"Would you like to meet my good friend Yrael? Notice how he hasn't Fallen, despite leading a city of former Demon worshipers and associating with me for years?" Viserys addressing Lucan's Archon Posse.
He's honestly pretty boosted. Also hardened.

The instinctual urge to kowtow in his direction can hopefully be put to use here.

Which is to say moore them in a gigantic ethical debate we can exploit the hell out of.

Even better if Yrael shows up with that one septon...

Edit:
Hmmm. This all assumes we akea commitment not to start hostilities here of course...

@DragonParadox if we challenge Lucan to a duel would crushing the fathers champion in a public duel be a good step towards "humbling" them?
 
Last edited:
@DragonParadox While we wait for more votes or alternate plans, a City of Brass interlude would be neat. I'm curious about how our folks are settling in.
 
I was thinking of leaving that for after you dealt with the cultists in Oldtown so we could integrate it organically in the story.
...Inquisition in Tyrosh investigating Drunken God and the tainted wine from back long ago?
We looted some barrels then, adn have enough divinating capacity for whatever they can ask about it now...
 
I want to capture as many of Lucan's archons as possible. Converting them would be a spectacular blow to the Faith, especially if we can then publically keep them around the Imperium at all times.
 
I want to capture as many of Lucan's archons as possible. Converting them would be a spectacular blow to the Faith, especially if we can then publically keep them around the Imperium at all times.
...

I don't think we've ever flipped someone by kidnapping them and locking then in a cell.

...

Stannis the Manis doesn't count.
 
...

I don't think we've ever flipped someone by kidnapping them and locking then in a cell.

...

Stannis the Manis doesn't count.
I bet we could, though. Viserys' social skills are insidious.





Scholarum
Organization:

Original Charter of the Scholarum of Sorcerer's Deep

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

Obligations:

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

Privileges:

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

Mechanics:
Philosopher's Tree:
The guidance of the Greenseers of old smoothes the fumbling of newly-trained mage lacking arcane traditions to fall back on.
Effect: Reroll all dice, and keep the best result. Apply a +5 to the roll for the number of prepared casters and spontaneous divine casters.

Teana (Full Time Teacher): 200 Aspirants [Shdow Traced Bonus]

Velen (Full Time Teacher): 100 Aspirants

Every three months:
For every 100 aspirants, we get:
2d8-6 new lvl 1 Hedge Mages (Tier 2)
2d8-6 new lvl 1 Adepts (Tier 2)
1d6-9 new lvl 1 Wizards (Tier 1)
1d6-9 new lvl 1 Archivsts (Tier 1)
1d6-9 new lvl 1 Mystics (Tier 1)
1d6-9 new lvl 1 Sorcerers (Tier 1)
1d6-9 new lvl 1 Bards (Tier 1)
1d6-9 new lvl 1 Duskblades (Tier 1)

Modifiers:
-10 if there is not one full-time teacher capable of casting third circle spells per 100 aspirants
+5 if there is a full-time teacher capable of casting 3rd circle spells and with good skills for teaching. This teacher adds an additional [their HD-5] to the number of new mages of their class, and an extra [their HD-7] to the number of new mages that cast spells from the same source (arcane/divine) as them but that are not of the same class. Any more full-time teachers either handle another group of 100 aspirants, or their bonuses are halved (round up).
-5 if there is a damaging attack upon the school
-5 if the school has yet to find good training methods for a class, but knows enough to try
+1 per 7 days of guest lecturing by a caster of a similar source (arcane or divine). Bonus increases to +2 for casters of the same class. If the teacher is of exceptional skill, bonus lay bemay be applied for less than a week of classes or may even be increased.
+1 for access to good sources of lore like a decent library. This bonus increases to +2 for spellcasters with a spell book like Wizards or Archivists
+1 for access to personalized attention by Calligraphy Wyrms or tutors if needed
+5 for prepared casters and spontaneous divine casters (from the Philosopher's Tree)

Every month, for every 100 students:
Roll d100

0 or less: something goes wrong. Lose 2d6+2 students, some rep, and possibly money
1-5: 1d3 students drop out or die (Randomly Chosen)
6-20: No Level Ups
21-35: 1d2 Tier 1 mages and 1d4 Tier Two mages level up*
36-50: 1d3 Tier 1 mages and 1d6 Tier Two mages level up*
51-75: 1d3+2 Tier 1 mages and 1d6+4 Tier Two mages level up*
75-94: 1d6+3 Tier 1 mages and 1d8+6 Tier Two mages level up*
95-100+: As above plus a bonus rolled on a d3 (1: Level 5 mage breaks level cap through intensive study; 2 experienced caster wishes to join**; 3: magical breakthrough***)

Modifiers (capped at +50):
-30 to the d00 if there is no full-time teacher per 100 students. A teacher can handle both 100 students and 100 aspirants (and the students will spend time helping aspirants).
+10 to the d00 per skilled full-time teacher after the first dedicated to the batch of 100 students.
+5 for having an excellent library
+10 for having a world-class library
+15 for having a library that would get respect from extraplanar metropolises
+5 for occasional but excellent guest teachers

If casters level, prioritize those of classes closest to that of the full-time teacher(s). Each full-time teacher handling the group of 100 students being rolled for adds +1 per 2 HD they have above 5 (rounding down) to the dice to determine how many exactly level.

*Roll a d10 for each level up, adding +1 per 2 HD above 5 (round down) of each full-time teacher dedicated to the batch of 100 students.
1-4: lvl 1 mage promoted;
5-7: lvl 2 mage promoted;
8-9: lvl 3 mage promoted;
10-11: lvl 4 mage promoted;
12 or more: lvl 4 mage promoted and roll again for an extra one (Tier 2). If there are more promotions assigned to a level than mages of that level, they are automatically reassigned one level higher.

**Level 1d6+4
***Dictated by PC tutors assigned to the Scholarium that month (defaults to ritual lore from Teana)

Guest lecturers:
Each week, each guest lecturer rolls a Profession (instructor) or Diplomacy or Bluff check. If they stayed less than a full week but for at least a day, subtract 5 per day of the week where they weren't there. Bonuses that last a short time may not be used. Add a synergy bonus of +2 per 5 ppintspof bonus they have in the other skills listed above, and possibly in any relevant Knowledge skills. Divide the result by 10 (minimum 1). That is the number of spellcasters who level. If possible, spellcasters of the same class (or same source) as the guest lecturer level, but this can vary depending on what is being taught (teaching Alchemy to Sorcerers could allow a Duskblades to make Sorcerers level).

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

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

The games of lights and shadows she learned in her youth have served her well in the study of sorcery, allowing her to develop a skill for umbramancy unique in Sorcerer's Deep.
Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 2
Feats: Able Learner, Blood Warding, Greater Spell Focus(Illusion), Heighten Spell, Rapid Metamagic, Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery), Silent Illusions

HP: 68
Armor Class: 10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +6/+1
Spell Save: DC: 10 + 6 (CHA) + Spell Level; +2 (Illusion)
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control
Resistance: 5 Cold, 5 Electricity, 5 Fire

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
19 +4 = 23 (+6) Charisma
16 (+3) Intelligence
11 +1 = 12 (+1) Wisdom

SAVES:
FORTITUDE:
4 +2 (Con) +3 (Resistance) = 9 (+2 Insight vs spells & spell-like abilities)
REFLEX: 4 +3 (Ref) +3 (Resistance) = 10
WILL: 11 +1 (Wis) +3 (Resistance) = 15

SKILLS
Bluff:
8 +6 (CHA) = 14
Concentration: 15 +2 (CON) = 17
Hide: 4 + 3 (DEX) = 7
Knowledge (Arcana): 15 +3 (INT) = 18
Knowledge (The Planes): 7 +3 (INT) = 10
Profession (Instructor): 15 +1 (WIS) = 16
Sense Motive: 15 +1 (WIS) = 16
Spellcraft: 15 +3 (INT) +2 (SYN) = 20

Spells Known (Caster level 12/13[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding (6+1/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF) (5+1/day)
Level 6: Greater Shadow Enchantment (3+1/day)

Grimoire of High Arcana:
Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Keep Watch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Full Pouch, Portal Alarm, Resist Energy, Rope Trick, See Invisibility

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Shadow Amalgamation (Su): Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
  • Shadow Shaping (Su): Up to 5/day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
  • Silent Illusion (Ex): All spells from the Illusion school that Teana casts no longer require a Verbal component, as if the Silent Spell feat had been applied to them. The levels and casting times of these Illusion spells don't change, however. If Teana casts illusion spells that can't be affected by the Silent Spell feat, this ability has no effect on those spells.
  • Cloak of Shadow (Su): Teana can cloak her form in shifting shadows. While her cloak of shadow is active, attacks against Teana have a miss chance equal to 25%. Darkvision and Low-Light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. Tena can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, Teana can make Hide checks as if she had concealment. Cloak of Shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.
Alternate Form:
Shadow-Traced
Movement:
Ground (30ft) + 10ft = 40ft
Spell Save: DC: 10 + 7 (CHA) + Spell Level; +3 (Illusion) OR +4 (Shadow Illusion)
Immunities: Possession/Mental Control
Resistance: 15 Cold, 5 Electricity, 5 Fire
SR: 22
DR: 10/Magic

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
21 +4 = 25 (+7) Charisma
16 (+3) Intelligence
9 +1 = 10 (0) Wisdom

SAVES:
FORTITUDE:
4 +2(Con) +3(Resistance) = 9 (+2 Insight vs spells & spell-like abilities)
REFLEX: 4 +3(Ref) +3(Resistance) = 10
WILL: 11 +0 (Wis) +3(Resistance) = 14

SKILLS
Bluff:
8 +7 (CHA) = 15
Concentration: 15 +2 (CON) = 17
Hide: 4 + 3 (DEX) +4 (ST) = 11
Knowledge (Arcana): 15 +3 (INT) = 18
Knowledge (The Planes): 7 +3 (INT) = 10
Profession (Instructor): 15 +0 (WIS) = 15
Sense Motive: 15 +0 (WIS) = 15
Spellcraft: 15 +3 (INT) +2 (SYN) = 20

Spells Known (Caster level 12/15[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding (6+2/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF) (5+1/day)
Level 6: Greater Shadow Enchantment (3+1/day)

Special Abilities:
Shadow Mastery:
Teana gains a +1 save DC bonus to her standard Illusion spells. Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.

Shadow-Traced (Su): Teana benefits from the Shadow-Traced template.
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 hit points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points. Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

Boneward Belt (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Gloves of the Starry Sky(+1 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity (3 charges/day) (Slotless):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute
  4. 1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  5. Immunity to blindness and dazzling effect
  6. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Ring of Mystic Shadows:
  1. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  2. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you. 2/day
Equipped Items: Boneward Belt (+2 CON), Bracers of Arcane Freedom, Gloves of the Starry Sky (+1 DEX), Greater Enhanced Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Headband of the Whisper Within (+1 WIS), Handy Haversack, Item familiar (+4 CHA), Lawful Staff, Ring of Mystic Defiance, Ring of Mystic Shadows, Ring of Sustenance (slotless), Robes of Mysterious Conjuration, Translocating Boots of the Wide Earth

Velen the Phoenix Bard:
One of your first teachers in matters esoteric, Velen is a kindhearted and courteous being always ready to help others with word or deed. Though his long years of imprisonment have dulled his memory, he is still a fount of lore and wisdom. He is a great lover of beauty in all its forms, though he has a particular appreciation of music. His own unearthly song is so beautiful as to bring tears to one's eyes.

His years in Dorne have done nothing to dent your friend's kindness, but they have tempered it with a wistful practicality. He has borne witness to both abuses of sorcery and ones brought against those gifted with magic by the fearful and dogmatic, but still he approaches every conflict with an eye towards peaceful resolution, for above all his are the flames that light the way.
Velen the Phoenix Bard 7/ Sublime Chord 1


Small Outsider (Good, Extraplanar, Fire)
Hit Dice
|3d8+8d6+11 (40 hp)
Initiative|+2
Speed|10ft. (2 squares), fly 80ft. (good)
Armor Class|16 (+1 size, +2 dex, +3 Natural), touch 12, flat-footed 14
Base attack/Grapple| +8/+4
Attack|Talons +11/+5 melee (1d4 +1d4 fire)
Full attack|2 talons +11/+5 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
Space/reach|5ft./5ft.
Special attacks|Burn, spell-like abilities, Countersong, Fascinate, Suggestion
Special qualities|60ft darkvision, immunity to fire, vulnerability to cold, Inspire Courage +1, Inspire competence, Bardic Lore
Saves|Fort +6, Ref +10, Will +12
Abilities|Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Skills|+10 Diplomacy, +13 Knowledge (Arcana), +8 Knowledge (Religion), +10 Knowledge (The Planes), +13 Listen, +14 Perform (Oratory), +6 Profession (Astrologer), +10 Sense Motive, +6 Spellcraft
Feats|Flyby attack, Weapon finesse, Collector of Stories, Swift Concentration, Melodic Casting, Practiced Spellcaster
Alignment: Neutral Good

Spells Known (CL 8th):
Level 0: Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic, Songbird
Level 1: Ear-Piercing Scream, Instant of Power, Moment of Greatness, Recharge Innate Magic, Wings of Air
Level 2: Elation, Glitterdust, Harmonic Chorus, Mirror Image
Level 3: Air of Nobility, Charm Monster, Dispel Magic
Level 4: Heroic Finale, Inner Beauty, Mass Daze
Level 5: Telekinesis

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

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

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

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

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

Sarah of Pentos:
Born a tinker's daughter and traveling healer in the Pentoshi hinterlands, Sarah grew up on her father's tall tales of his deeds and heritage. She had set aside fantastical notions in the wake of his death and the trials that followed until as chance would have it she heard a call for help on the wind. Though it was a dark night with hail beat down cruelty upon the land she chanced to follow it to a strange maiden trapped beneath barbed with iron. Garbed in swan's feathers, she was like something from a child's fancy, and when Sarah let her loose she called the mortal woman kin sundered across the ages...

Filled with new determination to carve a better path for herself, Sarah sought instruction to help her newly kindled magic flourish and in the end she found it, though her master proved perhaps he greatest danger she had ever faced, until his untimely demise at the hands of the Dragon King.
Name: Sarah of Pentos
Alignment: Neutral Good
Race: Human (Medium)
Class: Sorcerer (ACF: Witch) 7
Feats: Able Learner, Noncombatant, Shaky, Versatile Spellcaster, Extra Spell:Estanna's Stew, Fey Heritage, Fey Power
Class Features:

HP:
30/30
Armor Class: 10 +2 (Dex)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: +3 (BaB) -2 (Range Attack)
Spell Save: DC: 10 +3 (CHA) +1 (Enchantment) +Spell Level
Weapon & Armor Proficiency: Mace

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

SAVES (+3 Will Saves against Enchantment):
FORTITUDE: 2 +1 = 3
REFLEX: 2 +0 =2
WILL: 5 +2 = 7

SKILLS
Appraise: 6
Concentration: 11
Heal: 7
Knowledge (Arcana): 11
Knowledge (Religion): 5
Spellcraft: 9

Spells Known (Caster Level 7/8 [Enchantment]):
Level 0: Daze, Detect Poison, Detect Magic, Message, Arcane Mark, Read Magic, Prestidigitation (6/day)
Level 1: Sleep, Charm Person, Whelm, Silent Image, Cure Light Wounds (7/day)
Level 2: Alter Self, Detect Thoughts, Invisibility, Extra Spell: Estanna's Stew (7/Day)
Level 3: Suggestion, Tongues (5/day)

Horio of Tyrosh:
Born to a family of minor nobles supported far more by their positions within the city's labyrinthine bureaucracy than their failing ancestral lands, Horio was expected to fold neatly into the same mold as his father and grandfather. Alas a series of youthful indiscretions damaged his chances of obtaining any advantageous position beyond repair.

For several years he lived in genteel poverty, taking work when and how he could find it, mostly as a tutor, teaching languages, etiquette, and philosophy while learning in turn the proper amount of flattery to apply to keep the various scions of nobility and their parents happy.

Horio's life would have likely continued apace had he not chanced upon an ancient tome forgotten among one of his patron's library with contained most extraordinary lore. It spoke of power beyond that of clinking coin and sonorous names, of bargains that could be made for far greater stakes than he had ever dared to dream of. Twas then that Horio of Tyrosh discovered that he was not so far removed from the gambler of his youth. He won his prize but would have lost it all but two months later had the scales not been tipped in his favor by the hand of agents of the Dragon King.

Name
: Horio of Tyrosh
Alignment: True Neutral
Race: Human (Medium)
Class: Sorcerer 6/Elemental Savant (Water) 1
Feats: Water Bloodline, Education, Jack of All Trades, Energy Substitution (Cold)
Class Features: Elemental Specialty (Cold) Resistance to Energy I

HP: 38/38
Armor Class: 10 + 2 (Dex) + 4(Mage Armor) = 16
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: +3 BAB
--Ranged Touch Attack: +5
--Melee: +1 Blessed Rapier: +5 (1d6; 18-20/×2) OR Masterwork Razor Sharp Adamantine Dagger: +4 (1d4; 19-20/×2)
--Ranged: Masterwork Light Crossbow: +5 (1d8; 19-20/×2) OR Launcher: +5 (Crossbow Bolt: 1d8; 19-20/×2 or Alchemical Item)
Spell Save: DC: 10 + 4 (CHA) + Spell Level
Weapon & Armor Proficiency: Rapier, Crossbow
Resistance: 10 Cold

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

SAVES:
FORTITUDE: 2 + 3(CON) + 2 = 5/7
REFLEX: 2 + 2(REF) + 2 = 4/6
WILL: 7 + 0(WIS) + 2 = 7/9

SKILLS
Diplomacy: 9
Concentration: 9
Profession (Teaching): 8
Knowledge (History): 5
Knowledge (Nobility and Royalty): 5
Knowledge (Arcana): 9
Knowledge (Planes): 5
Spellcraft: 4

Spells Known (Caster Level 7):
Level 0: Detect Magic, Detect Poison, Light, Message, Prestidigitation, Ray of Frost, Read Magic (6/day)
Level 1: Cause Fear, Cheat, Expeditious Retreat, Jet of Steam, Mage Armor, Magic Missile(RotF), Snowball (6+1/day)
Level 2: Cloud of Knives, Eagle's Splendor, Fireburst, Fog Cloud (6+1/Day)
Level 3: Fireball(RoTF), Lightning Bolt, Shivering Touch, Waterbreathing (4+1/day)

Grimoire of High Arcana:
Level 0: Amanuensis, Arcane Mark, Drench, Mending
Level 1: Alarm, Clarion Call, Comprehend Languages, Disguise Self, Keep Watch, Spontaneous Search

Amulet of Tears:

  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation:
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt (3 Charges/Day): +2 Constitution
  • 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Raiment of the Four(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

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

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt(+2 CON), Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance, Weapons (Mwk Light Crossbow w/2 quivers of 20 bolts, Mwk Razor Sharp Adamantine Dagger), +1 Blessed Rapier

Leila Goldhammer:
As with many who come upon the shores of Sorcerer's Deep, Leila Goldhammer's tale is not spared tragedy and loss. Captured by Ironborn raiders during the attack on Lannisport which marked the beginning of the abortive Greyjoy Rebellion, she was very nearly another victim of the cruel churning mechanisms of the Essosi slave trade, but for a chance meeting in Tyrosh with the King and his Companions.

Determined to never be helpless again and disenchanted with the Seven who offered to answer to her many desperate prayers, Leila took up the study of magic with diligence and determination, growing into an enchanter of some skill. As a reward for skilled service she was raised to noble rank, though she as yet holds no lands, nor does she have much interest in it.

Name
: Leila Goldhammer
Alignment: Lawful Good
Race: Human (Medium)
Class: Archivist 5
Feats: Scribe Scroll, Improved Initiative, Extraordinary Artisan, Craft Wondrous Item
Class Features: Summon Familiar(B)

Hit Dice: 37
Armor Class: 10 +2 (Dex) +2 (vs Evil) = 12/14
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: 2 (BaB) -2 (STR) = +0 [Staff 1d6-2]
Spell Save: DC: 10 +3 (INT) +Spell Level
Weapon & Armor Proficiency: N/A
Immunities: Possession/Mental Control

STATS:
7 (-2) Strength
14 (+2) Dexterity
14 +2 = 16 (+3) Constitution
10 (+0) Charisma
15 +2 = 17 (+3) Intelligence
11 (+0) Wisdom

SAVES:
FORTITUDE: 4 +3 +2 = 7/9
REFLEX: 1 +2 +2 = 3/5
WILL: 4 +0 +2 = 4/6

SKILLS
Appraise:
7
Concentration: 10
Craft (Leatherworking): 4
Craft (Metalworking): 4
Craft (Sculpture): 4
Craft (Woodworking):
4
Heal: 5
Knowledge (Arcana): 10
Knowledge (Religion): 10
Knowledge (The Planes): 10
Profession (Instructor): 7
Spellcraft: 11

Spells Known (CL 5):
Level 0: Light, Create Water, Purify Food and Drink, Cure Minor Wounds (5/day)
Level 1: Calm Animals, Command, Cure Light Wounds, Comprehend Languages, Bless, Magic Weapon, Protection from Evil, Shield of Faith, Magecraft, Crafter's Fortune (4/day)
Level 2: Cure Moderate Wounds, Divine Insight, Silence, Unseen Crafter, Lesser Restoration, Animalistic Power, Make Whole (3/Day)
Level 3: Whispering Sand, Speak with Dead (2/day)

Flicker
Size/Type: Small Magical Beast
Hit Points: 16
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 Size, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 6, Dex 17, Con 6, Int 10, Wis 13, Cha 11
Skills: Hide Listen Sense Motive Spot Survival +4
Feats: Iron Will, Run, TrackB
Alignment: Lawful Good

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

Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Anklets of Translocation (2/day):
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.

Boneward Belt (3 charges/day): +2 Constitution
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Scrolls
2x Lesser Restoration
2x Magecraft

Equipped Items: Amulet of Protection from Evil, Anklets of Translocation, Boneward Belt (+2 CON), Circlet of Clarity (+2 INT), Earring of Arcane Acuity, Ring of Sustenance

Alas the Whisperer:
In many ways Alas' history is typical of a young Djinn-blood who finds within himself a talent for sorcery, setting off into the unknown of the journey of discovery to hone his skills wherever the wind may take him, yet not all that he has found has been cause for wonder. More than once Alas' cautious nature and swift magic has left him the last survivor of bloody fights, bequeathing upon him the unenviable task of weighing vengeance against prudence. Many foes has he thus made in his more than half-a-century of life, some far beyond his strength, thus leaving him content to rest under the shadow of the Lost Dragon's wings, learning, teaching, and most of all crafting works of sorcery.
Name: Alas
Age: 57
Alignment: Neutral Good
Race: Sylph (Native Outsider)
Level: Witch 8
Flaws and Feats: Cautious, Silver Palm, Cloud Gazer, Craft Wondrous Item, Spell Penetration, Brew Potion
Languages: Auran, Ignan, Aquan, Terran, Infernal, Low Valyrian (learning),
Class Abilities: Cantrips, Hex, Familiar, Wisdom Patron, Scorpion familiar, Hexes (Cackle, Cauldron, Misfortune, Evil Eye, Tongues)
Race Abilities: Darkvision 60ft, Feather Fall 1/day (CL=HD), Electricity Resistance 5, Breeze-kissed (alternate, +2 racial AC against ranged attacks)

HP: 35
AC: 10 +3 (DEX) +2 Deflection +1 shield +2 (racial, against ranged attacks) = 16 (18 against ranged attacks) - Magic Vestment and Shield of Faith may apply. Cloud Gazer allows use of fog spells for self-defense.

Initiative: -2 (flaw) +3 (DEX) +2 (familiar) = +3
Attack: +4 (BAB) +3 (DEX) +1 (enhancement) = +8 composite longbow (1d8+1d6+1)
Spell Save: 10+ 5 (Int) + spell level
Weapon Proficiency: Simple only
Immunities: Possession/Mental Control

STATS:
10 (+0) Strength
15 (+3) Dexterity
8 +4 = 12 (+1) Constitution
19 +1 (+5) Intelligence
13 (+1) Wisdom
14 (+2) Charisma

SAVES
FORTITUDE: 2 +1 +2 = 5
REFLEX: 2 +3 +2 = 7
WILL: 6 +1 +2 = 9

SKILLS:
Appraise: 0 +5 +2 = 7
Bluff: 5 +2 +2 = 9
Concentration: 11 +1 = 12
Diplomacy: 5 +2 +2 +2 = 11
Intimidate: 10 +2 +2 = 14
Knowledge (arcana): 11 +5 = 16
Knowledge (the planes): 11 +5 = 16
Spellcraft: 11 +5 +2 = 18
Sense Motive: 5 +2 +1 = 8
Skill Tricks: Collector of Stories

Spells Prepared (Caster Level 8):

Cantrips (at-will): Detect Magic, Guidance, Message, Read Magic,
Level 1 (4+2/day): Shield of Faith, Cause Fear, Charm Person, Comprehend Languages, Obscuring Mist, Unseen Servant
Level 2 (3+1/day): Alter Self, Blindness/Deafness, Fog Cloud, See Invisibility,
Level 3 (3+1/day): Arcane Sight, Dispel Magic, Lightning Bolt, Magic Vestment,
Level 4 (2+1/day): Black Tentacles, Lesser Globe of Invulnerability, Charm Monster

Spells Known:
Level 1: Shield of Faith, Cause Fear, Charm Person, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Mage Armor, Ill Omen, Obscuring Mist, Sleep, Unseen Servant,
Level 2: Owl's Wisdom, Alter Self, Blindness/Deafness, Fog Cloud, Hold Person, Levitate, See Invisibility,
Level 3: Magic Vestment, Arcane Sight, Dispel Magic, Lightning Bolt, Remove Curse, Vampiric Touch,
Level 4: Lesser Globe of Invulnerability, Black Tentacles, Charm Monster, Discern Lies, Solid Fog

Supernatural Abilities: Hexes (Cauldron, Cackle, Evil Eye, Misfortune, Tongues),

Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Equipped Magic Items: +1 Shocking Composite Longbow, 50 arrows, Heward's Handy Haversack, Ring of Protection From Evil, Anklets of Translocation, Amulet of Health (+4 CON), Cloak of Resistance (+2), Ring of Deflection (+2), Headband of Intellect (+1 INT), Mithral Buckler (Alys usually casts Magic Vestment on it)

Notes: In battle, Alys prefers to use area control spells to gain time to set up his hexes. A cautious man, he prefers fighting from afar and settling up advantageous fights for allies than wading in himself. Alys also has some social skills and spells to better allow him to avoid battle altogether. So far he's made a living as a mercenary, but also as an investigator and hired crafter.

Other Instructors:
1 Lotus Leshy, 2 Treants (Druid2)
Alas the Whisperer (Witch)
2 Raptorans (Oracles)

Students:
12x Wizards lvl 1
11x Wizards lvl 2
5x Wizard lvl 3
2x Wizard lvl 4
8x Wizard lvl 5 (1 Inquisition Wizard Mia, 1 Detached Duty Salladhor Saan)

Conjuration Domain Wizard 1 - HP 6

STR 9 - DEX 14 - CON 14 - INT 15 - WIS 12 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Silent Spell, Scribe Scroll (Bonus)
Flaw: Noncombatant,
ACF: Impromptu Metamagic (no familiar at level 1)

non-human: Half ranks in Knowledge (The Planes) and Craft (Alchemy). Gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft

Advancement:
3rd: Obtain Familiar, Precocious Apprentice -> Sculpt Spell
4th: +1 INT
5th: Craft Wondrous Item

44x Hedge Mages lvl 1
35x Hedge Mages lvl 2
8x Hedge Mages lvl 3
2x Hedge Mages lvl 4
15x Hedge Mages lvl 5
2x Hedge Mages lvl 6

Hedge Mage 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 14 - WIS 8 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Sudden Widen
Flaw: Noncombatant

Non-human: Half ranks in Alchemy and Spellcraft, gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Spellcraft

Spells Known
0th - Light, Message (3 times a day)
1st - Silent Image, Entangle (domain) (2 times a day)

Advancement:
3rd: Flexible Wizardry
4th: +1 CON, Second Sight, Protection From Arrows, Glitterdust, Soften Earth and Stone (domain), Mending
Scrolls: Mage Armour 5, Shield 5, Color Spray 5

41x Archivist lvl 1
16x Archivist lvl 2
3x Archivist lvl 3
3x Archivist lvl 4
2x Archivist lvl 5


Archivist 1 - HP 8
STR 8 - DEX 13 - CON 14 - INT 15 - WIS 14 - CHA 8. Feats: Spell Focus (Conjuration), Augment Summoning, Beckon the Frozen, Scribe Scroll (bonus)
Flaw: Noncombatant

non-human: Half ranks in Knowledge (Dungeoneering) and Knowledge (Nature). Gain Flaw: Inattentive.

Skills: Max Concentration, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Nature), Knowledge (Religion), Knowledge (Dungeoneering) Spellcraft. Skill Trick: Collector of Stories

Advancement:
3rd: Craft Wondrous Item
4th: +1 INT

77x Adepts lvl 1
36x Adepts lvl 2
7x Adept lvl 3
5x Adept lvl 4
5x Adept lvl 5

Adept 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 10 - WIS 14 - CHA 8. Feats: Sudden Extend, Sudden Chain, Ability Enhancer,
Flaw: Noncombatant

Non-human: No Survival and Knowledge (Nature). Gain Flaw: Inattentive.
Skills: Max Concentration, Heal, half ranks in Survival and half in Knowledge (Nature).

Advancement:
3rd: Touch of Healing
4th: +1 CON
Combat gear: Reinforced Segmented Fullplate, Extreme Shield, Razor-Sharp Thinblade, two javelins, razorsharp dagger. Misc gear.
Scrolls: CLW 10, Bless 10

14x Sorcerers lvl 1 (7 Battle Mage 7 Enchanter)
17x Sorcerers lvl 2 (11 Battle Mage 3 Enchanter)
8x Sorcerers lvl 3 (6 Battle Mage 2 Enchanter)
1x Sorcerers lvl 4 (Battle Mage)
1x Sorcerers lvl 5 (Battle Mage)

Scholarum Sorcerer Battle mage:
1st Level:
  • Hit Dice: 1d4 + 1 (5 HP)
  • Attributes: STR 8, DEX 14, CON 13, INT 12, WIS 10, CHA 15
  • Feats: Precocious Apprentice (Elemental Dart), Fiery Burst, Bloodline of Fire, Draconic Heritage (Red), Draconic Power
  • Flaw: Noncombatant, Vulnerable
  • Skills: Bluff (4+2), Concentration (4+1), Diplomacy (4+2), Knowledge (Arcana) (4+1), Knowledge (the planes) (4+1), Spellcraft (4+1)
    • Continue purchasing maximum ranks in these skills at each level up.
  • Special: At 1st level, Fire spells are cast at 6th caster level, other spells are at 2nd caster level, and Cold spells cannot be cast (0 caster level). Fire spells benefit from a +1 DC to their saving throws.
  • Spells Known:
    • Cantrips: Prestidigitation, Detect Magic, Message, Spark (5/day)
    • 1st Level: Kelgore's Firebolt, Nerveskitter (3+1/day)
    • 2nd Level: Elemental Dart (1+1/day)

  • Non-Human Scholarium Sorcerers:
    • Does not benefit from the Draconic Power feat (effective -1 caster level and -1 DC with Fire spells).
    • Take no ranks in the Bluff skill.
Advancement:
  • 2nd Level:
    • Learn the Light cantrip.

  • 3rd Level:
    • Learn Mage Armor spell.
    • Gain the Searing Spell and Versatile Spellcaster feats.

  • 4th Level:
    • Increase Charisma by +1.
    • Retrain the Precocious Apprentice feat into Expanded Arcana (Lesser Dragon Shape).
    • Retrain Kelgore's Firebolt into Lesser Orb of Fire.
    • Learn the Elemental Dart and Read Magic spells.

  • 5th:
    • Learn the Grease and Glitterdust spells.

  • 6th:
    • Gain the Expanded Arcana (Dispel Magic) feat.
    • Retrain Expanded Arcana (Lesser Dragon Shape) into Expanded Arcana (Invisibility, Lesser Dragon Shape).
    • Learn the Fireball and Detect Poison spells.
Scholarium Sorcerer: A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from levels one through six. It functions as a normal Sorcerer, but with the following adjustments.

Levels 1 thru 6: Skill Ranks (4 + Int) per level.

Level 1:
  • Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains Awakened Blood: Draconic Heritage (Red) as a bonus feat.
  • Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2:
  • Arcane Thesis (Pyromancy): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Fire spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Fire spells. These bonuses double at level 6.
Level 3:
  • The Scholarium Sorcerer gains the Searing Spell Metamagic feat as a bonus feat. They can apply the Searing Spell effect to their Fire spells without increasing their casting time.
Level 6:
  • Restricted Magic: The Scholarium Sorcerer can no longer cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells.
  • Fiery Metamagic: When the Scholarium Sorcerer applies any Metamagic effect to a Fire spell, its casting time is not increased.
  • After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.


Scholarium Sorcerer:
1st Level:
Advancement:
  • 2nd Level:
    • Learn the Light cantrip.




Scholarium Sorcerer: A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from levels one through six. It functions as a normal Sorcerer, but with the following adjustments.

Levels 1 thru 6: Skill Ranks (4 + Int) per level.

Level 1:
  • Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains the Potent Enchantment feat.
  • The Scholarium Sorcerer loses the ability to cast spells from the Necromancy and Transmutation schools of magic, but gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
  • Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2:
  • Arcane Thesis (Enchantment): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Compulsion spells. At 6th level, the bonus against Enchantment effects doubles and the +1 DC bonus applies to all Enchantment spells cast by the Scholarium Sorcerer.
Level 3:
Level 6:
  • Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
  • After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.


31x Mystics lvl 1
24x Mystics lvl 2
5x Mystics lvl 3
3x Mystics lvl 4

17x Bards lvl 1
10x Bards lvl 2
3x Bards lvl 3

9x Duskblades lvl 1
11x Duskblades lvl 2

7x Rangers lvl 1

3x Concept Clerics of Law

1x Paladin of Tyranny (Erinyes)

1x Night's Watch Duskblade lvl 2 (Ser Alliser Thorne)
1x Night's Watch Bard lvl 1
2x Night's Watch Sorcerer lvl 1

Transfers from Mantarys:
8x Concept Cleric lvl 1
5x Concept Cleric lvl 2

3x Sorcerer 1
1x Sorcerer 3

Enchanters:
Hired from the Kartum of Artificers in the Opaline Vault these craftsmen can only be used for enchantment unless you negotiate with the guild.
  • 30 Apprentice Enchanters (Craft Wondrous Items)
  • 15 Journeyman Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor)
  • 5 Master Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct)

Arcanums:

Name: Mercy of the Soul
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Animalistic Power, Divine Protection, Glitterdust, Ice Slick, Mass Aid, Mass Conviction), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Elemental Air-Positive Energy Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8+16 (52 HP)
--Buffed: 39 +1d8+6 Temp HP (Mass Aid) = 52 +1d8

Armor Class:
10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19 (Flat-Footed: 14/16, Touch: 17/19)
--Buffed: 10 +4 (DEX; Animalistic Power) +4 (Armor; Mage Armor) +4 (Shield; Shield) +3 (Natural Armor; Barkskin) +3 (Deflection; Shield of Faith) +1 (Morale; Divine Protection) = 29 (Flat-Footed: 25, Touch: 26)

Movement:
Ground (30ft), Flight (100ft; Perfect Maneuverability)

Initiative: +3 (DEX) +1 (Eye of Truth) = +4
--Buffed: +4 (DEX; Animalistic Power) +1 (Eye of Truth) = +5

Base Attack Bonus: +8/+3; Melee (+6 Masterwork Razor-Edged Dagger[1d4, 19-20/x2, 10ft Increment]), Ranged (+11/+6 Masterwork Double Light Repeating Crossbow[2d8, 19-20/x2, 80ft Increment])
--Buffed Melee (Animalistic Power & Mass Aid): +9/+4 Masterwork Razor-Edged Dagger[1d4+1, 19-20/x2, 10ft Increment]
--Buffed Range (Animalistic Power & Blessed Aim): +15/+10 Masterwork Light Double Repeating Crossbow[2d8, 19-20/x2, 80ft Increment]

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

STATS:
8 (-1) Strength
--Buffed: +2 (Animalistic Power) = 10 (+0)
16 (+3) Dexterity
--Buffed: +2 (Animalistic Power) = 18 (+4)
12 +2 = 14 (+2) Constitution
14 (+2) Charisma
19 +2 = 21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2(Con) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +11 or +13(vs Evil)
--- OR +1 (Morale; Divine Protection) = +9 or +11(vs Evil)

REFLEX: 6 +3(Ref) + 2(Resistance) = +9 or +11(vs Evil)
--Buffed: +1 (Dex; Animalistic Power) +3 (Morale; Mass Conviction) = +13 or +15(vs Evil)
--- OR +1 (Dex; Animalistic Power) +1 (Morale; Divine Protection) = +11 or +13(vs Evil)

WILL: 6 +2(Wis) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +11 or +13(vs Evil)
--- OR +1 (Morale; Divine Protection) = +9 or +11(vs Evil)

SKILLS
Concentration: 11 +2(CON) = 13
Craft (Alchemy): 11 +5(INT) = 16
Heal: 11 +2(WIS) = 13
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Dungeoneering): 7 +5(INT) = 12
Knowledge (Geography): 5 +5(INT) = 10
Knowledge (Nature): 7 +5(INT) = 12
Knowledge (Religion): 9 +5(INT) = 14
Knowledge (The Planes): 11 +5(INT) = 16
Knowledge (War): 5 +5(INT) = 10
Listen: 11 +2(WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +4(INT) +2(SYN) = 17
Spot: 11 +2(WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Create Water, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food & Drink (6/day)
--Level 1: Blessed Aim, Ice Slick, Mage Armor, Magic Missile(RoTF), Shield, Shield of Faith,Protection from Evil (6+2/day)
--Level 2: Animalistic Power, Barkskin, Close Wounds, Divine Protection, Glitterdust, Mirror Image (6+1/day)
--Level 3: Fireball(RoTF), Manyjaws, Mass Aid, Mass Conviction, Dispel Magic (5+1/day)
--Level 4: Freedom of Movement(RoTF), Panacea (3+1/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Periapt of the Sullen Sea:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Circlet of Clarity (+2 INT), Enduring Ring of Protection from Evil (+2 CON), Gloves of the Starry Sky, Goggles of the Golden Sun, Healing Belt, Masterwork Razor-Edged Dagger, Masterwork Double Light Repeating Crossbow (w/2 quivers of 20 bolts each), Necklace of Fireballs Type III (Remaining Beads: x2[5d6], x4[3d6]), Periapt of the Sullen Sea, Scrolls (Bless x6, Cure Light Wounds x10, Moment of Greatness x6)



Name: Aradia the Huntress
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Fly-By Attack, Expanded Arcana (Hawkeye, Invisibility), Deadly Aim, Weapon Focus (Longbow), Point Blank Shot, Dead Eye
-- From Heroics (as needed): Rapid Shot, Far Shot, Weapon Finesse
Flaws: Lightweight, Short Attention Span
Class Features: Elemental Air-Water Arcanum
Senses: Darkvision (60 ft)
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

Hit Dice: 8d8+16 (52 HP)
-- Buffed: 27 +1d10+6 Temp HP (False Life) = 33 +1d10
Armor Class: 10 +7 (DEX) +2 (Deflection) +4 (Shield) +4 (Mage Armor) +1 (DEX, Cat's Grace) +1 (Dodge, Haste) +2 (vs Evil) = 29/31 (Flat-Footed: 21/23, Touch: 20/22)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX) +1 (DEX, Cat's Grace) = +8
Base Attack Bonus: +8/+3;
Melee:
Razor Sharp Masterwork Adamantine Dagger - 1d4 19-20/x2 - Attack +7/+2
-- Buffed: 1d4+9 18-20/x2 - Attack +17/+17/+12 (Weapon Finesse, Cat's Grace, Haste)

Ranged:
Masterwork Long-Range Longbow of Distance +1
Range Increment: 120 ft -> maximum range 1200 ft
-- Buffed: 180 ft -> maximum range 1800 ft (Hawkeye)
-- With Bow of Distance: 360 ft -> maximum range 3600 ft
Base: 1d8 20/x3 - Attack +15 / +10
-- Buffed:
Buff Normal Deadly Aim Within 30ft. DA +30ft.

Gravity Bow, Cat's Grace, Haste, Divine Favor

DMG: 2d6+4
ATK: +23/+23/+18

DMG: 2d6+8
ATK: +21/+21/+16

DMG: 2d6+13
ATK: +24/+24/+19

DMG: 2d6+17
ATK: +22/+22/+17
+Rapid Shot
DMG: 2d6+4
ATK: +21/+21+/+21/+16

DMG: 2d6+8
ATK: +19/+19/+19/+14

DMG: 2d6+13
ATK: +22/+22+/+22/+17

DMG: 2d6+17
ATK: +20/+20/+20/+15
Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

STATS:
8 (-1) Strength
22 +2 = 24 (+7) Dexterity
--Buffed: +4 (Cat's Grace) = 26 (+8)
10 +2 =14 (+2) Constitution
12 (+1) Charisma
19 (+4) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +1 +2 (Resistance, vs Evil) = +7 /+9 (vs Evil)
REFLEX: 6 +7 (DEX) +2 (Resistance, vs Evil) = +13 /+15 (vs Evil)
WILL: 6 +2 (WIS) +2 (Resistance, vs Evil) = +8 /+10 (vs Evil)

SKILLS
Concentration: 11 +1 (CON) = 12
Disable Device: 11 +4 (INT) = 15
Hide: 11 +7 (DEX) = 18
Knowledge (Arcana): 6 +4 (INT) = 10
Knowledge (Geography): 2 +4 (INT) = 6
Knowledge (History): 2 +4 (INT) = 6
Knowledge (Nature): 5 +4 (INT) +2 (Synergy: Survival) = 11
Knowledge (War): 2 +4 (INT) = 6
Listen: 11 +2 (WIS) = 13
Move Silently: 11 +7 (DEX) = 18
Sleight of Hand: 11 +7 (DEX) = 18
Spellcraft: 11 +4 (INT) = 15
Spot: 11 +2 (WIS) +5 (Competence, Hawkeye) = 18
Survival: 11 +2 (WIS) = 13
Tumble: 11 +7 (DEX) = 18
Skill Trick: Conceal Spellcasting
Skill Trick: Mosquito's Bite

Spells Known (Caster level 8):
--Level 0:
Read Magic, Detect Magic, Guidance, No Light, Arcane Mark, Message, Fire Eyes (6/day)
--Level 1: Divine Favor, Gravity Bow, Hawkeye, Heightened Awareness, Mage Armor, Magic Missile(RoTF), Shield, Windy Escape (6+1/day)
--Level 2: Cat's Grace, False Life, Heroics, Invisibility, See Invisibility (6+1/day)
--Level 3: Dispel Magic, Fireball(RoTF), Great Thunderclap, Haste (5+1/day)
--Level 4: Freedom of Movement(RoTF), Greater Invisibility (3+1/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Waterbreathing (Ex): The creature can breathe water freely.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Liberating Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.

Equipped Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of the Starry Sky(+2 DEX), Goggles of the Golden Sun, Greater Bracers of Archery, Handy Haversack, Liberating Amulet of Protection from Evil, Long-Range Dragonbone Longbow of Distance (+1), Quiver of Abundant Ammunition, Razorsharp Masterwork Adamantine Thinblade



Name: Valeria
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Extraordinary Artisan, Magical Artisan(Wondrous Items)
Flaws: Fussy, Noncombatant
Class Features: Elemental Water-Law Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8+8 (43 HP)
Armor Class: 10 +4 (DEX) +2(Deflection) = 16 (Flat-Footed: 12, Touch: 15)
Movement: Ground (30ft), Swim (30ft)
Initiative: +4 (DEX)
Base Attack Bonus: +7/+2

Spell Save: DC: 10 +5 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control
Resistances: 10 Acid, 10 Cold, 10 Fire
Damage Reduction: 5/Chaotic
Spell Resistance: 11

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
10 +2 = 12 (+1) Constitution
12 (+1) Charisma
19 +2 = 21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +1(CON) +2(Resistance) = +7 or +9(vs Chaos)
REFLEX: 6 +4(DEX) +2(Resistance) = +10 or +12(vs Chaos)
WILL: 6 +2(WIS) +2(Resistance) = +8 or +10(vs Chaos)

SKILLS
Appraise
: 11 +5(INT) = 16
Concentration: 11 +1(CON) = 12
Craft (Alchemy): 11 +5(INT) = 16
Decipher Script: 11 +5(INT) = 16
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Religion): 11 +5(INT) = 16
Knowledge (The Planes): 11 +5(INT) = 16
Profession (Instructor): 11 +2(WIS) = 13
Listen: 11 +2(WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +2(WIS) = 13
Spot: 11 +2(WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
--Level 1: Cure Light Wounds, Hoard Gullet, Mage Armor, Protection from Chaos, Magic Missile (6+2/day)
--Level 2: Animalistic Power, Divine Insight, Invisibility (6+1/day)
--Level 3: Channel Vigor, Shrink Item (5+1/day)
--Level 4: Dimension Door (3+1/day)

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Smite Chaos (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

Healing Belt Powers :
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Amulet of Safekeeping: Intricately engraved to resemble a small dragon sleeping atop a tiny pile of treasure, this golden amulet allows you to safely store your valuables in an extra-dimensional space hidden within your body. As per the Hoard Gullet spell, you can store up to 100 pounds of material with a volume of up to 10 cubic feet in this space. If you remove the amulet, or its magic is temporarily suppressed or Dispelled, anything kept within the space is immediately and instantly regurgitated in an uncomfortable but ultimately harmless manner (treat as Nauseated for 1 round).

Grimoire of Spell Knowledge: Each individual page is in fact a Page of Spell Knowledge, which allows the user to cast the spell contained within it using their personal power.
-Spells:
--Cantrip: Arcane Mark, Create Water, Purify Food and Drink
--1st Level: Crafter's Fortune, Heightened Awareness, Magecraft, Moment of Greatness, Shield, Unseen Servant
--2nd Level: Aid, Alter Self, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Protection from Arrows, See Invisibility, Undetectable Alignment, Unseen Crafter
--3nd Level: Channel Vigor

Equipped Items: Amulet of Safekeeping, Circlet of Clarity (+2 INT), Enduring Ring of Protection from Chaos (+2 CON), Gloves of Zephyr's Grace (+2 DEX) , Grimoire of Spell Knowledge, Healing Belt, Masterwork Medium Double Crossbow, Masterwork Razor-edged Mithral Dagger, Ring of Sustenance, Standard Sorcerer's Deep Adventurer's Kit



Name: Kira Windgraced
Alignment: Neutral Good
Race: Outsider (Medium, Native, Good)
Feats: Versatile Performer, Dilettante, 2x Expanded Arcana (Eagles Splendor, Glitterdust, Air of Nobility), Weapon Finesse
Flaws: Curious, Wild
Class Features: Elemental Air - Positive Energy - Good Arcanum
Senses: Darkvision (60 ft)
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

Hit Dice: 8d8+16 (52 HP)
Armor Class: 10 +3 (DEX) = 13 (Flat-Footed: 10, Touch: 13)
-- Buffed: 10 +4 (Dex) +4 (Mage Armor) +3 (Shield of Faith) +4 (Shield) = 25 (Flat-Footed: 21, Touch: 16)
Movement: Ground (30 ft), Fly (100 ft, perfect)
Initiative: +4 (DEX) - 2 (Curious) = +2
Base Attack Bonus: +7/+2
Melee: Razor Sharp Masterwork Adamantine Rapier - 1d6+3 18-20/x2 - Attack +10/+5

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Evil
Spell Resistance: 13
Special Qualities: Fast Healing 5

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

SAVES:
FORTITUDE: 6 +2 (Con) +2 (Vs Evil) = +8/10
REFLEX: 6 +4 (Dex) +2 (Vs Evil) = +10/12
WILL: 6 +2 (Wis) +2 (Vs Evil) = +8/10

SKILLS
Bluff:
11 +2 (CHA) = 13
Concentration: 11 +2 (CON) = 13
Diplomacy: 10 +2 (CHA) +6 (Synergy) = 18
Disguise: 6 +2 (CHA) +2 (Synergy) +10 (Greater Ribbon of Disguise) = 20
Gather Information: 11 +2 (CHA) = 13
Knowledge (Arcana): 7 +4 (INT) +2 (Dilettante) = 13
Knowledge (Architecture): 2 +4 (INT) +2 (Dilettante) = 8
Knowledge (History): 4 +4 (INT) +2 (Dilettante) = 11
Knowledge (Nature): 5 +4 (INT) +2 (Dilettante) +2 (Synergy) = 13
Knowledge (Nobility): 5 +4 (INT) +2 (Dilettante) = 11
Knowledge (Religion): 4 +4 (INT) +2 (Dilettante) = 11
Knowledge (The Planes): 7 +4 (INT) +2 (Dilettante) = 13
Perform(Act): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Dance): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Oratory): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Sing): 11 (Versatile Performer) +2 (CHA) = 13
Perform(String Instruments): 11 +2 (CHA) = 13
Listen: 11 +2 (WIS) - 2 (Curious) = 11
Sense Motive: 11 +2 (WIS) = 13
Sleight of Hand: 3 +4 (DEX) +2 (Synergy) = 9
Spellcraft: 6 +4 (INT) = 10
Spot: 6 +2 (WIS) - 2 (Curious) = 7
Survival: 5 +2 (WIS) +2 (Synergy) = 9

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink (6/day)
--Level 1: Comprehend Languages, Mage Armor, Magic Missile(RoTF), Protection from Evil, Shield, Shield of Faith (6+1/day)
--Level 2: Divine Insight (EA), Eagles Splendor, Glitterdust (EA), Invisibility, Mirror Image (6+1/day)
--Level 3: Air of Nobility (EA), Alter Fortune, Channel Vigor, Fireball(RoTF) (5+1/day)
--Level 4: Freedom of Movement(RoTF), Voice of the Dragon (3+1/day)

SPECIAL ABILITIES:
-- Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
-- Smite Evil (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over its normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of the Starry Sky(+2 DEX), Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Liberating Amulet of Protection from Evil, Violin of Building
Name: Naria the Loreseeker
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Amateur Investigator, Expanded Arcana[x2](Heroism, Tears to Wine, Visualization of the Mind), Researcher, Skill Focus(Spellcraft)
Flaws: Lightweight, Noncombatant
Class Features: Lawful Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 (39 HP)
Armor Class:
10 +4 (Mage Armor) = 14 (Flat-Footed: 14, Touch: 14)
Movement: Ground (30ft)
Initiative: +0 (DEX)
Base Attack Bonus: +6/+1

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities:
Resistances:
10 Acid, 10 Cold, 10 Fire
Damage Reduction: 5/Chaotic
Spell Resistance: 11

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

SAVES:
FORTITUDE: 6 +2/8
REFLEX: 6 +2 = 6/8
WILL: 6 +2(WIS) +2 = 8/10

SKILLS
Concentration: 9
Decipher Script: 11 +6 (INT) = 17
Knowledge (Arcana): 11 +6 (INT) = 17
Knowledge (Architecture & Engineering): 11 +6 (INT) = 17
Knowledge (Dungeoneering): 11 +6 (INT) = 17
Knowledge (Geography): 11 +6 (INT) = 17
Knowledge (History): 11 +6 (INT) = 17
Knowledge (Nature): 11 +6 (INT) = 17
Knowledge (Religion): 11 +6 (INT) = 17
Knowledge (The Planes): 11 +6 (INT) = 17
Knowledge (Mathematics): 11 +6 (INT) = 17
Profession (Instructor): 11 +2 (WIS) = 13
Spellcraft: 11 +6 (INT) = 17

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
--Level 1: Comprehend Languages, Heightened Awareness, Magic Missile, Moment of Greatness, Keep Watch (6+2/day)
--Level 2: Detect Thoughts, Divine Insight, Tears to Wine, Visualization of the Mind, Invisibility (6+1/day)
--Level 3: Heroism, Shadow Enchantment, Alter Fortune (5+1/day)
--Level 4: Dimension Door (3+1/day)

SPECIAL ABILITIES:
--Smite Chaos (Su):
Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

Equipped Items: Amulet of Protection from Evil, Circlet of Clarity (+2 INT)


Name: Diana, the Sea Sprite
Alignment: Neutral Good
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Aboleth's Lung, Mass Aid, Mass Conviction, Dispel Magic, Swim), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Love of Nature
Class Features: Good Elemental Air-Water-Positive Energy Arcanum
Senses: Darkvision
(60 ft)

Hit Dice: 8d8 +16 (52 HP)
Armor Class:
10 +7 (DEX) +2(Deflection) = 19 (Flat-Footed: 12, Touch: 19)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX)
Base Attack Bonus: +8/+3

Spell Save: DC: 10 +5 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Evil
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
22 +2 = +24 (+7) Dexterity
12 +2 = +14 (+2) Constitution
14 (+2) Charisma
19 +2 = +21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2(CON) + 3(Resistance) = +11
REFLEX: 6 +7(DEX) + 3(Resistance) = +16
WILL: 6 +2(WIS) + 3(Resistance) = +11

SKILLS
Concentration: 11 +2(CON) = 13
Diplomacy: 11 +2 (CHA) = 13
Heal: 11 +2 (CHA) = 13
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Geography): 11 +5(INT) = 16
Knowledge (Nature): 11 +5(INT) = 16
Knowledge (The Planes): 11 +5(INT) = 16
Profession (Sailor): 11 +2(WIS) = 13
Listen: 11 +2 (WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +5(INT) +2(SYN) = 18
Spot: 11 +2 (WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink, Read Magic (6/day)
--Level 1: Blessed Aim, Hawkeye, Keep Watch, Mage Armor, Magic Missile(RoTF), Shield (6+2/day)
--Level 2: Aboleth's Lung, Divine Insight, Glitterdust, Resist Energy, Swim (6+1/day)
--Level 3: Dispel Magic, Fireball(RoTF), Mass Aid, Mass Conviction, Tail Current, Thunderous Roar (5+1/day)
--Level 4: Freedom of Movement(RoTF), Panacea (3+1/day)

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Gaseous Form (Sp): Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Smite Evil (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Evil foes; Smite persists until the target is dead or you rest.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Greater Amulet of Liberation: +3 Resistance bonus to saving throws
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Circlet of Clarity +2, Enduring Ring of Protection from Evil (+2 CON), Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Amulet of Liberation (+3 Resistance), Healing Belt, Dragonbone Longbow (+1), Masterwork Razor-edged Adamantine Dagger, Standard Sorcerer's Deep Adventurer's Kit(™)


Name: Beryl the Strategist
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Fiery Burst, x3 Expanded Arcana (Divine Insight, False Life, Flashburst, Air of Nobility), Weapon Finesse
Flaws: Pride, Fussy
Class Features: Lawful - Positive Energy - Fire - Water Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 +16 [52 HP] +[False Life]
Armor Class: 10 +4 (DEX) +4 (Mage Armor) +4 (Shielded) +1 (Dodge, Haste) +2 (Deflection) = 25
Movement: Ground (30ft), Swim (30ft), (60ft, Haste)
Initiative: +4 (DEX)
Base Attack Bonus: +8/+3

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Chaotic
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
12 +2 = 14 (+2) Constitution
18 (+4) Charisma
19 +2 = 21 (+5) Intelligence
12 (+1) Wisdom

SAVES:
FORTITUDE: 6 +2 + 2 = 8/10
REFLEX: 6 +4 + 2 = 10/12
WILL: 6 +1 + 2 = 7/19

SKILLS:
Bluff:
7 +4 (CHA) = 11
Concentration: 11 +2 (CON) = 13
Diplomacy: 11 +4 (CHA) +6 (SIN) = 21
Knowledge (Arcana): 11 +4 (INT) = 15
Knowledge (Architecture and Engineering): 11 +4 (INT) = 15
Knowledge (Art): 11 +4 (INT) = 15
Knowledge (Geography): 5 +4 (INT) = 9
Knowledge (Law): 11 +4 (INT) = 15
Knowledge (Nobility and Royalty): 5 +4 (INT) = 9
Knowledge (The Planes): 11 +4 (INT) = 15
Knowledge (War): 11 +4 (INT) = 15
Intimidate: 11 +4 (CHA) = 15
Sense Motive: 11 +1 (WIS) = 12

Spells Known (Caster level 8 +1 [Fire]):
Level 0: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
Level 1: Comprehend Languages, Heightened Awareness, Mage Armor, Magic Missile, Shield (6+2/day)
Level 2: Divine Insight, False Life, Protection From Arrows, Rope Trick, Scorching Ray (6+1/day)
Level 3: Air of Nobility, Fireball(RoTF), Flashburst, Fly, Shadow Enchantment (5+1/day)
Level 4: Freedom of Movement(RoTF), Voice of the Dragon (3+1/day)

Spell-Like Abilities (CL 8):
Haste (At-Will, Self)
Scorching Ray (1/day)
Smite Chaos (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

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

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Liberation:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Clarity (+2 INT), Gloves of the Starry Sky(+2 DEX), Greater Amulet of Liberation, Greater Ribbon of Disguise, Handy Haversack, Radiant Earring of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Razorsharp Adamantine Thinblade (+1), Masterwork Razor-Sharp Mithril Dagger, Standard Sorcerer's Deep Adventurer's Kit(™)


Name: Nuri
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Weapon Finess, Piranha Strike, Two-Weapon Fighting, Versatile Spellcaster, Versatile Performer, Expanded Arcana
Flaws: Arcane Performer, Glory-Hound
Class Features: Elemental Fire-Air-Water-Earth-Positive-Negative Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 + 40 (CON) + 8 (CON Enhancement) (84 HP)
Armor Class: 10 +6 (DEX) + 1 (DEX Enhancement) +4 (NA) + 5 (NA, Ironskin) +2 (Deflection) +4 (Shield) +4 (Mage Armor) +1 (Dodge, Haste) = 37 (Flat-Footed: 29, Touch: 20)
Movement: Ground (30ft), Burrow (15ft) Swim (30ft), Flight (100ft; Perfect Maneuverability)
Fast Healing: 5
DR: 4/-
Resistance: Cold 5, Electricity 5

Initiative: +6 (DEX) + 1 (DEX Enhancement) + 4 (Heightened Awareness) = +11
Base Attack Bonus: +8/+3;
Melee:
2x Spell Storing Razor Sharp Adamantine Waveblade of Maiming + 1 - 1d6 + 14 18-20/x1d4 - Attack +10 / +10 / +5 / +5
-- Buffed: 1d8 + 17 15-20/x1d4 - Attack +17 / +17 / +17 / +12 / +12 (Keen, Haste, Lead Blades, Divine Favor, Blade Tutors Spirit, DEX Enhancement)


Spell Save: DC: 10 + 3 (INT) + 1 (INT Enhancement) + Spell Level
SLA:
At Will - Haste (Self Only)
2/day - Scorching Ray

STATS:
12 + 2 = 14 (+2) Strength
22 + 2 = 24 (+7) Dexterity
20 + 2 = 22 (+6) Constitution
18 + 2 = 20 (+5) Charisma
16 + 2 = 18 (+4) Intelligence
10 + 2 = 12 (+1) Wisdom

SAVES:
FORTITUDE: 6 + 5 (CON) + 1 (CON Enhancement) = 12
REFLEX: 6 + 6 (DEX) + 1 (DEX Enhancement) = 13
WILL: 6 + 1 (WIS Enhancement) = 7

SKILLS: 33
Bluff:
11 + 4 (CHA) = 15
Concentration: 11 + 5 (CON) = 16
Diplomacy: 11 + 4 (CHA) + 6 (Synergy) = 21
Disguise: 11 + 4 (CHA) + 2 (Synergy) + 10 (Greater Ribbon of Disguise) = 27
Gather Information: 11 + 4 (CHA) = 15
Knowledge (History): 2 + 3 (INT) = 5
Knowledge (Nobility): 2 + 3 (INT) = 5
Knowledge (Religion): 2 + 3 (INT) = 5
Perform(Act): 11 (Versatile Performer) + 4 (CHA) = 15
Perform(Dance): 11 + 4 (CHA) = 15
Perform(Sing): 11 (Versatile Performer) + 4 (CHA) = 15
Perform(String Instruments): 11 (Versatile Performer) + 4 (CHA) = 15
Listen: 11
Sense Motive: 11
Sleight of Hand: 11 + 6 (DEX) + 2 (Synergy) = 19
Spellcraft: 5 + 3 (INT) = 8
Spot: 11

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Message, Prestidigitation, Purify Food and Drink (6/day)
--Level 1: Divine Favor, Hermean Potential, Lead Blades, Mage Armor, Magic Missile(RoTF), Heightened Awareness (EA), Shield, (6+1/day)
--Level 2: Blade Tutors Spirit(EA), Ironskin, Mirror Image, Wraithstrike (6+1/day)
--Level 3: Air of Nobility, Call the Void, Fireball(RoTF) (5+1/day)
--Level 4: Freedom of Movement(RoTF), Greater Invisibility (3/day)

Grimoire of High Arcana:
1st Level: Shocking Grasp
2nd Level: Heroics, Rope Trick
3rd Level: Tongues

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 + Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.
--Negative Energy Ray (Su): Fire a ray of negative energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with negative energy, dealing Hit Point damage equal to 1d4 + Charisma modifier. Undead are healed by this ability. A undead creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Negative Adaption (Ex): You do take damage or require a Fortitude saving throw due to being in a Negative Energy-dominant environment.
--Negative Energy Aura (Su): Any living creature within 10 feet of you takes 1 Hit Point of damage per round due to your aura of Negative Energy. Creatures immune to Negative Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

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

Boneward Belt Powers: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky (+2 Dexterity, +2 Strength)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. The wearer effectively gains the Two-Weapon Fighting feat, or if they already possess it, they instead gain Improved Two-Weapon Fighting.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Warding Periapt of the Sullen Sea:
  1. Constant Protection from Evil effect
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
  4. Gain Temporary Hit Points as a Swift Action (3 Charges/Day): 1 Charge (12 Temp HP), 2 Charges (18 Temp HP), 3 Charges (24 Temp HP)
Greatreach Bracers of Devastation:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
Scabbard of Keen Edges: 3/Day on command, the scabbard casts Keen Edge on any blade placed within it.

Weapons:
  1. +1 Dragonbone Longbow of Distance (+2 composite bow Strength bonus)
  2. (x2) +1 Razor Sharp Spell Storing Adamantine Waveblades of Maiming
Equipment: Anklets of Translocation, Beads of Newt Prevention (x3), Boneward Healing Belt (+2 Constitution), Earrings of Arcane Acuity, False Raven Constructs (x3 Lesser, x1 Greater), Gloves of the Starry Sky (+2 Dexterity, +2 Strength), Goggles of the Golden Sun, Greater Ribbon of Disguise, Greatreach Bracers of Devastation, Pages of Spell Knowledge(Heroics, Rope Trick, Shocking Grasp, Tongues), Periapt of the Sullen Sea (w/Amulet of Protection from Evil & Amulet of Tears effects), Ring of Mystic Defiance, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+2 Charisma, +2 Intelligence, +2 Wisdom), Scabbard of Keen Edges, +1 Dragonbone Longbow of Distance (+2 Strength bonus), +1 Spell Storing Adamantine Waveblade of Maiming (x2)
 
Last edited:
Depends. The Elder Brain might be so protected, but not all of it's minions. We should be able to discern something from the periphery.
Wasn't there something of the Elder Brain projecting the protection? I (very) dimly remember from our first problems with Deep Ones that divination was problematic ???

[X] Goldfish
 
So, what do you guys want and expect from the Conclave? And where do you stand on its topics, such as the fey marriage?

Tbh, I sort of expected to do this:


And go from there.
 
Last edited:
Inserted tally
Adhoc vote count started by TotallyNotEvil on Apr 24, 2019 at 11:16 AM, finished with 47 posts and 9 votes.

  • [X] Plan Investigator Dragon
    -[X] Give Richard a new Valyrian Steel Greatsword to use as a backup weapon for now, as well as any other time he might find himself parted from Oathkeeper.
    -[X] Yes, we will bring the pair of Drow to Old Town to assist the Erinyes in their mission. They are to keep themselves disguised at all times and to follow Leto's instructions as if they were our own.
    --[X] Before bringing them to Old Town, gift them the equipment we have had crafted for them to replace that which did not survive their millennia of cursed existence.
    -[X] Yes, Viserys will use Wild Arcana to duplicate a Commune spell at 21st level. He asks the following questions:
    --[X] Do the Deep Ones plan to act before the Conclave? If not, do they plan to act during the Conclave?
    --[X] Is the Tiamat-corrupted Sept of the Smith part of the Golden Company's plans to incriminate us during the Conclave? If not, do they plan to cause a disturbance during the Conclave or are they playing a longer game?
    --[X] Do the Lantern Bearers know of the Deep One plot? If so, are they planning to move against them?
    --[X] The Lantern Bearers are keeping the corrupted Sept under surveillance, but are they aware that it is associated with the Golden Company's town home base? Are they aware that Divinations are being used to determine whether or not they will move against the Golden Company's assets in the city?
    --[X] If he is not protected from Divination, does Brother Lucan intend to bring Archons or other Good-aligned Outsiders to the Conclave? If so, use questions to determine the relative strength of the most powerful one (ex: more or less powerful than a Hound Archon, Planetar, etc).
    ---[X] If he is bringing mortal mage allies, use yes/no questions to determine their relative strength (ability to cast 3rd circle spells, 5th circle, etc).
    --[X] After answering all of these questions to the limits of the Commune spell, should any unused questions remain, ask the following:
    ---[X] Does 'Most Devout Septon Kyle' intend to push to allow mortals to wed Fey?
    ---[X] Is 'Most Devout Ollidor' susceptible to bribery if we wished to buy his services away from Tywin Lannister?
    ---[X] Would it be possible to open a somewhat friendly dialogue with 'Most Devout Septa Aglantine', centered around our efforts to end slavery and insure the health and well being of our citizens? This wouldn't be an attempt to flip her so much as an attempt to simply 'humanize' us in her view.
    ---[X] Does 'Elder Septa Maer' plan to pit herself against Brother Lucan and his Seven-sanctioned mages?
 
Interlude CDL: By Sharp Eyes and Steady Hands
By Sharp Eyes and Steady Hands

Fifth Day of the Ninth Month 293 AC

Commissar Goram, head of the Inquisition in one of the realm's largest cities, was not a skilled warrior, not an adept sneak, and he was definitely not a sorcerer of any description. What he was instead was an administrator, meticulous rather than brilliant as he went over his tasks with a fine comb. At the end of the day his job in Tyrosh in the employ of the Dragon King was not so different from his previous task as a risk assessor for the Iron Bank. The risks were different and so were some of the tools at his disposal, but for the most part he did his duty with the same methodical manner.

Then he fell in love... Oh, not any base desire of the flesh or even a romantic flight of the spirit. He fell in love with prophecy. The idea of pulling knowledge from days yet to be affixed such an affable smile on the face of the usually stern Commissar that his subordinates had him checked for undue mental influence. Most people would have resented the implication, but Goran thanked them for their efforts then returned to pondering the latest riddle to find its way upon his desk. Cults of pleasure and tainted wine, a god with no priests, and hundreds of crimes with no murderer yet found.

***​

Twenty-Sixth Day of the Ninth Month 293 AC

The wind hissed through the leaves. The water in of the stream burbled. This was not a place for honest men, 'Nicked' Nakys knew. Thankfully he had never been any such thing. From rowdy youth to sellsword to Inquisition soldier, the only real difference now was that he was mostly lying on behalf of a king, rather than bleeding for one and doing his lying on his own time. His hands itched for the smooth wood of his bow, but he knew now was not the time nock arrows.

It had taken weeks of careful and patient infiltration, soft-spoken lies, and a great deal of silver changing hands to find this place, to find the celebrants he could see even now moving down the path torches in hand. There was nothing particularly special about this stretch of riverbank, five miles from the nearest village with a poplar forest between them so that the lights would not show through, yet this was the place the damn Zagreus worshipers had decided to have their fete. This was where one could hopefully find answers for the Massacre of Westheaven... and it had to be him that did it because the only way the Inquisition could get an invitation was by promising trick shots when the previously arranged entertainer had been indisposed.

Truth be told he felt like his act might be a tad underwhelming besides the fellow who could breathe fire, or the Summer Islander acrobat who moved with such grace you'd almost think she would take flight, but that was perfectly alright with him.

Shoot coins out of the air... right away.

Fire off arrows for the Summer Islander to use as steps...
she was doing it for money same as him ultimately, so if she broke her neck that was on her.

Shoot the knot holding up a woman's robes while she stood a hundred feet away and trembling... He hesitated a moment, but only for a moment. He'd done worse things for less purpose in his day. Still, he was thankful his hand held steady and it was the silk that parted and not flesh. Some of those in attendance did not look like they shared his relief... they almost looked disappointed.

"Wonderful, wonderful!" the masked magister residing over the proceedings called. "A true virtuoso. Gold seems a paltry prize for such a performance. Would you not lay down your bow and join us?" More and more skin was starting to show as the guests abandoned their modesty with their senses.

"Ah... I'm afraid I am going to have to decline your generous offer, Kaelos," Nakys said, feeling the silver disk sewn into his doublet grow warm. It would be shining pale blue from having cast off a Charm, he knew, but the man would have no way of knowing it had been anything more than a particularly strong will. "If I may name my prize then I ask for but flask of the wondrous wine I can smell in yon barrel..."

"Hmm..." The man looked suspicious for a moment before one of the other celebrants started pulling at his clothes. "Yes, yes you may..."

The agent approached the barrel, fighting the irrational notion that something was watching him from under the red liquid glinting in the torchlight. He filled his lead-lined flask and then walked quietly away, signaling to the greater messenger raven flying unseen overheard that all was well and he still had his wits.

If the wine turned out to be what Commissar Goram thought it was then they would finally be able to trace the damn stuff back to its source.

Major Lead gained regarding the Cult of Zagreus and the Tainted Wine: Multiple scrying targets with knowledge of the source found

OOC: Actually going after the wine-maker will be an action for next turn.
 
Last edited:
Back
Top