Let's save that for a...shall we say truly desperate situation. Especially considering how close we would be casting that spell to the source of the Doom.
Preliminary plan. Who needs to be added, removed, etc?
Guess I need to get off my lazy ass and finish updating some character sheets, too.
[X] Intercept the Efreeti Expedition at once, gathering all available Companions not otherwise occupied in Yi-Ti or the City of Brass, along with what other powerful allies we can gather on short notice, including Teana, Lady Saenena, Melisandre, Zherys, Amrelath, Relath, Yrael, Siduri, Yrten, along with Mereth and several of her sister Erinyes. Balerion the Black Dread will be allowed to take wing as well.
-[X] The Harbinger, aided by a Herald and cadre of Erinyes will keep the Goblin Market under control while Malarys, Richard, and Rina are otherwise occupied.
I assumed Lady Saenena would bring her dragon, but I'll mention it specifically.
The Wyverns will be available, too, but the Moonchaser really shouldn't be ready until the end of the month. It also hasn't had a shakedown flight or time to let its crew get used to running it. I don't want to risk it yet.
I assumed Lady Saenena would bring her dragon, but I'll mention it specifically.
The Wyverns will be available, too, but the Moonchaser really shouldn't be ready until the end of the month. It also hasn't had a shakedown flight or time to let its crew get used to running it. I don't want to risk it yet.
I'd say the Moonchaser's crew is not ready for battle even if the ship itself might be, yeah. It takes time to learn how to operate a flying super ship.
I can't think of a faction that isn't either our Ally, in line for conquest or our enemy.
Mmm ok if a fleet of whaling ships from Ibb decided to stop in Valyria I would consider letting them be provided they are not planning to go back via Squid infested waters.
Aside from the fact that they have done a few mercenary contracts for the Lannisters, we are neither for or against the Marids, so unless we knew they were working for the Lannisters, I wouldn't automatically attack them for going adventuring in Valyria.
Aside from the fact that they have done a few mercenary contracts for the Lannisters, we are neither for or against the Marids, so unless we knew they were working for the Lannisters, I wouldn't automatically attack them for going adventuring in Valyria.
But they did work as mercenaries for the Lannisters, so we would have to assume that anything they get they would sell to them, unless they come ask us for permission and declare they are from a different clan/faction/whatever, which would mean accepting we own Valyria.
Marids are not enemies, but they are on thin fucking ice.
But they did work as mercenaries for the Lannisters, so we would have to assume that anything they get they would sell to them, unless they come ask us for permission and declare they are from a different clan/faction/whatever, which would mean accepting we own Valyria.
Marids are not enemies, but they are on thin fucking ice.
The Marid are the least united of all the Genies (though not necessarily least powerful--they weren't tied up in a war for centuries, and a cold war before that). Something worth noting.
The Marid are the least united of all the Genies (though not necessarily least powerful--they weren't tied up in a war for centuries, and a cold war before that). Something worth noting.
Aebys' tales speak of great spikes of dragon-steel driven into the stone beneath Valyria, piercing veils of molten stone to channel the power of the earth's fiery blood to the dragonlords' will.
If anything remains of these great works, you know that even splinters will be precious beyond measure, and perhaps in the finding of them one might unearth clues to the last of Valyria's mysteries: the Doom.
I'm pretty sure I've pieced together why the Efreeti are after this.
Beyond simply being Artifacts with a capital A, they're designed to harness the power of a volcano, to direct all its heat into whatever the Valyrians wanted to do.
Imagine that, but in the Plane of Fire, especially in the hotter areas of the Eternal Furnace. You could probably jury rig that to a ritual to make yourself a god.
I'm pretty sure I've pieced together why the Efreeti are after this.
Beyond simply being Artifacts with a capital A, they're designed to harness the power of a volcano, to direct all its heat into whatever the Valyrians wanted to do.
Imagine that, but in the Plane of Fire, especially in the hotter areas of the Eternal Furnace. You could probably jury rig that to a ritual to make yourself a god.
@DragonParadox, here are the updated character sheets for Xor and Malarys. Now I just need to add the Mythic tier to Richard's sheet and everyone should be caught up.
EDIT: Except for Sandor.
Name: Xor Alias: The Kindly Watcher Age: Unknowable Alignment:Neutrally Good
Race: Aberration (Extraplanar) Level: 14 (103,412/105,000 XP) Class: Spectator 4/Wizard 1/Bard 1/Beholder of Wonders 8 Feats:AlertnessB, Flyby Attack, Eidetic Spellcaster, Lingering Song, Melodic Casting, Practiced Spellcaster, Words of Creation Racial Traits: Flight, Spell Resistance, Eye Rays, Spell Turning Class Features: Elephant in the Room, Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Greatness), Loresong, Bardic Knowledge, Unseen Retinue, Innate Ocular Spell, DR 8/Adamantine; Planar Adaptation (Constant; can be Dispelled but the Beholder of Wonders may restore is as a free action on his turn) Senses: All-Around Vision, Darkvision 60 ft.
HP: 109/109 + 28 (HoE) + 10+1d8 (False Life) = 147+1d8 AC: 10 +1 (Dex) +9 (Natural) +4 (Mage Armor) +2 (vs Evil) = 24/26, Touch 15/17, Flat-Footed 23/25; +2 vs Undead OR +4 vs Incorporeal Undead Flight: 20ft Initiative: +5 Attack (Ranged Touch): 9 (BAB) +1 (DEX) + 4 (Channel Vigor) = +14 or Bite +9 (BAB) Spell Save: DC: 10 + 6 (CHA) + spell level Immunities: Paralysis, Possession/Mind Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use] Resistances: Cold 5, Electricity 5, Fire 5 SR: 22 DR: 8/Adamantine
Languages Spoken: Telepathy, High Valyrian, Low Valyrian (Lyseni, Braavosi, Stepstones), Westerosi Common
Planar Adaptation (Su): Constant; can be Dispelled but the Beholder of Wonders may restore is as a Free Action on his turn.
Spell Turning (Su): A spectator's central eye produces a 90-foot cone that reflects any spell cast upon it by a creature within the cone back upon its source. This functions just like spell turning (caster level 6th). Up to one spell can be reflected per round.
Inspire Greatness (Su): An enhanced form of Bardic Music, this song allows the Beholder of Wonder to boost a single ally within 30 feet, granting them three additional HD (calculated as d10s, plus Constitution bonuses), a +3 Competence bonus on Attack rolls, and a +2 Competence bonus on Fortitude saving throws. These effects persist as long as the ally can hear the song plus five rounds.
Eye Rays (Su): Each of a spectator's four small eyes can produce a magical ray once per round as a free action. During a single round, it can aim only one eye ray at targets in any one 90-degree arc (up, forward, backward, left, right, or down). Each ray has a range of 60 feet and a save DC of 18 (caster level 6th). The save DCs are Charisma-based. The four eye rays include:
Fatigue: The target must make a Fortitude save or become fatigued. A fatigued creature that fails to save against this effect becomes exhausted.
Inflict Moderate Wounds: This ray works like the spell, causing 2d8+6 points of damage (Will half).
Hold Monster: The target must succeed on a Will save or be affected as though by the spell.
Telepathy: A spectator can communicate telepathically with its target for the round. As a free action, a spectator can make a suggestion (as the spell; Will negates) to any creature it is currently telepathically speaking to.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Flight (Ex): A spectator's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Spell-Like Abilities:
Unseen Retinue: 8 Unseen Servants (Strength 5)
Feast of the Forsaken One (Sp): Over the long years of his lonely vigil within the broken Flesh-Forge the Spectator has learned to call forth filling, if not particularly tasty meals (Create Food and Drink as the spell 3/Day)
Pendant of Still Dreams: +5 Resistance to Saving Throws
Eliminates Far Realm Warping Aura, but annuls Immunity to Sleep as a side-effect
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
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)
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Convert any spell of 3rd level and above to Fireball.
Raiment of the Four: Uniting the magic of four enchanted items grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
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.
Convert any spell of 1st level and above to Magic Missile.
Ring of the Nameless:
At will Alter Self, but only between three fixed forms—a strapping young Westerosi man, a matronly Summer Islander woman, and a bearded Ibbenese elder—all forms being guarded against simple divination.
Ring of Untarnished Glory: +6 Charisma, +2 Wisdom, +1 Intelligence
Convert any Spell of 5th level and above to Teleport.
Carrying capacity is doubled.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipped Magic Items: Bead of Newt Prevention, Boneward Belt (+4 CON), Calligraphy Wyrm, Greater Ribbon of Disguise, Mind Blank ring, Pendant of Still Dreams, Ring of Untarnished Glory (+6 CHA, +2 WIS, +1 INT), Ring of Protection from Evil, Ring of the Nameless, Soulfire Mithral Bracelets
HP: 123/123 AC: 10 +2 (DEX) +7 (Reinforced Segmented Mithral Breastplate +1) + 5 (Animated Extreme Shield +2) +2 Deflection (vs Evil) = 24/26; +5 vs Ranged; +2 vs Undead OR +4 vs Incorporeal Undead Initiative: +2 (Dex) Attack: 11/+6/+1 (BAB) +2 (False Gold Blade) +5 (CHA) = +18/+13/+8 [1d8 +2 +5 (CHA) +1d6 (Radiant); 19-20/x2] Spell Save: 10 + 8 (Wis) + spell level Weapon Proficiency: Staff, Mace, Dagger, Sword Immunities: Fear, Possession/Mental Control, Blindness and Dazzling effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use] Resistances: Cold 5, Electricity 5, Fire 5 Miss Chance: 20% as per the Blur spell
Languages Spoken: High Valyrian, Infernal, Low Valyrian (Stepstones), Draconic
Description: Were one to meet him on a busy street in one of the ports of the east it would be easy to confuse Malarys Vanor for one of the myriad of petty nobles aping the manners of Fallen Valyria in rich crimson silks and thread of gold, though perhaps the more moderate of that particular ilk to judge from the relative subtlety inherent in the weave. However, his eyes tell an altogether different tale for one with the wit to see ancient pride and sorrows just as old reflected in them. To battle he strides in silvered armor, a polished cane still at his side, though woe betide the fool who looks upon it and thinks it a mere affection upon the field of war.
Divine Subpoena (Sp): 1/Day cast a prepared Divination spell without using a spell slot.
Long Arm of the Law (Su): You can use your Touch spells against targets up to 30 feet away by making a Ranged Touch Attack.
Learn the Truth (Su): 3/Day Force a creature caught in a lie by Discern Lies to utter the true version of that lie (DC 24 Will save negates).
Force Shapechange (Su): At will on a successful Touch attack, the Church Inquisitor makes a caster level check as if casting Dispel Magic against the shapechanging effect. This ability undoes the effect of Alter Self, Polymorph, Shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +5 Wisdom, +1 Intelligence, +4 Charisma, +5 Competence bonus to Diplomacy and Sense Motive skill checks
+2 Competence bonus to Concentration checks
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Minor Cloak of Displacement:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Amulet of Tears) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Spell-Battle: +5 Competence bonus to Spellcraft skill checks
The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Convert any Spell of 5th level and above to Teleport
Double carrying capacity.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Scrolls:
Anticold Sphere x1
Assay Spell Resistance x5
Boreal Wind x1
Comprehend Languages x5
Cure Light Wounds x20
Dimensional Anchor x3
Divine Insight x5
Fickle Winds x2
Freedom of Movement x3
Heal x1
Healer's Vision x5
Legion's Greater Magic Weapon x3
Life Bubble x4
Mass Aid x5
Magic Circle Against Evil x2
Mass Shield of Faith x3
Owl's Insight x3
Panacea x10
Pillar of Life x2
Plane Shift x2
Recitation x3
Restoration x3
Revivify x3
Sanctify Weapons x2
Sending x5
Shivering Touch x3
Tongues x5
True Seeing x2
Wind Walk x1
Equipped Magic Items: Animated Extreme Shield (+2), Bead of Karma,Bead of Newt Prevention, Boneward Belt (+5 CON), Calligraphy Wyrm, False-Gold Blade(+2),Gloves of theStarrySky(+2 DEX, +1 STR), Greater Amulet of Tears(+5 Resistance), Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+5 WIS, +1 INT, +4 CHA), Mind Blank Ring, Minor Cloak of Displacement, Muleback Cords(Slotless),Ring of Protection from Evil (Slotless), Ring of Prestidigitation[At-Will] (Slotless),Ring of Spell-Battle, Ring of Sustenance (Slotless), Soulfire Mithral Bracelets, Spell-Reflecting Mithral Breastplate (+1), Translocating Bootsof the WideEarth
Oathkeeper Damage: 2d6 + 5 (Enhancement) + 12 (Strength x 1.5) + 2 (Weapon Specialization) + 2 (Melee Weapon Mastery + 1d6 (Searing Fire), + 1 Constitution damage; Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day).
Normal: +33/+33/+28/+23/+18 [3d6 + 21; 19-20/x2]; plus 1 Constitution damage.
Magebane: +37/+37/+32/+27/+22 [7d6 + 25; 19-20/x2]; plus 1 Constitution damage and ignores Epic Damage Reduction.
Trip: +16 + 8 (STR) + 4 (Improved Trip) + 5 (Enhancement) = +33 Special: +2 vs Disarm attempts, Protected by constant Freedom of Movement, Deal full damage to Swarms Weapon Proficiency: Unarmed Strike, Club, Dagger, Longsword, Greatsword, Lance Immunities: All Mind-Affecting Effects, Swarm Distraction Ability, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] Resistances: Fire 30 Miss Chance: 20% as per the Blur spell DR: 5/- (up to 50 HP)
Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Stepstones), High Valyrian
Description: A tall figure, though broad in the shoulder and made all the more imposing by the heavy dragonsteel plate he wears. His hair and eyes are dark brown near-to black, his features weathered in the sun though oddly without scar or blemish for one who carries arms with such effortless familiarity. His motions are quick and sure yet never wider or grander than needed for the task. His dress, when not bearing armor of some sort, is well made but unremarkable; greys, dark greens, and soft blacks, more often with buttons of bone than silver, but never gold.
Pounce (Ex): As part of a Charge, you can make a Full Attack Action.
Blank Thoughts (Ex): Constantly benefit from the non-magical equivalent of a Mind Blank spell.
Master of the Craft (Ex): You are immune to Critical Hits and Precision damage, and your enemies don't gain a bonus to attack from Flanking you.
Mettle (Ex): A successful Will or Fortitude saving throw against an attack or effect which would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of 'Will half' or 'Fortitude partial'), completely negates the effect.
Foebane (Ex): If you land a successful hit on an opponent, you are able to use a Swift Action to alter your stance and approach against your foe, granting you the equivalent of the Bane effect (+2 Enhancement bonus, +2d6 damage) against that enemy and similar creatures for the duration of the encounter, plus 10 minutes.
Weapon Bond/Magebane (Ex): Using your bonded weapon, in this case Oathkeeper, you are treated as possessing the Magebane special ability, which effectively increases the weapons' Enhancement bonus by +2 and its damage by +2d6 when used against enemies capable of casting Arcane spells or using Arcane spell-like abilities.
Mythic Abilities (5/Day):
Hard to Kill (Ex): Automatically stabilizes at 0 HP.
Surge (Su): Add 1d6 to any 1d20 roll you make (Free action).
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of Mythic Power, for 1 hour your base land speed increases by 10 feet per Mythic Tier.
Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your Tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add your Tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Anklets of Translocation (Slotless): 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.
Armor of Remembrance: +5 Celestial Glamered Reinforced Segmented Fullplate
Fire Resistance: You benefit from Fire Resistance 30.
Fast Healing: You benefit from constant Fast Healing 1.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glammer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Cloak ofDragon'sFlight:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Foe Breaker Ring:
Once per round as a Free Action, you can designate any one opponent you can see. You gain a +2 Luck bonus to AC and saving throws against attacks made by that opponent until you designate a new enemy.
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Enduring Amulet of Protection from Evil: +6 Constitution, +5 Resistance bonus to Saving Throws, +2 Deflection bonus to AC
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of Concentration: +10 Competence bonus to Concentration skill checks.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
+5 SearingFlameWoundingMagebaneBodyfeeder Greatsword (2d6+5+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Magebane: 4d6+7+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) vs beings capable of using magic or spell-like abilities. This ability stacks with its wielder's inherent Magebane effect, if any.
Bodyfeeder: On a Critical Hit, any damage inflicted is granted to Oathkeeper's wielder as Temporary Hit Points for up to 10 minutes. Hit Points lost as a result of Constitution damage via Oathkeeper's Wounding ability are not included in the Temp HP granted by the Bodyfeeder effect.
Mage's Bane (3/Day): On striking a creature which possesses spells or spell-like abilities, Oathkeeper can steal one use of an unused spell or spell-like ability of 4th level or lower (DC 20 Will save negates). Oathkeeper can then cast the stolen magic either on the wielder or release it as part of an attack as if it were a Spell Storing weapon. Caster Level and saving throw DC for the stolen spell are the same as those of the original creature.
Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Swarmbane Ring (Slotless): Wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although DR applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's Distraction ability.
The Broken Link: Pried from the corpse of the Avatar of Mammom, Archduke of Hell, this ring confers a constant Freedom of Movement spell effect on its wearer.
Equipped Magic Items:Animated Extreme Shield (+4), Anklets of Translocation (Slotless), Armor of Remembrance (+5), Bead of Newt Prevention, Belt of the Battle Master, Boots of Battle Charger,Calligraphy Wyrm, Corpse-Ferrying Bag, Cloak ofDragon'sFlight, Greater Earring of Arcane Acuity [+1 INT, +2 WIS, +2 CHA](Slotless), Foe Breaker Ring, Gloves of Hero's Strength (+6 STR, +4 DEX), Greater Enduring Amulet of Protection from Evil (+6 CON, +6 Resistance, +2 Deflection), Greater Ribbon of Disguise, Greatreach Bracers ofQuickstrike(Slotless), Handy Haversack, Headband of Concentration (+10), Muleback Cords(Slotless),Oathkeeper, Ring of Prestidigitation[At-Will] (Slotless),Ring of Sustenance (Slotless), Scabbard of the AmoralEdge, Soulfire Mithral Bracelets, Swarmbane Ring (Slotless), The Broken Link
Oathkeeper Damage: 2d6 + 5 (Enhancement) + 12 (Strength x 1.5) + 2 (Weapon Specialization) + 2 (Melee Weapon Mastery + 1d6 (Searing Fire), + 1 Constitution damage; Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day).
Normal: +33/+33/+28/+23/+18 [3d6 + 21; 19-20/x2]; plus 1 Constitution damage.
Magebane: +37/+37/+32/+27/+22 [7d6 + 25; 19-20/x2]; plus 1 Constitution damage and ignores Epic Damage Reduction.
Trip: +16 + 8 (STR) + 4 (Improved Trip) + 5 (Enhancement) = +33 Special: +2 vs Disarm attempts, Protected by constant Freedom of Movement, Deal full damage to Swarms Weapon Proficiency: Unarmed Strike, Club, Dagger, Longsword, Greatsword, Lance Immunities: All Mind-Affecting Effects, Swarm Distraction Ability, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] Resistances: Fire 30 Miss Chance: 20% as per the Blur spell DR: 5/- (up to 50 HP)
Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Stepstones), High Valyrian
Description: A tall figure, though broad in the shoulder and made all the more imposing by the heavy dragonsteel plate he wears. His hair and eyes are dark brown near-to black, his features weathered in the sun though oddly without scar or blemish for one who carries arms with such effortless familiarity. His motions are quick and sure yet never wider or grander than needed for the task. His dress, when not bearing armor of some sort, is well made but unremarkable; greys, dark greens, and soft blacks, more often with buttons of bone than silver, but never gold.
Pounce (Ex): As part of a Charge, you can make a Full Attack Action.
Blank Thoughts (Ex): Constantly benefit from the non-magical equivalent of a Mind Blank spell.
Master of the Craft (Ex): You are immune to Critical Hits and Precision damage, and your enemies don't gain a bonus to attack from Flanking you.
Mettle (Ex): A successful Will or Fortitude saving throw against an attack or effect which would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of 'Will half' or 'Fortitude partial'), completely negates the effect.
Foebane (Ex): If you land a successful hit on an opponent, you are able to use a Swift Action to alter your stance and approach against your foe, granting you the equivalent of the Bane effect (+2 Enhancement bonus, +2d6 damage) against that enemy and similar creatures for the duration of the encounter, plus 10 minutes.
Weapon Bond/Magebane (Ex): Using your bonded weapon, in this case Oathkeeper, you are treated as possessing the Magebane special ability, which effectively increases the weapons' Enhancement bonus by +2 and its damage by +2d6 when used against enemies capable of casting Arcane spells or using Arcane spell-like abilities.
Mythic Abilities (5/Day):
Hard to Kill (Ex): Automatically stabilizes at 0 HP.
Surge (Su): Add 1d6 to any 1d20 roll you make (Free action).
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of Mythic Power, for 1 hour your base land speed increases by 10 feet per Mythic Tier.
Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your Tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add your Tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Anklets of Translocation (Slotless): 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.
Armor of Remembrance: +5 Celestial Glamered Reinforced Segmented Fullplate
Fire Resistance: You benefit from Fire Resistance 30.
Fast Healing: You benefit from constant Fast Healing 1.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glammer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Cloak ofDragon'sFlight:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Foe Breaker Ring:
Once per round as a Free Action, you can designate any one opponent you can see. You gain a +2 Luck bonus to AC and saving throws against attacks made by that opponent until you designate a new enemy.
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Enduring Amulet of Protection from Evil: +6 Constitution, +5 Resistance bonus to Saving Throws, +2 Deflection bonus to AC
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of Concentration: +10 Competence bonus to Concentration skill checks.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
+5 SearingFlameWoundingMagebaneBodyfeeder Greatsword (2d6+5+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Magebane: 4d6+7+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) vs beings capable of using magic or spell-like abilities. This ability stacks with its wielder's inherent Magebane effect, if any.
Bodyfeeder: On a Critical Hit, any damage inflicted is granted to Oathkeeper's wielder as Temporary Hit Points for up to 10 minutes. Hit Points lost as a result of Constitution damage via Oathkeeper's Wounding ability are not included in the Temp HP granted by the Bodyfeeder effect.
Mage's Bane (3/Day): On striking a creature which possesses spells or spell-like abilities, Oathkeeper can steal one use of an unused spell or spell-like ability of 4th level or lower (DC 20 Will save negates). Oathkeeper can then cast the stolen magic either on the wielder or release it as part of an attack as if it were a Spell Storing weapon. Caster Level and saving throw DC for the stolen spell are the same as those of the original creature.
Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Swarmbane Ring (Slotless): Wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although DR applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's Distraction ability.
The Broken Link: Pried from the corpse of the Avatar of Mammom, Archduke of Hell, this ring confers a constant Freedom of Movement spell effect on its wearer.
Equipped Magic Items:Animated Extreme Shield (+4), Anklets of Translocation (Slotless), Armor of Remembrance (+5), Bead of Newt Prevention, Belt of the Battle Master, Boots of Battle Charger,Calligraphy Wyrm, Corpse-Ferrying Bag, Cloak ofDragon'sFlight, Greater Earring of Arcane Acuity [+1 INT, +2 WIS, +2 CHA](Slotless), Foe Breaker Ring, Gloves of Hero's Strength (+6 STR, +4 DEX), Greater Enduring Amulet of Protection from Evil (+6 CON, +6 Resistance, +2 Deflection), Greater Ribbon of Disguise, Greatreach Bracers ofQuickstrike(Slotless), Handy Haversack, Headband of Concentration (+10), Muleback Cords(Slotless),Oathkeeper, Ring of Prestidigitation[At-Will] (Slotless),Ring of Sustenance (Slotless), Scabbard of the AmoralEdge, Soulfire Mithral Bracelets, Swarmbane Ring (Slotless), The Broken Link