Sorry to be a bother again @Duesal but do you have Dany 15 CS? If you run across anyone else's sheet at taat time I wouldn't mind more. I'm a little confused because it looks like you guys took +1 Dragonspeaker for 15 which would leave her at Cleric 5/Dreamweaver 9/Dragonspeaker 1. Trying to figure out what I'm missing.
 
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Sorry to be a bother again @Duesal but do you have Dany 15 CS? If you run across anyone else's sheet at taat time I wouldn't mind more. I'm a little confused because it looks like you guys took +1 Dragonspeaker for 15 which would leave her at Cleric 5/Dreamweaver 9/Dragonspeaker 1. Trying to figure out what I'm missing.
Yes, I can dig it up in half an hour when I'm free. Please be sure to bother me if I forget.

As for why, it was to maximize CL.
 
@Absoloot, here you go.

Character Sheets

Name: Viserys Targaryen
Alias: Corlys Waters, The Bloodhound, King in the Stepstones, Archon of Tyrosh, The Dragon Khal, The Dragon King, Lord of Fire and Air
Age: 17
Alignment: Lawfully Neutral
Race: Human (Medium Humanoid)/Dragon (True)
Level: 17 (136109/153000 XP)
Class: Sorcerer 5/Dragon-Blooded 10/Dragon Mystic 2
Feats: Draconic Heritage (Red), Spellcasting Prodigy, Versatile Spellcaster, Fiery Burst, Draconic Knowledge, Draconic Power, Greater Draconic Bloodline, Draconic Vigor, Agonizing Flames, Draconic Toughness, Draconic Arcane Grace, Expanded Arcana, Fire Mastery, Maximize Breath, Expanded Arcana (Arcane Spellsurge, Avasculate), Fly-By-Attack, Power Attack, Clinging Breath
Skill Tricks: Social Recovery, Distracting Taunt, Collector of Stories, Swift Concentration
Class Features: Summon Familiar, Alertness (Familiar), Draconic Sorcery, True-Blooded, Draconic Spell-Power (+1d6 per level of the spell)
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Braavosi, Volantine), Draconic, Ignan [poor]

Description: One bearing the features of the dragonlords with grace, his straight silver hair is cut just above his shoulders and frames a fine-boned expressive face that seems more naturally-shaped to smile than scowl, and his eyes hold within them an odd knowing light beyond his years. He frequently dresses in the colors of flame though often hidden in a cloak seemingly crafted of molten coins flowing in an endless river.

Mythic Tier: 1 (Path of the Ascendent)

HP: 185/200 +30 (HotE)
AC: 10 + 3 (DEX) +11 (NA) +5 (Serpent's Sin enhancement NA) +4 (Mage Armor) +2 (Insight) +7 (Belt) +2 (vs Evil) = 42/44
Initiative: +3 (DEX)
Attack: +17 (BAB) +3 (Dex) = +19 (Elemental Darts) or +17/+12/+7 + 1 (Str) +2 (Enchantment) = +20/+15/+10 (Dark Sister) (1d10+3/19-20 x2)
Special: Spell Battle (with Dark Sister)
Spell Save: DC: 10 + 10 (CHA) +1 (SP) + spell level (+1 Fire)
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Fire, Sleep, Paralysis, Possession/Mental Control, Poison, All Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Vulnerability: Cold
SR: 29 + 2 (Serpent's Sin) = 31
DR: 10/Silver

STATS:
12* (+1) Strength
15 +1 =16 (+3) Dexterity
15 +3 = 18 (+4) Constitution
22 + 2 = 24 (+7) Intelligence
20 + 2 = 22 (+6) Wisdom
26 +5 = 31 (+10) Charisma

*+8 for the purposes of determining carrying capacity

SAVES (+9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched):
FORTITUDE: 11 + 4 +2 = 14/17
REFLEX: 11 + 3 +2 = 13/16
WILL: 11 + 6 +2 = 16/19

SKILLS
Appraise
: 2 +7 (INT) = 9
Bluff: 20 +10 (CHA) + 3 (Familiar) = 33
Concentration: 20+ 4 (CON) = 24
Craft (Leatherworking): 1 +7 (INT) = 8
Craft (Metalworking): 1 +7 (INT) = 8
Craft (Woodworking): 1 +7 (INT) = 8
Craft (Sculpture): 1 +7 (INT) = 8
Diplomacy: 20 +10 (CHA) + 6 (SIN) = 36
Intimidate: 20 +10 (CHA) + 2 (SIN) +6 (MD) = 32/34
Knowledge (Arcana): 20 + 7 (INT) +7/9 (DK) = 34/36
Knowledge (Architecture & Engineering): 2 +7 (INT) +7/9 (DK) = 16/18
Knowledge (Dungeoneering): 2 +7 (INT) +7/9 (DK) = 16/18
Knowledge (Economics): 1 +7 (INT) +7/9 (DK) = 15/17
Knowledge (Geography): 1 +7 (INT) +7/9 (DK) = 15/17
Knowledge (History): 4 +7 (INT) +7/9 (DK) = 18/20
Knowledge (Law): 2 +7 (INT) +7/9 (DK) = 16/18
Knowledge (Mathematics): 1 +7 (INT) +7/9 (DK) = 15/17
Knowledge (Nature): 2 +7 (INT) +7/9 (DK) = 16/18
Knowledge (Nobility & Royalty): 5 +7 (INT) +7/9 (DK) = 19/21
Knowledge (Religion): 2 +7 (INT) +7/9 (DK) = 16/18
Knowledge (The Planes): 10 +7 (INT) +7/9 (DK) = 34/36
Knowledge (War): 2 +7 (INT) +7/9 (DK) = 16/19
Listen: 20 +5 (WIS) + 2 (AL) = 27
Search: 9 +7 (INT) = 16
Sense Motive: 20 +5 (WIS) = 25
Spellcraft: 20 +2 (SIN) + 7 (INT) = 29
Spot: 20 +5 (WIS) + 2 (AL) = 27

Note: +15 (Divine Insight)

Spells Known (Caster Level 18/19 [Fire]):

Level 0: Arcane Mark, Detect Magic, Prestidigitation, Mending, Detect Poison, Amanuensis, Message, Mage Hand, Drench (7/day)
Level 1: Blood Wind, Nerveskitter, Mage Armor, Shield, Silent Image, Magic of the Dragonheart, Amplify[SoW] (9/7/day)
Level 2: Divine Insight, Scintillating Scales, Wings of Cover, Elemental Dart, Invisibility, Mirror Image (9/day)
Level 3: Fireball, Blinding Breath, Primal Instinct, Ancestral Awakening, Phantom Steed, Air of Nobility (9/day)
Level 4: Voice of the Dragon, Fear, Resilient Sphere, Celerity, Heart of Earth, Assay Spell Resistance, Dispelling Breath (8/7/day)
Level 5: Teleport, Firebrand, Baleful Polymorph, Greater Blink, Necrotic Bomb, Mass Fire Shield, Telekinesis (8/day)
Level 6: Freezing Glance, Imperious Glare, Greater Shadow Enchantment, Starmantle, Heal, Greater Dispel Magic (8/day)
Level 7: Blood Wish, Greater Arcane Sight, Arcane Spellsurge, Greater Teleport, Magic Army, Avasculate, Arbitrament (7/day)
Level 8: Nine Lives, Dragon's Roar, Shadow of the Doom* (5/day)

Shadow of the Doom

Transmutation [Fire]
Level: Sorcerer 8
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The area you designate becomes a blistering hot environment, immediately raising the temperature by 3 temperature bands.
For example, if the temperature is moderate, it raises to severe heat.
If the new temperature is above the hot band, all surface water is turned to vapor and all earth and stone becomes igneous rock or volcanic soil (caster's choice) to a depth of 10 feet per caster level.
Air within the area becomes choked with volcanic ash (cuts visibility in half) while the rapid changes of pressure and heat cause a thunderstorm.
Living creatures caught within the area when the spell is cast instantly turn to stone (as per the Flesh to Stone spell). Creatures normally immune to the spell, such as Undead, instead count as having succeeded their saves and take damage accordingly.
If a creature successfully saves, Shadow of the Doom deals 1d6 points of fire damage per caster level. This damage has the Searing property.
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of the ash fall, heat and the thunderstorm for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of ash, making them slippery.
When a creature uses such an item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.
Fire spells cast within the area gain a +1 caster level.
Multiple Shadows may be cast in the same area to increase the effects (raising the temperature by an additional 3 bands).
The caster my designate a safe area no bigger than a third of the total area. The spell doesn't affect that area. Alternatively, he may select up to CL targets to be immune to the effects if he succeeds on a Concentration check of 22 + Number of people he wishes to isolate from the spell.

Arcane Material Component: A piece of obsidian.

Supernatural Abilities:
Fiery Burst (At Will/Reserve Feat)

Spell-Like Ability: Pyrotechnics (At Will)

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)
Wild Arcana: Cast any spell on your class list up to your highest level of spells known at CL +2 (Swift Action)
Eldritch Breach: Automatically re-roll all failed Caster Level checks

Grimoire of High Arcana
Level 1: Ant Haul, Comprehend Languages, Cure Light Wounds, Instant Portrait, Moment of Greatness, Shield of Faith, True Casting, Zone of Truth
Level 2: Detect Thoughts, Resist Energy, See Invisibility
Level 3: Heart of Water

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.

Crown of Aegon the Conquerer:
  1. Spell Turning [6 spell levels/day]
  2. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/day
  3. Constant Effects: Endure Elements, Immunity to Poison, Light Fortification, Mind Blank, Freedom of Movement
Dark Sister: Sentient +2 Valyrian Steel Long Sword
  1. Spell Combat (As Magus class feature);
  2. Temporary 1d2 CL increase on achieving 12 HD worth of kills with the sword in a day
  3. Dragonskin Grip (+2 to checks against disarm attempts)
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

Everflame Ring: Contains a Continual Flame effect with can be exposed or hidden at will.

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

Lesser Star of Wisdom
  1. +2 Insight bonus to AC
  2. May add one level 1 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 1 spells to one's spell list if the bearer is a prepared caster (Current Spell: Amplify)
Monk's Belt of Healing Vigor (3 charges/day):
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Muleback Cords: Strength score as 8 higher than normal when determining his carrying capacity.

Rod of the Battle Mage: Can apply Quicken Metamagic to any arcane or divine spell of level three or lower three times per day.

Runestaff of the Old Gods: +2 Quarterstaff
Special: Tree Stride between any two Heart Trees no matter the distance (Dangerous to the mind while the Gods are wrathful).

Satchel of the Crimson Wyrm: Wrought from the stuff of living shadow, studded with blood red rubies set in the pattern of a coiling dragon, its mouth opened wide towards the top, this bag can hold things out of all reasonable proportion to itself, or indeed to its bearer. It weighs 35 pounds and can carry up to 1,000 pounds or 150 cubic feet of material.

Soulfire Bracers: Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Spell-Singer's Ring (1/day):
  1. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose once per day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
  2. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Serpent's Sin
Abilities:
  1. The Price of Greed: Whenever you are the target of a ranged or ranged touch attack, you may deflect the attack either towards a new target within 30ft or the original attacker. Resolve the attack as normal. If you are attacked with a melee weapon, and the resulting roll is at least as high as your Touch AC, you may make a Disarm attempt as if you had the Improved Disarm feat. On success, the offending weapon is instantly drawn into the cloak's interior. This ability effectively negates the attack, as the weapon sinks into the cloak's depths instead of flesh. These abilities are Free Actions to activate, don't provoke attacks of opportunity, and may only be used three times a day in total. The cloak is regarded as a +5 two handed weapon for disarming purposes.
  2. The wearer gains a +5 Enhancement Bonus to their Natural Armor.
  3. The wearer gains the benefits of Awaken Spell Resistance.
  4. The interior of the cloak acts as a Handy Haversack, but with a considerably larger storage capacity. While the weight of objects stored within the cloak is meaningless, its maximum volume cannot exceed 6,000 cubic feet, and no object larger than Huge-sized may be absorbed.
  5. Only the one responsible for the death of an Avatar of Mammon may utilize the Price of Greed ability. Those who do not meet such criteria and attempt to utilize the cloak's extradimensional pockets will have their belongings disintegrate inside 2d4+4 hours, unless the objects stored within are Artifacts or have a caster level greater than the cloak, at which point they are transported to a random spot in the Astral Plane after the said period of time.
Warding Robes of the Deep:
  1. Wearer benefits from DR 10/Silver
  2. 3/day sacrifice a spell slot to use summon monster spell of same level

Spell Components:

26x Alchemist's Fire

Scrolls:

5x Mage Armor
3x Enlarge Person
3x Ray of Enfeeblement

Familiar: Varys, Pseudo-Dragon

Varys the Pseudodragon

Size/Type: Tiny Dragon
Hit Dice: 16 (128 HP)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 27 (+2 size, +3 Dex, +12 natural), touch 15, flat-footed 24 (+2 Vs Evil)
Base Attack/Grapple: +15/+7
Attack: Sting +13 (1d3-2 plus poison)
Full Attack: Sting +13 (1d3-2 plus poison) and Bite +7 (1)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Spell Resistance 20, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar
Saves: Fort +11, Ref +12, Will +10 (+2 Vs Evil)
Abilities: Str 6, Dex 16, Con 14, Int 13, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Mindsight

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

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

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

Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Equipped Magic Items: Amulet of Protection from Evil, Boneward Belt (+1), Tail-Ring of Zephyr's Grace (+1), Anklets of Translocation

Draconic Forms
Medium Half-Dragon
HP:
203/218 + 30 (HotE)
AC: 10 + 3 (DEX) +13 (NA) +4 (Mage Armor) +5 (Serpent's Sin enhancement NA) +2 (Insight) +7 (Belt) +2 (vs Evil) = 42/44
Initiative: +2 (DEX)
Attack: Claw +20 (1d4+5)
Full Attack: Bite +15 (1d6+2), 2 Claws +20 (1d4+5)
Breath Attack: 30ft cone of fire, 9d8 damage, Reflex DC 24, usable every 1d4 rounds
Spell Save: DC: 10 + 10 (CHA) 1 (SP) + spell level (+1 Fire)
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep, Paralysis, Fire, Poison, All Mind-Affecting Effects, Divination, Possession/Mental Control
Vulnerability: Cold
SR: 29 + 2 (Serpent's Sin) = 31

STATS:
20 (+5)
Strength
15 +1 = 16 (+3) Dexterity
17 +3 = 20 (+5) Constitution
22 (+6) Intelligence
20 (+5) Wisdom
26 +5 = 31 (+10) Charisma

SAVES (+9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched):
FORTITUDE: 10 + 5 +2 = 15/17
REFLEX: 10 + 2 +2 = 12/14
WILL: 10 + 5 +2 = 15/17

Large Half-Dragon
HP:
233/248 + 30 (HotE)
AC: 10 + 2 (DEX) +12 (NA) +4 (Mage Armor) +5 (Serpent's Sin enhancement NA) -1 (Size) +2 (Insight) +7 (Belt) +2 (vs Evil) = 41/43
Flight: Twice land speed, currently 60ft (Good)
Initiative: +1 (DEX)
Attack: Claw +24 (1d8+9)
Full Attack: Bite +19 (1d8+4), 2 Claws +24 (1d6+9)
Breath Attack: 30ft cone of fire, 9d8 damage, Reflex DC 24, useable every 1d4 rounds
Spell Save: DC: 10 + 20 (CHA) 1 (SP) + spell level (+1 Fire)
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep, Paralysis, Fire, Poison, All Mind-Affecting Effects, Divination, Possession/Mental Control
Vulnerability: Cold
SR: 29 + 2 (Serpent's Sin) = 31

STATS:
28 (+9)
Strength
11 +1 = 12 (+1) Dexterity
21 +3 = 24 (+7) Constitution
22 (+6) Intelligence
20 (+5) Wisdom
26 +5 = 31 (+10) Charisma

SAVES (+9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched):
FORTITUDE: 10 + 7 +2 = 17/19
REFLEX: 10 + 1 +2 = 11/16
WILL: 10 + 6 +2 = 15/16

Huge Half-Dragon
HP: 263/278 + 30 (HotE)
AC: 10 + 1 (DEX) + 15 (NA) +4 (Mage Armor) +5 (Serpent's Sin enhancement NA) - 2 (Size) +2 (Insight) +7 (Belt) +2 (vs Evil) = 42/44
Flight: Twice land speed, currently 60ft (Good),
Initiative: +0 (DEX)
Attack: Claw +27 (2d6+13)
Full Attack: Bite +24 (2d6+6), 2 Claws +27 (1d8+13), 2 Wings +23 (1d8+6)
Breath Attack: 30ft cone of fire, 10d8 damage, Reflex DC 24, useable every 1d4 rounds
Spell Save: DC: 10 + 10 (CHA) + 1 (SP) + spell level (+1 Fire)
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep, Paralysis, Fire, Poison, All Mind-Affecting Effects, Divination, Possession/Mental Control
Vulnerability: Cold
SR: 29 + 2 (Serpent's Sin) = 31

STATS:
36 (+13)
Strength
9 +1 = 10 (+0) Dexterity
25 +3 = 28 (+9) Constitution
22 (+6) Intelligence
20 (+5) Wisdom
26 +5 = 31 (+9) Charisma

SAVES (+9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched):
FORTITUDE: 10 + 9 +2 = 18/21
REFLEX: 10 + 0 +2 = 10/12
WILL: 10 + 5 +2 = 15/17

True Dragon
HP: 263/278 + 30 (HotE)
AC: 10 + 3 (DEX) + 22 (NA) +4 (Mage Armor) +5 (Serpent's Sin enhancement NA) - 2 (Size) +2 (Insight) +7 (Belt) +2 (vs Evil) = 51/53
Movement: 40ft, Fly 150ft (Poor)
Initiative: +2 (DEX)
Attack: Bite +32 (2d8+12)
Full Attack: Bite +32 (2d8+12), 2 Claws +27 (2d6+6), 2 Wings +27 (1d8+6), Tail Slap +27 (2d6+18)
Breath Attack: 50ft cone of fire, 12d10 damage, Reflex DC 30, useable every 1d4 rounds
Spell Save: DC: 10 + 10 (CHA) + 1 (SP) + spell level (+1 Fire)
Immunities: Sleep, Paralysis, Fire, Poison, All Mind-Affecting Effects, Divination, Possession/Mental Control
Vulnerability: Cold
SR: 29 + 2 (Serpent's Sin) = 31
DR: 14/Valyrian Steel

STATS:
34 (+12)
Strength
15 +1 (+3) Dexterity
25 +3 = 28 (+9) Constitution
22 (+6) Intelligence
20 (+5) Wisdom
26 +5 = 31 (+10) Charisma

Spell-Like Ability: Pyrotechnics (At Will)

Frightful Presence (Ex): 150ft, creatures with less than 22 HD (Will DC 31 Negates)
Crush(Ex): Small creatures or smaller or be pinned and take 2d8+16 damage/round (Reflex DC 29 negates)

Equipped Magic Items: Anklets of Translocation(Slotless), Bead of Newt Prevention, Crown of Aegon the Conquerer, Dark Sister, Earring of Arcane Acuity, Everflame Ring, Gloves of Zephyr's Grace (+1 Dexterity), Greater Ribbon of Disguise, Grimoire of High Arcana, Lesser Star of Wisdom, Monk's Belt of Healing Vigor(+3 Constitution), Muleback Cords, Ring of Sustenance (Unbound), Ring of Untarnished Glory (+5 Charisma, +2 Intelligence, +2 Wisdom), Rod of the Battle Mage, Runestaff of the Old Gods, Satchel of the Crimson Wyrm, Serpent's Sin, +1 Soulfire Mithral Bracers, Spell-Singer's Ring, Warding Robes of the Deep

Companions:

Name: Daenerys Targaryen
Alias: Stormborn, The Dragon Princess, the Traitor Priestess
Age: 8
Alignment: Chaotically Neutral
Race: Human (Small Humanoid; Child; Dragonblood)
Level: 15 (122876/120000 XP)
Class: Cloistered Cleric of Draconic Glory 5/Dreamweaver 9/Dragonspeaker 1
Feats: Vulnerable, Draconic Heritage (Red), Iron Will, Extend Spell, Chain Spell, Divine Metamagic, Persistent Spell, Extra Turning, Reach Spell, Divine Defiance
Skill Tricks: Swift Concentration
Class Features: Turn Undead, Lore; Walking the Dreamscape (x3); Nightly Visitor V; Dream Turning III (Constructs & Lawful Chaotic, Good or Evil Outsiders); Unexpected Power III; Malleable Self II; Invocation of the Ancestors, Sides of the Coin

Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Braavosi), Infernal, Abyssal, Ignan, Draconic

Description: With elfin features and deep violet eyes surrounded by a cloud of silver hair, at first sight Daenerys gives an impression of vulnerability, then one meets her eyes in full and realizes there is something more looking out from behind them, and it is anything but weak or fragile. Where other children fidget or sit uncomfortably still, she moves with near-uncanny grace and purpose and sits in watchful silence. She prefers to leave her hair loose, held back from her face by a leather headband set with carnelian and iron.

HP: 100/100
AC: 10 +1 (Size Modifier) -1 (Vulnerable) +4 (DEX) +10 (Glamered Reinforced Segmented Mithral Fullplate +1) +2 (vs Evil) = 24/26
Initiative: +4 (DEX)
Attack: +8 -1 (STR) +1 (MW) = +8/+2 [1d3-1 +1d4 Con Damage (max 4)]
Spell Save: 10 +6 (Wis) + spell level
Weapon Proficiency: Dagger
Immunities: Possession/Mental Control, Blindness and Dazzling effect, All death spells, magical death effects, and energy drain, and any negative energy effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]

STATS:
8 (-1) Strength
16 + 2 = 18 (+4) Dexterity
12 +2 = 14 (+2) Constitution
18 +2 = 20 (+5) Charisma
19 +3 = 22 (+6) Wisdom
14 (+2) Intelligence

SAVES (+1 against Fire):
FORTITUDE: 10 +2 +2 = 12/14
REFLEX: 4 +4 +2 = 8/10
WILL: 12 +6 +2 +2 = 18/20

SKILLS:
Bluff
: 9 +5 (CHA) +2 = 16
Concentration: 18 +2 (CON) = 20
Diplomacy: 11 + 5 (CHA) +4 = 20
Intimidate: 11 +5 (CHA) +2 = 18
Knowledge (Arcana): 15 +2 (INT) = 17
Knowledge (Religion): 15 +2 (INT) = 17
Knowledge (The Planes): 15 +2 (INT) = 17
Knowledge (History): 8 +2 (INT) = 10
Sense Motive: 18 +6 (WIS) = 24
Spellcraft: 18 (INT) +2 = 20
Profession (Gambler): 4 +2 (INT) = 6

Note: +15 (Divine Insight)

Ideas: 24/24

Liberation/Domination

Nightly Visitor: 1/Dream Traveler (including self)

Unexpected Power III:
  1. 3 Ideas/spell level for a known spell
  2. 4 Ideas/spell level for a spell you do not know but have knowledge of by passing a Concentration check DC 20 + 2x Spell Level.
  3. 3/spell level adjustment (minimum 3) for metamagic
Malleable Self II:
  1. Template: 2xCR or LA of template (choose highest)
  2. Polymorph: Locks the use of Ideas
Prepared (Caster Level 13/14 [Divination]):
Level 0: (6/day): Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
Level 1: (5+2+D/day): Barbed Chains, Clarion Call, Entropic Shield, Ice Slick, Liberating Command, Shield of Faith, Sign, Detect Secret Doors(D), Omen of Peril(Lib), Command(Dom)
Level 2: (5+1+D/day): Boneshaker, Close Wounds x2, Ironskin, Sound Burst x2, Resist Energy(D), Undetectable Alignment(Lib), Enthrall(Dom)
Level 3: (4+1+D/day): Alter Fortune x2, Blindness/Deafness, Dispel Magic, Nauseating Breath, Greater Magic Fang(D), Rage(Lib), Suggestion(Dom)
Level 4: (4+1+D/day): Assay Spell Resistance, Dimensional Anchor, Dismissal, Heart of the Earth, Sound Lance, Divination(D), Freedom of Movement(Lib), Dominate Person(Dom)
Level 5: (3+1+D/day): Boneshatter, Greater Command, Plane Shift, Revivify, True Seeing(D), Break Enchantment(Lib), Greater Command(Dom)
Level 6: (2+1+D/day): Chains of Light, Heal, Lucent Lance, Find the Path(D), Greater Dispel Magic(Lib), Geas/Quest(Dom)
Level 7: (1+D): Radiant Assault, Legend Lore(D), Refuge(Lib), Mass Suggestion(Dom)

Divine Magician and Cloistered Cleric Spell List Changes:
Level 0: Message
Level 1: Power Word Pain, Unseen Servant, Erase
Level 2: Alter Self, Fox's Cunning
Level 3: Unluck, Illusory Script, Tongues, Secret Page
Level 4: Heart of the Earth, Detect Scrying
Level 5: Telekinesis
Level 6: Scalding Mud, Analyze Dweomer
Level 7: Reverse Gravity, Sequester
Level 8: Mind Blank
Level 9: Time Stop, Vision

Domain Spells:
Level 1: Magic Fang, Detect Secret Doors
Level 2: Resist Energy, Detect Thoughts
Level 3: Greater Magic Fang, Clairaudience/Clairvoyance
Level 4: Voice of the Dragon, Divination
Level 5: True Seeing
Level 6: Stoneskin, Find the Path
Level 7: Dragon Ally, Legend Lore
Level 8: Mass Suggestion, Discern Location
Level 9: Dominate Monster, Foresight

Liberation(Su): If you are affected by a Charm, Compulsion or Fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.

Domination: You gain Spell Focus(Enchantment) as a bonus feat.

Seal of the Dragon Ascendant

Description: This seal of power is forged from the joining of what at first seem to be a simple golden coin with stylized wings molded from a gold-quicksilver amalgam, each carrying at its point a small blood red ruby. Though the gems seem alike at first sight, their colors never quite match no matter the light that is cast upon them or the power welling up from within. Two words mark the otherwise flawless metal, the first written in the primordial tongue of dragons whom few upon the living world yet know, and the other in Low Valyrian after the Braavosi fashion, perhaps the most recognizable script in the known world: Past and Future.

Abilities:
Proto-Phylactary* (+2 profane bonus to saves against necromancy effects; a further +3 against death effects); Quicksilver Change (All transformation spells with cast by the bearer upon herself that would normally have a casting time of one standard action can instead be cast using a swift action).

Changes by form (with Alter Self):

Pseudodragon

Size: Changes to Tiny
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Attack: +2 (BAB unchanged) +2 (Size) -1 (STR) = 4 (Sting 1d3-1)
Reach 5ft with tail
Racial bonuses: Chameleonlike ability that grants a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8
Hide Skill +12, in forests or overgrown areas +16.
AC: +1 (Size) + 4 (Natural Armor) = +5

Shadow Dragon Wyrmling

Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +2 (BAB unchanged) + 2 (Size) -1 (STR) = 3 (1d4 Bite -1)
Reach: 2 and 1/2 feet
AC: +1 (Size) + 7 (Natural Armor) = +9
Hide Skill +8

Mercury Dragon Wyrmling:

Size: Changes to Tiny
Speed: 60 ft., fly 120 ft. (perfect)
Attack: +2 (BAB unchanged) +2 (Size) -1 (STR) =4 (1d4-1 Bite)
Reach: 2 and 1/2 feet
AC: +1 (Size) + 2 (Natural Armor) = +3
Hide Skill +8

Fang Dragon Wyrmling

Size: Changes to Tiny
Speed: 60 ft., fly 90 ft. (averege)
Attack: +2 (BAB unchanged) +2 (Size) -1 (STR) = 3 (1d6-1 Bite)
Reach: 2 and 1/2 feet
AC: +1 (Size) + 2 (Natural Armor) = +3

Styx Dragon Wyrmling:

Size: Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +2 (BAB unchanged) +1 (Size) +1 (STR) = 4 (1d6+1 Bite) and (1d6+1 two tail barbs)
Reach: 5 and 5 feet
AC: + 4 (Natural Armor) = +5

Cost: 4 Ideas

Race: Fey (Small, Dragonblooded)
HP:
95/95
AC: 10 +1 (Size Modifier) -1 (Vulnerable) +10 (Reinforced Segmented Mithral Fullplate) +4 (DEX) +2 (vs Evil) = 24/26
Initiative: +4 (DEX)
Attack: +8 -1 (STR) +1 (MW) = +8 [1d3-1 +1d4 Con Damage (max 4)]
Spell Save: 10 + 6 (Wis) + spell level
Weapon Proficiency: Dagger
Senses: Low-Light Vision
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
18 (+4) Dexterity
12 +2 = 14 (+2) Constitution
22 +2 = 24(+7) Charisma
21 +2 = 23 (+6) Wisdom
16 (+3) Intelligence

SAVES
(+1 against fire):
FORTITUDE: 8 +2 +2 = 10/12
REFLEX:4 +4 +2 = 8/10
WILL: 10 +6 +2 +2 = 18/20

Awesome Beauty (Su): DC: 10+7(CHA)= 17

Cost: 4 Ideas

Race: Fey (Small, Dragonblooded)
HP:
81/81
AC: 10 +1 (Size Modifier) -1 (Vulnerable) +10 (Reinforced Segmented Mithral Fullplate) +4 (DEX) +2 (vs Evil) = 24/26
Initiative: +4 (DEX)
Flight: Twice land speed, currently 60ft (Good)
Attack: +8 -1 (STR) +1 (MW) = +8 [1d3-1 +1d4 Con Damage (max 4)]
Spell Save: 10 + 6 (Wis) + spell level
Weapon Proficiency: Dagger
Senses: Low-Light Vision
Immunities: Enchantment Spells and Effects, Possession/Mental Control

STATS:
8 (-1) Strength
18 (+4) Dexterity
10 +2 = 12 (+1) Constitution
22 +2 = 24(+7) Charisma

21 +2 = 23 (+6) Wisdom
14 (+2) Intelligence

SAVES (+1 against fire):
FORTITUDE: 8 +1 +2 = 9/11
REFLEX: 4 +4 +2 = 8/10
WILL: 10 +6 +2 +2 = 18/20

SLAs (CL 13):
At Will:
Charm person

3/day:
Protection from Law

1/day:
Hypnotism
Faerie Fire or Glitterdust
Sleep or Enthrall
Tasha'a Hideous Laughter or Suggestion
Confusion
Eyebite or Lesser Geas
Dominate Person or Hold Monster
Mass invisibility 1/day
(Abilities with "or" chosen each day anew)

Cost: 6 Ideas

Race: Dragon (Small)
HP:
109/109
AC: 10 +1 (Size Modifier) -1 (Vulnerable) +4 (Natural Armor) +10 (Reinforced Segmented Mithral Fullplate) +3 (DEX) +2 (vs Evil) = 27/29
Initiative: +3 (DEX)
Attack: Feeder +8 +3(STR) +1(MW) =+12 [1d3+3 +1d4 Con Damage (max 4)]
Full Attack: Feeder +12 (1d3+3 +1d4 Con Damage (max 4), Bite +7 (1d4+3)
Spell Save: 10 + 5 (Wis) + spell level
Weapon Proficiency: Dagger
Breath Attack: 30ft cone of fire, 6d8 damage, Reflex DC 16, useable every 1/day
Senses: Low-Light Vision, Darkvision 60ft
Immunities: Sleep, Paralysis, Fire, Possession/Mental Control

STATS:
16 (+3) Strength

16 (+3) Dexterity
14 +2 = 16 (+3) Constitution
20 +2 = 22 (+6) Charisma
19 +2 = 21 (+5) Wisdom
16 (+3) Intelligence


SAVES
(+1 against fire):
FORTITUDE: 8 +3 +2 = 11/13
REFLEX: 4 +3 +2 = 7/9
WILL: 10 +5 +2 +2 = 17/19

Cost: 8 Ideas

Race: Outsider (Small, Dragonblooded, Native)
HP:
123/123
AC: 10 +1 (Size Modifier) -1 (Vulnerable) +1 (Natural Armor) +10 (Reinforced Segmented Mithral Fullplate) +3 (DEX) +2 (vs Evil) = 23/25
Initiative: +4 (DEX)
Flight: Twice land speed, currently 60ft (Good)
Attack: +8 +1 (STR) +1 (MW) = +10 [1d3+1 +1d4 Con Damage (max 4)]
Spell Save: 10 + 7 (Wis) + spell level
Weapon Proficiency: Dagger
Senses: Darkvision 60ft
Immunities: Disease, Possession/Mental Control
Resistances: Acid 10, Cold 10, Electricity 10
DR: 10/Magic
SR: 23

STATS:
12 (+1) Strength
18 (+4) Dexterity
16 +2 = 18 (+4) Constitution
22 +2 =24(+7) Charisma
23 +2 =25 (+7) Wisdom
16 (+3) Intelligence

SAVES
(+1 against Fire):
FORTITUDE: 8 +4 +2 +4 (Racial Bonus vs Poison) = 12/14/18
REFLEX: 4 +4 +2 = 8/10
WILL: 10 +7 +2 +2 = 19/21

Su Abilities:
Daylight (CL 13) At Will
Smite Evil (+13 damage) 1/day

SLAs (CL13):
3/day:
Protection from Evil

1/day:
Bless
Aid
Detect Evil
Cure Serious Wounds (DC 20)
Neutralise Poison
Holy Smite (DC 21)
Remove Disease
Dispel Evil (DC 22)
Holy Word
Holy Aura (DC 25)
Hallow

Cost 10 Ideas

Race: Dragon (Medium, Fire)

HP: 95
Speed: 60 ft., fly 250 ft. (good)
AC: 10 -1 (Vulnerable) +11 (Natural Armor) +3 (DEX) +2 (vs Evil) = 23/25
Initiative: +3 (DEX)
Attack: Bite +10 (1d8 +3)
Full Attack: Bite +10 (1d8 +3), 2 Claws +5 (1d6+1), 2 Wings +5 (1d4 +1)
Spell Save:
10 + 4 (Wis) + spell level
Immunities: Fire, Paralysis, Sleep, Possession/Mental Control

STATS:
17 (+3) Strength

16 (+3) Dexterity
15 (+2) Constitution
18 (+4) Charisma
19 (+4) Wisdom
14 (+2) Intelligence

SAVES
(+1 against Fire):
FORTITUDE: 7 +2 +2 = 9/11
REFLEX: 3 +3 +2 = 6/8
WILL: 9 +4 +2 +2 = 15/17

Cost 10 Ideas

Race: Dragon (Large, Fire)

HP: 95
Speed: 40 ft., fly 150 ft. (poor)
AC: 10 -1 (Vulnerable) +12 (Natural Armor) -1 (Size) +2 (vs Evil) = 20/22
Initiative: +0 (DEX)
Attack: Bite +14 (2d6 +7)
Full Attack: Bite +14 (2d6 +7), 2 Claws +9 (1d8+3), 2 Wings +9 (1d6 +3), Tail Slap +9 (1d8+3)
Spell Save:
10 + 4 (Wis) + spell level
Immunities: Fire, Paralysis, Sleep, Possession/Mental Control
Vulnerabilities: Cold

STATS:
25 (+7) Strength

10 (+0) Dexterity
17 (+3) Constitution
18(+4) Charisma
19 (+4) Wisdom
14 (+2) Intelligence

SAVES
(+1 against Fire):
FORTITUDE: 7 +3 +2 = 10/12
REFLEX: 3 +0 +2 = 3/5
WILL: 9 +4 +2 +2 = 15/17

Cost 10 Ideas

Race: Outsider (Medium, Azata, Chaotic, Good)

HP: 95
Speed: 50 ft., fly 150 ft. (perfect)
AC: 10 -1 (Vulnerable) +12 (Natural Armor) +1 (DEX) +10 (Reinforced Segmented Mithral Fullplate) +2 (vs Evil) = 32/34
Initiative: +1 (DEX)
Attack: +7 +7 (STR) +1 (MW) = +15 [1d3+7 +1d4 Con Damage (max 4)]
Spell Save:
10 + 4 (Wis) + spell level
DR: 10/Cold Iron and Evil
Immunities: Electricity, Petrification, Possession/Mental Control
Resistance: 10 Cold and Fire

STATS:
25 (+7) Strength

12 (+1) Dexterity
20 (+5) Constitution
18(+4) Charisma
19 (+4) Wisdom
14 (+2) Intelligence

SAVES
(+1 against Fire):
FORTITUDE: 7 +5 +2 = 12/14
REFLEX: 3 +0 +2 = 3/5
WILL: 9 +4 +2 +2 = 15/17

Cost 10 Ideas

Young Styx Dragon
Race: Dragon (Medium, Aquatic)

HP: 95
Speed: 60 ft., swim 60ft., burrow (20ft)
AC: 10 -1 (Vulnerable) +10 (Natural Armor) +2 (vs Evil) = 20/22
Initiative: +0 (DEX)
Attack: Bite +10 (1d8 +3)
Full Attack: Bite +10 (1d8 +3), 2 Tail-Blades +5 (1d8+1)
Spell Save:
10 + 4 (Wis) + spell level
Special: Amphibious, Constrict
DR: 5/Magic
Immunities: Sleep, Paralysis, Possession/Mental Control

STATS:
17 (+3) Strength

10 (+0) Dexterity
15 (+2) Constitution
18(+4) Charisma
19 (+4) Wisdom
14 (+2) Intelligence

SAVES
(+1 against Fire):
FORTITUDE: 7 +2 +2 = 9/11
REFLEX: 3 +0 +2 = 3/5
WILL: 9 +4 +2 +2 = 15/17

Spell-Like Abilities (Caster Level 1):
Prestidigitation (At Will)

Supernatural Abilities:
Rebuke Undead (+2 Skill bonus to check) (11/day)
Dream Turning (11/day)

Persistent Spells (Party-Wide):
Total turnings: 22/day.
Even Days: Planeshift -> Extended Persisted Righteous Wrath of the Faithful (8 turnings) - +3 Morale to Atk and Dmg, Haste-like extra attack ; Boneshatter -> Chained Reached Extended Persisted Spell Resistance (13 turnings)
Odd Days: Blindness -> Extended Persisted Mass Conviction (8 turnings) - +4 Morale to all Saves; Cometfall -> Chained Reached Extended Superior Resistance/ (7 turnings) - +6 Resistance to all saves;
Total: +10 to all Saves, +3 to Attack, +3 to melee damage, Haste-like extra attack, SR 24, +1d8 temp Hit Points
Preferred Day: Odd.

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)

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

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Horn of the Twice Fallen: A cleric who worships one of the gods of dragon-kind, or the concept itself, can use one of her Turn/Rebuke Undead attempts to create a supernatural effect identical to the spell Fear (CL equal to cleric CL) for 1d6+ Cha modifier rounds. The spell DC is equal to 10 + 1/2 the bearer's cleric CL + her Cha modifier. Devils roll twice for the save and take the lower result.

Ring of Enduring Arcana:
Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.

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
Wink Brooch
3/day grants +2 bonus to any Bluff or Diplomacy check.

Scrolls:

6x Cure Light Wounds
5x Bless
5x Resurgence
4x Mage Armor

Feeder (Diminutive Dragon)

Feeder


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

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

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

Equipped Magic Items: Bead of Newt Prevention, Enduring Amulet of Protection from Evil (+2 Constitution), Glamered Reinforced Segmented Mithral Fullplate +1, Gloves of Zephyr's Grace (+2 Dexterity), Greater Radiant Earring of Arcane Acuity(Slotless), Greater Ribbon of Disguise, Headband of the Whisper Within (+3 Wisdom), Healing Belt, Horn of the Twice Fallen, Mind Blank Earring, Ring of Enduring Arcana, Ring of Prestidigitation, Ring of Sustenance (Unbound), Translocating Boots of the Wide Earth, Wildling Clasp, Wink Brooch

Name: Ser Richard Lonmouth
Alias: Richard the Tall
Age: 26
Alignment: Lawful Neutral
Race: Human
Level: 16 (123757/136000 XP)
Class: Fighter 4/Rogue Variant 1/Occult Slayer 5/Paragon Knight 6
Feats: Power Attack, Improved Bull Rush, Cleave, Weapon Focus (Greatsword), Combat Reflexes, Weapon Specialization (Greatsword), Mage Slayer, Improved Trip, Shock Trooper, Melee Weapon Mastery, Knockdown, Pierce Magical Protection,Combat Rhythm
Skill Tricks: Twisted Charge, Nimble Charge
Class features: Weapon Bond, Magical Defenses (+3), Vicious Strike, Mind Over Magic (3/day), Auravision II (as Arcane Sight), Non-Detection Cloak, Blank Thoughts, The Coiled Viper, Lonmouth Style; To Deny the Witch (Mettle); Foebane

HP: 134/134
AC: 10 + 2 (DEX) +11 (Armor of Remembrance) +4 (Animated Extreme shield) =27 [+2 (vs Evil) +2 (Luck Single Opponent) +5 (Vs Range)]
Movement: 30ft + 30ft (Boots of Speed) = 60ft
Initiative: +3 (DEX) = +3
Attack: +29/+25/+18 to hit for 3d6 + 13 (19-20/x2). [+14/+9/+4 (BAB) +9 (STR) +1 (WF) +2 (MWM) +3 (Enchantment)]; [2d6 + 9 (STR) + 2 (WSp) +2 (MWM) +3 (Enchantment) + 1d6 (Searing Fire)],
+30/+25/+20 to hit for 5d6 + 18 with Magebane (bypasses DR/Silver and Cold Iron and Adamatine due to enhancement)
Trip: 6 (STR) + 4 (Imp. Trip) = +10
Special: Magebane, +2 to hit and 2+2d6 damage against creatures that can cast arcane spells and/or possess arcane SLAs; +2 against disarm attempts; Oathkeeper Powers; Armor Powers; deals full damage to swarms
Weapon Proficiency: Unarmed Strike, Club, Dagger, Longsword, Greatsword, Lance
Immunities: All Mind-Affecting Effects, Swarm Distraction Ability, Baleful Polymorph [Single use]
DR 5/- (up to 50 HP)

Languages Spoken: Westerosi Common, Low Valyrian (Braavosi)

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.

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

SAVES:
FORTITUDE: 13 +2 +3 +2 +2 = 15/18/20/22
REFLEX: 8 +3 +3 +2 +2 = 11/14/16/18
WILL: 10 +2 +1 +3 +2 +2 = 13/16/18/20

SKILLS
Balance:
5 +3 = 8
Climb: 0 +6 = 6
Concentration: 18 + 3 = 21
Handle Animal: 0 + 2 = 2
Intimidate: 8 + 0 = 8
Jump: 1 + 6 = 7
Ride: 5 + 3 = 8
Swim: 0 + 6 = 6
Knowledge (Arcana): 5 + 1 = 6
Knowledge (War): 8 + 1 = 9
Spellcraft: 10 + 1 = 11
Tumble: 5 + 3 = 8

Stances Known (Initiator level 13):
Level 2: Pearl of Black Doubt,
Level 5: Dancing Blade Form, Hearing the Air, Press the Advantage

Maneuvers Known (Initiator level 13):
Level 2: Wall of Blades (Counter)
Level 4: Covering Strike (Boost)
Level 5: Disrupting Blow (Strike), Iron Heart Focus (Counter), Rapid Counter (Counter)
Level 6: Manticore Parry (Counter), Greater Insightful Strike (Strike), War Leader's Charge (Strike)
Level 7: Avalanche of Blades (Strike)], Finishing Move, Quicksilver Motion (Boost), Scything Blade (Boost)

Standard Load-Out:
Maneuvers: Wall of Blades (Counter), Iron Heart Focus (Counter), Scything Blade (Boost), Greater Insightful Strike (Strike), Avalanche of Blades (Strike), Quicksilver Motion (Boost)
Stance: Dancing Blade Form

Supernatural Abilities:
Mind Over Magic (3/day)
Non-Detection Cloak (Constant)

Extraordinary Abilities:
Blank Thoughts (Constant)
Pounce
Mettle

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

Armor of Remembrance Powers CL 15 (12 charges/day):
1 charge: Greater Celestial Healing
3 charges: Lesser Globe of Invulnerability
9 charges: Holy Aura (DC 25)

Boots of Speed: Benefit from a +30ft Enhancement bonus to ground movement speed.

Corpse-Ferrying Bag: This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.

Greater 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
1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)

Greater Enduring Amulet of Protection from Evil (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

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

Healing Belt of Giant's Growth:
  1. Use Enlarge Person as a Standard Action for 10 rounds at will.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Oathkeeper Powers CL 12 (3/day):
Miser's Bane: Casts Greater Dispel Magic on either its wielder or its target on a successful attack, gains +3 to Caster Level to suppress magic items.
Life Theft: On killing a living creature with at least 5HD the blade can cast Empowered False Life on the wielder
Mage Bane: On killing a creature with arcane spells or spell-like abilities the sword can steal one use of an unused spell or spell-like ability of level 3 or lower (DC 18 will save negates). The weapon can then cast the stolen magic either on the wielder or release it as part of an attack as a spell-storing weapon. Caster level and save DC for the stolen spell are the same as those of the original creature

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.

Equipped Magic Items: Animated Extreme Shield, Anklets of Translocation (Slotless), Armor of Remembrance, Bead of Newt Prevention, Boots of Speed, Corpse-Ferrying Bag, Earring of Arcane Acuity (+1 Intelligence, +2 Wisdom), Foe Breaker Ring, Gloves of Hero's Strength (+4 Strength, +2 Dexterity), Greater Enduring Amulet of Protection from Evil (+2 Constitution), Greater Ribbon of Disguise, Healing Belt of Giant's Growth, Oathkeeper, Ring of Sustenance (Unbound), Swarmbane Ring (Slotless)

Name: Lya
Alias: The Foundling, The Mage, Sculptor of Souls, The Sage
Age: 19
Alignment: Neutral Good
Race: Human
Level: 15 (121073/120000 XP)
Class: Wizard 3/Archivist 1/Mystic Theurge 3/Sage of Creation 8
Feats: Scribe Scroll, Able Learner, Craft Magic Arms and Armor, Spellcasting Prodigy, Alternative Source Spell, Uncanny Forethought, Craft Wondrous Item, Craft Construct, Extraordinary Artisan, Practiced Spell-Caster (Divine)
Skill Tricks: Magical Appraisal, Swift Concentration
Class Features: Lore of Positive Energy, Lore of Good and Evil, Lore of Air, Lore of Water, Planar Arcanum, Lore of Order and Chaos, Lore of Earth Ritual-Bound Familiar (-20% Scroll Writing Time), Lore of Fire

Languages Spoken: High Valyrian, Low Valyrian (Braavosi, Volantine, Tyroshi), Westerosi Common, Draconic, Terran, Infernal, Old Tongue (First Men)

Description: A dusky-skinned, heart-shaped face framed by raven curls that fall to about the middle of her back. Her hair is tugged on by tiny gusts of wind even on still days, but never when she is reading. At those times, however, one is likely to see sparks or arcane fire, sky-blue and glittering gold, chasing each other through her gaze. She is usually garbed in fine but simply-tailored robes of deep blues or forest green meant more for comfort and ease of motion than style.

HP: 77/77 +30 (HotE)
AC: 10 +1 Dex +4 (Mage Armor) + 4 Deflection +4 (Insight) +2 (vs Evil) = 23/25
Initiative: +1
Attack: +8/+3 (BAB)
Spell Save: 10 + 7 (INT) + 1 (SP) + spell level
Weapon Proficiency: Crossbow
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All death spells, magical death effects, and energy drain, and any negative energy effects.
Resistances: Cold 5, Electricity 5, Fire 5
Fast Healing: 2
DR: 8/-

STATS:
8 (-1) Strength
10 + 2 = 12 (+1) Dexterity
10 +4 =14 (+2) Constitution
12 + 2 = 14 (+2) Charisma
19 +5 = 24 (+7) Intelligence
14 + 2 = 16 (+3) Wisdom

SAVES:
FORTITUDE: 6 +2 +2 = 8/10 (+2 Insight vs spells & spell-like abilities)
REFLEX: 4 + 1 +2 = 5/7
WILL: 11 + 3 +2 = 14/16

SKILLS
Concentration
: 18 +2 (CON) = 20
Craft (Tatooing): 1 +6 (INT) = 7
Craft (Leatherworking): 1 +7 (INT) = 8
Craft (Metalworking); 1 +7 (INT) = 8
Craft (Woodworking): 1 + 7 (INT) = 8
Craft (Sculpture): 1 +7 (INT) = 8
Knowledge (Arcana): 18 +7 (INT) = 25
Knowledge (Architecture & Engineering): 2 +7 (INT) + = 9
Knowledge (Mathematics): 2 +7 (INT) + = 9
Knowledge (Nature): 1 +7 (INT) = 8
Knowledge (Religion): 19 +7 (INT)= 26
Knowledge (The Planes): 17 +7 (INT)= 24
Spellcraft: 17 + 2 (SIN) +7 (INT)= 26
Appraise: 13 +7 (INT) = 20
Decipher Script: 5 +7 (INT) = 12
Spot: 5 +3 (WIS) = 8

Arcane Spells Known (Caster Level 14):
Level 0: Arcane Mark, Detect Magic, Light, No Light, Prestidigitation, Mending, Ray of Frost, Detect Poison, Amanuensis, Ghost Sound, Acid Splash, Disrupt Undead, Read Magic
Level 1: Charm Person, Disguise Self, Mage Armor, Protection from Evil, Fire Bolt, Sunstroke, Ray of Enfeeblement, Enlarge Person, Comprehend Languages, Sleep, Darsson's Cooling Breeze, Shocking Grasp, Power Word Pain, Unseen Servant, Burning Hands, Unseen Crafter, Magic Missile, Keep Watch, Ant Haul, True Strike, Heightened Awareness, Shield, Gravity Bow, Amplify[SoW], Heart of Air
Level 2: Glitterdust, Mirror Image, Invisibility, Protective Penumbra, Detect Thoughts, Animalistic Power, Fox's Cunning, Eagle's Splendor, Protection from Arrows, See Invisibility, Heroics, Cat's Grace, False Life, Harmonic Chorus[SoW]
Level 3: Shrink Item, Great Thunderclap, Fireball, Dispel Magic, Manyjaws, Alter Fortune, Slow, Creaking Cacophony[SoW], Keen Edge, Flashburst, Magic Circle Against Evil, Shadow Enchantment, Heroism, Ruin Delver's Fortune, Raise from the Deep, Spell Enhancer, Mirror Sight, Call the Void
Level 4: Enervation, Lesser Geas, Celerity, Dimension Door, Greater Invisibility, Lesser Globe of Invulnerability, Orb of Force, Assay Spell Resistance, Wall of Fire, Heart of Earth, Lightning Lance
Level 5: Fabricate, Feeblemind, Mage's Private Sanctum, Teleport, Permanency, Secret Chest, Treasure Stiching, Heart of Fire, Refusal, Parchment Swarm, Greater Blink
Level 6: Smoky Confinement, Ruby Ray of Reversal, Greater Shadow Enchantment, Hardening, Starmantle
Level 7: Antimagic Ray, Lya's Magnificent Mansion, Greater Teleport, Arcane Spellsurge

Divine Spells Known (Caster Level 15):
Level 0: Light, No Light, Create Water, Purify Food and Drink, Cure Minor Wounds, Fire Eyes
Level 1: Omen of Peril, Calm Animals, Command, Cure Light Wounds, Sunstroke, Comprehend Languages, Bless, Detect Evil, Moment of Greatness, Blessed Aim, Ice Slick, Shield of Faith, Abundant Ammunition, Divine Favor, Hawkeye
Level 2: Lesser Restoration, Barkskin, Heat Metal, Divine Insight, Silence, Unseen Crafter, Consecrate, Eagle's Splendor, Circle Dance, Divine Protection, Close Wounds, Tears to Wine
Level 3: Call Lightning, Heart of Water, Stone Shape, Thunderous Roar, Whispering Sand, Alter Fortune, Mass Aid, Mass Conviction, Mass Resist Energy
Level 4: Heart of Earth, Life Bubble, Restoration, Panacea, Pronouncement of Fate, Control Water
Level 5: Control Winds, Owl's Insight, Raise Dead, Plane Shift, Boneshatter, True Seeing
Level 6: Greater Black Tentacles, Spellstaff, Heal, Banishment, Chains of Light, Wind Walk

Arcane Load-Out (Caster Level 14):
Level 0(4/day): Arcane Mark, Detect Magic, Detect Poison, Prestidigitation
Level 1(6/day): Amplify, Heightened Awareness, Mage Armor, Ray of Enfeeblement, Shield, True Strike
Level 2(6/day): False Life, Glitterdust, Harmonic Chorus, Heart of Air, Mirror Image, See Invisibility
Level 3(6/day): Alter Fortune, Dispel Magic x2, Flashburst, Great Thunderclap, Slow
Level 4(5/day): Celerity, Lightning Lance, Orb of Force, Ruin Delver's Fortune, Free Slot (UF) x1
Level 5(4/day): Greater Blink, Heart of Fire, Parchment Swarm, Free Slot (UF) x1
Level 6(3/day): Chains of Light, Greater Shadow Enchantment, Free Slot (UF) x1
Level 7(2/day): Arcane Spellsurge, Free Slot (UF) x1

Divine Load-Out (Caster Level 15):
Level 0(4/day): Fire Eyes, Light, No Light, Purify Food and Drink
Level 1(6/day): Blessed Aim, Ice Slick, Moment of Greatness, Shield of Faith x3
Level 2(6/day): Barkskin x3, Close Wounds, Divine Insight, Lesser Restoration
Level 3(5/day): Alter Fortune, Heart of Water, Mass Aid, Mass Resist Energy, Thunderous Roar
Level 4(4/day): Assay Spell Resistance, Heart of Earth, Panacea, Free Slot (UF) x1
Level 5(3/day): Boneshatter, Control Winds, Free Slot (UF) x1
Level 6(2/day): Heal, Free Slot (UF) x1, Spellstaff(Contains: Greater Black Tentacles)

Spell-Like Abilities (CL 15):
Overland Fight (3/day)

Supernatural Abilities:
Fiery Burst (At Will/Reserve Feat) [Spell Level -1]

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

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

Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Carrying capacity is doubled.
Gloves of the Starry Sky(+2 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity (3 charges/day):
  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)

Greater Star of Unchained Wisdom
  1. +4 insight bonus to AC
  2. May add one level 3 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 3 spells to one's spell list if the bearer is a prepared caster (Current Spells: Amplify, Creaking Cacophony, Harmonic Chorus)
  3. 3/day when you heal someone of damage, you can benefit from the same amount of healing.
  4. Hold breath for up to 12 hours before having to make a Constitution check.
  5. Convert any spell of 4th level and above to Freedom of Movement.
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 Star of Unchained Wisdom) 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.
Soulfire Bracers of Arcane Freedom
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Staff of Fire Powers (16/50 charges):
1 charge: Burning Hands
1 charge: Fireball
2 charges: Wall of Fire

Spell Components:

5x Crystal Bottles

Scrolls:
2x Cure Light Wounds
5x Bless
5x Resurgence
5x Mage Armor
3x Protection from Evil
2x Enlarge Person
3x Ray of Enfeeblement
2x Heart of Air
2x Heart of Water
2x Heart of Earth
2x Heart of Fire
4x Keen Edge
2x Teleport
Restoration
5x Panacea
2x Plane Shift
2x Glitterdust
Assay Spell Resistance
Enervation
Life Bubble
Mage's Private Sanctum
5x Owl's Insight
Raise Dead
True Seeing
Greater Black Tentacles
4x Heal
Arcane Spellsurge
2x Greater Teleport
2x Life Bubble
2x Fabricate,
Treasure Stitching
True Seeing
2x Greater Black Tentacles
1x Smoky Confinement
Arcane Spellsurge


Familiar:
Aebys (Calligraphy Wyrm)

Equipped Magic items: Anklets of Translocation (Slotless), Bead of Newt Prevention, Boneward Belt(+4 Constitution), Circlet of Clarity (+4 Intelligence, +2 Wisdom, +2 Charisma), Gloves of the Starry Sky (+2 Dexterity), Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Greater Star of Unchained Wisdom, Ring of Mystic Defiance, Ring of Sustenance (Slotless), Robes of Retaliation, Soulfire Bracers of Arcane Freedom, Staff of Fire

Name: Ser Waymar Royce
Alias: Knight of Thunder
Alignment: Lawfully Good
Age: 14
Race: Human
Level: 14 (111703/105000 XP)
Class: Duskblade 5/Hero of the First Age 9
Feats: Power Attack, Versatile Spellcaster, Combat Casting, Knowledge Devotion, Weapon Finesse, Collector of Stories, Obtain Familiar, Arcane Strike, Mounted Combat, Born of the Three Thunders(B)
Class Features: Armored Mage (Medium), Arcane Channeling x2, Quick Cast 1/Day, Inconceivable Strength II (Darksteel), Path to Legend III (+4/+8), Skyfire III, Ancient Channel (+3 CL), Ancient Lore III, Bronze Skin III

Languages Spoken: Westerosi Common, Low Valyrian (Braavosi), Old Tongue (First Men)

Description: Sharp cheekbones, a strong jaw, and a high arching forehead make for a strong but handsome face, though he has not quite shed all the roundness of childhood. Light grey eyes tell a different tale, however, speaking of pain endured and wisdom gained beyond what age alone may tell. In Braavos, he gained no small love of the local dress, particularly white shirts and black doublets to match his hair.

HP: 87/87 +28 (HoE)
AC: 10 + 4 (DEX) +11 (Plate) +4 (Shield) +5 (vs Ranged) +2 (vs Evil) = 29/34/36
Special: Base land speed 40 ft (Bronze Skin); 40 ft. Swim (HoW); Light Fortification (25% chance to resist precision damage)
Initiative: +5 (DEX)
Attack: +25/+20/+15 for 1d10+16 (18-20/x2). [+14/+9/+4 (BAB) +5 (DEX) +1 (Enchantment bonus) +5 (Path to Legend)]; [1d10 +5 (DEX) +1 (Enchantment bonus) +10 (Path to Legend) +1d6 (Electrical)]
Special: +2 attack +2d6 damage against Evil Outsiders, -4 attack against Good Outsiders
Spell Save: DC: 10 + 3 (INT) + spell level
Weapon Proficiency: Longsword, Greatsword (DEX)
Immunities: Possession/Mental Control, Baleful Polymorph[Single use]

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

SAVES:
FORTITUDE: 11 + 2 +2 = 13/15
REFLEX: 5 + 5 +2 = 10/12
WILL: 11 + 1 +2 = 12/14

SKILLS
Concentration
: 14 + 2 (CON) = 16
Jump: 0 + 0 (STR) +10 (HoA) = 10
Knowledge (Geography): 4 + 3 (INT) = 7
Knowledge (Nobility and Royalty): 5 + 3 (INT) = 8
Knowledge (Religion): 6 + 3 (INT) = 9
Knowledge (Arcana): 9 + 3 (INT) = 12
Knowledge (The Planes): 13 + 3 (INT) = 16
Knowledge (Nature): 6 +3 (INT) = 9
Ride: 5 +5 (DEX) = 10
Craft (Alchemy): 17 +3 (INT) +8 (AL) = 28
Spellcraft: 1 +2 +3 (INT) = 6

Secondary Skills:
Diplomacy: 3 +1 (CHA) = 4
Bluff: 3 +1 (CHA) = 4
Sense Motive: 3 + 1 = 4

Special: Ancient Lore - DCs for Alchemy checks are 5 lower, uses only half of the materials. May lower the DC by 5 for the purposes of determining how much work was done


Arcane Channeling CL: 17
Arcane Channeling CL with [Electricity] spells: 17 (breaks CL caps on damage up to CL 9)
Spells Known (Caster Level 14):
Level 0 Spells: Acid Splash, Disrupt Undead, Ray of Frost, Resistance (7/day)
Level 1 Spells: Critical Strike, Magic Weapon, Resist Energy, Shocking Grasp, True Strike (9/day)
Level 2 Spells: Dimension Hop, Escalating Enfeeblement, Heart of Air, See Invisibility (9/8/Day)
Level 3 Spells: Bronze Skin, Find the Gap, Heart of Water, Lightning Lance*, Whirling Blade (8/7/day)
Level 4 Spells: Dimension Door, Heart of the Earth (3/2/day)
*Can use once per day as an Extraordinary Ability; may be channeled 2/day

Spell-Like Abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic (4/day)

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

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

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
1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)

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

Purity: +1 Shocking Burst Evil Outsider Bane Greatsword.
  1. On striking a Summoned Fiend for the first time in combat Purity attempts a Dispel check (CL equal to its user's HD) to Banish the creature.
  2. -4 to attack against Outsiders with the Good sub-type.
  3. Dragonskin Grip (+2 to checks against disarm attempts)
Raiment of Bronze: +2 Reinforced Segmented Bronze Fullplate (+11 AC bonus) with +1 Heavy Shield (+4 AC bonus) and Lesser Crystal of Arrow Deflection (+5 AC vs Ranged Attacks)
1/day cast Shield of Warding at 5th caster level.

Watchful Warrior's Ring
When this ring is activated as a standard action, any armor or weapon the bearer is currently wearing all disappear and are stored magically within the ring, and any armor or weapon currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don't have free hands).

Familiar: Winter (White Raven)
Winter the White Raven


Size/Type: Tiny Magical Beast
Hit Dice: 12 (39 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 18 (+2 size, +2 Dex +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +7/-5
Attack: Claws +7/+2 melee (1d2-5)
Full Attack: Claws +7/+2 melee (1d2-5)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Deliver Touch Spells
Special Qualities: Low-Light Vision, Speak Tongue: Westerosi Common, Improved Evasion, Share Spells, Emphatic link, Speak with Ravens
Saves: Fort +7, Ref +4, Will +9
Abilities: Str 1, Dex 15, Con 10, Int 9, Wis 14, Cha
Skills: Listen Spot +7
Feats: Alertness, Weapon FinesseB​
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 1/6
Alignment: Lawfully Good

Equipped Magic items: Amulet of Protection from Evil, Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 Constitution), Earring of Arcane Acuity (+2 Intelligence, +2 Wisdom), Gloves of Zephyr's Grace (+3 Dexterity), Greater Ribbon of Disguise, Purity, Raiment of Bronze, Ring of Sustenance (Slotless)

Name: Garin Drekelis
Alias: The King's Shadow
Alignment: Chaotically Neutral
Age: 20
Race: True Dhampir (Medium Humanoid, Human)
Level: 14 (101397/105000 XP)
Class: Vampire Hunter 1/Rogue 4/Twilight Hunter 9
Feats: Two-Weapon Fighting, Weapon Finesse, Impetuous, Sacred Strike, Improved Two-Weapon Fighting, Practiced Spellcaster, Weapon Focus (Dagger)
Racial Traits: Turn Resistance (+2); Undead Resistance (+2/+4); Resist Level Drain; Half-Dead; Liquid Life(1d3); Thrall Spotter; Undead Slayer (+1/+2/+3), Resistances: +5 Cold/Electricity, Vulnerability to Fire (+50%), Light Sensitivity
Class Features: Vampiric Resolve Sneak Attack (7d6+7), Trapfinding, Evasion, Penetrating Strike, Disruptive Strike, Death Attack, Shadow Strike, Shadow Blur, Improved Uncanny Dodge, Darkstalker (+8), Shadow Walk, Shadow Pounce, Hide in Plain Sight
Senses: Low-Light Vision, Darkvision (60 ft), Clarity of Vision

Languages Spoken: Low Valyrian (Braavosi), High Valyrian, Westerosi Common, Sylvan

Description: Features that were once exemplars of the oldest and most noble of Braavosi aristocracy have been subtly changed, making them more attractive and more frightful by turn; dark blond hair now shines like old gold among the shadows and eyes that were once merely dark are now black as a starless night, the aristocratic features sharpened by the hunger within held in check only by a will stronger still.

HP: 137/137
AC: 10 + 6 (DEX) +2 (NA) +5 (Fiendskin Leathers) + 2 (Deflection) +2 (vs Evil) = 25/27; Special: 20% Miss Chance
Initiative: +6 (DEX)
Full Attack:
Venom's Kiss
+13/+8 [1d4+7 (19-20/x2) 1/2 Taken as Temp HP]
Crimson Fang +13/+8 [1d4+7 (17-20/x4), Spell Stealing x3 Dagger CL 14; Max duration 10 Rounds]
Bite +12 [1d3+5]

Special:
7d6+7 damage on each hit from Sneak Attack, 3d6+7 on creatures normally immune to Sneak Attacks; 7d8+12 on hits to evil creatures with Sneak Attack, 3d8+7 on evil creatures normally immune to Sneak Attacks
Spell Save: DC: 10 + 5 (WIS) + spell level
Weapon Proficiency: Longsword, Rapier, Dagger
Immunities: Possession/Mental Control, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]

STATS:
11 + 1 = 12 (+1) Strength
20 +2 =22 (+6) Dexterity
18 (+4) Constitution
14 (+2) Charisma
12 +2 =14 (+2) Intelligence
18 + 2 = 20 (+5) Wisdom

SAVES:
FORTITUDE: 5 + 4 +2 = 9/11
REFLEX: 12 + 6 +2 = 17/19
WILL: 7 + 4 +2 = 11/13

SKILLS
Balance
: 5 +6 (DEX) +2 = 13
Diplomacy: 5 +2 (CHA) +2 = 9
Disable Device: 1 + 2 (INT) = 3
Disguise: 4 +2 (CHA) = 6
Gather Information: 17 +2 (SIN) +2 (CHA) = 21
Hide: 17 + 6 (DEX) +8 (DS) +5 (WG) = 36
Knowledge (Religion): 5 +2 (INT) = 7
Knowledge (Local): 5 +2 (INT) = 7
Knowledge (The Planes): 5 +2 (INT) = 7
Listen: 4 +5 (WIS) = 9
Move Silently: 17 +6 (DEX) + 8 (DS) +5 (WG) = 31
Open Lock: 1 + 6 (DEX) = 7
Sense Motive: 17 + 5 (WIS) = 22
Slight of Hand: 1 + 6 (DEX) = 7
Spot: 17 +5 (WIS) = 22
Tumble: 13 +6 (DEX) = 19

Spells Known (Caster Level 13/15 [Darkness/Shadow]):
Level 1: Blindness/Deafness, Combat Readiness, Critical Strike, Darkness, Knock, Sniper's Shot (8/day)
Level 2: Air Walk, Alter Self, Displacement, Greater Invisibility, Nondetection (5/day)
Level 3: Darkbolt, Detect Scrying, Dimension Door, Mass Invisibility, Wraithstrike (4/day)
Level 4: Garin's Trusted Bloodhound, Modify Memory (3/day)

Spell-Like Abilities (Caster Level 16):
Path of the Ebon Whispers (5/Day)
Voice of Shadow

Apprentice, Ebon Whispers
Level/School: 1st/Enchantment (Compulsion) [Language- Dependent, Mind-Affecting] or Necromancy; see text

Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

By speaking via a conduit through the Plane of Shadow, you deliver a commanding message.

This mystery functions like the spell command. A second function is a necromancy effect. Undead and constructs that fail their saving throws against this effect are dazed for 1 round.

Congress of Shadows

Apprentice, Ebon Whispers
Level/School: 2nd/Divination [Mind-Affecting]
Range: 1 mile/level
Target: One living creature whose exact location is known to you, or one living creature you know well whose approximate location (within 100 ft.) is known to you
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You look toward your shadow and speak a few words, knowing that some distance away a subject hears them and might reply.

You speak, and your words appear in the mind of a distant creature. The message can consist of up to five words, plus one additional word per caster level. It cannot deliver command words for magic items, or in any other respect function as anything but normal speech. If the subject is where you believe it to be, the message is delivered. The subject recognizes the identity of the sender of the message if it knows you. The creature can then reply, using the same number of words that you used. The message cannot cross planar boundaries.

Flicker

Apprentice, Ebon Whispers
Level/School: 3rd/Conjuration (Teleportation)
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You flash through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world.

Once per round, as an immediate action, you can instantly transfer yourself from your current location to any other spot within a distance of 5 feet per two caster levels. You always arrive at exactly the spot desired—just as with the spell dimension door. If you cast flicker in response to an attack against you, the strike has a 50% miss chance.
Spell-Like Abilities (Caster Level 11):
Shadow Walk (1/day)

Supernatural Abilities: Vampiric Resolve: As a swift action lasting 1 minute the vampire hunter gains a +2 bonus on Will saving throws against mind-affecting effects. If he has already been affected by a mind-affecting effect when he activates this focus, he can immediately reroll his saving throw against that effect.

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

Crimson Fang: +1 Keen, Spell Stealing Blood-Crystal Dagger (crit multiplier increased to x4).

Death's Embrace: Those slain by the bearer of this amulet with some form of precision damage (Sneak Attack, Death Attack, Critical Hit etc...) count as having died of a death effect for the purposes of being brought back to life.

Fiendskin Leathers: +2 Glamered Studded Leather Armor
Ability: As a swift action three times per day the bearer may benefit from a Sanctuary (DC 18 negates) spell, though only affecting Outsiders with the [Evil] subtype. The DC increased by +5 against creatures the wearer called.

Greater 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
1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)

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

Ring of False Flight:
Ability: Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes him invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to him.

Venom's Kiss: +1 Greater Vampiric Ironwood Dagger
This dagger inflicts one negative level on any good wielder that would take it up. This level does not cause level drain, but it cannot be healed by any means save renouncing the dagger at which point the level is restored instantly.

Whisper's Garments:
  1. +5 to hide and Move Silently
  2. +1 Caster level when casting spells with the Darkness or Shadow Descriptors
  3. -2 to caster level when using spells with the Light Descriptor.
  4. Gain Trackless Stride as a Druid or Ranger, but only in dark or overcast conditions.
Equipped Magic Items: Adamantine Razor-Sharp Thinblade (+2), Bead of Newt Prevention, Boneward Belt (+2 Constitution), Crimson Fang, Death's Embrace, Fiendskin Leathers, Gloves of Zephyr's Grace (+2 Dexterity, +1 Strength), Greater Earring of Arcane Acuity (+2 Wisdom), Greater Ribbon of Disguise, Mind Blank Ring, Ring of False Flight, Ring of Protection from Evil (Slotless), Ring of Sustenance (Unbound), Venom's Kiss, Whisper's Garments

Name: Vee
Alias: The Beast-Keeper
Alignment: Chaotically Neutral
Age: 14
Race: Human
Level: 14 ( 95738/105000 XP)
Class: Mystic 5/Warden of the Wilds 9
Feats: Versatile Spellcaster, Spellcasting Prodigy, Spell Focus (Conjuration), Graft Flesh, Ashbound Summoning, Greater Touch of Healing, Augment Summoning, Elemental Summoning, Greenbound Summoning
Class features: Unbound Power III (Domains: Travel, Nature, Renewal), Beastmaster IV (Wild Empathy), Of Rivers Trees and Stone II, Tender Care III, Animalistic Senses (+8)
Senses: Low-Light Vision

Travel Domain
Nature Domain
Renewal Domain
Balance Domain

Languages Spoken: Low Valyrian (Braavosi, Marshland Patois), Speak With Animals

Description: Vee's appearance is a study in contrasts. She has long since abandoned the rough cloth smock for finer made and more brightly colored clothes, though she still prefers earthy colors that match her light green eyes. She only arranges her auburn hair in the simplest braid and continues to staunchly refuse footwear.

HP: 122/122
AC:
10 + 2 (DEX) + 10 (Glamered Reinforced Segmented Mithral Fullplate +1) +2 (vs Evil) = 22/24
Initiative: +2 (DEX)
Attack: +10 +2 (DEX) = 11 [Touch or ranged Touch]
Spell Save: 10 +6 (Wis) +1 (SP) + spell level
Weapon Proficiency: Dagger, Sling
Immunities: Possession/Mental Control, Baleful Polymorph [Single use]

STATS:
7 (-2) Strength
14 (+2) Dexterity
16 +2 = 18 (+4) Constitution
12 (+1) Charisma
12 (+1) Intelligence
17 +6 = 23 (+6) Wisdom

SAVES:
FORTITUDE: 11 +2 +2 = 13/15
REFLEX: 5 +2 +2 = 7/9
WILL: 12 +6 +2 = 18/19

SKILLS
Concentration
: 17 + 3 (CON) = 20
Handle Animal: 17 +8 (ORTS) +1 (CHA) = 26
Heal: 13 +6 (WIS) +6 (ITH) = 25
Knowledge (Arcana): 2 +1 (INT) = 3
Knowledge (Nature): 14 +8 (ORTS) +2 (SIN) +1 (INT) = 25
Knowledge (The Planes): 2 +1 (INT) = 3
Spellcraft: 17 +1 (INT) = 18
Spot: 13 +6 (WIS) +5 (AS) =25
Survival: 10 +8 (ORTS) +6 (WIS) = 24

Spells Known (Caster Level 14):

Level 0: Light, No Light, Create Water, Purify Food and Drink, Cure Minor Wounds (9/day)
Level 1: Magic Fang, Shield of Faith, Command, Conviction, Summon Nature's Ally I, Resurgence, Lesser Vigor, Cure Light Wounds, Summon Monster I, Longstrider, Entangle, Charm Person, Make Whole (8/day)
Level 2: Animal Trance, Hold Person, Tyche's Touch, Summon Nature's Ally II, Boneshaker, Cure Moderate Wounds, Summon Monster II, Healing Lorecall, Augury, Locate Object, Barkskin, Lesser Restoration, Calm Emotions (7/day)
Level 3: Greater Magic Fang, Summon Nature's Ally III, Alter Fortune, Cure Serious Wounds, Summon Monster III, Dispel Magic, Invisibility Purge, Shield of Warding, Fly, Plant Growth, Remove Disease, Clarity of Mind (7/day)
Level 4: Poison, Cure Critical Wounds, Summon Nature's Ally IV, Summon Monster IV, Assay Spell Resistance, Pronouncement of Fate, Hallucinogenic Smoke, Dimension Door, Death Ward, Reincarnate, Dismissal (7/day)
Level 5: Doomtide, Summon Monster V, Summon Nature's Ally V, Flaywind Burst, Plane Shift, Teleport, Wall of Thorn, Pillar of Life, Mass Sanctuary (5/day)
Level 6: Summon Monster VI, Summon Nature's Ally VI, Heal, Greater Dispel Magic, Find the Path, Undeath to Death, Heroes' Feast, Banishment (3/day)
Level 7: Destruction, Greater Teleport, Regenerate, Greater Restoration, Word of Balance (3/day)

Spell-Like Abilities (Caster Level 14):
Lay of the Land (1/day)
Find the Path (1/Day)

Spell-Like Abilities (Caster Level 10):
Speak With Animals [Snakes Only] (At Will);

Venomous Stare (Sp): As a standard action, you can activate a gaze attack with a 30-foot range This is an active gaze attack that can target a single creature within range. The target must make a Will Save (DC 18). Those that fail take 1d6+3 points of nonlethal damage and are fascinated until the beginning of your next turn. (7/day)

Supernatural Abilities:

Traveler's Freedom (Su):
Automatically affected as the spell Freedom of Movement whenever one would be hindered by magical effects that impede movement (8 rounds/day)

Greater Touch of Healing (Su): As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You may heal subjects fully (At Will)

Breath of Life: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect.

Ring of Healing Vigor Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Greater 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
1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)

Whistle of Beast Speech:
Ability: Speak With Animals (At Will)

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.

Animal Companion: Slither (Medium Animal)

Slither

Medium Animal
Hit Dice:
3d8+6 (19 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d3+5)
Full Attack: Bite +6 melee (1d3+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+4, Improved Grab
Special Qualities: Scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
Feats: Alertness, Toughness
Alignment: Chaotically Neutral

Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Vee's Bestiary

Current duration: 22 rounds.
Level 1
Combat: Hippogriff
Size/Type: Large Magical Beast
Hit Dice: 3 HD, 31 HP
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +11 melee (1d4+6)
Full Attack: 2 claws +11 melee (1d4+6) and bite +6 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Dive Attack: 2 claws +13 (2d4+12)
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 22, Dex 15, Con 20, Int 2, Wis 13, Cha 8
Other:
Fiendish Monstrous Spider: Tremorsense 60ft
Celestial Porpoise: 80ft Swim speed, 120ft Blindsight.

Level 2
Combat + Grapple: Lion
Alternative: 1d3 Hippogriffs for higher damage.
Size/Type: Large Animal
Hit Dice: 5HD (42 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claw +12 melee (1d4+7)
Full Attack: 2 claws +12 melee (1d4+7) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake (1d4+3). Pouncing Charge: 2 claws + bite + 2 rakes
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Other:
Thoqqua: Medium with Burrow 20ft, leaves tunnel, tremorsense 60ft
Dire Wolf: Tripper
Size/Type: Large Animal
Hit Dice: 6HD (57 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+17
Attack: Bite +18 melee (1d8+13)
Full Attack: Bite +18 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip +13
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10

Level 3
Combat: 1d3 Lions
Giant Crocodile: Grapple/Aquatic
Size/Type: Huge Animal
Hit Dice: 7 HD (73 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+23
Attack: Bite +18 melee (2d8+15) or tail slap +18 melee (1d12+15)
Full Attack: Bite +18 melee (2d8+15) or tail slap +18 melee (1d12+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Unicorn: SLAs

Level 4
Combat + Grapple: Dire Lion
Size/Type: Large Animal
Hit Dice: 8 HD (76 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+19
Attack: Claw +18 melee (1d6+9)
Full Attack: 2 claws +18 melee (1d6+9) and bite +13 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake (1d6+5) Pounce 2 claws and bite and 2 rakes.
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Combat + Flying: Griffon
Size/Type: Large Magical Beast
Hit Dice: 7HD (73 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Bite +16 melee (2d6+6)
Full Attack: Bite +16 melee (2d6+6) and 2 claws +13 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake (1d6+3) Diving Pounce Bite +18 (2d6+6) and 2 Claws +15 (2d4+6) and 2 Rakes +15 (1d6+3)
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 22, Dex 15, Con 20, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite)
Giant Constrictor: Grapple + Constrict
Size/Type: Huge Animal
Hit Dice: 11 HD (85 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +8/+25
Attack: Bite +18 melee (1d8+13)
Full Attack: Bite +18 melee (1d8+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+13, improved grab
Special Qualities: Scent
Saves: Fort +8, Ref +10, Will +4
Abilities: Str 29, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Janni: Scout with SLAs (Ethereal, Invisible, Reduce Person, Perfect Flight)
Guardinal, Cervidal: SLAs

Level 5
Combat: Leskylor
Hit dice: 6 HD (63)
Initiative: +4
Speed: 40 ft. , Fly 80 ft. (Average)
Armor class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +6/+18
Attack: Claw +16 melee (1d8+8)
Full Attack: 2 claws +16 melee (1d8+8) and Bite +11 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frost breath (3d6 Cold, 3/day, 30ft Cone, Ref 18), improved grab (Bite or Claw), pounce, rake (1d8+4), spell-like abilities Dive Fly-By-Pounce 2 claws +18 (2d8+16) and bite +13 (2d6+4) and 2 rakes +18 (1d8+4)
Special Qualities: Darkvision 60 ft., immunity to cold, spell-like abilities
Saves: Fort +8 Ref +5 Will +3
Abilities: Str 26, Dex 11, Con 21, Int 15, Wis 13, Cha 14
Skills: Hide +2, Listen +7, Move Silently +6, Search +8, Spot +7, Swim +12
Feats: Flyby Attack, Improved Initiative, Touch of Golden Ice
Spell-Like Abilities: 1/day—blessed sight, cause fear (DC 12), cure moderate wounds (DC 13), eyes of the avoral, hold person (DC 13), obscuring mist, vision of heaven. Caster level 6th. The save DCs are Wisdom-based.
Elasmosaurus: Combat + Aquatic, lowish damage, large HP, amphibious.
Size/Type: Huge Animal
Hit Dice: 10 HD (131 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +7/+25
Attack: Bite +18 melee (2d8+15)
Full Attack: Bite +18 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +4
Abilities: Str 30, Dex 14, Con 26, Int 2, Wis 13, Cha 9
Skills: Hide –4*, Listen +4, Spot +9, Swim +16
Feats: Dodge, Great Fortitude, Toughness (2)

Scrolls:

5x Bless
5x Resurgence

Equipped Magic items: Belt of the Serpent God, Ring of Healing Vigor, Ring of the Beast, Amulet of Protection from Evil, Ring of Sustenance (Unbound), Whistle of Beast Speech, Glamered Reinforced Segmented Mithral Fullplate +1, Greater Earring of Arcane Acuity, Anklets of Translocation (2/day), Bead of Newt Prevention

Name: Tyene Sand
Alias: Sand Snake
Alignment: Chaotically Neutral
Age: 17
Race: Human
Level: 15 (111410/120000 XP)
Class: Mystic 5/Sand Snake 10
Feats: Noncombatant, Toxic Spell, Honeyed Tongue, Master of Poisons, Poison Spell, Versatile Spellcaster, Assume Quirk, Ocular Spell, Quicken Spell, Divine Metamagic
Class Features: Trickery Domain, Never Unarmed, The Dose Makes the Poison, Ever-Shifting Sands (3/month), Uncanny Toxicity, Bones of the Trade
Skill Tricks: Swift Concentration

Path of the Black Lotus
Path of the Sand Scourge
Path of the Unflinching Sun (Sun & Illusion)

HP: 92/92
AC: 10 + 3 (DEX) +10 (Glamered Reinforced Segmented Mithral Fullplate +1) +2 (vs Evil) = 23/25
Initiative: +3 (DEX)
BAB: +10/+5
Attack: Lash +18 [3d4+10 (15-20/x4)] - Bonus 3d8 dmg (9d4 + 3d8 + 36 total) and 1d6+2 STR Damage on crit / Dagger +11 [1d4+1 (19-20/x2)]
Full Attack: Lash +18/+18/+12 [3d4+10 (15-20/x4)] - Bonus 3d8 dmg and 1d6+2 STR Damage on crit.
Special: Toxic Virulent Speed Ghost Strike Soul-drinking Whip hits and crits incorporeal and undead foes (as well as normally crit immune beings), a single dose of poison lasts for two hits and said poison deals secondary damage in 5 rounds instead of 10.
Special: Divine Favour: +3 Atk and Dmg.
Spell Save: DC: 10 + 6 (Wis) + spell level
Weapon Proficiency: Dagger, Staff
Immunities: Poison, Possession/Mental Control, Baleful Polymorph[Single use]
DR: 10/Adamantine (up to 100)

Languages Spoken: Westerosi Common, Ancient Rhoynar, High Valyrian [poor], Low Valyrian (Braavosi)

Description: Since girlhood, Tyene has learned to play the innocent: a halo of her golden hair she spun and guileless seem her sky-blue eyes to those who cannot guess at the sharp and cunning mind beneath. Yet with the passing of the years she has abandoned this image more and more, soft pastels abandoned for bright colors, rare silks, and lustrous furs. Always impeccably accounted for is she, but hardly a deceiving image of innocence, set aside as just another mask for one most skilled in their use.

STATS:
10 (+0) Strength
15 +1 = 16 (+3) Dexterity
12 +2 = 14 (+2) Constitution
14 (+2) Charisma
12 (+1) Intelligence
19 +3 = 22 (+6) Wisdom

SAVES:
FORTITUDE: 11 + 2 +2 = 13/15
REFLEX: 5 + 3 +2 = 8/10
WILL: 11 + 6 +2 = 17/19

SKILLS
Concentration
: 18 + 2 (CON) = 19
Bluff: 18 +2 (Honeyed Tongue) +2 (CHA) +2 = 24
Craft (Poison Making): 14 +2 (INT) +12 (Steady Hands) = 16/28 [+6 to the DC of any poison crafted]
Diplomacy: 14 +4 (SIN) +2 (Honeyed Tongue) +2 (CHA) +2 = 24
Disguise: 5 +2 (SIN) +2 (CHA) = 9
Knowledge (Dungeoneering): 4 +2 (INT) = 6
Sense Motive: 18 + 6 (WIS) = 24
Spellcraft: 3 +2 (INT) = 5
Ride: 2 +3 (DEX) = 5

Note: +15 (Divine Insight)

Spells Known (Caster Level 15):
Level 0: Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Light, Preserve Organ (7/day)
Level 1: Comprehend Languages, Cure Light Wounds, Disguise Self, Divine Favor, Entropic Shield, Inflict Light Wounds, Obscure Poison, Endure Elements, Silent Image (8/day)
Level 2: Boneshaker, Close Wounds, Divine Insight, Inflict Moderate Wounds, Invisibility, Ironskin, Wave of Grief, Heat Metal, Minor Image (7/day)
Level 3: Bestow Curse, Dispel Magic, Inflict Serious Wounds, Mass Resist Energy, Nauseating Shroud, Nondetection, Searing Light, Displacement (7/day)
Level 4: Assay Spell Resistance, Confusion, Greater Blindsight, Inflict Critical Wounds, Panacea, Wall of Sand, Fire Shield, Phantasmal Killer, Poison, Neutralize Poison* (7/day)
Level 5: Boneshatter, False Vision, Fickle Winds, Geniekind, Inflict Light Wounds: Mass, Plane Shift, Flame Strike, Persistent Image, Teleport (7/day)
Level 6: Chains of Light, Greater Dispel Magic, Inflict Moderate Wounds: Mass, Mislead, Wind Walk, Fire Seeds(5/day)
Level 7: Brain Spider, Destruction, Mass Inflict Serious Wounds, Screen, Sunbeam, Project Image (3/day)

*Special: Can be cast at will

Spell-Like Abilities (Caster Level 13):
Daylight (At Will)
Major Image (7/day)

Supernatural Abilities:
Greater Turn Undead (1/day)
Turn Undead (5/day)
Reach Spell (3/day)

Belt of Stone Skin:
Every 24 hours, this belt's wearer gains DR 10/Adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.

Greater 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
1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)

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

Pouch of the Weeping Lady
Description: This simple leather pouch is akin to those carried by many of her priests. Even those who know its power can sometimes feel their eyes slip from its unremarkable form.

Abilities: It contains a small fraction of the divine power of the Weeping Lady of Lys and can supposedly only be used with the Lady's will. However, tales of it being misused by necromancers and other black-hearted mages make you think this is not the whole story. To use the powers of the pouch the appropriate gem must be placed within: Hematite, Garnet, or Ruby. Changing from one gem to another is a standard action that provokes attacks of opportunity.

Item Slot: belt or throat

Caster Level: 15

Save DC for directly cast spells: 14 + Spell level

Charges: 30/30 (Renewed every three months)

Aspect of Rebirth

Gem: Hematite

Empower any Conjuration (healing) spell: Uses one Charge/spell level
Give any Conjuration (healing) spell the Reach quality: Uses two Charges/spell level
Maximize any Conjuration (healing) spell: Uses three Charges/spell level

Note: These spells may not be used to cause harm to anything even evil outsiders or undead, only to heal.

Aspect of Mercy

Gem: Garnet

Cast Aid: Uses two Charges
Cast Awaken Sin: Uses five Charges
Cast Magic Circle against Evil: Uses six Charges

Aspect of Mystery

Gem: Ruby

Cast Misinterpret Alignment: Uses three Charges
Cast Dimension Step: Uses ten Charges
Cast Magic Jar: Uses fifteen Charges

Special: If it is severely misused the user will incur 1d6 holy damage for every unspent charge after which the pouch will crumble to dust.

Caster Level: 15

Ring of Healing Vigor (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

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
Whirling Golden Blade:
3/day apply the Reach Metamagic feat to a spell.

Wink Brooch
3/day grants +2 bonus to any Bluff or Diplomacy check.

Scrolls:
10x Cure Light Wounds
5x Bless
5x Resurgence

Equipped Magic Items: Bead of Newt Prevention, Belt of Stone Skin, Enduring Amulet of Protection from Evil (+2 Constitution), Glamered Reinforced Segmented Mithral Fullplate +1, Gloves of Zephyr's Grace (+1 Dexterity), Greater Earring of Arcane Acuity, Greater Ribbon of Disguise, Pouch of the Weeping Lady, Headband of the Whisper Within (+3 Wisdom), Ring of Healing Vigor, Ring of Sustenance (Slotless), Translocating Boots of the Wide Earth, Whirling Golden Blade, Wink Brooch

Name: Maelor
Alias: Gold-Horn, Shadow's Son, The King's Apprentice
Alignment: Chaotically Neutral
Age: 12
Race: Tiefling (Medium Humanoid)
Level: 12 (74799/78000 XP)
Class: Warlock 4/Sorcerer 1/Eldritch Theurge 7
Feats: Vulnerable, Mortalbane, Force of Personality, Practiced Spellcaster, Spell-Like Ability Focus (Eldritch Blast), Maximize Spell-like Ability (Eldritch Blast), Versatile Spellcaster
Race Features: Darkvision, ???
Class Features: Eldritch Blast (6d6); DR 4/Cold Iron; Metamagic Specialist; Deceive Item; Spellblast; Eldritch Spellweave

HP: 60/60 +22 (HotE)
AC: 10+ 3 (DEX) -1 (Vulnerable) +6 (N.A.) +4 (Mage Armor) +2 (vs Evil) = 22/24
Initiative: +3 (DEX)
Attack: 8 +3 (DEX) +1(Profane) = +12 (Eldritch Blast 6d6 + 2d6 +1d6-4d6) or 8 -2 (STR) + 1 (Enchantment) = 7 [1d6-2]
Spell Save: DC: 10 + 7 (CHA) + spell level
Weapon Proficiency: Thrown Dagger, Mace
Resistances: 5 Fire and Cold
Immunities: Possession/Mental Control, Baleful Polymorph [Single use]
DR 4/Cold Iron

Languages Spoken: Low Valyrian (Mantarys, Stepstones), High Valyrian, Draconic, Abyssal

Description: Sharp, clever eyes of purple touched with perhaps a shade of red more than is common look out at the world from a face that recalls the famed beauty of the dragonlords. Only the small golden horns hidden in a mess of silver hair clearly declare his dark heritage. Rather than robes that might mark him for a sorcerer, the boy prefers solidly made but unexceptional clothes that allow him to slip into the crowd wherever he may be.

STATS:
6 (-2) Strength
16 (+3) Dexterity
10 +2 =12 (+1) Constitution
20 +4 = 24 (+7) Charisma
14 (+2) Intelligence
9 +1 =10 (+0) Wisdom

SAVES:
FORTITUDE: 3 +1 +2 = 4/6
REFLEX: 3 +3 +2 = 6/8
WILL: 12 +0/+5 +2 = 12/17/19

SKILLS:
Bluff:
8 + 7 (CHA) + 6 (BE) = 22
Concentration: 9 +1 (CON) =10
Intimidate: 6 + 7 (CHA) +2 (SIN) + 6 (BE) = 22
Knowledge (Arcana): 8 + 2 (INT) +6 (DK) = 16
Knowledge (The Planes): 8 + 2 (INT) +6 (DK) = 16
Use Magic Device: 14 + 6 (CHA) = 22
Diplomacy: 0 +7 (CHA) +2 (SIN) +6 (BE) = 15
Spellcraft: 1 + 2 (INT) +2 (SIN) +6 (DK) = 11

Spells Known (CL 12):

Level 0: Prestidigitation, Mage Hand, Light, Read Magic, Mending, Message, Arcane Mark, Detect Poison, Caltrops (6/day)
Level 1: Shield, Color Spray, Benign Transposition, Grease, Nerveskitter, Mage Armor (8/7/day)
Level 2: Child of the Dark, Blindness/Deafness, Invisibility (7/day)
Level 3: Phantom Steed, Fireball (6/day)
Level 4: Heart of Earth (4/3/day)

Grimoire of High Arcana

Level 2: Rope Trick

Spell-Like Abilities (CL 12):

Detect Magic At Will

Invocations Known:
Least Invocations: Beguiling Influence, Draconic Knowlege, Baleful Utterance
Lesser Invocations: Charm, Voracious Dispelling, Spellblast, Flee the Scene
Greater Invocations: Chilling Tentacles

Eldritch Blast (6d6) -At Will- (Maximized 3/day)
Mortalbane (+2d6 EB damage against living non-outsiders) 5/day

Spell-Like Abilities (CL 11):
Chain of Eyes -1/day-

Supernatural abilities:
Eldritch Spellweave: Apply Eldritch Essence Invocation to any arcane spell requiring a touch attack as long as the level of the spell is at least as high as that of the essence.

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

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

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.

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

Qartheen Warlock's Scepter powers(5 charges/day):
  • 1 charge: +1d6 damage.
  • 3 charges: +2d6 damage.
  • 5 charges: +4d6 damage.
Equipped Magic Items: Greater Ribbon of Disguise, Cloak of Rimfire, Amulet of Protection from Evil, Ring of Untarnished Glory (+4), Boneward Belt (+2), Ring of Sustenance, Qartheen Warlock's Scepter, Anklets of Translocation, Headband of the Whisper Within (+1), Serpent's Second Skin, Bead of Newt Prevention

Name: Xor
Alias: The Kindly Watcher
Age: Unknowable
Alignment: Neutrally Good

Race:
Aberration (Extraplanar)
Level: 12 (73841/78000 XP)
Class: Spectator 4/Wizard 1/Bard 1/Beholder of Wonders 6
Feats: AlertnessB​, Flyby Attack, Agile Tyrant, Eidetic Spellcaster, 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 9/-; 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: 68/68
AC: 10 +1 (Dex) +8 (Natural) +4 (Mage Armor) +2 (vs Evil) = 23/25, Touch 15/17, Flat-Footed 22/24
Flight: 20ft
Initiative: +5
Attack (Ranged Touch): 7 (BAB) +1 (DEX)= +8 or Bite +7 (BAB)
Spell Save: DC: 10 + 4 (CHA) + spell level
Immunities: Paralysis, Possession/Mind Control, Baleful Polymorph [Single use]
SR: 19
DR: 9/-

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

SAVES:
FORTITUDE: 5 + 2 +2 =6/8
REFLEX: 5 + 1 +2 = 5/7
WILL: 13 + 1 +2 = 13/15

SKILLS
Knowledge (Arcana)
: 10 + 2 (INT) = 14
Knowledge (The Planes): 11 + 2 (INT)= 13
Knowledge (Nature): 5 + 2 (INT)= 7
Knowledge (History): 5 + 2 (INT)= 7
Perform (Singing): 16 + 4 (CHA)= 20
Perform (Oratory): 4 + 4 (CHA)= 8
Search: 9 + 2 (INT)= 11
Sense Motive: 10 + 1(WIS)= 11
Listen: 0 +1 (WIS) + 2(AL)= 3
Spot: 15 + 1 (WIS) + 2 (AL)= 18
Survival: 0 + 1(WIS) +2 (following tracks)= 1/3
Spellcraft: 16 + 2(INT)= 18

Beholder of Wonders Spells Known (Caster Level 12):

Level 0: Mage Hand, Arcane Mark, Detect Magic, Light, No Light, Prestidigitation, Mending, Ray of Frost, Detect Poison, Amanuensis, Ghost Sound, Acid Splash, Disrupt Undead, Read Magic, Percussion, Ghostharp, Know Direction
Level 1: Charm Person, Unseen Servant, Mage Armor, Sleep, Silent Image, Nerveskitter, Magic Missile, Cure Light Wounds,Instant of Power
Level 2: Glitterdust, Mirror Image, Invisibility, Eagle's Splendor, Protection from Arrows, See Invisibility, Heroics, False Life, Harmonic Chorus, Spectral Hand
Level 3: Arcane Concordance, Force Punch,Dispel Magic
Level 4: Fugue, Sirine's Grace, Heroic Finale,Inner Beauty, Mass Daze, Ghost Wolf
Level 5: Mass Cacophonous Call, Shadowbard, Teleport

Beholder of Wonders Spells Prepared:

Level 0: Detect Magic, Ghostharp, Mage Hand, Mending, Prestidigitation, Read Magic (6/day)
Level 1: Cure Light Woundsx2OS​;, Mage Armor, Nerveskitter (4/day)
Level 2: Glitterdust, Mirror Image, Touch of IdiocyOS​ (3/day)
Level 3: Arcane Concordance, Force Punch OS​(2/day)
Level 4: Fugue, Sirine's Grace

4x Ocular Spells Equipped (Range 80 ft.)

Supernatural Abilities:

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 two eye rays 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.

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 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.

Spell-Like Abilities:

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)

Unseen Retinue: 3 Unseen Servants (Strength 5)

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

Ring of the Nameless:
Ability: 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.

Equipped Magic Items: Pendant of Still Dreams (Eliminates Warping Aura, anulls Immunity to Sleep), Healing Belt, Ring of Untarnished Glory (+2), Ring of the Nameless, Ring of Protection from Evil, Bead of Newt Prevention

Xor's Tale

You found Xor guarding the resting place of the vampire Daario in a long-abandoned Valyrian complex under the streets of Lys where the living dead walked. Rather than attack when you had destroyed the necromancer, Xor approached you with a scholar's curiosity. Thus you discovered that in spite of his profoundly alien perspective, begotten of a plane beyond mortal imaginings, the beholder wished no harm to those who did not make themselves his enemies. He preferred to endure centuries of solitude rather than expose others to his maddening presence.

Having discovered how the vampire used him to create the contagion which had slain tens of thousands in the city above, the Spectator was horrified, vowing to learn more of men not just to satisfy his curiosity but to prevent a second such tragedy born of ignorance.

Name: Malarys Vanor
Alias: The Time-Lost, Last Lord of Essaria
Age: 39
Alignment: Lawfully Evil
Race: Human
Level: 14 (99818/105000 XP)
Class: Cloistered Cleric 3/Church Inquisitor 10/Seeker of Law 1
Feats: Fussy, Divine Meta-Magic, Iron Will, Extra Turning, Silent Spell, Still Spell, Quicken Spell, Spell Perfection(Boneshatter), Improved Feint
Class Abilities: Turn Undead, Lore; Knowledge, Dream, Law and Inquisition Domains, Immunity to Charm, Pierce Illusion, Pierce Disguise, Force Shapechange, Immunity to Possession, Discern Lies, Long Arm of the Law

HP: 96/96
AC: 10 +2 (Dex) +6 (Reflecting Mithral Breastplate) +2 (vs Evil) =18/20

Initiative: +2 (Dex)
Attack: 8/+3 (BaB) +2 (False Gold Blade) +3 (CHA) = +13/+8 [1d8 +4 (CHA) +1d6 (Radiant)]
Spell Save: 10+ 7 (Wis) + spell level
Weapon Proficiency: Staff, Mace, Dagger
Immunities: Fear, Possession/Mental Control, Blindness and Dazzling effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]

Languages Spoken: Low Valyrian (Steppstones), High Valyrian, Infernal, Draconic [poor]

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 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.

STATS:
11 (+0) Strength
12 + 2 = 14 (+2) Dexterity
11 +3 = 14 (+2) Constitution
16 (+3) Charisma
21 +3 = 24 (+7) Wisdom
13 + 1 = 14 (+2) Intelligence

SAVES
FORTITUDE: 6 +2 +2 = 8/10
REFLEX: 6 +2 +2 = 8/10
WILL: 9 +7 +2 +2 = 18/20

SKILLS:
Concentration: 16 +2 (CON) = 18
Bluff: 16 +3 (CHA) = 19
Diplomacy: 16 +3 (CHA) = 19
Knowledge (Law): 15 +2 (INT) = 17
Knowledge (Religion): 6 +2 (INT) = 8
Sense Motive: 16 +7 (WIS) = 23
Spellcraft: 16 + 2 (INT) = 18

Spells Prepared (Caster level 14/15 [Law and Divination]/18 [Dispel]):
Level 0 (6/day): Cure Minor Wounds, Detect Poison, Detect Magic x2, Message x2
Level 1 (4+2+D/day): Barbed Chains, Comprehend Languages, Endure Elements, Entropic Shield, Shield of Faith, Sign, Detect Secret Doors(D)
Level 2 (4+2+D/day): Boneshaker x2, Close Wounds, Defending Bone, Ironskin, Sound Burst, Detect Thoughts (D)
Level 3 (4+1+D/day): Alter Fortune, Blindness/Deafness, Channel Vigor, Dispel Magic, Tongues, Magic Circle Against Chaos (D)
Level 4 (4+1+D/day): Assay Spell Resistance, Blessing of Fervor, Forceful Strike, Sound Lance, Phantasmal Killer(D)
Level 5 (3+1+D/day): Boneshatter x2, Greater Command, Plane Shift, True Seeing(D)
Level 6 (3+1+D/day): Greater Dispel Magic, Harm, Heal, Stone Body, Hold Monster(D)
Level 7 (2+D/day): Destruction, Summon Monster VII, Dictum(D)

Cloistered Cleric Spell List Changes:
Level 0: Message
Level 1: Unseen Servant, Erase
Level 2: Fox's Cunning
Level 3: Illusory Script, Tongues, Secret Page
Level 4: Detect Scrying
Level 6: Analyze Dweomer
Level 7: Sequester
Level 9: Vision

Spell-like Abilities (Caster Level 10):
Discern Lies (3/day)

Supernatural Abilities:
Rebuke Undead (10/day)
Force Shapechange (at will)
Spell-Turning (1/day)
Learn the Truth: Force a creature caught in a lie by Discern Lies to utter the true version of that lie (DC 26 will negates) (at will)

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

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

False-Gold Blade: +2 Enhancement bonus
  1. Adds wielder's Charisma bonus to attack and damage
  2. Grants Bonus Feat Improved Feint
  3. Starting on the third successive round one uses the sword's power to feint one must make a DC 20 will save or become dazed for 1 round
Greater Radiant Earring of Arcane Acuity (3 charges/day):
  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.
Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Spell-Reflecting Mithral Breastplate:
1/day reflect a spell as if using Spell Turning.

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 Magic Items: Amulet of Tears, Bead of Newt Prevention, Boneward Belt (+3 Constitution), False-Gold Blade, Gloves of Zephyr's Grace (+2 Dexterity), Greater Radiant Earring of Arcane Acuity, Headband of the Whisper Within (+3 Wisdom, +1 Intelligence), Mind Blank Ring, Ring of Protection from Evil, Ring of Sustenance (Slotless), Spell-Reflecting Mithral Breastplate, Translocating Boots of the Wide Earth

Name: Rina
Alias: The Reborn
Age: 28
Alignment: Neutrally Good
Race: Human (Cold)
Level: 13 (89100/91000 XP)
Class: Cleric 6/Rimefire Witch 7
Flaws: Haunted, Cold Blooded
Feats: Cold Focus, Craft Wondrous Item, Divine Metamagic, Iron Will, Maximize Spell, Piercing Cold, Snowcasting, Winter Touched, Extra Turning B
Class Abilities: Rebuke Undead, Winter Domain (+2 Wis-based checks in Winter), Undeath Domain, Detect Other-Touched, Rimefire-Bond, Cloak of Winter's Chill, Frozen Skin, Coldstrike (1d6/2d6), Constant Piercing Cold

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) [poor] High Valyrian [poor], Skroth

Description: A tall willowy woman with an air of otherworldly power about her, Rina's cold blue eyes send a shiver down the spine of even those who do not know what such a gaze usually marks. Pale as death with hair the hue of blackest night and lips red as blood, she seems almost ripped from some ancient Northern tale of horror and woe, yet when one looks closer they see the fears, uncertainties, and guilt of an all-too-human soul shown through the gaze touched by the Ever-Winter.

HP: 78/78
AC: 10 +1 (Dex) +2 (N.A.) +2 (vs Evil) +10 (Glamered Reinforced Segmented Blue Ice Fullplate (+1)) = 23/25

Initiative: +1 (Dex)
Attack: 7BAB +1 (STR) =8
Spell Save: 10+ 4 (Wis) + spell level +1 for Cold Spells
Weapon Proficiency: ?
Immunities: Cold, Possession/Mental Control
Vulnerabilities: Fire (50%)

STATS:
12 (+1) Strength
13 +1 = 14 (+2) Dexterity
15 (+2) Constitution
14 (+2) Charisma
19 +3 = 22 (+6) Wisdom
14 (+2) Intelligence

SAVES +2( vs Mind-affecting and Death effects)
FORTITUDE: 9 +2 +2 = 11/13
REFLEX: 3 +1 +2 = 4/6
WILL: 9 +4 +2 +2 = 15/17

SKILLS:
Concentration: 16+2 =18
Knowledge (History): 6 +2 (INT) = 8
Knowledge (Religion): 15 +2 (INT) = 17
Knowledge (The Planes): 12 +2 (INT) = 14
Sense Motive: 14 +4 (WIS) = 18
Spellcraft: 16 +2 (INT) = 18

Spells Prepared (Caster level 13/14 [Cold]/ 15 (Cold and Snowcasting)):
Level 0 (6/day): Create Water, Detect Poison, Detect Magic, Light, Mending, Message
Level 1 (5+2+D/day): Barbed Chains, Bless, Endure Elements, Ice Slick, Sanctuary, Sign, Snowsight, Detect Undead(D)​
Level 2 (5+2+D/day): Aid, Blood Snow, Boneshaker, Ironskin, Obscuring Snow, Resist Energy, Sound Burst, Snow Walk(D)​
Level 3 (4+1+D/day): Alter Fortune, Dispel Magic, Energy Vortex, Mass Aid, Mass Entropic Shield, Winter's Embrace(D)​
Level 4 (4+1+D/day): Assay Spell Resistance, Dimensional Anchor, Hypothermia x2, Mass Shield of Faith, Death Ward(D)​
Level 5 (3+1+D/day): Boreal Wind, Holy Ice, Life Bubble, True Seeing, Blizzard(D)​
Level 6 (2+1+D/day): Algid Enhancement, Cold Ice Strike, Greater Dispel Magic, Death Hail(D)​
Level 7 (1+D/day): Righteous Smite, Control Weather(D)​

Spell-like Abilities (Caster Level 7):
Detect Other-Touched (At Will)

Supernatural Abilities:

Rebuke Undead (9/day)
Cloak of Winter's Chill (5/day) (+2 on all will saves and Charisma-based checks and Natural Armor for 6 rounds)

???

Boneward Belt Powers (3 charges/day):

1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

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

Cloak of Endure Elements:
Constant Endure Elements

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: Amulet of Protection from Evil, Boneward Belt (+1), Cloak of Endure Elements, Earrings of Arcane Acuity, Gloves of Zephyr's Grace (+1), Headband of the Whisper Within (+3), Ring of Sustenance, Glamered Reinforced Segmented Blue Ice Fullplate (+1), Anklets of Translocation

Prestige classes
 
We have a Ring that @Goldfish has dumped a truly ridiculous number of spell effects upon. The thing is probably going to have to be reworked into an artifact just to keep adding onto it at some point.
 
Weve got a One Ring signet?
He probably means this one. We've piled quite a few enchantment on it.

Spell-Singer's Ring:
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
  3. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  4. +10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
  5. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  6. 3 Charges/Day: 1 Charge (+2d6 Fire damage on your next Fire spell), 2 Charges (+3d6 Fire damage on your next Fire spell), 3 Charges (+4d6 Fire damage on your next Fire spell)
 
He probably means this one. We've piled quite a few enchantment on it.

Spell-Singer's Ring:
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
  3. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  4. +10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
  5. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  6. 3 Charges/Day: 1 Charge (+2d6 Fire damage on your next Fire spell), 2 Charges (+3d6 Fire damage on your next Fire spell), 3 Charges (+4d6 Fire damage on your next Fire spell)
Huh, so you think we should make some of these for people? Like Viserys, Zerys, the Sealord. Basically anyone filling out a lot of important documents at a high level. It's a nice if slightly pricey anti document tampering measure.
 
I mean we have gotten that other Ring if we want to dump a spell in that one.
The Wish Turning one? It's pretty unstable. I'd wait till we could stabilize it. I'm personally hoping we could stabilize it and turn the wildmagic think into a Spell Stealing feature.

Basically the Wish/Miracle counter spell ability it has now plus being able to steal the first one and store it Glyra style. Not game breaking to us since we have Miracle but powerful and safe.
 
Huh, so you think we should make some of these for people? Like Viserys, Zerys, the Sealord. Basically anyone filling out a lot of important documents at a high level. It's a nice if slightly pricey anti document tampering measure.
I am going to add some of them to the crafting schedule, but as standalone items rather that additional effects on peoples' gear.

They're cheap, useful, and highly effective, and it makes sense for our officials to have them.
 
The Wish Turning one? It's pretty unstable. I'd wait till we could stabilize it. I'm personally hoping we could stabilize it and turn the wildmagic think into a Spell Stealing feature.

Basically the Wish/Miracle counter spell ability it has now plus being able to steal the first one and store it Glyra style. Not game breaking to us since we have Miracle but powerful and safe.
No, he means this one.

Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom
  • +10 Competence bonus to Bluff, Diplomacy, and Sense Motive skill checks.
 
I am going to add some of them to the crafting schedule, but as standalone items rather that additional effects on peoples' gear.

They're cheap, useful, and highly effective, and it makes sense for our officials to have them.
That was the idea. Thanks. Stamps of Office sound about right. Start with one for each of the Governors and go from there.

No, he means this one.

Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom
  • +10 Competence bonus to Bluff, Diplomacy, and Sense Motive skill checks.
Huh, I really should check out the character sheets in more detail. How many Rings is Viserys even wearing? I know there is that Everfire Ring think we used to have atleast.
 
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That was the idea. Thanks. Stamps of Office sound about right. Start with one for each of the Governors and go from there.


Huh, I really should check out the character sheets in more detail. How many Rings is Viserys even wearing? I know there is that Everfire Ring think we used to have atleast.
Four all together. Two which I've already linked, a slotless Ring of Sustenance, and the Everflame Ring.

The Everflame Ring isn't really an enchanted object, since it just serves as the focus for a Continual Flame spell, and thus doesn't occupy a magic ring slot.
 
As for why, it was to maximize CL.
First, thank you for the glut of character sheets. I appreciate you taking the time for me.

Second, could you elaborate? I thought she dipped early for the domain, why is Dragonspeaker 1 give better CL then Dreamweaver 10?

Third, would someone mind a brief explanation on Tyrene's build? I see a lot of poison and inflict wounds, and she has a 'lash' listed as her weapon but no equipment nor spell defined as such. I guess I dont particularly understand how her spells and abilities interact with one another. @DragonParadox mostly just has her cast a spell or use the lash at enemies. I don't really get a good sense of how or when her poisons affect enemies in the fluff.
 
First, thank you for the glut of character sheets. I appreciate you taking the time for me.

Second, could you elaborate? I thought she dipped early for the domain, why is Dragonspeaker 1 give better CL then Dreamweaver 10?

Third, would someone mind a brief explanation on Tyrene's build? I see a lot of poison and inflict wounds, and she has a 'lash' listed as her weapon but no equipment nor spell defined as such. I guess I dont particularly understand how her spells and abilities interact with one another. @DragonParadox mostly just has her cast a spell or use the lash at enemies. I don't really get a good sense of how or when her poisons affect enemies in the fluff.
She got Dragonspeaker 1 when she was at Dreamweaver 8 or 9. The issue was that Dreamweaver was unfortunately hit with a nerf bat mid quest and lost a few CL progressions. We were about to hit one such dry level, but the problem was we were right about to hit level 7 spells and we didn't want to wait. Hence getting a level in Dragonspeaker a bit early. We'd already decided on the class beforehand, so it didn't really matter.

As for Tyene's build I've given up on understanding her. You'll need to ask someone else.
 
Regarding the Faxlugon debate : I didn't say much back then, because I was afraid it would turn into a bit of a shitshow. However I'm happy we didn't recruit him : unlike the Erinyes, he wasn't really a reliable combat monster we could use easily. He was a Diplomacy/temptation character, which is both far less useful to us now AND far riskier to use safely (we want everyone swearing to us, but do we want to turn them Evil if they aren't already competent enough to swear to us?).

Regarding this vote : changing!
[X] Goldfish
 
Honestly, had recruiting the Falxugon not been in the same vote as the Imp Sorcerer, the analysis on whom we had gotten that very chapter (and what shitty analysis was that, we'd need someone of Teana-level skill/ability to reliably use/control Imps!), he might have gotten a better deal.

But he just wasn't useful enough, and the comparison didn't leave him in much better of a light, so what's done is done, really.

We have better diplomat-candidates than a Devil, anyway.
 
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