Tor (new and better)
Size/Type:
Medium Outsider (Native, Shapeshifter, Incorporeal (only while moving))
Hit Dice: 7d8 +35
Initiative: +7
Speed: 30 ft.
Armor Class: 10 +5 (Armor) +6 (Dex) = 21; 28 while moving
Base Attack: +7/+2
Attack: +9/+4 Touch Attack (1d6 (DC 20 Fort negates) +1Con damage on crit)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Cloying Gloom Blast (DC 22), Detect Thoughts (DC 20)
Special Qualities: Damage reduction 5/Good or Piercing, DR 10/Magic, Darkvision 60 ft., Resistance to Electricity 15 and Cold 15, See in Darkness, Spell Resistance 21, Change Shape (Raktavarna, any Humanoid as Alter Self), Planar Thinning, Incorporeal Step
Saves: Fortitude +10, Reflex +12, Will +7
Abilities: Str 15, Dex 23 +1, Con 18 +2, Int 12, Wis 13 +1, Cha 22 +2
Skills: +20 Bluff, +24 Hide, +11 Knowledge (The Planes), +11 Knowledge (Arcana), +11 Listen, +24 Move Silently, +11 Spellcraft, +11 Spot, +11 Survival; Racial: +4 Bluff and +8 Disguise and Stealth (already included)
Feats: Travel Devotion, Practiced Spellcaster (Sorcerer), Ability Focus (Cloying Gloom Blast)
Alignment: Lawful Evil

Cloying Gloom Blast (Su)

Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, 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, a shadow lord 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 a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.

Spell-Like Abilities CL 7 (DC: 10 +Spell Level + 7):
At willray of sickening;
3/dayshadow conjuration, shadow step;
1/dayshadow walk.

A creature created with shadow conjuration or greater shadow conjuration that would normally have a celestial or fiendish template (such as a bear) instead gains the shadow creature template.

Sorcerer CL 7 (DC: 10+ Spell Level + 7):
Level 0: No Light, Message, Detect Magic, Detect Poison, Prestidigitation, Silent Portal (6/day)
Level 1: Touch of Idiocy, Shadow Trap, Touch of Blindness (8/day)
Level 2: Spectral Hand (5/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: +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
Grimoire of High Arcana:
Level 2: Rope Trick

Equipment: Anklets of Translocation, Boneward Belt: +2 Constitution, Bracers of Arcane Freedom, Earring of Arcane Acuity, Gloves of the Starry Sky(+1 Dexterity), Greater Amulet of Protection from Evil, Grimoire of High Arcana, Ring of Untarnished Glory (+2 CHA, +1 WIS), Ring of Sustenance, +1 Twilight Caster Mithral Chain Shirt
 
@Artemis1992 I hope you don't mind, but the formatting was killing me. Stuff from the PFSRD does not copy/paste well into the forum.

And I'm a crazy person, so I tweaked the aesthetics a bit.

Tor (new and better)
Size/Type:
Medium Outsider (Native, Shapeshifter, Incorporeal (only while moving))
Hit Dice: 7d8 +35
Initiative: +7
Speed: 30 ft.
Armor Class: 10 +5 (Armor) +7 (Dex) = 22; 29 while moving
Base Attack: +7/+2
Attack: +9/+4 Touch Attack (1d6 (DC 20 Fort negates), Inflicts 1 Con damage on crit)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Cloying Gloom Blast (DC 22), Detect Thoughts (DC 20)
Special Qualities: Damage reduction 5/Good or Piercing, DR 10/Magic, Darkvision 60 ft., Resistance to Electricity 15 and Cold 15, See in Darkness, Spell Resistance 21, Change Shape (Raktavarna, any Humanoid as Alter Self), Planar Thinning, Incorporeal Step
Saves: Fortitude +10, Reflex +12, Will +7
Abilities: Str 15, Dex 23(24), Con 18(20), Int 12, Wis 13(14), Cha 22(24)
Skills:
+20 Bluff, +24 Hide, +11 Knowledge (The Planes), +11 Knowledge (Arcana), +11 Listen, +24 Move Silently, +11 Spellcraft, +11 Spot, +11 Survival; Racial: +4 Bluff and +8 Disguise and Stealth (already included)
Feats: Travel Devotion, Practiced Spellcaster (Sorcerer), Ability Focus (Cloying Gloom Blast)
Alignment: Lawful Evil

Cloying Gloom Blast (Su):
Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw (DC 22), 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, a shadow lord 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 a shadow lord moves, it gains the Incorporeal subtype and quality, including a Deflection bonus to AC equal to its Charisma bonus. It loses the Incorporeal subtype and special ability when it stops moving.

Spell-Like Abilities CL 7 (DC: 10 +Spell Level + 7):
At will: Ray of Sickening
3/day: Shadow Conjuration*, Shadow Step
1/day: Shadow Walk
*A creature created with Shadow Conjuration or Greater Shadow Conjuration that would normally have a Celestial or Fiendish template (such as a bear) instead gains the shadow creature template.

Sorcerer CL 7 (DC: 10+ Spell Level + 7):
Level 0: No Light, Message, Detect Magic, Detect Poison, Prestidigitation, Silent Portal (6/day)
Level 1: Magic Missile(RotF)​, Shadow Trap, Touch of Blindness, Touch of Idiocy, (6+2/day)
Level 2: Spectral Hand (3+2/day)

Grimoire of High Arcana:
Level 2: Rope Trick

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
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, Ring of Untarnished Glory (+2 CHA, +1 WIS), Ring of Sustenance, +1 Twilight Caster Mithral Chain Shirt
 
I just hope that the Thenns can preserve all the runelore they have during the eventual evacuation.

It would be quite a shame if Viserys can't copy the runes that allowed this place to keep the winter away.
 
I just hope that the Thenns can preserve all the runelore they have during the eventual evacuation.

It would be quite a shame if Viserys can't copy the runes that allowed this place to keep the winter away.
We probably have better runelore than the Thenns considering we got it all directly from the Old Gods.
 
No problem.

Though I hope we keep the note of the racial skillboni in.
Having to reconstruct that later would drive me nuts.

Oh, and I haven't yet included the statboni from the items to the skills.
I didn't take anything out of your version. Feel free to build on my version as needed.
 
I fucking hate Wendigo. Both the legends of the local natives and the game version. The original legends as told by the locals, Wendigo are fucking nasty and without honour. You can become one by being possessed by the Dark Spirit and forced to eat your family. After which you transform. Or worse yet, you can become Wendigo by willingly, gleefully, murdering and eating your loved ones and friends. Torturing them and savouring their pain.

A Cree Chieftain and Medicine Man Jack Fiddler and his brother murdered, ate, and desecrated 14 people in 1907. When captured they claimed to already be Wendigo and about to undergo the change. The Cree still tell that story, although they will never speak his name or that of his brother name. Damnatio Memoriae. The tribe has made their names, their accomplishments taboo. Choosing to remember only their crime that it may warn others from such Evil.
 
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Elia and Rhaenys interlude please! Also now that we have Valyrian Steel up the wazoo, do we want to mess with Blood raven's Sundered Steel ritual? More rerolls is always better.
 
Elia and Rhaenys interlude please! Also now that we have Valyrian Steel up the wazoo, do we want to mess with Blood raven's Sundered Steel ritual? More rerolls is always better.
It's something to keep in mind for when we know we're going to be involved in serious fights, but the Nine Lives spell mostly accomplishes the same thing without using a ritual or consuming Valryian Steel.
 
It's something to keep in mind for when we know we're going to be involved in serious fights, but the Nine Lives spell mostly accomplishes the same thing without using a ritual or consuming Valryian Steel.
The thing is that the rerolls were available before magic's rebirth. We still need to see what effects there are now that magic is alive again.
 
Interlude CCCXCVIII: Courtly Oddities
Courtly Oddities

Twenty-First Day of the Eighth Month 293 AC

Elia Martell, a princess twice over, born and wed into the highest nobility of the Seven Kingdoms, was no stranger to castles and keeps of all shapes and sizes, from half-tumbled ruins hearkening back to better days to the bustling heart of a prosperous fief, but she had only ever traveled to some other place to stay once in her life, the day she went north to wed Rhaegar... the day she went to King's Landing. So it had been with some trepidation that she accepted the offer to travel to another strange place where dragons ruled, this time with her daughter beside her.

It was not rational, of course. There was no Mad King at the other end, no crumbling court filled with poisoned whispers or false merriment. If it were not for Viserys she would not even be alive nor Rhaenys, but all the arguments that she could muster could not vanquish the gnawing fear. So she had done what every Dornishman and woman had since Nymeria's day—affixed her armor and took up her arms to march on regardless. That her armor was a courteous smile and her weapons words mattered little in the end. She would not break.

The court was nothing like she had expected... The games were still there, the players scrambling for royal favor, but they were at the edges, like a swarm of blow flies held back by an unseen net. The inner workings of the court seemed to be made up of either grey Braavosi personages who could drone on enough to put the rocks to sleep, or people so... colorful they might have been looked at in askance even in Sunspear. Not one but two former courtesans held positions of significant power. For example, the ruler of Lys in all but name was a young woman who seemed to have never encountered an art or project she did not wish to patronize no matter how scandalous, and that was not even getting into her goodbrother's closest confidants who seemed to have been selected more to fit a ballad than any serious chronicle.

And then there were the truly strange things...

"Mama, mama, I found it! I told you it was real!" Rhaenys called triumphantly, holding over her head a thankfully clean chamber pot. That part at least was not surprising for it was a supremely useless thing in Dragon's Roost. It gleamed a familiar black-grey in the light of the mage-lanterns.

"Tyene, why is there a Valyrian Steel chamber pot?" Elia asked her niece.

The question was enough to push Tyene into a fit of giggling, through which she barely managed to explain that the 'instrument' had been forged from the sword of the last Archon of Lys, a man whose stupidity was eclipsed only by his vanity, both frustrating in the extreme. "We called it Bittersteel," the girl finished.

Sometimes it was easy to forget how young they all were,
Elia thought fondly, but did not say. She was not quite so old as to have forgotten what it was like to be seven-and-ten.

***​
The young woman sitting across the table had vines for hair, skin of polished wood, and eyes like the sea on a bright summer's day. She was not and never had been human, yet she was startlingly good company—curious without being grating, kind without being pushed over by every breeze, and with a plethora of interesting tales to tell besides about her journeys... not precisely what Elia would have thought of had she been asked to envisage the incarnation of the greatest warship in the royal fleet.

"... so then we find out they had been trying to hide under the cover of night which is why they had run aground, only they had gotten turned around and practically sailed into Westheaven. The slaves were more than happy for the slaver captain being an idiot of course, but my crew were so disappointed they would not get a fight..."

Of course the reason Tyene had called on the ship's dryad was one quite familiar even if the one it was directed upon was not: matchmaking. Granted they were only supposed to discover if the spirit had set her cap on anyone, but Elia knew that just asking the question was a good way to get someone to move... at least if it was a direction they wanted to take.

However, the verdant watcher proved strangely coy on the matter where she had been quite happy to chat before. Elia doubted it could be something as simple as shyness, for she had been quite frank in both talking about other affairs and explaining how precisely her kind reproduced. She kept giving them almost guilty looks... ones Elia finally recognized.

"So, what do you think of my brother?" she asked idly. "He's been doing quite well in the melee."

The dryad froze, a dark blush creeping up her cheeks, and Tyene sighed and rolled her eyes. "I was expecting my next sister to have horns, not leaves."

It was good to see some things at least remained the same.

OOC: I was looking through the minor actions list when this popped into my head. I did roll for Oberyn's seduction on the dryad by the way. Also yes, the dryad knows who Elia is. She figured that if her enemies could just pluck her name out of the air there was no sense for her to refuse to tell possible friends and isolate herself.
 
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