Devil forms are highly mutable, too. Upon Infernal promotion or demotion, rather than just gaining new powers or bonus Hit Dice, or losing them, they most often simply become another type of Devil.
We may only encounter female Erinyes because that particular type of Devil is always female-shaped, just like Pit Fiends are always male.
Languages Spoken: Westerosi Common, Draconic, High Valyrian, Low Valyrian (Braavosi, Lorathi, Lyseni, Myrrish, Pentoshi, Volantene, Tyroshi), Ignan, Old Tongue (First Men), Terran, Auran, Dothraki [Poor], Sarnori [Average], Naathi [Poor)], and Yi Tish [Average)]
Description: Viserys bears the features of the Valyrian Dragonlords with grace. His straight silver hair is cut just above his shoulders, framing an expressive fine-boned face that seems more inclined to smile rather than scowl, and his eyes hold within them an odd knowing light that betrays a wisdom 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.
False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 21 hours, Cost: 2nd level spell slot
Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 21 hours, Cost: 1st level spell slot
Nine Live: Up to nine times while this spell is active, you can use an Immediate Action to benefit from one of the following effects. Duration: 21 hours, Cost: 8th level spell slot
Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 21 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities:
Greater Wings of Air (Su): Your aerial maneuverability is increased by up to two steps, from Good to Perfect.
Strong Wings (Su): Your aerial maneuverability is increased by one step, from Poor to Average, and your speed is increased by 10 feet.
Aerial Alacrity (Su): Your aerial maneuverability is increased by one step, from Average to Good, and your speed is increased by 30 feet.
Draconic Spell Power (Su): Whenever you cast a damaging spell, it inflicts an additional +1d6 Fire damage per level of the spell to each affected target.
Frightful Presence (Ex): Whenever you attack, charge, or fly overhead, creatures within 210 feet with 25 or fewer HD must make a DC 36 Will save to resist this ability. Creatures with 4 or less HD become Panicked for 4d6 rounds and those with 5 or more HD become Shake for 4d6 rounds. Successfully resisting this ability renders one immune to it for 24 hours. Dragons ignore your Frightful Presence, as you do theirs. You can suppress your Frightful Presence at will.
Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
Fiery Burst (Sp): As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of Fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Mythic Abilities: Mythic Power (13/Day)
Mythic Traits:
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d8 to any 1d20 roll you make as a Free action.
Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a Mythic source.
Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation (Ex): You are restored to full Hit Points after 8 hours of rest so long as you aren't dead. By expending one use of Mythic power and resting for 1 hour, you regain a number of Hit Points equal to half your full total and regain the use of any expended spell slots. This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of Mythic power.
Mythic Path Abilities:
Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
Elemental Bond [Fire] (Su): You are connected to the Elemental Plane of Fire. Whenever you cast a spell with the Fire descriptor, add your Mythic tier to your caster level for that spell.
Component Freedom (Ex): When you cast a spell, you can ignore one component of that spell: Focus, Material, Somatic, or Verbal. You can ignore a Focus or Material component only if its total value is no more than 100 IM (20 IM × Mythic Tier).
Beyond Morality (Ex): You have no alignment. Attempts to detect your alignment don't return any results. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you.
Nature of a Realm (Su): You gain the ability to grant Divine spells to magic-wielding Imperial Citizens (Clerics, Mystic, Adepts, etc) who staunchly adhere to the ideals of the Imperium and to you, its Emperor, as with the Divine Source Mythic ability. As long as any of these spellcasters who are capable of casting spells of 1st level or higher (Mythic Tier/3) still lives, you are treated as if you had the Longevity Mythic ability.
Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging. This ability is not yet active.
Divine Source (Su): You can grant Divine spells to select Imperial Citizens. These individuals can learn to cast spells up to 5th level (equal to your Mythic Tier) and access the Fire, Law, and Knowledge Domains, plus the Knowledge (Espionage) and Law (Legislation) Subdomains. You add spells from these Domains to your list of spells known, up to 5th level (your Mythic Tier), and each day as a Spell-Like Ability you can cast one spell of each level.
Frightful Presence (Ex): 210ft, creatures with less than 25 HD (Will DC 36 Negates) Crush(Ex): Small creatures or smaller or be pinned and take 2d8+16 damage/round (Reflex DC 32 negates)
Familiar: Varys, Pseudodragon
Varys the Pseudodragon
Size/Type: Tiny Dragon Hit Dice: 19 (194 HP) +2d8 Temp HP Initiative: +5 Speed: 15 ft. (3 squares), fly 60 ft + 30 ft (Tailring) + 30ft (Anklets) = 120 ft (good) Armor Class: 38 (+2 size, +5 Dex, +13 Natural, +2 Dodge, +2 Natural, +4 Mage Armor), Touch 23, Flat-Footed 31; +2 Vs Evil Base Attack/Grapple: +19/+11 Attack: Sting +29(+31) (1d3+1+5+2 plus poison) Full Attack: Sting +29(+31) (1d3+1+5+2+10d6[Acid], plus poison) and Bite +24(+26) (1+1+5+2) 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 24, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar, Light Fortification (25%) Saves: Fort +18(+20), Ref +19(+21), Will +18(+20)(+2 Vs Evil) Abilities: Str 12*, Dex 20, Con 18, Int 15, Wis 18, Cha 10; *+8 Strength for the purposes of determining carrying capacity Skills: Diplomacy +2, Hide +27*(+31 in forests & overgrown areas), Listen +12, Search +7, Sense Motive +10, Spot +12, Survival +4 (+6 following tracks) Feats: Alertness, Mindsight
Poison (Ex): Injury, Fortitude DC 25, 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 non-visual 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.
3/Day use Cloud Wings to increase your flight speed by 30 ft for three hours.
3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt of Mighty Fortification: +5 Constitution, +6 Strength
Strength score is 8 higher than normal when determining you carrying capacity.
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)
1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Enhanced Tail-Ring of Zephyr's Grace: +5 Dexterity
Benefit from a +30ft Enhancement bonus to flight speed.
1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Greater Amulet of Protection from Evil:
Your Natural Attacks benefit from a +5 Enhancement bonus to Attack and Damage rolls.
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of the Chameleon: +5 Competence bonus to Hide skill checks.
Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level to add 10d6 Acid damage to your tail stinger attacks for ten hours.
Equipped Magic Items: Aerial Anklets of Translocation, Boneward Belt of Mighty Fortification (+5 CON, +6 STR), Crown of the Royal Familiar (+6 WIS), Enhanced Tail-Ring of Zephyr's Grace (+5 DEX), Greater Amulet of Protection from Evil, Ring of Venomfire
Bonded Valyrian Dragon: Balerion the Black Dread
Balerion the Black Dread AdvancedFeralWyrm Red Dragon
Size/Type: Colossal Dragon (Fire) Hit Dice: 27d12 (175) + 378 (CON) = 553 HP Initiative: +4 (Improved Initiative) - 2 (DEX) = +2 Speed: Ground: 40 ft, Fly: 250 ft + 30 ft (Tail-Ring) = 280 ft(Clumsy) Armor Class: 43 (-8 Size, -1 Dex, +39 Natural, +3 Deflection), Touch 8, Flat-Footed 43 Base Attack/Grapple: +27/+46 Attack: Bite +41 (4d6+34/19-20) Full Attack: Bite +41 (4d6+34/19-20), Claws +41/+41/+36/+31/+26/+21 (2d8+24), Tail Slap +38 (2d8+34) Space/Reach: 20 ft./15 ft. (20ft with bite, 40ft with tail) Special Attacks: Breath Weapon (60 ft cone, Reflex DC 37 halves damage, 22d10 Fire), Crush (Large creatures, Reflex DC 37, 4d6+31), Tail Sweep (Small creatures, Reflex DC 31, 2d8+31), Frightful Presence (330 ft., Will DC 30) Special Qualities: DR 20/Magic, SR 31, Blindsense 120 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Fire, Vulnerable to Cold (+50% damage), Immunity to Magical Sleep & Paralysis effects, Immunity to Disease, Immune to all death spells, magical death effects, and energy drain, and any negative energy effects Saves: Fort +34, Ref +19, Will +29 Abilities: Str 49(52), Dex 6(8), Con 35(38), Int 2, Wis 21(24), Cha 24 Skills: Spot +37, Listen +37 Skill Trick: Clarity of Vision (Spot DC 20 to see invisible creatures within 30 ft) Feats: Fly-By-Attack, Fly-By-Breath, Improved Initiative, Improved Rapidstrike (Claws), Improved Snatch, Maximize Breath, Multiattack, Power Attack, Rapidstrike, Snatch, Spellcasting Harrier, Strafing Breath, Tail Constrict Alignment: True Neutral
The wearer is Immune to Disease and always has breathable air.
All of the wearer's Natural Attacks benefit from a +3 Enhancement bonus to Attack and Damage rolls.
Dragonlord's Saddle: Crafted for a Valyrian Dragon rather than a common horse, this sturdy saddle of Hardened leather and Valyrian Steel allows a Dragonlord to garb their Dragon in enchanted armor at a moment's notice and remove it just as quickly. Upon speaking the proper command word as a Standard Action, the rider can summon a set of Valyrian Steel barding which immediately adorns their Dragon. The armor can be returned to the saddle just as easily.
The dragon wearing this saddle gains the Run and Endurance feats, while the rider gains a +10 Competence bonus to Ride skill checks.
Both the rider using this saddle and the dragon wearing it benefit from a constant Endure Elements effects and can use Protection from Energy 1/Day.
The rider using this saddle can use a Standard Action to deploy a Huge-sized Howdah on a Colossal-sized Dragon capable of comfortably carrying up to 12 passengers.
The Valyrian Steel barding (Armor Bonus: +6, Maximum Dexterity Bonus: +4, Armor Check Penalty: -2) protects the Dragon from all forms of Compulsion magic and allows their rider to apply a Haste effect to the Dragon 3/Day.
Gemstone of Minor Displacement: Embedded in the flexible scales between a dragon's wings, when activated the gem provides constant Concealment (20% miss chance), as if affected by a Blur spell.
Heavy Gemstone of Fortification: Embedded in the heavy scales of the dragon's chest, this gem provides 100% Fortification, preventing it from suffering additional damage from Critical Hits and Sneak Attacks.
Soulfire Mithral Bracers(+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Tail-Ring of Speed: Wearer benefits from a +30ft Enhancement bonus to their flight speed.
Talon Ring of Sustenance: +5 Resistance bonus to saves and +3 Deflection bonus to AC
The dragon wearing this band of Adamantine does not need food or water, and needs just two hours of sleep per 24 hours to remain healthy.
Talon Ring of Greater Protection from Evil: +3 Natural Armor
The dragon wearing this band of Mithral reduces Ability Damage or temporary ability penalties the wearer takes by 2 points and Ability Drain by 1 point. If an effect targets multiple ability scores (for example, Exhaustion, Fatigue, or Touch of Idiocy), the ring reduces the damage, drain, or penalty for all ability scores.
Equipment: Amulet of the Resplendent Wyrm, Dragonlord's Saddle, Gemstone of Minor Displacement, Girdle of Draconic Prowess, Soulfire Mithral Bracers, Tail-Ring of Speed, Talon Ring of Sustenance, Talon Ring of Greater Protection from Evil
Amulet of Anticipated Translocation(Slotless):
As per the Greater Anticipate Teleportationspell, you are aware of all Teleportation effects which will arrive within 55 feet of your location. You know the exact arrival point of those being transported, along with their numbers, size and creature type.
You can choose to delay the arrival of those using Teleportation effects within this area by up to three rounds.
Anklets of Rapid Translocation:
Carrying capacity is doubled.
Convert any Spell of 5th level and above to Teleport.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Crown of Aegon the Conquerer: +5 Resistance bonus to Saving Throws
Hold breath for up to 12 hours before having to make a Constitution check.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
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)
Metamagic Rods/Staves:
Lesser:
Lesser Rod of Chaining: This rod allows you to apply the Chain Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Selection: This rod allows you to apply the Selective Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Familiar Magic: This rod allows you to apply the Familiar Spell Metamagic to 1st-3rd level spells 3/Day.
Standard:
Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-6th level spells 3/Day.
Rod of Threnodic Magic: This rod allows you to apply the Threnodic Spell Metamagic to 1st-6th level spells 3/Day.
Greater:
Greater Rod of Mercy: This rod allows you to apply the Merciful Spell Metamagic to any spell 3/Day.
Greater Staff of Quickening: This staff allows you to apply the Quicken Metamagic to any spell 3/Day.
Greater Rod of Maximizing: This rod allows you to apply the Maximize Metamagic to any spell 3/Day.
Greater Rod of Delayed Magic: This rod allows you to apply the Delayed Spell Metamagic to 1st-9th level spells 3/Day.
Greater Rod Transdimensional Magic: This rod allows you to apply the Transdimensional Spell Metamagic to any spell 3/Day.
Stone of Good Luck: You benefit from a +1 Luck bonus on saving throws, ability checks, and skill checks.
Monk's Belt of Healing Vigor: +6 Constitution
Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Orb of Mental Renewal:
3 Charges/Day: 1 Charge (Heal 4 points of Intelligence, Wisdom, or Charisma damage), 2 Charges (Heal 6 points of Intelligence, Wisdom, or Charisma damage, or 3 points of damage from all mental attributes), 3 Charges (Heal 8 points of Intelligence, Wisdom, or Charisma damage, or 4 points of damage from all mental attributes)
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Rapid Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Lesser Star of Unchained Wisdom) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Nine Lives (Slotless): 9 Charges Remaining
You can expend a charge to treat any failed saving throw as a success.
If you ever drop to 0 Hit Points or below, the ring automatically expends one charge to cast a Heal spell on you.
Runestaff of the Old Gods:
+2 Quarterstaff (1d6+2/x2)
3/Day Commune with Nature: Can find mineral deposits, copses of rare trees, etc.
3/Day Summon Swarm: Ravens only; Can see through their eyes as Chain of Eyes. This is considered a 3rd level spell.
Special: Tree Stride between any two Heart Trees no matter the distance. This ability is dangerous to the mind while the Gods are wrathful.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1):
2/Day apply the Still SpellMetamagic feat to a spell as a Swift Action.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Spell-Singer's Ring:
Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
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 re-targeted spell, she experiences the effect of the spell as normal.
Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
+10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
3 Charges/Day: 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)
Serpent's Sin
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.
The wearer gains a +5 Enhancement Bonus to their Natural Armor.
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.
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:
You benefit from DR 10/Silver.
3/Day expend a spell slot to use a Summon Monster spell of the same level.
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Scrolls:
Amber Sarcophagus x1
Anticold Sphere x3
Assay Spell Resistance x5
Avasculate x1
Boreal Wind x2
Create Greater Demiplane x2
Cure Light Wounds x30
Dimensional Anchor x2
Enlarge Person x3
Fickle Winds x4
Gate x1
Greater Invisibility x5
Greater Teleport x2
Heal x3
Life Bubble x5
Lya's Magnificent Mansion x1
Mage Armor x5
Mages' Disjunction x1
Maze x2
Mind Blank x3
Moment of Prescience x1
Panacea x15
Pillar of Life x3
Plane Shift x2
Power Word Petrify x1
Raise from the Deep x6
Ray of Enfeeblement x3
Restoration x5
Revivify x3
Sending x5
Smoky Confinement x4
Superior Invisibility x1
True Resurrection x1
True Seeing x4
Wall of Force x2
Wind Walk x1
Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
Alchemical Substances:
100x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
20x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent
3x Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
Equipped Magic Items:Amulet of Anticipated Translocation (Slotless), Anklets of Rapid Translocation(Slotless), Bead of Newt Prevention (x3), Calligraphy Wyrm, Crown of Aegon the Conquerer, Crystal Charm of Empty Mind (Slotless), Crystal Rod of Null Psionics Field, Crystal Rod of Reddopsi, Dark Sister, Diplomat's Ring of Untarnished Glory (+6 CHA, +6 INT, +6 WIS), Evacuation Rune Charm, Everflame Ring, Gloves of theStarrySky (+5 DEX, +2 STR), Greater Ribbon of Disguise, Grimoire of High Arcana, Lenses of Constant Detect Psionics (Slotless), Lesser Star of Unchained Wisdom, Metamagic Rods/Staves (See Above), Monk's Belt of Healing Vigor(+6 CON), Muleback Cords(Slotless), Possession Trap Charm, Radiant Earring of Arcane Acuity (Slotless), Ring of Nine Lives (Slotless), Ring of Sustenance (Unbound), Runestaff ofthe Old Gods, Scabbard of the AmoralEdge, Serpent's Sin, Soulfire Mithral Bracers of Arcane Freedom (+1), Spell Immunity Charm [Magical Backlash] (Slotless), Spell-Singer's Ring, Stone of Good Luck, Third Eye of Conceal (Slotless), Warding Robes of the Deep
Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Braavosi, Stepstones), Infernal, Abyssal, Ignan, Draconic, Old Tongue (First Men)
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.
SAVES:+1 vs Fire, +4 vs effects which would trap or redirect the soul FORTITUDE: 12 + 4 (CON) + 5 (Resistance) = 21 REFLEX: 5 + 6 (DEX) + 5 (Resistance) = 16 WILL: 14 + 2 (IW) + 9 (WIS) + 6 (CV) + 5 (Resistance) = 36; Roll twice vs any non-Mythic source and use highest result
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).
Rebuke Undead (14/Day): +2 Skill bonus to Rebuke checks.
Dream Turning (14/Day): You can Turn or Rebuke Constructs, as well as Outsiders with the Good, Evil, Chaotic, or Lawful descriptors, though with a -4 caster level penalty.
Sides of the Coin (Su): You can use the Liberation and Domination Divine Domains, but you must choose which is available to you each day, with the other being locked until at least 24 hours have passed.
Ideas: 40/Day
Nightly Visitor V: 3 Ideas per Dream Traveler (including self)
Maleable Self III (Su):
Template: Idea Cost = 2 x CR or LA of template (choose highest)
Polymorph Self: Locks the use of Ideas
You can access Outsider forms when using Polymorph
Unexpected Power III (Su): Expend Ideas to accomplish various special effects.
3 Ideas per spell level to cast a known spell.
4 Ideas per spell level to cast a spell you do not know but have knowledge of by passing a Concentration check DC 20 + 2x Spell Level.
3 Ideas per spell level adjustment (minimum 3) for Metamagic effects.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Faith's Reach (Su): Whenever you cast a spell with a range of Touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a Melee Touch Attack, it instead requires a Ranged Touch Attack.
Lucid Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result. You gain a +1 (Mythic Tier/2) caster level bonus on checks against the Dragon Goddess Tiamat and any beings who serve or worship her.
Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Persistent Spells (Party-Wide): Augmented using Bead of Karma (+4 caster level) and Harmonic Chorus (+2 caster level) to an effective caster level of 22nd (26th to resist Dispelling).
Greater Command -> Extended Persisted Encouraging Righteous Wrath of the Faithful (9 Turnings): +4 Morale bonus to Attack Rolls & Damage, Additional attack as if affected by Haste.
Odd Days: 10 remaining Turnings
Blindness/Deafness -> Extended Persisted Encouraging (using Metamagic Rod) Mass Conviction (9 Turnings) - +6 Morale bonus to all saving throws.
Make one extra attack as part of a full attack action, using its highest base attack bonus. (Already included in Persistomancy)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast spells of 2nd level or lower as if it were an Enlarged, Extended, Silent, or Still spell. One Metamagic effect must be chosen, which is then applied to all 1st and 2nd level spells that are cast.
Total Effects: Spell Resistance 33, +6 bonus to all saving throws, +4 bonus to Attack Rolls & Melee Damage, Haste-like extra attack, plus variable Blessing of Fervor effects.
Dany can include up to 22 participants in her daily Persistomancy routine.
Regular Participants: x21 normal
Viserys
Dany
Richard
Lya
Waymar
Garin
Vee
Tyene
Maelor
Xor
Malarys
Rina
Rhaella
Teana
Bronn
Sandor
Mereth
Lady Saenena
Alinor
Nettles
Jon
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glammer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Enduring Amulet of Unchained Protection from Evil: +6 Constitution
Hold breath for up to 12 hours before having to make a Constitution check.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +6 Wisdom, +4 Intelligence, +5 Resistance bonus to Saving Throws
+2 Competence bonus to Concentration checks
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Horn of the Twice Fallen: +6 Charisma
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.
Metamagic Rods:
Lesser:
Lesser Rod of Chaining: This rod allows you to apply the Chain Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Threnodic Magic: This rod allows you to apply the Threnodic Spell Metamagic to 1st-3rd level spells 3/Day.
Standard:
Rod of Encouragement: This rod allows you to apply the Encouraging Spell Metamagic to 1st-6th level spells 3/Day.
Greater:
Greater Rod of Quickening: This rod allows you to apply the Quicken Metamagic to any spell 3/Day.
Minor Cloak of Displacement:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Third Eye: Conceal [equivalent to Mind Blank, 15th Manifester Level] (Slotless)
Raiment of the Four: Uniting the magic of four enchanted items (Translocation Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Enduring Amulet of Unchained Protection from Evil) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Enduring Arcana:
Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Ring of Nine Lives: 9 Charges Remaining
You can expend a charge to treat any failed saving throw as a success.
If you ever drop to 0 Hit Points or below, the ring automatically expends one charge to cast a Heal spell on you.
Translocating Boots of the WideEarth:
Double carrying capacity.
Convert any Spell of 5th level and above to Teleport
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Wink Brooch: 3/Day grants +2 bonus to any Bluff or Diplomacy check.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipped Magic Items: Animated Extreme Shield (+3),Bead of Karma, Bead of Newt Prevention (x3), Calligraphy Wyrm, Celestial Glamered Reinforced Segmented Adamantine Fullplate (+3), Earring of Mind Blank, Enduring Amulet of Unchained Protection from Evil (+6 CON), Evacuation Rune Charm, Gloves of theStarrySky (+6 DEX, +2 STR), Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+6 WIS, +4 INT, +5 Resistance), Horn of the Twice Fallen (+6 CHA), Metamagic Rods (See Above), Minor Cloak of Displacement, Monk's Belt ofHealing Vigor, Muleback Cords(Slotless), Possession Trap Charm,Ring of Enduring Arcana, Ring of Nine Lives, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Spell Immunity Charm [Magical Backlash] (Slotless), Translocating Boots of the WideEarth, Wildling Clasp, Wink Brooch, Soulfire Mithral Bracers (+1)
vs Designated Foe: AC 47 (Touch: 29, Flat-Footed: 41)
vs Ranged Attacks: AC 50 (Touch: 32, Flat-Footed: 44)
vs Ranged Attacks by Designated Foe: 52 (Touch: 34, Flat-Footed: 46)
Special Cumulative Modifiers:+4 Ranged AC vs Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Richard's Gambit: Voluntarily modify your fighting stance to reduce your AC by -4 and increase damage you suffer from attacks by +4 in exchange for being able to make an Attack of Opportunity every time an enemy attacks you in melee.
Oathkeeper Damage: 2d6 + 5 (Enhancement) + 13 (Strength x 1.5) + 2 (Weapon Specialization) + 2 (Melee Weapon Mastery) + 1 (Gauntlets) + 1d6 (Searing Fire), + 1 Constitution damage; Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day).
Normal: +37/+37/+32/+27/+22 [3d6 + 23; 19-20/x2]; plus 1 Constitution damage.
Magebane: +41/+41/+36/+31/+26 [7d6 + 27; 19-20/x2]; plus 1 Constitution damage and ignores Epic Damage Reduction.
Trip: +17 + 9 (STR) + 4 (Improved Trip) + 5 (Enhancement) = +35 Special: +4 vs Bull Rush, Drag, Reposition, & Trip attempts, Protected by constant Freedom of Movement, Deal full damage to Swarms Weapon Proficiency: Unarmed Strike, Club, Dagger, Longsword, Greatsword, Lance Immunities: All Mind-Affecting Effects, Swarm Distraction Ability, Blindness and Dazzling effect, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use], Magical Backlash spell, Disarm attempts Resistances: Fire 30 Miss Chance: 20% as per the Blur spell DR: 5/- (up to 50 HP)
Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Stepstones), High Valyrian
Description: A tall figure, though broad in the shoulder and made all the more imposing by the heavy dragonsteel plate he wears. His hair and eyes are dark brown near-to black, his features weathered in the sun though oddly without scar or blemish for one who carries arms with such effortless familiarity. His motions are quick and sure yet never wider or grander than needed for the task. His dress, when not bearing armor of some sort, is well made but unremarkable; greys, dark greens, and soft blacks, more often with buttons of bone than silver, but never gold.
Mind Over Magic (Su): As per the Spell Turning spell, usable up to 3/Day.
Nondetection Cloak (Su): As per the Nondetection spell at 16th caster level, but constant.
Certain Grip: You benefit from a +4 Competence bonus to Climb and Balance skill checks and against attempts to Bull Rush, Drag, Reposition, or Trip you. You cannot be Disarmed.
Essence of the Raptor: You benefit from a +10 bonus to your base ground speed, a +4 bonus to your Hide, Jump, Listen, Spot, and Survival skills, and you gain the Scent special ability.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Pounce (Ex): As part of a Charge, you can make a Full Attack Action.
Blank Thoughts (Ex): Constantly benefit from the non-magical equivalent of a Mind Blank spell.
Master of the Craft (Ex): You are immune to Critical Hits and Precision damage, and your enemies don't gain a bonus to attack from Flanking you.
Mettle (Ex): A successful Will or Fortitude saving throw against an attack or effect which would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of 'Will half' or 'Fortitude partial'), completely negates the effect.
Foebane (Ex): If you land a successful hit on an opponent, you are able to use a Swift Action to alter your stance and approach against your foe, granting you the equivalent of the Bane effect (+2 Enhancement bonus, +2d6 damage) against that enemy and similar creatures for the duration of the encounter, plus 10 minutes.
Weapon Bond/Magebane (Ex): Using your bonded weapon, in this case Oathkeeper, you are treated as possessing the Magebane special ability, which effectively increases the weapons' Enhancement bonus by +2 and its damage by +2d6 when used against enemies capable of casting Arcane spells or using Arcane spell-like abilities.
Mythic Abilities: Mythic Power (9/Day)
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
Fleet Warrior (Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging.
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of Mythic Power, for 1 hour your base land speed increases by 50 (10 feet per Mythic Tier + 20).
Recuperation (Ex): You are restored to full Hit Points after 8 hours of rest so long as you aren't dead. By expending one use of Mythic power and resting for 1 hour, you regain a number of Hit Points equal to half your full total. This rest doesn't refresh uses of Mythic power.
Amazing Initiative (Ex): You gain a bonus on +5 bonus Initiative checks (Tier + 2). In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +5 (Tier + 2) to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add +5 (Tier + 2) to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Impervious: This shield has a Hardness of 40, 130 Hit Points, and a Break DC of 38. It also gains a +5 bonus on any saving throw against direct attacks.
Armor of Remembrance: +5 Celestial Glamered Reinforced Segmented Fullplate
Fire Resistance: You benefit from Fire Resistance 30.
Fast Healing: You benefit from constant Fast Healing 1.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glamer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
Belt of the Battle Master: +2 Competence bonus to Initiative checks
Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
You benefit from the effects of the Powerful Charge and Run feats, and the first attack you make as part of a Charge inflicts +1d8 damage if you are Medium-sized or +2d6 if you are Large-sized.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
Cloak ofDragon'sFlight:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Foe Breaker Ring:
Once per round as a Free Action, you can designate any one opponent you can see. You gain a +2 Luck bonus to AC and saving throws against attacks made by that opponent until you designate a new enemy.
Gauntlets of the Battle Master:
1/Day as a Swift Action, gain a +20 Insight bonus to your next melee attack roll.
At Will as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Benefit from a +2 Competence bonus to melee attack rolls and a +1 Competence bonus to melee damage rolls.
Greater Enduring Amulet of Protection from Evil: +6 Constitution, +5 Resistance bonus to Saving Throws, +3 Deflection bonus to AC
Hold breath for up to 12 hours before having to make a Constitution check.
Ranged attacks made by Evil creatures suffer a -4 penalty when targeted against the wearer.
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of Concentration: +10 Competence bonus to Concentration skill checks.
1/Day as an Immediate Action, the wearer may substitute a Concentration check in place of a Fortitude saving throw.
+5 SearingFlameWoundingMagebaneBodyfeeder Greatsword (2d6+5+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Magebane: 4d6+7+1d6[Searing Fire], plus 1 Constitution damage, 19-20/x2) vs beings capable of using magic or spell-like abilities. This ability stacks with its wielder's inherent Magebane effect, if any.
Bodyfeeder: On a Critical Hit, any damage inflicted is granted to Oathkeeper's wielder as Temporary Hit Points for up to 10 minutes. Hit Points lost as a result of Constitution damage via Oathkeeper's Wounding ability are not included in the Temp HP granted by the Bodyfeeder effect.
Mage's Bane: 3/Day, on striking a creature which possesses spells or spell-like abilities, Oathkeeper can steal one use of an unused spell or spell-like ability of 4th level or lower (DC 20 Will save negates). Oathkeeper can then cast the stolen magic either on the wielder or release it as part of an attack as if it were a Spell Storing weapon. Caster Level and saving throw DC for the stolen spell are the same as those of the original creature.
Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Swarmbane Ring (Slotless): Your 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 your are damaged by a swarm, you automatically succeed on your saving throw against the swarm's Distraction ability.
The Broken Link: Pried from the corpse of the Avatar of Mammom, Archduke of Hell, this ring confers a constant Freedom of Movement spell effect on its wearer.
When activated as a Standard Action, any armor or weapon your are currently wearing disappears and are stored 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 your hands aren't free).
Languages Spoken: Low Valyrian (Braavosi, Volantine, Tyroshi, Stepstones), High Valyrian, Westerosi Common, Draconic, Terran, Infernal, Old Tongue (First Men), Ignan
Description: Lya is a dusky-skinned young woman with a 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 of 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.
False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 18 hours
Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 18 hours
Visions of the Future: You benefit from a +2 Sacred bonus to all saving throws and a +2 Dodge bonus to AC. You can cancel these bonuses as an Immediate Action to gain a Sacred bonus to saving throws and a Dodge bonus to AC equal to half your caster level.
Moment of Prescience: Once during the spell's duration, you can gain a +18 Insight bonus on any single Attack Roll, Combat Maneuver, Opposed Ability or Skill Check, or Saving Throw. Alternatively, you can apply the bonus to your AC against a single attack, even if you're caught flat-footed. Duration: 18 hours
Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 18 hours
Special Abilities:
Aerial Magic (Sp): 18th Caster Level: 3/Day use Fly or Overland Fight
Fiery Burst (Reserve): As a Standard Action, you can inflict 8d6 (1d6 x [Arcane caster level - 1]) Fire damage to a 5 foot radius within 30 feet.
From a Grain of Sand: You benefit from a +30 Insight bonus to all Knowledge rolls when forging new Planes. Roll all progress dice on related projects twice and take the higher result. Re-rolls cannot crit succeed.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Arcane Concordance: You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
Master of the Light of Creation:
You benefit from a -35% reduction in the cost of material components for Conjuration (Calling) spells when targeting beings with the Fire subtype.
You gain a +7 Insight bonus to Diplomacy attempts against Outsiders with the Fire subtype.
Sacred Pyromancy: You can create and alter Spirits of Fire through ritual magic (DC 30).
Lore of the Inner Planes:
Life & Death: You can spontaneously convert any prepared spell into a Cure or Inflict spell of the same level.
Elements: You can spontaneously cast any known spell with the Air, Earth, Fire, or Water descriptor by sacrificing a prepared spell one level higher than the spell being duplicated.
Lore of the Outer Planes: Alignment targeting spells you cast can affect any target, regardless of its normal limitations, except for those beings who are True Neutral.
Good & Evil: You can spontaneously cast any known spell with Good or Evil descriptor by sacrificing a prepared spell one level higher than the spell being duplicated.
Law & Chaos: You can spontaneously cast any known spell with Good or Evil descriptor by sacrificing a prepared spell one level higher than the spell being duplicated.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Advanced Tattoo Guardian
Name: ??? Size/Type: Medium Construct Hit Dice: 12d10+20 (86 HP) Initiative: +4 (Improved Initiative) + 2 (Hypervigilant) + 8 (DEX) = +14 Speed: 30 ft., Fly 20 ft.(Perfect) Armor Class: 27 (+8 Dex, +9 Natural), Touch 18, Flat-Footed 19 Base Attack: +9 Attack: Ink Blade +19 melee (1d6+6) Full Attack: 2 Ink Blades +19 melee (1d6+6) Space/Reach: 5 ft./10 ft. Special Qualities: Construct Traits, DR 5/Adamantine, Fast Healing 5, Darkvision 60 ft., Low-light Vision, Bodyguard, Fluid Form, Hypervigilant, Worn Form Saves: Fort +4, Ref +16, Will +7 Abilities: Str 18, Dex 22(26), Con --, Int 6, Wis 16, Cha 16 Skills: Open Lock 12+8 Feats:Combat Reflexes, Extended Reach, Improved Initiative(B), Lightning Reflexes, Weapon Finesse Alignment: True Neutral
Bodyguard (Su): Whenever the Tattoo Guardian's wearer takes damage, half of the damage is transferred to the Guardian (as the Shield Other spell). This cannot reduce the Tattoo Guardian below one Hit Point, unless doing so would save the wearer's life. Additionally, the Tattoo Guardian gains a +2 bonus on Attack and Damage rolls against any creatures that damaged its wearer in the previous round.
Fluid Form (Su): A Tattoo Guardian does not provoke Attacks of Opportunity because of movement. It is immune to Critical Hits and Sneak Attacks, and it cannot be knocked Prone or Grappled.
Hypervigilant (Su): A Tattoo Guardian gains a +2 bonus on Initiative checks and Reflex saves, and it always acts on the surprise round.
Worn Form (Su): While being worn, a Tattoo Guardian occupies the same space as its wearer and moves with its wearer. In this state, the wearer and the Tattoo Guardian use the higher of the wearer's and the Tattoo Guardian's AC and saving throws, but the Tattoo Guardian loses access to its Fluid Form ability.
Equipment: Amulet of Natural Armor (+3 Natural Armor), Healing Belt, Ring of Agility (+4 DEX), Ring of Mighty Fists (+2)
Anklets of Rapid Translocation (Slotless):
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Bead of Karma: 2/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
Boots of the WideEarth:
Carrying capacity is doubled.
Convert any Spell of 5th level and above to Teleport.
Crown of the Sage-Queen: +6 Intelligence, +6 Wisdom, +6 Charisma, +10 Competence bonus to Knowledge(Arcana)
The wearer is always aware of traitorous intent toward the Imperator, as if affected by a Perceive Betrayal spell.
3/Day as an Immediate Action, the wearer may substitute a Concentration check in place of a Fortitude saving throw.
3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell).
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Ioun Stone Halo: A veritable cloud of enchanted gems, these glowing stones orbit the wearer's head in an impressive display of magic, but can also be made to slot into specially prepared receptacles in the Sage Queen's crown. Whether allowed to orbit freely or attached to the crown, they continue to provide their normal benefits.
Diamond Marquis: User can communicate and understand languages as if using Comprehend Languages, Tongues, and Telepathy with a range of 100 feet.
Lavender & Green Ellipsoid: This stone absorbs spells of 8th level or lower. After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.
Hold breath for up to 12 hours before having to make a Constitution check.
3/Day when you heal someone of damage, you can benefit from the same amount of healing.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
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)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Metamagic Rods
Lesser:
Lesser Rod of Encouragement: This rod allows you to apply the Encouraging Spell Metamagic to 1st-3rd level spells 3/Day.
Standard:
Rod of Delayed Magic: This rod allows you to apply the Delayed Spell Metamagic to 1st-6th level spells 3/Day.
Minor Cloak of Displacement:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Third Eye: Conceal [equivalent to Mind Blank, 15th Manifester Level] (Slotless)
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:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Nine Lives: 9 Charges Remaining
You can expend a charge to treat any failed saving throw as a success.
If you ever drop to 0 Hit Points or below, the ring automatically expends one charge to cast a Heal spell on you.
Ring of Mystic Defiance (Slotless):
Wearer benefits from a +1 Competence bonus to Arcane spellcasting level.
3/Day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
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.
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 re-targeted spell, she experiences the effect of the spell as normal.
Robes of Stormy Conjuration:
3/Day sacrifice a spell slot to use Summon Monster spell of same level
3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Skymender: Though this hammer is as light as a willow wand in the sky, the air itself seeming to hold it aloft, to merely touch it is to know it is not a weapon of war. The gem emblazoned within gleaming like onto the eye of the Winged Serpent ever Watchful. Bound within is the art and artistry of a lost people and the dream of wonders yet unforged.
When wielded by a Mythic smith, Skymender effectively increases their Mythic ranks by two for crafting purposes.
Skymender may not be used in combat. Attempts to do so will see the hammer attempt to fly from the bearer's hand (DC 30 Strength check).
In any project concerned with the forging of arcane creations, Skymender inspires the bearer to work 25% more effectively (+1d6 research die on projects where it can be applied).
When creating magic items through item creation feats (including but not limited to forging Magic Arms and Armor, Wondrous Items, and Constructs) the bearer of Skymender may choose to either work 50% faster while doubling the cost of the items or allowing them to craft at 50% of the cost by double crafting time.
Soulfire Mithral Bracers of Arcane Freedom (+1):
2/Day apply theStill SpellMetamagic feat to a spell as a Swift Action.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipped Magic items: Anklets of Rapid Translocation (Slotless), Bead of Newt Prevention (x3), Boots of the WideEarth,Calligraphy Wyrm,Crown of the Sage-Queen (+6 INT,+6 WIS,+6 CHA), Evacuation Rune Charm, Gloves of theStarrySky (+6 DEX, +2 STR), Greater Radiant Earring of Arcane Acuity (Slotless), GreaterRibbonofDisguise,Greater Star of Unchained Wisdom, Mind Blank Earring, Monk's Belt ofHealing Vigor (+6 CON), Muleback Cords(Slotless), Possession Rune Charm, Ring of Mystic Defiance (Slotless), Ring of Nine Lives, Ring of Prestidigitation[At-Will] (Slotless),Ring of Sustenance (Slotless), Robes of StormyConjuration, Soulfire Mithral Bracers of Arcane Freedom (+1),Spell Immunity Charm [Magical Backlash] (Slotless), Staff of Fire
Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Stepstones), Old Tongue (First Men), High Valyrian
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.
Armored Mage (Ex): You may wear Medium Armor and use a Heavy Shield without it interfering with your spellcasting.
Epic Deeds (Su): +10 to any checks involving Strength, Dexterity, or Constitution, and may Take 10 on them under any circumstances.
Spell Power (Ex): If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome Spell Resistance for the remainder of the encounter.
Ancient Lore (Ex): You reduce the Crafting DC of Alchemical items you produce by 5 points and benefit from a +8 bonus to your Alchemy checks. You only need half the normal amount of materials to produce any Alchemical item with an adjusted Crafting DC of 25 or less, and can increase the Crafting DC by 5 points for the purpose of creating items at a faster rate.
Legacy in Bronze (Ex):
Path to Legend: Any bronze weapon you wield gains a +5 bonus to attack rolls and a +10 bonus to damage.
Ancient Channel: When using Arcane Channeling with a bronze weapon, you gain a +3 caster level bonus. This bonus extends to all spells with the Electricity descriptor, whether or not it is Channeled.
Bronze Skin: Any bronze armor you wear is considered one category lighter, gains a +2 bonus to maximum Dexterity, has no Armor Check Penalty, and increases your ground speed by 10ft.
Inconceivable Strength: Any bronze weapon, armor, or shield you use gains the properties of Darksteel & Starmetal. Armor grants Acid Resistance 2 and weapons inflict +1 Electricity damage, plus another 1d6 damage to Extraplanar creatures and Outsiders. They have Hardness 20 and are considered Adamantine for the purpose of bypassing object Hardness and Damage Reduction.
Skyfire (Ex):
Riven Limits: The caster level damage cap on Electricity spells up to one level lower than the maximum you may cast is increased by three.
Lightning Lance: You gain Lightning Lance as a bonus spell, which you can also use 1/Day as an Extraordinary Ability. You may Channel the Lightning Lance 2/Day.
Piercing Charge: You ignore 10 points of Electricity Resistance your targets may possess, and if they benefit from Immunity to Electricity it is instead reduced to Electricity Resistance 20.
Born of the Three Thunders: You can apply the Born of the Three Thunders Metamagic feat to eligible spells without being Dazed. Such spells inflict half Electricity damage and half Sonic damage, Stun targets for 1 round if they fail a Fortitude save and knock Stunned targets Prone if they fail a Reflex save.
Certain Grip: You benefit from a +4 Competence bonus to Climb and Balance skill checks and against attempts to Bull Rush, Drag, Reposition, or Trip you. You cannot be Disarmed.
Essence of the Raptor: You benefit from a +10 bonus to your base ground speed, a +4 bonus to your Hide, Jump, Listen, Spot, and Survival skills, and you gain the Scent special ability.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
Energy Conversion (Su): Whenever you cast a spell with the Acid, Cold, Electricity, or Fire descriptor, you can expend one use of Mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.
Mage Strike (Su): As a Swift Action, you can expend one use of Mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one Arcane spell that you've prepared or Arcane spell slot that you have available, you gain a bonus on the Attack Roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of Acid, Cold, Electricity, or Fire) per level of the spell or slot expended. The normal damage from this attack bypasses all Damage Reduction, but the energy damage is still affected by Resistances and immunities.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Belt of Battle: +6 Constitution
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Hold breath for up to 12 hours before having to make a Constitution check.
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Metamagic Rods:
Lesser Rod of Quickening: This staff allows you to apply the Quicken Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Maximizing: This rod allows you to apply the Maximize Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-3rd level spells 3/Day.
-4 to attack against Outsiders with the Good sub-type.
Dragonskin Grip (+2 to checks against Disarm attempts)
On striking a Summoned Fiend for the first time in combat Purity attempts a Dispel check (caster level equal to its user's HD) to Banish the creature.
Greater Electrical Assault Weapon Crystal: +1d6 Electricity damage, plus target is Dazzled (-1 penalty to Attack rolls, and Listen & Spot checks) for one round.
Damage:
Normal: 1d10 + 2, plus 2d6+1[Electricity], 18-20/x2
vs Outsiders: 1d10 + 1d6 + 4, plus 2d6+1[Electricity], 18-20/x2
vs Evil Outsiders: 1d10 + 3d6 + 4, plus 2d6+1[Electricity], 18-20/x2
Raiment of Bronze:
+4 Reinforced Segmented Bronze Fullplate (+13 AC bonus)
+2 Animated Extreme Shield (+5 AC bonus) with an attached Lesser Crystal of Arrow Deflection (+5 AC vs Ranged Attacks) able to 1/Day cast Shield of Warding at 5th caster level.
Raiment of the Four(Incomplete): Uniting the magic of two of the four enchanted items (Gloves of the Starry Sky, Greater Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity, Boots of Teleportation) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Lightning:
Wearer benefits from a +1 Competence bonus to the their caster level when using Electricity-based spells.
3 Charges/Day: 1 Charge (+2d6 damage on your next Electricity spell), 2 Charges (+3d6 damage on your next Electricity spell), 3 Charges (+4d6 damage on your next Electricity spell)
3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Watchful Warrior'sRing (Slotless):
When this ring is activated as a Standard Action, any armor or weapon the bearer is currently wearing disappear and are stored within the ring, and any armor or weapon currently stored within the ring appear in the appropriate places on their body (items that must be held appear at their feet if their hands aren't free hands).
Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
Launcher Ammo x3 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Equipped Magic items:Anklets of Rapid Translocation (Slotless), Bead of Newt Prevention (x3), Belt of Battle (+6 CON), Boots of Teleportation, Calligraphy Wyrm, Evacuation Rune Charm, Gloves of theStarrySky (+6 DEX, +4 STR), Greater Amulet of Protection from Evil (+5 Resistance, +5 Sense Motive), Greater Radiant Earring of Arcane Acuity (+6 INT, +2 CHA, +4 WIS), Greater Ribbon of Disguise, Greatreach Bracers ofQuickstrike(Slotless), Handy Haversack, Knight's Cloakof Minor Displacement,Launcher, Metamagic Rods (See Above), Mind Blank Ring, Muleback Cords(Slotless), Possession Trap Charm, Purity (w/Greater Electrical Assault Crystal), Raiment of Bronze, Ring of Mystic Lightning, Ring of Sustenance (Slotless), Scabbard of the AmoralEdge,Signet Ring of the Griffin Knight (Slotless),Soulfire Mithral Bracelets (+1), Spell Immunity Charm [Magical Backlash] (Slotless), Watchful Warrior'sRing (Slotless)
Languages Spoken: Low Valyrian (Braavosi, Stepstones), High Valyrian, Westerosi Common, Sylvan, Draconic [poor]
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.
Razor Sharp Adamantine Thinblade: 1d8 + 2 (Enhancement) + 1 (Razor Sharp) + 8 (DEX); Special: Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day).
Normal: +23/+23/+18/+13 [1d8+11; 18-20/x2]
vs Undead: +24/+24/+19/+14 [1d8+12; 18-20/x2] OR vs Vampires: +25/+25/+20/+15 [1d8+14; 18-20/x2]
Venom's Kiss: 1d4 + 2 (Enhancement) + 8 (DEX); Special: Half of the damage dealt on the first successful strike made in each round with this dagger is used to heal the wielder.
Normal: +24/+24/+19/+14 [1d4+10; 19-20/x2]
vs Undead: +25/+25/+20/+15 [1d4+1d6+11; 18-20/x2] OR vs Vampires: +26/+26/+21/+16 [1d4+1d6+12; 18-20/x2]; Special: Acts as a Ghost Touch weapon and can make Critical Hits and perform Sneak attacks against Undead as if they were living creatures.
Special: When used to make a Sneak Attack, the dagger imparts a +4 bonus to the Attack and Damage rolls.
Crimson Fang: 1d4 + 2 (Enhancement) + 8 (DEX); Special: On a confirmed Critical Threat, make a caster level check 15 vs (11 + caster level) to steal up to four magic effects for 1 minute.
Normal: +24/+24/+19/+14 [1d4+10; 17-20/x4]
vs Undead: +25/+25/+20/+15 [1d4+11; 18-20/x2] OR vs Vampires: +26/+26/+21/+16 [1d4+12; 18-20/x2]
vs Constructs: +24/+24/+19/+14 [1d4+1d6+10; 17-20/x4]; Special: Can make Critical Hits and perform Sneak attacks against Constructs as if they were living creatures.
Dual-Wielding:
Sword + Dagger: +21/+21/+16/+11 [Main Hand] and +21/+16 [Off Hand]
Dagger + Dagger: +22/+22/+17/+12 [Main Hand] and +21/+16 [Off Hand]
Bite +15 [1d3+5] Special: 7d6+22 damage on each hit from Sneak Attack, 3d6+22 on creatures normally immune to Sneak Attacks; 7d8+27 on hits to evil creatures with Sneak Attack, 3d8+22 on evil creatures normally immune to Sneak Attacks, +4 vs Bull Rush, Drag, Reposition, & Trip attempts Spell Save: DC: 10 + 7 (WIS) + 1 (Arcane Concordance) = 18 + spell level Weapon Proficiency: Longsword, Rapier, Dagger Immunities:Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], Magical Backlash Spell, Disarm attempts Resistances: Cold 10, Electricity 10 Vulnerabilities:Fire (+50% damage) Miss Chance: 20% as per the Blur spell DR: 10/Silver
Thrall Spotter (Ex): You gain a +5 trait bonus on Sense Motive checks to determine if a creature is acting under the effects of a Charm or Compulsion.
Shadowsight (Ex): You possess superior Darkvision with a 60-foot range, allowing your to see through any form of normal or magical darkness without hindrance.
Darkstalker (Ex): When you hide, creatures with Blindsense, Blindsight, Scent, or Tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. In addition, you can Flank creatures that have the All-Around Vision special quality.
Shadow Pounce (Ex): Any time you use an ability, spell, or effect with the Teleportation descriptor (such as your Shadow Jump ability), you may execute a Full Attack upon completion of the Teleportation. You must have line of sight on your intended target, and the spot to which you teleport must be within immediate melee striking distance.
Shadow Jump (Ex): You can travel between shadows as if affected by a Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. You can Shadow Jump up to a total of 200 feet per day in this manner, in increments as small as five feet. Shadow Jumping uses as a Move Action or Swift Action, as you choose.
Death Attack (Su): As per the Assassin ability of the same name, but uses Wisdom to determine DC. DC 27 Fortitude saving throw.
Hide in Plain Sight (Su): You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Vampiric Resolve (Su): 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.
Shadow Blur (Su): Anytime you are not in daylight or the illuminated radius of a light source, the shadows cloak your every movement, conferring the a 20% miss chance to attacks made against you, as if you were affected by a Blur spell. You can choose to activate or end this effect as a Free Action.
Certain Grip: You benefit from a +4 Competence bonus to Climb and Balance skill checks and against attempts to Bull Rush, Drag, Reposition, or Trip you. You cannot be Disarmed.
Essence of the Raptor: You benefit from a +10 bonus to your base ground speed, a +4 bonus to your Hide, Jump, Listen, Spot, and Survival skills, and you gain the Scent special ability.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Arcane Concordance: You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Belt of Unchained Battle: +6 Constitution, +2 Initiative, +5 Resistance bonus to Saving Throws
Healing (3 Charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Glamer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Dagger Cloak ofDragon'sFlight:
The wearer can draw their daggers as if they had the Quick Draw feat.
1/Day, the wearer can perform a cartwheel as a Standard Action at any point during a Move Action to launch a 15-foot cone of daggers which inflicts 7d6+22 damage (equal to Sneak Attack damage). A successful DC 20 Reflex save (DC = 10 + Sneak Attack dice + INT modifier) halves the damage. The daggers disappear immediately.
On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.
Death'sEmbrace: +4 Intelligence, +3 Natural Armor
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.
Greatreach Bracers of DevastatingQuickstrike(Slotless):
2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Inquisitor's Redoubt: Create an extra-dimensional space which can serve as a base of operations and secure resting place in dangerous or hostile territory.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Metamagic Rods:
Lesser Rod of Quickening: This staff allows you to apply the Quicken Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Maximizing: This rod allows you to apply the Maximize Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-3rd level spells 3/Day.
Third Eye: Conceal [equivalent to Mind Blank, 15th Manifester Level] (Slotless)
Raiment of the Four(Incomplete): Uniting the magic three of the four enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Belt of Unchained Battle) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of False Flight:
Whenever the wearer of this ring takes the Withdraw Action or becomes helpless (including falling unconscious), he is rendered Invisible for 3 rounds and four illusory duplicates are created that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. Duplicates last for 3 rounds, but are destroyed if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1):
2/Day apply the Still SpellMetamagic feat to a spell as a Swift Action.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects.
Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
Greater Vampiric Effect: The first time each round that the wielder hits a living target with this weapon, it restores an amount of Hit Points to the wielder equal to 1/2 the damage dealt to the target, to a maximum equal to the wielder's number of Hit Dice. If the damage was more than enough to kill the target, any excess damage doesn't count toward the amount healed. A creature can regain no more than 5 Hit Points per Hit Die from this weapon each day.
Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Subtle Blade: When used to make a Sneak Attack, the dagger imparts a +4 bonus to the Attack and Damage rolls.
Crimson Fang: +2 Keen(+1) Spell Stealing(+3) Blood-Crystal Dagger: (1d4+2; 17-20/x4), Special: Wielder may attempt to steal up to four spell effects from a target.
Spell Stealing Effect: When the wielder rolls a Critical Threat against a target, she can forgo confirming the Critical Hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level (13 + Dagger Enhancement bonus) check to steal her choice of one of those effects against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first).
Greater Weapon Crystal of Demolition: The dagger inflicts an additional +1d6 damage to Construct, is treated as Adamantine for the purpose of bypassing Damage Reduction, and can be used to deliver Sneak Attack and Critical Hits against Constructs as if they were living creatures.
Whisper's Garments:
+10 to Competence bonus to Hide and Move Silently
-2 to caster level when using spells with the Light Descriptor.
+1 Caster level when casting spells with the Darkness or Shadow Descriptors
Gain Trackless Stride as a Druid or Ranger, but only in dark or overcast conditions.
Launcher Ammo: x3 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
Equipped Magic Items: Adamantine Razor-Sharp Thinblade (+2), Anklets of Rapid Translocation (Slotless), Bead of Newt Prevention (x3), Belt of Unchained Battle (+6 CON, +5 Resistance), Boots of Teleportation, Calligraphy Wyrm, Dagger Cloak of Dragon's Flight, Crimson Fang, Crystal Mask of Constant Detect Psionics, Death'sEmbrace (+4 INT, +3 Natural Armor), Evacuation Rune Charm, Gloves of theStarrySky(+6 DEX, +3 STR), Greater Radiant Earring of Arcane Acuity [Slotless] (+6 WIS, +4 CHA), Greater Ribbon of Disguise, Greatreach Bracers of DevastatingQuickstrike(Slotless), Handy Haversack, Heirloom Seal, Inquisitor's Redoubt, Launcher, Metamagic Rods (See Above), Mind Blank Ring, Muleback Cords(Slotless), Possession Trap Charm,Ring of False Flight, Ring of Prestidigitation[At-Will] (Slotless),Ring of Protection from Evil (Slotless), Ring of Sustenance (Slotless), Scabbard of the AmoralEdge, Soulfire Mithral Bracelets of Arcane Freedom(+1), Spell Immunity Charm [Magical Backlash] (Slotless), Venom's Kiss, Whisper's Garments
Darkmark (Su): As a Standard Action, you can place a Darkmark on a touched target. The range that marks can be placed increases at higher Mythic Tiers (25 feet at 2nd tier, 100 feet at 3rd tier, 400 feet at 4th tier, plus 100 additional feet for tier after 4th). You can have a number of Darkmarks active equal to your Charisma bonus plus twice your Mythic Tier. Darkmarks are Permanent magical effects which persist until Dispelled or dismissed, though if you add a Darkmark to a target when you are already at your maximum number of marks, the oldest active mark is automatically dismissed. Darkmarks resist Dispelling as if they were Shadow spells with a caster level equal to your character level plus twice your Mythic Tier. For unwilling targets, the DC to resist being marked is equal to 10 + 1/2 your character level + your Mythic Tier + your Charisma bonus.
The Darkmark appears on your target's body where you touched them to apply it, but at 2nd Mythic tier and higher you can place it anywhere on them you wish. Unless the target or a nearby ally sees the Darkmark upon their flesh before it fades to Invisibility one round after being applied, only inspection with See Invisibility or a similar effect will reveal its presence, nor do those who successfully resist the mark realize they have done so. The Darkmark serves as an anchor which duplicates the effects of the Dragoneye Rune, Status, and Telepathic Bond spells. You can suppress or restore any of these functions as a Free Action for individual Darkmarks or for as many of them as you desire.
The greatest power of your Darkmark is not the information it can relay to you about your targets, however, but the conduit it forges for your magic. Any spell you personally cast can be made to originate from a selected Darkmark, regardless of range between you and the mark's recipient so long as they are on the same Plane. At 3rd Mythic Tier, the conduit is able to extend even beyond Planar boundaries. Spells cast from items (wands, talismans, scrolls, etc.) cannot be transmitted through the mark, but those which are powered using your spell slots (Runestaves, Pages of Spell Knowledge, etc) remain eligible. Touch spells used in this manner automatically target the bearer of the Darkmark, but spells which have an area of effect, conjure or create matter or energy or Summon other beings, treat the mark as the spell's point of origin.
Spells cast through the Darkmark are limited by your Mythic Tier. At 1st tier, you can only cast 1st level spells through the mark, at 2nd tier this increases to 2nd level spells, and so on.
[] Garin's First Mythic Rank
-[] Mythic Path: Darkstalker (based off the Trickster Path)
-[] Mythic Feat: Dual Path (Archmage - Wild Arcana)
-[] Trickster Attack:
--[] Surprise Strike (Ex): As a Swift Action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
-[] Path Ability: Darkmark
Languages Spoken: Low Valyrian (Braavosi, Marshland Patois, Stepstones), Speak With Animals, Westerosi Common, Draconic [poor]
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: 17d8 + 102 = 181 AC: 10 + 5 (DEX) + 12 (Glammered Reinforced Segmented Adamantine Fullplate +3) + 6 (Animated Extreme Shield +3) +2Deflection (vs Evil) = 33/35; +5 vs Ranged; +2 vs Undead OR +4 vs Incorporeal Undead Initiative: +5 (DEX) Attack: +12/+7/+2; Ranged Touch: 12 + 5 (DEX) = +17 Spell Save: 10 + 7 (WIS) +1 (SP) = 18 + spell level; +1 Conjuration spells Weapon Proficiency: Dagger, Sling Immunities:Possession/Mental Control, Blinding & Dazzling effects,All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], Magical Backlash spell Resistances: Cold 5, Electricity 5 DR: 3/-- DR: 5/- (up to 50 HP); stacks with other DR
Traveler's Freedom (Su): Automatically affected as the spell Freedom of Movement whenever one would be hindered by magical effects that impede movement (17 rounds/day)
Animalistic Senses (Ex): You possess Low-Light Vision and Darkvision, and can attempt to spot or hear something you failed to notice previously once per round per skill as a Free Action (such attempts are ordinarily Move Actions).
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 (Su): 1/Day, if you fall below 0 Hit Points, you regain a number of Hit Points equal to 1d8 + your Charisma modifier. If an attack brings you to negative Hit Points equal to or lower than 25% of your normal maximum, you die before this power takes effect.
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 22). Those that fail take 1d6+3 points of nonlethal damage and are fascinated until the beginning of your next turn. (10/day)
Greater Imbued Summoning: When you cast a Summoning spell, you can choose to grant the Summoned creature the benefit of any spell of 6th level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature at the same time you cast your Summoning spell. The creature gains the benefit of the spell when it appears.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Bead of Karma: 2/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
Circlet of Rapid Casting:
3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glammer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Hold breath for up to 12 hours before having to make a Constitution check.
3/Day when you heal someone of damage, you can benefit from the same amount of healing.
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Restorative Amulet of Protection from Evil) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Healing Vigor Powers (Slotless): +6 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Ring of the Beast:
Whenever you use a Summon Nature's Ally spell, you may expend a spell slot of one level lower than the spell being cast.
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.
Runestaff of the Dawn
Runestaff of the Dawn
This +3 Winterbane Quarterstaff is in fact a Legendary Item, born from the rebirth of the Tree of the Dawn Age and granted by the Old Gods to the Companion of Viserys Targaryen known as Vee. The pale wood of the staff is wrapped in lines of golden moss, that can radiate light up to that of a torch at the wielder's command. As a Legendary Item, the Runestaff of the Dawn has access to a Legendary Power pool of 3/day, increasing to that of its wielder when they complete a Mythic Ascension, with the charges recharging at sunrise.
Once bonded to a Mythic Creature, the staff reveals its Legendary Powers in the following order as its wielder acquires further Mythic Ranks: Perfect Surge, Powerful, Light of Dawn.
Spoiler: Light of Dawn Light of Dawn: This ability acts as a modified Undetectable, granting the same effects whilst its wielder is invisible and holding the staff. Additionally, it allows the staff's wielder to expend two uses of Legendary Power to wreath themselves in a corona of blinding light which is the bane of Winter, bringing dawn to the night. All darkness spells within 100 ft of the wielder are immediately dispelled. Any creatures of Always Winter within that area when the effect is triggered must make a Fortitude Save against DC [10 + 1/2 Wielder's HD + Wisdom Modifier] or be blinded for 1 round. Until the end of the encounter, the wielder is considered to have total concealment. The light which creates this concealment is considered an Extraordinary effect.
The Runestaff of the Dawn grants the following spells to its wielder as a standard Runestaff:
Undermaster (May be cast as swift action for 1 use of mythic power; Alternatively gains a duration of 5 minutes for 3 uses of mythic power; Counts as a level 9 spell.)
The staff shares the ability of the Runestaff of the Old Gods to Tree Stride between any two Heart Trees no matter the distance, however this is dangerous to the mind while the Gods are wrathful. It also contains one final power, an echo of the vast ritual known as the Hammer of the Waters, which was used to shatter the Arm of Dorne during the Dawn Age. This spell may be cast 1/day and grants a wielder with Mythic Ranks access to its Mythic variant.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipped Magic items: Anklets of Translocation, Animated Extreme Shield (+3),Bead of Karma, Bead of Newt Prevention (x3), Belt of the Serpent God, Calligraphy Wyrm, Circlet of Rapid Casting, Evacuation Rune Charm, Glammered Reinforced Segmented Adamantine Fullplate (+3), Gloves of theStarrySky (+6 DEX, +3 STR), Greater Radiant Earring of Arcane Acuity, Greater Restorative Amulet of Protection from Evil (+2 INT), Greater Ribbon of Disguise, Mind Blank Ring, Muleback Cords(Slotless), Possession Trap Charm,Ring of Healing Vigor (Slotless) (+6 CON),Ring of Prestidigitation[At-Will] (Slotless), Ring of the Beast, Ring of Sustenance (Slotless), Soulfire Mithral Bracelets (+1), Spell Immunity Charm [Magical Backlash] (Slotless), Whistle of Beast Speech
Lash of Sands: 2d4 + 1d6 (Desiccation) + 5 (Enhancement) + 8 (Wisdom) +1 Bleed damage, +1 Negative level (15-20/x2)]; +1d10 Dessication damage & 2 Negative levels on a Critical Hit
Normal: +23/+23/+18/+13 [2d4+1d6+13 (15-20/x2)]
Special:A single dose of poison lasts for two hits and said poison deals secondary damage in 5 rounds instead of 10.
Spell Save: DC: 10 + 8 (WIS) = 18 + spell level Weapon Proficiency: Dagger, Staff, Whip Immunities: Poison,Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph[Single use], Magical Backlash spell DR: 3/- or 10/Adamantine (up to 100)
Languages Spoken: Westerosi Common, Ancient Rhoynar, High Valyrian, Low Valyrian (Braavosi, Stepstones)
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.
Never Unarmed (Su): You automatically learn each Inflict spell when they become available as your spellcasting ability progresses.
The Dose Makes the Poison (Su): Your Inflict spells can act as Cure spells, though their effective level is reduced by one (i.e. Inflict Moderate Wounds acts as a Cure Light Wounds).
Evershifting Sands: You can access three different mystic Paths, each of which represents one aspect of your magic, though only one Path can be used at any given time. You can switch between Paths through one hour of uninterrupted meditation. Switching between Paths can be done more quickly, as a Full Round Action, but doing so leaves you Staggered for one minute. This can be done 8 times per month (equal to Wisdom modifier).
Path of the Sand Scourge: You can create a Lash of Sand, a powerful whip of coherent sand, to use as a weapon. The Lash can be formed as a Swift Action if there is nearby sand, or as a Full Round Action if not, and it can be dismissed as a Free Action. The Lash's attack and damage bonus are based on your Wisdom modifier.
Steady Hands (Ex): You benefit from a +12 bonus to Craft (Poison Making) checks.
Inoculation (Ex): You are Immune to Poison. This benefit persists even when making use of a different Path.
Uncanny Toxicity (Su): When you use a poison you have crafted or cast a Poison spell, creatures which are normally Immune to Poison lose their immunity. Instead they gain a +2 bonus to resist poisons.
Mystic Potency (Su): Any poison which you use is unaffected by the Delay Poison spell, the DC to remove it using a Neutralize Poison spell is increased by +5, and the DC to resist the effect is increased by +8 (equal to Wisdom modifier). Once you apply a poison, Mystic Toxicity persists for up to 100 minute. Mystic Toxicity does not stack with the Overwhelming Poison spell.
Major Image (Sp): Caster Level 17th; 11/Day: Major Image
Oppression: You can cast spells from the Sun Domain.
Turn Undead: 12/Day (4 + Wisdom modifier) and the Turning check is Wisdom-based.
Greater Turn Undead: 1/Day; If successful, rather than Turning affected Undead, they are destroyed instead.
Daylight (Sp): Caster Level 17th; At-Will: Daylight. Special: The light created by your Daylight spell-like ability is treated as true sunlight.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Bag of Greed: Crafted from the hide of Avatar of Mammon, the Archduke of Greed, this gold-hued satchel acts as a Bag of Holding, but with the storage capacity of a Portable Hole and the functionality of a Handy Haversack.
Bead of Karma: 2/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
Belt of Stone Skin:
Wearer benefits from DR 10/Adamantine, absorbing up to 100 points of damage per 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.
Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Handy Haversack: This backpack is of high quality but appears otherwise normal.[/COLOR]
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Metamagic Rods:
Lesser Rod of Maximizing:This rod allows you to apply the Maximize Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod Rod of Mercy: This rod allows you to apply the Merciful Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-3rd level spells 3/Day.
Third Eye: Conceal [equivalent to Mind Blank, 15th Manifester Level] (Slotless)
Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enduring Amulet of Protection from Evil) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Healing Vigor (Slotless):
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.[/COLOR][/COLOR]
Ring of Spell-Battle:
The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Translocating Boots of the WideEarth
Double carrying capacity.
Convert any Spell of 5th level and above to Teleport
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Whirling Golden Blade: 3/Day apply theReachMetamagic feat to a spell of 3rd level or lower.
Wink Brooch: 3/Day grants +2 bonus to any Bluff or Diplomacy check.
Alchemical Substances:
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
90x Night Tea
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
20x Vermin Repellent
2x Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
Launcher Ammo:
x3 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
Poisons:
1 Dose of Aspect of Mammon Poison: Injury, Fortitude DC 35, 1d6 Constitution Drain/1d6 Constitution Drain.
3 Doses of Black Lotus Extract Poison; Contact, Fortitude DC 20, 3d6 Constitution Damage/3d6 Constitution Damage
12 Doses of Monstrous Spider Poison (weapon oil); Injury, Fortitude DC 28 2d8 Strength Damage/2d8 Strength Damage
Equipped Magic Items: Animated Extreme Shield (+3), Bag of Greed, Bead of Karma, Bead of Newt Prevention (x3), Belt of Stone Skin, Calligraphy Wyrm, Celestial Glamered Reinforced Segmented Adamantine Fullplate(+3), Evacuation Rune Charm, Gloves of theStarrySky (+5 DEX), Greater Radiant Earring of Arcane Acuity, Greater Enduring Amulet of Protection from Evil (+6 CON, +5 Resistance, +5 Concentration), Greater Ribbon of Disguise, Handy Haversack, Pouch of the Weeping Lady, Headband of the Whisper Within (+6 WIS, +4 INT, +4 CHA, +5 Bluff, Diplomacy, Sense Motive, & Spellcraft), Launcher, Mind Blank Ring, Muleback Cords(Slotless), Possession Trap Charm, Ring of Healing Vigor (Slotless), Ring of Prestidigitation[At-Will] (Slotless),Ring of Spell-Battle, Ring of Sustenance (Slotless), Soulfire Mithral Bracelets, Spell Immunity Charm [Magical Backlash] (Slotless), Translocating Bootsof the WideEarth, Wand of Cure Light Wounds (50/50 charges), Whirling Golden Blade, Wink Brooch
Spell Save: DC: 10 + 8 (CHA) + spell level Weapon Proficiency: Thrown Dagger, Mace Resistances:Fire35, Cold 10, Electricity 5 Immunities:Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], Magical Backlash spell DR: 4/Cold Iron
Languages Spoken: Low Valyrian (Mantarys, Stepstones), High Valyrian, Draconic, Abyssal, Westerosi Common
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 features of the Dragonlords. Only the small golden horns hidden in a mess of silver hair clearly declare Maelor's 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.
False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 15 hours, Cost: 2nd level spell slot
Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 15 hours, Cost: 1st level spell slot
Nine Live: Up to nine times while this spell is active, you can use an Immediate Action to benefit from one of the following effects. Duration: 15 hours, Cost: 8th level spell slot
Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 15 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities:
Fiendish Resilience (Su): 1/Day as a Free Action, you can gain Fast Healing 2 for two minutes.
Eldritch Blast (Su): At Will as a Standard Action, Damage (6d6 + 2d6[Amulet] = 8d6), Range: 250 feet.
Deceive Item (Ex): You can Take 10 on all Use Magic Device attempts, even if you are distracted or threatened.
Eldritch Spellweave (Su): 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 being used.
Lesser Shadow Puppetry (Su): You can attempt to compel a single Standard, Swift, or Move Action from a being under the effects of Chain of Eyes (DC 20 Will save negates). Whether the attempt is successful or not, using this ability ends the Chains of Eyes effect.
Resist Energy(Fire) (Su): You ignore the first 30 points of Fire damage inflicted by any attack or effect.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Bootsof the WideEarth:
Double carrying capacity.
Convert any Spell of 5th level and above to Teleport
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Circlet of Spell-Battle:
Wearer benefits from a +1 Competence bonus to Arcane spellcasting level.
3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
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 re-targeted spell, she experiences the effect of the spell as normal.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Metamagic Rods:
Lesser Rod of Chaining: This rod allows you to apply the Chain Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Selection: This rod allows you to apply the Selective Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Delayed Magic: This rod allows you to apply the Delayed Spell Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-3rd level spells 3/Day.
Raiment of the Four: Uniting the magic two of the four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Fell Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracelets of Arcane Freedom (+1)
2/Day apply theStill SpellMetamagic feat to a spell as a Swift Action.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Scrolls:
Amber Sarcophagus x1
Assay Spell Resistance x5
Cure Light Wounds x20
Dimensional Anchor x2
Divine Insight x5
Fickle Winds x2
Fly x3
Greater Black Tentacles x2
Greater Invisibility x5
Haste x3
Heal x2
Invisibility Sphere x3
Life Bubble x3
Lya's Magnificent Mansion x1
Maze x2
Mind Blank x2
Moment of Prescience x1
Panacea x10
Plane Shift x2
Power Word Petrify x1
Restoration x3
Revivify x3
Sending x5
Superior Invisibility x2
True Seeing x3
Wall of Force x2
Wind Walk x1
Equipped Magic Items: Bead of Newt Prevention (x3), Boneward Belt (+6 CON), Bootsof the WideEarth, Calligraphy Wyrm, Circlet of Spell-Battle, Cloak of Rimfire (Resist Cold & Fire 5), Evacuation Rune Charm, Gloves of theStarrySky (+6 DEX), Greater Radiant Earring of Arcane Acuity, Greater Fell Amulet of Protection from Evil(+5 Resistance), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+1 WIS), Launcher, Metamagic Rods (See Above), Mind Blank Ring, Muleback Cords(Slotless), Possession Trap Charm, Qartheen Warlock's Scepter, Ring of Untarnished Glory (+6 CHA), Ring of Sustenance(Slotless), Serpent's Second Skin (+6 Natural Armor), Soulfire Mithral Bracelets of Arcane Freedom, Spell Immunity Charm [Magical Backlash] (Slotless), Wand of Cure Light Wounds (50 Charges)
Name: Xor Alias: The Kindly Watcher Age: Unknowable Alignment:Neutrally Good
Race: Aberration (Extraplanar) Level: 15 (115,628/120,000 XP) Class:Spectator 4/Wizard 1/Bard 1/Beholder of Wonders 9 Feats:Alertness(B), Flyby Attack, Eidetic Spellcaster, Lingering Song, Melodic Casting, Nymph's Kiss, 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/Adamantine; Planar Adaptation (Constant; can be Dispelled but the Beholder of Wonders may restore is as a free action on his turn) Senses: All-Around Vision, Darkvision 60 ft.
HP: 133/133 + 30 (Heart of the Earth) + 10+1d8 (False Life) = 162+1d8 AC: 10 + 4 (DEX) + 10 (Natural) + 4 (Mage Armor) + 2 (vs Evil) = 27/29, Touch 17/19, Flat-Footed 24/26; +2 vs Undead OR +4 vs Incorporeal Undead Flight: 20ft Initiative: +4 (DEX) Attack (Ranged Touch): +9 (BAB) +4 (DEX) + 4 (Channel Vigor) = +17 or Bite +9 (BAB) Spell Save: DC: 10 + 6 (CHA) = 16 + spell level Immunities: Paralysis, Possession/Mind Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], Magical Backlash spell Resistances: Cold 5, Electricity 5, Fire 5 SR: 22 DR: 9/Adamantine
Languages Spoken: Telepathy, High Valyrian, Low Valyrian (Lyseni, Braavosi, Stepstones), Westerosi Common
Planar Adaptation (Su): Constant; can be Dispelled but the Beholder of Wonders may restore is as a Free Action on his turn.
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.
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)
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 17th). Up to one spell can be reflected per round.
Innate Ocular Spells: You possess an enhanced version of the Occular Spell ability which allows you to store up to four Occular Spells at any given time. You can choose to simultaneously use as many Occular Spells as you have prepared, with targets limited by the visual arc of each eyestalk. Innate Occular Spells have a range of 180 feet (Behold of Wonders level x 20 feet).
Inspire Greatness (Su): An enhanced form of Bardic Music, this song allows the Beholder of Wonder to boost a single ally within 30 feet, granting them three additional HD (calculated as d10s, plus Constitution bonuses), a +3 Competence bonus on Attack rolls, and a +2 Competence bonus on Fortitude saving throws. These effects persist as long as the ally can hear the song plus five rounds.
Eye Rays (Su): Each of a Spectator's four small eyes can produce a magical ray once per round as a Free Action. During a single round, it can aim only one eye ray at targets in any one 90-degree arc (up, forward, backward, left, right, or down). Each ray has a range of 60 feet and a save DC of 23 (caster level 17th). 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 Inflict Moderate Wounds spell, causing 2d8+10 points of damage (Will save for half damage).
Hold Monster: The target must succeed on a Will save or be affected as though by the Hold Monster spell.
Telepathy: A Spectator can communicate Telepathically with its target for the round. As a Free Action, a Spectator can make a Suggestion to any creature it is currently Telepathically speaking to.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Pendant of Still Dreams: +5 Resistance to Saving Throws
Immunity to Blindness and Dazzling effects.
Convert any spell of 3rd level and above to Fireball.
Eliminates Far Realm Warping Aura, but annuls Immunity to Sleep as a side-effect
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
3 Charges/Day: 1 Charge (Darkvision 60 ft. for 1 hour), 2 Charges (See Invisibility for 10 minutes), 3 Charges (True Seeing for 1 minute)
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Raiment of the Four: Uniting the magic of four enchanted items grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Convert any spell of 1st level and above to Magic Missile.
Ring of the Nameless:
At will Alter Self, but only between three fixed forms—a strapping young Westerosi man, a matronly Summer Islander woman, and a bearded Ibbenese elder—all forms being guarded against simple divination.
Ring of Untarnished Glory: +6 Charisma, +4 Wisdom, +3 Intelligence
Carrying capacity is doubled.
Convert any Spell of 5th level and above to Teleport.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
Equipped Magic Items: Bead of Newt Prevention (x2), Boneward Belt (+6 CON, +6 DEX), Calligraphy Wyrm, Evacuation Rune Charm, Greater Ribbon of Disguise, Mind Blank ring, Pendant of Still Dreams, Possession Trap Charm, Ring of Untarnished Glory (+6 CHA, +4 WIS, +3 INT), Ring of Protection from Evil, Ring of the Nameless, Soulfire Mithral Bracelets, Spell Immunity Charm [Magical Backlash] (Slotless)
HP: 133/133 AC: 10 + 4 (DEX) + 9 (Reinforced Segmented Mithral Breastplate +1) + 6 (Animated Extreme Shield +3) +2 Deflection (vs Evil) = 29/31; +5 vs Ranged; +2 vs Undead OR +4 vs Incorporeal Undead Initiative: +4 (DEX) Base Attack: Ranged Touch: +12 + 4 (DEX) = +16; Melee: 12/+7/+2 (BAB) +2 (False Gold Blade) +5 (CHA) = +18/+13/+8 [1d8 +2 +5 (CHA) +1d6 (Radiant); 19-20/x2] Spell Save: 10 + 9 (WIS) = 19 + spell level Weapon Proficiency: Staff, Mace, Dagger, Sword Immunities: Fear, Possession/Mental Control, Blindness and Dazzling effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], Magical Backlash spell Resistances: Cold 5, Electricity 5, Fire 5 Miss Chance: 20% as per the Blur spell
Languages Spoken: High Valyrian, Infernal, Low Valyrian (Stepstones), Draconic
Description: Were one to meet him on a busy street in one of the ports of the east it would be easy to confuse Malarys Vanor for one of the myriad of petty nobles aping the manners of Fallen Valyria in rich crimson silks and thread of gold, though perhaps the more moderate of that particular ilk to judge from the relative subtlety inherent in the weave. However, his eyes tell an altogether different tale for one with the wit to see ancient pride and sorrows just as old reflected in them. To battle he strides in silvered armor, a polished cane still at his side, though woe betide the fool who looks upon it and thinks it a mere affection upon the field of war.
Divine Subpoena (Sp): 1/Day cast a prepared Divination spell without using a spell slot.
Interrogate Reality (Ex): Your Seeker of Law class levels count twice for determining your caster level for Divination spells.
Long Arm of the Law (Su): You can use your Touch spells against targets up to 30 feet away by making a Ranged Touch Attack.
Learn the Truth (Su): 3/Day Force a creature caught in a lie by Discern Lies to utter the true version of that lie (DC 24 Will save negates).
Force Shapechange (Su): At will on a successful Touch attack, the Church Inquisitor makes a caster level check as if casting Dispel Magic against the shapechanging effect. This ability undoes the effect of Alter Self, Polymorph, Shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds.
Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Hold breath for up to 12 hours before having to make a Constitution check.
3/Day when you heal someone of damage, you can benefit from the same amount of healing.
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
Immunity to Blindness and Dazzling effects.
Convert any spell of 3rd level and above to Fireball.
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +6 Wisdom, +3 Intelligence, +4 Charisma, +5 Competence bonus to Diplomacy and Sense Motive skill checks
+2 Competence bonus to Concentration checks
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Minor Cloak of Displacement:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Third Eye: Conceal [equivalent to Mind Blank, 15th Manifester Level] (Slotless)
Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Amulet of Tears) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Spell-Battle: +5 Competence bonus to Spellcraft skill checks
The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Convert any Spell of 5th level and above to Teleport
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Scrolls:
Anticold Sphere x1
Assay Spell Resistance x5
Boreal Wind x1
Comprehend Languages x5
Cure Light Wounds x20
Dimensional Anchor x3
Divine Insight x5
Fickle Winds x2 Fortunate Fate x2
Freedom of Movement x3
Heal x1
Healer's Vision x5
Legion's Greater Magic Weapon x3
Life Bubble x4
Mass Aid x5
Magic Circle Against Evil x2
Mass Shield of Faith x3
Owl's Insight x3
Panacea x10
Pillar of Life x2
Plane Shift x2
Recitation x3
Restoration x3
Revivify x3
Sanctify Weapons x2
Sending x5
Shivering Touch x3
Tongues x5
True Seeing x2
Wind Walk x1
Equipped Magic Items: Animated Extreme Shield (+2), Bead of Karma,Bead of Newt Prevention (x3), Boneward Belt (+5 CON), Calligraphy Wyrm, Evacuation Rune Charm, False-Gold Blade(+2),Gloves of theStarrySky(+6 DEX, +1 STR), Greater Amulet of Tears(+5 Resistance), Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+6 WIS, +3 INT, +4 CHA), Mind Blank Ring, Minor Cloak of Displacement, Muleback Cords(Slotless), Possession Trap Charm,Ring of Protection from Evil (Slotless), Ring of Prestidigitation[At-Will] (Slotless),Ring of Spell-Battle, Ring of Sustenance (Slotless), Soulfire Mithral Bracelets, Spell Immunity Charm [Magical Backlash] (Slotless), Spell-Reflecting Mithral Breastplate (+1), Translocating Bootsof the WideEarth
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 freshly fallen snow with lips and hair as blue as glacial ice, she no longer appears quite human, for in the ripening of her power she has become Fey. 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.
Piercing Cold (Su): All of your spells with the Cold descriptor are automatically enhanced by the Piercing Cold feat.
Word of Recall (Su): You can use Word of Recall as a spell-like ability 1/Day to travel to your bonded Rimefire Eidolon. This ability is not currently available.
Coldstrike (Su): Inflict +2d6 points of Cold damage using any damaging Cold-based spell or ability. Increases to +3d6 when the Cloak of Winter's Chill is active.
Cloak of Winter's Chill (Su): As a Free Action 8/Day (15 rounds), gain a +2 bonus on all Will saves and Charisma-based checks. Increase Natural Armor bonus by +2.
Rimefire Apotheosis (Su): You have become a creature of Fey. You are no longer vulnerable to spells and effects which targeted Humans and humanoids, but are instead susceptible to those which affect Fey creatures. You benefit from Low-Light Vision and Damage Reduction 5/Cold Iron.
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Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Hold breath for up to 12 hours before having to make a Constitution check.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
When activated as a Standard Action, any armor or weapon your are currently wearing disappears and are stored within the amulet, and any armor or weapon currently stored within the it appear in the appropriate places on your body (items that must be held appear at your feet if your hands aren't free).
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Anklets of Translocation:
Carrying capacity is doubled.
Convert any Spell of 5th level and above to Teleport
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Bead of Karma: 2/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
Boneward Belt Powers: +5 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Frostburn Scepter:
The wielder of this icicle-shaped Blue Ice rod can sacrifice a prepared spell or spell slot to inflict 1d12+1 points of Frostburn damage per level of the spell or spell slots as a touch attack. When used on a creature with the Cold subtype, they are healed rather than harmed.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +6 Wisdom, +4 Charisma, +2 Intelligence, +5 Resistance bonus to Saving Throws
+2 Competence bonus to Concentration checks
3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Metamagic Rods:
Lesser Rod of Quickening: This staff allows you to apply the Quicken Metamagic to 1st-3rd level spells 3/Day.
Lesser Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-3rd level spells 3/Day.
Whenever it kills an Outsider, Undead or Aberration with more than half the bearer's HD it gains the Bane special ability against that type of enemy (and sub-type if applicable). These bonuses do not stack but superseded each other.
Panoply of the Star Tamer: Large-sized +5 Starmetal Reinforced Segmented Fullplate (Artifact; 25th Caster Level)
Stats: Armor Class: +14, Max Dexterity Bonus: +2, Armor Check Penalty: -5, Arcane Spell Failure: 35%, Speed: 30ft, Weight: 55 pounds (440 pounds normally when not adjusted for a Medium-sized wearer)
Star Ward: Wearer benefits from Immunity to Fire damage and effects. Additionally, if they successfully save against any Fire spell or ability which would normally have a secondary effect on a success, they ignore it instead.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Amulet of Unchained Protection from Evil) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Glacial Spell-Battle:
Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
Wearer benefits from a +1 Competence bonus to the their caster level when using Cold-based spells.
3 Charges/Day: 1 Charge (+2d6 damage on your next Cold spell), 2 Charges (+3d6 damage on your next Cold spell), 3 Charges (+4d6 damage on your next Cold spell)
The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipped Magic Items: Animated Extreme Shield (+5), Anklets of Translocation, Amulet of Unchained Protection from Evil (+5 Resistance), Bead of Karma, Bead of Newt Prevention (x3), Boneward Belt (+5 CON), Calligraphy Wyrm, Earrings of Arcane Acuity(Slotless), Evacuation Rune Charm, Frostburn Scepter, Gloves of theStarrySky (+5 DEX, +4 STR),Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+6 WIS, +4 CHA, +2 INT, +5 Resistance), Metamagic Rods (See Above), Mind Blank ring, Muleback Cords(Slotless),PaleScepter, Panoply of the Star Tamer (+5), Possession Trap Charm, Ring of Prestidigitation[At-Will] (Slotless),Ring of Glacial Spell-Battle, Ring of Sustenance (Slotless), Soulfire Mithral Bracelets, Spell Immunity Charm [Magical Backlash] (Slotless)
Fishie, you utterly nuked my load-times of the pages you posted the sheets on.
Mobile can't even process, PC takes 10 sec, and that's at 100mb/sec D:
So, yeah, shall we instead post them in some off-site place and just link to them at main/first page instead?
Feels like a much necessary feature for it to return to a semblance of readability.
A child of the Vale of Aryn where she was born to a otherwise unremarkable smallfolk family Anya nonetheless holds a most uncommon distinction according to Teana's speculations. As a child she had briefly used sorcery before the the tides of magic turned, not though lengthy ritual or sacrifice, but will in her most desperate hour. Though the precise circumstances remain clouded by both her trauma and what seems to be a veil cast over her dreams some truths can be guessed: firstly that she possesses some kinship with the Old Gods and the First Men for such is the tongue of her magic, secondly that some of the powers of the Greendream have their eye particularly on her.
Beyond such mystical conjuncture Anya's years first as a thief, then a thug surviving off scraps in Gulltown have engendered in her skill at arms, an eye for trouble and a tough minded practicality that has served her well as first a Lawman and then a full fledged Inquisitor.
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +4 Constitution
Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Raiment of the Four: Uniting the magic of four enchanted items (Gloves of the Starry Sky, Radiant Earring of Arcane Acuity) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Soulfire Mithral Bracelets of Arcane Freedom (+1):
2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects.
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)
Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
Launcher Ammo:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Equipment: Amulet of Tears, Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON), Cloak of Resistance (+3 Resistance), Gloves of the StarrySky (+3 STR, +2 DEX), Greater Ribbon of Disguise, Handy Haversack,Radiant Earring of Arcane Acuity (+2 INT, +2 WIS), Ring of Protection from Evil, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 CHA), Soulfire Mithral Bracelets of Arcane Freedom (+1), Twilight Mithral Chain Shirt (+1), Valyrian Steel Greatsword (+2), Wand of Cure Light Wounds(50 Charges)
Born the daughter of poor Tyroshi fishermen with few prospects and a troubled relationship with her goodbroher after her father's passing Mia choose to head off to Sorcerer's Deep like so many hopefuls in those early days. Unlike most of them however she sought out a Scholarum position and excelled it, joining the Inquisition at the express request of the Dragon King himself, a fact she takes quiet pride in. While Mia cannot be said to enjoy fighting horrors she does find a great deal of satisfaction in the investigative aspects of her job.
*Summoned creatures gain a +4 bonus to Strength & Constitution due to Augmented Summoning and a +2 Enhancement bonus to Dexterity and Wisdom due to School Mastery(Conjuration).
Special Abilities:
Spontaneous Divination: You can spontaneously cast any spell you know from the Divination school by sacrificing a prepared spell of equal or greater level.
School Mastery: You cast Conjuration spells with a +1 caster level bonus and any creatures you conjure with a Summoning spell benefit from a +2 Enhancement bonus to Dexterity and Wisdom. This replaces your ability to acquire a Familiar.
Conjuration Domain: You cast these spells with a +1 caster level bonus.
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spellbook, Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)
Amulet of Tears:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation:
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +2 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Bracers of Arcane Freedom:
2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Convert any spell of 3rd level and above to Fireball.
Raiment of the Four(Incomplete):
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Magic Items Equipped: Amulet of Tears, Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Bracers of Arcane Freedom, Circlet of Clarity (+2 INT), Gloves of theStarrySky (+1 DEX), Greater Ribbon of Disguise, Handy Haversack, Launcher, Quill of Scribing, Radiant Earrings of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Ring of Continual Flame, Weapons (Mwk Light Crossbow w/2 quivers of 20 bolts, Mwk Quarterstaff, Mwk Razor Sharp Adamantine Dagger)
Shara Rogare
One of the last heirs of Lys' ancient and once wealthy Rogare family Shara has lived to see what aught to have been the final ruination of her House, the death of her father, the loss of most of the family wealth, leaving her and her siblings with only the slowly rotting shell of the last manor house. More than once she had pondered selling herself into slavery during those bleak days with only the knowledge that it would be a fate shared by her brother and sister holding her back. It was more by chance than intent that Shara discovered that she was not the sort to finch away from blood. There with the blood of her would be killer still dripping from the ancient ceremonial dagger, its jeweled hilt long since replaced with bone wood that he knew who she was to turn back the fortunes of her House.
A light step had she and quick wits, a keen eye and and unshaking hands upon the tools of a lock-breaker's craft so each she learned in turn, trading favor for favor in the darker places of Lys as the tides of the world shifted around her. Monsters and marvels emerged from the shadows, but they too could be bargained with deceived, they too could bleed and die if they were stuck unaware. Those were the skills that lead her to venture into the Gilded Quarter one fateful, to find there a king and his company, a working of sorcery grander than any she had ever seen and a new purpose in life.
Loreah and Valyx now reside in Sorcerer's Deep safe under the protection of the Dragon King, while Shara does the work of his Inquisition. She has come far, but the road before her is longer still.
Special: Ignores the miss chance for Concealment against most living targets, though the attack must still target the proper square. This does not apply against Aberrations, Oozes, Plants, Outsiders with the Elemental subtype, or any creature specifically noted to lack a heart.
Dual-Wielding:
Normal: +14/+14/+9 [1d4+8; 19-20/x2] and +14/+19 [1d4+8; 19-20/x2]
w/Humanbane Dagger vs Humans: +16/+16/+11 [1d4+2d6+10; 19-20/x2] and +14/+19 [1d4+8; 19-20/x2]
Weapon Proficiency: Dagger, Mace, Sap, Crossbow Immunities:Possession/Mental Control,Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +3 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity: +1 Intelligence, +1 Wisdom, +1 Charisma
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Miscellaneous Enchanted Daggers:
Valyrian Steel (+2): 1d4+2 (19-20/x2)
Human-Bane Dagger (+2): 1d4+2 (19-20/x2) or 1d4+4+2d6 (19-20/x2) vs Humans
Crystal Dagger (+2): 1d4+2 (19-20/x2), Special: 3/Day use True Strike as a Standard Action or 1/Day use True Strike as a Swift Action.
Heartseeker Dagger (+2): 1d4+2 (19-20/x2), Special: Ignores the miss chance for Concealment against most living targets, though the attack must still target the proper square. This does not apply against Aberrations, Oozes, Plants, Outsiders with the Elemental subtype, or any creature specifically noted to lack a heart.
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
PhantasmalLeather Armor (+3): AC Bonus: +5, Max Dexterity Bonus: +6, Armor Check Penalty: 0
3/Day leave an illusory afterimage in a square you occupied as part of a Move Action. This illusory double is partly real. The double cannot move from its designated square but otherwise reacts and maneuvers as directed by you. The double cannot attack, but it can menace opponents and distract them, and thus counts as an ally for the purpose of determining Flanking. The illusory double has an AC 13. A successful melee or ranged attack against the illusory double (or any damage from an area effect attack) dismisses the effect.
You can use the Swift Invisibility spell at will, though not without cost; If used more than once within 24 hours, the 2nd use inflicts 1d6 damage upon you, the 3rd use inflicts 2d6 damage, the 4th inflicts 3d6, and so on.
Conflict Triggers: Bearer knowingly allies with servants of the Bloodstone Emperor or other Servants of the Void, or breaks an oath of fealty
Powers: +2 Adamantine Dagger: 1d4+2 (19-20/x2)
Eyes of Shadow: The wielder gains Darkvision 30 feet while grasping the hilt of the dagger, even if it is not drawn.
Veil of Shadow: +2 Circumstantial bonus to Hide and Move Silently whenever the dagger is drawn as its faint flickering shadows envelop him
Sudden Strike: +2d6 Precision damage to any foe caught Flat-Footed
Unseen Weapon: As a Swift Action one can activate one of the following powers (5/day);
Unerring Strike: Your next melee attack ignores any miss chance because of Concealment or Total Concealment.
Unexpected Strike: Your opponent is denied its Dexterity bonus against your next melee attack.
Ephemeral Weapon: Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body.
Soulfire Mithral Bracers of DevastatingQuickstrike(+1):
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Equipment:Amulet of Tears, Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+3 CON), Bracers of DevastatingQuickstrike, Earring of Arcane Acuirty (+3 CHA, +1 WIS, +1 INT), Enchanted Daggers (Crystal, Heartseeker, Human-Bane, Valyrian Steel), Greater Ribbon of Disguise, Handy Haversack, Launcher, Muleback Cords(Slotless),Phantasmal Leather Armor (+3), Ring of Sustenance(Slotless), Ring of Protection from Evil, Ring of Vicious Invisibility, Sharkskin Gloves of Zephyr's Grace (+4 DEX, +1 STR), Shadowblade, Soulfire Mithral Bracers of DevastatingQuickstrike(+1), Wand of Cure Light Wounds (50/50 charges)
Daughter of a Succubus and an ancient Andal warlord, conceived in the days before magic truly set from the world, and born not under the sun but in the Pit itself, Azema is a study in contrasts: a liar few can match, yet loyal to your cause since the day she pledged herself, cruel and vicious when angered or even simply bored, yet with a discerning eye for true beauty in its manifold forms. Only time will tell what her fate will be now that the brand of the Roiling Chaos has been healed from her soul.
Claws (+3): +18/+18/+18 (1d6+1d6[Acid]+9/x2, plus Vampiric Touch)
Unarmed Strikes & Claws (+3): Unarmed Strikes +18/+18/+13 and 2 Claws +13/+13 (1d6+1d6[Acid]+9/x2, plus Vampiric Touch)
Spell Save: 10 + 5 (WIS) = 15 + spell level Weapon Proficiency: Longsword, Simple Weapons, Light Armor Immunities:Electricity, Poison, Possession/Mental Control, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects Resistances:Acid 10, Cold 10, Fire 10 SR: 19 DR: 5/Cold Iron or Good
Rebuke Undead (8/Day): +2 Skill bonus to Rebuke checks.
Passion(Su): For a total time per day of 1 round per Cleric level, as a Free Action you can act as if under the effect of the Rage spell.
Variable Bonus Feat (Ex): At the start of each day, you can choose to change your this feat to any other feat for which you meet the prerequisites. Current Selection: Fiendish Legacy
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.
Lore (Ex): Thanks to long hours of study, a Cloistered Cleric has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the Cloistered Cleric's class level in place of the Bard level.
Vampiric Touch (Su): You gain Temporary Hit Points equal to the damage dealt each time you successfully hit with a claw attack. You cannot gain more than your target's current HP plus their Constitution score. The Temp HP disappear in one hour.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Convert any spell of 1st level and above to Magic Missile.
Your melee Touch attacks deal 1d6 points of Acid damage. If you wield a weapon or make an attack with an Unarmed Strike or Natural Weapon, that attack gains the Corrosive weapon special ability.
Your hands are protected from the Acid ability of oozes, allowing you to use them to attack oozes with Unarmed Strike or Natural Attack without risk of harm from contact with the ooze. These Unarmed Strikes and Natural Attacks never cause an ooze to split.
Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Equipment: Anklets of Rapid Translocation, Bead of Newt Prevention,Cloak of the Hedge Wizard (Abjuration),Delisquescent Gloves of the StarrySky, Earring of Arcane Acuity(Slotless), Glamered Reinforced Segmented Mithral Breastplate (+3), Greater Ribbon of Disguise, GreatreachSoulfire Bracers ofQuickstrike, Handy Haversack,Launcher, Monk's Belt ofHealing Vigor, Ring of Protection from Good & Evil (+4 WIS, +4 CHA, +1 INT), Ring of Sustenance (+5 STR, +3 DEX, +5 CON), Slayer's Amulet (+3 Resistance, +3 Enhancement), Valyrian Steel Dagger (+2), Wand of Cure Light Wounds (50/50 charges)