Sarell of the Black Scales
Counted among the more studious and introspective of her kindred Sarell was intrigued by the offer from the Time-Lost One to learn something of the lore he had gathered drift in the dreams of a broken age. To serve not a power diabolic or divine but the very unwavering concept of law spoke to her soul to her purpose. And so she swallowed her pride and learned the lessons the mortal had to teach, though hers was not the path of the sorcerer-priest she found the fount he spoke of and from it she drank deep.

May fate have mercy on those who sow chaos and disorder in Sarell's sight, for she will have none.

Name: Sarell of the Black Scales (Paladin of Tyranny 2)
Size/Type: Medium Outsider (Evil, Native, Lawful)
Hit Dice: 9d8 (36) + 2d10 (11) + 110 (CON) = 157 HP
Initiative: +10 (DEX) + 2 (Belt) = +12
Speed: 30 ft., Fly 50 ft. (Good)
Armor Class: 43/45 (+10 Dex, +11 Armor, +10 Natural, +2 Shield, +2 Deflection vs Evil/Good), Touch 20/22, Flat-Footed 33/35; +2 vs Undead OR +4 vs Incorporeal Undead
Base Attack: +11/+6/+1; + 10 (STR); + 1 (Channel Vigor), + 5 (Enhancement; Blade of the Forsaken Champion: 1d8+15/19-20; x2), or +10 (DEX); + 1 or + 4 (Channel Vigor), + 1 (Bracers) + 1 (Enhancement; +1 Flaming Composite Dragonbone Longbow: 1d8+11+1d6[Fire]/×3), or Rope +21 Ranged (Entangle)
  • Melee:
    • Normal: +27/+27/+22/+17 (1d8+15+2d6[vs Good]; 19-20/x2)
    • vs Undead: +27/+27/+22/+17 (1d8+15+1d6; 19-20/x2); Special: Acts as a Ghost Touch weapon and can make Critical Hits and perform Sneak attacks against Undead as if they were living creatures.
  • Ranged:
    • Normal: +24/+19/+14 (1d8+13+1d6[Fire]; ×3)
      • w/Channel Vigor (Limbs "Haste" effect): +25/+25/+20/+15 (1d8+13+1d6[Fire]; ×3)
      • w/Channel Vigor (Mind effect): +28/+23/+18 (1d8+13+1d6[Fire]; ×3)
    • w/Rapid Shot: +22/+22/+17/+12 (1d8+13+1d6[Fire]; ×3)
      • w/Channel Vigor (Limbs "Haste" effect): +23/+23/+23/+18/+13 (1d8+13+1d6[Fire]; ×3)
      • w/Channel Vigor (Mind effect): +26/+26/+19/+14 (1d8+13+1d6[Fire]; ×3)
    • Range: 100 feet + 50 feet (Spectacles) = 150 feet per increment
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, Spell-like Abilities, Smith Chaos (1/Day)
Special Qualities: Damage Reduction 5/Good, Darkvision 60 ft., Immunity to Fire and Poison, Resistance to Acid 10 and Cold 10, See in Darkness, Spell Resistance 21, Telepathy 100 ft., True Seeing, Grace, Discern Lies, Possession/Mental Control, Immune to all Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Immune to Baleful Polymorph [Single use]
Saves: Fort +32, Ref +30, Will +29
Abilities: Str 25 (31)*, Dex 25 (30), Con 25 (30), Int 18(20), Wis 22(24), Cha 24(28); *+8 for the purposes of determining carrying capacity
Skills: Concentration +23, Diplomacy +11, Escape Artist +22, Hide +22, Intimidate +11, Knowledge (Planes) +22, Knowledge (Religion) +22, Knowledge (Law) +7, Listen +20, Move Silently +22, Search +18, Sense Motive +21, Spot +20 (+25 w/Spectacles), Survival +7 (+9 following tracks), Use Rope +10 (+11 with bindings)
Feats: Dodge(B), Mobility(B), Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Alignment: Lawful Evil

Special Abilities:
  • True Seeing (Su) Erinyes continuously use True Seeing, as the spell (caster level 14th).
  • Discern Lies (Sp): You can use Discern Lies as a spell-like ability 10/Day (3 + Charisma bonus) at 11th caster level (equals HD).
  • Spell-Like Abilities (CL 14): At Will: Greater Teleport (self plus 50 pounds of objects only), Detect Chaos, Charm Monster (DC 23), Minor Image (DC 21), Unholy Blight (DC 23)
  • Entangle (Ex): Each Erinyes carries a stout rope some 50 feet long that Entangles opponents of any size as an Animate Rope spell (caster level 18th). An Erinyes can hurl its rope 30 feet with no range penalty. Typically, an Erinyes entangles a foe, lifts it into the air, and drops it from a great height.
  • Lay on Hands (Su): Each day you can heal up to 18 Hit Points (Paladin level x Charisma bonus) by touch as a Standard Action. You can use as much or as little of this healing as you wish. Alternatively, you can use this power to inflict damage on Undead targets with a successful melee Touch Attack that does not provoke Attacks of Opportunity.
  • 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 Paladin level to all damage rolls made against the target of her 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.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
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)
Blade of the Forsaken Champion: When wielded by any but a Paladin, this longsword displays no special properties beyond those inherent to the Valyrian Steel from which it is crafted. In the hands of a Paladin, however, it is revealed to be an Unholy Avenger.
  • Damage: 1d8 + 5 (Enhancement) + 2d6 vs Good-aligned creatures; 19-20/x2
  • Powers: The sword provides Spell Resistance to its wielder and any ally adjacent to them equal to 5 + the Paladin's class level. The wielder can also use Greater Dispel Magic to make area Dispels as often as once per round at the class level of the Paladin.
  • 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.
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.
Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

Greater Pendant of Warding: +4 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.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
Silver Nocking Point: Attached to Flaming Composite (+8 Strength) Longbow (+1)
  • 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.
Soulfire Mithral Buckler (+1): AC Bonus: +1 + 1 (Enhancement), Weight: 2.5 pounds
  • Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
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: Belt of the Battle Master (+5 CON), Blade of the Forsaken Champion, Boots of Minor Displacement, Celestial Glamered Reinforced Segmented Nimble Mithral Fullplate (+3), Flaming Composite (+10 Strength) Longbow (+1), Gloves of Hero's Strength (+6 STR, +5 DEX), Greater Bracers of Archery, Greater Ribbon of Disguise, Handy Haversack, Hawkeye Spectacles, Launcher, Muleback Cords (Slotless), Quiver of Abundant Ammunition, Razorsharp Valyrian Steel Thinblade (+2), Ring of Sustenance (Slotless), Rope (50ft), Scabbard of the Amoral Edge, Silver Nocking Point, Soulfire Mithral Buckler (+1)
 
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Fishie, you utterly nuked my load-times of the pages you posted the sheets on.
Mobile can't even process, PC takes 10 sec, and that's at 100mb/sec D:

So, yeah, shall we instead post them in some off-site place and just link to them at main/first page instead?
Feels like a much necessary feature for it to return to a semblance of readability.
Oh shit, sorry dude! I didn't think that would be an issue.

Don't worry, there won't be any more massive sheets like that uploaded back to back. I'll space it out more, too. It's just that the first two hours after I wake up are my most productive (least lazy) of the day, so I wanted to get started on this.
 
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Oh shit, sorry dude! I didn't think that would be an issue.

Don't worry, there won't be any more massive sheets like that uploaded back to back. I'll space it out more, too. It's just that the first two hours after I wake up are my most productive (least lazy) of the day, so I wanted to get started on this.
Just Spoiler them again, that mostly helps against loading times.
 
Morwyn and Tuin

Twins born to a people who did not value kinship, sorcerers trained in a realm caught in the webs of a Demon Goddess and her priesthood, Morwyn and Tuin hold no loyalty to any save themselves and deal in death with a light hand, in the younger bother's case often with a sardonic smile. Yet for all that, they share a keen understanding of the dynamics of power and a burning hatred for She who saw them cursed to immortal agony for these many ages. They say the people of Venthar were merchants and one has little cause to doubt it, for the last of its sons intend to pay back their debts in full.



Name: Morwyn
Age: ???
Alignment: Chaotic Evil
Race: Drow (Medium Humanoid)
Level: 10
Class: Rogue 3/Spellthief 2/Chameleon 5
Feats: Gift of Darkness, Master Spellthief, Reactive Resistance, Sickening Strike, Terrifying Strike, Venomous Strike
Flaws:
Fussy, Pride of Arms
Skill Tricks: Acrobatic Backstab, Second Impression
Class Features: Ability boon (+2, currently applied to Wisdom), Aptitude focus (Currently: Divine), Evasion, Detect Magic 3/Day (CL 2), Floating Bonus Feat (Currently: Craven), Mimic class feature 1/Day, Poison Use, Sneak Attack +3d6 (+Hunter's Eye), Trapfinding, Steal Spell and Steal Spell Effect (as a level 6 Spellthief)
Senses: Low-Light Vision, Darkvision (120 ft)
Languages Spoken: ???

HP: 5d6 + 5d8 + 20 = 63 HP
AC: 10 + 5 (DEX) + 7 (Mithral Chain Shirt +3) + 4 (Mithral Buckler +3) + 1 Dodge (Channel Vigor) +2 Deflection vs Evil = 27/29
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +5 (DEX)
Base Attack: +6/+1 + 3 (STR) + 1 (CV); Valyrian Steel Short Sword (+2 Enhancement)
  • Normal: +12/+12/+7 (1d6+5; 19-20/x2) + Poison
Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below).
Spell Save: DC: 10 + 5 (WIS) = 15 + spell level
Weapon Proficiency: Short Swords, ???
Immunities: Sleep, Possession/Mental Control, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends)
Resistances: Cold 5
SR: 21

STATS:
16 (+3) Strength
16 +4 = 20 (+5) Dexterity
11 +3 = 14 (+2) Constitution
12 +2 = 14 (+2) Intelligence
15 +5 = 20 (+5) Wisdom
10 +2 = 12 (+1) Charisma

SAVES: +5 vs Enchantments, +1 vs Spells
FORTITUDE: 5 + 2 (CON) + 4 (DF) +1/+2 = 12/13
REFLEX: 5 + 5 (DEX) + 1/+2 + 1 (CV) = 12/13
WILL: 6 + 5 (WIS) + 4 (DF) + 1/+2 = 16/17; +3 vs Spells

SKILLS:
Bluff
: 13 + 1 (CHA) + 6 (CV) = 20
Concentration: 6 + 2 (CON) + 6 (CV) = 14
Disable Device: 13 + 5 (DEX) = 18
Disguise: 13 + 1 (CHA) = 14
Hide: 13 + 5 (DEX) + 1 (Darkweave) + 5 (Comp) = 24
Intimidate: 0 + 1 (CHA) + 6 (CV) = 7
Knowledge (Arcana): 2 + 2 (INT) + 4 (CV) = 8
Knowledge (Religion): 0 + 2 (INT) + 4 (DF)/(CV) = 6
Listen: 1 + 5 (WIS) + 4 (CV) = 10
Move Silently: 13 + 5 (DEX) + 5 (Comp) = 23
Open Lock: 6 + 5 (DEX) = 11
Search: 13 + 5 (WIS) = 18
Spot: 5 + 5 (WIS) + 4 (CV) = 14
Spellcraft: 4 + 2 (INT) = 6
Tumble: 12 + 5 (DEX) = 17

Prepared Spells (Divine Caster Level 10):
Level 0 [4/Day]: Detect Poison x2, No Light, Read Magic
Level 1 [4+2/Day]: Breath of the Jungle, Lesser Vigor, Recharge Innate Magic, Resurgence, Rhino's Rush x2
Level 2 [3+1/Day]: Divine Insight, Hunter's Eye x2, Increase Virulence
Level 3 [2+1/Day]: Alter Fortune, Dispel Magic, Moon Blade
Level 4 [0+1/Day]: Divine Power

Supernatural Abilities:
  • Mirror Image(Su): Expend one daily use of Dancing Lights and Faerie Fire as an Immediate Action to use Mirror Image (as the spell, except you gain only 1d4 images).
  • Curtain of Darkness(Su): Expend one daily use of your Dancing Lights and Darkness spell-like abilities as an Immediate Action to extinguish all non-magical light sources within 100 feet.
  • See Invisibility(Su): Expend one daily use of your Darkness and Faerie Fire spell-like abilities as an Immediate Action to use See Invisibility (as the spell, except the duration is only one round per caster level).
  • Blinding Vanish(Su): Expend one daily use of your Dancing Lights, Darkness, and Faerie Fire spell-like abilities as an Immediate Action to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are Blinded for one round; a successful Fortitude save (DC 14) reduces the effect to Dazzled for one round. In addition, you become Invisible (as the Invisibility spell, except the duration is one round per caster level).
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Spell-Like Abilities (CL 10): Dancing Lights 2/Day, Darkness 2/Day, Faerie Fire 2/Day

Tattoo Magic:
Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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 Wisdom, +2 Charisma, +2 Intelligence, +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Earring of Arcane Acuity:
  • 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: +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.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
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.
Psionic Items:
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Resistant Cloak of the Hedge Wizard (Divination): +1 Resistance
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Genie Tokens
2x Brilliant Barrier 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)

Alchemical Substances:
10x Alchemist's Fire
10x Alchemist's Kindness
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
10x Healing Salve
20x Sleep-Smoke
5x Smokestick
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Additional Weapons (x2 Poisoned +1 Short Swords, x20 Poisoned Short Swords), Amulet of Tears, Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+5 WIS, +2 CHA, +2 INT, +3 CON), Darkweave Silk Clothing (+5 Competence bonus to Hide & Move Silently), Earring of Arcane Acuity, Expandable Pole (up to 10 feet), Gloves of the Starry Sky (+4 DEX), Goggles of the Golden Sun, Handy Haversack, Mithral Buckler (+3), Mithral Chain Shirt (+3), Resistant Cloak of the Hedge Wizard (Divination), Ring of Protection from Evil, Ring of Sustenance (Slotless), Silk Rope (100 feet), Tools (Camouflage Kit, Inquisitive's Kit, Masterwork Thief's Tools), Soulfire Mithral Bracers (+1), Valyrian Steel Short Sword (+2)

Name: Tuin
Age: ???
Alignment: Chaotic Evil
Race: Drow (Medium Humanoid)
Level: 10
Class: Wizard (Illusionist) 2/Drow Paragon 1/War Weaver 5/Spellguard 2
Feats: Battle Casting, Combat Casting, Echoing Spell, Easy Metamagic (Echoing Spell), Enlarge Spell, Sanctum Spell, Scribe Scroll, Tenebrous Spell
Flaws: Inattentive, Noncombatant
Skill Tricks: Collector of Stories
Class Features: Restricted Schools (Evocation, Necromancy), Eldritch Tapestry, Enlarged Tapestry, Quiescent Tapestry, Scribe Scroll, Ward Attunement
Senses: Low-Light Vision, Darkvision (120 ft)
Languages Spoken: ???

HP: 8d4 + 2d6 + 30 (CON) = 59 HP
AC: 10 + 4 (DEX) + 7 (Twilight Mithral Chain Shirt +3) + 4 (Mithral Buckler +3) + 1 Dodge (Channel Vigor) + 1 (Deflection)/+2 vs Evil = 27/28
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +4 (DEX)
Base Attack: +5 - 1 (STR) + 1 (CV); Valyrian Steel Short Dagger (+2 Enhancement)
  • Normal: +7/+7 (1d4+1; 19-20/x2)
Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below).
Spell Save: DC: 10 + 6 (INT) = 16 + spell level
Weapon Proficiency: Daggers, ???
Immunities: Sleep, Possession/Mental Control, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5, Fire 5
Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends)
SR: 21

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
12 +4 = 16 (+6) Constitution
18 +4 = 22 (+6) Intelligence
13 +1 = 14 (+2) Wisdom
13 (+1) Charisma

SAVES:
FORTITUDE: 3 + 3 (CON) + 2 = 6/8
REFLEX: 4 + 4 (DEX) + 1 (CV) + 2 = 9/11
WILL: 6 + 2 (WIS) + 2 = 8/10; +2 vs Spells, +4 vs Enchantments

SKILLS:
Bluff
: 0 + 1 (CHA) + 6 (CV) = 7
Concentration: 13 + 3 (CON) + 6 (CV) = 22 (+4 to cast Defensively)
Craft (Weaving): 5 + 6 (INT) = 11
Hide: 13 + 4 (DEX) + 1 (Darkweave) = 18
Intimidate: 0 + 1 (CHA) + 6 (CV) = 7
Knowledge (Arcana): 11 + 6 (INT) + 4 (CV) = 21
Knowledge (Religion): 2 + 6 (INT) + 4 (CV) = 12
Knowledge (The Planes): 2 + 6 (INT) + 4 (CV) = 12
Listen: 0 + 2 (WIS) + 4 (CV) = 6
Move Silently: 13 + 4 (DEX) = 17
Spellcraft: 9 + 6 (INT) = 15
Spot: 0 + 2 (WIS) + 4 (CV) = 6
0 Level: All
1st Level: Alarm, Benign Transposition, Comprehend Languages, Endure Elements, Enlarge Person, Grease, Heightened Awareness, Keep Watch, Magic Aura, Nerveskitter, Protection from Good, Recharge Innate Magic, Reduce Person, Silent Image
2nd Level: Bear's Endurance, Bull's Strength, Detect Thoughts, Dimension Hop, Glitterdust, Heart of the Air, Insidious Insight, Invisibility, Mirror Image, Protection from Arrows, Ray of Stupidity, Resist Energy, See Invisibility, Snake's Swiftness, Web
3rd Level: Alter Fortune, Arcane Sight, Haste, Heroism, Dimension Step, Dispel Magic, Displacement, Heart of Water, Keen Edge, Shadow Enchantment, Shrink Item, Slow, Tongues
4th Level: Assay Spell Resistance, Celerity, Dimension Door, Greater Invisibility, Heart of Earth, Orb of Force, Phantasmal Killer, Polymorph
5th Level: Greater Blink, Feeblemind, Heart of Fire, Phantasmal Web
Prepared Spells (Arcane Caster Level 9):
Level 0 [4+1/Day]: Detect Magic, Ghost Sound, Mage Hand Prestidigitation, Read Magic
Level 1 [4+1+2/Day]: Benign Transposition, Enlarge Person, Grease, Nerveskitter x2, Recharge Innate Magic, Silent Image
Level 2 [4+1+2/Day]: Insidious Insight, Invisibility x2, Protection from Arrows, See Invisibility, Snake's Swiftness, Web
Level 3 [3+1+1/Day]: Arcane Sight, Dimension Step, Dispel Magic, Displacement, Heart of Water
Level 4 [2+1+1/Day]: Celerity, Greater Invisibility x2, Heart of Earth, Polymorph
Level 5 [1+1+1/Day]: Feeblemind, Greater Blink, Phantasmal Web

Spell-Like Abilities (CL 10): Dancing Lights 2/Day, Darkness 2/Day, Faerie Fire 2/Day

Supernatural Abilities:
  • Ward Attunement(Su): You were once attuned to a mighty ward scheme which protected the realm you called home and empowered its citizens in numerous ways. Unfortunately, your civilization has crumbled to dust and ruin, and the wards no longer exist.
  • Eldritch Tapestry(Su): You can weave an Eldritch Tapestry in 10 minutes, connecting yourself and six others for up to 24 hours. Any spell of up to 5th level you cast which would normally affect only yourself can also be made to affect the members of your Eldritch Tapestry.
  • Quiescent Tapestry(Su): You can precast up to four spells of 5th level or lower into your Eldritch Tapestry. When you are ready, all of these spells can be activated as a single Move Action, affecting everyone within your tapestry instantly.
  • Enlarged Tapestry(Su): Some spells you cast through your Eldritch Tapestry have their ranges increased; Touch spells become Close range, Close range spells become Medium range, and Medium range spells become Long range.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Tattoo Magic:
Amulet of Sullen Tears:
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Double carrying capacity.
  2. Convert any Spell of 5th level and above to Teleport
  3. Benefit from a +30ft Enhancement bonus to ground movement speed.
  4. 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: +1 Wisdom, +4 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: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
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.
Miscellaneous Wondrous Items:
Pearl of Power: 2nd Level (x1)
  • 1/Day recall any 2nd level spell that you had prepared and then cast that day.
Psionic Items:
Raiment of the Four:
  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.
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.
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
Third Eye of Clarity: +4 Intelligence
  • 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy
Genie Tokens
2x Brilliant Barrier 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)

Alchemical Substances:
10x Alchemist's Fire
10x Alchemist's Kindness
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
10x Healing Salve
20x Sleep-Smoke
5x Smokestick
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Amulet of Sullen Tears, Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+1 WIS, +4 CON)[/URL], Camouflage Kit, Darkweave Silk Clothing, Gloves of the Starry Sky (+2 DEX), Goggles of the Golden Sun, Handy Haversack, Pearl of Power (2nd level), Ring of Protection from Evil, Ring of Sustenance (Slotless), Shadow Cloak, Soulfire Mithral Bracers of Arcane Freedom (+1), Third Eye of Clarity (+4 INT), Mithral Buckler (+3), Twilight Mithral Chain Shirt (+3), Valyrian Steel Dagger (+2)
 
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Character Sheets
A Sword Without a Hilt - Character Sheets & Information
Unapplied Level Ups: Amrelath, Myrkdreki Twins, Relath
[] Relath Level Up
-[] Class: +1 Dragon Mystic
-[] Attribute: +1 Charisma
-[] Skills (5 points): +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Sense Motive, +1 Spellcraft
-[] New Spells:
--[] 1st Level: Vanish >>> Nerveskitter
--[] 2nd Level: Invisibility
--[] 3rd Level: Dispel Magic
--[] 4th Level: Dimension Door

[] Amrelath Level Up
-[] +1 Dragon Mystic
-[] Skills (5 points): +1 Concentration, +1 Intimidate, +1 Knowledge (Arcana), +1 Sense Motive, +1 Spellcraft
-[] New Spell:
--[] 5th Level: Firebrand

[] Myrkdreki Twins Level Up
-[] Class: +1 Dragon Mystic
-[] Skills (6 points): +1 Concentration, +1 Sense Motive, +4 Spellcraft
-[] Spells:
--[] 6th Level: Fleshshiver
Pending Level Up Votes: Kyla Fairwind, Soft Strider, the Myrkdreki Twins

Pending Mythic Rank: Aife
[] Aife's First Mythic Tier
-[] Mythic Path: Heirophant
-[] Mythic Feat: Mythic Widen Spell
--[] Retrain Feat: Reach Spell >>> Divine Defiance
-[] Mythic Surge:
--[] Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
-[] Path Ability:
--[] Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Proposed Level Up Plans:
N/A
 
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Sorry for blowing up ya'll's browsers there. Hopefully spoiler'ing the sheets I've posted so far will make the previous two pages less of a hassle to load.

I'm posting individual sheets like this to make it easier for me to update them and for @DragonParadox to apply them. If you think the load times were bad for viewing those pages, you should see how slow it is to actually try to edit one of the large pages or just toggle between BB code editing mode and back, which is necessary to preserve formatting since the forum upgrade last year.

Now when a sheet has been updated, I can just poke DP and give him the link. Since the sheets will be in the same thread rather than a PM, he can just quote it and paste it over obsolete sheet entry without having to toggle the BB code editor.

When I'm done, my character sheet page will also be a useful reference tool to quickly locate everyone's character sheets without having to hunt down those that are on different pages.
 
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Hey, You'll find no complaints from me, @Goldfish.
Thanks for taking care of this stuff.

Now, we gotta purge the first quest-page of the character sheets.
Seriously, even spoilered they eat away at the load-times.
These links you left should be enough.
 
Hey, You'll find no complaints from me, @Goldfish.
Thanks for taking care of this stuff.

Now, we gotta purge the first quest-page of the character sheets.
Seriously, even spoilered they eat away at the load-times.
These links you left should be enough.
Nah, I don't think we should do that. They're on the front page for a reason. Just don't use the front page if it's that bad.
 
Rhango Two-Lives
In many ways Khal Rhango embodies the virtues of the Dothraki, he is brave in the face of peril, as ruthless to his foes as he is generous to his friends. He even possesses a rare measure of self-sacrifice, having freely offered his life in a duel that his khalasar might live under a dragon's protection. However, the same cold practicality that saw him give out horses to slaves that they may better distract the dead hunting his people also manifests in a disdain for tradition practiced for its own sake. The old khal is not only far more learned in the ways of 'city men' than most would give him credit for, he is also willing to borrow from those ways whatever will make his people, and thus himself, stronger.

Name: Rhango Two-Lives
Age: 58
Alignment: Neutral Evil
Race: Human
Level: 9
Class: Scout 6/Asavir 4
Feats: Deadly Aim, Improved Skirmish, Mounted Archery, Mounted Combat, Mounted Mobility, Ride-By-Attack, Skill Focus (Ride)(B), Spirited Charge
Flaws: Claustrophobia, Mounted Warrior
Speed: 40 ft. + 30 ft. (Boots) = 70 ft.
Class Features: Skirmish (+2d6/+4d6 Damage, +1/+3 AC), Trapfinding, Battle Fortitude (+1), Uncanny Dodge, Fast Movement (+10 ft), Trackless Step, Evasion (also applies to Mount), Camaraderie (+1), Equine Bond, Shaitan's Blessing, Djinni's Blessing, Thunderous Charge, Aura of Courage, Flank Breaker
Languages Spoken: Dothraki, ???

HP: 6d8 + 4d10 (22) + 20 (CON) = 71 HP
AC: 10 + 4 (DEX) + 11 (Reinforced Segmented Mithral Breastplate +5) + 4 (Animated Extreme Shield +1) + 1 (Dodge; CV) + 2 Deflection (vs Evil) = 30/32; +5 vs Ranged; +2 vs Undead OR +4 vs Incorporeal Undead, +4 Dodge vs AoO for Rider and Mount
  • vs Ranged: 35/37
  • vs Undead: 34 vs Undead (39 vs Ranged), 36 vs Incorporeal Undead (41 vs Ranged)
  • w/Skirmish: +1 bonus to AC during any round you move at least 10 feet, or +3 if you move at least 20 feet
Initiative: +4 (DEX) + 1 (Battle Fortitude) = +5
Attack: +8/+3
  • Valyrian Steel Arakh: + 8 (BAB) + 3 (STR) + 2 (Enhancement) + 1 (Haste; CV) = +14/+14/+9 (1d8+5; 19-20/x2)
  • Composite Dragonbone Longbow: +8 (BAB) + 4 (DEX) + 2 (Bracers) + 1 (Enhancement) + 1 (Haste; CV)
    • Normal: +15/+10 (1d8+1d6[Fire]+5; 20 x3) OR +12/+7 (1d8+1d6[Fire]+11; 20 x3)
    • w/Channel Vigor ("Limbs" Haste effect): +16/+16/+11 (1d8+1d6[Fire]+5; 20 x3) OR +13/+13/+8 (1d8+1d6[Fire]+11; 20 x3)
    • w/Channel Vigor ("Mind" effect): +19/+14 (1d8+1d6[Fire]+5; 20 x3) OR +16/+11 (1d8+1d6[Fire]+11; 20 x3)
  • Special:
    • Skirmish: +2d6 damage on all attacks you make during any round you move at least 10 feet, or +4d6 if you move at least 20 feet.
    • Charging: You gain a +4 bonus on melee attacks on a Charge while mounted, inflict double damage with melee weapons, and do not take a penalty to AC after making the Charge.
    • Ghost Touch: Your arakh and the arrows fired from your bow inflict +1d6 damage against Undead, are treated as Ghost Touch weapons, and can make Critical Hits against Undead as if they were living creatures.
Weapon Proficiency: Arakh, Longbow, ???
Immunities: Possession/Mental Control, Fear, All Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
DR: 5/- (up to 50 HP)

STATS:
12 +4 = 16 (+3) Strength
15 +3 = 18 (+4) Dexterity
11 +3 = 14 (+2) Constitution
13 +3 = 16 (+3) Charisma
15 +1 = 16 (+3) Intelligence
18 +2 = 20 (+5) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 4 + 2 (CON) + 1 (Battle Fortitude) + 5 (Resistance) = 12
REFLEX: 6 + 4 (DEX) + 5 (Resistance) + 1 (CV) = 16
WILL: 4 + 5 (WIS) + 5 (Resistance) = 14

SKILLS:
Craft (Leatherwork): 6 + 3 (INT) = 9
Diplomacy: 7 + 3 (CHA) = 10
Handle Animal 13 + 3 (CHA) = 16
Intimidate: 13 + 3 (CHA) + 6 (CV) = 22
Knowledge (Geography): 12 + 3 (INT) + 4 (CV) = 19
Knowledge (Nature): 5 + 3 (INT) + 4 (CV) = 12
Listen: 12 + 5 (WIS) + 4 (CV) = 21
Ride: 13 + 4 (DEX) + 3 (SF) = 20
Sense Motive: 13 + 5 (WIS) = 18
Spot: 13 + 5 (WIS) + 4 (CV) = 22
Survival: 12 + 5 (WIS) = 17
Use Rope: 10 + 4 (DEX) = 14

Special Abilities:
  • Trapfinding (Ex): As per the Rogue ability.
  • Trackless Step (Ex): You cannot be tracked in natural surroundings.
  • Equine Bond (Ex): Formed with Bonebreaker at an effective level of 6th.
  • Uncanny Dodge (Ex): You retain your Dexterity bonus to AC even if caught Flat-Footed or are struck by an Invisible attacker
  • Controlled Charge (Ex): You gain a +4 bonus on melee attacks on a Charge while mounted (instead of the normal +2) and do not take a penalty to AC after making a charge attack while mounted.
  • Evasion (Ex): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Your mount also benefits from this ability.
  • Flank Breaker(Ex): If you successfully damages a foe that is flanking an ally, you can attempt a special combat maneuver check against the target's CMD as a Swift Action. If it succeeds, that foe is unable to flank with any creature for 1 round.
  • Flawless Stride (Ex): You can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
    This ability does not let you move more quickly through terrain that requires a Climb or Swim check to navigate, nor can you move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
  • Skirmish (Ex):You deal +2d6 points of damage on all attacks (including ranged attacks against targets within 30 feet) you make during any round in which you move at least 10 feet away from where your were at the start of your turn. The extra damage applies only to attacks made after you have moved at least 10 feet. The extra damage applies only to attacks taken during your turn. You gain a +1 Competence bonus to AC during any round you move at least 10 feet.
    • Improved Skirmish: Damage increases to +4d6 and AC bonus to +3 during any round in which you move more than 20 feet from where you started.
Supernatural Abilities:
  • Shaitan's Blessing (Su): Your bonded mount receives a +2 Racial bonus on saving throws against all Mind-Affecting and Fear effects.
  • Djinni's Blessing (Su): Your mount's speed increases by 10 feet, it doesn't take movement penalties from wearing barding, and it can carry a second rider without penalties.
  • Aura of Courage (Su): You are immune to Fear. Each ally within 10 feet of gains a +4 morale bonus on saving throws against Fear effects. This ability functions only while your are conscious.
  • Thunderous Charge (Su): You can use this ability up to 3/day as a Full-Round Action. It works as a normal Charge, except your mount can move only up to its move speed (not double its move speed, as in a normal Charge). Creatures within a 5-foot radius of the charge's ending point must succeed at a Reflex save (DC = 10 + Asavir class level + mount's Strength modifier) or fall prone. For every Asavir level above 2nd, you can exclude one creature from the effect. You can resolve your attack at the end of her charge either before or after determining which creatures fall prone.
  • 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

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.
Boots of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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 Dexterity, +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Cloak of the Hedge Wizard (Divination):
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Flaming Composite Dragonbone Longbow of Distance (+1): This Composite Longbow has a +3 Strength bonus and the Flaming and Distance special abilities.
  • Stats: Damage (1d8 + 1d6[Fire] + 3; x3 Crit), 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.
Greater Pendant of Warding: +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  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.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

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

Reinforced Segmented Mithral Breastplate (+5): Armor Bonus: +11, Max Dexterity Bonus: +4, Armor Check Penalty: -3, Arcane Spell Failure: 25%, Speed: 30ft, Weight: 15 pounds
  • 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.
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.
Valyrian Steel Arakh (+2):
  • Stats: Damage (1d8+2; 19-20/x2)
  • Greater Weapon Crystal of True Death: The arakh inflicts an additional +1d6 damage to Undead, benefits from the Ghost Touch property, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Special Arrows
Grave Marker Arrow (x10)

Spell Charm
2x Magic Army

Genie Tokens
2x Plane Shift Charm
4x Sending Stone
2x 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)

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

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
5x Antiplague
5x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
20x Sleep-Smoke
10x Sunrod
30x Vermin Repellent
Equipment: Bead of Newt Prevention, Bone Arakh (pierces DR as Adamantine), Boneward Belt of Tears (+3 DEX, +3 CON), Boots of Rapid Translocation, Cloak of the Hedge Wizard (Divination), Earrings of Arcane Acuity, Flaming Composite Dragonbone Longbow of Distance (+1), Gloves of Hero's Strength (+4 STR), Greater Pendant of Warding, Handy Haversack, Iron Spike of Safe Passage, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Psionic Tattoos (Various), Quiver of Abundant Ammunition, Restorative Ointment, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+3 CHA, +2 WIS, +1 INT), Saline Purge (x3), Soulfire Bracers of Archery, Valyrian Steel Arakh (+2)
Bonebreaker the Istaheq
Size/Type:
Large Magical Beast
Hit Dice: 8d10 (49) + 48 (CON) = 97 HP
Initiative: +5 (DEX)
Speed: 70 ft. + 30 ft. (Horseshoes) = 100 ft.
Armor Class: 38 (-1 Size, +5 Dex, +14 Natural, +10 Armor), Touch 14, Flat-Footed 34; +2 Deflection vs Evil, +2 vs Undead OR +4 vs Incorporeal Undead
Base Attack: +8
Full Attack: Bite +15 (1d8+8), 2 Hooves +14 (1d6+4))
Space: 10 ft., Reach: 5 ft.
Special Attacks: Thundering Hooves
Special Qualities: Darkvision 60 ft., Low-light Vision, Scent, Resist Acid 10, Genie-Touched (Immune to Petrification, Immune to Fear while willingly acting as a mount), Devotion, Evasion, Possession/Mental Control, Baleful Polymorph [Single use], Damage Reduction 3/--, Damage Reduction 3/-- (up to 30 points, stacks with armor DR)
Saves: Fort +12, Ref +11, Will +6 (+14 vs Enchantment spells & effect, +12 vs Mind-Affecting Effects & Fear effects); +2 vs Evil
Abilities: Str 24(26)*, Dex 18(20), Con 20(22), Int 4, Wis 17(18), Cha 11; *+8 for the purposes of determining carrying capacity
Skills: Jump +14, Spot +9, Survival +5
Feats: Endurance, Multiattack, Run(B), Weapon Focus (Hooves)
Languages: Dothraki, Terran [cannot speak]
Alignment: Neutral

Scion of Stone (Ex): Istaheqs are immune to Petrification. An istaheq does not treat rubble or other uneven stone or rocky footing as difficult terrain, and it is immune to the effects of spike stones and caltrops. Finally, an istaheq's natural armor bonus is +10, rather than the typical +8 for most genie-touched horses.

Steadfast (Ex): An istaheq gains a +4 racial bonus on saving throws against all Mind-Affecting and Fear effects. While serving willingly as a mount, an istaheq is Immune to Fear effects.

Thundering Hooves (Su): Once per day as a standard action, an istaheq can rear up and slam its hooves down hard against the ground. For 1 round, the ground in a 30-foot radius around the istaheq shakes, allowing the istaheq to attempt a single trip combat maneuver check against all creatures standing in this area. This action does not provoke an attack of opportunity.

Evasion (Ex): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage.

Boneward Belt: +2 Dexterity, +2 Strength, +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Earring of Arcane Acuity: +1 Wisdom
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Gravewatch Pendant:
  1. Constant Protection from Evil effect
  2. 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.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Equipment: Bag of Holding (Type II), Bead of Newt Prevention, Boneward Belt of Tears (+2 DEX, +2 STR, +2 CON), Earring of Arcane Acuity (+1 WIS), Gravewatch Pendant (w/Protection from Evil), Horseshoes of Speed (+30ft Enhancement bonus to speed), Muleback Cords (Slotless), Ring of Sustenance, Warlord's Saddle (w/+1 Reinforced Segmented Adamantine Fullplate Barding & Lesser Ironward Diamond)
3,027 Dothraki Screamers
8,971‬ Veteran Dothraki Riders
200 Stone Hooves
Camp Followers: 13,601
 
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The Chorus of Waves (Triton Tribes of the Narrow Sea):

Spiritual Leader: Breath Taker (Cleric of the Merling king)

The kindly voice and spark of humor in these ancient sea green eyes do not seam to match either his fearsome name nor the dread powers of death this triton cleric possesses. Soft words of wisdom and caution does he often speak, yet to see him in battle is to see the passion of the seas unleashed, the Final Gift of the Lord of the Depths unveiled in its terrible glory.

Name: Breath Taker
Alias: Voice of the Depths
Alignment: True Neutral
Age: 126
Race: Advanced Triton (Blessing of the Merling King)
Level: 9
Class: Triton 3/ Cleric of the Merling King 9
Feats: Ancestral Knowledge, Antipsionic Magic, Practiced Spellcaster, Aberration Banemagic
Racial Traits: Darkvision, Spell-like Abilities
Class Features: Death Domain, Passion Domain

HP: 95
AC: 10 +8 (NA) +2 (DEX) +3 (Shark-Skin Studded Leather) +2 (vs Evil) =23/25
Initiative: +2 (DEX)
Attack: +9/+4
Spell Save: 10 + 6 (WIS) + spell level
Weapon proficiency:
Spear, Trident, Dagger

STATS:
16 (+3) Strength
14 (+2) Dexterity
16 (+3) Constitution
18 (+4) Charisma
15 (+2) Intelligence
18 +4 = 22 (+6) Wisdom

SAVES:
FORTITUDE: 9 +3 +2 =11/13
REFLEX: 6 +2 +2 = 8/10
WILL: 9 +6 +2 = 15/17

SKILLS
Diplomacy: 15 + 4 (CHA) = 19
Hide: 4 +2 (DEX) = 6
Knowledge (arcana): 12 +6 (WIS) = 18
Knowledge (history): 12 +6 (WIS) = 18
Knowledge (religion): 12 +6 (WIS) = 18
Knowledge (the planes): 12 +6 (WIS) = 18
Listen: 2 +6 (WIS) = 8
Move Silently: 4 +2 (DEX) =6
Ride: 4 + 2 (DEX) =6
Sense Motive: 15 +6 (WIS) = 21
Spot: 2 +6 (WIS) = 8
Spellcraft: 12 + 2 (INT) = 14
Survival: 2 +6 = 8 (10 following tracks)
Swim: 10 +3 (STR) = 13

Spells Prepared (CL12):
Level 0 (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1 (4+2+D/day): Barbed Chains(reskinned as kelp strands), Bless, Marid's Mastery, Moment of Greatness, Shield of Faith, Sign, Cause Fear(D)
Level 2 (4+2+D/day): Boneshaker x2, Close Wounds, Defending Bone, Ironskin, Sound Burst, Hideous Laughter(D)
Level 3 (3+1+D/day): Dispel Magic, Invoke the Cerulean Sign, Shivering Touch, Sky Swim, Confusion(D)
Level 4 (2+1+D/day): Assay Spell Resistance, Blessing of Fervor, Sound Lance, Death Ward(D)
Level 5 (1+1+D/day): Mass Contagion, Greater Comand (D)

Spell-like abilities (CL 12):
1/day—summon nature's ally IV (Sea Cat)

Supernatural abilities:
  • Rage of the Depths: As a free action you can act as if under the effect of the rage spell. This granted power is a supernatural ability. (9 rounds/day)
  • Death's Embrace: You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save). (1/day)
  • Death's Rebuke: Turn and Destroy Undead (7/day)
Equipped Items: Protection from Evil Amulet, Ring of the Whisper Within +4, +2 Aberration Bane Spear



Name: Blight's Bane
Alias: N/A
Alignment: True Neutral
Age: 55
Race: Triton
Level: 12
Class: Triton 3/Fighter 4/Elemental Warrior 5
Feats: Phalanx Formation, Furious Focus, Improved Bullrush, Shield Focus, Shock Trooper ,Shield Brace (Shield Mastery), Martial Study (Stone Dragon - Charging Minotaur), Martial Stance (Stone Dragon - Stone Foot Stance), Martial Study (Stone Dragon - Stone Bones)
Flaws: Brash, Glory-Hound
Racial Traits: Darkvision, Spell-like Abilities
Class Features: Elemental Manifestation (Water), Elemental Weapon (Water), Elemental Movement (Water), Elemental Strike (Water)

HP: 92 +24 (AoT)
AC: 10 +6 (NA) +1 (DEX) + 3 (Riverine Heavy Shield +1) +6 (Riverine Breastplate +1) +2 (vs Evil) = 26/28
Initiative: +1 (DEX)
Attack: +12/+7/+2 +4 (STR) = +16/+11+/6 [1d8+2d6 Cold]
Weapon proficiency: All Piercing Simple and Martial

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

SAVES (+2 vs Evil):
FORTITUDE: 11 +2 = 13
REFLEX: 5 +1 = 6
WILL: 5 +1 = 6

SKILLS
Hide: 3 +1 (DEX) = 4
Listen: 6 +1 (WIS) = 7
Move Silently: 3 +1 (WIS) = 4
Ride: 15 +1 (DEX) = 16
Sense Motive: 6 + 1 (WIS) = 7
Spot: 6 + 1 (WIS) = 7
Spellcraft: 3
Survival: 6 + 1 (WIS) =7 (9 When Following Tracks)
Swim: 15 +4 (STR) = 18

Spell-like abilities (CL 7):
1/day—summon nature's ally IV (Medium Water Elemental)

Martial Manuvers Known:
Level 1: Charging Minotaur, Stone Bones

Martial Stances:
Stonefoot Stance

Supernatural abilities:

Elemental Manifestation (Water): An elemental warrior of 2nd level or higher can use a standard action to cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute. The elemental warrior becomes coated in water. She gains DR 3/piercing. (5/Day)

Elemental Weapon (Water): At 3rd level and higher, an elemental warrior can, as a move action, imbue any melee weapon she wields with the energy of her chosen element. The imbued weapon deals an extra 2d6 points of energy damage on each hit. The effect lasts for 1 minute. On a successful critical hit, the weapon releases a burst of energy that deals even more energy damage of the same type for a total of 8d6. (5/day)

Elemental Movement (Water): At 4th level, an elemental warrior gains +30 to Swim Speed

Elemental Strike (Water): A 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. The attack requires a standard action to deliver; if it hits, it affects its target as noted below. Target takes 10d6 points of damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save DC 17 negates nausea).

Equipped Items: Protection from Evil Amulet, Mithral Long Spear, Riverrine Shield, Amulet of Tears

Soldiers:
Arcane Protectors:
Arcane Beings
134 Coral Capuchin

Experts
Monthly costs: 3,980 IM

Camp Followers: 19,049 Tritons (6,000 can be called up as Triton Militia), 578 Boreal Tritons
 
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Rhaella Targaryen, Queen Mother of the Seven Kingdoms:
Born the second child and only daughter of Prince Jaehaerys and Princess Shaera Targaryen, Rhaella's fate was born not only to royalty, but to a family beset by tragedy and death. With her uncle Duncan abdicating his place in the succession, her father became Crown Prince of the Seven Kingdoms, while her younger uncle Daeron perished in battle not long into the young princess' childhood. Yet where her likely betrothal to her brother Aerys had seemed a matter of state and family tradition beforehand, it became embroiled with magic and prophecy when a hedge witch proclaimed that the Prince Who Was Promised would be born of their joining.

A prince was indeed the first child Rhaella deceived at the tender age of four-and-ten even as Summerhall and much of her family died around her, and the leaping green flames of wildfire reflected in her husband's eyes.

Rightly was Aerys the Second of His Name called mad, and none were so often the target of his cruel whims than his queen. Though she bore him another son, the king quickly came to blame her for her miscarriages as he did any soul unfortunate enough to be near at hand when rage and suspicion descended upon his mind. None now can say if his suspicions of infidelity on Rhaella's part were the product of projecting his own discounting of the vows of marriage or simply of his growing fear of his elder son's popularity, but the consequences for her were just as grim.

She bore Aerys' last child, a daughter, in the midst of the Storm as the Baratheon fleets closed upon Dragonstone, and with her last breath she named her Daenerys that the Dornish would think kindly of her. Thus passed from the world Rhaella Targaryen, and yet her tale did not end that day, for before a dragon's will and a raven's schemes even death might work backwards.

In the hour of her rebirth she swore one thing only, not for power, kingship, or fickle fate, but simply for herself and those she held most dear: she would not leave her children alone again.
Name: Rhaella Targaryen
Alias: The Queen Who Was, The Risen One
Age: 37
Alignment: Neutral Good
Race: Human (Medium Humanoid; Dragonblooded)
Level: 11
Class: Dragonsinger 11
Feats: Doomspeak, Dragonfire Inspiration, Dragontouched, Greater Draconic Bloodline, Epic of the Lost King, Extra Music, Imperious Command, Lingering Song, Lyric Spell, Melodic Casting
Flaws: Noncombatant, Vulnerable
Skill Tricks: Social Recovery, Swift Concentration
Class Features: Draconic Lore (+5), Dragonsong 15/Day (Fascinate, Inspire Courage +2, Suggestion), Blood of the Forty, Dragonfire Inspiration
Languages Spoken: Westerosi Common, Low Valyrian (Braavosi), High Valyrian, Draconic

HP: 11d6 (41) + 44 (CON) = 85 HP + 28 Temp HP (HotE) + 10+1d10 (False Life) = 123 + 1d10 HP
AC: 10 - 1 (Vulnerable) + 4 (Mage Armor) + 3 (DEX) + 1 (Dodge; CV) + 2 Deflection (vs Evil) = 17/19; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 30ft (CV) = 60ft
Initiative: +3 (DEX)
Attack: +5 (BAB) + 3 DEX - 2 (Noncombatant) = +6 (Melee); +5 (BAB) + 3 DEX + 4 (CV) = +12 (Ranged)
Spell Save: 10 + 7 (CHA) + 1 (Arcane Concordance) = 18 + spell level
Weapon Proficiency: N/A
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, All Mind-Affecting Effects, Divination, Blinding & Dazzling Effects, Baleful Polymorph[Single use]
Resistances: Cold 5, Electricity 5, Fire 25
Miss Chance: 20% as per the Blur spell

STATS:
8* (-1) Strength
10 +6 = 16 (+3) Dexterity
13 +5 = 18 (+4) Constitution
16 (+3) Intelligence
15 +3 = 18 (+4) Wisdom
19 +6 = 25 (+7) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +1 vs Paralysis or Sleep effects, +4 vs effects which trap or redirect the soul
FORTITUDE: 3 + 4 (CON) + 5 (Resistance) + 6 (CV) = 18
REFLEX: 3 + 3 (DEX) + 5 (Resistance) = 11
WILL: 7 + 3 (WIS) + 5 (Resistance) = 15

SKILLS:
Bluff
: 14 + 7 (CHA) + 6 (CV) = 27
Diplomacy: 14 + 7 (CHA) + 6 (SIN) + 10 (Ring) = 37
Intimidate: 14 + 7 (CHA) + 2 (SIN) + 4 (CV) = 29
Knowledge (Arcana): 14 + 3 (INT) + 5 (DL) + 4 (CV) = 26
Knowledge (Geography): 3 + 3 (INT) + 5 (DL) + 4 (CV) = 15
Knowledge (History): 3 + 3 (INT) + 5 (DL) + 4 (CV) = 15
Knowledge (Nobility & Royalty): 9 + 3 (INT) + 5 (DL) + 4 (CV) = 21
Knowledge (Religion): 10 + 3 (INT) + 5 (DL) + 4 (CV) = 22
Knowledge (The Planes): 14 + 3 (INT) + 5 (DL) + 4 (CV) = 26
Knowledge (All Others): 3 (INT) + 5 (DL) + 4 (CV) = 12
Listen: 2 + 4 (WIS) + 1 (DT) + 4 (CV) = 11
Perform (String): 14 + 7 (CHA) + 10 (Gloves) = 31
Perform (Sing): 14 + 7 (CHA) + 10 (Amulet) = 31
Spot: 2 + 4 (WIS) + 1 (DT) + 4 (CV) = 11
Sense Motive: 14 + 4 (WIS) + 10 (Ring) = 28
Spellcraft: 14 + 3 (INT) + 2 (SIN) = 19

Spells Known (Caster Level 11):
Level 0: Detect Magic, Detect Poison, Mending, Message, Percussion, Prestidigitation, Read Magic (6/Day)
Level 1: Cure Light Wounds, Ear-Piercing Scream, Hideous Laughter, Instant of Power, Mage Armor, Magic Missile(RotF), Magic of the Dragonheart (6+2/Day, -1 [Mage Armor])
Level 2: Alter Self, Blistering Invective, Detect Thoughts, Harmonic Chorus, Invisibility, Scorching Ray, Wings of Cover (6+2/Day, -2 [False Life, Heart of Air])
Level 3: Air of Nobility, Alter Fortune, Ancestral Awakening, Deep Slumber, Dispel Magic, Fireball(RotF) (6+2/Day, -1 [Heart of Water])
Level 4: Fear, Freedom of Movement(RotF), Inner Beauty, Ruin Delver's Fortune, Voice of the Dragon (6+1/Day, -1 [Heart of Earth])
Level 5: Commune(RotF), Firebrand, Greater Heroism, Music of the Spheres, Teleport(RotF) (4+1/Day, -1 [Heart of Fire])

Grimoire of High Arcana:
Level 1: Clarion Call, Friendly Face, Moment of Greatness, Shield, Tap Inner Beauty
Level 2: False Life, Harmonic Chorus, Heart of Air, Heroism, Honeyed Tongue, Mirror Image, Resist Energy, Rope Trick, See Invisibility, Tongues
Level 3: Battlemagic Perception, Heart of Water
Level 4: Heart of Earth
Level 5: Heart of Fire

Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 40+ HP]

Personal Long-Term Defensive Wards: Cast using Song of Arcane Power to provide a +3 bonus to the caster level of these spells.
  • False Life: You benefit from 1d10+9 Temporary Hit Points. Duration: 14 hours, Cost: 2nd level spell slot
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 14 hours, Cost: 1st level spell slot
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+28 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: 14 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities
  • Dragonsong (Su): 15/Day; Fascinate, Inspire Courage (+2), Suggestion
  • Draconic Lore (Ex): You add one half your Dragonsinger level as a bonus to all Knowledge skill checks.
  • Song of Arcane Power (Su): As a Move Action, you make a Perform check as part of casting a spell. If the check result is high enough, you benefit from a bonus to the caster level of your spell. Check Result = 10 to 19 (+1 caster level), 20 to 29 (+2 caster level), 30+ (+3 caster level).
  • Dragonsinger Magic (Su): All Dragonsinger spells requires a Verbal component, meaning they cannot be augmented using the Silent Spell Metamagic feat, but they are also cast without Somatic components, as if they had been affected by the Still Spell Metamagic feat, though without an increase in spell level.
  • Dragonfire Inspiration (Su): When activating Inspire Courage, you may choose to exchange the standard Morale bonus to weapon attack rolls and damage for 1d6 Fire damage per point of Morale bonus that Inspire Courage would grant. Expending a second use of Dragonsong on activation grants this damage a Searing-equivalent property.
  • Doomspeak (Su): You may spend one use of Dragonsong to utter a string of condemnations and grim portents of impending doom at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + Dragonsinger level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks and skill checks for 1 round. This is a supernatural, necromantic effect.
  • Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
  • 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 Extend 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 "Spirit" effect.
Alternate Forms (via Alter Self)
Shadow Dragon Wyrmling
Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +4 (BAB unchanged) + 2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 7 (Natural Armor) = +9
Hide Skill: +8

Fire Dragon Wyrmling:
Size: Changes to Tiny
Speed: 40 ft., fly 120 ft. (poor), burrow 20 ft.
Attack: +4 (BAB unchanged) +2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural Armor) = +5
Hide Skill: +8

Styx Dragon Wyrmling:
Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +4 (BAB unchanged) +1 (Size) -1 (STR) = 4 (1d6-1 Bite) and (1d6-1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural Armor) = +5
Hide Skill: +4

Mercury Dragon Wyrmling
Size: Changes to Tiny
Speed: 60 ft., fly 200 ft. (perfect)
Attack: +4 (BAB unchanged) +2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 2 (Natural Armor) = +4
Hide Skill: +8

Apprentice's Cloak of Minor Displacement:
  1. Use the Prestidigitation and Resistance spells At Will, and the Endure Elements and Shield spells 1/Day.
  2. You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Augur's Crown: +4 Resistance bonus to saving throws
  • 1/Day the wearer of the crown can activate its power to use a combined Celerity and Dimension Door effect at 7th caster level, instantly Teleporting up to 680 feet as an Immediate Action.
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)
Diplomat's Ring: +6 Charisma, +3 Wisdom
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks.
Gloves of the Starry Sky: +6 Dexterity, +10 Competence bonus to Perform (Strings) skill checks.
  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: +5 Resistance bonus to Saving Throws, +10 Competence bonus to Perform (Sing) skill checks
  1. 3/Day use the Amplify spell at 1st caster level.
  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. 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
  5. 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)
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.
Jenny's Fiddle
  • Doubles the bonus of any beneficial Bardic Music the wielder creates at the cost of halving the effect of harmful Bardic music.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Metamagic Rod:
  • Lesser Rod of Encouragement: This rod allows you to apply the Encouraging Spell Metamagic to 1st-3rd level spells 3/Day.
Miscellaneous Wondrous Items:
Muleback Cords (Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
Raiment of the Four (Incomplete): Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater 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 Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Translocating Boots of the Wide Earth
  1. Double carrying capacity.
  2. Convert any Spell of 5th level and above to Teleport
  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.
Scrolls:
Assay Spell Resistance x4
Dimension Door x3
Cure Light Wounds x20
Greater Invisibility x5
Heart of Earth x3
Invisibility x5
Magic Circle Against Evil x2

Genie Tokens
1x Blinding Glory Charm
4x Brilliant Barrier Charm
1x Fortunate Fate Charms
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Elemental Gems: When crushed, smashed, or broken as a Standard Action, a Large Elemental of a type matching the gem appears as if Summoned by a Summon Nature's Ally V spell at 11th caster level. The Elemental is under the control of whoever broke the gem for the next 11 rounds.
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
1x Maximizing Sapphire
1x Widening Emerald
1x Quickening Diamond

Alchemical Substances:
10x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
30x Night Tea
20x Sleep-Smoke
5x Smokestick
10x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Magic Items: Apprentice's Cloak of Minor Displacement, Augur's Crown, Bead of Newt Prevention, Boneward Belt (+5 CON), Calligraphy Wyrm, Diplomat's Ring (+6 CHA, +3 WIS, +10 Diplomacy & Sense Motive), Gloves of the Starry Sky (+6 DEX), Greater Amulet of Protection from Evil (+5 Resistance), Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Grimoire of High Arcana, Handy Haversack, Jenny's Fiddle, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers, Translocating Boots of the Wide Earth, Valyrian Steel Dagger (+2), Wand of Cure Light Wounds (50/50 Charges)
 
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Valaena Velaryon:
Possessed of the beauty for which the dragonlords were famed, the eldest child and only daughter of Lord Monford Velaryon has blossomed in a rather different manner than her father would have assumed in her time in Sorcerer's Deep. A passion to see the world and all its strange wonders and to stand against the horrors in the dark now burns in her eyes, her hours these days filled more with swordwork and arcane studies. With a warrior's stride she begins to move and thoughtful is her gaze.

Name: Valaena Velaryon
Age: 15
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level:
9
Class: Magus 9
Feats: Combat Reflexes, Disruptive, Extra Arcana (Arcane Scent, Maneuver Mastery: Trip), Improved Trip, Power Attack, Spellcasting Prodigy, Weapon Finesse
Flaws: Fussy, Pride
Class Features: Destined Bloodline, Eldritch Pool, Magus Arcana, Spell Combat, Spellstrike
Magus Arcana: Arcane Scent, Augment Physical Prowess, Disruptive Arcana, Flamboyant Arcana, Lingering Pain, Maneuver Mastery: Trip
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones), High Valyrian

HP: 9d8 (44) + 45 (CON) = 89
AC: 10 + 5 (DEX) + 12 (Reinforced Segmented Mithral Fullplate +3) + 2 (Luck) + 1 (Dodge; Channel Vigor) + 2 Deflection (vs Evil) = 30/32
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +5 (DEX) + 2 (Belt) = +7
Attack: Coils of Agony (+2 Spiked Chain):
  • Trip Attack: +9 (Arcana) + 4 (IT) + 5 (DEX) + 2 (Enhancement) = +20
  • Chain Attack: +6/+1 (BAB) + 5 (DEX) + 2 (Enhancement) + 1 (CV) = +14/+9 (2d4+7; x2)
  • Ranged Spell Attack: +6 (BAB) + 5 (DEX) + 4 (CV) = +15
Special: +4 to DC to cast defensively for enemies in a threatened square
Spell Save: DC: 10 + 5 (CHA) + 1 (SP) + 1 (Arcane Accordance) = 17 + spell level
Weapon Proficiency: Longsword, Dagger, Spiked Chain
Resistances: Cold 5, Fire 10
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects

STATS:
10 (+0) Strength
15 +5 = 20 (+5) Dexterity
15 +5 = 20 (+5) Constitution
16 +4 = 20 (+5) Charisma
12 +2 = 14 (+2) Intelligence
14 +2 = 16 (+3) Wisdom

SAVES:
FORTITUDE: 6 + 5 (CON) + 2 (Luck) + 5 (Resistance) = 18
REFLEX: 3 + 5 (DEX) + 2 (Luck) + 5 (Resistance) = 15
WILL: 6 + 3 (WIS) + 2 (Luck) + 5 (Resistance) = 16

SKILLS:
Bluff
: 0 + 5 (CHA) + 6 (CV) = 11
Concentration: 12 + 5 (CON) + 6 (CV) = 23
Diplomacy: 3 + 2 (SYN) + 5 (CHA) = 10
Handle Animal: 8 + 5 (CHA) + 5 (Amulet) = 18
Intimidate: 0 + 5 (CHA) + 6 (CV) = 11
Knowledge (Arcana): 11 + 2 (INT) + 4 (BotMK) + 4 (CV) = 18/22
Knowledge (Nobility): 5 + 2 (INT) + 4 (BotMK) + 4 (CV) = 11/15
Knowledge (Planes): 6 + 2 (INT) + 4 (BotMK) + 4 (CV) = 12/16
Listen: 0 + 3 (WIS) + 4 (CV) = 7
Ride: 9 + 5 (DEX) + 5 (Amulet) = 19
Sense Motive: 3 + 3 (WIS) = 6
Spellcraft: 12 + 2 (SYN) + 1 (INT) = 15
Spot: 0 + 3 (WIS) + 4 (CV) = 7

Spells Known (Caster Level 9):
Level 0: Daze, Detect Magic, Light, Mage Hand, Message, Read Magic (4/day)
Level 1: Blade Tutor's Spirit, Burning Grasp*, Magic Missile(RotF), Nerveskitter, Ray of Enfeeblement, Rhino's Rush, Shield (5+2/day)
Level 2: Blur, Combust, Mirror Image, Stone Discus, Wraithstrike (4+2/day)
Level 3: Curse of the Dragonlords, Dispel Magic, Displacement, Dragon's Hide, Fireball(RotF) (3+1/day)

Grimoire of High Arcana:
2nd Level: Heroics, Invisibility, Rope Trick

Eldritch Pool (9 points):
  • Destined Strike (Su): Add +4 insight bonus to an attack as a Free Action.
  • Augment Physical Prowess (Su): Gain a +2 Inherent bonus to one physical stat for 9 rounds as a Swift Action.
  • Derring-Do (Ex): As a Free Action, add a +1d6 bonus to any Jump, Climb, Escape Artist, Fly, Ride, or Swim Check. If the result is 6, add another 1d6 up to 3 times.
  • Certain Strike (Su): You may reroll an Attack Roll. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it's worse.
  • Opportune Parry and Riposte (Ex): Upon being the target of a melee attack the magus can use one Attack of Opportunity to try and parry (Opposed attack rolls -2 for each size category the opponent is larger). On success the attack is parried. So long as she still has at least 1 point remaining in her pool the magus can immediately reposte (Free/Immediate Action).
  • Lingering Pain (Su): You can activate this ability as an Immediate Action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using your Spellstrike ability) is considered Continuous Damage for the purpose of any Concentration checks (DC = 10 + 1/2 Damage + Spell Level) made by the target prior to the beginning of your next turn.
  • Arcane Scent (Ex): You gain the gain the Scent special quality for 9 hours. This ability can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, you can attempt a Spellcraft check as a Move Action to determine the highest level of spell a detected creature is capable of casting (DC = 10 + target creature's caster level). You can only attempt this Spellcraft check once per target per 24 hours.
  • Empower Weapon (Su): As a Swift Action, you can add a +3 Enhancement to a weapon for one minute.
  • 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 "Limbs" 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.
Contingency Spells: Renewal Pact; Stalwart Pact

Dawnfyre
Size/Type: Large (Very Young equivalent) Feral Red Dragon Animal Companion
Hit Dice: 9d12+54 (113 HP)
Initiative: +2
Speed: 40 ft., fly 200 ft. [230ft] (poor)
Armor Class: 30 (-1 size, +13 natural, +6 armor, +2 Dex), touch 12, flat-footed 28; +2 (vs Evil)
Base Attack: +9, CMB: +19, CMD: +33 (+37 vs Trip)
Attack: +17(+18)
Full Attack: Bite +17(+18) [2d6+13+1], 2 Claws +17(+16) [1d8+9+1], 1 Tail Slap +15(+16) [1d8+13+1]
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon (4d10 Fire damage, 40ft cone, Reflex DC 20 for half damage)
Special Qualities: Immune to Fire, Vulnerable to Cold (+50% damage), Smoke Vision, Blindsense 60 ft., Darkvision 120 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Link (Master benefits from +4 Circumstance bonus to Handle Animal checks to interact with Animal Companion), Share Spells, Evasion, Devotion (+4 bonus to Will saving throws vs Enchantment spells & effects), Ability Score Increase (+2 Dexterity), Immunity to Compulsion spells
Saves: Fort +14(+16), Ref +8(+10), Will +6(+8) (+10[+12] vs Enchantment)
Abilities: Str 28[29] (+9), Dex 13[14] (+2), Con 22[23] (+6), Int 2 (-4), Wis 9 (-1), Cha 12 (+1)
Skills: Spot +14 (15 - 1)
Tricks: Attack, Come, Defend, Down, Flank, Flee, Guard, Heel, Stay, Hunt
Feats: Flyby Attack, Flyby Breath, Improved Initiative, Light Armor Proficiency, Multiattack, Power Attack, Strafing Breath
Equipment: Collar of Protection from Evil , Belt of Animalistic Power (+1 Constitution, Dexterity, & Strength), Ring of Mighty Fists (+1), Tailring of Speed (+30ft Enhancement bonus to flight speed), Warlord's Saddle (w/+2 Valyrian Steel Dragon Barding, Immunity to Compulsions, Haste 3/Day)

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Belt of the Battle Master: +5 Constitution, +5 Resistance bonus to saving throws, +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)
Celestial Glamered Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +9, Armor Check Penalty: -1, Arcane Spell Failure: 15%, Speed: 30ft, Weight: 13.75 pounds
  • 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.
Coils of Agony: Once the weapon of a champion of the Baatezu, this weapon has gained a semblance of thought not through laborious spell-work and seals of power, but by ages uncounted inflicting torturous death upon Hell's enemies. Black as pitch are its links, and red as old blood that will never wash away its many dagger-sharp spikes. It speaks in the rattle of metal upon metal, disquietingly like a serpent readying to strike.
  • Alignment: Lawful Evil
  • Stats: Intelligence: 10 (+0), Wisdom: 15 (+2), Charisma: 15 (+2)
  • Saving Throws: Fortitude: 10, Reflex: 10, Will: 12
  • Senses: Vision and Hearing in a 120 foot radius
  • Communication: Speech
  • Damage: 2d4+2 (Slashing); x2 Crit
  • Powers:
  1. +2 Enhancement bonus
  2. Grants one extra Attack of Opportunity per turn
  3. User can make a free trip attempt for every full attack
Earring of Arcane Acuity:
  • 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: +5 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. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Dragonbone Amulet of Warding: +2 Wisdom, +5 Competence bonus to Ride and Handle Animal skill checks
  1. Fire resistance 10.
  2. Constant Protection from Evil effect.
  3. 3/Day the bearer may re-roll a Handle Animal check relating to a creature with the Dragon type.
  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
  5. 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.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky & Goggles of the Golden Sun) 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.
Ring of Convenient Cantrips (Slotless): Use the Detect Poison, Feather Fall, Mending, and Prestidigitation spells at will.

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
Warlord's Saddle: Crafted for a Valyrian Dragon rather than a common horse, this sturdy saddle of Hardened leather and steel allows a Dragonlord to garb their Dragon in enchanted armor at a moment's notice and remove it just as quickly. Upon speaking the proper command word as a Standard Action, the rider can summon a set of Valyrian Steel barding which immediately adorns their Dragon. The armor can be returned to the saddle just as easily.
  1. Valyrian Steel Dragon Barding (+2): Armor Bonus: +6, Maximum Dexterity Bonus: +4, Armor Check Penalty: -2
  2. The barding protects the Dragon from all forms of Compulsion magic and allows their rider to apply a Haste effect to the Dragon 3/Day.
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:
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
20x Sleep-Smoke
5x Smokestick
5x Sunrod
30x Vermin Repellent
Equipment: Anklets of Rapid Translocation, Bead of Newt Prevention, Belt of the Battle Master (+5 CON), Celestial Glamered Reinforced Segmented Mithral Fullplate (+3), Coils of Agony, Dragonbone Amulet (+2 WIS), Earring of Arcane Acuity, Gloves of the Starry Sky(+5 DEX), Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Restorative Ointment, Ring of Convenient Cantrips (Slotless), Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 CHA, +2 INT), Warlord's Saddle
 
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Lady Saenena Caleris

Saenena Caleris has been many things across her long and fractured life, a lady of high standing, heretic before the eyes of Balerion's priests, a ravening beast horrifically bonded to her own dragon flying though Doomed skies, but at the core of her being there remained a strength a will to live even in darkest hours and so she is again ready to carve out her fortunes and the fortunes of her House into a new age.

Name: Lady Saenena Caleris
Alignment: True Neutral
Age: 33
Race: Human (Dragonblooded, Medium)
Class: Sorceress 5/Dracolexi 10/Dracolexi - Continued 1
Feats: Draconic Heritage(Red), Practical Metamagic (Still Spell), Draconic Power, Greater Spell Focus (Enchantment), Heighten Spell, Rapid Metamagic, Silent Spell, Spell Focus (Enchantment), Still Spell, Versatile Spellcaster
Flaws: Bestial Instinct, Pride
Skill Trick: Swift Concentration
Class Features: Familiar, Draconic Words (Vor, Ssearth, Veschik, Valignat), Power Word Spells (3), Bonus Spells known (4), Voice in Silence
Familiar: Pseudodragon

HP: 107 + 10+d10 Temp HP (False Life)
Armor Class: 10 + 3 (DEX) +4 (Mage Armor) + 4 (Shield) +2 (vs Evil) = 21/23
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +8/+3
Spell Save: DC: 10 + 7 (CHA) + 1(Arcane Concordance) + Spell Level; +4 (Enchantment) or +1(Fire)
Weapon Proficiency: Dagger, Staff
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5, Fire 5
DR: 10/Magic (up to 100 points) [Protection from Arrows]

STATS:
10 (+0) Strength
13 + 3 = 16 (+3) Dexterity
12 + 4 = 16 (+3) Constitution
19 + 5 = 24 (+7) Charisma
14 (+2) Intelligence
8 + 2 = 10 (0) Wisdom

SAVES:
FORTITUDE: 5 + 3(Con) + 5 = 13
REFLEX: 5 + 3(Dex) + 5 = 13
WILL: 10 + 0 (Wis) + 5 + 6 (CV) = 21

SKILLS:
Bluff: 19 + 7 (CHA) + 2 (Insidious Suggestion) + 6 (CV) = 34
Concentration: 19 + 3 (CON) = 22
Diplomacy: 19 + 7 (CHA) + 2 (Insidious Suggestion) +4 (Syn) = 32
Intimidate: 0 + 7 (CHA) + 6 (CV) = 17
Knowledge (Arcana): 19 + 3 (INT) = 22
Perform (Oratory): 4 + 7 (Cha) = 11
Sense Motive: 16 + 0 (WIS) = 16
Spellcraft: 19 + 2 (INT) + 2 (Syn) = 23

Spells Known (Caster level 16):
Level 0: Arcane Mark, Detect Magic, Light, Mending, Message, Prestidigitation, Read Magic, Resistance (6/day)
Level 1: Charm Person, Disguise Self, Mage Armor, Magic Missile(RotF), Scholar's Touch, Shield (8/7/day)
Level 2: Detect Thoughts, Elemental Darts, Invisibility, Mirror Image, Wings of Cover (8/6/day)
Level 3: Air of Nobility, Ancestral Awakening, Dispel Magic, Fireball, Flashburst(RotF) (8/day)
Level 4: Assay Spell Resistance, Aura of the Unremarkable, Demanding Message, Enchantment Foil, Freedom of Movement(RotF), Voice of the Dragon (7/day)
Level 5: Cloudkill, Commune(RotF), Fiery Tentacles, Insidious Suggestion, Persistent Image, Power Word Nauseate, Teleport(RotF) (7/day)
Level 6: Brilliant Inspiration, Greater Shadow Enchantment, Lesser Dragonshape, Mass Suggestion, Power Word Blind (7/day)
Level 7: Bloodwish, Power Word Stun (6/day)
Level 8: Unyielding Form of Inevitable Death (3/day)

Grimoire of High Arcana:
Level 1: Dead End, Dispel Ward, Magecraft, Shield
Level 2: False Life, Greater Alarm, Protection from Arrows, Resist Energy, See Invisibility
Level 3: Tongues

Draconic Words:
  • Vor: This Draconic word, which translates as "learn," grants the target a competence bonus on Knowledge checks and Spellcraft checks equal to your class level for 1 hour.
  • Ssearth: The target of this Draconic word ("prolong") is healed of 1 point of damage per caster level. If you speak this word as part of a spell, you can choose instead to extend the spell (as if you had applied the Extend Spell feat), but without any adjustment in spell slot or casting time.
  • Veschik: This Draconic word means "replenish." The target regains one spell slot (but not a slot that held a prepared spell) of the highest level of arcane spell it can cast spontaneously. If the target has not already cast any spells of that level, it instead regains one spell slot of the highest arcane spell level for which it has already spontaneously cast a spell.
  • Valignat: This Draconic word, meaning "burn," deals 5d6 points of fire damage to the target. If you speak the word as part of a spell with the fire descriptor, you can choose instead either to empower or widen the spell (as if you had applied the Empower Spell feat or the Widen Spell feat), but without any adjustment in spell slot or casting time.
Extraordinary Abilities:
  • Voice in Silence (Ex): When coupled with arcane energy, your voice becomes potent enough to temporarily overcome areas of silence or even your own deafness. Beginning at 8th level, you can expend an arcane spell slot as a move action to suppress all silence spells (or similar effects) in your space, and to render your voice audible to you and other creatures sharing your space even if you or they are deafened. This effect lasts for a number of rounds equal to the level of the spell slot expended. Only you (and any other creatures sharing your space) benefit from this effect; adjacent creatures that are deafened or within a silence effect are still affected by the deafness or silence. The effect moves with you.
Supernatural Abilities:
Boneward Belt: +4 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Gloves of the Starry Sky: +3 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 Tears:
  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
  2. 3/day when you heal someone of damage, you can benefit from the same amount of healing.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. Convert any spell of 4th level and above to Freedom of Movement.
  5. Constant Protection from Evil effect.
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.
Orb of Mental Renewal:
  • 3 Charges/Day: 1 Charge (Heal 4 points of Intelligence, Wisdom, or Charisma damage), 2 Charges (Heal 6 points of Intelligence, Wisdom, or Charisma damage, or 3 points of damage from all mental attributes), 3 Charges (Heal 8 points of Intelligence, Wisdom, or Charisma damage, or 4 points of damage from all mental attributes)
Radiant 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. Convert any spell of 3rd level and above to Flashburst.
Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Tears) 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.
Robes of Mysterious Conjuration
  • 3/Day sacrifice a spell slot to use Summon Monster spell of same level
Soulfire Mithral Bracers (+1):
  • Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Translocating Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  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.
Veil of Allure: +2 bonus to Enchantment spell DCs

Equipment: Bead of Newt Prevention, Boneward Belt (+4 CON), Gloves of the Starry Sky (+3 DEX), Greater Amulet of Tears, Greater Ribbon of Disguise, Handy Haversack, Mind Blank Ring, Orb of Mental Renewal, Radiant Earring of Arcane Acuity, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+5 CHA, +2 WIS, +5 Resistance), Robes of Mysterious Conjuration, Soulfire Mithral Bracers (+1), Translocating Boots of the Wide Earth, Veil of Allure
 
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Nettles, Rider of Sheepstealer

A woman who has found her way into many a song though she was not born into it. No sonorous name proclaimed her birth, just another daughter of shepherds fated to graze her flocks upon the slopes of the Dragonmount, not even possessed of the silver hair and amethyst eyes that proclaimed a Dragonseed. And yet her ambition would not be stayed eyes oft drifting to the top of the fiery mount to the dragons that flew though the curtains of smoke. In a time of war she showed daring that had been the death of many a noble scion but in that she succeeded, taming a dragon to ride with naught but the gift of sheep.

Many things has Nettles been, dragonrider warrior, prince's lover, exile, witch of the mountains, specter spoken of in hushed whispers and now alive again to see the blooming of magic and fly over a world transformed.

Name: Nettles
Titles: The Witch of the Mountains
Age: 24
Alignment: True Neutral
Race: Human
Level: 13
Class: Fighter(Thug) 1/Stalwart Battle Sorcerer 6/Skymage 5/Abjurant Champion 1
Feats: Able Learner, Combat Casting, Dragon Cohort, Enlarge Spell(B), Expanded Arcana (Ruin Delver's Fortune, Shrink Item), Fly-By Attack(B), Improved Cohort, Iron Will, Mounted Archery(B), Mounted Combat, Mounted Spellcasting(B), Saddleback, Skill Focus (Ride)(B)
Flaws: Loudmouth, Hot-Blooded
Class features: Armored Mage (Ignore ASF in Light Armor), Flying Mount (Dragon), Extra Health (+12 HP), Share Spells (w/Mount), Weapon Training

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) (Poor), Old Tongue (Poor)

HP: 2d10 (16) + 6d8 (27) + 12 (EH) + 5d4 (12) + 39 (CON) = 106 HP
AC: 23/25 (+4 Dex, +5 Armor, +3 Shield, +1 Dodge, +2 Deflection vs Evil), Touch 15/17, Flat-Footed 18/20
Movement: 30ft + 30ft (Channel Vigor) = 60ft
Initiative: +4 (DEX)
Base Attack: +9/+4 + 4 (DEX) or +2 (STR) + 1 (Channel Vigor);
  • Melee: Valryian Steel Dagger (+2): +14/+14/+9 (1d4+4; 19-20/x2)
  • Ranged: Mighty Composite [+2] Shortbow of Distance (+2): +16/+16/+11 (1d6+4/x3), Range Increment: 140 feet
Spell Save: DC: 10 + 6 (CHA) + spell level
Weapon Proficiency: Dagger, Bows
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5, Fire 5

STATS:
12 +2 = 14 (+2) Strength
14 +4 = 18 (+4) Dexterity
12 +4 = 16 (+3) Constitution
11 +1 = 12 (+1) Intelligence
8 +2 = 10 (+0) Wisdom
18 +4 = 22 (+6) Charisma

SAVES:
FORTITUDE: 8 + 3 (CON) + 2 = 11/13
REFLEX: 3 + 4 (DEX) + 2 + 1 (CV) = 8/10
WILL: 8 + 0 (WIS) + 2 (IW) + 2 = 10/12

Skills:
Bluff: 0 + 6 (CHA) + 6 (CV) = +12
Concentration: 16 + 3 (CON) + 6 (CV) = +25; +4 when Casting Defensively, +10 when mounted
Diplomacy: 2 + 6 (CHA) = +8
Handle Animal: 15 + 6 (CHA) = +21
Intimidate: 0 + 6 (CHA) + 6 (CV) = +12
Knowledge (Geography): 2 + 1 (INT) + 4 (CV) = +7
Listen: 0 + 0 (WIS) + 4 (CV) = +4
Ride: 16 + 4 (DEX) + 3 (SF) = +23 (can always Take 10)
Spellcraft: 5 + 1 (INT) = +6
Spot: 0 + 0 (WIS) + 4 (CV) = +4

Spells Known (Caster Level 12):
Level 0: Detect Magic, Detect Poison, Ghost Sound, Light, Mending, Message, Read Magic, Resistance (5/day)
Level 1: Gravity Bow, Magic Missile(RotF), Nerveskitter, Shield, True Strike (5+2/day)
Level 2: Mirror Image, Protection from Arrows, Scintillating Scales, Wings of Cover (5+2/day)
Level 3: Alter Fortune, Dispel Magic, Dragonskin, Fireball(RotF), Shrink Item (5+1/day)
Level 4: Freedom of Movement(RotF), Greater Invisibility, Heart of Earth, Ruin Delver's Fortune (5+1/day)
Level 5: Commune(RotF), Greater Blink, Teleport(RotF) (4+1/day)
Level 6: Greater Resistant Armor (2+1/day)

Special Abilities:
  • Extended Abjuration (Su): The duration of your Abjuration spells is doubled, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
  • Abjurant Armor (Su): Any time you cast an Abjuration spell that grants you an Armor bonus or Shield bonus to AC, the value of the bonus is increased by your Abjurant Champion class level.
  • 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
Sheepstealer
Size/Type: Huge (Mature Adult equivalent) Feral Red Dragon
Hit Dice: 19d12+190 (313 HP)
Initiative: -1 (DEX)
Speed: 40 ft., fly 200 ft. (poor)
Armor Class: 38 (-2 size, -1 DEX, +22 natural, +6 armor, +3 Rider's Shield), touch 7, flat-footed 34; +2 vs Evil (Deflection)
Base Attack: +19
Attack: Bite +32 (2d8+22/19-20)
Full Attack: Bite +32 (2d8+22/19-20), 2 Claws +32 (2d6+15), 2 Wings +32 (1d8+7), Tail Slap +32 (2d6+22)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath Weapon (14d10 Fire damage, 50ft cone, Reflex DC 27 for half damage, Usable every 1d4 rounds), Crush (Small creatures, DC 27, 2d8+19), Frightful Presence (210 ft., DC 22)
Special Qualities: Damage Reduction 10/Magic, Spell Resistance 26, Immune to Fire, Vulnerable to Cold (+50% damage), Smoke Vision, Blindsense 60 ft., Darkvision 120 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Stalking Wyrm Sovereign Archetype, Possession/Mental Control, Immunity to Compulsion spells
Saves: Fort +21, Ref +10, Will +12
Abilities: Str 40 (+15), Dex 8 (-1), Con 30 (+10), Int 2 (-4), Wis 13 (+1), Cha 16 (+3)
Skills: Move Silently +20 (22 - 1), Spot +23 (22 + 1)
Feats: Flyby Attack(B), Improved Multiattack, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath, Travel Devotion, Wingover
Flaws: Shaky
Equipment: Ring of Protection from Evil (+3 STR, +2 DEX, +3 CON), Valyrian Steel Dragon Barding (+6 AC, Immunity to compulsions, can Haste self 3/day)
Anklets of Translocation:
  • Carrying capacity is doubled.
  • Convert any Spell of 5th level and above to Teleport.
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +4 Constitution
  • Healing (3 charges/day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Gloves of the Starry Sky: +4 Dexterity, +2 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 Unchained Protection from Evil: +4 Charisma, +2 Wisdom, +1 Intelligence
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. 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
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.
Mighty Dragonbone Composite Shortbow of Distance (+2): Damage: 1d6+2, Crit: x3, Range Increment: 180 feet
  • 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.
Miscellaneous Wondrous Items:
Psionic Items:http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofObjectReading
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Radiant Earring of Arcane Acuity:
  • Immunity to Blindness and Dazzling effects.
  • Convert any spell of 3rd level and above to Fireball.
  • 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 Unchained 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 (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Scrolls:
Blur x3
Displacement x2
Fickle Winds x2
Fly x2
Freedom of Movement x2
Greater Invisibility x2
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x3
Invisibility x3
Life Bubble x3
Resilient Sphere x2
Sending x5
Teleport x2
True Seeing x2
Wall of Force x2

Genie Tokens
2x Brilliant Barrier Charm
1x Fortunate Fate Charm
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

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)

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
50x Healing Salve
20x Liquid Ice
90x Night Tea
20x Sleep-Smoke
5x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON), Gloves of the Starry Sky (+4 DEX, +2 STR), Greater Amulet of Protection from Evil (+4 CHA, +2 WIS, +1 INT), Greater Ribbon of Disguise, Handy Haversack, Launcher, Mighty Dragonbone Composite Shortbow of Distance (+2) [+2 STR bonus], Mithral Chain Shirt (+1), Mithral Rider's Shield (+1; Grants +3 AC to mount), Quiver of Abundant Ammunition, Radiant Earring of Arcane Acuity, Ring of Sustenance, Soulfire Mithral Bracers(+1), Valyrian Steel Dagger (+2)
 
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Name: Ser Gerold Torchwood
Alias: Marshal of the Deep
Alignment: Lawful Neutral
Race: Human (Medium)
Level: 8
Class: Warrior 1/Fighter 1/ Rogue(Variant) 3/Marshal 3
Feats: Cleave, Furious Focus, Power Attack, Skill Focus(Profession[Soldier]), Skill Focus(Knowledge[War]), Negotiator, Skill Focus(Diplomacy), Skill Focus(Sense Motive), Draconic Aura (Insight), Dragontouched
Flaws: Poor Reflexes, Shaky
Class Features: Bonus Feats, Motivate Intelligence (Minor Aura), Resilient Troops (Major Aura)

Hit Dice: 1d8 (8) + 1d10 (6) + 3d6 (10) + 3d8 (14) + 16 (CON) = 54 HP
Armor Class: 10 + 0 (Dex) + 10 (Reinforced Segmented Adamantine Fullplate +1) + 2 Deflection vs Evil = 20/22
Movement: 30ft + 30ft (Channel Vigor) = 60ft
Initiative: +1 (DEX)
Base Attack: +7/+2 + 3 (STR) + 1 (Channel Vigor); +2 (Enhancement bonus) = +13/+13/+8 (2d6+5, 19-20/x2)
Weapon & Armor Proficiency: All Simple Weapons, Longsword, Greatsword, Pike
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
DR: 3/-

STATS:
14 +2 = 16(+3) Strength
9 +3 = 12(+1) Dexterity
11 +3 = 14(+2) Constitution
15 +3 = 18(+4) Charisma
16 +2 = 18(+4) Intelligence
9 +3 = 12(+1) Wisdom

SAVES: +1 Against Paralysis and Sleep effects
FORTITUDE: 8 + 2 (CON) + 1 (Aura) + 2 = 11/13
REFLEX: 4 + 1 (DEX) + 1 (Aura) - 3 (Shaky) + 2 = 3/5
WILL: 4 + 1 (WIS) + 1 (Aura) + 2 = 6/8

SKILLS
Bluff: 0 + 4 (CHA) + 6 (CV) = 10
Diplomacy: 11 + 4 (CHA) + 3 (SF) + 2 (NG) = 20
Intimidate: 11 + 4 (CHA) + 6 (CV) = 21
Knowledge(Law): 11 + 4 (INT) + 4 (Auras) + 4 (CV) = 23
Knowledge(War): 11 + 4 (INT) + 3 (SF) + 4 (Auras) + 4 (CV) = 26
Listen: 7 + 1 (WIS) + 1 (DT) + 4 (CV) = 13
Profession(Soldier): 1 + 4 (INT) + 3 (SF) + 4 (Aura) = 12
Perform(Oratory): 6 + 4 (CHA) = 10
Sense Motive: 11 + 1 (WIS) + 3 (SF) + 2 (NG) + 5 (Monocle) = 22
Spot: 8 + 1 (WIS) + 1 (DT) + 4 (CV) = 14

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Resilient Troops[Major Aura] (Ex): You can provide a +1 bonus to saving throws to yourself and all allies within 60 feet.
  • Force of Will [Minor Aura] (Ex): You can provide a +4 bonus (equals CHA modifier) on Will saving throws to yourself and all allies within 60 feet.
  • Draconic Aura of Insight (Ex): You can provide a +2 bonus on Decipher Script, Knowledge, and Spellcraft checks to yourself and all allies within 30 feet.
  • Motivate Intelligence [Minor Aura] (Ex): You can provide a +4 bonus (equals CHA modifier) on Intelligence checks and Intelligence-based skill checks to yourself and all allies within 60 feet.
  • 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:
  • 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 Powers: +3 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)
Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
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
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.
Miscellaneous Wondrous Items:
Psionic Items:
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

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

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)

Alchemical Substances:
5x Alchemist's Fire
20x Alchemist's Kindness
3x Antiplague
3x Antitoxin
3x Auran Mask
5x Fungal Stun Vial
10x Healing Salve
10x Sleep-Smoke
5x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Items: Anklet of Translocation, Bead of Newt Prevention, Boneward Belt (+3 CON), Earring of Arcane Acuity, Gloves of Zephyr's Grace (+3 DEX, +2 STR), Greater Amulet of Protection from Evil, Handy Haversack, Launcher, Mind Blank Ring, Headband of the Whispers Within (+3 WIS, +2 INT), Reinforced Segmented Adamantine Fullplate (+1), Ring of Sustenance(Slotless), Ring of Untarnished Glory (+3 CHA), Soulfire Mithral Bracers (+1), Valyrian Steel Greatsword(+2)
 
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Naval Forces
FormationDeploymentShip TypeNumberManpower
1st FleetBase: Sorcerers DeepLarge Galleon - Valiant10,5
Large Galleon199,5
Task: standbyMedium Galleon306
Small Galleon301,5
Whispering Brazier1
Total8117,5
2nd FleetBase: TyroshLarge Galley106
Task: patrol Narrow Sea and report on local ship movementsMedium Galley3012
Small Galley306
Whispering Brazier1
Total7024
3rd FleetBase: LysLarge Galley106
Task: patrol southern seas and report on local ship movementsMedium Galley3012
Small Galley306
Whispering Brazier1
Total7024
4th FleetBase: TolosMedium Galley3012
Task: keep control of Slavers Bay shipping routesSmall Galley306
Sloop120,3
Whispering Brazier1
Total7218,3
5th FleetBase: Basilisk IslesGreat Galleas - Valyrian10,5
Task: scout coast of Gorgossos and patrol areaMedium Galley4518
Small Galley306
Sloop170,425
Whispering Brazier1
Total9324,925
6th FleetBase: Sorcerers DeepFey Ship - Queen Rhealla10,5
Task: Patrol Summer SeaGreat Galleas - Hunter's Moon10,5
Large Galleon63
Medium Galleon306
Small Galleon301,5
Whispering Brazier2
Wayfinder2
Total6811,5
7th FleetBase: BraavosGreat Galleas63
Task: Patrol Shivering SeaLarge Galleon2010
Medium Galleon306
Small Galleon301,5
Sloop551,375
Whispering Brazier1
Total13618,875
8th FleetBase: VolantisGreat Galleas94,5
Task: , Patrol Summer SeaLarge Galleon2010
Medium Galleon306
Small Galleon301,5
Whispering Brazier1
Total8922
 
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1st​: Torchbearers

General - Commands Legion
-- Staff: Two (or more, as needed) Advisors, Legion Quartermaster (plus 40 underlings), Legion Standard Bearer, Hornblower
-- Direct subordinates: two Colonels

Colonel - Commands Column
-- Staff: Two Advisors, Column Quartermaster (plus 23 underlings), Colum Standard-Bearer, Hornblower
-- Direct Subordinates: Six Captains

Captain - Commands Company
-- Staff: Two Advisors, Company Standard-Bearer, Company Quartermaster (plus underlings), Hornblower
-- Direct subordinates: Two Lieutenants

Lieutenant - Commands Half-Company
-- Staff: Two Advisors
-- Direct Subordinates: Four Commanders

Commander - Commands Cohort
-- Staff: Two Advisors, Cohort Quartermaster (plus nine auxiliars and five legionnaires), Cohort Standard-Bearer, Hornblower.
-- Direct subordinates: One First Serjeant (acts as Senior Serjeant for when they need to split the Cohort, technically his direct subordiantes are the two Second Serjeants), two Second Serjeants

Second Serjeant - Commands four squads
-- Staff: N/A
-- Direct subordinates: Four Corporals

Corporal - Commands a squad
-- Staff: One auxiliar
-- Direct subordinates: Eight Legionnaires, one mule

Giving us a total for each Infantry, Crossbow and Assault Company, if I calculated it correctly:
  • 1 Captain;
  • 2 Lieutenants;
  • 8 Commanders;
  • 8 First Serjeants;
  • 16 Second Serjeants;
  • 22 Advisors;
  • 8 Cohort Standard-Bearers, plus 1 Company Standard-Bearer;
  • 8 Cohort Hornblowers, plus 1 Company Hornblower;
  • 8 Cohort Quartermasters, plus 1 Company Quartermaster;
  • 64 Corporals;
  • 64 Auxiliars, plus 72 working for the Quartermasters;
  • 512 Legionnaires, plus 40 pulling guard duty for the Quartermasters;
  • 64 mules, 50 horses, assorted baggage train including at least 1 chest and 1 barrel of purification and 1 prestidigitation laddle.
Lancer Companies change:
- 14 Heavy Warhorses and one extra Mule/Horse per Squad
-- Extra ~900 heavy warhorses, 50 horses and 50 mules per Company.

Outrider (Scout) Companies change:
- 15 Light Warhorses per Squad
-- Extra ~1000 Light Warhorses per Company
- 64 base auxiliars become Legionnaires, bringing their numbers up to 576.

Total Number: 11800
Heavy Infantry: 3072 Legionnaires, plus 240 normally on guard duty, plus 384 Corporals, plus 210 officers.
Assault Infantry: 1024 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Crossbowmen: 1024 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Light Horse: 1152 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Heavy Horse: 1024 Legionnaires, plus 80 normally on guard duty, plus 128 Corporals, plus 70 officers.
Advisors are Experts with SF in Knowledges that may also act as adjutants. They range from giving tactical and strategic advice to making sure the camp is built to standard every night, also often providing all sorts of lore as necessary.

Auxiliars can be cooks, carpenters, clerks, smiths, and perform general page/squire work, all depending on their standing.
Warrior 3
STR 14/DEX13/CON14/INT8/WIS10/CHA8
Feats: Phalanx Fighting, Shield Specialization, Shield Ward, Precise Strike
Skills: Profession (Soldier) +6, Spot +6

HP: 23
AC: 25 (10+1 dex + 9 armour + 3 shield + 1 shield spz +1 phalanx fighting); Touch 15, FF 24
BAB: +3
Atk: Thinblade +6 (1d8+3/19-20 x2)

Fort: +5
Ref: +2
Will: +1

Precision: Whenever flanking a foe together with another Legionnaire, +1d6 precision damage.
Phalanx: If withing 5ft of another Legionnaire, gain +2 AC and +1 Reflex
Shield Ward: Bonus of +4 to resist Bullrush/Overrun/Trip/Disarm/Grapple

Advancement
Warrior 4 - +7 HP, +1 BAB, +1 Fort, +1 DEX, +1 Profession (Soldier), +1 Spot,
Fighter 1 - +8 HP, +1 BAB, +2 Fort, Power Attack, +1 Profession (Soldier), +1 Spot

Equipment: Razor Sharp Thinblade, 3x Javelin, Reinforced Segmented Fullplate, Mwk Extreme Shield, Razor Sharp Dagger, Travel pack.
Warrior 2/Fighter 1
STR 15/DEX10/CON14/INT10/WIS10/CHA8
Feats: Power Attack, Furious Focus, Cleave, Endurance
Skills: Profession (Soldier) +6, Spot +6

HP: 24
AC: 19 [10 + 9 Reinforced Segmented Fullplate]
BAB: +3
Atk: Mercurial Fullblade (2d8+10/x4) [razor sharp +1, PA for -3 gives +6, two-handed strength gives +3.]
[At 4, strength goes to +4 while two-handing, and BAB gives yet another +2.]

Fort: +6
Reflex: +2
Will: +0

Advancement:
Fighter 2 - +1 STR, +7 HP, +1 BAB, +1 Fort, Diehard, +1 Soldier and Spot.
Fighter 3 - +7 HP, +1 BAB, +1 Reflex, +1 Will, +1 Soldier and Spot;

Equipment: Mwk Razor Sharp Mercurial Fullblade, Mwk Razor Sharp Dagger, Mwk Reinforced Segmented Fullplate
Warrior 2/Fighter 1
STR 14/DEX10/CON14/INT13/WIS10/CHA8
Feats: Allied Defense, Combat Expertise, Improved Trip, Knockdown
Skills: Profession (Soldier) +6, Spot +6, Listen +6, Ride +4, Knowledge (Law) +2, Bonus Language (High Valyrian).

HP: 24
AC: 22 (10 + 9 armour + 3 Combat Expertise), Touch 10, FF 22
BAB: +3
Atk: Guisarme +3 (2d4+4/x3)
Reach: 10ft
Trip: +6

Fort: +5
Ref: +0
Will: +0

Allied Defense: Shares his Combat Expertise bonus with all adjacent allies
Knockdown: Whenever he deals 10 damage or more, gains a free trip attemp

4th level: Battlecry: 1/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

At fifth level, a Corporal grants the benefits of the Outflank feat to all allies within 30ft or one Mass Combat Unit. This is an Officer Aura. This benefit means that only does the flanking bonus to attack goes from +2 to +4, but every time a flanked opponent is dealt a critical hit, any allies within reach (that are benefiting from the feat) are entitled to an attack of opportunity.

Advancement:
Officer 1 - +11 HP, +2 Will, +1 INT, +1 Profession (Soldier), +2 Profession (Manager), +5 Knowledge (Law)
Retrain Warrior -> Fighter - Toughness
Officer 2 - +4 HP, +1 BAB, +1 Will, Retrain Toughness ->Battlecry, Outflank (Teamwork), +1 Profession (Soldier), +1 Spot, +1 Listen, +3 Profession (Manager)
Retraining already accounts for changes in base statistics.

Equipment: Mwk Razor Sharp Guisarme, Razor Sharp Thinblade, Razor Sharp Dagger, Mwk Buckler, Reinforced Segmented Fullplate. Travel pack.
Warrior 2/Fighter 1
STR 8/DEX15/CON12/INT8/WIS10/CHA8
Feats: Rapid Reload, Rapid Shot, Crossbow Mastery, Far Shot, Lob Shot
Skills: Profession (Soldier) +6, Spot +6

HP: 20
AC: 19 [10 + 2 Dex + 7 Reinforced Segmented Breastplate]
BAB: +3
Attack: Greatcrossbow +6 (2d8/18-20 x2/Range Increment 180ft)
Full Attack: Greatcrossbow +4/+4

Fort: +6
Reflex: +2
Will: +0

Advancement:
Fighter 2 - +1 DEX, +7 HP, +1 BAB, +1 Fort, Deadly Aim (net +0 atk, +4 Dmg after BAB and Dex increase), +1 Soldier and Spot.
Fighter 3 - +7 HP, +1 BAB, +1 Reflex, +1 Will, +1 Soldier and Spot;

Equipment: Greatcrossbow, Reinforced Segmented Breastplate, Razor Sharp Thinblade, Mwk Buckler, ammo.
Warrior 1/Fighter 2
STR 15/DEX12/CON14/INT10/WIS12/CHA10
Feats: Mounted Combat, Ride By Attack, Spirited Charge, Trample, Power Attack, Furious Focus, Cleave
Flaw: Mounted Combatant
Skills: Profession (Soldier) +7, Handle Animal +6, Ride +11 (w/Military Saddle)

HP: 25
AC: 22 (10 + 9 armour + 2 Riding Shield + 1 Dex), Touch 11, FF 22
Horse HP: 30
Horse AC: 25 (10 + 4 NA + 1 Dex - 1 Size + 9 Barding + 2 Riding Shield)
Attack: Lance or Thinblade +6 (1d8+3) or Shortbow +5 (1d6+2)
Charge: Lance +8 (3d8+18/x3)

Fort: +7
Reflex: +1
Will: +1

Equipment: Heavy Warhorse, Lightweight Reinforced Fullplate Barding (160 lbs), Reinforced Lightweight Fullplate (45 lbs), Razor Sharp Lance (10 lbs), Razor-sharp Thinblade (3 lbs), Extreme Shield (25 lbs), Razor-sharp Dagger (1 lbs), Military Saddle (25 lbs), Bridle (1 lbs), Saddle bags (8 lbs), Horse Water and Feed (10 lbs), Waterskin and Day's rations (5 lbs), Traveler's Clothing (5 lbs), Mighty +2 Shortbow (2 lbs), Quiver and 20 arrows (2 lbs) - 302 lbs of gear

Advancement:
Fighter 3 - +1 STR, +7 HP, +1 BAB, +1 Reflex, +1 all skills - +2 to hit, +1 damage on attack, +6 damage on charge total.
Fighter 4 - Iron Will, +7 HP, +1 BAB, +1 Fort and Will, +1 to all skills - +1 to hit, +3 danage on charge, +3 Will total.
Raider 3 - STR 10/DEX15/CON14/INT13/WIS12/CHA8
Feats: Mounted Combat, Mounted Archery, Rapid Reload, Improved Mounted Archery, Deadly Aim, Endurance (B), Rapid Shot (B)
Flaw: Mounted Combatant
Skills: Spot +7, Ride +8, Profession (Soldier) +7, Hide +5, Move Silently +5, Survival +7, Knowledge (Nature) +4, Knowledge (Geography) +3, Heal +2

HP: 23
AC: 18 (10 + 6 armour + 2 Dex)
Horse HP:
Horse AC:
Attack: Lance or Thinblade +4 (1d8+1) or Light Crossbow +6 (1d8) or Light Crossbow +4 (1d8+2) or Light Crossbow +4/+4 (1d8) or Light Crossbow +2/+2 (1d8+2).
Charge: Lance +6 (3d8+3/x3)

Equipment: Light Warhorse, Riding Saddle (25 lbs), Bridle (1 lbs), Saddle bags (8 lbs), Horse Water and Feed (10 lbs), Waterskin and Day's rations (5 lbs) Traveler's Clothing (5 lbs), Mwk Breastplate (30 lbs), Mwk Razor-sharp Lance (10 lbs), Mwk Light Crossbow (4 lbs), Mwk Razor-sharp Thinblade (3 lbs), Mwk Razor-sharp Dagger (1 lbs), 40 Razor-sharp bolts (4 lbs). Total: 62 lbs on soldier, 110 lbs of equipment, plus 120 lbs of rider for a total of 230 lbs on the horse.

Advancement:
Raider 4 - +1 Dex, +6 HP +2 Heal, +1 Spot, +1 Ride, +1 Profession (Soldier), +1 Knowledge (Geography), +1 Knowledge (Nature)
Raider 5 - +6 HP, +1 Spot, +1 Ride, +1 Profession (Soldier), +1 Hide, +1 Move Silently, +1 Knowledge (Geography)
Barbarian 1/Fighter 2
STR 15/DEX12/CON14/INT10/WIS12/CHA10
ACFs: Spirit Lion Totem, Whirling Frenzy, Unstopable
Feats: Extend Rage, Extra Rage, Power Attack, Furious Focus, Cleave, Endurance, Diehard
Skills: Profession (Soldier) +7, Survival +7, Listen +7, Literacy, Knowledge (Law) +2, Ride +4

HP: 28
AC: 20 (10 + 9 armour + 1 Dex)
Attack: Mercurial Fullblade +6 (2d8+10/x4)

Whirling Frenzy: 2/day for 5 rounds, -2 to hit, +3 damage, extra attack, +2 AC and Reflex,
--- Note: Furious Focus doesn't apply on second attack, so it has a -3 penalty from Power Attack)
Pounce: Full attack on a charge

Fort: +7
Reflex: +1
Will: +1

Advancement:
Fighter 3 - +1 STR, +7 HP, +1 BAB, +1 Reflex, +1 Will, +1 Profession (Soldier), Listen and Survival
Fighter 4 - +7 HP, +1 BAB, +1, +1 Profession (Soldier), Listen and Survival

Equipment: Razor Sharp Mercurial Fullblade, Razor Sharp Dagger, Reinforced Segmented Fullplate
Officer 2/Marshal 2
STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16
Combat Expertise, Battle Cry, [Teamwork Feat], [Draconic Aura]
Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2 (Ride is maxed if Mounted Officer, which has 2 less Diplo and Law and 1 less Manager)

HP: 30
AC: 23 (10+ 9 armour + 4 shield), Touch 10, FF 23
Atk: Thinblade +0 (1d8/19-20 x2)

Fort: +5
Ref: +0
Will: +5

Battlecry: 3/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

Officer Aura: All Officers spend at least one standard action per round maintaing their command auras. They can freely swap their loadouts as befits the role in combat, but it requires a day of re-acclimatization to do so. Auras grant their benefits to all units under their range (either 30ft radius or one Mass Combat Unit).

The standard loadouts are:
Frontline:
  • Gang Up: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
  • +1 melee attack, DR 1/Magic
  • +3 Damage if flanking an opponent
Backline:
  • Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
  • +1 bonus on all saving throws
  • +1 bonus on Concentration checks and saves against Fear, Paralysis or Sleep
  • +3 bonus on Bullrush, Disarm, Sunder and Trip attempts
Ranged:
  • Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
  • +1 Ranged Attack, +1 bonus on Concentration checks and saves against Fear, Paralysis or Sleep
  • +3 bonus to confirm critical hits
Charger:
- +1 melee attack, DR 1/Magic
and
  • Gang Up: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
  • +3 Damage if flanking an opponent
or
  • Cavalry Formation: May share space with other mounts, charge through space occupied by allied mount
  • +3 Damage when charging
Sneak:
  • Outflank: This benefit means that only does the flanking bonus to attack goes from +2 to +4, but every time a flanked opponent is dealt a critical hit, any allies within reach (that are benefiting from the feat) are entitled to an attack of opportunity.
  • +1 Ranged Attack, DR 1/Magic
  • +3 Dex checks
Advancement:
Officer 3 - +7 HP, +1 BAB, +1 Fort, +1 Reflex, +1 Will, +1 all skills but Ride (unless Mounted, then +1 all skills but Law)

Usual Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.
Cavalry variant brings shortbow and lance, loses tower shield for heavy shield.
Other common equipment, such as Reinforced Segmented Breastplates, shortswords, longbows, crossbows, etc, are usually available.
Ground Forces
FormationDeploymentUnit NameTypeManpower
1st Legion "Torchbearers"Base: Sorcerer's DeepCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
Task: Standing by-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Imperial Steel Weapons
Total11,8
2nd Legion "Chainbreakers"Base: Western Disputed LandsCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Awaiting Deployment-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Imperial Steel Weapons
Total11,8
3rd Legion "Brightscales"Base: Western Disputed LandsCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Awaiting Deployment-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Imperial Steel Weapons
Total11,8
4th Legion "Steel Tigers"Base: Western Disputed LandsCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Awaiting Deployment-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Imperial Steel Weapons
Total11,8
5th Legion "Silver Sentries"Base: WesthavenCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Standing by-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
6th Legion "Astral Hounds"Base: WesthavenCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Standing by-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
7th Legion "Doom Wardens"Base: MantarysCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Patrolling-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
8th Legion "Dawn Guard"Base: GorgossosCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Garrison duties-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
9th Legion "Lambent Liberators"Base: TolosCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Patrol border-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
10th Legion "Storm Walkers"Base: WesthavenCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Standing by-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
11th Legion "Thunderers Triumphant"Base: WesthavenCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Standing by-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
12th Legion "Drakes Defiant"Base: TolosCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Standing by-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
13th Legion "Fortune's Favored"Base: BraavosCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Garrison duties-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
14th Legion "Sunset Shields"Base: WesthavenCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
Task: Training-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,836
-- 2nd Infantry CompanyElite0,836
-- 3rd Infantry CompanyElite0,836
-- Crossbow CompanyElite0,836
-- Assault CompanyElite0,836
-- Scout CompanyElite0,836
-- Lancer CompanyElite0,836
Whispering Brazier1
Total11,8
15th Legion "Dire Avengers"Base: WesthavenCommandElite0,042
- 1st Column CommandElite0,027
-- 1st Infantry CompanyElite0,771
-- 2nd Infantry CompanyElite0,771
-- 3rd Infantry CompanyElite0,771
-- Crossbow CompanyElite0
Task: Training-- Assault CompanyElite0
-- Scout CompanyElite0
-- Lancer CompanyElite0
- 2nd Column CommandElite0,027
-- 1st Infantry CompanyElite0,771
-- 2nd Infantry CompanyElite0,771
-- 3rd Infantry CompanyElite0,771
-- Crossbow CompanyElite0
-- Assault CompanyElite0
-- Scout CompanyElite0
-- Lancer CompanyElite0
Whispering Brazier1
Total4,722
Salloshi Expedition ForceBase: SalloshInfantry CompanyElite0,836
Task: secure the colony against the undead and the DothrakiScout CompanyElite0,836
Lancer CompanyElite0,836
Salloshi Caravan GuardsLevies1
Man-portable LaunchersSiege Engine64
Whispering Brazier1
Total3,508
1st Siege CompanyBase: WesthavenSoldiersElite0,508
Task: Awaiting DeploymentMan-portable LaunchersSiege Engine64
ScorpionsSiege Engine80
Whispering Brazier1
Total0,508
1st Darkenbeast CompanyBase: WesthavenSoldiersElite0,507
Task: Awaiting DeploymentMountsDarkenbeast1
Whispering Brazier1
Imperial Steel Weapons
Total1,507
2nd Darkenbeast CompanyBase: WesthavenSoldiersElite0,507
Task: Awaiting DeploymentMountsDarkenbeast1
Whispering Brazier1
Imperial Steel Weapons
Total1,507
Order of the Burning Star AuxiliariesBase: Claw IsleSoldiersElite0,253
Task: GarrisonMountsFlame Drake0,5
Whispering Brazier1
Total0,753
1st Thorncharger CompanyBase: WesthavenSoldiersElite0,836
Task: Awaiting DeploymentMountsThorny Rhino1
Whispering Brazier1
Total1,836
1st Imperial CataphractsBase: WesthavenSoldiersElite0,836
Task: Awaiting Deployment
Whispering Brazier1
Total0,836
Rhango's KhalasarBase: DraconysScreamersMAA3,027
Task: establish military controlVeteran RidersElite7,971
Stone HoovesElite1,4
Whispering Brazier1
Total10,998
The LadsBase: RiverlandsKnightsElite0,2
Task: Guerillia WarfareAssorted SoldiersMAA0,6
Whispering Brazier1
Total0,8
Westhaven RecruitsBase: WesthavenLeviesLevies15,3
Task: RetrainingTotal15,3
Tolos RecruitsBase: TolosLeviesLevies9,1
Task: RetrainingTotal9,1
Volantene / Elyrian RecruitsBases: Greater VolantisLeviesLevies15
Task: Re-Militarization and Rearmament to Elite standardsVeteransMAA0
ElitesElite0
Whispering Brazier
Total15
Imperial Engineering CorpsBase: SDEngineersSpecialist0,732
Task: teaching engineers / serving aboard Fleet / servicing fightersTotal0,732
Imperial Air ServiceBase: SDPilotsSpecialist0,386
Task: training PilotsGunnersElite0,316
CrewElite1,461
EngineersSpecialist0,875
OfficersSpecialist0,024
Total3,038
Imperial Officer Training CorpsBase: SDOfficersSpecialist0,32
Task: training OfficersTotal0,32
GarrisonsBase: VariousSorcerers DeepMAA1
Task: maintain control and security of the province they are stationed inTyroshMAA1
Western Disputed LandsMAA1
LysMAA1
Southern Disputed LandsMAA1
MyrMAA1
Northern Disputed LandsMAA1
The Daughters MarchMAA1
Eastern FlatlandsMAA1
MantarysMAA1
TolosMAA1
ElyriaMAA0,5
Western Basilisk IslesMAA1
The Three SnakesMAA1
Eastern Basilisk IslesMAA1
Golden FieldsMAA1
DraconysMAA1
Painted MountainsMAA1
VolantisMAA2
Orange ShoreMAA1
Volon TherysMAA1
ValysarMAA1
Eastern Disputed LandsMAA1
SelhorysMAA1
Volon SarMAA1
BraavosMAA2
Braavosi CoastMAA1
SweetwaterMAA1
MorrogosMAA1
PentosMAA1
AndalosMAA1
Andal CoastMAA1
Velvet HillsMAA1
Western FlatlandsMAA1
NontelosMAA1
ChroyaneMAA1
Ar NoyMAA1
Ny SarMAA1
Ghoyan DroheMAA1
Terminus SecurityMAA1
Snake PortMAA1
LorathMAA2
Lorath BayMAA1
MoroshMAA1
Dragonsong SanctumMAA6
 
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Glyra and the Roaming Chaos

Cruel pranksters and sadistic saboteurs gremlins are the embodiment of erosion and mischance in nature, bringers of strife and conflict. Where other gremlins weave traps of ropes levers and hooks erinats craft their traps with words and manipulation, baited with a pitiful smile in the guise of children. The more inane and pointless the fights caused are, the more entertaining to the cruel fey.

You could almost say Glyra something of a savant among her kin for being able to appreciate more refined forms of mayhem and even showing patience... sometimes. She greatly appreciates the demon-blade you gifted her, paying little mind to the slight harm it causes her at times. If anything it drives her to greater highs of bloodlust.

Even the deathless fey whose life is a play that writes itself can change. By the grace and selflessness of one of Order's paragons Glyra's nature has been shifted. Thus others follow in her wake, drawn to her like sparks in the wake of a shooting star, set to illuminate the world in ever changing eternal luminescence, to guide the meek and clever to a better path and so discord and ruin in the path of the wicked.

Glyra the Gremlin Spellthief
Tiny Fey:
Unique Erinat Gremlin, Spellthief 11
Hit Dice: 15d6 + 105 + 3 (Toughness) = 163 HP
Initiative: +7 (DEX)
Speed: 20 ft + 30ft (Anklets/Channel Vigor) = 50ft
Armor Class: 25 (+2 Size, +7 Dex, +4 Deflection, +1 Dodge, +1 Armor[Bracers]), Touch 25, Flat-Footed 17
Base Attack/Grapple: +10/+5
Full Attack: Valyrian Steel Spiked Chain: +22/+17 (1d4+5), Disproportionate Sting Hand Crossbow: +22/+17 (Damage: 3; 19-20/x2, plus poison)
Space/Reach: 5ft./5ft.
Special Attacks: Trickster's Bargain, Fate's Favored, Spell-Like Abilities, Sneak Attack (+3d6+15) Steal Spell (5th level), Steal Spell Effect, Steal Energy Resistance 20; Steal Spell-like Ability (3rd level), Absorb Spell
Special Qualities: Low-light Vision, DR 5/Cold Iron and Evil, SR 21, Discordant Aura, Fast Healing 1, Trap-finding, Detect Magic (7/Day), Arcane Sight (7/Day), Spellgrace (+2), Baleful Polymorph [Single use], Blur (20% chance for enemy attacks to miss), All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Saves: Fort +14(17), Ref +18(21), Will +15(16) (+2 vs spells)
Abilities: Str 14(16), Dex 18(24), Con 18(24), Int 8(10), Wis 12(14), Cha 18(24)
Skills: Bluff +22(25), Sleight of Hand +22(25), Hide +33(43), Move Silently +33(43), Use Magic Device +25(28), Disable Device +8 (11); Racial Modifier: +4 Sleight of Hand (already included), Size Modifiers: +8 Hide & Move Silently (already included)
Feats: Darkstalker, Expanded Arcana (Glitterdust, Knock), Impetuous, Practiced Spellcaster, Skill Focus (Use Magic Device), Toughness(B), Versatile Spellcaster, Weapon Finesse(B)
Alignment: Chaotic Good
  • Blood Feather Token (Su): Glyra gains a fly speed of 30 (poor) as long as she is levitating, for up to one minute per Hit Dice.
  • Trickster's Bargain (Su): Glyra may bind any Fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once to attempt to bind any given Fey.
  • Spell-Like Abilities (Sp): Caster Level 15th; At-Will: Alter Self (Small Humanoid child only), Ghost Sound (DC 17); Levitate (self only), 7/Day: Arcane Sight, Detect Magic, 3/Day: Lesser Confusion (DC 18), Swift Invisibility, Bungle (DC 18)
  • Pact-Bound (Ex): In spite of her chaotic spirit, Glyra is bound by her Fey nature to follow at least the letter of her liege lord's word. However, should she grow disenchanted with her master or her lot in life the interpretations of that word will grow more and more creative.
  • Discordant Aura (Su): Glyra radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a -2 penalty on saves against Compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a Charmed creature within the aura.
  • Fate's Favored (Su): A pair of Dawn-kin Erinats working together for 1 round can Charm a creature as Charm Person(DC 13), but only if they bear no ill will towards the target.
    • Additionally, a group of six Dawn-kin Erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the Fey. During the casting of the ritual, they must designate one of their number to contain the spell which he or she may later release as a Standard Action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" 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.
Spells (Caster Level 15): Spell DC: 10 + 7 (CHA) = 17 + spell level
Level 1: Grease, Instant Portrait, Recharge Innate Magic, Web Bolt (1+2/Day)
Level 2: Glitterdust, Invisibility, Knock, Spider Climb, Touch of Idiocy (1+2/Day)
Level 3: Enter Image, Stinking Cloud (0+2/Day)

Grimoire of High Arcana:
Level 1: Mage Armor, Shield
Level 2: Detect Thoughts, Minor Image

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

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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.
Bag of Tricks (Tan):
  • This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the person who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill.
Boneward Belt: +6 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)
Disproportionate Sting: +2 Tiny Hand Crossbow (Damage: 3; 19-20/x2, Range Increment: 30ft)
  • Special Ability: This weapon magically poisons one bolt fired, then requires 1d2 rounds for the to replenish the poison. The poison is similar to Black Marsh Spider Poison, but the save DC increases by +2 for each Size Category the target is larger than Diminutive (DC 20 for Medium).
Earring of Arcane Acuity:
  • 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.
Inquisitor's Redoubt: Create an extra-dimensional space which can serve as a base of operations and secure resting place in dangerous or hostile territory.

Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Minor Cloak of Displacement:
  • The wearer is protected by a Blur spell, granting a 20% miss chance on attacks made against them. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Muleback Cords: Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
  • Crystal Mask of the Mind's Eye: Wearer benefits from a constant Detect Psionics effect.
  • Gloves of Object Reading: Wearer can use the Object Reading psionic power at will.
Portable Nekro-Kraken: Contained within this specialized triple capacity Portable Hole is a CR 15 Nekro-Kraken which is under the command of the hole's owner.

Prankster's Amulet of Protection from Evil: +6 Charisma, +2 Wisdom, +2 Intelligence, +5 Resistance bonus to saving throws
  • 1/Day use Major Image at 5th caster level.
  • 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
Ring of Chameleon Power:
  1. Use Disguise Self At Will
  2. +10 Competence bonus to Hide and Move Silently skill checks.
Ring of Grasping Vines(Slotless): This polished steel ring is crafted to resemble tiny braided vines.
  1. The user can cause the cable to retract back into the ring as a Swift Action with a pulling force equal to their own Strength attribute. The cable must be retracted before it can be extended once more.
  2. The ring can produce lengths of steel cable (Hardness 10, 5 HP, Break DC 26) that look and feel like a sturdy plant vine. At will as a Standard Action, the user can shoot a cable from the ring as though it were a grappling hook, except the range increment is 50 feet and its maximum length is 100 feet.
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
Spectacles of Aberrant Revelation: Wearer benefits from a constant Detect Aberration effect.

Spectacles of Understanding: Wearer benefits from a +5 Competence bonus to Linguistics skill checks and can read unknown languages as if affected by the Comprehend Languages spell.

Staff of Swarming Insects (50 Charges):
Traveler's Anytool: This 12 inch iron rod can transform into any tool the user might need, including Masterwork-quality artisan tools.

Wand Bracer: Up to five wands can be stored in this clever bracer. A wand can be drawn from the bracer as a Swift Action.
  1. Wand of True Casting (43 Charges)
  2. Wand of Resilient Sphere (41 Charges)
  3. Wand of Dimension Door (47 Charges)
  4. Wand of Cure Light Wounds (50 Charges)
  5. Wand of Reach Shivering Touch (32 Charges)
Scrolls:
1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Grease x5
Remove Fear x5
Remove Sickness x5
Shield x5
2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Heart of Air x3
Lesser Restoration x5
Remove Paralysis x3
3rd Level:
Heart of Water x3
Magic Circle Against Evil x2
Major Image x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3
4th Level:
Dimensional Anchor x3
Freedom of Movement x3
Gaseous Form x3
Greater Invisibility x10
Hallucinatory Terrain x2
Life Bubble x3
Panacea x10
Restoration x3
Sending x3
5th Level:
Fickle Winds x2
Geniekind x4
Greater Blink x2
Heart of Fire x3
Pillar of Life x2
Plane Shift x2
Revivify x2
Teleport x2
True Seeing x4
6th Level:
Greater Black Tentacles x2
Heal x3
Smoky Confinement x2
Wind Walk x1
7th Level:
Amber Sarcaphogus x1
Greater Teleport x1
8th Level:
Mage x1
Power Word Petrify x1

Genie Tokens:
2x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Spell Talismans:
2x Brilliant Barrier Talisman

Githzerai Tokens:
1x Singe-Use Crystal of Null Psionic Field (11th Manifester Level)

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
40x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent

Equipped Magic Items: Anklets of Rapid Translocation, Bag of Tricks (Tan), Bead of Newt Prevention, Boneward Belt (+6 CON), Crystal Mask of the Mind's Eye, Disproportionate Sting (+2), Gloves of Object Reading, Gloves of Zephyr's Grace (+6 Dex, +2 STR), Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Inquisitor's Redoubt, Launcher, Mind Blank Ring, Minor Cloak of Displacement, Muleback Cords, Portable Necro-Kraken, Prankster's Amulet of Protection vs Evil(+6 CHA, +2 WIS, +2 INT, +5 Resistance), Ring of Chameleon Power, Ring of Grasping Vines(Slotless), Ring of Sustenance(Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Spectacles of Aberrant Revelation, Spectacles of Understanding, Staff of Swarming Insects(50 charges), Traveler's Anytool, Wand Bracer(w/wands), Valyrian Steel Spiked Chain +2
16x Dawn-kin Erinat Gremlins

Lost children upon an road endlessly twisting, the dawnkin do not sorrow they they shall never reach the end, but glory in every unexpected turn, in every pitfall foiled and every villain snared. Let any who would pact with them be wary though for their mercy is a strange and fickle thing, their jests still sharp as daggers for all they do not cut as readily as of old.
Dawn-kin Erinat Gremlin

Tiny Fey (Gremlin)
Hit Dice
|3d6+9 (19 hp)
Initiative|+3
Speed|20 ft
Armor Class|15 (+1 size, +4 dex), touch 15, flat-footed 12
Base attack/Grapple| +1/-4
Attack|Melee +6 (1d4+3)
Full attack|Melee +6 (1d4+3)
Space/reach|5ft./5ft.
Special attacks| Fate's Favored, Spell-like abilities,
Special qualities|Low-light Vision, DR 5/Cold Iron and Evil, SR 13, Discordant Aura,
Saves|Fort +3, Ref +6, Will +2
Abilities|Str 14, Dex 16, Con 15, Int 8, Wis 9, Cha 14
Skills| Acrobatics +9, Bluff +8, Perception +5, Sleight of Hand +13, Hide +14; Move Silently +9
Feats| ToughnessB​, Weapon FinesseB​, Power Attack, Skill Focus (Hide)
Alignment: Chaotically Good

Racial Modifier: +4 Slight of Hand

Discordant Aura (Su): An erinat radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a –2 penalty on saves against compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a charmed creature within the aura.

Fate's Favored (Su): A pair of dawn-kin erinats working together for 1 round can charm a creature as Charm Person (DC 13), but only if they bear no ill will towards the target

Additionally, a group of six dawn-kin erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the fey. During the casting of the ritual they must designate one of their number to contain the spell which he or she may later release as a standard action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.

Blood Feather Token (Su): Gain a fly speed of 30 (poor) as long as they are levitating for up to one minute/HD

Spell-Like Abilities (CL 3):

At will: Alter Self (Small humanoid child only), Ghost Sound (DC 13); Levitate (self only)
3/day: Lesser Confusion (DC 14), Swift Invisibility, Bungle (DC 14)
 
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