Once a servant of Mammon, the dread Lord of the Third Hell, Mereth shares the grim and merciless purpose of her sisters in full, but she is also possessed of a cool, almost predatory curiosity that is perhaps responsible for her offer to abandon the service of Hell rather than face True Death. The more one learns of her, the less it seems an accident that her most favored animal is the cat. She even has a sense of humor to match, something to be appreciated for sure... unless one is a mouse.

Name: Mereth
Alias: The Steel Shield, The Twice-Betrayer
Age: Aeons
Alignment: Lawful Evil
Race: Outsider (Lawful, Evil, Native)
Level: 13
Class: Advanced Erinyes (Racial HD 9)/Steel Fury 4
Feats: DodgeB​, Mindsight, MobilityB​, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Class Features: Lesson of Avernus, Lessons of Dis, Lesson of Minauros, Lesson of Phlegetos, Lessons of War (Tempest Gale & Solar Wind)
Senses: Darkvision 60 ft., See In Darkness, True Seeing

HP: 9d8 (44) + 4d10 (22) + 130 (CON) = 196
AC: 10 + 11 (DEX) + 11 (Reinforced Segmented Nimble Fullplate +3) + 4 (Animated Extreme Shield +3) + 10 (Natural) + 1 (Dodge; CV) = 47; + 2 (Deflection vs Good/Evil); +5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead
  • Touch AC: 26 (27 vs Good/Evil), Flat-Footed: 35 (37 vs Good/Evil)
Speed: 30 ft. + 30 ft. (Channel Vigor) = 60 ft, Fly 50 ft. + 30 ft. (Channel Vigor) = 80 ft. (Good)
Initiative: +11 (DEX) + 2 (Belt) = +13
Base Attack Bonus: +13/+8/+3
  • Sword of the Ruin Lord: 1d8 + 2 (Enhancement) + 10 (STR)
    • Normal: +25/+20/+15 [1d8+12; 19-20/x2]
    • w/Channel Vigor (Haste effect): +26/+26/+21/+16 [1d8+12; 19-20/x2]
    • Life Drinking: Restores 5 HP to the wielder each time damage is inflicted on a living creature (up to 50 HP/Day).
  • Fury's Scorn: 1d8 + 2 (Enhancement) + 10 (STR) + 10 (Tempest Gale Stance) + 1 (Bracers)
    • Normal: +32/+27/+22 [1d8+23; 19-20/x2]
      • w/Channel Vigor (Limbs "Haste" effect): +33/+33/+28/+23 [1d8+23; 19-20/x2]
        • w/Magebane Effect: +35/+35/+30/+25 [1d8+2d6+25; 19-20/x2]
      • w/Channel Vigor (Mind effect): +36/+31/+26 [1d8+23; 19-20/x2]
        • w/Magebane Effect: +38/+33/+28 [1d8+2d6+25; 19-20/x2]
    • Rapid Shot: +30/+30/+25/+20 [1d8+23; 19-20/x2]
      • w/Channel Vigor (Limbs "Haste" effect): +31/+31/+31/+26/+21 [1d8+23; 19-20/x2]
        • w/Magebane Effect: +33/+33/+33/+28/+23 [1d8+2d6+25; 19-20/x2]
      • w/Channel Vigor (Mind effect): +34/+34/+29/+24 [1d8+23; 19-20/x2]
        • w/Magebane Effect: +36/+36/+31/+26 [1d8+2d6+25; 19-20/x2]
    • Splitting: Every arrow fired by Fury's Scorn splits into two duplicate arrows while in flight, each capable of inflicting full damage to the target. Each of these duplicate arrows makes a separate attack roll.
    • Special: Arrows inflict +1d6 damage against Undead, are treated as Ghost Touch weapons, and can make Critical Hits against Undead as if they were living creatures.
    • Range: 300 feet (130 [Dragonbone Composite Longbow] + 20 feet [Long-Range property], Doubled by Distance) x 1.5 (Spectacles) = 450 feet per increment
Special Attacks: Entangle, Spell-like Abilities
Special Qualities: Resistance to Acid 10 and Cold 10, See in Darkness, Telepathy 100 ft.
Immunities: Fire, Poison, Possession/Mental Control, Holy Word & Word of Chaos, All Mind-Affecting Effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
SR: 24
DR: 5/Good
DR: 5/- (up to 50 HP; stacks with base Damage Reduction)

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

STATS:
25 +5 = 30* (+10) Strength
26 +6 = 32 (+11) Dexterity
25 +5 = 30 (+10) Constitution
24 +6 = 30 (+10) Charisma
18 +2 = 20 (+5) Intelligence
22 +2 = 24 (+7) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 10 + 10 (CON) + 5 (Resistance) = 25
REFLEX: 10 + 11 (DEX) + 5 (Resistance) + 1 (CV) = 27
WILL: 10 + 7 (WIS) + 5 (Resistance) = 22 (26 vs Enchantment spells)

SKILLS:
Bluff
: 0 + 10 (CHA) + 6 (CV) = 16
Concentration: 13 + 10 (CON) + 6 (CV) = 29
Diplomacy: 4 + 10 (CHA) + 2 (SYN) = 16
Escape Artist: 10 + 11 (DEX) = 21
Intimidate: 6 + 10 (CHA) + 6 (CV) = 22
Knowledge (Religion): 13 + 5 (INT) + 4 (CV) = 22
Knowledge (The Planes): 13 + 5 (INT) + 4 (CV) = 22
Knowledge (War): 2 + 5 (INT) + 4 (CV) = 11
Listen: 16 + 7 (WIS) + 4 (CV) = 27
Move Silently: 12 + 11 (DEX) = 23
Search: 15 + 5 (INT) = 20
Sense Motive: 16 + 7 (WIS) = 23
Sleight of Hand: 16 + 11 (DEX) = 27
Spot: 16 + 7 (WIS) + 5 (Spectacles) = 28
Survival: 0 + 7 (WIS) = 13 (+15 when following tracks)
Use Rope: 0 + 11 (DEX) = 11 (+13 w/bindings)

Stances Known (Initiator level 9):
Maneuvers Known (Initiator level 9):
Standard Load-Out:
Special Abilities:
  • True Seeing (Su): Erinyes continuously use True Seeing, as the spell (caster level 18th).
  • Lesson of Dis (Ex): You benefit from the Uncanny Dodge ability, retaining your Dexterity bonus to AC even when Flat-Footed or when struck by an Invisible attacker.
  • Spell-Like Abilities (Sp): 16th Caster Level, At Will: Greater Teleport (self plus 50 pounds of objects only), Charm Monster (DC 26), Minor Image (DC 24), Unholy Blight (DC 26).
  • Lesson of Avernus (Ex): The Dexterity modifier of any armor your wear is increased by 2, the Armor Check Penalty decreased by 2 and your speed is unaffected when wearing Heavy armor.
  • Entangle (Ex) You carry a stout rope some 50 feet long that Entangles opponents of any size as an Animate Rope spell (caster level 20th). You can hurl the rope 30 feet with no range penalty.
  • Lesson of Minauros (Su): You are constantly affected by the Detect Magic spells and can use Arcane Sight for up to 10 rounds per day. Arcane Sight is activated as a Standard Action, but its duration need not be used all at once.
  • Lesson of Phlegetos (Su): You gain +4 bonus to resist Enchantment spells and can make a Spot check (DC = 15 + Spell Level x 2) to notice and identify any spell enhancing Charisma or Charisma-related skills affecting beings with whom you interact.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Animated Extreme Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +5 Constitution, +2 Competence bonus to Initiative checks
  1. Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of Minor Displacement:
  • You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. They function continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Celestial Glamered Reinforced Segmented Nimble Mithral Fullplate (+3): Armor Class: +11, Max Dexterity Bonus: +11, Armor Check Penalty: 0, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 15 pounds
  • 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.
  • 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.
Fury's Scorn: This +2 Composite Long-Range Dragonbone Longbow has a +10 Strength bonus and the Splitting, Magebane, and Distance special abilities.
  • Stats: Damage (1d8+12; x3 Crit, Special: Each arrow can hit twice, requiring separate Ranged Attack Rolls), Range Increment: 300 feet (130 [Dragonbone Composite Longbow] + 20 feet [Long-Range property], Doubled by Distance)
  • Greater Weapon Crystal of True Death: Arrows fired from this bow inflict an additional +1d6 damage to Undead, gain the Ghost Touch property, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
  • Silver Nocking Point: When using a weapon equipped with a Silver Nocking Point, treat penalties for wind conditions as though they were one step less severe. For example, when firing a ranged projectile in severe wind conditions the ranged penalty would be -2 instead of -4. Magical wind effects that would normally deflect the projectile (such as Fickle Winds) instead impose only a -8 penalty on the attack roll.
Greater Pendant of Warding: +6 Charisma, +2 Intelligence, +2 Wisdom, +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  3. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Hawkeye Spectacles:
  • You benefit from the Hawkeye spell, increasing the Range Increment of your ranged weapons by 50% and granting you a +5 Competence bonus to Spot checks.
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.
Miscellaneous Wondrous Items:
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

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

Ring of Protection from Holy & Chaos: Wearer gains immunity to the Holy Word & Word of Chaos spells.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
Soulfire Bracers of Archery:
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.
Sword of the Ruin Lord: This +2 Obedient Longsword counts as Evil and Lawful for overcoming Damage Reduction.
  • Stats: Damage (1d8+2; 19-20/x2)
  • 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.
Alchemical Substances:
5x Alchemist's Fire
3x Antiplague
3x Auran Mask
10x Fungal Stun Vial
10x Healing Salve
20x Sleep-Smoke
10x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
20x Vermin Repellent

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

Githzerai Tokens
1x Crystal of Fate of One (13th Manifester Level)
1x Crystal of Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)
1x Crystal of Reddopsi (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)

Single-Use Talismans:
1x Amber Sarcophagus Charm
2x Brilliant Barrier Charm
1x Plane Shift Charm
2x Sending Stone
Equipment: Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battle Master, Boots of Minor Displacement, Celestial Glamered Reinforced Segmented Nimble Mithral Fullplate (+3), Circlet of Perceive Betrayal, Crystal Mask of Detect Psionics, Fury's Scorn, Gloves of Zephyr's Grace (+6 DEX, +5 STR), Greater Pendant of Warding, Greater Ribbon of Disguise, Handy Haversack, Hawkeye Spectacles, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Quiver of Abundant Ammunition, Ring of Protection from Holy & Chaos, Ring of Sustenance (Slotless), Rope (50ft), Scabbard of the Amoral Edge, Soulfire Bracers of Archery, Sword of the Ruin Lord
 
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Yrael, Archon of Mantarys
A paragon of hallowed law, Yrael serves for a many as a beacon of light in a darkened world, having rebuilt the demon-haunted city of Mantarys into a more just and prosperous realm than most of its people could have imagined a few short years ago. Yrael is not without his doubts and uncertainties. His is the blade meant to punish the wicked, yet he knows in his heart that should he only do that then all around him would be only blood-soaked emptiness. And so, unready though he felt in the task, he took up the mantle of rule, to give counsel and offer forgiveness where he could. To his unspoken surprise, he found himself equal to the task.
Name: Yrael Elaenos
Alias: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age: Aeons
Alignment: Lawful Neutral
Race: Outsider (Archon, Extraplanar, Lawful, Good)
Feats: Divine Defiance, Divine Vigor, Extra Turning, Knowledge Devotion, Law Devotion, Protection Devotion, Travel Devotion
Flaws: Honorable Challenge, Sentimental
Senses: Darkvision 60 ft., Low-Light Vision

HP: 217 (14d10+140)
AC: 45 (+6 Dex, +14 Natural, +10 Armor, +4 Shield, +1 Dodge), Touch 21, Flat-Footed 38; +2 Deflection vs. Evil/Good; +5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead
Speed: 40 ft. + 30 ft. (Channel Vigor) = 70 ft, Fly 90 ft. + 30 ft. (Channel Vigor) = 120 ft. (Good)
Initiative: +6 (DEX) + 2 (Belt) = +8
Base Attack Bonus: +14/+9/+4 + 7 (STR) + 1 (Channel Vigor) + 2 (Enhancement), Valyrian Steel Greatsword of Stunning: 2d6 + 2 (Enhancement) + 10 (STR x 1.5)
  • Full Attack: +24/+24/+19/+14 [2d6 + 12; 19-20/x2]
    • Special: Acts as a Ghost Touch weapon, inflicts +1d6 additional damage against Undead, and can make Critical Hits and perform Sneak attacks against them as if they were living creatures.
Special Attacks: Spell-like Abilities
Special Qualities: Aura of Menace, Second Skin, Spontaneous Casting, Turn Undead (13/Day)
Immunities: Electricity, Petrification, Possession/Mental Control, All Mind-Affecting Effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
Resistances: Cold 5, Fire 5
SR: 25
DR: 10/Evil
DR: 5/- (up to 50 HP; stacks with base Damage Reduction)

Languages Spoken: Celestial, Draconic, Infernal, Truespeech

STATS:
20 +4 = 24* (+7) Strength
17 +5 = 22 (+6) Dexterity
25 +5 = 30 (+10) Constitution
16 +4 = 20 (+5) Intelligence
20 +6 = 26 (+8) Wisdom
17 +5 = 22 (+6) Charisma
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 9 + 10 (CON) + 5 (Resistance) = 24; +4 vs Poison
REFLEX: 9 + 6 (DEX) + 5 (Resistance) + 1 (CV) = 21
WILL: 9 + 8 (WIS) + 5 (Resistance) = 22; +6 Morale bonus vs Fear, Death, & Compulsion effects

SKILLS:
Bluff:
0 + 6 (CHA) + 6 (CV) = 12
Concentration: 17 + 10 (CON) + 6 (CV) = 33
Diplomacy: 17 + 6 (CHA) + 2 (SYN) = 25
Intimidate: 17 + 6 (CHA) + 6 (CV) = 29
Knowledge (Arcana): 14 + 5 (INT) + 4 (CV) = 23
Knowledge (Law): 10 + 5 (INT) + 4 (CV) = 19
Knowledge (Religion): 17 + 5 (INT) + 4 (CV) = 26
Knowledge (The Planes): 17 + 5 (INT) + 4 (CV) = 26
Knowledge (War): 10 + 5 (INT) + 4 (CV) = 19
Listen: 17 + 8 (WIS) + 4 (CV) = 29
Sense Motive: 17 + 8 (WIS) = 25
Spellcraft: 17 + 2 (SYN) + 5 (INT) = 24
Spot: 17 + 8 (WIS) + 4 (CV) = 29

Prepared (Caster Level 14):
Level 0: (6/day): Detect Poison x2, Detect Magic x2, Mending, Read Magic
Level 1: (5+2/day): Clarion Call, Entropic Shield, Healer's Vision, Moment of Greatness, Sanctuary, Shield of Faith, Sign
Level 2: (5+2/day): Close Wounds, Divine Insight, Early Judgement, Elation, Shield Other Sound Burst, Spear of Purity
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Dispel Magic, Greater Stunning Barrier, Mass Conviction, Shield of Warding
Level 4: (4+2/day): Assay Spell Resistance, Cleaning Conflagration, Dimensional Anchor, Mass Shield of Faith, Panacea, Recitation
Level 5: (3+1/day): Fickle Winds, Righteous Might, Righteous Wrath of the Faithful, True Seeing
Level 6: (3+1/day): Banishment, Chains of Light, Greater Dispel Magic, Heal
Level 7: (2+1/day): Regenerate, Rejuvenating Light, Shield of the Archons

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Turn Undead (13/Day): +2 Skill bonus to Turn checks.
  • Second Skin (Ex): You proficient in all forms of armor and take no reduction to your speed or any armor check penalties from wearing any sort of armor.
  • Spell-Like Abilities (Sp): 14th Caster Level, Constant: Detect Evil, Magic Circle Against Evil, At Will: Aid, Continual Flame, Greater Teleport (self plus 50 pounds of objects only), Message, 3/Day: Align Weapon, Mirror Image, Versatile Weapon
  • Aura of Menace (Su): Any hostile creature within a 20-foot radius of you must succeed on a DC 22 Will save or suffer a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. The save DC is Charisma-based, and includes a +2 racial bonus. A creature that has resisted or broken the effect cannot be affected again for 24 hours.
  • Rallying Presence (Ex): When you use Rallying Presence, you and all allies within 30 feet of you gain a Morale bonus to Will saves versus Fear, Death effects, and Compulsion effects. If you are cowed, frightened, panicked or fall prey to a hostile Mind-Affecting ability (such as one that would Stun or Daze you), Compulsion or Death effect, this ability immediately ends. You can use Rallying Presence as a Free Action and it remains active until you stop, are no longer conscious, or it is forcefully ended.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Animated Extreme Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Armor of the Radiant Savior: This suit of +1 Celestial Segmented Reinforced Mithral Fullplate has the Ornate property and has been Sanctified.
  • Statistics: Armor Class: +10, Max Dexterity Bonus: +10, Armor Check Penalty: 0, Arcane Spell Failure: 10%, Speed: 30ft, Weight: 13.75 pounds
  • Special Qualities: Ornate (+2 circumstance bonus on Diplomacy checks), Sanctified (The armor is considered a Divine Focus for the purposes of casting Divine spells)
  • 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.
Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Belt of the Battle Master: +5 Constitution, +2 Competence bonus to Initiative checks
  1. Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Wide Earth:
  1. Double carrying capacity.
  2. Convert any Spell of 5th level and above to Teleport
Gloves of the Starry Sky: +5 Dexterity, +4 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Pendant of Warding: +5 Charisma, +4 Intelligence, +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

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

Psionic Items:
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 Pendant of Warding) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Valyrian Steel Greatsword of Stunning (+2): 2d6+2; 19-20/x2
  • Stunning Surge: On a successful melee attack, you can command this sword to Stun a creature for 1 round. This effect is resisted with a DC 23 (10 + 1/2 HD + Charisma modifier) Fortitude saving throw. This ability can be used 7 (1 + Charisma bonus) times per day. Once this ability is activated, only the person who did so can make further use of it until the following day.
  • Greater Weapon Crystal of True Death: The sword 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.
Alchemical Substances:
3x Antiplague
3x Antitoxin
3x Auran Mask
10x Fungal Stun Vial
50x Healing Salve
20x Sleep-Smoke
20x Vermin Repellent

Githzerai Tokens
1x Single-Use Crystal Fate of One Charms (13th Manifester Level)
1x Single-Use Crystal Temporal Acceleration Charms (Augmented to 15th Manifester level, 2 round duration)
1x Singe-Use Crystal Reddopsi Charms (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)

Single-Use Talismans:
1x Amber Sarcophagus Charm
2x Brilliant Barrier Charm
1x Plane Shift Charm
2x Sending Stone
Equipment: Animated Extreme Shield (+1), Armor of the Radiant Savior, Bead of Karma, Bead of Newt Prevention, Belt of the Battle Master (+5 CON), Boots of the Wide Earth, Crystal Mask of Detect Psionics, Gloves of the Starry Sky (+5 DEX, +4 STR), Greater Pendant of Warding (+5 CHA, +4 INT), Greater Radiant Earring of Arcane Acuity, Handy Haversack, Headband of the Whispers Within, Launcher, Mind Blank Ring (+6 WIS), Muleback Cords (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers (+1), Valyrian Steel Greatsword of Stunning (+2), Wand of Cure Light Wounds (50/50 charges)
 
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Tor the Shadow Guide

The being who now calls itself Tor was once a rakshasa, having ascended and fallen though their black hierarchy more times than he can recall, for it was at the nadir of his power as a mere Raktavarna the least of their kindred that it was freed from its master by and unexpected summoning. Lacking neither ambition nor curiosity about the world beyond the shadowlands the spirit pledged himself to the Dragon King and though the auspices of the Timeless serpent was gifted some of the memories of Tor Longstrider, from whom he plucked his new name in a moment of cruel irony. Since that day he has served loyally and skillfully, bent on ascending the ranks of this new and strange ordering.


Tor the Shadow Guide
Size/Type: Medium Outsider (Native, Shapeshifter, Incorporeal (only while moving)), Unique Raktavarna-Variant Shadow Lord
Hit Dice: 8d8 + 40 (CON) = 79 HP
Initiative: +7
Speed: 30 ft.
Armor Class: 10 + 5 (Armor) +7 (Dex) = 22; 29 while moving
Base Attack: +8/+3
Attack: +10/+5 Touch Attack (1d6 (DC 21 Fort negates), Inflicts 1 Con damage on Critical Hit)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Cloying Gloom Blast (DC 23), Detect Thoughts (DC 19)
Special Qualities: DR 5/Good or Piercing, DR 10/Magic, Darkvision 60 ft., Resistance to Electricity 15 and Cold 15, See in Darkness, Spell Resistance 22, Change Shape (Raktavarna, any Humanoid as Alter Self), Planar Thinning, Incorporeal Step
Saves: Fortitude +10, Reflex +12, Will +7; +2 vs Evil
Abilities: Str 15, Dex 23(24), Con 18(20), Int 12, Wis 13(14), Cha 23(25)
Skills:
+21 Bluff, +25 Hide, +12 Knowledge (The Planes), +12 Knowledge (Arcana), +12 Listen, +25 Move Silently, +14 Spellcraft, +12 Spot, +12 (+14 on other Planes) Survival; Racial: +4 Bluff and +8 Disguise and Stealth (already included)
Feats: Ability Focus (Cloying Gloom Blast), Practiced Spellcaster (Sorcerer), Travel Devotion
Alignment: Lawful Evil

Spellcasting
: 8th Caster Level, Equivalent to 5th level Sorcerer, Spell DC = 10 + 7 (CHA) + Spell Level
Level 0: No Light, Message, Detect Magic, Detect Poison, Prestidigitation, Silent Portal (6/day)
Level 1: Magic Missile(RotF), Shadow Trap, Shield, Touch of Blindness, Vanish (6+2/day)
Level 2: Spectral Hand, Touch of Idiocy (4+2/day)

Grimoire of High Arcana:
Level 2: Rope Trick

Spell-Like Abilities: 8th Caster Level
Supernatural Abilities:
  • Cloying Gloom Blast (Su): 3/Day, you can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw (DC 23), creatures in the cone are affected by a Slow spell (caster level equal to the shadow lord's Hit Dice) and are Blinded for the duration of the slow effect.
  • Planar Thinning (Su): Once per day as a Full-Round Action, you can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the Gate spell (caster level equal to the shadow lord's Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.
  • Incorporeal Step (Su): When you move, you gain the Incorporeal subtype and quality, including a Deflection bonus to AC equal to its Charisma bonus. You lose the Incorporeal subtype and special ability when it stops moving.
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 points of damage), or 3 charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Scrolls:
Assay Spell Resistance x2
Dimensional Anchor x2
Enervation x1
Glitterdust x3
Greater Invisibility x2
Heart of Air x2
Heart of Earth x2
Heart of Water x2
Invisibility x5
Mage Armor x3
Protection from Evil x3
Teleport x2

Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Anklets of Translocation, Boneward Belt(+2 CON), Bracers of Arcane Freedom, Earring of Arcane Acuity, Gloves of the Starry Sky(+1 DEX), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Handy Haversack, Ring of Untarnished Glory (+2 CHA, +1 WIS), Ring of Sustenance, +1 Twilight Caster Mithral Chain Shirt
 
Hermetia Aerebalys:
One of the richest women in Sorcerer's Deep and partner to King Viserys and his friend Garin Drekelis in Silver Serpent Enterprises Hermetia sees magic as a way to fulfill her long-held dream of traveling to strange and wondrous realms, though her knowledge of the perils that stalk such places have kept her relatively close to home for now, homing her talents at trickery and enchantment upon the hapless Lysene aristocracy.



Name
: Hermetia Aerebalys
Alignment: True Neutral
Race: Human (Medium)
Class: Expert 1/Beguiler 5
Feats: Mastery of Twisted Shadow, Spell Focus(Enchantment), Spell Focus(Illusion), Spellcasting Prodigy, Versatile Spellcaster, Mastery of Dreams, Silent Spell(B)
Skill Tricks: Conceal Spellcasting, Social Recovery
Flaws: Noncombatant, Vulnerable
Class Features: Armored Mage, Cloak Casting, Surprise Casting, Trapfinding

Hit Dice: 39/39
Armor Class: 10 +2 (DEX) +4 (Mage Armor) +1 Deflection/+2 Deflection (vs Evil) = 17/18
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +2
Spell Save: DC: 10 + 6 (CHA) + 1 (SP) + Spell Level; +1 w/Fear & Illusion spells, +4 w/Enchantment spells, +5 w/Fear-based Enchantment spells
Weapon & Armor Proficiency: Dagger
Immunities: Possession/Mental Control

STATS:
9 (-1) Strength
14 (+2) Dexterity
13 +3 = 16 (+3) Constitution
16 +6 = 22 (+6) Charisma
13 +3 = 16 (+3) Intelligence
10 +2 = 12 (+1) Wisdom

SAVES:
FORTITUDE: 1 + 3 (CON) + 2 = 4/6
REFLEX: 1 + 2 (DEX) + 2 = 3/5
WILL: 6 + 1 (WIS) + 2 = 7/9

SKILLS
Bluff:
8 + 6 (CHA) = 14
Concentration: 1 + 3 (CON) = 4
Diplomacy: 8 + 6 (CHA) + 6 (SYN) = 20
Knowledge (Arcana): 3 + 3 (INT) = 6
Knowledge (Nobility): 5 + 3 (INT) = 8
Knowledge (The Planes): 3 + 3 (INT) = 6
Intimidate: 4 + 6 (CHA) = 10
Sense Motive: 9 + 1 (WIS) = 10
Sleight of Hand: 10 +2 (DEX) +2 (SYN) = 14
Spellcraft: 9 + 3 (INT) = 12

Spells Known (Caster level 5):
Level 0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic (6/day)
Level 1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Power Word: Pain, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm(6/day)
Level 2: Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Blast (4/day)

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

Boneward Belt: +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Ring of Detect Poison (Slotless): Use Detect Poison at will and Neutralize Poison 1/Day.

Shadow Cloak: +1 Deflection bonus to AC
  • 3/Day, if you are attacked, as an Swift Action you gain either gain Concealment for one round or Teleport to a space you can clearly see up to 10 feet in any direction.
Veil of Allure: +2 bonus to Enchantment spell DCs

Equipped Items: Boneward Belt (+3 CON), Gloves of the Starry Sky, Greater Amulet of Protection from Evil, Greater Earring of Arcane Acuity, Greater Ribbon of Disguise, Greater Ring of Detect Poison(Slotless), Ring of Sustenance(Slotless), Ring of Untarnished Glory (+6 CHA, +2 WIS, +3 INT), Shadow Cloak, Veil of Allure
 
Interlude DCCCXXXIV: Of Bronze to Silver Turning
Of Bronze to Silver Turning

Thirtieth Day of the First Month 294 AC

Alon, once maester of the Citadel, woke with a start, the pillow too soft under his head before it seemed like the last half year of his life rushed into the sleep-shrouded chambers of his mind like the tides sweeping onto the shore. Seeing the great bridge with his own eyes, trying to make sense of the scale, the power that could have joined Westeros and Essos again in the span of not centuries or decades, but mere months, returning to Oldtown with a chest full of parchments and a head full of ambitions only to be stymied again and again from publishing. It was unseemly to present a work without understanding of its crafting, they said. It would enrage the king.

Were they not scholars, those concerned above all else with the advancement of knowledge?
Alon had tried to argue. How were they to learn more about the works of the Dragon King without acknowledging they were here to stay? Perhaps stating that the very ages had turned was a bit presumptuous, but that was not the substance of his argument.

Then Archmaester Vaellyn, Alon's mentor through three difficult but rewarding years of studying the stars and the movement of the world, had torn into the proposed book with all the vitriolic manner for which he was infamous. The day had left the young maester in tears. He left the Citadel that night.

The bronze link in his chain signifying astronomy was the first one he had broken before he scattered the pieces into the sea on his way back to Sorcerer's Deep. Yet the knowledge that link represented did not vanish from his mind. When the rage had cooled and sorrow softened, Alon, now a man with but a name and no title, realized this city was uniquely suited to the talents of an educated man, a place that might yet see a child's fancy made fact...

Ever since he first looked up at the stars, Alon recalled wondering what the points of light were and how they turned. The septons said they were lanterns set by the Seven to illuminate the darkness of the night, but he found that explanation odd. What he learned in the Citadel had seemed much more solid, about the turning of the world beneath his feet even as it hurtled along some celestial path alongside siblings bright in the night sky.

They had taught him also that all he could do was look up through glass eyes and theorize for men did not have wings, not since the dragons died, and even they did not go so high. Today he would prove them all wrong and in the doing would learn secrets not of the supernatural, but of nature that the fools in the Citadel could not dream of.

***​

"Alright, all systems gold, take her up," the silvery voice of the fey captain rang across the bridge, heavy with excitement. "Middling angle to the vertical, straight north, south line, a hairsbreadth slower than thunder rides!" Alon did his best to hide his wince at the poetic language. She could have said forty five degrees straight on the north-south axis at seven hundred and fifty miles per hour, but the spirit-kin seemed almost as adverse to that sort of precision as they were to cold iron.

The nose of the silvered craft tilted up and the magic of the engines began to hum through the craft as the sky opened up before them. About two minutes later, long after they had pierced the highest cloud, the first mate noted, "Pressure readings up here show you would suffocate from the thin air."

"I wonder if you could still conjure an elemental though. Could you breathe that?" one of the mages noted. Alon was not paying attention, matters of magic being as far out of his expertise and interests as smithing or war-craft.

"We're getting leaks," the head engineer called out, his voice low and rumbling.

"Bad ones?" the captain asked, her voice losing a little of the excitement. They had anticipated something like this, which was why they had left most of the crew ashore for this flight, leaving only the bridge crew and enough weapons crews not to be entirely helpless.

"No, the inlets are drawing in fresh air from the Endless Sky faster than we are losing it..."

"Well good, because it looks like this sky is about to end." The captain's eyes shone sliver as the moon above, like the depths of the arcane quicksilver, as the sky began to blacken. Moments ticked by on the knife's edge of excitement. "We are starting to veer upwards faster than I'm pushing her. Did anyone here offend the world recently?"

Nervous laughter filled the bridge, but Alon actually had an answer, or thought he did at least. "Our motion is beginning to resemble a sphere, Captain. I think we are experiencing centrifugal force pushing against the pull of the..." the words died on his lips as he saw the curved horizon beneath him for the first time, seas a carpet of blue falling away. It was beautiful.

"The controls are starting to get weird. Is there anything that would account for needing more and more power to go lower in that head of yours?" Moonsong began.

Alon could feel himself pale at the thought of being catapulted upwards into the endless expanse of dark above. "No, for the gods' sake Captain, slow down," he added, for a moment forgetting that the fey did not really enjoy invocations of the divine.

"Alright, slowing and turning," the fey captain sighed. "At least the inlets held, no matter what the hell's wrong with the engine."

Mooncheaser Suborbital Flight Complete! Inlets from the Plane of Air strong enough to compensate for vacuum. Had to turn back due to odd engine trouble.

What next?

[] An account of the Lejnth's behavior and the summoning vote

[] Further reports on background actions
-[] Write in

[] Write in


OOC: And here we are at last. This made me feel a little melancholy, since the mechanics of this scene were the last thing I discussed with Azel before he left the thread and I'm sorry he won't see it, but hopefully you guys will enjoy it as we cap off the month.
 
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Sandor Clegane

Trained in many of the knightly arts and more deserving of the title than many who bear the name Sandor Clegane despises the very thought of the honor bestowed upon his murderous brother the Mountain, though not half as much as he does the man himself, the monster whose strength and savagery loomed over the whole of his life from the fateful day he shoved Sandor's face into a burning brazier. One by one Gregor took from his brother all that he held dear leaving him with only one purpose: revenge, and fear ever in its shadow.

Though the scars upon his face are healed it will take far longer for those of the spirit to mend.

Name: Sandor Clegane
Alias: The Hound
Age: 23
Alignment: True Neutral
Race: Augmented Human, Large-sized (Giant, Praetorian)

Level: 14
Class: Fighter 13/Occult Slayer 1
Feats: Chosen Foe, Cleave, Combat Expertise, Dirty Disarm, Great Cleave, Greater Dirty Trick, Greater Powerful Charge, Improved Dirty Trick, Improved Disarm, Mage Slayer, Monkey Grip(B), Power Attack, Powerful Charge, Weapon Focus (Greatsword), Weapon Specialization (Great sword)
Flaws: Burned, Bitter
Class Features: Bonus Feats, Magical Defense (+1), Weapon Bond
Senses: Darkvision (120 ft), Scent
Languages Spoken: Westerosi Common

HP: 14d10 (82) + 126 (CON) = 208
AC: 10 + 2 (DEX) + 10 (Natural) + 13 (Warden Armor +3) + 6 (Animated Extreme Shield +3) + 1 (Dodge; Channel Vigor) + 5 (vs Ranged) + 2 Deflection (vs Good/Evil); +1 Insight vs Chosen Foe/-2 vs Everyone Else (if Chosen Foe feat is used); +2 vs Undead OR +4 vs Incorporeal Undead
  • Normal: AC 42 (Touch: 19, Flat-Footed: 39)
  • vs Chosen Foe: AC 43 (Touch: 20, Flat-Footed: 40)
  • vs Ranged Attacks: AC 47 (Touch: 24, Flat-Footed: 44)
  • vs Ranged Attacks by Chosen Foe: AC 48 (Touch: 25, Flat-Footed: 45)
  • Special Cumulative Modifiers: +2 AC (Deflection) vs Good or Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Speed: 30 ft. + 30 ft. (Boots) = 60 ft
Initiative: +3 (DEX) + 2 (PR) = +5
Attack: +14/+9/+4 (BAB) + 11 (STR) + 1 (Weapon Focus) +1/-2 (Chosen Foe) + 1 (Channel Vigor); Imperial Steel Praetorian Blade: +4 (Enhancement; ignores Silver, Cold Iron, and Adamantine-based DR)
  • Imperial Steel Praetorian Blade (+4): 3d8 + 4 (Enhancement) + 15 (STR x 1.5) + 2 (Weapon Specialization); +2d6 when using Greater Powerful Charge, +1d6 damage against Undead & acts as a Ghost Touch weapon
    • Normal: +31/+31/+26/+21 [3d8 + 21; 18-20/x2]
    • vs Chosen Foe: +32/+32/+27/+22 [3d8 + 21; 18-20/x2]
    • Magebane: +33/+33/+28/+23 [3d8 + 2d6 + 21; 18-20/x2]; Ignores Epic Damage Reduction.
    • vs Chosen Foe w/Magebane: +34/+34/+29/+24 [3d8 + 2d6 + 21; 18-20/x2]; Ignores Epic Damage Reduction.
Weapon Proficiency: Greatsword, Longsword, Lance, Greataxe, Mace, Short-Spear
Special: Hardened Body, Arcane Resilience, More than Human, Enhanced Senses, Heart of Flame
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Resistances: Acid 15, Cold 15, Fire 15
Spell Resistance: 21
DR: 2/-- (Praetorian) + 5/-- (via Armor) = DR 7/--
DR: 10/Chaotic

STATS:
25* + 6 + 2 = 33 (+11) Strength
12 + 4 = 16 (+3) Dexterity
22 + 6 = 28 (+9) Constitution
13 + 4 = 17 (+3) Intelligence
12 + 4 = 16 (+3) Wisdom
6 + 4 = 10 (+0) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +1 against spells or spell-like abilities, +4 vs Mind-Affecting effects
FORTITUDE: 11 + 9 (CON) + 5 (Resistance) = 25
REFLEX: 4 + 3 (DEX) + 2 (PR) + 5 (Resistance) + 1 (CV) = 15
WILL: 6 + 3 (WIS) + 5 (Resistance) = 14

SKILLS:
Climb: 5 + 11 (STR) = 16
Handle Animal: 11 + 0 (CHA) = 11
Knowledge (Arcana): 6 + 3 (INT) + 4 (CV) = 13
Intimidate: 17 + 0 (CHA) + 6 (CV) = 23
Listen: 0 + 3 (WIS) + 2 (PR)/4 (CV) = 7/9
Jump: 5 + 11 (STR) = 16
Ride: 10 + 3 (DEX) = 13
Spellcraft: 5 + 3 (INT) = 8
Spot: 0 + 3 (WIS) + 2 (PR)/4 (CV) = 7/9

Praetorian Abilities:
  • Spell-Like Abilities (Sp): 1/Day; 14th Caster Level: Cure Light Wounds, Remove Disease
  • Hardened Body (Ex): You benefit from Light Fortification (25%) and whenever the check for this ability fails, you gain Fast Healing 3 for 9 rounds (CON modifier rounds). The duration of the Fast Healing can be extended if the Light Fortification fails before the effect ends. Additionall, all Unarmed Attacks you make can deal Lethal damage.
  • Smite Chaos (Su): 1/Day as a Swift Action, you can choose one target within sight to Smite. If this target is Chaotic, you add your Charisma bonus to your attack rolls and your character level to all damage rolls made against the target of your smite. Regardless of the target, Smite Chaos attacks automatically bypass any Damage Reduction the creature might possess. In addition, while Smite Chaos is in effect, you gain a Deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of the Smite. If you target a creature that is not Chaotic, the Smite is wasted with no effect. The Smite Chaos effect remains until the target of the Smite is dead or the next time you rest and regain your use of this ability.
  • Heart of Flame (Su): As a Swift Action, for up to 16 rounds (1 round per 2 Hit Dice + 1 round per CON bonus), you can channel the Draconic flame burning within your heart. This causes your eyes to glow like white hot coals and your body to be wreathed in supernatural flames. Any Unarmed Attacks you make during this time inflict +1d6 Fire damage and your Resistance to Fire damage increases by 10 points. Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used.
    • Special: When you wield a melee weapon of Valyrian or Imperial Steel, you may channel the fire generated by your Heart of Flame through the weapon to temporarily imbue it with the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian or Imperial Steel shield behaves similarly, allowing you to make Flaming shield bash attacks. Valyrian or Imperial Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple or successfully strikes you with a Natural or Unarmed Attack.
Special Abilities:
  • Weapon Bond/Magebane (Ex): Using your bonded weapon, 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.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 100+ HP]

Animated Extreme Shield: AC Bonus: +3 + 3 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +6 Constitution
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  3. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. 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.
  4. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Earring of Arcane Acuity:
  1. Immunity to Blindness and Dazzling effects.
  2. 1/Day: Negate Stun, Daze, Confusion, Fascination (Does not include the effects of Chronomancy)
  3. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Pendant of Warding: +5 Resistance bonus to all saving throws
  1. Constant Protection from Good and Protection from Evil effects
  2. 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
  3. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Soulfire Bracers of Quickstrike (+1):
  1. Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Imperial Steel Praetorian Blade (+4): Damage: 3d8+4 (18-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
  • Greater Weapon Crystal of True Death: The sword 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.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
Warden Patter Construct Armor (+3): Armor Class: +13, Max Dexterity Bonus: +2, Armor Check Penalty: -6, Arcane Spell Failure: 50%, Speed: 30ft, Weight: 100 pounds
  • Special: Wearer benefits from Damage Reduction 5/-- and a +2 bonus to their Strength attribute.
Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

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:
30x Alchemist's Kindness
10x Antiplague
10x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
5x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Animated Extreme Shield (+3), Bead of Newt Prevention, Belt of the Battle Master (+6 CON), Boots of the Battle Charger, Earring of Arcane Acuity, Gloves of Hero's Strength (+6 STR), Greater Pendant of Warding, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Imperial Steel Praetorian Blade (+4), Mind Blank Ring, Muleback Cords (Slotless), Ring of Protection from Evil, Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Warden Pattern Construct Armor (+3)
 
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Incidentally 'all systems gold' as opposed to green is because a lot of your engineers are Braavosi and when they had to think of a color that means good things they thought of gold. Red is still red though because it's the color of blood.
 
Of Bronze to Silver Turning

Thirtieth Day of the First Month 294 AC

Alon, once Maester of the Citadel, woke with a start, the pillow too soft under his head before it seemed like the last half year of his life rushed in to the sleep-shrouded chambers of his mind like the tides sweeping onto the shore. Seeing the great bridge with his own eyes, trying to make sense of the scale, the power that could have joined Westeros and Essos again in the span of not decades of centuries, but months, returning to Oldtown with a chest full of parchments and a head full of ambitions only to be stymied time and again from publishing. It was unseemly to present a work without understanding of its crafting, they said. It would enrage the king.

Were they not scholars, those concerned above all else with the advancement of knowledge? Alon had tried to argue. How were they to learn more about the works of the dragon king without acknowledging they were here to say. Perhaps stating that the very ages had turned was a bit presumptuous, but that was not the substance of his argument.

Then Archmaester Vaellyn, Alon's mentor though three difficult but rewarding years studying the stars and the movement of the world, had torn into the proposed book with all the vitriolic manner for which he was infamous. The day had left the young maester in tears. He left the Citadel that night.

The bronze link in his chain signifying astronomy was the first one he had broken, before he scattered the pieces into the sea on his way back to Sorcerer's Deep. Yet the knowledge that link represented did not vanish from his mind. When the rage had cooled and sorrow softened, Alon, now a man with but a name and no title, realized this city was uniquely suited to the talents of an educated man, a place that might yet see a child's fancy made fact...

Ever since he first looked up at the stars, Alon recalled wondering what the points of light were and how they turned. The Septons said they were lanterns set by the Seven to illuminate the darkness of the night, but he found that explanation odd. What he learned in the Citadel had seemed much more solid, about the turning of the world beneath his feet even as it hurtled along some celestial path alongside siblings bright in the night sky.

They had taught him also that all he could do was look up through glass eyes and theorize, for men did not have wings, not since the dragons died and even they did not go so high. Today he would prove them all wrong and in the doing would learn secrets not of the supernatural but of nature that the fools in the Citadel could not dream of.

***​

"Alright, all systems gold, take her up," the silvery voice of the fey captain rang across the bridge, heavy with excitement. "Middling angle to the vertical, straight north, south line, a hairsbreadth slower than thunder rides!" Alon did his best to hide his wince at the poetic language. She could have said forty five degrees straight north-south axis at seven hundred and fifty miles per hour, but the spirit-kin seemed almost as adverse to that sort of precision as they were to cold iron.

The nose of the silvered craft tilted up and the magic of the engines began to hum through the craft and the sky opened up before them. About two minutes later, long after they had pierced the highest cloud the first mate noted, "Pressure readings up here show you would suffocate from the thin air."

"I wonder if you could still conjure an elemental, though? Could you breathe that?" one of the mages noted. Alon was not paying attention, matters of magic being as far out of his expertise and interests as smiting or war-craft.

"We're getting leaks," the head engineer called out, his voice low and rumbling.

"Bad ones?" the captain asked, her voice losing a little of the excitement. They had anticipated something like this, which was why they had left most of the crew ashore for this flight, leaving only the bridge crew and enough weapons crews not to be entirely helpless.

"No, the inlets are drawing in flesh air from the Endless Sky faster than we are losing it..."

"Well good, because it looks like this sky is about to end." The captain's eyes shone sliver as the moon above, as the depths of the arcane quicksilver as the sky began to blacken. Moments ticked by on the knife's edge of excitement. "We are starting to veer upwards faster than I'm pushing her. Did anyone here offend the world recently?"

Nervous laughter filled the bridge, but Alon actually had an answer, or thought he did at least. "Our motion is beginning to resemble a sphere, captain. I think we are experiencing centrifugal force pushing against the pull of the..." the words died on his lips as she saw the curved horizon beneath him for the first time, seas a carpet of blue falling away. It was beautiful.

"The controls are starting to get weird. Is there anything that would account for needing more and more power to go lower in that head of yours?" Moonsong began.

Alon could feel himself breach at the thought of being catapulted upwards into the endless expanse of dark above. "No, for the gods sake captain, slow down," he added, for a moment forgetting that the fey did not really enjoy invocations of the divine.

"Alright, slowing and turning," the fey captain said. "At least the inlets held, no matter what the hell's wrong with the engine."

Mooncheaser Suborbital Flight Complete. Inlets from the Plane of Air strong enough to compensate for vacuum. Had to turn back due to odd engine trouble.

What next?

[] An account of the Lejnth's behavior and the summoning vote

[] Further reports on background actions
-[] Write in

[] Write in


OOC: And here we are at last. This made me feel a little melancholy, since the mechanics of this scene were the last thing I discussed with Azel before he left the thread and I'm sorry he won't see it, but hopefully you guys will enjoy it as we cap off the month. Not yet edited.
Here's an edited version of the chapter, DP.

Ah, so that's what happened to the Maester who first came to inspect our bridges. Way to go Citadel...

This was a great scene, DP. Moonsong got to captain the first Planetosi spaceship into low earth orbit and one of Alon's dreams came true. Good stuff! It sure can't hurt Moonsong's growing legend.
 
Air Forces
FormationDeploymentUnit NameTypeManpower
Anti-Gravity SmallcraftSee here.ManticoreHeavy Fighter16
WyvernFighter/Type A28
Task: See here.Fighter-PilotsPilot0,088
MechanicsEngineer0,208
GunnersGunner0,064
Total0,296
WyvernFighter/Type B23
WyvernFighter/Type C22
Fighter-PilotsPilot0,09
MechanicsEngineer0,18
Total45
Anti-Gravity VesselsBase: See here.IllustriousLight-carrier0
DauntlessLight-cruiser1
GladiusDestroyer2
MoonchaserMulti-purpose3
Task: See here.OfficersSpecialists0,024
Engineers / MechanicsEngineer0,435
Fighter-PilotsPilot0,024
CrewmenCrew1,461
GunnersGunner0,244
 
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Will it take real research to find the source of the engine-issues?

I mean, it could just be that the lack of air-resistance makes the handling different, but it might be something different?
 
Zherys Naethyreon

One would be hard-pressed to mistake the once High Speaker now archon of Volantis for anything but a mage. Though the hair which frames his saturnine features is black rather than the sliver common among the Free Cities, this a man who has embraced the magic and heritage of Doomed Valyria even onto reshaping of his own flesh. A fragile but perfectly-formed dragon wing emerges from his left shoulder. Oftentimes this strange appendage will show agitation while his features remain composed, though one can never be sure how much of it is unintentional and how much is tactics.

Yet Zherys Naethyreon is also a man struggling with the bitter knowledge of the Freehold's failings, the corruption of the Fallen God twisting it to wreck and ruin. More than the fate of Heaven and the Sundering of the Spheres, more than the knowledge of the myriad of foes that would consume the world that pains him. He is no stranger to pain nor to loss this sorcerer who had borne witness to the days where magic was but embers to be called with patient ritual and and precious sacrifice. The same will drives him still.


Name: Zherys Naethyreon
Age: ??? (Middle-Age)
Alignment: Lawful Evil
Race: Human (Dragonblooded, Medium)
Level: 18
Class: Sorcerer (Blood of Siberys) 7/ Loremaster 6/ Incantifier 5
Feats: Arcane Thesis (Disintegrate), Draconic Aura (Energy, Fire), Draconic Bloodline, Draconic Heritage(Red), Extend Spell, Fire Casting, Invisible Spell, Maximize Spell, Rapid Metamagic, Residual Magic, Skill Focus (Knowledge History), Still Spell, Split Ray
Flaws: Grudge Keeper, Meticulous
Class Features: Blood of Siberys, Lore, Secret (Inner Strength, True Stamina, Applicable Knowledge), Greater Lore, Arcane Body, Spell Eater, Spell Resistance, Spell Leach, Spell Eater 2
Bonded Dragon: Caraxes (Young Adult Feral Red Dragon)

HP: 13d4 (34) + 5d6 (18) + 72 (CON) = 124 HP + 30 Temp HP (HotE) + 1d10+10 Temp HP (False Life) = 164 + 1d10 HP
AC: 10 + 4 (DEX) + 4 (Mage Armor) + 5 (Deflection) + 5 (Belt) + 4 (Shield) = 32 (Flat-Footed: 23, Touch: 32)
Movement: 30 ft + 10 ft (Heart of Fire) = 40 ft
Initiative: +4 (DEX)
Base Attack: +9/+4; 9 (BAB) + 4 (DEX) + 4 (CV) = +17 (Ranged Touch)
Spell Save: DC: 10 + 9 (CHA) + 1 (Arcane Concordance) + spell level; +3 w/Fire spells
Weapon Proficiency: Dagger, Staff
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects, Age
Resistances: Cold 5, Electricity 5, Fire 25
SR: 25
DR: 10/Magic vs Projectile Attacks (maximum of 100 points)

STATS:
8 + 6 = 14 (+2) Strength
12 + 6 = 18 (+4) Dexterity
13 + 5 = 18 (+4) Constitution
22 + 6 = 28 (+9) Charisma
16 + 6 = 22 (+6) Intelligence
12 + 6 = 18 (+4) Wisdom

SAVES:
FORTITUDE: 7 + 4 (CON) +2 (Secret) + 5 (Resistance) = 18
REFLEX: 7 + 4 (DEX) + 5 (Resistance) = 16
WILL: 14 + 4 (WIS) + 2 (Secret) + 5 (Resistance) = 25

SKILLS:
Bluff:
11 + 9 (CHA) + 6 (CV) = 26
Concentration: 21 + 4 (CON) + 10 (Ring) + 6 (CV) = 41
Diplomacy: 21 + 9 (CHA) + 4 (SYN) + 10 (Ring) = 44
Knowledge (Arcana): 21 + 6 (INT) + 4 CV) = 31
Knowledge (History): 10 + 6 (INT) +3 (Skill Focus) + 4 CV) = 23
Knowledge (The Planes): 8 + 6 (INT) + 4 CV) = 18
Sense Motive: 11 + 4 (WIS) + 10 (Ring) = 25
Spellcraft: 21 + 6 (INT) + 2 (SYN) + 3 (SF) + 10 (Ring) = 42

Spells Known (Caster Level 19/20 [Fire]):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light Mage Hand, Mending, Message, Prestidigitation [6/Day]
Level 1: Comprehend Languages, Mage Armor, Magic Missile(RotF), Scholar's Touch, True Casting, True Skill, True Strike [6+3/Day, -1 (Mage Armor)]
Level 2: Darkvision, Elemental Dart, Heart of Air, Invisibility, Mirror Image, Wings of Cover [6+3/Day, -3 (False Life, Heart of Air, Protection from Arrows)]
Level 3: Ancestral Awakening, Dragon's Hide, Fireball(RotF), Heart of Water, Protection from Energy [6+3/Day, -1 (Heart of Water)]
Level 4: Fear, Freedom of Movement(RotF), Heart of Earth, Orb of Force, Ruin Delver's Fortune, Voice of the Dragon [6+2/Day, -1 (Heart of Earth)]
Level 5: Commune(RotF), Greater Blink, Heart of Fire, Mind Fog, Teleport(RotF), Undying Vigor of the Dragonlords [6+2/Day, -1 (Heart of Fire)]
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, True seeing [6+2/Day]
Level 7: Arcane Spellsurge, Blood Wish, Greater Arcane Sight, Vision [6+2/Day]
Level 8: Greater Arcane Fusion, Mind Blank, Moment of Prescience [5+1/Day, -2 (Mind Blank, Moment of Prescience)]
Level 9: Dominate Monster, Dragonshape [3+1/Day]

Grimoire of High Arcana:
Level 1: Alarm, Disguise Self, Spontaneous Search
Level 2: Alter Self, Detect Thoughts, False Life, Investigative Mind, Protection from Arrows, Rope Trick, See Invisibility
Level 3: Air of Nobility, Fly, Phantom Steed, Tongues
Level 4: Greater Invisibility

Runestaff of Abjuration: Dismissal, Dispel Magic, Lesser Globe of Invulnerability, Repulsion, Resist Energy, Shield

Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 75+ HP]

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 19 hours, Cost: 2nd level spell slot
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 19 hours, Cost: 1st level spell slot
  • Mind Blank: You are Immune to all Mind-Affecting Effects and Divination spells. Duration: 24 hours, Cost: 8th level spell slot
  • Protection from Arrows: You benefit from Damage Reduction 10/Magic against ranged projectile attacks, preventing up to 100 points of damage before the spell is discharged. Duration: 18 hours, Cost: 2nd level spell slot
  • Moment of Prescience: Once during the spell's duration you can apply a +18 Insight bonus on any single attack roll, opposed ability, skill check, or saving throw, or you can use it to increase your AC against a single attack. Duration: 19 hours, Cost: 8th level spell slot
  • Elemental Heart Spells: Air (+10 Jump, +10ft flight speed), Earth (+30 Temp HP), Fire (+10ft ground speed, Fire Resistance 20), Water (+8 Swim, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 19 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities:
  • Greater Lore (Ex): You innately understand the functions of magic items, as if you had used the Identify spell.
  • Dragon-Wing Graft (Su): 3/Day you can use an extra Swift Action in a round. This can only be used once per round.
  • Blood of Siberys: You add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast.
  • Lore: You know legends and information regarding various topics, just as a Bard can with Bardic Knowledge. You add your Loremaster level and Intelligence modifier to the check, which functions otherwise exactly like a Bardic Knowledge check.
  • 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.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
    • Limbs: You gain the benefits of a haste spell.
    • 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.
Incantifier Abilities:
  • Arcane Body (Ex): Your body ceases to function as most living creatures' do. While not Undead, elements of your existence are fundamentally warped by the arcane energies you rely upon to sustain yourself.
    • You do not heal naturally, nor can you be healed through normal magical means. Only through draining magic using your Spell Eater ability or your personal Arcane spells can you replenish your physical health.
    • You no longer have any need to eat, drink, or sleep and do not take penalties from neglecting these needs.
    • In addition, you no longer take any negative effects from aging and have no maximum age. Instead, you must replenish your body by absorbing spell levels equal to your character level every month, using your Spell Eater ability, or you permanently lose a level.
  • Spell Eater (Su): You depend on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat your spell resistance, you absorb the magic and heal 1d4 hit points per spell level. Spells that ignore or overcome your spell resistance affect you as normal. You decide whether or not your spell resistance affects spells you casts on yourself, either benefiting from the spell or healing as you choose.
    • When you use this ability to absorb your monthly requirement of spell energy, you do not regain hit points.
    • When a spell is negated by your spell resistance, you may choose to use either the Spell Eater or Spell Leech ability, but not both.
  • Spell Eater 2 (Su): You can heal yourself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item you are holding. Using Spell Leech on a potion or scroll destroys the item, but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals you of 1d4 hit points per spell level of the highest-level spell the item possesses. You cannot be healed more than your maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armor, or rings.
  • Spell Leech (Su): You can channel absorbed arcane energy back into your own magic. If an arcane spell or spell-like ability does not beat your spell resistance, you regain an expended spell slot of the absorbed spell's level. If you have your full compliment of spell slots, you cannot benefit from this ability.
    • When a spell is negated by your spell resistance, you may choose to use either the Spell Eater or Spell Leech ability, but not both.
  • Spell Leech 2 (Su): You can siphon charges from a staff or wand to regain spells you already cast. This ability requires a full-round action and can only be used on an item you are holding. Using this ability drains 5 charges from the magic item and replaces a cast spell or spell slot equal to or less than the highest-level spell the staff or wand holds.
Anklets of Translocation:
  1. 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.
  2. Convert any Spell of 5th level and above to Teleport
  3. Carrying capacity is doubled.
Diplomat's Ring of Untarnished Glory: +6 Charisma, +6 Intelligence, +6 Wisdom, +5 Deflection bonus to AC
  1. 3/Day use the Assay Spell Resistance spell as a Swift Action.
  2. +10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the Starry Sky: +6 Dexterity, +6 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
Metamagic Rods:
  • Greater Rod of Chaining: This rod allows you to apply the Chain 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.
Minor Cloak of Displacement:
  • You benefit from a 20% miss chance, as if affected by a Blur spell. You can suppress or activate this effect at will as a Standard Action.
Miscellaneous Wondrous Items:
Monk's Belt of Many Pockets: +5 Constitution, +5 Resistance bonus to saving throws
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
  4. Although only eight small pouches are readily visible on the inner front of this belt, there are actually 64 of them, and each acts as a small Bag of Holding capable of containing 1 cubic foot of material weighing no more than 10 pounds.
    • Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
    • While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Radiant Earring of Arcane Acuity:
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Fireball.
  3. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  2. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Ring of Spell-Battle:
  1. +10 Competence bonus to Concentration and Spellcraft skill checks.
  2. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
  3. 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.
Robes of Mysterios Conjuration:
  • 3/Day sacrifice a spell slot to use Summon Monster spell of same level.
Runestaff of Abjuration:
Genie Tokens
2x Plane Shift Charm
2x Sending Stone
2x Teleport Charm

Scrolls:
Amber Sarcophagus x1
Assay Spell Resistance x3
Avasculate x1
Dimensional Anchor x2
Fickle Winds x2
Gate x1
Greater Invisibility x2
Greater Teleport x2
Life Bubble x2
Maze x1
Mind Blank x1
Moment of Prescience x2
Plane Shift x2
Sending x5
Smoky Confinement x2
True Seeing x3
Veil of Undeath: x2
Wall of Force x2

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
10x Fungal Stun Vial
10x Healing Salve
20x Sleep-Smoke
10x Smokestick
10x Sunrod
30x Vermin Repellent
Equipped Magic Items: Anklets of Translocation, Bead of Newt Prevention, Calligraphy Wyrm, Diplomat's Ring of Untarnished Glory (+6 CHA, +6 INT, +6 WIS, +5 Deflection), Gloves of the Starry Sky (+6 DEX, +6 STR), Greater Amulet of Protection from Evil, Minor Cloak of Displacement, Monk's Belt of Many Pockets (+5 CON, +5 Resistance), Radiant Earring of Arcane Acuity, Runestaff of Abjuration, Soulfire Mithral Bracers of Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration
 
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Siduri of Dis

Born of the blood of fiends and exiles in Dis, the City of Sin, Siduri is one of the few alumni of the Academy of Chains who does not bear the brand of Hell upon her soul, and has the foes to match such an audacious escape. Though unfailingly polite and possessed of a pleasantly acerbic humor among those she respects and appreciates, the life of a raider mage on the Sea of Fire has left her as sharp as an athame's blade. As a mage of the Golden Wind, Siduri used her considerable powers of conjuration and enchantment to bind fiends and would be foes alike with chains of her own forging, though she is obviously much more confident with Erinyes serving of their own will at her back than geased devils.



Name: Siduri of Dis
Alias: The Flame Binder, Saera of Mantarys
Alignment: Neutral Evil
Age: 490
Race: Tiefling
Level: 13
Class: Wizard (Enchantress) 5/Master Specialist (Enchantress) 7/Mindbender 1
Feats: Diversified Casting (Abjuration), Greater Spell Focus (Enchantment)(B), Mindsight, Potent Enchantment, Shadow Magic, Skill Focus (Spellcraft)(B), Spell Focus (Enchantment), Spellcasting Prodigy
Flaws: Noncombatant
Skill Tricks: Swift Concentration
Class Features: Eidetic Spellcaster, Enchantment Caster Level Increase (+1), Enchanter, Minor Enchantment Esoterica, Moderate Enchantment Esoterica, Prohibited Schools of Magic (Abjuration & Evocation), Social Proficiency (Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as Class skills), Telepathy 100 feet
Racial Features: Soul Seer (Deathwatch SLA) Beguiling Liar (+4 Bluff)
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]
Resistance: 10 Cold, 25 Fire, 10 Electricity

Languages Known: Abyssal, Ignan, Draconic, Infernal, Low Valyrian (Braavosi), Terran

HP: 13d4 (34) + 39 = 73 + 26 (Heart of the Earth) + 10+1d10 (False Life) = 109 + 1d10
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 2 (Mithral Buckler +1) + 1 (Dodge; CV) + 2 Deflection vs Evil/Good = 20/22
Initiative: +3 (DEX)
Base Attack: +6/+1; Ranged Touch: +6 + 3 (DEX) + 4 (CV) = +13
Spell Save: 10 + 8 (INT) + 1 (SP) + 1 (Arcane Concordance) = 20 + Spell Level; +5 (Enchantment), +1 (Illusion), +1 (Necromancy)
Weapon Proficiency: Staff, Light Crossbow, Dagger, Unarmed

STATS:
8* (-1) Strength
12 +4 = 16 (+3) Dexterity
11 +5 = 12 (+3) Constitution
17 +5 = 20 (+6) Charisma
21 +5 = 26 (+8) Intelligence
11 +3 = 14 (+2) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 5 + 3 (CON) + 5 (Resistance) = 13
REFLEX: 3 + 3 (DEX) + 5 (Resistance) = 11
WILL: 11 + 2 (WIS) + 5 (Resistance) = 18

SKILLS:
Bluff
: 10 + 6 (CHA) + 4 (Racial) + 6 (CV) = 26
Concentration: 15 + 3 (CON) + 6 (CV) = 24
Diplomacy: 4 + 6 (CHA) + 4 (SYN) = 14
Intimidate: 15 + 6 (CHA) + 2 (SYN) + 6 (CV) = 29
Knowledge (Arcana): 10 + 8 (INT) + 4 (CV) = 22
Knowledge (The Planes): 10 + 8 (INT) + 4 (CV) = 22
Listen: 0 + 2 (WIS) + 4 (CV) = 6
Sense Motive: 15 + 2 (WIS) = 17
Spellcraft: 10 + 8 (INT) + 2 (SYN) + 3 (SF) = 23
Spot: 0 + 2 (WIS) + 4 (CV) = 6

Spells Known (Caster Level 14/Enchantment 17/Transmutation 13):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Daze, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Drench, Ghost Sound, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Open/close, Prestidigitation, Read Magic, Touch of Fatigue
Level 1: Ant Haul, Anticipate Peril, Benign Transposition, Cause Fear, Charm Person, Color Spray, Comprehend Languages, Create Trap, Disguise Self, Enlarge Person, Feather Fall, Grease, Heightened Awareness, Hypnotism, Keep Watch, Mage Armor, Magic Aura, Moment of Greatness, Obscuring Mist, Power Word Pain, Scholar's Touch, Serene Visage, Sleep, Summon Monster I, True Casting, True Skill, True Strike, Unseen Servant
Level 2: Aboleth's Lung, Alter Self, Bear's Endurance, Blindness/Deafness, Blur, Cat's Grace, Daze Monster, Detect Thoughts, Elemental Dart, False Life, Full Pouch, Glitterdust, Heart of the Air, Hideous Laughter, Hypnotic Pattern, Insidious Insight, Investigative Mind, Invisibility, Mirror Image, Rope Trick, Seducer's Eyes, See Invisibility, Spectral Hand, Spider Climb, Summon Monster II, Touch of Idiocy, Web, Whispercast
Level 3: Air of Nobility, Alter Fortune, Arcane Sight, Battlemagic Perception, Deep Slumber, Dimension Door, Dragonskin, Elation, Fly, Gaseous Form, Haboob, Haste, Heart of Water, Heroism, Hesitate, Hold Person, Icelance, Lesser Geas, Major Image, Nixie's Lure, Phantom Steed, Shadow Binding, Shadow Enchantment, Shadow Healing, Shrink Item, Slow, Suggestion, Summon Monster III, Tongues, Unicorn Arrow, Unluck
Level 4: Assay Spell Resistance, Aura of the Unremarkable, Black Tentacles, Celerity, Charm Monster, Confusion, Dimension Door, Disguise Ship, Flight of the Dragon, Greater Invisibility, Heart of Earth, Mass Daze, Mass Whelm, Orb of Force, Orb of Cold, Polymorph, Ruin Delver's Fortune, Scrying, Shadow Conjuration, Shadow Necromancy, Slumber Arrows, Spell Enhancer, Summon Monster IV, Voice of the Dragon, Ward Shield
Level 5: Baleful Polymorph, Boneshatter, Dragonsight, Feeblemind, Friend to Foe, Geniekind, Greater Blink, Heart of Fire, Hold Monster, Insidious Suggestion, Lesser Planar Binding, Life Bubble, Magic Jar, Mind Fog, Overland Flight, Permanency, Secret Chest, Sleep Mote, Shadow Evocation, Summon Monster V, Telekinesis, Teleport, Wall of Stone
Level 6: Analyze Dweomer, Chains of Light, Cloak of Dreams, Disintegrate, Endless Slumber, Flesh to Stone, Freezing Glance, Greater Black Tentacles, Geas/Quest, Greater Dispel Magic, Greater Heroism, Greater Shadow Enchantment, Planar Binding, Phobia, Power Word Nauseate, Remorseless Charm, Serenity, Stone Body, Summon Monster VI, True Seeing, Unconscious Agenda
Level 7: Arcane Spellsurge, Final Rebuke, Greater Teleport, Mass Demanding Message, Mass Hold Person, Particulate Form, Plane Shift, Stun Ray, Summon Monster VII, Waves of Ecstasy

Diversified Casting: Greater Dispel Magic, Life Bubble, Ward Shield

Spells Prepared:
Level 0 (4+E): Arcane Mark, Daze, Mage Hand, Prestidigitation, Read Magic
Level 1 (4+E+3): Charm Person, Mage Armor, Moment of Greatness, Power Word Pain, Scholar's Touch, Serene Visage, True Casting, True Strike
Level 2 (4+E+2): Elemental Dart, False Life, Glitterdust, Heart of Air, Hideous Laughter, Invisibility, Mirror Image
Level 3 (4+E+2): Air of Nobility, Battlemagic Perception, Deep Slumber, Fly, Heart of Water, Hesitate, Unicorn Arrow
Level 4 (4+E+2): Assay Spell Resistance, Celerity, Charm Monster, Heart of Earth, Mass Daze, Voice of the Dragon, Ward Shield
Level 5 (3+E+1): Feeblemind, Heart of Fire, Life Bubble, Mind Fog, Shadow Evocation
Level 6 (2+E+1): Freezing Glance, Greater Dispel Magic, Greater Heroism, True Seeing
Level 7 (1+E+1): Mass Demanding Message, Plane Shift, Stun Ray

Contingency Spells: Renewal Pact; Stalwart Pact

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 14 hours, Cost: 2nd level spell
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 14 hours, Cost: 1st level spell
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+26 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: 13 hours, Cost: 2nd, 3rd, 4th, & 5th level spells
Special Abilities:
  • Spell-Like Abilities (Sp): 13th Caster Level; At Will: Deathwatch
  • Telepathy (Su): You can communicate telepathically with any creature within 100 feet that has a language.
  • Moderate Enchantment Esoterica (Ex): You can immediately reroll any failed Will save against an Enchantment or Mind-Affecting spell or ability; you must accept the result of the second roll.
  • 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. Any allies within 10 feet of you also benefit from these effects.
  • Minor Enchantment Esoterica (Ex): Targets of your Charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies and subjects of your Compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
    • Limbs: You gain the benefits of a haste spell.
    • 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.
Anklets of Translocation (Slotless):
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +5 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)
Boots of the Wide Earth:
  1. Carrying capacity is doubled.
  2. Convert any Spell of 5th level and above to Teleport.
Greater Pendant of Warding: +5 Charisma, +5 Resistance bonus to saving throws
  1. Constant Protection from Evil and Protection from Good effect.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity: +3 Wisdom
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Mesmerist's Gloves of the Starry Sky: +4 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 2/Day when you cast an Enchantment spell of 3rd level or lower that targets a single enemy, you can also target another enemy within 10 feet of the original target.
Miscellaneous Wondrous Items:
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Mesmerist's Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Spell-Battle:
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a re-targeted spell, she experiences the effect of the spell as normal.
Robes of Arcane Might (Enchantment):
  1. +2 caster level bonus to Enchantment spells, +2 Armor bonus to AC.
  2. 3/Day sacrifice a spell slot to use Summon Monster spell of same level.
Soulfire Mithral Bracers of Arcane Freedom (+1):
  1. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  2. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Veil of Allure: +2 bonus to Enchantment spell DCs

Scrolls:
Assay Spell Resistance x4
Greater Invisibility x5
Greater Black Tentacles x1
Greater Teleport x3
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x2
Invisibility x6
Life Bubble x2
Maze x1
Plane Shift x2
Smoky Confinement x2
Superior Invisibility x2
Teleport x2
True Seeing x2

Genie Tokens:
1x Amber Sarcophagus Charm
4x Brilliant Barrier Charm
1x Fortunate Fate Charm
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

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)

Metamagic Gems:
2x Enlarging Amethyst
2x Extending Garnet
2x Still Amber
1x Maximizing Sapphire
1x Widening Emerald
1x Quickening Diamond

Alchemical Substances:
20x Alchemist's Fire
10x Alchemist's Kindness
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
20x Liquid Ice
90x Night Tea
20x Sleep-Smoke
10x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Magic Items: Anklets of Translocation (Slotless), Bead of Newt Prevention, Boneward Belt (+5 CON), Boots of the Wide Earth, Greater Pendant of Warding (+5 CHA), Greater Radiant Earring of Arcane Acuity (+3 WIS), Greater Ribbon of Disguise, Handy Haversack, Horn-Caps of Clarity (+5 INT), Mesmerist's Gloves of the Starry Sky (+4 DEX), Launcher, Mind Blank Ring, Mithral Buckler (+1), Muleback Cords (Slotless), Ring of Spell-Battle, Ring of Sustenance (Slotless), Robes of Arcane Might (+2), Soulfire Mithral Bracers of Arcane Freedom (+1), Valyrian Steel Dagger (+2), Veil of Allure
 
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Okay, I'm done posting character sheets for the day. Shifting back into lazy mode.

I got most of the relevant ones posted today, but there are still quite a few to add. I'll take care of those tomorrow morning.

Here's how it looks so far.
 
So, what is the origin of the Lenjth action? I can't remember.
They're another kind of Outsider who are mono-focused on war and battle. We Summoned some of them last month as a trial run to see if they would be acceptable to add to our available forces or if their attitudes and battlelust would make them unsuitable.
 
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