian Steel Dagger (+2), Valyrian Steel Greataxe (+2)

Name: Alyssa Crowl
Alias: N/A
Age: 20
Alignment:
Race:
Human (Medium Humanoid)
Level: 13
Class: Ranger 13
Feats: Track(B), Endurance(B), Deadly Aim(B), Rapid Shot(B), Improved Precise Shot(B), Rapid Reload, Weapon Focus (Light Crossbow), Crossbow Sniper, Nemesis (Undead), Point Blank Shot, Precise Shot, Manyshot, Improved Rapid Shot
Flaw: Naive, Overprotective
Class Features: Favored Enemy (1: Undead, 2: Humans, 3: Aberrations), Track, Wild Empathy, Combat Style (Deadly Aim), Improved Combat Style (Rapid Shot), Endurance, Woodland Stride, Swift Tracker, Evasion, Combat Style Mastery (Improved Precise Shot), Camouflage

HP: 70/70
AC: 10 + 5 (DEX) + 4 (Chainshirt) + 2 vs Evil (Deflection) = 19/21
Initiative: +3
Attack: +13/+8/+3 (BAB) + 5 (DEX) + 1(WF) (+2 vs Humanor Aberrations or +6 vs Undead) =+17/17/12/7 (1d8 +1 +1d6 vs Undead) (Doubled on the first attack per Full Attack)
Weapon Proficiency: All Simple and Martial
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
17 + 4 = 21 (+5) Dexterity
14 + 2 = 16 (+3) Constitution
12 (+1) Intelligence
14 (+2 ) Wisdom
10 (+) Charisma

SAVES
FORTITUDE: 8 + 3 (CON) + 2 = 11/13
REFLEX: 8 + 5 (DEX) + 2 = 13/15
WILL: 4 + 2 (WIS) + 2 = 6/8

SKILLS:
Diplomacy: 8
Hide: 16 + 5 (DEX) = 21
Knowledge (Geography): 16 + 1 (INT) = 17
Knowledge (Nature): 16 + 1 (INT) = 17
Listen: 16 + 2 (WIS) = 18
Move Silently: 16 + 5 (Dex) = 21
Spot: 16 + 2 (WIS) = 18
Survival: 16 + 2 (WIS) = 18

Ancient Medusa Scale Talisman:
  1. +3 to saving throws to resistance Petrification
  2. Wearer benefits from constant Protection from Evil
  3. 1/Day if the wearer successfully saves against an Enchantment spell, they can reflect it back at the caster as if using Spell Turning
Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Corpse-Ferrying Bag:
  • This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.
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)

Equipment: Ancient Medusa Scale Talisman, Anklet of Translocation, Boneward Belt (+2 CON), Bracers of Dexterity (+4), Corpse-Ferrying Bag, Devil Bane Heavy Repeating Crossbow (+1), Earring of Arcane Acuity, False Raven: Greater (x1), False Raven: Lesser (x3), Greater Ribbon of Disguise, Razorsharp Masterwork Adamantine Dagger, Razorsharp Adamantine Long Spear (+1), Reinforced Mithral Chain Shirt (+1), Ring of Sustenance


Name: Renly
Alias: The Changeling
Age: ??? (16 Years Subjective)
Alignment: Neutral Good
Race: Fey (Fey Creature Human)
Level: 9
Class: Gallant Cavalier (Order of the Blue Rose) 9
Feats: Noble Scion (Scion of the Arts), Enlightened Noble (Scion of the Arts), Persuasive, Intercept Charge (B), Voice of the Sibyl, Bonded Mind (B), Sociable
Class Features: Challenge 3/Day, Flat of the Blade, Cavalier's charge, Symbol of Inspiration, Cavalier Charge, Inner Peace

Languages Spoken: Westerosi Common, High Valyrian, Sylvan

HP: 83
AC: 10 + 6 (DEX) + 7 (Reinforced Segmented Mithral Breastplate +1) + 3 (Heavy Mithral Shield +1) + 2 (Deflection vs Evil) = 26/28
Initiative: +6 (DEX)
Movement: 30 + 30 (Anklets) = 60 feet
Base Attack: +9/+4
  • Melee: +9/+4 (BaB) +3 (STR) +2 (Enhancement) = +14/+9 [1d8+5; 19-20/x2, Valyrian Steel Longsword] or [1d8+5; x3, Valyrian Steel Lance]
  • Melee w/Challenge: +9/+4 (BaB) +3 (STR) +2 (Enhancement) +3 (Challenge) = +17/+12 [1d8+5+9; 19-20/x2, Valyrian Steel Longsword] or [1d8+5+9; x3, Valyrian Steel Lance]
  • Ranged: +9/+4 (BaB) + 6 (DEX) + 1 (Mwk) = +16/11 [1d8+3; x3, Masterwork Composite Duskwook Longbow]
Weapon Proficiency: All Simple and Martial
Immunities: Disease, Possession/Mental Control, Baleful Polymorph [Single use]
SR: 20
DR: 5/Cold Iron

STATS:
14 + 2 = 16 (+3) Strength
20 + 2 = 22 (+6) Dexterity
12 + 2 = 14 (+2) Constitution
17 + 1 = 18 (+4) Intelligence
10 + 2 = 12 (+1) Wisdom
20 + 2 = 22 (+6) Charisma

SAVES
FORTITUDE: 6 + 2(CON) + 3 (Resistance) = 11
REFLEX: 3 + 6(DEX) + 3 (Resistance) = 12
WILL: 3 + 1(WIS) + 3 (Resistance) = 7

SKILLS:
Diplomacy: 12 + 6 (CHA) +4 (Persuasive) +3 (Voice of the Sibyl) +2 (Sociable) + 5 (Earring) = 34 (+4 when acting as a mediator)
Handle Animal: 12 + 6 (CHA) = 18
Perform (Oratory): 12 + 6 (CHA) +3 (Voice of the Sibyl) = 21
Ride: 12 + 6 (DEX) + 5 (Belt) = 23
Knowledge (History): 12 + 4 (INT) = 16
Knowledge (Nobility and Royalty): 12 + 4 (INT) +2 (Noble Scion) = 16
Sense Motive: 12 + 1 (WIS) = 13

Spell-Like Abilities (Caster Level 9): (3/Day) Dancing Lights, (1/Day) Faerie Fire, Entangle, Glitterdust, Deep Slumber, Major image, Confusion

Evasion (Ex): Can avoid even magical and unusual attacks with great agility. Upon making a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage. Evasion can be used only if wearing light armor or no armor.

Silvered Tongue (Ex): A number of times per day equal to your Charisma modifier, you can roll 2d20 for a Perform check and take the better result. (6/Day)

Challenge (Ex): Whenever an order of the blue rose cavalier issues a challenge, he receives a +3 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms).

Flat of the Blade (Ex): The cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Cavalier's Charge (Ex): A cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Symbol of Inspiration (Ex): The gallant's personal crest becomes an inspirational symbol of his chivalrous ideals. As long as he displays his crest on his tabard, banner, or similar item, allies within 60 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects, and a +2 bonus on damage rolls to deal nonlethal damage.

Inner Peace (Ex): The cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. As an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. (1/Day)

Greater Tactician (Ex): The cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action (Bonded Mind)

Sociable (Ex): As a move action, grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (6 rounds)

----

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, +5 Competence bonus to Ride skill checks
  • 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)
Challenging Mithral Shield (+1): AC Bonus: +3, ACP: 0, Weight: 7.5 pounds
  • By spending one use of you Challenge class feature as an Immediate Action, you can apply your Charisma bonus to your Shield bonus to AC against the target of your Challenge for 1 minute.
Earring of Arcane Acuity: +2 Charisma, +2 Wisdom, +1 Intelligence, +5 Competence bonus to Diplomacy skill checks
  • 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)

Greater Ring 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
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.
Ring of Self-Sufficiency: Acts as a Ring of Sustenance but also allows the wearer to use the Prestidigitation spell at will.

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

Equipped Magic Items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Challenging Heavy Mithral Shield (+1), Cloak of Resistance (+3), Cold Iron Longsword (+1), Earring of Arcane Acuity (+2 CHA, +2 WIS, +1 INT), Gloves of Zephyr's Grace (+2 DEX, +2 STR), Greater Ribbon of Disguise, Greater Ring of Protection from Evil, Handy Haversack, Launcher, Masterwork Composite Duskwood Longbow (+3 STR bonus), Periapt of Health, Quivers (x2; 20 Cold Iron-tipped arrows & 20 Steel-tipped arrows), Reinforced & Segmented Mithral Breastplate (+1), Ring of Self-Sufficiency, Valyrian Steel Lance (+2), Valyrian Steel Longsword (+2)

Mount's Equipped Magic Items: Horseshoes of Speed (+30ft Enhancement bonus to ground movement), Muleback Cord [Slotless](+8 STR for purpose of Carrying Capacity), Reinforced Mithral Chain Barding (+1)

Thoros of Myr

A tall balding man given to wine and merriment Thoros nonetheless carries himself with a warrior's stride, many of the lessons of his youth remembered again in this age of magic and miracles , not least the ones the Lord of Light has seen meet to give into his hands. Having faced death at the hands of devils and been returned from its embrace the Red Priest fights with boldness that seems almost reckless, though to his way of thinking it is only reasonable. If the R'hllor should count his time in the world of the living has reached its end then the god could as easily see him perish as allow him to remain dead.


Name: Thoros of Myr
Alias: N/A
Age: 41
Alignment: Lawful Good
Race: Human

Level: 10
Class: Paladin 10
Feats: Awesome Smite, Battle Blessing, Divine Might, Divine Vigor, Improved Turning, Power Attack, Strength of Conviction
Flaws: Doubt, Righteous Indignation
Class Features: Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Smite Evil 3/Day, Turn Undead, Remove Disease 2/Week, Charging Smite

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones, Myrish)

HP: 96
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Fullplate) +2 (PfE) = 20/22
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +0 (DEX)
Attack: +10/+5; [+16/+11 (2d6+8; 19-20/x2)]
Weapon Proficiency: Dagger, Mace, Longsword, Greatsword
Immunities: Mind Affecting/Possession, Diseases, Fear
DR: 3/--

STATS:
16 + 2 = 18 (+4) Strength
10 (+0) Dexterity
16 + 2 = 18 (+4) Constitution
12 (+1) Intelligence
15 + 1 = 16 (+3) Wisdom
20 + 2 = 22 (+6) Charisma

SAVES:
FORTITUDE: 7 + 4 (CON) + 6 (DG) + 2 (PfE) = 17/19
REFLEX: 3 + 6 (DG) + 2 (PfE) = 9/11
WILL: 3 + 3 (WIS) + 6 (DG) + 2 (PfE) = 12/14

SKILLS:
Diplomacy: 10 + 6 (CHA) + 4 (SYN) = 20
Knowledge (Nobility): 5 + 1 (INT) = 6
Ride: 10
Sense Motive: 13 + 3 (WIS) = 16

Secondary Skills:
Bluff: 3 + 6 (CHA) = 9
Handle Animal: 3 + 6 (CHA) = 9
Knowledge (Religion): 5 + 1 (INT) = 6
Knowledge (War): 3 + 1 (INT) = 4

Spells Prepared (Caster level 10):
Level 1 [1+2]:
Divine Favor, Rhino's Rush, Strategic Charge
Level 2 [1+2]: Fire of Entanglement, Righteous Fury, Smite of Sacred Fire

Special Abilities:
  • Remove Disease (Sp): Remove Disease 2/Week.
  • Detect Evil (Sp): At Will Detect Evil, as the spell.
  • Divine Grace (Su): You gain a bonus equal to your Charisma bonus on all saving throws.
  • Divine Health (Ex): You are immune to all diseases, including supernatural and magical diseases (such as Mummy Rot and Lycanthropy).
  • Aura of Courage (Su): You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 Morale bonus on saving throws against fear effects. This ability functions only while you are conscious.
  • Battle Blessing (Su): You cast most of your spells faster than normal. If a spell normally requires a Standard Action, you can cast it as a Swift Action, and if it normally requires a full round to cast, you can cast it as a Standard Action. Spells with longer or shorter casting times are not affected by this feat.
  • Lay on Hands (Su): Each day you can heal up to 60 Hit Points of damage (Paladin level x Charisma bonus) by touch. Using Lay on Hands is a standard action. Alternatively, you can use this healing power to damage Undead creatures via Melee Touch Attack which does not provoke Attacks of Opportunity. You can decide how much of your daily allotment of points to use as damage after the Touch attack is successfully made.
  • Turn Undead (Su):12/Day (3 + Charisma bonus + 3 via Amulet). You Turn Undead as a Paladin of one level higher than your actual level.
    • Divine Might: As a Free Action, you can spend one use of Turn Undead to add your Charisma bonus to your weapon damage for one round.
    • Divine Vigor: As a Standard Action, you can spend one use of Turn Undead to increase your base speed by 10 feet and gain 2 Temporary Hit Points per Paladin level for one minute per point of your Charisma bonus.
  • Smite Evil (Su): 3/Day, you may attempt to Smite Evil with one normal melee attack. You add your Charisma bonus to your attack roll and deal 1 extra point of damage per Paladin level. If you accidentally Smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
  • Strength of Conviction: When you use Smite Evil, you can forego the attack bonus in order to inflict additional damage equal to your Paladin level.
  • Charging Smite: If you use Smite Evil on a Charge attack, you deal 2 points of additional damage per Paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a Smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.
  • Awesome Smite:You can Smite Evil as part of a Power Attack to use any one of the following augmented Smite attacks.
    • Seeking Smite: Your Smite attack is uncannily guided to its target, ignoring any miss chance your foe might have, though your weapon must still be able to strike the target.
    • Demolishing Smite: Your Smite attack punches through your enemy's defenses, ignoring a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus.
    • Overwhelming Smite: Your Smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a Trip attack. A foe that resists is not entitled to make a Trip attempt against you in return. You can attempt an Overwhelming Smite only once per round.
Belt of the Battle Master: +2 Constitution
  1. 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.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
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. 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.
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 Hero's Strength: +2 Strength
  • 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 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.
Holy 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. In addition to being able to be used as a Holy Symbol, the amulet also grants you an additional use of Turn or Rebuke Undead for each of the following criteria you meet: Five or more ranks in Knowledge(Religion), possession of the Improved Turning feat, and possession of any Divine feat.
Pearls of Power: 1st level (x2), 2nd level (x1)
  • 1/Day on command, a Pearl of Power enables you to recall any one spell of the appropriate level that you have already prepared and cast that day. The spell is then prepared again, just as if it had not been cast.
Valyrian Steel Greatsword of Stunning (+2): 2d6+2; 19-20/x2
  • On a successful melee attack, you can command this sword to Stun a creature for 1 round. This effect is resisted with a DC (10 + 1/2 your character level + your Charisma modifier) Fortitude saving throw. This ability can be used (1 + your Charisma bonus) times per day. Once this ability is activated, only the person who did so can make further use of it until the following day.
Equipped Magic Items: Belt of the Battle Master, Boots of Battle Charger, Earring of Arcane Acuity, Gloves of Hero's Strength (+2 STR), Greater Ribbon of Disguise, Greatreach Bracers of Quickstrike, Handy Haversack, Holy Amulet of Protection from Evil, Pearls of Power (1st: x2, 2nd: x1), Reinforced Segmented Adamantine Fullplate (+1), Ring of Sustenance, Ring of Untarnished Glory (+2 CHA, +1 WIS), Valyrian Steel Greatsword of Stunning (+2)

The Silver Corsairs:
Moonsong the Sprite:
Liminal Sprites are creatures trapped between worlds, in more ways than one. Cursed to find no rest "under a roof" or "neath heaven's grace", they have adapted with typical Fey aplomb to seek rest under the eaves of mortal dwellings. Inveterate, though not truly malicious gossips, these moth-winged sprites have taken to imitating the dress, manners, and habits of mortals even while they remain deaf to the deeper truths of human existence.

Foolish is the mortal who counts these Fey insignificant, by reason of their pride and petty powers. A slip of the tongue at the wrong moment has made and broken empires... something the threshold Fey are all too aware of.

Moonsong the Liminal Sprite Bard
Tiny/Medium Fey (Liminal Sprite, Variant Suzerain Creature)
Hit Dice: 3d6 [Liminal Sprite] +10d6 [Bard] + 65 (CON) = 113 HP
Initiative: +7/+5
Speed: 30 ft/40 ft., fly 70 ft. (Good)
Armor Class: +2 vs Undead OR +4 vs Incorporeal Undead
  • Tiny (31; Touch 23, Flat-Footed 24 [+7 Armor, +7 Dex, +1 Natural, +2 size, +4 Deflection])
  • Medium (27; Touch 19, Flat-Footed 22 [+7 Armor, +5 Dex, +1 Natural, +4 Deflection])
Base Attack/Grapple: Tiny (+9/+0) or Medium (+9/+10)
  • Attack: Valyrian Steel Rapier or Dagger (+2): Tiny (+20 [1d4+1; 18-20/×2]) or Medium (+16 [1d6+3; 18-20/×2])
  • Full Attack: Valyrian Steel Rapier or Dagger (+2): Tiny (+20/+15 [1d4+1; 18-20/×2]) or Medium (+16/+11 [1d6+3; 18-20/×2])
Space/Reach: Tiny (2ft./0ft.) or Medium (5ft./5ft.)
Special Qualities: Low-Light Vision, DR 10/Cold Iron, SR 23, Cold & Electricity Resistance 5
  • Special Attacks: Repartee, Spell-like Abilities, Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Inspire Greatness, Suggestion [DC 24])
  • 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
Saves: Fort +15, Ref +23/+21, Will +21
Abilities: Str 8(12), Dex 24 (18+6)[20], Con 20 (14+6), Int 20, Wis 20 (16+4), Cha 28 (22+6)
Skills: Diplomacy +43 (16+9+8+10), Escape Artist +23/+21 (16+7/+5), Knowledge (Geography) +15 (10+5), Hide +31/+21 (24/16+7/+5), Listen +21 (16+5), Move Silently +31/+21 (24/16+7/+5), Perform (Comedy) +49 (16+9+14+10), Perform (String Instruments) +17 (8+9), Profession (Officer) +31 (16+5+10), Sense Motive +21 (16+5), Sleight of Hand +12/+10 (5+7/+5), Spot +21 (16+5)
  • Skill Tricks: Social Recovery
  • Languages: Draconic, Low Valyrian (Braavosi, Stepstones), Sylvan, Westerosi Common
Feats: Expanded Arcana (Detect Ship, Heroism), Practiced Spellcaster, Spellcasting Prodigy, Versatile Spellcaster, Weapon Finesse
Alignment: Chaotic Neutral

Special Abilities:
  • Bardic Music (Su): Countersong, Fascinate, Inspire Courage(+2), Inspire Competence, Suggestion[DC 25] (10/Day)
  • Repartee (Su): 3/Day, when a Liminal Sprite successfully aids another creature's Charisma-based skill check, the creature gains a +2d4 bonus on the skill check instead of the normal +2 bonus. A creature can receive this bonus from only one Liminal Sprite per skill check.
  • Versatile Performance (Ex): Moonsong can use her bonus for Perform(Comedy) in place of her bonus for Bluff and Intimidate. When substituting in this way, Moonsong uses her total bonus for Perform(Comedy), including any class skill bonus, in place of the associated skill's total bonus.
  • Suzerain:
    • Dauntless Courage (Ex): Moonsong is immune to Fear. In addition, any allies within 30 feet that view her as their leader are Immune to Fear effects.
    • Stirring Speech (Su): As a Standard Action, Moonsong can Inspire Greatness (as the Bard ability) in her allies within 30 ft. up to 9 times per day (Charisma bonus).
    • Inspiring Example (Ex): Each ally within 60 feet of Moonsong that can see or hear her gains a +9 Morale bonus (Charisma modifier) on all Attack and Damage rolls, checks, and saves so long as she is alive.
    • Enchanting Presence (Su): The first time a creature comes within 30 feet of Moonsong, its attitude towards her shifts one category toward the positive, if it was not initially hostile (DC 24 Will save negates). This shift can be further modified by Moonsong's actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice Moonsong to be affected. This is a Mind-Affecting enchantment effect.
Spell-Like Abilities (Caster Level 13): At Will: Daze (DC 19), Prestidigitation, 3/Day: Fumbletongue (DC 20), Invisibility (self only), Memory Lapse (DC 20)

Bard Spells Known (Caster Level 13): Spell DC = 10 + 9 (CHA) + 1 (SP) = 20 + Spell Level
Level 0: Detect Magic, Ghost Sound, Light, Mage Hand, No Light, Songbird (3/Day)
Level 1: Clarion Call, Cure Light Wounds, Hideous Laughter, Magic Missile(RotF), Silent Image, Undersong (3+3/Day)
Level 2: Glitterdust, Heroism, Mirror Image, Tactical Acumen, Tongues (3+3/Day)
Level 3: Air of Nobility, Alter Fortune, Confusion, Detect Ship, Dispel Magic, Fireball(RotF) (2+2/Day)
Level 4: Freedom of Movement(RotF)​, Fugue, Sirine's Grace (0+2/Day)

Grimoire of High Arcana:
Level 1: Cultural Adaptation, Friendly Face, Moment of Greatness, Shield
Level 2: Elation, Full Pouch
Level 3: See Invisibility


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: +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)
Cloak of Paradise: +6 Charisma
  • 3/Day the wearer can, as an Immediate Action, force an enemy to re-roll a successful saving throw made against an Illusion spell she cast.
Djezet Skin Armor: When unattended, Djezet Skin appears as a curiously smooth sphere of rust-red metal. When it's held and a command word is spoken, the armor oozes across the wearer's body like a second skin. The armor can be removed as a Free Action by stepping out of it, causing it to pool on the floor.
  1. Djezet skin acts as a suit of +5 Leather Armor, except it is made of metal (and thus Druids cannot wear it) and has no Armor Check Penalty and a 0% chance of Arcane Spell Failure.
  2. The wearer gains a +5 Circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of Friendly or Helpful.
Gloves of the Starry Sky: +6 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 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. 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 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.
Moon's Girdle: +10 Competence bonus to Profession (Officer) skill checks
  • Use a specialized version of Enlarge Person at will as a Standard Action, transforming Moonsong from Tiny to Medium-sized. This transformation grants her a +4 Size bonus to Strength and inflicts a -4 Size penalty to Dexterity.
Radiant Earring of Arcane Acuity: +10 Competence bonus to Diplomacy and Perform (Comedy) skill checks
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
  4. 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(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  • 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ribbon of Disguise: Disguise Self (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
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemist's Fire (x12), Antiplague (x5), Antitoxin (x5), Auran Mask (x5), Fungal Stun Vial (x12), Healing Salve (x24), Incendiary Catalyst (x3), Sleep-Smoke (x6), Smokestick (x12), Sunrod (x12), Tanglefoot Bag (x6), Thunderstone (x6), Vermin Repellent (x20)

Equipped Magic Item: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+6 CON), Cloak of Paradise (+6 CHA), Djezet Skin Armor, Drake-Gut Lute, Gloves of the Starry Sky(+6 DEX), Greater Amulet of Protection from Evil (+5 Resistance), Greater Ribbon of Disguise, Greater Ring of Protection (+4 Deflection bonus to AC), Handy Haversack, Launcher, Masterwork Light Crossbow (w/2 quivers of 20 bolts), Mind Blank Ring, Moon's Girdle, Radiant Earrings of Arcane Acuity, Razor Sharp Masterwork Adamantine Rapier, Ribbon of Disguise, Ring of Continual Flame, Ring of Sustenance (Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Valyrian Steel Dagger (+2), Valyrian Steel Rapier (+2), Wand of Cure Light Wounds (50/50 charges)

Asha Greyjoy:
Eldest living child and only daughter of the late Balon Greyjoy, Asha is a study in contrasts, brash in her words whether in the council chamber or the heat of battle, seeming rashness hiding calculation that is ever ready to take advantage of any opportunity that might be thus stirred up. Though she wears her thirst for glory and acclaim upon her sleeve, there is another side to her, loyal to kith and kin and woe betide he who should miscount this for in her there dwells the ruthlessness which has made seafarers as they looked to the horizon for ages.



Name: Asha Greyjoy
Alias: The Kraken's Daughter
Alignment: Chaotic Neutral
Age: 18
Race: Human
Level: 7
Class: Mariner 4/Rogue 3
Feats: Deadly Defense, Weapon Finesse, Allied Defense, Combat Expertise, Riposte, Two-Weapon Fighting, Travel Devotion
Flaws: Pride of Arms (Ironborn Proficiency)
Class Features: Bonus Feat (x2); Dirty Strike (1d4); Sailor Lore (+5); Seamanship (+1); Sneak Attack 2d6, Evasion, Penetrating Strike

HP: 44/44
AC:
10 + 4 (DEX) + 6 (Reinforced Mithral Chain Shirt +1) +2 (vs Evil) = 20/22
Initiative: +4 (DEX)
Movement: 30ft + 30ft (Anklets) = 60ft
Attack: +4 (BAB) +3 (DEX) + 2 (Enhancement) = +9 [1d6 +1d6 (Cold or Electricity) +1d4 (Dirty Strike) +2d6/1d6 (Sneak Attack)]
Special: Can take up to -5 to attack and add to AC for self and adjacent allies; 1d6 Damage when fighting defensively; gain a free AoO on the first enemy to miss you while fighting defensively
Weapon Proficiency: Axe, Boarding Pike, Dagger
Immunities: Possession/Mental Control, Discern Lies/Detect Thoughts

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

SAVES:
FORTITUDE: 5 + 3 =8/10
REFLEX: 7 + 4 = 11/13
WILL: 2 + 2 = 4/6

SKILLS
Balance: 10 + 4 (DEX) + 1 Seamanship - 1 (Armor) = 14
Bluff: 10 + 2 (CHA) = 12
Climb: 9 + 4 (DEX) + 1 Seamanship - 1 (Armor) = 13
Intimidate: 10 + 2 (CHA) = 12
Knowledge (Geography): 4 + 1 (INT) = 5
Profession (Sailor): 10 + 2 (WIS) + 1 (Seamanship) = 13
Sense Motive: 3 + 2 (WIS) = 5
Spot: 10 + 2 (WIS) = 12
Swim: 10 - 1 (Armor) = 9
Tumble: 10 + 4 (DEX) - 1 (Armor) = 13

Extraordinary Abilities:
  • Sailor Lore: Roll 1d20 +4 to obtain rumors and tales
  • Dirty Strike: Opponent receives a Reflex Save against the Mariner's first modified attack roll each round. On a failure he takes the extra damage on every attack until the next round. (1d4+1d6) [Precision Damage]
  • Travel Devotion: Gain a full move action as a swift action for up to a minute (1/day)
Pact-Bound Servitor: Mamiwa

Contingency Spells: Renewal Pact; Stalwart Pact

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 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)
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 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.
Ring of Hidden Thoughts: The wearer is continually immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her Alignment.

Alchemical Substances:
20x Alchemist's Fire
60x Alchemist's Kindness
3x Auran Mask
20x Fungal Stun Vial
20x Healing Salve
100x Sleep-Smoke
10x Smokestick
5x Sunrod

Equipped Magic Items: Anklets of Rapid Translocation, Boneward Belt (+1 CON), Earring of Arcane Acuity, Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Handy Haversack, Launcher, Ring of Hidden Thoughts, Gloves of Zephyr's Grace (+2 DEX), Reinforced Mithral Chain Shirt (+1), Valyrian Steel Axe (+2)

Theon Greyjoy:
The erstwhile heir to the Iron Isles can show a ready smile and a cheerful laugh, but sometimes as he looks out to sea a melancholy can overcome him. For some odd reason certain women seem to find this alluring, something the lad is not shy about making use of.


Name: Theon Greyjoy
Age: 15
Alignment: True Neutral
Race: Human (Medium Humanoid)
Level:
8
Class: Mystic Ranger 8
Feats: Deadly Aim, Knowledge Devotion, Point Blank Shot, Precise Shot, Rapid Shot, Track, Wild Cohort, Weapon Focus(Longbow), Manyshot
Flaws: Vain, Loudmouth
Class Features: Arcane Hunter (Favored Enemies: Arcanists, Aberrations), Shadow Sword Ranger (Endurance -> Walk in Silence), Bane Weapon, Woodland Stride
Favored Enemies: Arcanists (Capable of using Arcane spells or SLAS/Invocations), Aberrations
Languages Spoken: Westerosi Common

HP: 57/57
AC: 10 + 4 (DEX) + 4 (Chain Shirt) +2 (vs Evil) = 18/20
Initiative: +4 (DEX)
Movement: 30ft + 30ft (Anklets) = 60ft
Base Attack: +8/+3
  • Ranged Attack: + 8 (BAB) + 4 (DEX) + 1 (Enhancement) + 1 (WF) + 2 (Bracers) = +16/+11 [1d8+5; 130ft Range Increment]; +4 bonus damage vs Arcanists/+2 bonus damage vs Aberrations
Spell Save: DC: 10 + 4 (CHA) + spell level
Weapon Proficiency: Longbow, Axe, Longsword
Immunities: Possession/Mental Control

STATS:
14 +2 = 16 (+3) Strength
17 +2 = 19 (+4) Dexterity
12 +2 = 14 (+2) Constitution
17 +1 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 6 + 2 (CON) = 8/10
REFLEX: 6 + 4 (DEX) = 10/12
WILL: 2 + 0 (WIS) = 2/4

SKILLS:
Balance:
5 + 4 (DEX) = 9
Heal: 1 + 0 (WIS) = 1
Knowledge (Arcana): 9 + 1 (INT) +4 (BotMK) = 10/14
Knowledge (Dungeoneering): 9 +1 (INT) +4 (BotMK) = 10/14
Knowledge (Local): 6 + 1 (INT) +4 (BotMK) = 7/11
Knowledge (Nature): 9 +1 (INT) +4 (BotMK) = 10/14
Knowledge (The Planes): 8 + 1 (INT) +4 (BotMK) = 9/13
Knowledge (Religion): 1 + 1 (INT) +4 (BotMK) = 2/6
Profession (Sailor): 9 +4 (BotMK) = 9/13
Spot: 12 + 0 (WIS) = 12
Survival: 11 + 0 (WIS) = 11
Swim: 3 + 3 (STR) = 6

Prepared Spells (Caster Level 8):
Level 0:
Cure Minor Wounds, Light, Mending, Purify Food and Drink (4/day)
Level 1: Guided Shot, Hawkeye, Hunter's Mercy, Primal Hunter (3+1/day)
Level 2: Aquatic Cavalry, Ironskin, Primal Instinct, Swift Haste(3+1/day)
Level 3: Arrowsplit, Fickle Winds, Find the Gap(2+1/day)
Level 4: Bane Bow, Bow Spirit (1+1/day)

Special Abilities:
  • Walk In Silence (Su): Up to 4/Day (1/2 Myster Ranger level) you can gain +5 Circumstantial bonus to Hide for one round as a Swift Action.
  • Bane Weapon (Su): As a Full-Round Action up to 5/Day (1 + CHA modifier), you can grant the Bane Weapon ability corresponding to a Favored Enemy to a held weapon for up to 8 rounds (1 per Mystic Ranger level).
  • Swift Tracker (Ex): Youcan move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
  • Favored Enemies (Ex):
    • Aberrations: Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and a +2 bonus on weapon damage, against Aberrations.
    • Arcanists (Enhanced): Gain a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and a +4 bonus on weapon damage, against any creature that uses Arcane spells, spell-like abilities, or Invocations.
Contingency Spells: Renewal Pact; Stalwart Pact

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.
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)
Enmity Fetish (Humanoids):
  • 1/Day a Ranger can use this Enmity Fetish to replace one of their Favored Enemy categories with Humanoids. This effect lasts for 24 hours and requires 10 minutes. Alternatively, the effect can be activated as a Swift Action, but it only lasts 10 minutes and provides half the normal bonuses.
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 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.

Ring of Healing Vigor Powers:
  • 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)
Silver Nocking Point: Affixed to Dragonbone Longbow of Distance +1 (w/+3 STR bonus)
  • You treat penalties for wind conditions as though they were one step less severe when using the enhanced bow. Magical wind effects that would normally deflect the projectile (such as Fickle Winds) instead impose only a –8 penalty on the attack roll.
Equipment: Anklets of Rapid Translocation, Belt of Hero's Strength (+2 STR), Dragonbone Longbow of Distance +1 (w/+3 Strength bonus), Earring of Arcane Acuity, Enmity Fetish, Gloves of Zephyr's Grace (+2 DEX), Greater Amulet of Protection from Evil, Greater Bracers of Archery, Quiver of Abundant Ammunition, Ring of Healing Vigor (+2 CON), Ring of Untarnished Glory (+1 CHA), Silver Nocking Point, Talisman of Mage Sense (Detect Magic at will)

The Misfits:
Denys Trainer

An alchemist by trade, Denys eschews the complex spell formulas, ritual prayers and blood begotten powers of other mages in favor of trusting his success, and often his life, to arcane reagents and careful preparation. Though not a knight his early years, first as a page in Dragonstone than a squire under ser Malcolm Sunglass have instilled in him a sense of genuine chivalry alongside courteous speech, while his tumultuous later life has instilled in him a great many unusual and even esoteric skills.


Name: Ser Denys Trainer
Alias: The Alchemist, Crystal Whisperer
Age: 25
Alignment: Lawfully Good
Race: Human
Level: 10
Class: Rogue 1/Alchemist 9
Feats: Able Learner, Brew Potion, Extra Discovery, Maester Trained, Point-Blank Shot, Precise Shot, Throw Anything, Weapon Finesse

Class Features: Alchemy, Bomb 5d6, Mutagen, Poison Resistance, Poison Use, Sneak attack +1d6, Swift Alchemy, Swift Poisoning, Trapfinding

Flaws: Chivalrous Courtesy
Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Stepstones), Old Tongue

Description: Standing tall, he is an ashen-haired man who holds himself with a quiet dignity, readily enough to be found in well-worn travelling clothes but knowing well the use to courtly attire for all his ill-fortune, the better to mask the faded scars of battle both real and otherwise.

HP: 74
AC: 10 + 4 (DEX) +7 (Celestial Glamered Reinforced Segmented Mithral Breastplate (+1) +4 (Mage Armor) +2 (PfE) = 21/25/27
Movement: 30 ft + 30 ft (AoRT) = 60 ft
Initiative: +4 (DEX)
Attack: +7/+2 BAB, Valyrian Steel Thinblade +13/+7 (1d8+6/18-20 x2) or Bomb +12/+7 (5d6+7) [At Ranges up to 30Ft, -1 to attack and damage modifier otherwise]
Weapon Proficiency: Dagger, Longsword, Crossbow, Lance
Immunities: Possession/Mental Control

STATS:
11 (+0) Strength
16 +2 = 18 (+4) Dexterity
13 +1 = 14 (+2) Constitution
20 +2 = 22 (+6) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES: (+6 to all Saves against Poison)
FORTITUDE: 7 + 2 (CON) + 2 (PfE) = 9/11
REFLEX: 7 + 4 (DEX) + 2 (PfE) = 11/13
WILL: 3 + 1 (WIS) + 2 (PfE) = 4/6

SKILLS:
Craft (Alchemy):
13 + 6 (INT) + 9 (AL) = 28
Diplomacy: 13 + 1 (CHA) + 4 (SYN) = 18
Knowledge (Arcana): 13 + 6 (INT) + 1 (MT) = 20
Knowledge (History): 5 + 6 (INT) + 1 (MT) = 12
Knowledge (Local): 5 + 6 (INT) + 1 (MT) = 12
Knowledge (Nature): 13 + 6 (INT) + 1 (MT) = 20
Knowledge (Nobility & Royalty): 5 + 6 (INT) + 1 (MT) = 12
Knowledge (Planes): 13 + 6 (INT) + 1 (MT) = 20
Knowledge (Religion): 13 + 6 (INT) + 1 (MT) = 20
Listen: 13 + 1 (WIS) = 14
Ride: 6 + 4 (DEX) = 10
Sense Motive: 13 + 1 (WIS) = 14
Spellcraft: 13 + 6 (INT) + 2 (SYN) = 21
Spot: 13 + 1 (WIS) = 14

Secondary Skills:
Knowledge (Architecture & Engineering): 3 + 6 (INT) + 1 (MT) = 10
Knowledge (Economics): 3 + 6 (INT) + 1 (MT) = 10
Knowledge (Geography): 3 + 6 (INT) + 1 (MT) = 10
Knowledge (Law): 3 + 6(INT) + 1 (MT) = 10
Knowledge (Mathematics): 3 + 6 (INT) + 1 (MT) = 10

Formulae Known (Caster Level 9):
Level 1: Ant Haul, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Heightened Awareness, Identify, Illusion of Calm, Invisibility Alarm, Keen Senses, Linebreaker, Longshot, Obscure Poison, Polypurpose Panacea, Reduce Person, See Alignment, Shield, Shock Shield, Targeted Bomb Admixture, Tears to Wine, Touch of the Sea, True Strike, Vocal Alteration
Level 2: Aid, Alchemical Allocation, Alter Self, Blur, Cure Moderate Wounds, Bear's Endurance, Bull's Strength, Darkvision, Delay Poison, Detect Thoughts, Eagle's Splendor, Enshroud Thoughts, False Life, Fiery Runes, Investigative Mind, Invisibility, Owl's Wisdom, Resist Energy, Undetectable Alignment, Shadow Bomb Admixture
Level 3: Battle Trance, Bouncing Bomb Admixture, Burrow, Cure Serious Wounds, Fly, Haste, Heroism, Monstrous Physique, Paragon Surge, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Communal, Tongues, Water Breathing

Extract Load-Out (Caster Level 9):
Level 1: Bomber's Eye, Comprehend Languages, Detect Secret Doors, Heightened Awareness, Targeted Bomb Admixture x2, True Strike
Level 2: Aid, Alchemical Allocation, Detect Thoughts, Fiery Runes, Investigative Mind, Invisibility
Level 3: Battle Trance, Heroism, Monstrous Physique, Paragon Surge

Discoveries: Alchemical Simulacrum, Dispelling Bomb, Infusion, Precise Bombs, Cognatogen

Detect Magic/at will: An alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

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.
Boro Beads: 1st level (x2 beads), 2nd level (x1 bead)
  • Once per day on command, a Boro Bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. A bead works on an infusions, but not a potion, elixir, bomb, mutagen, or non-magical Alchemical material such as antitoxin.
Cloak of the Hedge Wizard (Conjuration):
Earring of Arcane Acuity: +2 Intelligence
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Glamered Celestial Reinforced Segmented Mithral Breastplate (+1): Armor Class: +7, Max Dexterity Bonus: +11, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Speed: 30ft, Weight: 7.5 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.
Greater Amulet of Protection from Evil: +1 Constitution
  • 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.
Healing Belt of Resources:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • As often as once per round as a Standard Action, using the Full Pouch spell effect, you can draw out a duplicated Alchemical item which is stored in the pouch. Only one such duplicated item can exist at any given time.
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.
Poisoner's Gloves: +2 Dexterity
  • Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves. The wearer can deliver the dose to a target as a Melee Touch attack or as part of an Unarmed Strike. In the case of a personal infused extract, the opponent receives both a Fortitude save and Spell Resistance. The wearer can use both gloves in the same round using Two-Weapon Fighting. Filling a glove is a Full-Round Action that provokes Attacks of Opportunity.
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Equipped Magic items: Anklets of Rapid Translocation, Boro Beads, Celestial Glamered Reinforced Segmented Mithral Breastplate (+1), Cloak of the Hedge Wizard (Conjuration), Earring of Arcane Acuity (+2 INT), Greater Amulet of Protection from Evil (+1 CON), Greater Ribbon of Disguise, Handy Haversack, Healing Belt of Resources, Launcher, Poisoner's Gloves (+2 DEX), Quick Runner's Shirt, Ring of Endurance, Ring of Sustenance, +1 Ghost Touch Bronze Longsword, +2 Valyrian Steel Thinblade

Consumable Items: x3 Potion of Aid, x3 Potion of Bear's Endurance, x3 Potion of Blur, x12 Potion of Cure Light Wounds, x4 Potion of Darkvision, x3 Potion of Invisibility, x3 Potion of Lesser Restoration, x4 Potion of Remove Blindness/Deafness, x4 Potion of Remove Curse, x4 Potion of Remove Disease

Alchemical Items: x10 Alchemist's Fire, x8 Auran Mask, x10 Liquid Ice, x5 Alchemical Flare Stake, x5 Antitoxin, x10 Explosive Pack, x12 Fungal Stun Vials, x12 Healing Salve, x5 Liquid Smoke, x5 Sleep-Smoke, x12 Sunrods, x12 Tanglefoot Bag

Chun Ting Lo

Chun Ting Lo has been many things in his life, earnest disciple of the Middle Way, brash youth and rootless exile, drunkard and hero, but though it all he has learned many lessons that others might have missed, always listening for deeper truths, even when he would rather have closed his ears to them. Generally a jovial man with a budding sense of purpose thought on by the challenges of a changing world. It is a fool and often a short-lived one who underestimates that purpose.


Name: Chun Ting Lo
Alias: 'Ting', The Easterner, Adept of the Moon-Blessed Silver Steps
Age: 31
Alignment: Neutral Good
Race: Human
Level: 9 (36,000/45,000)
Class: Monk 9

Feats: Combat Reflexes, Dodge, Hammer the Gap, Improved Unarmed Strike, Jabbing Style, Jabbing Dancer, Mobility, Power Attack, Step Up, Following Step, Step Up and Strike

Class Features: Improved Evasion, Fast Movement, Flurry of Blows, Purity of Body, Qi Pool, Qi Strike (Magic, Coldiron/Silver), Qi Power, Still Mind, Stunning Fist, Style Strike (Flying Kick), Style Strike (Foot Stomp)

Flaws: Overprotective, Sentimental

Languages Spoken: Yi Tish (Jinqi Dialect), Westerosi Common, Low Valyrian (Volantene, Myrish, Braavosi), Lhazarene, Qartheen

Description: This man stands at above average height, for an Easterner that is, with closely cropped black hair and dark eyes, with wide-set shoulders and large arms brimming with muscle. He is somewhat stocky for all that, with the beginnings a gut covering much muscle, but he has not in the least gone to seed. He most often wears clothes of common make, the only noteworthy apparel being a set of odd sandals, occasionally a tunic that looks almost robe-like.

HP: 95
AC: 10 + 2 (DEX) +4 (WIS) +3 (AC Bonus) +1 (Dodge) +4 (Mobility) +4 (Mage Armor), 2 (PfE) = 20/24/28/30
Movement: 30 ft + 30 ft (Fast Movement) = 60 ft
Initiative: +2
Attack: +16/+16/+16/+11 [BAB +9/+4, +5 (STR) +2 (AoMF) = 1st Iterative/FoB Additional/Ki Additional/2nd Iterative] for 2d6+5
Weapon Proficiency: Martial weapons (Various)
Immunities: Diseases, Possession/Mind Control

STATS:
18 +2 = 20 (+5) Strength
13 +1 = 14 (+2) Dexterity
14 +2 = 16 (+3) Constitution
12 (+1) Intelligence
16 +2 = 18 (+4) Wisdom
10 (+0) Charisma

SAVES: (+2 bonus against Enchantment)
FORTITUDE: 6 + 3 (CON) + 2 (PfE) = 9/11/13
REFLEX: 6 + 2 + 2 (PfE) = 8/10/12
WILL: 3 + 4 (WIS) + 2 (PfE) = 7/9/11

SKILLS:
Acrobatics: 12 + 2 (DEX) = 14
Hide: 6 + 2 (DEX) = 8
Listen: 12 + 4 (WIS) = 16
Move Silently: 6 + 2 (DEX) = 8
Knowledge (History): 5 + 1 (INT) = 6
Knowledge (Religion) 5 + 1 (INT) = 6
Spot: 12 + 4 (WIS) = 16
Sense Motive: 12 + 4 (WIS) = 16

Secondary Skills:
Diplomacy: 4 = 4
Knowledge (Economics): 3 + 1 (INT) = 4
Knowledeg (Local): 3 + 1 (INT) = 4
Ride: 3 + 2 (DEX) = 5

Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.

Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.

Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.

Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot Stomp: The monk stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe's movement is restricted. Until the start of the monk's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

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.
Cloak of the Hedge Wizard (Conjuration):
Greater Enduring 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 Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers:
  • 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Healing Belt of Giant's Growth:
  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.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  • 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.
  • 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.
Insightful 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)
Monk's Robe: Outwardly, this appears to be nothing more than a simple brown robe.
  • If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher.
  • If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day.
  • If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Magic Items Equipped: Anklets of Translocation, Cloak of the Hedge Wizard (Conjuration), Gloves of Hero's Strength (+2 STR, +1 DEX), Greater Enduring Amulet of Protection Against Evil, Greater Ribbon of Disguise, Greatreach Bracers, Handy Haversack, Healing Belt of Giant's Growth (+2 CON), Insightful Earring of Arcane Acuity (+2 WIS), Monk's Robe, Quick Runner's Shirt, Ring of Mighty Fists (+2), Ring of Sustenance

Ser Criston Storm

Gruff and oft cynical Ser Criston nonetheless has his own rough charm and his skill afoot and ahorse none can doubt. Though born a bastard he does not particularly resent his birth, in truth it is more guilt that lingers in his mind when he ponders the fate of his kin, when he allows himself to ponder it, for he like many others has felt that most painful barb of war that pits brother against brother and kin against kin. The knight knows that he will likely never set foot in Blackhaven in peace, but he hopes that a new path might open before him though his service of yet another Dragon.


Name: Ser Criston Storm
Alias: The Bastard of Blackhaven
Age: 47
Alignment: True Neutral
Race: Human
Level: 9
Class: Human Paragon 3/Fighter 5/Occult Slayer 1

Feats: Agile Shield Fighter, Combat Reflexes, Mage Slayer, Improved Shield Bash, Mounted Combat, Ride-By Attack, Shield Specialization, Shield Ward, Stand Still, Step Up, Weapon Focus (Bastard Sword)

Class Features: Adaptive Learning [Knowledge: War], Weapon Bond, Magical Defenses (+1)

Flaws: Bitter, Implacable
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones)

Description: Some men age well, and some more poorly than others. This knight has a definite debonair air about him, despite his superficially gruff exterior he is more well kept than a common-born Freerider, dressing in comfortable clothes when out of armor and even bathes more frequently than some Knights. The only concession to his active ruse is the wild mane of light hair that looks constantly wind-tousled.

HP: 88
AC: 10 + 2 (DEX) +11 (Reinforced Segmented Valyrian Steel Fullplate) +5 (SS; +1 Animated Spiked Extreme Shield) +1 (Deflection) OR +2 (PfE) = 30/31
Movement: 30 ft + 30 ft (BotBC) = 60 ft
Initiative: +2
Attack: +17/+12 [+8/+3 BAB +6 (STR) +2 (Valyrian Steel Bastard Sword) +1 (WF)] at 1d10+9 (19–20/×2) or Charge Valyrian Steel Bastard Sword +17 (1d10+9/19-20 x2) and Spiked Animated Extreme Shield +13 (1d6+6/x2)
Weapon Proficiency: Dagger, Mace, Longsword, Bastard Sword, Greatsword, Lance
Immunities: Possession/Mind Control

STATS:
20 +2 = 22 (+6) Strength
14 (+2) Dexterity
14 +2 = 16 (+3) Constitution
12 (+1) Intelligence
13 (+1) Wisdom
13 (+1) Charisma

SAVES: +1 vs Magic Effects
FORTITUDE: 6 + 3 (CON) + 1 (Resist) + 2 (PfE) = 10/12/13
REFLEX: 2 + 2 (DEX) + 1 (Resist) + 2 (PfE) = 5/7/8
WILL: 6 + 1 (WIS) + 1 (MS) + 1 (Resist) + 2 (PfE) = 9/11/12

SKILLS:
Bluff: 6 + 1 (CHA) = 7
Diplomacy: 6 + 1 (CHA) + 6 (SYN) = 13
Handle Animal: 6 + 1 = 7
Knowledge (Arcana): 4 + 1 (INT) = 5
Knowledge (Nobility): 5 + 1 (INT) = 6
Knowledge (War): 12 + 1 (INT) = 13
Ride: 8 + 2 (DEX) = 10
Sense Motive: 6 + 1 (WIS) = 7
Spellcraft: 3 + 1 (INT) = 4
Spot: 6 + 1 (WIS) = 7

Corpse-Ferrying Bag:
  • This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.
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 Hero's Might:
  • 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Greatreach Bracers of Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 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.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Healing 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.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  • 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.
  • 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.
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Resistant Cloak of the Hedge Wizard (Conjuration):
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Translocating Boots of the Battle Charger:
  • Benefit from a +30ft Enhancement bonus to ground movement speed.
  • 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.
  • 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.
  • 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.
Equipped Magic Items: Amulet of Protection From Evil, Corpse-Ferrying Bag, Earring of Arcane Acuity, Gloves of Hero's Might (+2 STR), Greater Ribbon of Disguise, Greatreach Bracers of Quickstrike, Handy Haversack, Healing Belt of Giant's Growth(+2 CON), Quick Runner's Shirt, Resistant Cloak of the Hedge Wizard (Conjuration, +1 Resistance), Ring of Endurance, Ring of Protection(Slotless) (+1), Ring of Sustenance, Spiked Animated Extreme Shield (+1), Translocating Boots of the Battle Charger, Valyrian Steel Bastard Sword (+2), Reinforced Segmented Valyrian Steel Fullplate (+2)

Ceria Storm

Were one given but a single word to describe Ceria Strom, that word would be 'ambition'. Whether upon the field of battle or the king's court she seeks to rise high in standing and in worth, for only the mighty are masters of their own fate. In that spark of pride, one might see the echo of Duran Godsgrief, just as the sorcery she wields is of the blood of Elenei, the power of the storm. By what path those gifts were passed to her and whom she was born of is a secret the sorceress yet keeps for herself alone.


Name: Ceria 'Storm'
Alias: Storm's Daughter
Age: 23
Alignment: Chaotic Neutral
Race: Human
Level: 9
Class: Favored Soul 8/Sacred Exorcist 1
Feats: Divine Metamagic (Reach Spell), Expanded Arcana (Dimensional Anchor), Extend Spell, Knowledge Devotion, Reach Spell, Spell Penetration, Storm Bolt, Weapon Focus (Warhammer)
Class Features: Deity's Weapon Focus, Energy Resistance (electricity), Exorcism, Turn Undead
Flaws: Pride, Paranoid
Languages Spoken: Westerosi Common, Celestial, Infernal, Auran, Aquan

Description: Black of hair and with stormy eyes, her choice of dress has more to do with circumstance than any lack of interest, for though on dusty roads she will readily wear sturdy leathers or drab and simple clothes, they are well-kept and clean with impeccable, perhaps even meticulous care. Given the opportunity she is just as likely to be found in the style of Crownlander nobility with both refinement and grace, always aware is she of the latest trends.

HP: 71
AC: 10 + 12 (Celestial Glamered Reinforced Segmented Mithral Fullplate) +3 (Heavy Mithril Shield +1) +3 (SoF) OR +2 (PfE) = 28/27
Movement: 30 ft + 30 ft (AoRT) = 60 ft
Initiative: +0
Attack: +15/+10 [BAB +6/+1 w/+9/+4 (Divine Power) +3 (Divine Favor) +2 (Valyrian Steel Warhammer) +1 (Weapon Focus) +2 (STR)] at 1d8+8/x3
Weapon Proficiency: Dagger, Mace, Warhammer, Crossbow
Immunities: Possession/Mind Control

STATS:
9 +1 = 10 (+0) Strength
10 (+0) Dexterity
12 +2 = 14 (+2) Constitution
14 (+2) Intelligence
16 (+3) Wisdom
18 +2 = 20(+5) Charisma

SAVES:
FORTITUDE: 6 + 2 (CON) + 2 (PfE) = 8/10
REFLEX: 6 + 2 (PfE) = 6/8
WILL: 6 + 3 (WIS) + 2 (PfE) = 9/11

SKILLS:
Diplomacy: 12 + 5 (CHA) + 2 (SYN) = 19
Concentration: 12 + 2 (CON) = 14
Heal: 2 + 3 (WIS) = 5
Knowledge (Arcana): 12 + 2 (INT) = 14
Knowledge (Religion): 12 + 2 (INT) = 14
Ride: 5 = 5
Sense Motive: 12 + 3 (WIS) = 15
Spellcraft: 12 + 2 (INT) + 2 (SYN) = 16

Secondary Skills:
Bluff: 3 + 5 (CHA) = 8
Knowledge (Local): 3 + 2 (INT) = 5
Knowledge (Nobility): 3 + 2 (INT) = 5

Divine Spells Known (Caster level 9 +1 Electricity):
--Level 0: Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Stabilize (8/Day)
--Level 1: Bless, Conviction, Divine Favor, Magic Missile (RotF), Protection from Evil, Shield of Faith, Lesser Vigor (8/Day)
--Level 2: Guidance of the Avatar, Close Wounds, Divine Protection, Tyche's Touch, Silence (7/Day)
--Level 3: Alter Fortune, Dispel Magic, Fireball (RotF), Shivering Touch, Mystic Lash (7/Day)
--Level 4: Dimensional Anchor, Divine Power, Panacea, Dismissal (5/Day)

Grimoire of High Arcana:
Level 1: Cure Light Wounds, Moment of Greatness, Touch of Blindness, Sign
Level 2: Defending Bone, Ironskin
Level 3: Mass Conviction, Mass Resist Energy

Special Abilities:
  • Turn Undead (8/day)
  • Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
    Energy Resistance (Ex): 10 against Electricity
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)
Glamered Celestial Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +9, Armor Check Penalty: 0, Arcane Spell Failure: 5%, 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.
Cloak of the Hedge Wizard (Conjuration):
Greater Dispelling Gloves of the Starry Sky: +1 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. Gain a +2 competence bonus on any dispel checks you make until the end of your turn. (5/day)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  • 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.
  • 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.
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Radiant Earring of Arcane Acuity: +2 Charisma
  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.
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Magic Items Equipped: Amulet of Protection From Evil, Anklets of Rapid Translocation, Boneward Belt (+2 CON), Celestial Glamered Reinforced Segmented Mithral Fullplate (+3), Greater Dispelling Gloves of the Starry Sky (+1 STR), Greater Ribbon of Disguise, Handy Haversack, Mithril Heavy Shield (+1), Radiant Earring of Arcane Acuity, Ring of Endurance, Ring of Sustenance, Quick Runner's Shirt, Valyrian Steel Warhammer (+2), Wand of Cure Light Wounds(50 Charges)
 
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Information Threadmark Overhaul
Proposal for a new structure of the Informational threadmarks:

- The Imperium - contains top-level information like the constitution, maps, which organs the state has and who is in charge of what.

-- Rules - The rules for strategic play.

-- The Companions - Character sheets for all companions.

-- Imperial Administration - contains the fiscal overview of the Imperium
--- subpages for specific things that are relevant to the economy

-- Imperial Armed Forces
--- Imperial Legion - contains current legions and their tasks and all major Legion bases
---- Organization - infos on how the Legion works and is equipped
---- Notable Characters - sheets for Gerold and any other notable leaders of the Legion
--- Imperial Navy - contains current fleets and their tasks
---- Notable Characters - sheets for Asha and other navy leaders
--- Imperial Airforce - current air assets, their tasks and their bases
---- Notable Characters - Moonsong and any others who warrant a sheet
--- Other Forces - infopost about all other deployments, such as anti-squid forces (Take note that we should really see about integrating these forces into a command structure.)
---- subpages as necessary

-- Imperial Nobility - general ranks and what they mean and a map of the Imperial subdivisions, list of all vassal lords and their fiefs
--- Notable Vassals - sheets for Amrelath, Yrael, Zherys and other lords

-- Scholarium - overview about how it works and current number of mages
--- Notable Scholarium members - charactersheets

-- Research - overview
--- subpages for specific research projects, such as godcrafting, power armor and so on

-- Imperial Inquistion - overview
--- Inquisitors and their retinues - Charactersheets
--- subpages for ongoing operations

-- Imperial Forges - overview over the fleshforges, the creation forge and so on
--- Flesh Forges - details on the fleshforges and what they create
--- Creation Forge - Warforged infos
--- Undead Forge - undead infos
--- Constructs - construct infos

-- Diplomatic Relations - overview over the diplomatic situation of the Imperium
--- subpages for specific topics

-- Other notable people - charactersheets for everyone left

- Background Information - overview
-- subpages for the specific topics, such as religious background info or info-dumps about serpentfolk an the like

- Indizes - overview about all indizes
-- Character Index - Infopost containing links to all charactersheets in one place
-- other indizes as necessary



Thoughts?
 
Praetori Organization Proposal
Alright. I did some preliminary designing and came up with a rough order of battle for the Praetorian Guard. This assumes that we make the whole Guard a fully mechanized unit, that has enough airlift capacity to move itself on a tactical level. To this end, I want to introduce the Pegasus Aerial Assault Transport (AAT) and the heavier Griphon AAT.

The basic OOB would be:
Praetorian Guard
- HQ Troop
-- 1 General, 9 Officers, 4 Comm-Officers, 2 Caster-Officers, 2 AATs

- 3 Companies
-- 1 Company Leader, 1 Deputy, 2 Cast-Officers, 2 Auxiliary-Casters
-- 2 Artillery Spotters, 2 Heavy Warstriders
-- 2 AAT's
-- 4 Troops
--- 1 Troop Leader, 1 Deputy Troop Leader, 2 Cast-Officers
--- 2 Warstriders
--- 1 AAT
--- 4 Squads
---- 1 Squad Leader, 1 Light Warstrider, 1 AAT
---- 2 Teams
----- 3 Praetori, 1 Teamleader

- 1 Artillery Company
-- 1 Company Leader, 3 Deputy Company Leaders
-- 2 Artillery Troops
--- 1 Troop Leader, 1 Deputy Troop Leader
--- 2 Squads
--- 8 Artillery Spotters, 4 Heavy Warstriders
--- 1 AAT, 2 Heavy AAT's
-- 1 Heavy Artillery Troop
--- 1 Troop Leader, 1 Deputy Troop Leader
--- 2 Squads
--- 6 Artillery Spottesr, 3 Super-Heavy Warstriders
--- 1 AAT, 3 Heavy AAT's

- 1 Air Squadron
-- 1 Squadron Leader, 1 Deputy Squadron Leader, 4 Comm-Officers
-- 6 Engineers
-- 1 AAT
-- 2 Light Air-Wings
--- 1 Wing Commander
--- 5 Wyverns, 10 Pilots
--- 6 Ground Crew
--- 1 AAT
-- 2 Heavy Air-Wings
--- 1 Wing Commander
--- 5 Manticores, 10 Pilots, 20 Gunners
--- 20 Ground Crew
--- 3 AAT

- 1 Support Troop
-- 1 Troop Leader, 1 Deputy Troop Leader, 2 Officer-Casters
-- 1 AAT
-- 2 Supply Squads
--- 1 Squad Leader
--- 2 Teams
--- 1 AAT
-- 2 Medic Squads
--- 1 Squad Leader
--- 2 Teams
--- 2 Healers
--- 1 AAT

Total:
- 750 Praetori
- 44 Casters
- 60 Light Warstriders
- 24 Medium Warstriders
- 14 Heavy Warstriders
- 3 Super-Heavy Warstriders
- 85 AATs
- 7 Heavy AATs
- 10 Wyverns
- 10 Manticores

The AAT designs are not final, so in addition to the above, it will be at least another 92 AAT pilots and potentially additional gunners.
 
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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