64x Minotaur Fighter 3 (Additional 16 Fighter 4 and 5 Fighter 5)

Born of foul sorcery, the twisting of the flesh and the mind, these half-men-half-bulls were birthed into the world to serve as fodder and slave-soldiers for fiends. Possessed of great strength and an appetite for raw meat, and driven forward by bloodlust they call "the Red Rage," they might have been nothing more than beasts to be slain, monsters to be felled, but for something the demons did not, could not have anticipated: compassion not merely for what they once were, but for what they might become if freed from their foul masters. And so it was.

They did not adapt easily to living among men once again. Indeed were it not for their great hardiness and the use of healing magics many of them would not have survived those early days as they learned that strength could come in many forms and that there was worth in building as much as in tearing down the works of one's foes.

In the end they found strength in unity and in each other, though the power of this bond is not always used for kindly ends. As with men each of the bullmen has found peace with the darkness within themselves in different ways. Some seek to become protectors and heroes while others remain dangerous savages held in check only by fear.


Size/Type: Large Monstrous Humanoid
Hit Dice: 6d8 +3d10 +27 (71 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +5 natural +6 armor), touch 9, flat-footed -see text
Base Attack/Grapple: +9/+16
Attack: Greataxe +13 melee (3d6+6/×3) or gore +12 melee (1d8+4) or double crossbow +7 ranged (4d8 19–20/x2 [critical to 2d8 damage only])
Full Attack: Greataxe +13/+8 melee (3d6+6/×3) and gore +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 19, Dex 10, Con 16, Int 7, Wis 10, Cha 8
Skills: Listen Search Spot +4; +1 Spellcraft; +2 Knowledge Arcana, Intimidate +3
Feats: Great Fortitude, Power Attack, Mage Slayer,Weapon Focus(Great Axe),Improved Bull Rush, Shock Trooper
Challenge Rating:
7
Treasure: Standard
Alignment: Varies (Evil and Chaotic tendencies)

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +12 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
 
37x Children of the Forest
Ancient are the Singers beyond the ken of mortal man and fey in their wisdom, as slow to change their path as a river running through the hills, once a mighty torrent that could split the lands asunder, now only a trickle barely heard. Kin they are to the land itself and its guardians of old from love and from need, for as the land endures so too do they, and as it is changed and shaped too swiftly so did the Singers fall silent. Yet hope abides for them, one last company of their number headed south to sing perhaps the songs of an age to come.

Child of the Forest


Small Humanoid Expert 6
Hit Dice
|6d6+12 (35)
Initiative|+2 (+2 in home terrain)
Speed|20 ft (4 squares)
Armor Class|16 (+1 Size +1 Luck +2 Dex +2 Dodge), touch 16, flat footed 11
Base Attack/Grapple| +4/+0 (+1 Size)
Attack|Varies
Full Attack|Varies
Space/Reach|5ft./5ft.
Special Attacks|Spell-like abilities
Special Qualities|Low-light Vision, Woodland Stride, Bond to the Land
Saves|Fort +5, Ref +5, Will +9 (+2 vs Necromancy)
Abilities|Str 8, Dex 14, Con 14, Int 14, Wis 17, Cha 8
Skills| Survival +12 (+14 in home terrain), Spot +12, Listen +12, Hide +15, Move Silently +11, Craft (Varies) +14
Feats| Eldritch Fortune Skill Focus (Craft), Weapon Focus (Longbow, Spear or knife)
Alignment: Varies (Usually at least one neutral component)
ECL: +2

Ability Modifiers: -2 Strength +2 Dexterity +2 Wisdom

Racial Modifiers: +4 to Survival (+6 in home terrain)

Scion of Life: +2 bonus to saves against necromancy spells

Woodland Stride (Ex): A Child of the Forest may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Bond to the Land (Su): The Land speaks to its protectors in hushed and secret voices: the calls of birds and beasts, in the rustle of leaves, all these the Singers know for they Speak the True Tongue also in their own fashion. Gain +2 Dodge AC and Initiative in home terrain.

The Call of Elder Days: As the land wakes to the call of returning spirits so to do even the humblest of songs gain a subtle power. May select two level 0 and one level 1 druid spells usable three times per day as while in a natural setting. Caster Level equals the Singer's full HD and spell DCs are 10 + Wisdom modifier + spell level. These abilities can be changed by meditating beneath a heart tree for a number of days equal to the Child of the Forest's HD.

Spell-Like Abilities (CL 6):

-varies- (3/day)
 
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Stone Giants x15

To outsiders, stone giants may seem more elemental than truly alive, enigmatic beings of stony silence whose flesh seems hewn from living rock and whose demeanors are as unchanging and tough as the earth itself. Yet the chiseled faces of stone giants are flesh, not rock; their hardened bodies skin, rather than granite; and in their veins runs blood as red as any other, not sand or dust, for all their reverence of the powers of the Earth

Stone Giant
Linked Image

Size/Type: Large humanoid (giant)
Hit Dice: 12d8+48 (102 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size, +11 natural), touch 1, flat-footed 20
Base Attack/Grapple: +9/+18
Attack: +16 melee 2 slams +16 (1d8+8)
Full Attack: +16/+11 melee 2 slams +16 (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing (180 ft.)
Special Qualities: Darkvision 60 ft
Saves: Fort +12, Ref +6, Will +7
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Skills: Craft (varies) Intimidate, Spot+12; Hide +4 (+12 in rocky terain)
Feats: Iron Will, Power Attack
Environment: Plane of Earth
Organization: Solitary, pair, or tribe (12-50)
Challenge Rating: 8
Treasure: Standard
Alignment: Varies
 
Sun-Walker Serpentfolk x51

The serpent kin an be patient beyond the bearing of younger races, but when they act it is with uncanny swiftness that bespeaks of their nature more than the coat of emerald scales or fangs with venom dripping. Their minds speak with the wisdom of elders days, but those weak of will had best be weary for they can just as easily ensnare and mesmerize. A serpent is rarely wrathful, but often hungry.

Living as they did in the shadow of their ancestors' great works the sun-dwellers revere the past and live in hope that as the World serpent bites its own tail so too that which once was may come again. Thus they abide ready to snatch what fortune fate may provide leaving naught to waste, be it worn stone, gold glittering with old magic or other more macabre offerings.

Serpent folk consume the flesh of both their own fallen and their defeated foes, though in times of plenty they have bene known to scon that which has been 'tainted by folly.' By the same measure they collect the skulls of the wise and storied that they may glimpse the secrets and the wisdom of friend and foe alike.

Fourty Expert 3/Warrior 3

Sun-Walker Serpentfolk


Medium Monstrous Humanoid Expert 3/Warrior 3
Hit Dice
|3d6+3d10+12 (42)
Initiative|+6
Speed|30 ft (6 squares)
Armor Class|17 (+4 Dex +3 Natural Armor), touch 14, flat footed 13
Base Attack/Grapple| +5/+5
Attack|Varies [Bite bite +5 (1d6–1 plus poison)]
Full Attack|Varies [Bite bite +5 (1d6–1 plus poison)]
Space/Reach|5ft./5ft.
Special Attacks|Spell-like abilities, Poison (1d4 Wisdom DC 14)
Special Qualities|Low-light Vision, Telepathy SR 12
Saves|Fort +5, Ref +6, Will +4 (+2 vs Fear -4 vs Cold)
Abilities|Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 15
Skills| Survival +9, Spot +11, Listen +9, Hide +17, Move Silently +17, Craft (Varies) +11; Knwolege Nature +8, Escape Artist +8
Feats| Master of Poisons; Blooded, Weapon Focus (Varies)
Alignment: Varies
ECL: +3

Ability Modifiers: -2 Constitution, +2 Dexterity, +4 Intelligence, +2 Charisma

Racial Modifiers: +4 to Hide, Move Silently and Escape Artist

Cold Blooded: +2 racial bonus against fear effects; -4 to saves against the effects of low temperatures (including spells with the cold descriptor)

Mind-Speech (Su): May commune telepathically with any creature of at least animal-like intelligence within 100 ft. While this ability may substitute for a common language contextualizing foreign concepts may require an intelligence check.

Scaly Skin (Ex): +3 Natural Armor

Ward of the World Serpent (Ex): By the blessing of the World Serpent or perhaps simply long ages of enduring in treacherous curse-shrouded Sothoryos Serpentfolk possesthe ability to shrug off spells upon their bodies and minds. They gain SR = 6+HD by default increased to 11+HD if they gain true spell-casting of their own.

Posion (Ex): Initial and secondary damage of 1d4 Wis (DC 10 + HD/2+Con Modifier)

Spell-Like Abilities (CL 6):

Hypnotism (At Will)

Charm Animal, Charm Person (3/day)

Speak with Dead (1/Month)
 

Name: Vrath
Alias: The Blackscale
Age: 191
Alignment: True Neutral
Race: Serpent Folk (Monstrous Humanoid)
Level: 8
Class: Hexblade 8
Feats: Weapon Finesse, Serpentine Compression, Telepathic Distraction, Ability Focus (Hexblade's Curse), Spell Focus(Enchantment), Power Attack
Flaws: Grudge Keeper, Metal Intolerance
Race Features: Spell-like abilities, Poison, Spell resistance
Class Features: Dark Companion, Hexblade's Curse, Arcane Resistance, Mettle, Greater Hexblade's Curse

Languages Spoken: Serpent-tongue, Telepathy

HP:
68/68
AC: 10 + 3 (NA) + 5 (DEX) + 6 (Breastplate) + 2 Deflection (vs Chaos/Evil) = 24/26
Initiative: +5 (DEX)
Attack: +8/+3 + 1 (Enchantnent) + 5 (DEX) = +14/+9 [2d6+5]
Spell Save: 10 + 5 (CHA) + spell level
Weapon Proficiency: Daggers, Longbow, Greatsword (DEX)
Immunities: Possession/Mental Control
SR: 19

STATS:
8 (-1) Strength
17 + 3 = 20 (+5) Dexterity
11 + 3 = 14 (+2) Constitution
16 (+3) Intelligence
10 (+0) Wisdom
18 +2 = 20 (+5) Charisma

SAVES: +2 vs Chaos/Evil; +5 vs spells and SLAs; +2 vs Fear; -4 vs Cold
FORTITUDE: 2 + 2 = 4
REFLEX: 2 + 5 = 7
WILL: 6 + 0 = 6

SKILLS:
Bluff: 11 + 5 (CHA) = 16
Concentration: 11 + 2 (CON) = 14
Intimidate: 11 + 5 (CHA) = 16
Knowledge (arcana): 11 + 3 (INT) = 14
Spellcraft: 11 + 3 (INT) = 14

Spells Known (Caster Level 4):
Level 1: Catsfeet, Distract Assailant, Karmic Aura, Phantom Threat (1+2/day)
Level 2: Magical Backlash, Shadow Double (0+1/day)

Spell-Like Abilities (Caster Level 8)
Hypnotism (At Will)
Charm Animal, Charm Person (3/day)
Speak with Dead (1/Month)

Special Abilities:
  • Dark Companion (Su): Dark Companion alternate class feature.
  • Greater Hexblade's Curse (Su): As a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 20) negates the effect. (6/day)
Blade of the Adder: Up to 6/Day (1 + your CHA modifier) on a successful melee attack, you can command this weapon to emit a surge of magical energy as a Swift Action. Unless the target succeeds on a DC 19 Fortitude save (DC 10 + 1/2 your character level + your CHA modifier), it is stunned for 1 round.

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.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
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.
Equipped Magic Items: Amulet of Protection from Chaos, Blade of the Adder (+1 Stunning Surge DEX-Based Greatsword), Painted Lizard Skin Cloack (+2 CHA), Ring of Protection from Evil, Serpent Stone-Studded Brestplate (+3 DEX, +3 CON), Valyrian Steel Dagger (+2)
 
Veteran Erinyes x56

Known by many names—the Fallen, the Ash Wings, and the Furies—the devils mock the form of the angelic hosts in their exaction of vengeance and bloody justice, all that was once kind within their hearts long since consumed by the eternal cauldron of the Blood War.

Executioners, not judges, erinyes delight in the fear, suffering and helplessness of their victims though they can be as swift and merciless as as an arrow though the heart when the tides of battle call for it.

Erinyes appear as darkly beautiful angels, their wings daubed black from long ages in the service of Hell. Yet despite their beauty, oft coveted by foolish mortals, the Furies are not seducers—they usually lack the interest and above all else the patience required for such fine emotional manipulations, and instead vastly prefer the way of blood and battle.


Size/Type: Medium Outsider (Evil, Native, Lawful)
Hit Dice: 10d8+80 (124 HP)
Initiative: +8 (DEX)
Speed: 30 ft., Fly 50 ft. (Good)
Armor Class: 37/39 (+8 Dex, +7 Armor, +10 Natural, +2 Shield, +2 Deflection vs Evil), Touch 18/20, Flat-Footed 29/31
Base Attack: +10/+5; + 8 (STR) + 2 (Enhancement; Valyrian Steel Thinblade: 1d8+11/18-20; x2), or +8 (DEX) + 1 (Enhancement; +1 Flaming Composite Dragonbone Longbow: 1d8+9+1d6[Fire]/×3), or Rope +18 Ranged (Entangle)
  • Rope: +18 (Entangle)
  • Melee: +20/+15 (1d8+11; 18-20/x2)
  • Ranged:
    • Normal: +21/+16 (1d8+10+1d6[Fire]; ×3)
    • w/Rapid Shot: +19/+19/+14 (1d8+10+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
Special Qualities: Damage Reduction 5/Good, Darkvision 60 ft., Immunity to Fire & Poison, Resistance to Acid 10 & Cold 10, See in Darkness, Spell Resistance 20, Telepathy 100 ft., True Seeing, Possession/Mental Control, Immune to all Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Saves: Fort +15, Ref +15, Will +13; +2 vs Evil
Abilities: Str 25(26), Dex 25(26), Con 25(26), Int 18, Wis 22, Cha 24
Skills: Concentration +21, Diplomacy +9, Escape Artist +21, Hide +21, Knowledge (Religion) +17, Knowledge (The Planes) +17, Listen +19, Move Silently +21, Search +19, Sense Motive +19, Spot +19 (24), Survival +6 (+8 following tracks), Use Rope +8 (+9 with bindings)
Feats: Dodge(B), Mobility(B), Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Alignment: Lawful Evil

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 17th). 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.

Spell-Like Abilities (CL 13): At Will: Greater Teleport (self plus 50 pounds of objects only), Charm Monster (DC 21), Minor Image (DC 19), Unholy Blight (DC 21).

True Seeing (Su): Erinyes continuously use True Seeing, as the spell (caster level 15th).

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
Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

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

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.
Healing Belt:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

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
Equipment: Amulet of Tears, Flaming Composite (+8 Strength) Longbow (+1), Greater Bracers of Archery, Greater Ribbon of Disguise, Hawkeye Spectacles, Healing Belt, Nimble Reinforced Segmented Mithral Breastplate (+1), Quiver of Abundant Ammunition, Razorsharp Valyrian Steel Thinblade (+2), Ring of Protection from Evil, Ring of Animalistic Power (+1 STR, +1 DEX, +1 CON), Rope (50ft), Silver Nocking Point, Soulfire Mithral Buckler (+1)
 
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Headmistress Teana Strycos:
Born a slave behind the Black Walls of Volantis, Teana was trained from an early age to be a mummer like her mother and grandmother before her. Unlike many slaves, she was fortunate enough to grow up in a relatively close and stable family, as skilled mummers were much too valuable as a long-standing troupe to trade lightly.

Alas that tragedy would strike her if of a far stranger sort than most—the Ashen Plague, that claimed her kin and very nearly bound her soul to Ymeri's will. Yet by the same sorcery awakened within her that dreadful day she was able to in the end win free of the malignant flame spirit and forge a new life for herself, far from Volantis and the memory of chains.

The games of lights and shadows she learned in her youth have served her well in the study of sorcery, allowing her to develop a skill for umbramancy unique in Sorcerer's Deep.


Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Level: 15
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 5
Feats: Able Learner, Greater Spell Focus(Illusion), Heighten Spell, Insidious Magic, Rapid Metamagic, Shadow Magic, Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Extended Illusions, Powerful Shadow Magic, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery), Silent Illusions

HP: 10d4 (30) + 5d6 (21) + 60 (CON) = 111 + 30 (Heart of Earth) + 10+1d10 (False Life) = 151+1d10
Armor Class: 10 + 5 (DEX) + 4 (Mage Armor) + 2 Deflection vs Evil = 19/21; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 10ft (Heart of Fire) OR +30ft (Channel Vigor) = 40ft or 60ft
Initiative: +5 (DEX)
Base Attack Bonus: +7/+2;
  • Ranged Touch Attack: +7 (BAB) + 5 (DEX) + 4 (CV) = +16
  • Melee: +10/+5 (BAB; Skillful) + 5 (DEX) OR + 0 (STR); +1 Enhancement (Scepter of Dancing Shadows), +1 (CV)
    • Rapier: +16/+11 (1d6+6[Piercing]; 18-20/x2)
      • w/Channel Vigor (Limbs "Haste" effect): +17/+17/+12 (1d6+1[Piercing]; 18-20/x2)
    • Rod: +11/+6 (1d6+1[Bludgeoning]; x2)
      • w/Channel Vigor (Limbs "Haste" effect): +12/+12/+7 (1d6+1[Bludgeoning]; x2)
    • Whip: +16/+11 (1d3+6[Slashing, Nonlethal]; x2)
      • w/Channel Vigor (Limbs "Haste" effect): +17/+17/+12 (1d3+1[Slashing, Nonlethal]; x2)
    • Special:
      • The Scepter's attack bonus and Will save DC are increased by +1 in areas of dim light or darkness, but they decrease by -1 in areas of bright light.
      • Upon being first struck by a weapon formed from the Scepter of Dancing Shadows, a victim is a allowed a DC 25 Will save to disbelieve. If successful, they suffer minimum damage from further Scepter attacks that round and gain a +4 bonus on Will saves to disbelieve future attacks made by the Scepter. On a failed saving throw, victims take damage as normal.
Spell Save: DC: 10 + 7 (CHA) + 1 (Arcane Concordance) = 18 + Spell Level; +5 (Illusion), +1 (Enchantment), +1 (Necromancy)
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], Magical Backlash spell
Resistance: 5 Cold, 5 Electricity, 25 Fire

STATS:
10* (+0) Strength
15 +5 = 20 (+5) Dexterity
12 +6 = 18 (+4) Constitution
19 +6 = 25 (+7) Charisma
16 +4 = 20 (+5) Intelligence
11 +5 = 16 (+3) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES: +4 vs effects which trap or redirect the soul
FORTITUDE: 5 + 4 (CON) + 5 (Resistance) + 6 (CV) = 20 (+3 Insight vs spells & spell-like abilities)
REFLEX: 5 + 5 (DEX) + 5 (Resistance) = 15
WILL: 12 + 3 (WIS) + 5 (Resistance) = 20

SKILLS:
Bluff:
8 + 7 (CHA) + 6 (CV) = 21
Concentration: 18 + 4 (CON) + 5 (Headband) Or + 6 (CV) = 27/28
Hide: 4 + 5 (DEX) = 9
Intimidate: 0 + 7 (CHA) + 2 (SYN) + 6 (CV) = 15
Knowledge (Arcana): 18 + 5 (INT) + 5 (Headband) = 28
Knowledge (The Planes): 16 + 5 (INT) + 4 (CV) = 25
Listen: 0 + 3 (WIS) + 4 (CV) = 7
Profession (Instructor): 18 + 3 (WIS) + 5 (Headband) = 26
Sense Motive: 18 + 3 (WIS) + 5 (Headband) = 26
Spellcraft: 18 + 5 (INT) +2 (SYN) + 5 (Headband) = 30
Spot: 0 + 3 (WIS) + 4 (CV) = 7

Spells Known (Caster level 16/[Shadow] 17/[Transmutation/Evocation] 15):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (6/Day)
Level 1: Mage Armor, Magic Missile(RotF), Nerveskitter, Shield, Silent Image, True Strike (6+2/Day, -1 [Mage Armor])
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/Day, -2 [False Life, Heart of Air])
Level 3: Air of Nobility, Alter Fortune, Enduring Scrutiny, Fireball(RotF), Major Image, Shadow Healing (6+2/Day, -1 [Heart of Water])
Level 4: Assay Spell Resistance, Celerity, Freedom of Movement(RotF), Heart of Earth, Ruin Delver's Fortune (6+1/Day, -1 [Heart of Earth])
Level 5: Commune(RotF), Friend to Foe, Geniekind, Greater Blink, Shadow Guardians, Teleport(RotF) (6+1/Day, -1 [Heart of Fire])
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment (6+1/Day)
Level 7: Amber Sarcophagus, Shadow Terrain (4+1/Day)

Grimoire of High Arcana:
Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Instant Portrait, Keep Watch, Scholar's Touch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Full Pouch, Heart of Air, Portal Alarm, Quick Potion, Resist Energy, Rope Trick, See Invisibility
Level 3: Battlemagic Perception, Enter Image, Heart of Water, Touch of History
Level 5: Heart of Fire

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 16 hours, Cost: 2nd level spell slot
  • Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 16 hours, Cost: 1st level spell slot
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 15 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 50+ HP]

Special Abilities:
  • Shadow Sculptor:
    • Shadow-Traced (Su): Teana can switch to her Shadow-Traced form, or return to normal, as a Swift Action.
    • Shadow Amalgamation (Su): Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
    • Shadow Shaping (Su): Up to 5/Day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
    • Shadow Mastery (Su): In her Shadow-Traced form, Teana gains a +1 save DC bonus to her standard Illusion spells. Her Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.
  • Shadowcraft Mage:
    • Powerful Shadow Magic (Su): The strength of the effects created by Teana's Shadow Illusion spells increases by 20%. That is, these spells are an additional 20% likely to affect disbelieving creatures and deal 20% more damage.
    • Extended Illusions (Ex): The duration of any Illusion spell Teana casts is doubled, as if the Extend Spell feat had been applied to it. The levels and casting times of these spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which still changes the spell's effective level.
    • Silent Illusions (Ex): All spells from the Illusion school that Teana casts no longer require a Verbal component, as if the Silent Spell feat had been applied to them. The levels and casting times of these Illusion spells don't change, however. If Teana casts illusion spells that can't be affected by the Silent Spell feat, this ability has no effect on those spells.
    • Cloak of Shadow (Su): Teana can cloak her form in shifting shadows. While her Cloak of Shadow is active, attacks against her have a miss chance of 40%. Darkvision and low-light vision cannot pierce the Cloak of Shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. Teana can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, she can make Hide checks as if she had Concealment. Cloak of Shadow doesn't function in daylight. It is the equivalent of a 3rd-level Darkness effect for the purpose of interacting with Light spells.
    • Shadow Illusion (Su): Teana can infuse her Figments Illusions with material from the Plane of Shadow, making them partially real. These altered spells can mimic any Sorcerer or Wizard Conjuration (summoning), Conjuration (creation), or Evocation spell at least one level lower than the Illusion spell. The altered spell functions identically to the Shadow Conjuration or Shadow Evocation spell, except that the spell's strength equals 30% (per Powerful Shadow Magic & Shadow Mastery) plus 10% per level of the Figment spell used. Applicable Figment spells include: Silent Image, Minor Image, Major Image, Persistent Image, and Programmed Image.
  • Shadow Magic (Su): Teana benefits from a +1 bonus to spell DC and caster level to overcome Spell Resistance for all Illusion, Enchantment, and Necromancy spells she casts, but suffers from a -1 caster level penalty to all Evocation and Transmutation spells she casts. She can no longer cast Light-based spells.
    • Insidious Magic (Su): Any creature without the Shadow Magic feat who employs a Divination spell (such as Detect Magic), spell-like ability, or magic item that could detect the magical aura of one of Teana's spells must make a successful caster level check (DC 11 + her caster level) to succeed. They must also succeed on a caster level check to reveal the effects of one of Teana's spells via Divination (such as using See Invisibility or True Seeing to see through her Invisibility spell). An individual is only allowed one such check against each of Teana's spells. This effect does not extend to Teana's Evocation or Transmutation spells.
  • 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 Still Spell Metamagic feat. Any allies within 10 feet of you also benefit from these effects.
  • Saving Grace: If you fall to 0 or less Hit Points, but do not die immediately, you gain Temporary Hit Points equal to 25% of your normal maximum. These Temp HP fade at a rate of 1 per round. This effect can be activated no more than once every 24 hours.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Alternate Form:
Shadow-Traced
  • Spell Resistance: 25
  • Damage Reduction: 10/Magic
Adjustments:
  • Bonuses:
    • Movement Speed: +10ft
    • Resistances: +10 vs Cold
    • Charisma: +2
    • Spellcasting:
      • Spell Slots: +1 4th level spell slot
      • Shadow Spell Casting Level: 19th
      • Spell Saves: DC: 10 + 8 (CHA) + 1 (Arcane Concordance) = 19 + Spell Level; +6 (Illusion) OR +7 (Shadow Illusion), +1 (Enchantment), +1 (Necromancy)
    • Adjusted Skills:
      • Bluff: 8 + 8 (CHA) + 6 (CV) = 22
      • Hide: 4 + 5 (DEX) + 4 (ST) = 13
      • Intimidate: 0 + 8 (CHA) + 2 (SYN) + 6 (CV) = 16
  • Penalties:
    • Wisdom: -2
    • Adjusted Saving Throws:
      • WILL: 12 + 2 (WIS) + 5 (Resistance) = 19
    • Adjusted Skills:
Special Abilities:
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 Hit Points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points, but cannot cast spells using her daily spell slots. They can, however, use spell scrolls, Alchemical items, and magical items. Shadow Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

Bag of Greed: Crafted from the hide of Avatar of Mammon, the Archduke of Greed, this gold-hued satchel acts as a Bag of Holding, but with the storage capacity of a Portable Hole and the functionality of a Handy Haversack.

Boneward Belt: +6 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: +5 Dexterity
  1. Use the Arcane Sensitivity spell at will.
  2. Glow as if affected with a Light spell at will.
  3. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil: +5 Resistance bonus to saving throws
  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
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity (Slotless):
  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)

Headband of the Whispers Within: +5 Wisdom, +4 Intelligence
  1. +5 Competence bonus to Concentration, Knowledge (Arcana), Profession (Instructor), Sense Motive, and Spellcraft skill checks.
  2. 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Launcher (x4):
  • 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.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Metamagic Rods:
  • Lesser:
    • Lesser Rod of Selection: This rod allows you to apply the Selective Spell Metamagic to 1st-3rd level spells 3/Day.
    • Lesser Rod of Delayed Magic: This rod allows you to apply the Delayed Spell Metamagic to 1st-3rd level spells 3/Day.
    • Lesser Rod of Threnodic Magic: This rod allows you to apply the Threnodic Spell Metamagic to 1st-3rd level spells 3/Day.
  • Standard:
    • Rod of Mercy: This rod allows you to apply the Merciful Spell Metamagic to 1st-6th level spells 3/Day.
    • Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-6th 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: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced 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.
Ring of Mystic Defiance:
  1. 3/Day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  4. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Ring of Mystic Shadows(Slotless):
  1. Wearer gains a +2 bonus to the save DC of all Illusion spells they cast.
  2. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Shadow Illusion spells.
  3. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Scepter of Dancing Shadows: Awarded to Teana Strycos for outstanding service as founder and Headmistress of the Scholarum of Sorcerer's Deep, this featureless bar of inky darkness seems to drink in the surrounding light. In the hands of the Headmistress, the enchanted shadowstuff of her scepter comes to life, flickering between forms as she wills and allowing her to wield it with unnatural skill.
  • Preferred Forms: Rapier, Rod, Whip
  • Powers: This +1 Skillful Extending Focused Shadowcraft Weapon of Stunning Surge can transform into any one-handed melee weapon the wielder desires as a Standard Action. Regardless of the form the weapon takes, its wielder can use it proficiently, their Base Attack Bonus when using it improves to match that of a Rogue, if applicable, and when in an eligible form, they benefit from the Weapon Finesse feat.
    • Focused: As a Swift Action, the wielder can increase the caster level of any spell they cast with the Darkness or Shadow descriptor by +1.
    • Extending: As a Free Action once per round when the weapon is in the form of a whip, flail, or similar item, the wielder can increase or decrease its reach by up to 5 feet.
    • Stunning Surge: As a Swift Action on a successful melee attack, the wielder can command the weapon to Stun a creature for 1 round. This effect is resisted with a DC 25 (10 + 1/2 character level + Charisma modifier) Fortitude saving throw. This ability can be used 9 times per day (1 + Charisma bonus). Once this ability is activated, only the person who did so can make further use of it until the following day.
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. Double carrying capacity.
  2. Convert any Spell of 5th level and above to Teleport
  3. Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you. 2/day
Scrolls:
Anticold Sphere x2
Arcane Eye x4
Arcane Sight x4
Arcane Spellsurge x2
Dimensional Anchor x4
Fickle Winds x4
Greater Black Tentacles x2
Greater Blink x4
Greater Invisibility x5
Greater Teleport x3
Heart of Air x3
Heart of Fire x3
Heart of Water x3
Lesser Globe of Invulnerability x3
Life Bubble x10
Mage's Private Sanctum x2
Plane Shift x1
Sending x10
Smoky Confinement x2
Tongues x4
True Seeing x4
Wall of Force x5

Genie Tokens
1x Blinding Glory Charm
8x Brilliant Barrier Charm
1x Fortunate Fate Charm
2x Plane Shift Charm
3x Sending Stone
2x Teleport Charm

Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
4x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)

Metamagic Gems:
4x Enlarging Amethyst
4x Extending Garnet
4x Silent Spinel
4x Still Amber
2x Maximizing Sapphire
2x Widening Emerald
2x Quickening Diamond

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
10x Auran Mask
30x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
90x Night Tea
30x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent
3x Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg

Launcher Ammo:
x9 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Equipped Items: Bag of Greed, Bead of Newt Prevention (x3), Boneward Belt (+6 CON), Evacuation Rune Charm, Gloves of the Starry Sky (+5 DEX), Greater Enhanced Amulet of Protection from Evil(+5 Resistance), Greater Radiant Earring of Arcane Acuity(Slotless), Greater Ribbon of Disguise, Headband of the Whisper Within (+5 WIS, +4 INT), Item familiar Mask (+6 CHA), Launcher (x4), Lawful Staff, Metamagic Rods (See Above), Muleback Cords(Slotless), Possession Trap Charm, Ring of Mystic Defiance, Ring of Mind Blank, Ring of Mystic Shadows(Slotless), Ring of Sustenance (Slotless), Robes of Mysterious Conjuration, Scepter of Dancing Shadow, Soulfire Mithral Bracers (+1), Spell Immunity Charm [Magical Backlash] (Slotless), Translocating Boots of the Wide Earth

Proposed Spell:
Shadow Puppetry
Illusion [Shadow]
Level: Sorcerer/Wizard 8 (Shadow Sculptor only)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: See text
Duration: See text
Saving Throw: Will partial (see text)
Spell Resistance: Yes

You call into existence a roiling mass of Shadowstuff which you can use to strike out and attach to one or more creatures within range, no two of which can be more than 60 feet apart.

If you focus the full power of your Shadow Puppetry spell upon a single creature, it takes 1d6 points of damage per caster level (maximum 20d6), is Paralyzed as if affected by the Hold Monster spell, and suffers a -2 penalty to resist any additional Shadow spells for the duration of the effect. A successful Will saves halves the damage, negates the Paralysis, and reduces the penalty to resist Shadow spells to -1. This version of Shadow Puppetry persists for up to 1 round per caster level.

Splitting the focus of your Shadow Puppetry spell prevents it from inflicting damage or Paralysis. Instead, each targeted creature comes under your influence as if affected by a Greater Command spell while you maintain concentration (up to 1 round per caster level). A successful Will save prevents Shadow Puppetry from attaching to the target, and at the start of each affected creature's turn after the first, it can attempt another Will save to break free, though at a -2 penalty. Each unsuccessful Will save after the first causes intense pain and inflicts 1d6 points of Nonlethal damage. You can choose to use this aspect of Shadow Puppetry on a single target rather than using the damaging version of the spell.
 
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One of your first teachers in matters esoteric, Velen is a kindhearted and courteous being always ready to help others with word or deed. Though his long years of imprisonment have dulled his memory, he is still a fount of lore and wisdom. He is a great lover of beauty in all its forms, though he has a particular appreciation of music. His own unearthly song is so beautiful as to bring tears to one's eyes.

His years in Dorne have done nothing to dent your friend's kindness, but they have tempered it with a wistful practicality. He has borne witness to both abuses of sorcery and ones brought against those gifted with magic by the fearful and dogmatic, but still he approaches every conflict with an eye towards peaceful resolution, for above all his are the flames that light the way.



Small Outsider (Good, Extraplanar, Fire)
Hit Dice
: 3d8 (17) + 9d6 (31) + 36 = 84 HP
Level: 9 (Bard 7/Sublime Chord 2)
Initiative: +4
Speed: 10ft + 30ft (Channel Vigor) = 40 ft, Fly 80ft + 30ft = 110ft(Good)
Armor Class: 21/23 (+1 size, +4 Dex, +5 Natural; +2 Deflection vs Good/Evil, +1 Dodge via CV), Touch: 15/17, Flat-Footed: 16/18; +2 vs Undead OR +4 vs Incorporeal Undead
Base Attack/Grapple: +9/+5
Attack: Talons +14 melee (1d4+1d4 Fire)
Full Attack: 2 Talons +14/+14 melee (1d4+1d4 Fire), 1 Bite +9 melee (1d4+1d4 Fire)
Space/Reach: 5ft./5ft.
Special Attacks: Burn, Spell-like Abilities, Countersong, Fascinate, Suggestion (DC 19)
Special Qualities: Darkvision 60ft, Immunity to Fire, Vulnerability to Cold (+50% damage), Telepathy 100ft, Bardic Music (8/Day), Inspire Courage (+1), Inspire Competence, Bardic Knowledge
Saves: Fort +8, Ref +12, Will +13; plus CV variable bonus (+1 Reflex or +6 Fortitude/Will)
Abilities: Str 10, Dex 14(18), Con 12(16), Int 10, Wis 14, Cha 16(20)
Skills: +17 Diplomacy, +13(19) Knowledge (Arcana), +8(14) Knowledge (Religion), +10(16) Knowledge (The Planes), +15(19) Listen, +20 Perform (Oratory), +6 Profession (Astrologer), +15 Sense Motive, +6 Spellcraft
Skill Tricks: Collector of Stories, Swift Concentration
Feats: Flyby Attack, Encouraging Spell, Melodic Casting, Practiced Spellcaster, Weapon Finesse
Alignment: Neutral Good

Spells Known (Caster Level 12th):
Level 0: Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic, Songbird (3/Day)
Level 1: Ear-Piercing Scream, Instant of Power, Moment of Greatness, Recharge Innate Magic, Wings of Air (3+2/Day)
Level 2: Elation, Glitterdust, Harmonic Chorus, Mirror Image (3+1/Day)
Level 3: Air of Nobility, Charm Monster, Good Hope (2+1/Day)
Level 4: Heroic Finale, Inner Beauty, Mass Daze, Song of Healing (2+1/Day)
Level 5: Greater Dispel Magic, Telekinesis, Teleport(RotF) (2+1/Day)

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
Resplendent Phoenix Pendant: +4 Charisma, +4 Constitution, +4 Dexterity, +5 Resistance bonus on all saving throws, +2 Natural Armor
  • Double carrying capacity.
  • Convert any Spell of 5th level and above to Teleport.
  • Constant Protection from Evil and Protection from Good effects
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
  • Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  • 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.
  • 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.
 
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Sarah of Pentos:
Born a tinker's daughter and traveling healer in the Pentoshi hinterlands, Sarah grew up on her father's tall tales of his deeds and heritage. She had set aside fantastical notions in the wake of his death and the trials that followed until as chance would have it she heard a call for help on the wind. Though it was a dark night with hail beat down cruelty upon the land she chanced to follow it to a strange maiden trapped beneath barbed with iron. Garbed in swan's feathers, she was like something from a child's fancy, and when Sarah let her loose she called the mortal woman kin sundered across the ages...

Filled with new determination to carve a better path for herself, Sarah sought instruction to help her newly kindled magic flourish and in the end she found it, though her master proved perhaps he greatest danger she had ever faced, until his untimely demise at the hands of the Dragon King.
Name: Sarah of Pentos
Alignment: Neutral Good
Race: Human (Medium)
Class: Sorcerer (ACF: Witch) 7
Feats: Able Learner, Noncombatant, Shaky, Versatile Spellcaster, Extra Spell:Estanna's Stew, Fey Heritage, Fey Power
Class Features:

HP:
30/30
Armor Class: 10 +2 (Dex)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: +3 (BaB) -2 (Range Attack)
Spell Save: DC: 10 +3 (CHA) +1 (Enchantment) +Spell Level
Weapon & Armor Proficiency: Mace

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

SAVES (+3 Will Saves against Enchantment):
FORTITUDE: 2 +1 = 3
REFLEX: 2 +0 =2
WILL: 5 +2 = 7

SKILLS
Appraise: 6
Concentration: 11
Heal: 7
Knowledge (Arcana): 11
Knowledge (Religion): 5
Spellcraft: 9

Spells Known (Caster Level 7/8 [Enchantment]):
Level 0: Daze, Detect Poison, Detect Magic, Message, Arcane Mark, Read Magic, Prestidigitation (6/day)
Level 1: Sleep, Charm Person, Whelm, Silent Image, Cure Light Wounds (7/day)
Level 2: Alter Self, Detect Thoughts, Invisibility, Extra Spell: Estanna's Stew (7/Day)
Level 3: Suggestion, Tongues (5/day)

Horio of Tyrosh:
Born to a family of minor nobles supported far more by their positions within the city's labyrinthine bureaucracy than their failing ancestral lands, Horio was expected to fold neatly into the same mold as his father and grandfather. Alas a series of youthful indiscretions damaged his chances of obtaining any advantageous position beyond repair.

For several years he lived in genteel poverty, taking work when and how he could find it, mostly as a tutor, teaching languages, etiquette, and philosophy while learning in turn the proper amount of flattery to apply to keep the various scions of nobility and their parents happy.

Horio's life would have likely continued apace had he not chanced upon an ancient tome forgotten among one of his patron's library with contained most extraordinary lore. It spoke of power beyond that of clinking coin and sonorous names, of bargains that could be made for far greater stakes than he had ever dared to dream of. Twas then that Horio of Tyrosh discovered that he was not so far removed from the gambler of his youth. He won his prize but would have lost it all but two months later had the scales not been tipped in his favor by the hand of agents of the Dragon King.

Name
: Horio of Tyrosh
Alignment: True Neutral
Race: Human (Medium)
Class: Sorcerer 6/Elemental Savant (Water) 1
Feats: Water Bloodline, Education, Jack of All Trades, Energy Substitution (Cold)
Class Features: Elemental Specialty (Cold) Resistance to Energy I

HP: 38/38
Armor Class: 10 + 2 (Dex) + 4(Mage Armor) = 16
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: +3 BAB
--Ranged Touch Attack: +5
--Melee: +1 Blessed Rapier: +5 (1d6; 18-20/×2) OR Masterwork Razor Sharp Adamantine Dagger: +4 (1d4; 19-20/×2)
--Ranged: Masterwork Light Crossbow: +5 (1d8; 19-20/×2) OR Launcher: +5 (Crossbow Bolt: 1d8; 19-20/×2 or Alchemical Item)
Spell Save: DC: 10 + 4 (CHA) + Spell Level
Weapon & Armor Proficiency: Rapier, Crossbow
Resistance: 10 Cold

STATS:
8 (-2) Strength
14 (+2) Dexterity
14 +2 = 16 (+3) Constitution
17 +2 = 19 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 2 + 3(CON) + 2 = 5/7
REFLEX: 2 + 2(REF) + 2 = 4/6
WILL: 7 + 0(WIS) + 2 = 7/9

SKILLS
Diplomacy: 9
Concentration: 9
Profession (Teaching): 8
Knowledge (History): 5
Knowledge (Nobility and Royalty): 5
Knowledge (Arcana): 9
Knowledge (Planes): 5
Spellcraft: 4

Spells Known (Caster Level 7):
Level 0: Detect Magic, Detect Poison, Light, Message, Prestidigitation, Ray of Frost, Read Magic (6/day)
Level 1: Cause Fear, Cheat, Expeditious Retreat, Jet of Steam, Mage Armor, Magic Missile(RotF), Snowball (6+1/day)
Level 2: Cloud of Knives, Eagle's Splendor, Fireburst, Fog Cloud (6+1/Day)
Level 3: Fireball(RoTF), Lightning Bolt, Shivering Touch, Waterbreathing (4+1/day)

Grimoire of High Arcana:
Level 0:Amanuensis, Arcane Mark, Drench, Mending
Level 1: Alarm, Clarion Call, Comprehend Languages, Disguise Self, Keep Watch, Spontaneous Search

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation:
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt (3 Charges/Day): +2 Constitution
  • 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of the Starry Sky:
  1. 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.
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):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Antiplague (x3),Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x12), Incendiary Catalyst (x12), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt(+2 CON), Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance, Weapons (Mwk Light Crossbow w/2 quivers of 20 bolts, Mwk Razor Sharp Adamantine Dagger), +1 Blessed Rapier

Alas the Whisperer:
In many ways Alas' history is typical of a young Djinn-blood who finds within himself a talent for sorcery, setting off into the unknown of the journey of discovery to hone his skills wherever the wind may take him, yet not all that he has found has been cause for wonder. More than once Alas' cautious nature and swift magic has left him the last survivor of bloody fights, bequeathing upon him the unenviable task of weighing vengeance against prudence. Many foes has he thus made in his more than half-a-century of life, some far beyond his strength, thus leaving him content to rest under the shadow of the Lost Dragon's wings, learning, teaching, and most of all crafting works of sorcery.
Name: Alas
Age: 57
Alignment: Neutral Good
Race: Sylph (Native Outsider)
Level: Witch 8
Flaws and Feats: Cautious, Silver Palm, Cloud Gazer, Craft Wondrous Item, Spell Penetration, Brew Potion
Languages: Auran, Ignan, Aquan, Terran, Infernal, Low Valyrian (learning),
Class Abilities: Cantrips, Hex, Familiar, Wisdom Patron, Scorpion familiar, Hexes (Cackle, Cauldron, Misfortune, Evil Eye, Tongues)
Race Abilities: Darkvision 60ft, Feather Fall 1/day (CL=HD), Electricity Resistance 5, Breeze-kissed (alternate, +2 racial AC against ranged attacks)

HP: 35
AC: 10 +3 (DEX) +2 Deflection +1 shield +2 (racial, against ranged attacks) = 16 (18 against ranged attacks) - Magic Vestment and Shield of Faith may apply. Cloud Gazer allows use of fog spells for self-defense.

Initiative: -2 (flaw) +3 (DEX) +2 (familiar) = +3
Attack: +4 (BAB) +3 (DEX) +1 (enhancement) = +8 composite longbow (1d8+1d6+1)
Spell Save: 10+ 5 (Int) + spell level
Weapon Proficiency: Simple only
Immunities: Possession/Mental Control

STATS:
10 (+0) Strength
15 (+3) Dexterity
8 +4 = 12 (+1) Constitution
19 +1 (+5) Intelligence
13 (+1) Wisdom
14 (+2) Charisma

SAVES
FORTITUDE: 2 +1 +2 = 5
REFLEX: 2 +3 +2 = 7
WILL: 6 +1 +2 = 9

SKILLS:
Appraise: 0 +5 +2 = 7
Bluff: 5 +2 +2 = 9
Concentration: 11 +1 = 12
Diplomacy: 5 +2 +2 +2 = 11
Intimidate: 10 +2 +2 = 14
Knowledge (arcana): 11 +5 = 16
Knowledge (the planes): 11 +5 = 16
Spellcraft: 11 +5 +2 = 18
Sense Motive: 5 +2 +1 = 8
Skill Tricks: Collector of Stories

Spells Prepared (Caster Level 8):

Cantrips (at-will): Detect Magic, Guidance, Message, Read Magic,
Level 1 (4+2/day): Shield of Faith, Cause Fear, Charm Person, Comprehend Languages, Obscuring Mist, Unseen Servant
Level 2 (3+1/day): Alter Self, Blindness/Deafness, Fog Cloud, See Invisibility,
Level 3 (3+1/day): Arcane Sight, Dispel Magic, Lightning Bolt, Magic Vestment,
Level 4 (2+1/day): Black Tentacles, Lesser Globe of Invulnerability, Charm Monster

Spells Known:
Level 1: Shield of Faith, Cause Fear, Charm Person, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Mage Armor, Ill Omen, Obscuring Mist, Sleep, Unseen Servant,
Level 2: Owl's Wisdom, Alter Self, Blindness/Deafness, Fog Cloud, Hold Person, Levitate, See Invisibility,
Level 3: Magic Vestment, Arcane Sight, Dispel Magic, Lightning Bolt, Remove Curse, Vampiric Touch,
Level 4: Lesser Globe of Invulnerability, Black Tentacles, Charm Monster, Discern Lies, Solid Fog

Supernatural Abilities: Hexes (Cauldron, Cackle, Evil Eye, Misfortune, Tongues),

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

Equipped Magic Items: +1 Shocking Composite Longbow, 50 arrows, Heward's Handy Haversack, Ring of Protection From Evil, Anklets of Translocation, Amulet of Health (+4 CON), Cloak of Resistance (+2), Ring of Deflection (+2), Headband of Intellect (+1 INT), Mithral Buckler (Alys usually casts Magic Vestment on it)

Notes: In battle, Alys prefers to use area control spells to gain time to set up his hexes. A cautious man, he prefers fighting from afar and settling up advantageous fights for allies than wading in himself. Alys also has some social skills and spells to better allow him to avoid battle altogether. So far he's made a living as a mercenary, but also as an investigator and hired crafter.
 
Leila Goldhammer:
As with many who come upon the shores of Sorcerer's Deep, Leila Goldhammer's tale is not spared tragedy and loss. Captured by Ironborn raiders during the attack on Lannisport which marked the beginning of the abortive Greyjoy Rebellion, she was very nearly another victim of the cruel churning mechanisms of the Essosi slave trade, but for a chance meeting in Tyrosh with the King and his Companions.

Determined to never be helpless again and disenchanted with the Seven who offered to answer to her many desperate prayers, Leila took up the study of magic with diligence and determination, growing into an enchanter of some skill. As a reward for skilled service she was raised to noble rank, though she as yet holds no lands, nor does she have much interest in it.


Name
: Leila Goldhammer
Alignment: Lawful Good
Race: Human (Medium)
Class: Archivist 7
Feats: Craft Wondrous Item, Improved Initiative, Extraordinary Artisan, Scribe Scroll, Uncanny Forethought
Class Features: Dark Knowledge (5/Day, Puissance, Tactics), Lore Mastery (Knowledge: Arcana & The Planes), Still Mind, Summon Familiar(B)

Hit Points: 47 + 14 Temp HP (HoE) = 61 HP
Armor Class: 10 + 3 (Dex) + 7 (Reinforced Segmented Mithral Breastplate +1) +2 (vs Evil) = 20/22; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 30 ft (Channel Vigor) = 60ft
Initiative: +3 (DEX)
Base Attack: +3; Ranged: +3 (BAB) + 3 (DEX) + 4 (CV) = +10 or Melee: +3 (BAB) -2 (STR) = +1 [Staff 1d6-2]
Spell Save: DC: 10 + 4 (INT) + Spell Level
Weapon & Armor Proficiency: N/A
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Resistances: Cold 5, Electricity 5

STATS:
7* (-2) Strength
14 +2 = 16 (+3) Dexterity
14 +2 = 16 (+3) Constitution
10 (+0) Charisma
15 +4 = 19 (+4) Intelligence
11 +3 = 14 (+2) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 5 + 3 (CON) + 4 (Resistance) = 12
REFLEX: 2 + 3 (DEX) + 4 (Resistance) = 9
WILL: 5 + 2 (WIS) + 4 (Resistance) = 11 (13 vs Enchantment spells)

SKILLS
Appraise:
4 + 4 (INT) = 8
Concentration: 10 + 3 (CON) = 13
Craft (Leatherworking): 1 + 4 (INT) = 5
Craft (Metalworking): 1 + 4 (INT) = 5
Craft (Sculpture): 1 + 4 (INT) = 5
Craft (Woodworking): 1 + 4 (INT) = 5
Heal: 5 + 1 (WIS) = 6
Knowledge (Arcana): 9 + 4 (INT) + 2 (LM) + 4 (CV) = 19
Knowledge (Religion): 9 + 4 (INT) + 4 (CV) = 17
Knowledge (The Planes): 9 + 4 (INT) + 2 (LM) + 4 (CV) = 19
Listen: 0 + 2 (WIS) + 4 (AL) + 4 (CV) = 10
Profession (Instructor): 8 + 1 (WIS) = 9
Spellcraft: 12 + 4 (INT) = 16
Spot: 0 + 2 (WIS) + 4 (AL) + 4 (CV) = 10

Spells Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Message, Purify Food and Drink
Level 1: Barbed Chains, Bless, Blessed Aim, Calm Animals, Command, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Entropic Shield, Ice Slick, Magecraft, Magic Weapon, Moment of Greatness, Protection from Evil, Shield of Faith, Sign
Level 2: Animalistic Power, Barkskin, Boneshaker, Close Wounds, Cure Moderate Wounds, Defending Bone, Divine Insight, Elation, Lesser Restoration, Make Whole, Resist Energy, Silence, Sound Burst, Unseen Crafter
Level 3: Alter Fortune, Cure Serious Wounds, Daylight, Dispel Magic, Heart of Water, Mass Aid, Mass Conviction, Mass Resist Energy, Speak with Dead, Summon Monster III, Thunderous Roar, Whispering Sand, Wind Wall
Level 4: Blessing of Fervor, Divination, Divine Power, Heart of the Earth, Life Bubble, Mass Shield of Faith, Panacea, Poison, Polymorph, Recitation, Restoration, Sound Lance, Summon Monster IV, Wall of Sand

Prepared Spells (Caster Level 7):
Level 0(4/day): Cure Minor Wounds, Detect Magic, Detect Poison, Message
Level 1(5+1/day): Barbed Chains, Entropic Shield, Ice Slick, Sign, Free Slot (UF) x1
Level 2(4+1/day): Defending Bone, Boneshaker, Close Wounds, Elation, Free Slot (UF) x1
Level 3(3/day): Alter Fortune, Thunderous Roar, Free Slot (UF) x1
Level 4(2/day): Heart of the Earth, Free Slot (UF) x1

Special Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact
Flicker
Size/Type: Small Magical Beast (Young Blink Dog)
Hit Points: 23
Initiative: +6 (DEX)
Speed: 40 ft + 30 ft (Anklets) = 70 ft
Armor Class: 21 (+6 Dex, +1 Size, +4 Natural), Touch 17, Flat-Footed 17
Base Attack/Grapple: +4/+4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., Low-Light Vision, Scent, Blink, Dimension Door, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Possession/Mental Control, Baleful Polymorph [Single use],
Saves: Fort +4, Ref +10, Will +8
Abilities: Str 6(8), Dex 21(22), Con 6(8), Int 10, Wis 13(14), Cha 11
Skills: Hide +10, Listen +5, Sense Motive +5, Spot +6, Survival +5
Feats: Iron Will, Run, Track(B)
Alignment: Lawful Good

Blink (Su): A Blink Dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a Free Action.

Dimension Door (Su): A Blink Dog can teleport, as Dimension Door (caster level 8th), once per round as a free action. The ability affects only the Blink Dog, which never appears within a solid object and can act immediately after teleporting.

Contingency Spells: Renewal Pact; Stalwart Pact

Equipment: Anklets of Speed, Bead of Newt Prevention, Collar of Protection from Evil (+2 STR, +1 DEX, +2 CON, +1 WIS), Greater Healing Belt, Ribbon of Disguise

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

Greater Healing Belt:
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ribbon of Disguise: Disguise Self (At Will)
Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of 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
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  4. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

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.

Raiment of the Four (Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky, Greater 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.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Scrolls:
x3 Assay Spell Resistance
x2 Bless
x2 Bull's Strength
x3 Bear's Endurance
x3 Blessing of Fervor
x2 Cat's Grace
x5 Comprehend Languages
x20 Cure Light Wounds
x10 Cure Moderate Wounds
x10 Cure Serious Wounds
x1 Daylight
x5 Delay Poison
x3 Detect Secret Doors
x2 Dimensional Anchor
x3 Divination
x3 Divine Power
x5 Endure Elements
x3 Freedom of Movement
x2 Heart of Air
x3 Heart of Earth
x3 Heart of Water
x5 Lesser Restoration
x3 Lesser Telepathic Bond
x3 Life Bubble
x2 Magecraft
x2 Magic Circle Against Evil
x3 Mass Aid
x3 Mass Align Weapon
x3 Mass Conviction
x3 Mass Entropic Shield
x3 Mass Resist Energy
x3 Mass Shield of Faith
x10 Panacea
x3 Poison
x3 Polymorph
x3 Prayer
x5 Protection from Energy
x3 Recitation
x3 Remove Blindness/Deafness
x3 Remove Curse
x3 Remove Disease
x2 Remove Paralysis
x3 Restoration
x3 Sending
x3 Sound Lance
x3 Speak With Dead
x3 Summon Monster III
x3 Summon Monster IV
x10 Tyche's Touch
x3 Wall of Sand
x3 Water Breathing
x3 Wind Wall

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

Alchemical Substances:
20x Alchemist's Fire
5x Antiplague
5x 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 Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Clarity (+4 INT, +3 WIS), Cloak of Resistance (+4 Resistance), Gloves of the Starry Sky (+2 DEX), Greater Amulet of Tears, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Launcher, Muleback Cords (Slotless), Quill of Scribing, Reinforced Segmented Mithral Breastplate (+1), Ring of Protection from Evil, Ring of Sustenance, Wand of Cure Light Wounds (50 charges)
 
Anu of Sallosh

Forged long ago for a war that he never had any hope of winning, begotten of a nightmare ill-interpreted Anu is a being in search of purpose and belonging, not only for himself but also for those he has wrought in his own image, warforged the Salloshi called them imagining them weapons against the Long Night. Salosh again rings with the hammers of craft and the voices of the living, the Dothraki are broken by the hand of his the wandering dead, yet Anu us restless for he know the darkness comes now at last and he knows he and those like him would be far more effective than flesh-born against the tide. Yet he wishes for his fellows, his children more than being weapons of war.


Name: Anu
Alias: The Brass Man
Age: 148 years
Alignment: Lawful Good
Race: Warforged (Medium Humanoid)
Level: 13
Class: Wizard (Transmuter) 13
Feats: Craft Wand(B), Craft Wondrous Item(B), Craft Construct, Extraordinary Artisan, Reach Spell, Scribe Scroll(B), Wand Mastery, Two Wand Technique, Unarmored Body
Flaw: Meticulous
Class Features: Forbidden Schools (Enchantment, Necromancy), Scribe Scroll, Familiar

HP:
71/71 + 26 (HotE) = 97 HP
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 2 Deflection (vs Evil) = 17/19
Initiative: +3 (DEX)
Attack: +6/+1; Ranged (+9/+3)
Spell Save: 10 + 6 (INT) + 1 (Arcane Concordance) + spell level
Weapon Proficiency: Staff, Dagger
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, Light Fortification (25% chance to avoid additional damage or effects from Critical Hits and Precision damage)
Resistances: Cold 5, Electricity 5, Fire 5

STATS:
10 (+0) Strength
15 + 1 = 16 (+3) Dexterity
16 (+3) Constitution
18 +4 = 22 (+6) Intelligence
10 +1 =11 (0) Wisdom
8 (-1) Charisma

SAVES
FORTITUDE: 4 + 3 + 3 = 10
REFLEX: 4 + 3 + 3 + 6 (CV) = 16
WILL: 8 + 0 + 3 = 11

SKILLS:
Concentration
: 16 + 3 (CON) + 6 (CV )= 25
Craft (Metalworking): 16 + 6 (INT) = 22
Craft (Woodworking): 8 + 6 (INT) = 14
Knowledge (Arcana): 16 + 6 (INT) + 4 (CV) = 26
Knowledge (Geography): 8 + 6 (INT) + 4 (CV) = 18
Knowledge (History): 8 + 4 (INT) + 4 (CV) = 18
Knowledge (The Planes): 8 + 6 (INT) + 4 (CV) = 18
Spellcraft: 16 + 6 (INT) = 22

Wizard Spells Known (Caster Level 13):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Caltrops, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Ghost Sound, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Repair Minor Damage, Resistance, Stick
Level 1: Abundant Ammunition, Alarm, Ant Haul, Anticipate Peril, Burning Hands, Color Spray, Comprehend Languages, Crafter's Fortune, Disguise Self, Endure Elements, Feather Fall, Floating Disk, Grease, Heightened Awareness, Launch Item, Mage Armor, Magecraft, Magic Aura, Magic Missile, Protection from Evil, Repair Light Damage, Scholar's Touch, Shield, Silent Image, Summon Monster I, True Casting, True Skill, True Strike, Unseen Servant
Level 2: Aboleth's Lung, Alter Self, Arcane Lock, Bear's Endurance, Blur, Book Ward, Bull's Strength, Cat's Grace, Detect Thoughts, Eagle's Splendor, Fog Cloud, Fox's Cunning, Full Pouch, Glitterdust, Invisibility, Knock, Mirror Image, Owl's Wisdom, Protection from Arrows, Quick Potion, Repair Moderate Damage, Resist Energy, Rope Trick, See Invisibility, Spider Climb, Summon Monster II, Unseen Crafter, Web
Level 3: Alter Fortune, Arcane Sight, Dispel Magic, Dragonskin, Explosive Runes, Find Fault, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Magic Circle Against Evil, Major Image, Phantom Steed, Protection from Energy, Repair Serious Damage, Secret Page, Shadow Enchantment, Shivering Touch, Shrink Item, Sign of Sealing, Slow, Sound Lance, Summon Monster III, Tongues
Level 4: Assay Spell Resistance, Black Tentacles, Celerity, Dimensional Anchor, Dimension Door, Flight of the Dragon, Greater Invisibility, Greater Make Whole, Heart of Earth, Lesser Globe of Invulnerability, Mnemonic Enhancer, Mystic Surge, Orb of Force, Polymorph, Repair Critical Damage, Resilient Sphere, Scrying, Shadow Conjuration, Spell Enhancer, Stoneskin, Summon Monster IV, Wall of Ice
Level 5: Baleful Polymorph, Cyclonic Blast, Dragonsight, Greater Blink, Fabricate, False Vision, Hammer of Mending, Life Bubble, Mage's Private Sanctum, Major Creation, Overland Flight, Permanency, Rapid Repair, Secret Chest, Sending, Shadow Evocation, Soothe Construct, Summon Monster V, Telekinesis, Teleport, Wall of Stone
Level 6: Analyze Dweomer, Antimagic Field, Chasing Perfection, Contingency, Disintegrate, Flesh to Stone, Greater Black Tentacles, Greater Dispel Magic, Greater Shadow Enchantment, Guards and Wards, Hardening, Shadow Walk, Stone Body, Stone to Flesh, Summon Monster VI, True Seeing
Level 7: Arcane Spellsurge, Control Construct, Ethereal Jaunt, Greater Scrying, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Statue, Summon Monster VII

Wizard Spells Prepared (Caster Level 13):
Level 0 (4/Day): Arcane Mark, Detect Magic, Prestidigitation, Read Magic
Level 1 (6+T/Day): Heightened Awareness, Mage Armor, Magecraft, Scholar's Touch, Shield, Silent Image, True Strike
Level 2 (6+T/Day): Blur, Full Pouch, Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Unseen Crafter
Level 3 (5+T/Day): Alter Fortune, Arcane Sight, Dispel Magic, Dragonskin, Haste, Reached Aboleth's Lung
Level 4 (5+T/Day): Assay Spell Resistance, Celerity, Greater Invisibility, Heart of Earth, Resilient Sphere, Spell Enhancer
Level 5 (4+T/Day): Baleful Polymorph, Dragonsight, Greater Blink, Fabricate, Hammer of Mending
Level 6 (3+T/Day): Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, True Seeing
Level 7 (1+T/Day): Arcane Spellsurge, Ethereal Jaunt

Contingency Spells: Renewal Pact; Stalwart Pact;

Special Abilities:
Familiar: Clockwork Familiar (Provides +8 bonus to all Knowledge checks associated with creating or researching sentient Constructs, increases caster level by +2 for the purpose of creating sentient Constructs)

Belt of Repair:
  • Repair Constructs or Objects (3 Charges/Day): 1 Charge (Repair 2d8 points of damage), 2 Charges (Repair 3d8 points of damage), or 3 Charges(Repair 4d8 points of damage)
Bracers of Arcane Freedom:
  • 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Circlet of Clarity: +4 Intelligence, +1 Wisdom
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Greater Amulet of Tears: +3 Resistance bonus all saving throws.
  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
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.
Radiant Earring of Arcane Acuity:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Raiment of the Four: Uniting the magic of four enchanted items (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.
Ribbon of Disguise: Use the Disguise Self spell at will.

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:
Arcane Spellsurge x2
Assay Spell Resistance x3
Chasing Perfection x2
Dimensional Anchor x2
Flight of the Dragon x3
Glitterdust x2
Greater Black Tentacles x3
Greater Invisibility x2
Greater Make Whole x3
Greater Shadow Enchantment x3
Greater Teleport x2
Hammer of Mending x3
Heart of Earth x3
Mage's Private Sanctum x1
Memory of Function x2
Mind Blank x1
Plane Shift x2
Sending x2
Smoky Confinement x2
Stone Body x3
Starmantle x2
Summon Monster VI x3
Summon Monster VII x3
Teleport x2
Tongues x4
True Seeing x2
Wall of Force x1
Wall of Stone x3

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

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

Equipment: Bead of Newt Prevention, Belt of Repair, Bracers of Arcane Freedom, Circlet of Clarity (+4 INT, +1 WIS), Gloves of the Starry Sky (+1 DEX), Greater Amulet of Tears (+3 Resistance), Greater Ribbon of Disguise, Handy Haversack, Mind Blank RingRing, Radiant Earring of Arcane Acuity, Ribbon of Disguise, Ring of Protection from Evil, Translocating Boots of the Wide Earth, Wand of Repair Critical Damage: x2 (50 charges each)
 
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Name: Mercy of the Soul
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Animalistic Power, Divine Protection, Glitterdust, Ice Slick, Mass Aid, Mass Conviction), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Elemental Air-Positive Energy Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8+16 (52 HP)
--Buffed: 39 +1d8+6 Temp HP (Mass Aid) = 52 +1d8

Armor Class:
10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19 (Flat-Footed: 14/16, Touch: 17/19)
--Buffed: 10 +4 (DEX; Animalistic Power) +4 (Armor; Mage Armor) +4 (Shield; Shield) +3 (Natural Armor; Barkskin) +3 (Deflection; Shield of Faith) +1 (Morale; Divine Protection) = 29 (Flat-Footed: 25, Touch: 26)

Movement:
Ground (30ft), Flight (100ft; Perfect Maneuverability)

Initiative: +3 (DEX) +1 (Eye of Truth) = +4
--Buffed: +4 (DEX; Animalistic Power) +1 (Eye of Truth) = +5

Base Attack Bonus: +8/+3; Melee (+6 Masterwork Razor-Edged Dagger[1d4, 19-20/x2, 10ft Increment]), Ranged (+11/+6 Masterwork Double Light Repeating Crossbow[2d8, 19-20/x2, 80ft Increment])
--Buffed Melee (Animalistic Power & Mass Aid): +9/+4 Masterwork Razor-Edged Dagger[1d4+1, 19-20/x2, 10ft Increment]
--Buffed Range (Animalistic Power & Blessed Aim): +15/+10 Masterwork Light Double Repeating Crossbow[2d8, 19-20/x2, 80ft Increment]

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

STATS:
8 (-1) Strength
--Buffed: +2 (Animalistic Power) = 10 (+0)
16 (+3) Dexterity
--Buffed: +2 (Animalistic Power) = 18 (+4)
12 +2 = 14 (+2) Constitution
14 (+2) Charisma
19 +2 = 21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2(Con) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +11 or +13(vs Evil)
--- OR +1 (Morale; Divine Protection) = +9 or +11(vs Evil)

REFLEX: 6 +3(Ref) + 2(Resistance) = +9 or +11(vs Evil)
--Buffed: +1 (Dex; Animalistic Power) +3 (Morale; Mass Conviction) = +13 or +15(vs Evil)
--- OR +1 (Dex; Animalistic Power) +1 (Morale; Divine Protection) = +11 or +13(vs Evil)

WILL: 6 +2(Wis) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +11 or +13(vs Evil)
--- OR +1 (Morale; Divine Protection) = +9 or +11(vs Evil)

SKILLS
Concentration: 11 +2(CON) = 13
Craft (Alchemy): 11 +5(INT) = 16
Heal: 11 +2(WIS) = 13
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Dungeoneering): 7 +5(INT) = 12
Knowledge (Geography): 5 +5(INT) = 10
Knowledge (Nature): 7 +5(INT) = 12
Knowledge (Religion): 9 +5(INT) = 14
Knowledge (The Planes): 11 +5(INT) = 16
Knowledge (War): 5 +5(INT) = 10
Listen: 11 +2(WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +4(INT) +2(SYN) = 17
Spot: 11 +2(WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Create Water, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food & Drink (6/day)
--Level 1: Blessed Aim, Ice Slick, Mage Armor, Magic Missile(RoTF), Shield, Shield of Faith,Protection from Evil (6+2/day)
--Level 2: Animalistic Power, Barkskin, Close Wounds, Divine Protection, Glitterdust, Mirror Image (6+1/day)
--Level 3: Fireball(RoTF), Manyjaws, Mass Aid, Mass Conviction, Dispel Magic (5+1/day)
--Level 4: Freedom of Movement(RoTF), Panacea (3+1/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

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:
  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.
Healing Belt:
  • 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)
Periapt of the Sullen Sea:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
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.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Circlet of Clarity (+2 INT), Enduring Ring of Protection from Evil (+2 CON), Gloves of the Starry Sky, Goggles of the Golden Sun, Healing Belt, Masterwork Razor-Edged Dagger, Masterwork Double Light Repeating Crossbow (w/2 quivers of 20 bolts each), Necklace of Fireballs Type III (Remaining Beads: x2[5d6], x4[3d6]), Periapt of the Sullen Sea, Scrolls (Bless x6, Cure Light Wounds x10, Moment of Greatness x6)

Name: Aradia the Huntress
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Fly-By Attack, Expanded Arcana (Hawkeye, Invisibility), Deadly Aim, Weapon Focus (Longbow), Point Blank Shot, Dead Eye
-- From Heroics (as needed): Rapid Shot, Far Shot, Weapon Finesse
Flaws: Lightweight, Short Attention Span
Class Features: Elemental Air-Water Arcanum
Senses: Darkvision (60 ft)
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

Hit Dice: 8d8+16 (52 HP)
-- Buffed: 27 +1d10+6 Temp HP (False Life) = 33 +1d10
Armor Class: 10 +7 (DEX) +2 (Deflection) +4 (Shield) +4 (Mage Armor) +1 (DEX, Cat's Grace) +1 (Dodge, Haste) +2 (vs Evil) = 29/31 (Flat-Footed: 21/23, Touch: 20/22)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX) +1 (DEX, Cat's Grace) = +8
Base Attack Bonus: +8/+3;
Melee:
Razor Sharp Masterwork Adamantine Dagger - 1d4 19-20/x2 - Attack +7/+2
-- Buffed: 1d4+9 18-20/x2 - Attack +17/+17/+12 (Weapon Finesse, Cat's Grace, Haste)

Ranged:
Masterwork Long-Range Longbow of Distance +1
Range Increment: 120 ft -> maximum range 1200 ft
-- Buffed: 180 ft -> maximum range 1800 ft (Hawkeye)
-- With Bow of Distance: 360 ft -> maximum range 3600 ft
Base: 1d8 20/x3 - Attack +15 / +10
-- Buffed:
Buff Normal Deadly Aim Within 30ft. DA +30ft.

Gravity Bow, Cat's Grace, Haste, Divine Favor

DMG: 2d6+4
ATK: +23/+23/+18

DMG: 2d6+8
ATK: +21/+21/+16

DMG: 2d6+13
ATK: +24/+24/+19

DMG: 2d6+17
ATK: +22/+22/+17
+Rapid Shot
DMG: 2d6+4
ATK: +21/+21+/+21/+16

DMG: 2d6+8
ATK: +19/+19/+19/+14

DMG: 2d6+13
ATK: +22/+22+/+22/+17

DMG: 2d6+17
ATK: +20/+20/+20/+15
Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

STATS:
8 (-1) Strength
22 +2 = 24 (+7) Dexterity
--Buffed: +4 (Cat's Grace) = 26 (+8)
10 +2 =14 (+2) Constitution
12 (+1) Charisma
19 (+4) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +1 +2 (Resistance, vs Evil) = +7 /+9 (vs Evil)
REFLEX: 6 +7 (DEX) +2 (Resistance, vs Evil) = +13 /+15 (vs Evil)
WILL: 6 +2 (WIS) +2 (Resistance, vs Evil) = +8 /+10 (vs Evil)

SKILLS
Concentration: 11 +1 (CON) = 12
Disable Device: 11 +4 (INT) = 15
Hide: 11 +7 (DEX) = 18
Knowledge (Arcana): 6 +4 (INT) = 10
Knowledge (Geography): 2 +4 (INT) = 6
Knowledge (History): 2 +4 (INT) = 6
Knowledge (Nature): 5 +4 (INT) +2 (Synergy: Survival) = 11
Knowledge (War): 2 +4 (INT) = 6
Listen: 11 +2 (WIS) = 13
Move Silently: 11 +7 (DEX) = 18
Sleight of Hand: 11 +7 (DEX) = 18
Spellcraft: 11 +4 (INT) = 15
Spot: 11 +2 (WIS) +5 (Competence, Hawkeye) = 18
Survival: 11 +2 (WIS) = 13
Tumble: 11 +7 (DEX) = 18
Skill Trick: Conceal Spellcasting
Skill Trick: Mosquito's Bite

Spells Known (Caster level 8):
--Level 0:
Read Magic, Detect Magic, Guidance, No Light, Arcane Mark, Message, Fire Eyes (6/day)
--Level 1: Divine Favor, Gravity Bow, Hawkeye, Heightened Awareness, Mage Armor, Magic Missile(RoTF), Shield, Windy Escape (6+1/day)
--Level 2: Cat's Grace, False Life, Heroics, Invisibility, See Invisibility (6+1/day)
--Level 3: Dispel Magic, Fireball(RoTF), Great Thunderclap, Haste (5+1/day)
--Level 4: Freedom of Movement(RoTF), Greater Invisibility (3+1/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Waterbreathing (Ex): The creature can breathe water freely.

Boneward Belt: +2 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: +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.
Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

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

Liberating Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
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.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.

Equipped Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of the Starry Sky(+2 DEX), Goggles of the Golden Sun, Greater Bracers of Archery, Handy Haversack, Liberating Amulet of Protection from Evil, Long-Range Dragonbone Longbow of Distance (+1), Quiver of Abundant Ammunition, Razorsharp Masterwork Adamantine Thinblade


Name: Valeria
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Extraordinary Artisan, Magical Artisan(Wondrous Items)
Flaws: Fussy, Noncombatant
Class Features: Elemental Water-Law Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8+8 (43 HP)
Armor Class: 10 +4 (DEX) +2(Deflection) = 16 (Flat-Footed: 12, Touch: 15)
Movement: Ground (30ft), Swim (30ft)
Initiative: +4 (DEX)
Base Attack Bonus: +7/+2

Spell Save: DC: 10 +5 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control
Resistances: 10 Acid, 10 Cold, 10 Fire
Damage Reduction: 5/Chaotic
Spell Resistance: 11

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
10 +2 = 12 (+1) Constitution
12 (+1) Charisma
19 +2 = 21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +1(CON) +2(Resistance) = +7 or +9(vs Chaos)
REFLEX: 6 +4(DEX) +2(Resistance) = +10 or +12(vs Chaos)
WILL: 6 +2(WIS) +2(Resistance) = +8 or +10(vs Chaos)

SKILLS
Appraise
: 11 +5(INT) = 16
Concentration: 11 +1(CON) = 12
Craft (Alchemy): 11 +5(INT) = 16
Decipher Script: 11 +5(INT) = 16
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Religion): 11 +5(INT) = 16
Knowledge (The Planes): 11 +5(INT) = 16
Profession (Instructor): 11 +2(WIS) = 13
Listen: 11 +2(WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +2(WIS) = 13
Spot: 11 +2(WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
--Level 1: Cure Light Wounds, Hoard Gullet, Mage Armor, Protection from Chaos, Magic Missile (6+2/day)
--Level 2: Animalistic Power, Divine Insight, Invisibility (6+1/day)
--Level 3: Channel Vigor, Shrink Item (5+1/day)
--Level 4: Dimension Door (3+1/day)

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Smite Chaos (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

Healing Belt Powers :
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Amulet of Safekeeping: Intricately engraved to resemble a small dragon sleeping atop a tiny pile of treasure, this golden amulet allows you to safely store your valuables in an extra-dimensional space hidden within your body. As per the Hoard Gullet spell, you can store up to 100 pounds of material with a volume of up to 10 cubic feet in this space. If you remove the amulet, or its magic is temporarily suppressed or Dispelled, anything kept within the space is immediately and instantly regurgitated in an uncomfortable but ultimately harmless manner (treat as Nauseated for 1 round).

Grimoire of Spell Knowledge: Each individual page is in fact a Page of Spell Knowledge, which allows the user to cast the spell contained within it using their personal power.
-Spells:
--Cantrip: Arcane Mark, Create Water, Purify Food and Drink
--1st Level: Crafter's Fortune, Heightened Awareness, Magecraft, Moment of Greatness, Shield, Unseen Servant
--2nd Level: Aid, Alter Self, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Protection from Arrows, See Invisibility, Undetectable Alignment, Unseen Crafter
--3nd Level: Channel Vigor

Equipped Items: Amulet of Safekeeping, Circlet of Clarity (+2 INT), Enduring Ring of Protection from Chaos (+2 CON), Gloves of Zephyr's Grace (+2 DEX) , Grimoire of Spell Knowledge, Healing Belt, Masterwork Medium Double Crossbow, Masterwork Razor-edged Mithral Dagger, Ring of Sustenance, Standard Sorcerer's Deep Adventurer's Kit


Name: Kira Windgraced
Alignment: Neutral Good
Race: Outsider (Medium, Native, Good)
Feats: Versatile Performer, Dilettante, 2x Expanded Arcana (Eagles Splendor, Glitterdust, Air of Nobility), Weapon Finesse
Flaws: Curious, Wild
Class Features: Elemental Air - Positive Energy - Good Arcanum
Senses: Darkvision (60 ft)
Resistances: Cold 5, Electricity 5
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]

Hit Dice: 8d8+16 (52 HP)
Armor Class: 10 +3 (DEX) = 13 (Flat-Footed: 10, Touch: 13)
-- Buffed: 10 +4 (Dex) +4 (Mage Armor) +3 (Shield of Faith) +4 (Shield) = 25 (Flat-Footed: 21, Touch: 16)
Movement: Ground (30 ft), Fly (100 ft, perfect)
Initiative: +4 (DEX) - 2 (Curious) = +2
Base Attack Bonus: +7/+2
Melee: Razor Sharp Masterwork Adamantine Rapier - 1d6+3 18-20/x2 - Attack +10/+5

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Evil
Spell Resistance: 13
Special Qualities: Fast Healing 5

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

SAVES:
FORTITUDE: 6 +2 (Con) +2 (Vs Evil) = +8/10
REFLEX: 6 +4 (Dex) +2 (Vs Evil) = +10/12
WILL: 6 +2 (Wis) +2 (Vs Evil) = +8/10

SKILLS
Bluff:
11 +2 (CHA) = 13
Concentration: 11 +2 (CON) = 13
Diplomacy: 10 +2 (CHA) +6 (Synergy) = 18
Disguise: 6 +2 (CHA) +2 (Synergy) +10 (Greater Ribbon of Disguise) = 20
Gather Information: 11 +2 (CHA) = 13
Knowledge (Arcana): 7 +4 (INT) +2 (Dilettante) = 13
Knowledge (Architecture): 2 +4 (INT) +2 (Dilettante) = 8
Knowledge (History): 4 +4 (INT) +2 (Dilettante) = 11
Knowledge (Nature): 5 +4 (INT) +2 (Dilettante) +2 (Synergy) = 13
Knowledge (Nobility): 5 +4 (INT) +2 (Dilettante) = 11
Knowledge (Religion): 4 +4 (INT) +2 (Dilettante) = 11
Knowledge (The Planes): 7 +4 (INT) +2 (Dilettante) = 13
Perform(Act): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Dance): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Oratory): 11 (Versatile Performer) +2 (CHA) = 13
Perform(Sing): 11 (Versatile Performer) +2 (CHA) = 13
Perform(String Instruments): 11 +2 (CHA) = 13
Listen: 11 +2 (WIS) - 2 (Curious) = 11
Sense Motive: 11 +2 (WIS) = 13
Sleight of Hand: 3 +4 (DEX) +2 (Synergy) = 9
Spellcraft: 6 +4 (INT) = 10
Spot: 6 +2 (WIS) - 2 (Curious) = 7
Survival: 5 +2 (WIS) +2 (Synergy) = 9

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink (6/day)
--Level 1: Comprehend Languages, Mage Armor, Magic Missile(RoTF), Protection from Evil, Shield, Shield of Faith (6+1/day)
--Level 2: Divine Insight (EA), Eagles Splendor, Glitterdust (EA), Invisibility, Mirror Image (6+1/day)
--Level 3: Air of Nobility (EA), Alter Fortune, Channel Vigor, Fireball(RoTF) (5+1/day)
--Level 4: Freedom of Movement(RoTF), Voice of the Dragon (3+1/day)

SPECIAL ABILITIES:
-- Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
-- Smite Evil (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over its normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Boneward Belt: +2 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: +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.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment

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.
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.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of the Starry Sky(+2 DEX), Goggles of the Golden Sun, Greater Ribbon of Disguise, Handy Haversack, Liberating Amulet of Protection from Evil, Violin of Building
Name: Naria the Loreseeker
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Amateur Investigator, Expanded Arcana[x2](Heroism, Tears to Wine, Visualization of the Mind), Researcher, Skill Focus(Spellcraft)
Flaws: Lightweight, Noncombatant
Class Features: Lawful Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 (39 HP)
Armor Class:
10 +4 (Mage Armor) = 14 (Flat-Footed: 14, Touch: 14)
Movement: Ground (30ft)
Initiative: +0 (DEX)
Base Attack Bonus: +6/+1

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities:
Resistances:
10 Acid, 10 Cold, 10 Fire
Damage Reduction: 5/Chaotic
Spell Resistance: 11

STATS:
8 (-1) Strength
10 (+0) Dexterity
10 (+0) Constitution
12 (+1) Charisma
18 +2 = 20 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2/8
REFLEX: 6 +2 = 6/8
WILL: 6 +2(WIS) +2 = 8/10

SKILLS
Concentration: 9
Decipher Script: 11 +6 (INT) = 17
Knowledge (Arcana): 11 +6 (INT) = 17
Knowledge (Architecture & Engineering): 11 +6 (INT) = 17
Knowledge (Dungeoneering): 11 +6 (INT) = 17
Knowledge (Geography): 11 +6 (INT) = 17
Knowledge (History): 11 +6 (INT) = 17
Knowledge (Nature): 11 +6 (INT) = 17
Knowledge (Religion): 11 +6 (INT) = 17
Knowledge (The Planes): 11 +6 (INT) = 17
Knowledge (Mathematics): 11 +6 (INT) = 17
Profession (Instructor): 11 +2 (WIS) = 13
Spellcraft: 11 +6 (INT) = 17

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
--Level 1: Comprehend Languages, Heightened Awareness, Magic Missile, Moment of Greatness, Keep Watch (6+2/day)
--Level 2: Detect Thoughts, Divine Insight, Tears to Wine, Visualization of the Mind, Invisibility (6+1/day)
--Level 3: Heroism, Shadow Enchantment, Alter Fortune (5+1/day)
--Level 4: Dimension Door (3+1/day)

SPECIAL ABILITIES:
--Smite Chaos (Su):
Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

Equipped Items: Amulet of Protection from Evil, Circlet of Clarity (+2 INT)

Name: Diana, the Sea Sprite
Alignment: Neutral Good
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Aboleth's Lung, Mass Aid, Mass Conviction, Dispel Magic, Swim), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Love of Nature
Class Features: Good Elemental Air-Water-Positive Energy Arcanum
Senses: Darkvision
(60 ft)

Hit Dice: 8d8 +16 (52 HP)
Armor Class:
10 +7 (DEX) +2(Deflection) = 19 (Flat-Footed: 12, Touch: 19)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX)
Base Attack Bonus: +8/+3

Spell Save: DC: 10 +5 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Evil
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
22 +2 = +24 (+7) Dexterity
12 +2 = +14 (+2) Constitution
14 (+2) Charisma
19 +2 = +21 (+5) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 6 +2(CON) + 3(Resistance) = +11
REFLEX: 6 +7(DEX) + 3(Resistance) = +16
WILL: 6 +2(WIS) + 3(Resistance) = +11

SKILLS
Concentration: 11 +2(CON) = 13
Diplomacy: 11 +2 (CHA) = 13
Heal: 11 +2 (CHA) = 13
Knowledge (Arcana): 11 +5(INT) = 16
Knowledge (Geography): 11 +5(INT) = 16
Knowledge (Nature): 11 +5(INT) = 16
Knowledge (The Planes): 11 +5(INT) = 16
Profession (Sailor): 11 +2(WIS) = 13
Listen: 11 +2 (WIS) = 13
Sense Motive: 11 +2(WIS) = 13
Spellcraft: 11 +5(INT) +2(SYN) = 18
Spot: 11 +2 (WIS) = 13

Spells Known (Caster level 8):
--Level 0
: Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink, Read Magic (6/day)
--Level 1: Blessed Aim, Hawkeye, Keep Watch, Mage Armor, Magic Missile(RoTF), Shield (6+2/day)
--Level 2: Aboleth's Lung, Divine Insight, Glitterdust, Resist Energy, Swim (6+1/day)
--Level 3: Dispel Magic, Fireball(RoTF), Mass Aid, Mass Conviction, Tail Current, Thunderous Roar (5+1/day)
--Level 4: Freedom of Movement(RoTF), Panacea (3+1/day)

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Gaseous Form (Sp): Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Smite Evil (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Evil foes; Smite persists until the target is dead or you rest.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

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: +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.
Healing Belt:
  • 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)
Greater Amulet of Liberation: +3 Resistance bonus to saving throws
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  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
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.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Bead of Newt Prevention, Circlet of Clarity +2, Enduring Ring of Protection from Evil (+2 CON), Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Amulet of Liberation (+3 Resistance), Healing Belt, Dragonbone Longbow (+1), Masterwork Razor-edged Adamantine Dagger, Standard Sorcerer's Deep Adventurer's Kit(™)

Name: Beryl the Strategist
Alignment: Lawful Neutral
Race: Outsider (Medium, Native, Lawful)
Feats: Fiery Burst, x3 Expanded Arcana (Divine Insight, False Life, Flashburst, Air of Nobility), Weapon Finesse
Flaws: Pride, Fussy
Class Features: Lawful - Positive Energy - Fire - Water Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 +16 [52 HP] +[False Life]
Armor Class: 10 +4 (DEX) +4 (Mage Armor) +4 (Shielded) +1 (Dodge, Haste) +2 (Deflection) = 25
Movement: Ground (30ft), Swim (30ft), (60ft, Haste)
Initiative: +4 (DEX)
Base Attack Bonus: +8/+3

Spell Save: DC: 10 +4 (INT) +Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control, Baneful Polymorph [Single use]
Resistances: 10 Acid, 15 (10 + RotF) Cold, 15 (10 + RotF) Electricity
Damage Reduction: 5/Chaotic
Spell Resistance: 13
Special Qualities: Fast Healing 5

STATS:
8 (-1) Strength
16 +2 = 18 (+4) Dexterity
12 +2 = 14 (+2) Constitution
18 (+4) Charisma
19 +2 = 21 (+5) Intelligence
12 (+1) Wisdom

SAVES:
FORTITUDE: 6 +2 + 2 = 8/10
REFLEX: 6 +4 + 2 = 10/12
WILL: 6 +1 + 2 = 7/19

SKILLS:
Bluff:
7 +4 (CHA) = 11
Concentration: 11 +2 (CON) = 13
Diplomacy: 11 +4 (CHA) +6 (SIN) = 21
Knowledge (Arcana): 11 +4 (INT) = 15
Knowledge (Architecture and Engineering): 11 +4 (INT) = 15
Knowledge (Art): 11 +4 (INT) = 15
Knowledge (Geography): 5 +4 (INT) = 9
Knowledge (Law): 11 +4 (INT) = 15
Knowledge (Nobility and Royalty): 5 +4 (INT) = 9
Knowledge (The Planes): 11 +4 (INT) = 15
Knowledge (War): 11 +4 (INT) = 15
Intimidate: 11 +4 (CHA) = 15
Sense Motive: 11 +1 (WIS) = 12

Spells Known (Caster level 8 +1 [Fire]):
Level 0: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (6/day)
Level 1: Comprehend Languages, Heightened Awareness, Mage Armor, Magic Missile, Shield (6+2/day)
Level 2: Divine Insight, False Life, Protection From Arrows, Rope Trick, Scorching Ray (6+1/day)
Level 3: Air of Nobility, Fireball(RoTF), Flashburst, Fly, Shadow Enchantment (5+1/day)
Level 4: Freedom of Movement(RoTF), Voice of the Dragon (3+1/day)

Spell-Like Abilities (CL 8):
Haste (At-Will, Self)
Scorching Ray (1/day)
Smite Chaos (Su): Once per day as a Swift Action, add Charisma bonus to Attack Rolls and Damage bonus against Chaotic foes; Smite persists until the target is dead or you rest.

SPECIAL ABILITIES:
--Waterbreathing (Ex)
: The creature can breathe water freely.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 +Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

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

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
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. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Liberation:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  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
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment

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.
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.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Equipped Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Clarity (+2 INT), Gloves of the Starry Sky(+2 DEX), Greater Amulet of Liberation, Greater Ribbon of Disguise, Handy Haversack, Radiant Earring of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Razorsharp Adamantine Thinblade (+1), Masterwork Razor-Sharp Mithril Dagger, Standard Sorcerer's Deep Adventurer's Kit(™)

Name: Nuri
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Weapon Finess, Piranha Strike, Two-Weapon Fighting, Versatile Spellcaster, Versatile Performer, Expanded Arcana
Flaws: Arcane Performer, Glory-Hound
Class Features: Elemental Fire-Air-Water-Earth-Positive-Negative Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 8d8 + 40 (CON) + 8 (CON Enhancement) (84 HP)
Armor Class: 10 +6 (DEX) + 1 (DEX Enhancement) +4 (NA) + 5 (NA, Ironskin) +2 (Deflection) +4 (Shield) +4 (Mage Armor) +1 (Dodge, Haste) = 37 (Flat-Footed: 29, Touch: 20)
Movement: Ground (30ft), Burrow (15ft) Swim (30ft), Flight (100ft; Perfect Maneuverability)
Fast Healing: 5
DR: 4/-
Resistance: Cold 5, Electricity 5

Initiative: +6 (DEX) + 1 (DEX Enhancement) + 4 (Heightened Awareness) = +11
Base Attack Bonus: +8/+3;
Melee:
2x Spell Storing Razor Sharp Adamantine Waveblade of Maiming + 1 - 1d6 + 14 18-20/x1d4 - Attack +10 / +10 / +5 / +5
-- Buffed: 1d8 + 17 15-20/x1d4 - Attack +17 / +17 / +17 / +12 / +12 (Keen, Haste, Lead Blades, Divine Favor, Blade Tutors Spirit, DEX Enhancement)


Spell Save: DC: 10 + 3 (INT) + 1 (INT Enhancement) + Spell Level
SLA:
At Will - Haste (Self Only)
2/day - Scorching Ray

STATS:
12 + 2 = 14 (+2) Strength
22 + 2 = 24 (+7) Dexterity
20 + 2 = 22 (+6) Constitution
18 + 2 = 20 (+5) Charisma
16 + 2 = 18 (+4) Intelligence
10 + 2 = 12 (+1) Wisdom

SAVES:
FORTITUDE: 6 + 5 (CON) + 1 (CON Enhancement) = 12
REFLEX: 6 + 6 (DEX) + 1 (DEX Enhancement) = 13
WILL: 6 + 1 (WIS Enhancement) = 7

SKILLS: 33
Bluff:
11 + 4 (CHA) = 15
Concentration: 11 + 5 (CON) = 16
Diplomacy: 11 + 4 (CHA) + 6 (Synergy) = 21
Disguise: 11 + 4 (CHA) + 2 (Synergy) + 10 (Greater Ribbon of Disguise) = 27
Gather Information: 11 + 4 (CHA) = 15
Knowledge (History): 2 + 3 (INT) = 5
Knowledge (Nobility): 2 + 3 (INT) = 5
Knowledge (Religion): 2 + 3 (INT) = 5
Perform(Act): 11 (Versatile Performer) + 4 (CHA) = 15
Perform(Dance): 11 + 4 (CHA) = 15
Perform(Sing): 11 (Versatile Performer) + 4 (CHA) = 15
Perform(String Instruments): 11 (Versatile Performer) + 4 (CHA) = 15
Listen: 11
Sense Motive: 11
Sleight of Hand: 11 + 6 (DEX) + 2 (Synergy) = 19
Spellcraft: 5 + 3 (INT) = 8
Spot: 11

Spells Known (Caster level 8):
--Level 0
: Amanuensis, Detect Magic, Detect Poison, Light, Mending, Message, Prestidigitation, Purify Food and Drink (6/day)
--Level 1: Divine Favor, Hermean Potential, Lead Blades, Mage Armor, Magic Missile(RoTF), Heightened Awareness (EA), Shield, (6+1/day)
--Level 2: Blade Tutors Spirit(EA), Ironskin, Mirror Image, Wraithstrike (6+1/day)
--Level 3: Air of Nobility, Call the Void, Fireball(RoTF) (5+1/day)
--Level 4: Freedom of Movement(RoTF), Greater Invisibility (3/day)

Grimoire of High Arcana:
1st Level: Shocking Grasp
2nd Level: Heroics, Rope Trick
3rd Level: Tongues

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 + Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.
--Negative Energy Ray (Su): Fire a ray of negative energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with negative energy, dealing Hit Point damage equal to 1d4 + Charisma modifier. Undead are healed by this ability. A undead creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Negative Adaption (Ex): You do take damage or require a Fortitude saving throw due to being in a Negative Energy-dominant environment.
--Negative Energy Aura (Su): Any living creature within 10 feet of you takes 1 Hit Point of damage per round due to your aura of Negative Energy. Creatures immune to Negative Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

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: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
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 (+2 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.
  3. The wearer effectively gains the Two-Weapon Fighting feat, or if they already possess it, they instead gain Improved Two-Weapon Fighting.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
Greater Warding Periapt of the Sullen Sea:
  1. Constant Protection from Evil effect
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
  4. Gain Temporary Hit Points as a Swift Action (3 Charges/Day): 1 Charge (12 Temp HP), 2 Charges (18 Temp HP), 3 Charges (24 Temp HP)
Greatreach Bracers of Devastation:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
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.
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.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
Scabbard of Keen Edges: 3/Day on command, the scabbard casts Keen Edge on any blade placed within it.

Weapons:
  1. +1 Dragonbone Longbow of Distance (+2 composite bow Strength bonus)
  2. (x2) +1 Razor Sharp Spell Storing Adamantine Waveblades of Maiming
Equipment: Anklets of Translocation, Beads of Newt Prevention (x3), Boneward Healing Belt (+2 Constitution), Earrings of Arcane Acuity, False Raven Constructs (x3 Lesser, x1 Greater), Gloves of the Starry Sky (+2 Dexterity, +2 Strength), Goggles of the Golden Sun, Greater Ribbon of Disguise, Greatreach Bracers of Devastation, Pages of Spell Knowledge(Heroics, Rope Trick, Shocking Grasp, Tongues), Periapt of the Sullen Sea (w/Amulet of Protection from Evil & Amulet of Tears effects), Ring of Mystic Defiance, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+2 Charisma, +2 Intelligence, +2 Wisdom), Scabbard of Keen Edges, +1 Dragonbone Longbow of Distance (+2 Strength bonus), +1 Spell Storing Adamantine Waveblade of Maiming (x2)
 
The Misfits:
Denys Trainer

An alchemist by trade, Denys eschews the complex spell formulas, ritual prayers and blood begotten powers of other mages in favor of trusting his success, and often his life, to arcane reagents and careful preparation. Though not a knight his early years, first as a page in Dragonstone than a squire under ser Malcolm Sunglass have instilled in him a sense of genuine chivalry alongside courteous speech, while his tumultuous later life has instilled in him a great many unusual and even esoteric skills.


Name: Ser Denys Trainer
Alias: The Alchemist, Crystal Whisperer
Age: 25
Alignment: Lawfully Good
Race: Human
Level: 10
Class: Rogue 1/Alchemist 9
Feats: Able Learner, Brew Potion, Extra Discovery, Maester Trained, Point-Blank Shot, Precise Shot, Throw Anything, Weapon Finesse
Flaws: Chivalrous Courtesy
Class Features: Alchemy, Bomb 5d6 (17/Day), Mutagen, Poison Resistance, Poison Use, Sneak attack +1d6, Swift Alchemy, Swift Poisoning, Trapfinding

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

Description: Standing tall, he is an ashen-haired man who holds himself with a quiet dignity, readily enough to be found in well-worn travelling clothes but knowing well the use to courtly attire for all his ill-fortune, the better to mask the faded scars of battle both real and otherwise.

HP: 1d6 + 9d8 + 30 (CON) = 83
AC: 10 + 5 (DEX) +9 (Celestial Glamered Reinforced Segmented Mithral Breastplate (+3) + 1 Dodge (Channel Vigor) +2 Deflection vs Evil/Good = 25/27
Movement: 30 ft + 30 ft (AoRT) = 60 ft
Initiative: +5 (DEX)
Base Attack: +7/+2 + 5 (DEX) + 1 (Channel Vigor; Haste); Valyrian Steel Weapons (+2 Enhancement), Throw Anything (+1 Circumstance)
  • Valyrian Steel Dagger (+2): +15/+15/+10 (1d4+7/19-20 x2)
  • Valyrian Steel Thinblade (+2): +15/+15/+10 (1d8+7/18-20 x2)
  • Alchemical Bombs:
    • Normal: +14/+9 (5d6+8)
      • vs Targets within 30ft: +15/+10 (5d6+9)
    • w/Channel Vigor "Limbs" effect: +14/+14/+9 (5d6+8)
      • vs Targets within 30ft: +15/+15/+10 (5d6+9)
    • w/Channel Vigor "Mind" effect: +17/+12 (5d6+8)
      • vs Targets within 30ft: +18/+13 (5d6+9)
Weapon Proficiency: Dagger, Longsword, Crossbow, Lance
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:
11* (+0) Strength
16 +4 = 20 (+5) Dexterity
13 +3 = 16 (+3) Constitution
22 +4 = 26 (+8) Intelligence
12 (+1) Wisdom
12 (+1) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +6 to all Saves vs Poison
FORTITUDE: 7 + 3 (CON) + 5 (Resistance) = 15
REFLEX: 7 + 5 (DEX) + 5 (Resistance) + 1 (CV) = 18
WILL: 3 + 1 (WIS) + 5 (Resistance) = 9

SKILLS:
Bluff
: 0 + 1 (CHA) + 6 (CV) = 7
Concentration: 0 + 3 (CON) + 6 (CV) = 9
Craft (Alchemy): 13 + 8 (INT) + 9 (AL) = 30
Diplomacy: 13 + 1 (CHA) + 4 (SYN) = 18
Intimidate: 0 + 1 (CHA) + 6 (CV) = 7
Knowledge (Arcana): 13 + 8 (INT) + 1 (MT) + 4 (CV) = 26
Knowledge (History): 5 + 8 (INT) + 1 (MT) + 4 (CV) = 18
Knowledge (Local): 5 + 8 (INT) + 1 (MT) + 4 (CV) = 18
Knowledge (Nature): 13 + 8 (INT) + 1 (MT) + 4 (CV) = 26
Knowledge (Nobility & Royalty): 5 + 8 (INT) + 1 (MT) + 4 (CV) = 18
Knowledge (Planes): 13 + 8 (INT) + 1 (MT) + 4 (CV) = 26
Knowledge (Religion): 13 + 8 (INT) + 1 (MT) + 4 (CV) = 26
Listen: 13 + 1 (WIS) + 4 (CV) = 18
Ride: 6 + 5 (DEX) = 11
Sense Motive: 13 + 1 (WIS) = 14
Spellcraft: 13 + 8 (INT) + 2 (SYN) = 23
Spot: 13 + 1 (WIS) + 4 (CV) = 18

Secondary Skills:
Knowledge (Architecture & Engineering): 3 + 8 (INT) + 1 (MT) + 4 (CV) = 16
Knowledge (Economics): 3 + 8 (INT) + 1 (MT) + 4 (CV) = 16
Knowledge (Geography): 3 + 8 (INT) + 1 (MT) + 4 (CV) = 16
Knowledge (Law): 3 + 8 (INT) + 1 (MT) + 4 (CV) = 16
Knowledge (Mathematics): 3 + 8 (INT) + 1 (MT) + 4 (CV) = 16

Formulae Known (Caster Level 9):
Level 1: Ant Haul, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Heightened Awareness, Identify, Illusion of Calm, Invisibility Alarm, Keen Senses, Linebreaker, Longshot, Obscure Poison, Polypurpose Panacea, Reduce Person, See Alignment, Shield, Shock Shield, Targeted Bomb Admixture, Tears to Wine, Touch of the Sea, True Strike, Vocal Alteration
Level 2: Aid, Alchemical Allocation, Alter Self, Blur, Cure Moderate Wounds, Bear's Endurance, Bull's Strength, Darkvision, Delay Poison, Detect Thoughts, Eagle's Splendor, Enshroud Thoughts, False Life, Fiery Runes, Investigative Mind, Invisibility, Owl's Wisdom, Resist Energy, Undetectable Alignment, Shadow Bomb Admixture
Level 3: Battle Trance, Bouncing Bomb Admixture, Burrow, Cure Serious Wounds, Fly, Haste, Heroism, Monstrous Physique, Paragon Surge, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Communal, Tongues, Water Breathing

Extract Load-Out (Caster Level 9):
Level 1 (5+2/Day): Bomber's Eye, Comprehend Languages, Detect Secret Doors, Heightened Awareness, Targeted Bomb Admixture x2, True Strike
Level 2 (4+2/Day): Aid, Alchemical Allocation, Detect Thoughts, Fiery Runes, Investigative Mind, Invisibility
Level 3 (3+2/Day): Battle Trance, Heroism, Monstrous Physique, Paragon Surge x2

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
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.
Boro Beads: 1st level (x2 beads), 2nd level (x1 bead)
  • Once per day on command, a Boro Bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. A bead works on an infusions, but not a potion, elixir, bomb, mutagen, or non-magical Alchemical material such as antitoxin.
Cloak of the Hedge Wizard (Conjuration):
Earring of Arcane Acuity: +4 Intelligence
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Glamered Celestial Reinforced Segmented Mithral Breastplate (+3): Armor Class: +9, Max Dexterity Bonus: +11, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Speed: 30ft, Weight: 7.5 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.
Greater Pendant of Warding: +3 Constitution, +5 Resistance bonus to saving throws
  • Constant Protection from Evil and Protection from Good 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.
Healing Belt of Resources:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • As often as once per round as a Standard Action, using the Full Pouch spell effect, you can draw out a duplicated Alchemical item which is stored in the pouch. Only one such duplicated item can exist at any given time.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Vitriolic Poisoner's Gloves of the Balanced Hand: +4 Dexterity
  1. You benefit from the Two-Weapon Fighting feat while wearing these gloves.
  2. Your melee Touch attacks deal 1d6 points of Acid damage. If you wield a weapon or make an attack with an Unarmed Strike or Natural Weapon, that attack gains the Corrosive weapon special ability.
  3. Your hands are protected from the Acid ability of oozes, allowing you to use them to attack oozes with Unarmed Strike or Natural Attack without risk of harm from contact with the ooze. These Unarmed Strikes and Natural Attacks never cause an ooze to split.
  4. Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves. You can deliver the dose to a target as a melee touch attack or as part of an Unarmed Strike. In the case of a personal infused extract, the opponent receives both a Fortitude save and may benefit from Spell Resistance. You can use both gloves in the same round using Two-Weapon Fighting. Filling a glove is a Full-Round Action that provokes Attacks of Opportunity.
Potions
x3 Potion of Aid
x3 Potion of Bear's Endurance
x3 Potion of Blur
x12 Potion of Cure Light Wounds
x4 Potion of Darkvision
x3 Potion of Invisibility
x3 Potion of Lesser Restoration
x4 Potion of Remove Blindness/Deafness
x4 Potion of Remove Curse
x4 Potion of Remove Disease

Alchemical Items
x10 Alchemist's Fire
x8 Auran Mask
x10 Liquid Ice
x5 Alchemical Flare Stake
x5 Antitoxin
x10 Explosive Pack
x12 Fungal Stun Vials
x12 Healing Salve
x5 Liquid Smoke
x5 Sleep-Smoke
x12 Sunrods
x12 Tanglefoot Bag

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)
Equipped Magic items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boro Beads, Bronze Longsword (+1 Ghost Touch), Celestial Glamered Reinforced Segmented Mithral Breastplate (+3), Cloak of the Hedge Wizard (Conjuration), Earring of Arcane Acuity (+4 INT), Greater Pendant of Warding, Greater Ribbon of Disguise, Handy Haversack, Healing Belt of Resources, Launcher, Mind Blank Ring, Muleback Cords(Slotless), Quick Runner's Shirt, Ring of Endurance, Ring of Sustenance (Slotless), Soulfire Mithral Bracers (+1), Valyrian Steel Thinblade (+2), Valyrian Steel Dagger (+2), Vial of Efficacious Medicine, Vitriolic Poisoner's Gloves of the Balanced Hand (+4 DEX)

Chun Ting Lo

Chun Ting Lo has been many things in his life, earnest disciple of the Middle Way, brash youth and rootless exile, drunkard and hero, but though it all he has learned many lessons that others might have missed, always listening for deeper truths, even when he would rather have closed his ears to them. Generally a jovial man with a budding sense of purpose thought on by the challenges of a changing world. It is a fool and often a short-lived one who underestimates that purpose.


Name: Chun Ting Lo
Alias: 'Ting', The Easterner, Adept of the Moon-Blessed Silver Steps
Age: 31
Alignment: Neutral Good
Race: Human
Level: 10
Class: Unchained Monk 10
Feats: Combat Reflexes, Dodge, Following Step, Hammer the Gap, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Medusa's Wrath, Mobility, Power Attack, Step Up, Step Up and Strike
Flaws: Overprotective, Sentimental
Class Features: Improved Evasion, Fast Movement (+30ft), Flurry of Blows, Purity of Body, Qi Pool, Qi Strike (Magic, Cold Iron, Silver, Lawful), Qi Power, Still Mind, Stunning Fist, Style Strike (Flying Kick), Style Strike (Foot Stomp)

Languages Spoken: Yi Tish (Jinqi Dialect), Westerosi Common, Low Valyrian (Volantene, Myrish, Braavosi), Lhazarene, Qartheen

Description: This man stands at above average height, for an Easterner that is, with closely cropped black hair and dark eyes, with wide-set shoulders and large arms brimming with muscle. He is somewhat stocky for all that, with the beginnings a gut covering much muscle, but he has not in the least gone to seed. He most often wears clothes of common make, the only noteworthy apparel being a set of odd sandals, occasionally a tunic that looks almost robe-like.

HP: 10d10 + 30 (CON) = 95
AC: 10 + 3 (DEX) + 5 (WIS) +3 (AC Bonus) + 1 (Dodge) + 1 Dodge (Channel Vigor) +4 (Mage Armor) +2 Deflection vs Good/Evil = 23/27/29; +4 vs Attacks of Opportunity
Movement: 30 ft + 30 ft (Fast Movement) = 60 ft
Initiative: +3 (DEX) + 2 (Belt) = +5
Base Attack: +10/+5 + 6 (STR) + 2 (Amulet) + 1 (CV)
  • Normal: +19/+19/+14 (2d6 + 1d6[Acid] + 6; x2); Unarmed Strikes count as Magic, Silver, Cold Iron, and Lawful for the purpose of overcoming Damage Reduction.
    • w/Flurry of Blows: +19/+19/+19/+14 (2d6 + 1d6[Acid] + 6; x2)
      • w/Ki Expenditure: +19/+19/+19/+19/+14 (2d6 + 1d6[Acid] + 6; x2)
  • Special:
    • Jabbing Style: After the first successful attack, the damage from all subsequent attacks in that round increases by +1d6.
    • Hammer the Gap: Your 2nd consecutive strike in a round inflicts +1 bonus damage, +2 for the 3rd, +3 for the 4th, and +4 for the 5th.
Weapon Proficiency: Martial weapons (Various)
Immunities: Diseases, Possession/Mind Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects

STATS:
18 +4 = 22 (+6) Strength
13 +3 = 16 (+3) Dexterity
14 +2 = 16 (+3) Constitution
12 (+1) Intelligence
16 +4 = 20 (+5) Wisdom
10 (+0) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +2 bonus against Enchantment
FORTITUDE: 7 + 3 (CON) + 5 (Resistance) = 15
REFLEX: 7 + 3 (DEX) + 5 (Resistance) = 15
WILL: 3 + 5 (WIS) + 5 (Resistance) = 13

SKILLS:
Acrobatics: 13 + 3 (DEX) = 16
Bluff: 0 + 0 (CHA) + 6 (CV) = 6
Concentration: 0 + 3 (CON) + 6 (CV) = 9
Hide: 6 + 3 (DEX) = 9
Intimidate: 0 + 0 (CHA) + 6 (CV) = 6
Listen: 13 + 5 (WIS) + 4 (CV) = 22
Move Silently: 6 + 3 (DEX) = 9
Knowledge (History): 5 + 1 (INT) + 4 (CV) = 10
Knowledge (Religion) 5 + 1 (INT) + 4 (CV) = 10
Spot: 13 + 5 (WIS) + 4 (CV) = 22
Sense Motive: 13 + 5 (WIS) = 18

Secondary Skills:
Diplomacy: 5 + 0 (CHA) = 5
Knowledge (Economics): 3 + 1 (INT) + 4 (CV) = 8
Knowledeg (Local): 3 + 1 (INT) + 4 (CV) = 8
Ride: 3 + 3 (DEX) = 6

Special Abilities:
  • Qi Powers: Ki Pool: 10 + 2 (Ring) = 12
    • Empty Body (Su): As a Move Action, you can become Ethreal for one minute, as if using the Etherealness spell, with caster level determined by your Unchained Monk level. Only you and your equipment are affected. Cost: 3 Ki (2 using Ring)
    • Insightful Wisdom (Su): As an Immediate Action, you can give an ally within 30 feet just the right word of advice to prevent disaster. If the ally can hearyou, they can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. Cost: 2 Ki (1 using Ring)
    • Ki Guardian (Su): As an Immediate Action before you roll a saving throw against a targeted effect that also targets your allies or an area effect whose area includes them, you can spend any number of Ki points and designate a number of adjacent allies equal to the number of Ki points spent. You roll one saving throw for each designated ally, using your bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if they had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if they had failed the saving throw. If you fail any of the saving throws (including your own), you treat the effect as if you had failed the saving throw. Cost: Variable (Reduce by 1 using Ring)
    • Quivering Palm (Su): As a Standard Action made as part of an attack roll, you set up vibrations within the body of another creature that can thereafter be fatal if you desire. Creatures immune to Critical Hits cannot be affected. If the attack hits and the target takes damage from the blow, the Quivering Palm attack succeeds. Thereafter, you can try to slay the victim at any time within a number of days equal to your Unchained Monk level. To make such an attempt, you merely will the target to die as a Free Action. Unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 Unchained Monk level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Quivering Palm attack, but it can still be affected by another one at a later time. You can have no more than one quivering palm in effect at one time, and if you use Quivering Palm while another is still in effect, the previous one is negated. Cost: 4 Ki (3 using Ring)
  • Style Strikes:
    • Flying Kick: You leap through the air to strike a foe with a kick. Before the attack, you can move a distance equal to your Fast Movement bonus. This movement is made as part of your Flurry of Blows attack and does not require an additional action. At the end of this movement, you must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
    • Foot Stomp: The monk stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe's movement is restricted. Until the start of the monk's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
  • 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

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.
Belt of the Battle Master: +4 Constitution, +2 Competence bonus to Initiative
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  3. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Cloak of the Hedge Wizard (Conjuration):
Greater Pendant of Warding: +5 Resistance bonus to saving throws
  1. Constant Protection from Evil and Protection from Good effect.
  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
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  • It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  • While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Insightful Earring of Arcane Acuity: +4 Wisdom
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Monk's Robe: Outwardly, this appears to be nothing more than a simple brown robe.
  1. If the wearer has levels in Monk, her AC and unarmed damage is treated as a Monk of five levels higher.
  2. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
Psionic Tattoos:
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Ring of Ki Mastery:
  • You can store up to 2 Ki points in this ring as a Swift Action, where they remain until used. You can use them normally or leave them in the ring to gain the following benefits:
    • As long as there is at least one Ki point stored in the ring, you gain a +2 bonus to resist Grapple, Reposition, and Trip attempts.
    • As long as there are at least 2 Ki points stored in the ring, you reduce the number of Ki points needed to use a Ki ability by 1 (to a minimum of 1 Ki point).
Soulfire Greatreach Bracers (+1):
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Vitriolic Gloves of Here's Strength: +4 Strength, +3 Dexterity
  1. Your melee Touch attacks deal 1d6 points of Acid damage. If you wield a weapon or make an attack with an Unarmed Strike or Natural Weapon, that attack gains the Corrosive weapon special ability.
  2. Your hands are protected from the Acid ability of oozes, allowing you to use them to attack oozes with Unarmed Strike or Natural Attack without risk of harm from contact with the ooze. These Unarmed Strikes and Natural Attacks never cause an ooze to split.
Potions
x1 Potion of Aid
x1 Potion of Bear's Endurance
x1 Potion of Blur
x3 Potion of Cure Light Wounds
x1 Potion of Darkvision
x1 Potion of Invisibility
x1 Potion of Lesser Restoration
x1 Potion of Remove Blindness/Deafness
x1 Potion of Remove Curse
x1 Potion of Remove Disease

Alchemical Items
x5 Alchemist's Fire
x3 Antiplague
x3 Antitoxin
x3 Auran Mask
x10 Fungal Stun Vials
x20 Healing Salve
x5 Liquid Ice
x5 Sleep-Smoke

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)
Magic Items Equipped: Anklets of Translocation, Bead of Newt Prevention, Belt of the Battle Master (+4 CON), Cloak of the Hedge Wizard (Conjuration), Greater Ribbon of Disguise, Handy Haversack, Insightful Earring of Arcane Acuity (+4 WIS), Monk's Robe, Muleback Cords(Slotless), Psionic Third Eye: Conceal, Quick Runner's Shirt, Ring of Mighty Fists (+2), Ring of Ki Mastery, Ring of Sustenance (slotless), Soulfire Greatreach Bracers (+1), Vitriolic Gloves of Hero's Strength (+4 STR, +3 DEX)

Ser Criston Storm

Gruff and oft cynical Ser Criston nonetheless has his own rough charm and his skill afoot and ahorse none can doubt. Though born a bastard he does not particularly resent his birth, in truth it is more guilt that lingers in his mind when he ponders the fate of his kin, when he allows himself to ponder it, for he like many others has felt that most painful barb of war that pits brother against brother and kin against kin. The knight knows that he will likely never set foot in Blackhaven in peace, but he hopes that a new path might open before him though his service of yet another Dragon.


Name: Ser Criston Storm
Alias: The Bastard of Blackhaven
Age: 47
Alignment: True Neutral
Race: Human
Level: 10
Class: Human Paragon 3/Fighter 4/Occult Slayer 3
Feats: Agile Shield Fighter, Combat Reflexes, Mage Slayer, Improved Shield Bash, Mounted Combat, Ride-By Attack, Shield Specialization, Shield Ward, Stand Still, Step Up, Weapon Focus (Bastard Sword)
Flaws: Bitter, Implacable
Class Features: Adaptive Learning [Knowledge: War], Auravision, Magical Defenses (+2), Mind Over Magic (2/Day), Weapon Bond
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones)

Description: Some men age well, and some more poorly than others. This knight has a definite debonair air about him, despite his superficially gruff exterior he is more well kept than a common-born Freerider, dressing in comfortable clothes when out of armor and even bathes more frequently than some Knights. The only concession to his active ruse is the wild mane of light hair that looks constantly wind-tousled.

HP: 3d8 + 7d10 + 40 (CON) = 101
AC: 10 + 2 (DEX) +12 (Reinforced Segmented Valyrian Steel Fullplate +3) + 5 (SS; +1 Animated Spiked Extreme Shield) + 1 Deflection + 1 (Dodge) = 31; +1 Deflection vs Good/Evil; +5 vs Ranged; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30 ft + 30 ft (BotBC) = 60 ft
Initiative: +2 (DEX) + 2 (Belt) = +4
Base Attack: +9/+4 + 7 (STR) + 1 (WF) + 1 (Channel Vigor); Valyrian Steel Bastard Sword (+3 Enhancement)
  • Spiked Shield Damage:
    • Normal: +17 (1d6+7; x2)
  • Sword Damage:
    • Normal: +21/+21/+16 [1d10 + 13; 19-20/x2]
      • Magebane: +23/+23/+18 [1d10 +2d6 + 15; 19-20/x2]
    • Sword & Shield: +19/+19/+14 [1d10 + 13; 19-20/x2] and +15 (1d6+7; x2)
      • Magebane: +21/+21/+16 [1d10 +2d6 + 15; 19-20/x2] and +15 (1d6+7; x2)
    • Special: Acts as a Ghost Touch weapon, inflicts +1d6 additional damage against Undead, and can make Critical Hits and perform Sneak attacks against them as if they were living creatures.
Weapon Proficiency: Dagger, Mace, Longsword, Bastard Sword, Greatsword, Lance
Immunities: Possession/Mind Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
DR: 5/- (up to 50 HP)

STATS:
20* +4 = 24 (+7) Strength
14 (+2) Dexterity
14 +4 = 18 (+4) Constitution
12 (+1) Intelligence
13 + 1 = 14 (+2) Wisdom
13 + 1 = 14 (+2) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +2 vs Magic Effects
FORTITUDE: 8 + 4 (CON) + 5 (Resistance) = 17
REFLEX: 3 + 2 (DEX) + 5 (Resistance) + 1 (CV) = 11
WILL: 7 + 2 (WIS) + 1 (MS) + 5 (Resistance) = 15

SKILLS:
Bluff: 6 + 2 (CHA) + 6 (CV) = 14
Concentration: 5 + 3 (CON) + 6 (CV) = 14
Diplomacy: 6 + 2 (CHA) + 6 (SYN) = 14
Handle Animal: 6 + 2 (CHA) = 8
Intimidate: 0 + 2 (CHA) + 6 (CV) = 8
Knowledge (Arcana): 4 + 1 (INT) + 4 (CV) = 9
Knowledge (Nobility): 5 + 1 (INT) + 4 (CV) = 10
Knowledge (War): 13 + 1 (INT) + 4 (CV) = 18
Listen: 0 + 2 (WIS) + 4 (CV) = 6
Ride: 8 + 2 (DEX) = 10
Sense Motive: 6 + 2 (WIS) = 8
Spellcraft: 5 + 1 (INT) = 6
Spot: 6 + 2 (WIS) + 4 (CV) = 12

Special Abilities:
  • Mind Over Magic (Su): As per the Spell Turning spell, usable up to 2/Day.
  • Auravision (Su): You gain the ability to see magical auras at a range of up to 60 feet as a Free Action, as if using the Detect Magic spell.
  • Vicious Strike (Ex): When you hit a spellcaster mid-casting, you deal double damage if the attack hits and add your Occult Slavery level to the DC of the Concentration check needed for the spell to succeed.
  • Weapon Bond/Magebane (Ex): Using your bonded weapon, in this case Oathkeeper, you are treated as possessing the Magebane special ability, which effectively increases the weapons' Enhancement bonus by +2 and its damage by +2d6 when used against enemies capable of casting Arcane spells or using Arcane spell-like abilities.
  • 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

Belt of the Battle Master: +4 Constitution, +2 Competence bonus to Initiative
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  3. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Corpse-Ferrying Bag:
  • This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.
Earring of Arcane Acuity: +1 Wisdom, +1 Charisma
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Gloves of Hero's Strength: +4 Strength
  • 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

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

Pendant of Warding: +5 Resistance bonus to saving throws
  1. Constant Protection from Evil and Protection from Good 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.
Psionic Items:
Psionic Tattoos:
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Reinforced Segmented Valyrian Steel Fullplate (+3): Armor Bonus: +12, Max Dexterity Bonus: +2, Armor Check Penalty: -5, Arcane Spell Failure: 35%, Speed: 20ft, Weight: 50 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.
Resistant Cloak of the Hedge Wizard (Conjuration): +1 Resistance bonus to saving throws
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Soulfire Greatreach Bracers of Quickstrike (+1):
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Spiked Animated Extreme Shield: AC Bonus: +3 + 1 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Damage: 1d6 (Piercing), x2
  2. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  3. 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.
Translocating Boots of the Battle Charger:
  • Benefit from a +30ft Enhancement bonus to ground movement speed.
  • 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  • If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
  • 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.
Valyrian Steel Bastard Sword (+3): 1d10+3; 19-20/x2
  • 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.
Potions
x1 Potion of Aid
x1 Potion of Bear's Endurance
x1 Potion of Blur
x3 Potion of Cure Light Wounds
x1 Potion of Darkvision
x1 Potion of Invisibility
x1 Potion of Lesser Restoration
x1 Potion of Remove Blindness/Deafness
x1 Potion of Remove Curse
x1 Potion of Remove Disease

Alchemical Items
x5 Alchemist's Fire
x3 Antiplague
x3 Antitoxin
x3 Auran Mask
x10 Fungal Stun Vials
x20 Healing Salve
x5 Liquid Ice
x5 Sleep-Smoke

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)
Equipped Magic Items: Bead of Newt Prevention, Belt of the Battle Master (+4 CON), Corpse-Ferrying Bag, Earring of Arcane Acuity (+1 WIS, +1 CHA), Gloves of Hero's Strength (+4 STR), Greater Ribbon of Disguise, Handy Haversack, Mind Blank Ring, Pendant of Warding, Quick Runner's Shirt, Reinforced Segmented Valyrian Steel Fullplate (+3), Resistant Cloak of the Hedge Wizard (Conjuration), Ring of Endurance, Ring of Protection(Slotless; +1 Deflection), Ring of Sustenance (Slotless), Soulfire Greatreach Bracers of Quickstrike (+1), Spiked Animated Extreme Shield (+1), Translocating Boots of the Battle Charger, Valyrian Steel Bastard Sword (+3)

Ceria Storm

Were one given but a single word to describe Ceria Strom, that word would be 'ambition'. Whether upon the field of battle or the king's court she seeks to rise high in standing and in worth, for only the mighty are masters of their own fate. In that spark of pride, one might see the echo of Duran Godsgrief, just as the sorcery she wields is of the blood of Elenei, the power of the storm. By what path those gifts were passed to her and whom she was born of is a secret the sorceress yet keeps for herself alone.


Name: Ceria 'Storm'
Alias: Storm's Daughter
Age: 23
Alignment: Chaotic Neutral
Race: Human
Level: 10
Class: Favored Soul 8/Sacred Exorcist 2
Feats: Chain Spell, Divine Metamagic, Extend Spell, Knowledge Devotion, Reach Spell, Storm Bolt, Versatile Spellcaster, Weapon Focus (Warhammer)
Class Features: Deity's Weapon Focus, Energy Resistance (electricity), Exorcism, Turn Undead
Flaws: Pride, Paranoid
Languages Spoken: Westerosi Common, Celestial, Infernal, Auran, Aquan

Description: Black of hair and with stormy eyes, her choice of dress has more to do with circumstance than any lack of interest, for though on dusty roads she will readily wear sturdy leathers or drab and simple clothes, they are well-kept and clean with impeccable, perhaps even meticulous care. Given the opportunity she is just as likely to be found in the style of Crownlander nobility with both refinement and grace, always aware is she of the latest trends.

HP: 87
AC: 10 + 1 (DEX) + 12 (Celestial Glamered Reinforced Segmented Mithral Fullplate +3) +3 (Heavy Mithril Shield +1) + 1 Dodge (Channel Vigor), +2 Deflection vs Evil/Good = 27/29
Movement: 30 ft + 30 ft (AoRT) = 60 ft
Initiative: +1 (DEX)
Attack: +7/+2 + 1 (STR) + 1 (Weapon Focus) + 1 (Channel Vigor); Valyrian Steel Warhammer: +2 (Enhancement)
  • Damage:1d8 + 2 (Enhancement) + 1 (STR)
    • Normal: +12/+12/+7 (1d8+3; x3)
    • w/Divine Favor: +15/+15/+10 (1d8+6; x3)
    • w/Divine Power: +17/+17/+12 (1d8+5; x3)
    • w/Divine Favor & Divine Power: +20/+20/+15 (1d8+8; x3)
Spell Save: DC: 10 + 6 (CHA) = 16 + spell level
Weapon Proficiency: Dagger, Mace, Warhammer, Crossbow
Immunities: Possession/Mind Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Fire 5, Electricity 15

STATS:
9* +3 = 12 (+0) Strength
10 +2 = 12 (+1) Dexterity
12 +4 = 16 (+3) Constitution
14 (+2) Intelligence
16 +2 = 18 (+4) Wisdom
18 +4 = 22 (+6) Charisma
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 6 + 3 (CON) + 5 (Resistance) = 14
REFLEX: 6 + 1 (DEX) + 5 (Resistance) + 1 (CV) = 13
WILL: 7 + 4 (WIS) + 5 (Resistance) = 16

SKILLS:
Bluff: 0 + 6 (CHA) + 6 (CV) = 12
Concentration: 13 + 3 (CON) + 6 (CV) = 22
Diplomacy: 13 + 6 (CHA) + 2 (SYN) = 21
Heal: 3 + 4 (WIS) = 7
Intimidate: 0 + 6 (CHA) + 6 (CV) = 12
Knowledge (Arcana): 13 + 2 (INT) + 4 (CV) = 19
Knowledge (Religion): 13 + 2 (INT) + 4 (CV) = 19
Listen: 0 + 4 (WIS) + 4 (CV) = 8
Ride: 5 + 0 (DEX) = 5
Sense Motive: 13 + 4 (WIS) = 17
Spellcraft: 13 + 2 (INT) + 2 (SYN) = 17
Spot: 0 + 4 (WIS) + 4 (CV) = 8

Secondary Skills:
Bluff: 3 + 6 (CHA) = 9
Knowledge (Local): 3 + 2 (INT) + 4 (CV) = 9
Knowledge (Nobility): 3 + 2 (INT) + 4 (CV) = 9

Spells Known (Caster level 10/11 [Electricity]):
Level 0: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Light, Mending, Purify Food and Drink, Read Magic, Stabilize (6/Day)
Level 1: Bless, Conviction, Divine Favor, Lesser Vigor, Magic Missile (RotF), Protection from Evil, Shield of Faith (6+2/Day)
Level 2: Boneshaker, Close Wounds, Divine Protection, Guidance of the Avatar, Silence, Tyche's Touch (6+2/Day)
Level 3: Alter Fortune, Dispel Magic, Fireball (RotF), Hydrophobia, Mystic Lash, Shivering Touch (6+1/Day)
Level 4: Assay Spell Resistance, Dimensional Anchor, Divine Power, Freedom of Movement(RotF), Panacea (5+1/Day)
Level 5: Commune(RotF), Geniekind, Plane Shift, Righteous Might, Teleport (RotF) (3+1/Day)

Grimoire of High Arcana:
Level 1: Cure Light Wounds, Moment of Greatness, Touch of Blindness, Sign
Level 2: Defending Bone, Ironskin
Level 3: Mass Conviction, Mass Resist Energy

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Energy Resistance (Ex): 10 against Electricity
  • Turn Undead (9/day): +2 Skill bonus to Turn checks.
  • Spell-Like Abilities: 10th Caster Level; At Will: Detect Evil
  • Resist Possession (Ex): You benefit from a +4 Sacred bonus to resist Magic Jar spells or similar abilities, a +2 Sacred bonus to Dispel such effects, and a +2 Sacred bonus to resist any Charm or Compulsion effect cast by an Evil Outsider or Undead.
  • Exorcism (Su): As a full-round action, you can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, you make a class level check (adding Charisma modifier), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If your result equals or exceeds the DC, you succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
  • 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.
Anklets of Rapid Translocation (Slotless):
  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.
Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Boneward Belt: +4 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of the Wide Earth:
  1. Carrying capacity is doubled.
  2. Convert any Spell of 5th level and above to Teleport.
Cloak of the Hedge Wizard (Conjuration):
Glamered Celestial Reinforced Segmented Mithral Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +9, Armor Check Penalty: 0, Arcane Spell Failure: 5%, 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.
Greater Dispelling Gloves of the Starry Sky: +3 Strength, +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.
  3. Gain a +2 competence bonus on any dispel checks you make until the end of your turn. (5/day)
Greater Pendant of Warding: +5 Resistance bonus to saving throws
  1. Constant Protection from Evil and Protection from Good effect.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

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

Psionic Items:
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Radiant Earring of Arcane Acuity: +4 Charisma, +2 Wisdom
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Greater Dispelling Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Potions
x1 Potion of Aid
x1 Potion of Bear's Endurance
x1 Potion of Blur
x3 Potion of Cure Light Wounds
x1 Potion of Darkvision
x1 Potion of Invisibility
x1 Potion of Lesser Restoration
x1 Potion of Remove Blindness/Deafness
x1 Potion of Remove Curse
x1 Potion of Remove Disease

Alchemical Items
x5 Alchemist's Fire
x3 Antiplague
x3 Antitoxin
x3 Auran Mask
x10 Fungal Stun Vials
x20 Healing Salve
x5 Liquid Ice
x5 Sleep-Smoke

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)
Magic Items Equipped: Anklets of Rapid Translocation, Bead of Karma, Bead of Newt Prevention, Boneward Belt (+4 CON), Boots of the Wide Earth, Celestial Glamered Reinforced Segmented Mithral Fullplate (+3), Greater Dispelling Gloves of the Starry Sky (+3 STR, +2 DEX), Greater Ribbon of Disguise, Handy Haversack, Mind Blank Ring, Mithril Heavy Shield (+1), Muleback Cords(Slotless), Radiant Earring of Arcane Acuity (+4 CHA, +2 WIS), Ring of Endurance, Ring of Sustenance (Slotless), Quick Runner's Shirt, Soulfire Mithral Bracers(+1), Valyrian Steel Warhammer (+2), Wand of Cure Light Wounds(50 Charges)
 
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Liminal Sprites are creatures trapped between worlds, in more ways than one. Cursed to find no rest "under a roof" or "neath heaven's grace", they have adapted with typical Fey aplomb to seek rest under the eaves of mortal dwellings. Inveterate, though not truly malicious gossips, these moth-winged sprites have taken to imitating the dress, manners, and habits of mortals even while they remain deaf to the deeper truths of human existence.

Foolish is the mortal who counts these Fey insignificant, by reason of their pride and petty powers. A slip of the tongue at the wrong moment has made and broken empires... something the threshold Fey are all too aware of.
Moonsong the Liminal Sprite Bard
Name: Moonsong the Bard
Titles: Captain of the Moonchaser
Age: ???
Alignment: Chaotic Neutral
Race: Fey (Liminal Sprite, Variant Suzerain Creature)
Space/Reach: Tiny (2ft./0ft.) or Medium (5ft./5ft.)
Hit Dice: 14
Class: Bard 11
Feats: Expanded Arcana (Detect Ship, Heroism), Practiced Spellcaster, Spellcasting Prodigy, Versatile Spellcaster, Weapon Finesse
Skill Tricks: Social Recovery
Class Features: Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Inspire Greatness, Suggestion [DC 24])
Senses: Low-Light Vision

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

HP: 3d6 [Liminal Sprite] +11d6 + 70 (CON) = 121 HP
AC: +2 vs Undead OR +4 vs Incorporeal Undead
  • Tiny: 32; Touch 24, Flat-Footed 24 [+7 Armor, +7 Dex, +1 Natural, +2 size, +4 Deflection, +1 Dodge (CV)]
  • Medium: 28; Touch 20, Flat-Footed 22 [+7 Armor, +5 Dex, +1 Natural, +4 Deflection, +1 Dodge (CV)]
Movement: 30 ft/40 ft + 30 ft (Channel Vigor) = 60 ft/70 ft, fly 70 ft. + 30 ft (Channel Vigor) = 100 ft(Good)
Initiative: +7/+5 (DEX)
Base Attack/Grapple: Tiny (+10/+1) or Medium (+10/+11)
  • Tiny:
    • Valyrian Steel Dagger (+2): +22/+22/+17 [1d2+1; 19-20/×2]
    • Valyrian Steel Rapier (+2): +22/+22/+17 [1d3+1; 18-20/×2]
  • Medium:
    • Valyrian Steel Dagger (+2): +18/+18/+13 [1d4+3; 19-20/×2])
    • Valyrian Steel Rapier (+2): +18/+18/+13 [1d6+3; 18-20/×2])
Spell Save: 10 + 9 (CHA) + 1 (SP) = 20 + spell level
Weapon Proficiency:
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
Resistances: Cold 5, Electricity 5
SR: 24
DR:
10/Cold Iron

STATS:
8 (-1) / 12 (+1) Strength
18 +6 = 24 (+7) / 14 +6 = 20 (+5) Dexterity
14 +6 = 20 (+5) Constitution
20 (+5) Intelligence
16 +4 = 20 (+5) Wisdom
22 +6 = 28 (+9) Charisma

SAVES:
FORTITUDE: 5 + 5 (CON) + 5 (Resistance) = 15
REFLEX: 11 + 7/5 (DEX) + 5 (Resistance) + 1 (CV) = 24/22
WILL: 11 + 5 (WIS) + 5 (Resistance) = 25

SKILLS:
Bluff: 0 + 9 (CHA) + 6 (CV) = 15
Concentration: 0 + 5 (CON) + 6 (CV) = 11
Diplomacy: 17 + 9 (CHA) + 8 (Suzerain) + 10 (Earring) = 44
Escape Artist: 17 + 7/5 (DEX) = 24/22
Knowledge (Geography): +10 + 5 (INT) + 4 (CV) = 19
Hide: 17 + 8 (Tiny) + 7/5 (DEX) = 32/22
Intimidate: 0 + 9 (CHA) + 6 (CV) = 15
Listen: 17 + 5 (DEX) + 4 (CV) = 26
Move Silently: 17 + 8 (Tiny) +7/5 (DEX) = 32/22
Perform (Comedy): 17 + 9 (CHA) + 14 (Suzerain) + 10 (Earring) = 50
Perform (String Instruments): 10 + 9 (CHA) = 19
Profession (Officer): 17 + 5 (WIS) + 10 (Girdle) = 32
Sense Motive: 17 + 5 (WIS) = 22
Sleight of Hand: 5 + 7/5 (DEX) = 12/10
Spot: 17 + 5 (WIS) + 4 (CV) = 26

Spell-Like Abilities (Caster Level 14): At Will: Daze (DC 19), Prestidigitation, 3/Day: Fumbletongue (DC 20), Invisibility (self only), Memory Lapse (DC 20)

Bard Spells Known (Caster Level 14):
Level 0: Detect Magic, Ghost Sound, Light, Mage Hand, No Light, Songbird (3/Day)
Level 1: Clarion Call, Cure Light Wounds, Hideous Laughter, Magic Missile(RotF), Silent Image, Undersong (3+3/Day)
Level 2: Glitterdust, Heroism, Mirror Image, Tactical Acumen, Tongues (3+3/Day)
Level 3: Air of Nobility, Alter Fortune, Confusion, Detect Ship, Dispel Magic, Fireball(RotF) (3+2/Day)
Level 4: Freedom of Movement(RotF), Fugue, Grand Destiny, Sirine's Grace (1+2/Day)

Grimoire of High Arcana:
Level 1: Cultural Adaptation, Friendly Face, Moment of Greatness, Shield
Level 2: Elation, Full Pouch
Level 3: See Invisibility

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Bardic Music (Su): Countersong, Fascinate, Inspire Courage(+2), Inspire Competence, Suggestion[DC 25] (11/Day)
  • Repartee (Su): 3/Day, when a Liminal Sprite successfully aids another creature's Charisma-based skill check, the creature gains a +2d4 bonus on the skill check instead of the normal +2 bonus. A creature can receive this bonus from only one Liminal Sprite per skill check.
  • Versatile Performance (Ex): Moonsong can use her bonus for Perform(Comedy) in place of her bonus for Bluff and Intimidate. When substituting in this way, Moonsong uses her total bonus for Perform(Comedy), including any class skill bonus, in place of the associated skill's total bonus.
  • Suzerain:
    • Dauntless Courage (Ex): Moonsong is immune to Fear. In addition, any allies within 30 feet that view her as their leader are Immune to Fear effects.
    • Stirring Speech (Su): As a Standard Action, Moonsong can Inspire Greatness (as the Bard ability) in her allies within 30 ft. up to 9 times per day (Charisma bonus).
    • Inspiring Example (Ex): Each ally within 60 feet of Moonsong that can see or hear her gains a +9 Morale bonus (Charisma modifier) on all Attack and Damage rolls, checks, and saves so long as she is alive.
    • Enchanting Presence (Su): The first time a creature comes within 30 feet of Moonsong, its attitude towards her shifts one category toward the positive, if it was not initially hostile (DC 24 Will save negates). This shift can be further modified by Moonsong's actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice Moonsong to be affected. This is a Mind-Affecting enchantment effect.
  • 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.
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: +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)
Cloak of Paradise: +6 Charisma
  • 3/Day the wearer can, as an Immediate Action, force an enemy to re-roll a successful saving throw made against an Illusion spell she cast.
Djezet Skin Armor: When unattended, Djezet Skin appears as a curiously smooth sphere of rust-red metal. When it's held and a command word is spoken, the armor oozes across the wearer's body like a second skin. The armor can be removed as a Free Action by stepping out of it, causing it to pool on the floor.
  1. Djezet skin acts as a suit of +5 Leather Armor, except it is made of metal (and thus Druids cannot wear it) and has no Armor Check Penalty and a 0% chance of Arcane Spell Failure.
  2. The wearer gains a +5 Circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of Friendly or Helpful.
Gloves of the Starry Sky: +6 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.
Greater Amulet of Protection from Evil: +5 Resistance bonus to saving throws
  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
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater 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.
Moon's Girdle: +10 Competence bonus to Profession (Officer) skill checks
  • Use a specialized version of Enlarge Person at will as a Standard Action, transforming Moonsong from Tiny to Medium-sized. This transformation grants her a +4 Size bonus to Strength and inflicts a -4 Size penalty to Dexterity.
Psionic Items:
Radiant Earring of Arcane Acuity: +10 Competence bonus to Diplomacy and Perform (Comedy) skill checks
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
  4. 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(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  • 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ribbon of Disguise: Disguise Self (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
Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)
Scrolls:
1st level: Cure Light Wounds (x10), True Casting (x4)
2nd level: Heroism (x3)
3rd level: Arcane Concordance (x2)
4th level: Assay Spell Resistance (x5), Dimensional Anchor (x2), Greater Invisibility (x3), Voice of the Dragon (x3)

Genie Tokens
2x Brilliant Barrier Charm
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm
2x Blinding Glory 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:
6x Alchemist's Fire
5x Antiplague
5x Antitoxin
5x Auran Mask
12x Fungal Stun Vial
24x Healing Salve
3x Incendiary Catalyst
6x Sleep-Smoke
12x Smokestick
12x Sunrod
6x Tanglefoot Bag
6x Thunderstone
20x Vermin Repellent
Equipped Magic Item: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+6 CON), Cloak of Paradise (+6 CHA), Djezet Skin Armor, Drake-Gut Lute, Gloves of the Starry Sky(+6 DEX), Greater Amulet of Protection from Evil (+5 Resistance), Greater Ribbon of Disguise, Greater Ring of Protection (+4 Deflection bonus to AC), Handy Haversack, Launcher, Masterwork Light Crossbow (w/2 quivers of 20 bolts), Mind Blank Ring, Moon's Girdle, Radiant Earrings of Arcane Acuity, Razor Sharp Masterwork Adamantine Rapier, Ribbon of Disguise, Ring of Continual Flame, Ring of Sustenance (Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Valyrian Steel Dagger (+2), Valyrian Steel Rapier (+2), Wand of Cure Light Wounds (50/50 charges)
 
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Name: Elaheh Marita
Alignment: Lawful Evil
Race: Apostle Kyton (Outsider, Native, Augmented)
Senses: Darkvision 60ft.
Level: 9
Class: Witch (Variant: Charisma based) 5/Fleshwarper 4
Feats: Accursed Hex, Evolved Familiar (Reach), Extra Hex (x2), Graft Flesh, Improved Familiar (Augur Kyton), Inscribe Magical Tattoo
Flaws: Fussy, Vulnerable
Class Features: Patron Spells (Shadow); Witch's Familiar; Aberrant Familiar (Scales, Size Increase), Elder Secret (Secret of the Choker, Graft Cost Reduction 10%)

Languages: Celestial, Draconic, High Valyrian, Infernal, Westerosi Common

Hit Dice: 9d6 (34) + 54 (CON) = 88 HP
Armor Class: 10 + 3 (DEX) + 4 (Natural Armor) + 4 (Robe) = 21 (Flat-Footed: 18, Touch: 17); +2 Deflection vs Good/Evil
Movement: Ground (30ft)
Initiative: +3 (DEX) + 4 (Racial) = +7
Attack Bonus: +4; Unarmed Strike: +6 (1d3+2+1 [Bleed]; x2) OR Valyrian Steel Dagger (+2): +8 (1d4+4+1 [Bleed]; x2)
Spell Save: DC: 10 + 6 (CHA) + 1 (Arcane Concordance) = 17 + Spell Level; +1 w/Necromancy spells
Proficiency: Simple Weapons
Immunities: Cold, Possession/Mental Control, Blinding & Dazzling effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistances: Electricity 5
Spell Resistance: 16 (11 + 1/2 CR)
Defensive Abilities: Regeneration 4 (1/2 HD; negated by Good or Silver)

STATS:
14 (+2) Strength
14 +2 = 16 (+3) Dexterity
20 +2 = 22 (+6) Constitution
16 +2 = 18 (+4) Intelligence
18 +2 = 20 (+5) Wisdom
22 +4 = 26 (+8) Charisma

SAVES:
FORTITUDE: 5 + 6 (CON) + 5 (Resistance) = 16
REFLEX: 2 + 3 (DEX) + 1 (Racial) + 5 (Resistance) = 11
WILL: 5 + 5 (WIS) + 5 (Resistance) + 6 (CV) = 21

SKILLS
Bluff:
0 + 8 (CHA) + 4 (Racial) + 6 (CV) = 18
Concentration: 12 + 6 (CON) + 6 (CV) = 24
Craft (Leather): 5 + 4 (INT) = 9
Craft (Tattoo): 5 + 4 (INT) + 5 (Gloves) = 14
Heal: 12 + 5 (WIS) + 4 (Racial) = 21
Intimidate: 5 + 8 (CHA) + 4 (Racial) + 6 (CV) = 23
Knowledge (Arcana): 6 + 4 (INT) + (CV) = 14
Knowledge (Planes): 6 + 4 (INT) + 4 (CV) = 14
Profession (Surgeon/Fleshcrafter): 12 + 5 (WIS) + 10 (Earring) = 27
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 10 + 8 (CHA) = 18

Hexcraft: Hex DC = 22 (10 + 1/2 HD + Charisma bonus)
Hexes Known: Cackle (via Cackling Hag Tattoo), Evil Eye, Healing, Misfortune, Poison Touch, Slumber

Arcane Spells Known (Caster level 8):
Level 0
: Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Read Magic
Level 1: Cure Light Wounds, Healer's Vision, Hermean Potential, Hex Vulnerability, Mage Armor, Silent Image (PS), Touch of Blindness, Transfer Tattoo, Unseen Servant
Level 2: Blindness/Deafness, Boneshaker, Create Magical Tattoo, Darkness (PS), False Life, Haunting Mist, Lipstitch, Spectral Hand, Touch of Idiocy, Unseen Crafter
Level 3: Barrow Haze, Bestow Curse, Dispel Magic, Heroism, See Beyond, Tongues
Level 4: Black Tentacles, Fear, Panacea, Poison

Spells Prepared (Caster Level 8/10[Necromancy]):
Level 0
(4/day): Detect Magic, Detect Poison, Message, Read Magic
Level 1 (4+2/day): Healer's Vision, Hermean Potential, Hex Vulnerability, Touch of Blindness, Transfer Tattoo, Unseen Servant
Level 2 (3+2/day): Blindness/Deafness, Boneshaker, Create Magical Tattoo, Spectral Hand, Unseen Crafter
Level 3 (3+2/day): Barrow Haze, Bestow Curse, Dispel Magic, Heroism, See Beyond
Level 4 (2+2/day): Black Tentacles, Fear, Panacea, Poison

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Bleeding Touch (Su): Your touch can inflict 1 point of damage (+1d6 Bleed damage at 10 HD, 20 HD, etc). If you attack with a weapon, it also channels this effect.
  • Unnerving Gaze (Su): Your gaze causes those within 30 feet to become Fascinated (DC 22 Will save). Use of your Seductive Oration ability does not break the Fascination effect. All Kytons are Immune to the Unnerving Gaze of other Kytons. This is a Mind-Affecting Fear effect.
  • Agonizing Prayer (Su): As a Full-Round Action you can utter a profane prayer which causes non-Kyton listeners to erupt in bleeding wounds. They suffer 9d6 (1d6 per your HD) points of nonlethal damage, take Bleed damage as if struck by your Bleeding Touch, and become Staggered for 1 round (DC 22 Will save halves damage and negates the Staggered condition). A creature that has taken nonlethal damage greater than or equal to its current Hit Points is not rendered unconscious by this ability, but instead becomes Helpless, making it susceptible to your Seductive Oration ability. This is a Sonic Pain effect.
  • Seductive Oration (Su): As a Full-Round Action, you can speak to the pleasures and wonders you experienced during your transformation. Any creature that listens to this speech for 1 uninterrupted minute must succeed at a DC 22 Will save or take 1d6 points of Wisdom damage (+1d6 damage at 16 HD, 24 HD, etc). A creature that succeeds on its Will save cannot be affected by your Seductive Oration ability for 24 hours.
    • If a creature fails to resist your Seduction Oration, it begins to question the definitions of morality, physicality, and life. Once per week, as long as the affected creature remains in communication with you, it must attempt another saving throw against Seductive Oration or take 1d6 additional points of Wisdom damage. The save DC increases by 1 per consecutive week of contact with you. A successful save halves the Wisdom damage. A creature can't take Wisdom damage from Seductive Oration more than once per week, even if it encounters multiple Apostle Kytons.
    • When a target's alignment shifts to Lawful Evil (or if the target is Lawful Evil when first seduced), it must immediately succeed at a DC 22 Will save (+1 per week of consecutive week of Seductive Oration exposure) or gain a greater madness.
    • Creatures that are driven insane by an Apostle Kyton often become broken souls, but some rare individuals gain the Shadowbound Corruption or even transform into Apostle Kytons themselves.
  • 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 "Spirit" effect.
Magic Tattoos:
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 Belts: +2 Constitution
  • Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Circlet of Rapid Casting:
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +2 Dexterity, +5 Competence bonus to Craft (Tattoo) 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 Pendant of Warding: +2 Intelligence, +2 Wisdom, +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity: +10 Competence bonus to Profession (Surgeon/Fleshcrafter) checks
  1. Convert any spell of 3rd level and above to Fireball.
  2. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Psionic Items:
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Robes of the Necromantic Might (+4): The wearer of these robes casts Necromancy spells with a +2 caster level bonus, a +1 spell DC bonus, and benefits from a +4 Armor bonus to their AC.

Scepter of Visceral Fright:
  • Up to 5/Day, when using a spell or power with the Fear descriptor, you can augment the effect so that it directly interacts with the brain chemistry of your targets. This bypasses protections against Mind-Affecting and Fear effects, and negates special bonuses which a target may enjoy against such effects. This does not allow Fear effects to function against non-living targets, such as Constructs or the Undead.
Soulfire Mithral Bracers (+1):
  • Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Scrolls:
Assay Spell Resistance x5
Cure Light Wounds x20
Panacea x10

Alchemical Substances:
5x Alchemist's Fire
10x Antiplague
10x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
30x Healing Salve
20x Sleep-Smoke
30x Vermin Repellent

Genie Tokens
2x Plane Shift Charm
2x Sending Stone
2x Teleport Charm
Equipped Magic items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Rapid Casting, Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding (+2 INT, +2 WIS), Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 Charisma), Robes of Necromantic Might (+4), Scepter of Visceral Fright, Soulfire Mithral Bracelets (+1), Spectacles of Understanding, Traveler's Anytool, Valyrian Steel Dagger (+2), Vial of Efficacious Medicine, Wand of Cure Light Wounds (50/50 charges)
 

Name: Maester Qyburn
Age: 65
Alignment: Neutral Evil
Race: Human
Level: 13
Class: Archivist 13
Feats: Tomb Tainted Soul (free bonus feat), Craft Construct, Graft Flesh, Mother Cyst, Corpsecrafter, Bolster Resistance, Craft Wondrous Item, Craft Magic Arms and Armor, Scribe Scroll (bonus), Malign Spell Focus,
Flaws: Slow Healing, Vulnerable,
Class Features: Dark Knowledge 7/day (Tactics, Puissance, Foe, Dread Secret), Lore Mastery (Religion, Arcana, Nature), Still Mind (Ex),
Languages Spoken: Westerosi Common, Abyssal, Infernal,
Immunities: disease, nonlethal damage, stunning,


HP: 13d6 +26 (Con) +26 (Heart of Earth) = 104
AC: 10 + 1 (Dex) + 5 (Shield of Faith) = 16
Movement: 30 ft
Initiative: +1
Attack: +6/+1
Weapon Proficiency: all simple weapons and with light and medium armor, but not with shields.

STATS:
Strength 8 = (-1)
Dexterity 12 = (+1)
Constitution 15 = (+2)
Intelligence 21+4 = 25 (+6)
Wisdom 16 = (+3)
Charisma 9 = (-1)

SAVES:
FORTITUDE: 8 + 2
REFLEX: 4 + 1
WILL: 8 + 3

SKILLS:
Concentration: 16 +2 = 18
Heal: 16 + 3 + 5 + 2 = 26
Knowledge (Arcana): 16 +6 +2 = 24
Knowledge (Religion): 16 +6 +2 = 24
Knowledge (Nature): 16 +6 +2 = 24
Knowledge (Dungeoneering): 16 +6 = 22
Sense Motive: 16 +3 = 19
Spellcraft: 16 +6 = 22

Divine Spells Prepared (Caster Level 13):
Level 0: Cure Minor Wounds, Light, No Light, Preserve Organ
Level 1: Shield of Faith, Lesser Vigor, Summon Undead 1, Hide from Undead, Ebon Eyes, Restful Slumber, Bestow Wound, Doom
Level 2: Necrotic Cyst, Desecrate, Divine Insight, Wither Limb, Unseen Crafter, Darkness, Necrotic Cyst
Level 3:
Necrotic Bloat, Clutch of Orcus, Dispel Magic, Animate Dead, Summon Undead 3, Clutch of Orcus
Level 4: Heart of Earth, Stop Heart, Panacea, Consumptive Field, Necrotic Domination, Enervation
Level 5: Necrotic Burst, Summon Undead 5, True Seeing, Summon Undead 5, Necrotic Burst
Level 6: Aura of Terror, Flesh Wall, Mass inflict Moderate Wounds, Create Undead
Level 7: Ethereal Jaunt, Imprison Soul

Staff of the Master (Necromancy)
Scrolls: Restoration,
Wands: Inflict Light Wounds,
Eternal Wand: Command Undead, Desecrate,

Divine Spells Known (Caster level 13):
Level 0: All cleric cantrips. All of them. Jesus christ.
Level 1: Shield of Faith, Doom, Inflict Light Wounds, Hide from Undead, Ice Slick, Summon Undead 1, Bestow Wound, Ebon Eyes, Restful Slumber, Necrotic Awareness, Lesser Vigor, Decompose Corpse, Protection from X,
Level 2: Darkness, Desecrate, Divine Insight, Wither Limb, Unseen Crafter, Stone Bones, Necrotic Cyst, Necrotic Scrying, Gentle Repose,
Level 3: Black Sand, Dispel Magic, Animate Dead, Speak with Dead, Summon Undead 3, Necrotic Bloat, Clutch of Orcus,
Level 4: Heart of Earth, Stop Heart, Panacea, Consumptive Field, Restoration, Enervation, Necrotic Domination,
Level 5: Permanency, Raise Dead, True Seeing, daywalker, Haunt Shift, Summon Undead 5, Necrotic Burst,
Level 6: Aura of Terror, Create Undead, Geas/Quest, Animate Objects, Flesh Wall, Mass inflict Moderate Wounds, Necrotic Eruption,
Level 7: Ethereal Jaunt, Create Variant Mummy, Imprison Soul, Necrotic Tumor,

Items:
Bag of holding type III (mostly undead), Ungent of Timelessness (15), Ring of Sustenance, Headband of +4 int, Healer's Gloves, Masterwork healers tools, Vest of Surgery
 
Yssian Guardian Naga x13

Although unflinching servants of the Timeless Serpent, these golden nagas are by no means devoid of their own passions to while away the long ages. Some prefer the rush of battle, others the slow bubbling of achemical concoctions drawn from their own poisons and from the works of of their exacting minds, others yet contemplate the stars or even deign to teach those shorter lived than they even without divine mandate.

Size/Type: Large Magical Best
Hit Dice: 12d8+72 (126 HP)
Initiative: +7
Speed: 40 ft.
Armor Class: 31/33 (-1 size, +7 Dex, +9 Natural, +6 Wisdom, +2 Deflection vs Evil), Touch: 22 (+24 vs Evil), Flat-Footed: 24 (+26 vs Evil)
Base Attack/Grapple: +9/+18
Attack:
  • Ranged: Spit +15 (Touch; Poison)
  • Melee: Bite +14 (2d6+9 plus Poison) or Unarmed Strike +14/+9 (2d6+6) & Bite +9 (2d6+3 plus Poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Spit
Special Qualities: Darkvision 60 ft., Possession/Mental Control
Saves: Fort +10 (+12 vs Evil), Ref +11 (+13 vs Evil), Will +13 (+15 vs Evil)
Abilities: Str 21 +1(22), Dex 23 +1(24), Con 20 +2(22), Int 16, Wis 19 +1(20), Cha 18 +2(20)
Skills: Concentration +21, Diplomacy +13, Knowledge (Arcana) +18, Listen +18, Sense Motive +20, Spellcraft +18, Spot +18
Feats: Ability Focus (Poison), Eschew MaterialsB​, Expanded Arcana (Channel Vigor & Scintillating Sphere), Improved Spit (x2), Practiced Spellcaster, Versatile Spellcaster
Alignment: Lawful Neutral

Spells Used:
Hit Dice: 12d8+72 + 12 Temp HP (138 HP)
Speed:

  • Ground: 40 ft. + 30 ft. = 70 ft.
  • Flight: 100 ft. + 30 ft. = 130 ft. (Average)
Armor Class: 45 (-1 size, +7 Dex, +14 Deflection, +6 Wisdom, +4 Mage Armor[Force], +4 Shield[Force], +1 Dodge), Touch 41, Flat-Footed 37
Attack:
  • Ranged: Spit +22 (Touch; Poison + 12d6 Acid)
  • Melee: Bite +23/+23 (2d6+15 plus Poison + 12d6 Acid) or Unarmed Strike +23/+23/+18/+13 (2d6+12) & Bite +18 (2d6+6 plus Poison)
Special Qualities: DR 5/Bludgeoning (50 points)
Saves: Fort +14 (+16 vs Evil), Ref +16 (+18 vs Evil), Will +17 (+19 vs Evil)
Resistances: Resistance 20 versus Energy type matching chosen Dragonskin spell (Currently Selected: Fire Resistance 20)
Special: Choose one of the following effects which can be changed as a Move Action:

Poison (Ex): Bite (injury) or Spit (contact); save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Spells: A Guardian Naga casts spells as a 9th-level Sorcerer (12th caster level), and can cast spells from the Cleric list as well as those normally available to a sorcerer. Cleric spells are considered Arcane spells for a Guardian Naga.

Spit (Ex): A Guardian Naga can spit its venom up to 90 feet as a Standard Action with no Range Increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.


Spells Known (Caster Level 12):
Level 0 (8/Day): Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic
Level 1 (5+2/Day): Conviction, Cure Light Wounds, Divine Favor, Mage Armor, Shield
Level 2 (4+1/Day): Invisibility, Mirror Image, Scintillating Scales, See Invisibility
Level 3 (3+1/Day): Channel Vigor, Dispel Magic, Dragonskin, Scintillating Sphere, Venomfire
Level 4 (2+1/Day): Divine Power, Flight of the Dragon

Monk's Tail Ring of Healing Vigor (3 charges/day):
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Equipment: Naga's Crown of Protection from Evil (+2 Charisma, +2 Constitution, +1 Strength, +1 Dexterity, +1 Wisdom), Monk's Tail Ring of Healing Vigor
 
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The Windward Society:
Menel Goldentooth

In his first life Menel was slim aristocratic looking Lorathi with a passion for charts and maps of all types. He supposedly once traveled as far as Yi Ti. He has quite a bit of wealth from his days as a Merchant Venturer. In temperament he is generously absent-minded.

Now restored to the full flower of his youth if in an yet unfamiliar body he can show in full not only the shrewd mind that won him fame and infamy across half the world but also the skill at arms that won him many an argument upon the sharp point of his rapier.

Name: Menel Goldentooth
Alias: N/A
Age: 87 (Physical age 19)
Alignment: Lawful Neutral
Race: Human

Level: 8
Class: Noble 4/Master Spy 4
Feats: Combat Expertise, Deceitful, Disengaging Feint, Improved Feint, Iron Will, Weapon Finesse
Class Features: Art of Deception, Bonus Class Skill (Spellcraft), Coordinate, Concealed Thoughts, Favor +2, Glib Lie, Inspire Confidence, Mask Alignment, Master of Disguise, Nonmagical Aura, Sneak Attack +2d6, Superficial Knowledge, Quick Change

Flaws: Impetuous, Meticulous
Languages Spoken: Low Valyrian (Braavosi, Lorathi, Qohorik, Norvosi, Astapori), High Valyrian, Ibbenese, Westerosi Common, Qartheen, Yi Tish, Lengii

Description:

HP:
74
AC: 10 + 4 (Mithril Chain Shirt) + 5 (DEX) = 19; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative:
+5 (DEX)
Attack: BAB +6/+1 [+13/+8; 1d6+7 BAB + 5 (DEX) +2 Valyrian Steel Rapier (18-20x2)]
Special: 2d6+6 Sneak Attack
Weapon Proficiency: Dagger, Rapier, Crossbow
Immunities: Possession/Mental Control

STATS:
12 (+1) Strength
18 + 2 = 20 (+5) Dexterity
14 + 2 = 16 (+3) Constitution
18 (+4) Intelligence
15 + 1 = 16 (+3) Wisdom
15 + 1 = 16 (+3) Charisma

SAVES:
FORTITUDE: 2 + 3 + 2 = 5/7
REFLEX: 5 + 5 + 2 = 10/12
WILL: 5 + 3 + 2 + 2 = 10/12

SKILLS:
Bluff: 11 + 3 (CHA) + 4 (AoD) = 18
Diplomacy: 11 + 3 (CHA) + 6 (SYN) = 20
Disguise: 6 + 3 (CHA) + 2 (SYN) +2 (DC) + 4 (AoD) = 17
Gather Information: 11 + 3 (CHA) + 2 (SYN) = 16
Hide: 6 + 5 (DEX) = 11
Knowledge (Arcana): 5 + 4 (INT) = 9
Knowledge (Dungeoneering): 5 + 4 (INT) = 9
Knowledge (Economics): 11 + 4 (INT) = 15
Knowledge (Geography): 11 + 4 (INT) = 15
Knowledge (Local): 5 + 4 (INT) = 9
Knowledge (Planes): 5 + 4 (INT) = 9
Knowledge (Nobility): 5 + 4 (INT) = 9
Move Silently: 6 + 5 (DEX) = 11
Sense Motive: 11 + 3 (WIS) + 4 (AoD) = 18
Spellcraft: 1 + 4 (INT) + 2 (SYN) = 7

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 +2 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)
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.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+2 CON), Gloves of Zephyr's Grace (+2 DEX), Greater Ribbon of Disguise, Handy Haversack, Mithral Chainmail (+1), Ring of Protection from Evil (+1 WIS, +1 CHA), Ring of Sustenance, Valyrian Steel Rapier (+2)

Ser Aubert Flowers

Ser Aubert Flowers is a man who has by any measure lived an interesting life, even an extraordinary one. Having fought in the Fourth Blackfyre Rebellion in his youth, he took as many did the path to the Golden Company where he learned skills of war befitting a soldier and in time an officer of one of the finest sellsword companies of the age. Though he remained at heard a Lancer true to his squiring in the Reach, he learned engineering and siege-craft, architecture and even, reluctantly elephant handling. In later years his wanderlust took him far afield in the company of his boon companions in what would later become the Windward Society. And yet for all the years he has lived Aubert Flowers' tale is still only just beginning in a world wider and stranger than even he knows

Name: Aubert Flowers
Titles: Colonel of the First Legion
Age: 89 (Physical age 19)
Alignment: Lawful Neutral
Race: Human

Level: 10
Class: Cavalier 10
Feats: Cleave, Combat Expertise, Coordinated Charge, Distracting Charge, Mounted Combat, Pack Flanking, Power Attack, Ride-By Attack, Spirited Charge
Flaws: Chivalrous Courtesy, Implacable
Class Features: Challenge, Mount (Warhorse, Heavy - Charger Archetype), Order of the Dragon, Tactician, Cavalier's Charge, Expert Trainer, Banner, Greater Tactician

Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Lorathi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene, Astapori), High Valyrian (poor), Dothraki (poor), Qartheen (poor)

HP:
94
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Full Plate) + 2 (DEX) = 22; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +2 (DEX)
Attack: BAB +10/+5 [+17/+12; 2d6+7 (19-20/x2)]
Weapon Proficiency: Dagger, Longsword, Greatsword, Mace, Pike, Lance, Longbow
Immunities: Possession/Mental Control
DR: 3/--

STATS:
18 + 2 = 20 (+5) Strength
13 + 1 = 14 (+2) Dexterity
15 + 1 = 16 (+3) Constitution
14 (+2) Intelligence
16 (+3) Wisdom
18 + 2 = 20 (+5) Charisma

SAVES:
FORTITUDE: 7 + 3 + 2 = 10/12
REFLEX: 3 + 2 + 2 = 5/7
WILL: 3 + 3 + 2 = 6/8

SKILLS:
Bluff: 11 + 5 (CHA) = 16
Diplomacy: 11 + 5 + 4 (SYN) = 20
Handle Animal: 5 + 5 (CHA) = 10
Intimidate: 11 + 5 (CHA) = 16
Knowledge (Architecture & Engineering): 4 + 2 = 6
Knowledge (War) 6 + 2 (INT) = 8
Profession (Soldier): 9 + 3 (WIS) = 12
Ride: 13 + 2 (DEX) + 2 (SYN) = 17
Sense Motive: 13 + 3 (WIS) = 16

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 +1 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)
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.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+1 CON), Gloves of Hero's Strength (+2 STR, +1 DEX), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil (+2 CHA), Ring of Sustenance, Valyrian Steel Greatsword (+2)

Grazdan the Grim

A former slave in Mereen that manged to rise up in bloody rebellion seize the ship that was transporting him and, along with his fellow former slaves, bring the newly renamed Blood Price to port in Bravos. So impressed were the Braavosi at his act that mirrored the very founding of their city that he was given many honors and no small amount of coin. He administered his funds wisely if not brilliantly and along with Koron was once a scourge upon the slavers out of Volantis, occasionally making the longer trip to prowl the waters near the remaining Ghiscari cities.

Name: Grazdan the Grim
Titles: N/A
Age: 85 (Physical age 19)
Alignment: TrueNeutral
Race: Human

Level: 8
Class: Fighter 6/Legendary Captain 2
Feats: Blooded, Leadership, Great Captain,
Flaws: Infamous (Slaver's Bay), Insomniac
Class Features:

Languages Spoken:
Low Valyrian (Braavosi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene, Astapori), Qartheen (poor), Old Ghiscari (poor)

HP: 79
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Full Plate) + 1 (DEX) = 21; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +1 (DEX) +2 (Blooded) = +3
Attack: BAB +6/+1 [+12/+7; 2d6+6 (19-20/x2)]
Weapon Proficiency: Dagger, Longsword, Greatsword, Mace, Pike, Lance, Longbow
Immunities: Shaken Condition, Possession/Mental Control
DR: 3/--

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

SAVES:
FORTITUDE: 6 + 3 + 2 = 9/11
REFLEX: 1 + 1 + 2 = 2/4
WILL: 3 + 1 + 2 = 4/4

SKILLS:
Bluff: 5
Intimidate: 6
Knowledge (Geography: 9 + 1 (INT) = 10
Knowlge (History): 5 + 1 (INT) = 6
Profession (Sailor): 11 + 1 (INT) =12
Sense Motive: 6 +2 (WIS) = 8
Spot: 6 +2 (WIS) +2 (Blooded) = 10

Weather Gauge (Ex): On reaching 2nd level, your superior ability in handling a ship allows you to maneuver so as to have the more advantageous wind. You gain a +4 competence bonus on Profession (sailor) checks to gain the advantage. As long as you have the advantage, your crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and your ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.

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.
Belt of Giant's Growth: +2 Constitution
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
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.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Belt of Giant's Growth (+2 CON), Gloves of Hero's Strength (+2 STR), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil, Ring of Sustenance, Valyrian Steel Greatsword (+2)

Koron Redmane

Class: Fighter 6/Barbarian 3

He made his fortune hunting slavers for bounties put up by the government. Sadly he was every bit as good at spending money as he was at making it off the backs of slavers so that fortune does not currently amount to much. His ship the Seeker has been sold to his former first mate because in Koron's words she would miss the sea.

Name: Koron Redmane
Titles: N/A
Age: 83 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human

Level: 9
Class: Fighter (Corsair) 6/Barbarian 3 (Ferocity ACF)
Feats: Battle Jump, Improved Bull Rush, Power Attack(B), Improved Sunder(B), Cleave(B), Combat Brute, Great Cleave (B), Cometary Collision
Flaws:
Class Features:

Languages Spoken:
Low Valyrian (Braavosi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene), Qartheen (poor), Summer Tongue

HP: 75
AC: 10 + 10 (Reinforced Segmented +1 Adamantine Full Plate) + 2 (DEX) = 22; +2 vs Evil
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +3 (DEX) +2 (Blooded) = +5
Attack: BAB +9/+4 [+15/+10; 1d12+6 (x3)]
Weapon Proficiency: Dagger, Handaxe, Greataxe, Mace, Pike, Lance,
Immunities: Possession/Mental Control
DR: 3/--

STATS:
16 + 2 = 18 (+4) Strength
15 + 1 = 16 (+3) Dexterity
13 + 1 = 14 (+2) Constitution
13 + 1 = 14 (+2) Intelligence
9 + 1 = 10 (+0) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 8 + 2 + 2 = 10/12
REFLEX: 3 + 3 + 2 = 6/8
WILL: 3 + 0 + 2 = 3/5

SKILLS:
Appraise 11 +2 (INT) = 13
Balance 11 +3 (DEX) = 14
Climb 10 +3 (DEX) = 13
Profession (sailor) 11 +2 (INT) = 13
Swim 11 +4 (STR) = 15

Corsair abilities (Ex):
Swinging Bull Rush: Grabbing a rope and swinging hard, the corsair plants both heels into an opponent, sending him stumbling back. If the corsair can swing from something while making a bull rush attack, she can use the momentum to her benefit. For every 5 feet swung in the attack, add +1 to the opposed Strength check. If the corsair wins the opposed check, she forces the opponent back an additional 5 feet; the corsair does not need to move with the opponent for these 5 feet. This attack still provokes an attack of opportunity unless the corsair has the Improved Bull Rush feat.
Big Breath: The corsair learns to control her need for air. When she must start making Constitution checks to avoid drowning, the corsair only needs to make the check every other round. The check still increases by one each time, but because a check is made every other round, it increases at half the normal rate.

Combat Brute Abilities (Ex):
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.

Barbarian Abilities(Ex):
Ferocity 1/day: As rage but +4 to DEX and STR

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.
Belt of Giant's Growth: +1 Constitution
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
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.
Equipped Magic Items: Amulet of Tears, Anklets of Rapid Translocation, Belt of Giant's Growth (+1 CON), Gloves of Hero's Strength (+2 STR, +1 DEX), Greater Ribbon of Disguise, Handy Haversack, Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil (+1 INT, +1 WIS), Ring of Sustenance, Valyrian Steel Greataxe (+2)

Lothos Saan

Class: Swashbuckler 3/Rogue 3/Scarlet Corsair 3

A member of the far flung Saan clan most well known for never having quite managed to figure out that the saying: "The first king was a lucky pirate" implies that the kings should give up piracy. Lohos is the odd one out in that he always was more interested in seeing what is beyond the horizon than plundering it, which is not to say he had not done enough plundering to keep him comfortable in his old age.

Name: Lothos Saan
Alias:
Age:
79 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human
Level: 9
Class: Rogue 3/ Swashbuckler 3/Scarlet Corsair 3
Flaws: Short Attention Span
Feats: Combat Expertise, Combat Reflexes, Deadly Defence, Expert Tactician, Improved Feint(B), Riposte, Surprise Risposte, Weapon Finesse(B)
Class features: Sneak Attack (3d6), Evasion, Trap Sense, Grace, Insightful Strike, Corsair's Feint

HP: 54
AC: 10 + 4 (DEX) + 6 (+2 Mithral Chainshirt) + 2 Deflection (vs Evil) = 20/22
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +4 (DEX)
Attack: +8 (BAB) +4 (Dex) +2(Enhancement) = +14/+9 (1d8 + 4, 18-20/x2)

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

SAVES:
FORTITUDE: 5 + 2 (CON) + 2 = 7/9
REFLEX: 7 + 4 (DEX) + 1 (Grace) + 2 = 12/14
WILL: 3 - 1 (WIS) + 2 = 2/4

SKILLS:
Bluff: 12
Hide: 12 + 4 (DEX) = 16
Intimidate: 12
Knowledge (Geography): 12 + 3 (INT) = 15
Knowledge (Local): 12 + 3 (INT) = 15
Profession (Sailor): 12 + 3 (INT) =15
Move Silently: 12 + 4 (DEX) = 16
Sense Motive: 12 +2 (WIS) = 14
Spot: 12 - 1 (WIS) = 11

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: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Cloak of Invisibility: 3/Day use the Invisibility spell for three minutes.

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)

Greatreach Bracers of Quickstrike (Slotless):
  • 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  • 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  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.
Equipment: Amulet of Tears, Balanced & Accurate Valyrian Steel Thinblade (+2), Boneward Belt (+2 CON), Cloak of Invisibility, Earring of Arcane Acuity, Gloves of Zephyr's Grace (+2 DEX), Greater Ribbon of Disguise, Handy Haversack, Mithral Chainshirt (+2), Greatreach Bracers of Quickstrike (Slotless), Ring of Protection from Evil, Ring of Sustenance
 
Alinor the Fair, Steward of the Deep:
The child of a poor tailor struggling to keep his small business alive, perilously close to the encroaching shadow of Drowned Town, Alinor has known as far back as she could remember that food and shelter were things that might be taken away at a moment's notice. As she grew, her father's clients came to remark on the girl's beauty, inherited from a mother she could scarce remember.

Although she tried to help her father as best she could, keeping the tallies and even playing the part of an apprentice he could no longer afford, Alinor could only stand helplessly by as he died to one of the nameless fevers rising from the lagoon. Heartsick at what a life of 'honest labor' had earned her father, she left the ramshackle shop for the creditors to squabble over and began working at the Rose, her eyes ever on the prestigious position of courtesan.

In the end she ascended much higher, the small skills of her girlhood blooming into not only extraordinary skill at management, but a true passion for numbers. Alinor's power is a subtle thing, but no less pervasive for it, for as few others she has the ear and the trust of the King.
Name: Alinor Torchwood
Alias: The Fair, the Even-Handed
Age: 24
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level: 7
Class: Expert 7
Feats: Iron Will, Skill Focus (Bluff), Skill Focus (Diplomacy), Skill Focus (Profession[Management])

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

HP:
7d6 + 21 (CON) = 48
AC: 10 + 3 (DEX) + 7 (Djezet Skin Armor +5) + 1 Dodge (CV) + 2 Deflection vs Evil = 21/23
Movement: 30ft + 30ft (Boots) = 60ft
Initiative: +3 (DEX)
Base Attack: +5; Valyrian Steel Dagger (+2): +8 [1d4+3; 19-20/x2]
Weapon Proficiency: Dagger
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]

STATS:
10 +2 = 12 (+1) Strength
15 +1 = 16 (+3) Dexterity
12 +4 = 16 (+3) Constitution
14 +6 = 20 (+5) Intelligence
10 +4 = 14 (+2) Wisdom
13 +5 = 18 (+4) Charisma

SAVES: +4 vs effects which would trap or redirect the soul
FORTITUDE: 2 + 3 (CON) + 5 (Resistance) = 10
REFLEX: 2 + 3 (DEX) + 5 (Resistance) = 10
WILL: 5 + 2 (WIS) + 2 (IW) + 5 (Resistance) = 14

SKILLS:
Bluff
: 10 + 4 (CHA) + 3 (SF) + 6 (CV) = 23
Diplomacy: 10 + 4 (CHA) + 3 (SF) + 6 (SYN) + 10 (Circlet) = 33 (+5 vs creatures who are already Friendly or Helpful)
Intimidate: 0 + 4 (CHA) + 2 (SYN) + 6 (CV) = 12
Knowledge (Economics): 6 + 5 (INT) + 4 (CV) = 15
Knowledge (History): 6 + 5 (INT) + 4 (CV) = 15
Knowledge (Local; Stepstones): 10 + 5 (INT) + 4 (CV) = 19
Knowledge (Law): 6 + 5 (INT) + 4 (CV) = 17
Knowledge (Mathematics): 10 + 5 (INT) + 4 (CV) = 19
Knowledge (Nobility & Royalty): 8 + 5 (INT) + 4 (CV) = 17
Listen: 4 + 2 (WIS) + 4 (CV) = 10
Profession (Management): 10 + 2 (WIS) + 3 (SF) + 10 (Ring) = 25
Sense Motive: 10 + 2 (WIS) + 10 (Circlet) = 22
Spot: 4 + 2 (WIS) + 4 (CV) = 10

Note: Always has access to the Imperial Library

Special Abilities:
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
    • Limbs: You gain the benefits of a haste spell.
    • Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
    • Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
    • Torso: You gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Contingency Spells: Renewal Pact; Stalwart Pact

Amulet of Forewarning: +5 Charisma, +4 Wisdom, +5 Resistance bonus to saving throws
  1. Constant Protection from Evil effect
  2. 3/Day use the Divine Insight spell at 5th caster level to gain a +10 Insight bonus on a skill check within the next five hours
  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
  4. You constantly benefit from the Greater Anticipate Teleportation spell at 11th caster level, allowing you to detect the arrival of any Teleportation effect within 55 feet of your location along with the types of creatures being transported. You can choose to delay the arrival by up to 3 rounds.
Boneward Belt of Many Pockets: +4 Constitution, +2 Strength
  1. Healing (3 Charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. Although only eight small pouches are readily visible on the inner front of this belt, there are actually 64 of them, and each acts as a small Bag of Holding capable of containing 1 cubic foot of material weighing no more than 10 pounds.
    • Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
    • While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
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.
Circlet of the Faithful Seneschal: +10 Competence bonus to Diplomacy & Sense Motive
  • While wearing this circlet you constantly benefit from the Perceive Betrayal spell keyed to your liege, the Dragon King, Viserys Targaryen. You gain the ability to sense traitorous intent toward the king within 200 feet, although you cannot identify the exact source. Creatures that are Immune to Mind-Affecting or thought-detecting effects cannot have their intent detected by this effect.
    • By concentrating, you can learn the strength of the greatest threat, based on the following categories.
      • Ill Will: Someone dislikes your liege, but isn't planning to act against her.
      • Plotting: Someone is actively conspiring against your liege.
      • Imminent: Someone is in the process of carrying out a plot against your liege.
Glammered Djezet Skin Armor (+5): Armor Class: +7, Max Dexterity Bonus: +6, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Speed: 30ft, Weight: 15 pounds
  • Enhanced Diplomacy: You benefit from a +5 Circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of friendly or helpful.
  • 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.
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)

Mantle of the Administrator:
Miscellaneous Wondrous Items:
Psionic Items:
Psionic Tattoos: Detect Hostile Intent (x1), Eradicate Invisibility (x1), Time Hop (x1), Touchsight (x1), Ubiquitous Vision (x1)

Ring of the Bureaucrat: +6 Intelligence, +1 Dexterity, +10 Competence bonus to Profession (Management) checks

Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Genie Tokens:
2x Brilliant Barrier Charm
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)

Alchemical Substances:
10x Alchemist's Fire
30x Alchemist's Kindness
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
1x Heat Stone
30x Night Tea
20x Sleep-Smoke
10x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipped Magic Items: Amulet of Forewarning (+5 CHA, +4 WIS), Bead of Newt Prevention, Boneward Belt of Many Pockets (+4 CON, +2 STR), Boots of Rapid Translocation, Calligraphy Wyrm, Circlet of the Faithful Seneschal, Earring of Arcane Acuity, Glammered Djezet Skin Armor (+5), Gloves of Object Reading, Greater Ribbon of Disguise, Mantle of the Administrator, Mind Blank Ring, Ring of the Bureaucrat (+6 INT, +1 DEX), Ring of Sustenance (Slotless), Soulfire Mithral Bracers (+1), Valyrian Steel Dagger (+2)
1 Vigilant Hunter (CR 10)
1 Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD)
1 Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD)
2 Black Champion (CR 15, 16 HD)
 
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Relath the Roiling Tempest:
It is the firm belief of every dragon, whatever the color of their scales, that they are the most sublime of all that lives and unto them is owed all that is good in the world. Where other dragons might simply use their great strength and powerful magics to take from the world what they wish, Brine Dragons, those born of the salt-laden shore where the Great Ocean laps against the Eternal Delve, instead desire dominion over the lesser creatures of the sea that they may bring order to the swirling depths.

This desire was Relath's undoing, leading to his capture by the Deep Ones and use as a beast of war. Yet fortune is a fickle thing and will often turn upon its tail in an instant. So it was for Relath who upon being freed of his bindings found himself looking upon an entirely different world, one in which his great strength could easily carve out his own place in the sun.

The magisters of Tolos may call him tyrant for the manner of his conquest, but few can rightly claim the city has suffered under his rule. The laws he has wrought might be strange, but they are not capricious. More than once his great strength and knowledge of sorcery have saved the city from sinister forces, a fact which Relath has made certain to spread far and wide among his people.

Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1/Dragon Mystic 2
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath, Versatile Spellcaster, Antipsionic Magic (B)
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Draconic, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 184 (12d12+1d4+2d12+90)
AC: 10 + 3 (DEX) + 15 (Natural Armor) + 5 (Natural Armor; Amulet) + 5 (Wisdom; Belt) - 1 Size + 4 (Mage Armor) + 1 (Dodge; Channel Vigor) + 2 vs Evil = 42/44
Initiative: +3 (DEX) + 5 (Primal Instinct) = +8

Movement: 60 ft, Swim 60ft, Fly 200 ft + 30 ft (Anklets) = 230 ft (poor)
Attack: Bite +14 - 1 (Size) + 11 (STR) + 5 (Enhancement; Ring) + 1 (Haste; Channel Vigor) = +30 [2d6+16+5(Enhancement)]
Full Attack:
  • Normal: Bite +30 (2d6+16), 2 Claws +25 (1d8+10), Tail Slap +25 (1d8+21), 2 Wings +25 (1d6+10)
  • w/Unarmed Attacks: Unarmed +29/+29/+24/+19 (2d6+16), Bite +24 (2d6+16), 2 Claws +24 (1d8+10), Tail Slap +24 (1d8+21), 2 Wings +25 (1d6+10)
Breath Attack: 80-ft. line of 10d6 acid (Reflex DC 23 for half damage, usable every 1d4 rounds)
Spell Save: DC: 10 + 5 (CHA) + spell level
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: 8 + 6 (CON) + 5 (Resistance) + 2 = 19/21
REFLEX: 8 + 3 (DEX) + 5 (Resistance) + 1 (CV) + 2 = 17/19
WILL: 12 + 4 (WIS) + 5 (Resistance) + 2 = 21/23

STATS:
28 +4 = 32 (+11) Strength
11 +5 = 16 (+3) Dexterity
17 +5 = 22 (+6) Constitution
17 +5 = 22 (+6) Intelligence
14 +4 = 18 (+4) Wisdom
16 +5 = 21 (+5) Charisma

SKILLS:
Bluff:
19 + 5 (CHA) = 24
Concentration: 15 + 6 (CON) = 21
Diplomacy: 19 + 5 (CHA) + 4 (SYN) + 10 (Ring)= 38
Intimidate: 9 + 5 (CHA) + 2 (SYN) = 16
Knowledge (Arcana): 4 + 6 (INT) = 10
Knowledge (Nature): 15 + 6 (INT) + 2 (SYN) = 23
Knowledge (The Planes): 13 + 6 (INT) = 19
Listen: 18 + 4 (WIS) = 22
Sense Motive: 19 + 4 (WIS) = 23
Spellcraft: 11 + 6 (INT) + 2 (SYN) + 10 (Crown) = 29
Spot: 18 + 4 (WIS) = 22
Survival: 8 + 4 (WIS) + 5 (Primal Instinct) = 17
Swim: 14 + 11 (STR) + 8 (Racial Bonus) = 33

Spells Known (Caster Level 8):
Level 0: Detect Magic, Detect Poison, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Shield, Vanish (8/7/day)
Level 2: Alter Self, Scintillating Scales, Wings of Cover (7/day)
Level 3: Ancestral Awakening, Primal Instinct (6/5/day)
Level 4: Voice of the Dragon (4/day)

Grimoire of High Arcana:
Level 1: Hoard Gullet
Level 2: Mirror Image, Protection from Arrows, Resist Energy, Rope Trick, See Invisibility

Spell-Like Abilities (Caster Level 15):
Special Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to flight speed.
  2. 3/Day use the Aerial Alacrity spell for up to seven minutes.
  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.
Crown of Wisdom: +4 Wisdom, +10 Competence bonus to Sense Motive skill checks

Monk's Belt of Healing Vigor: +5 Constitution, +5 Dexterity
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Ring of the Diplomat: +5 CHA, +5 INT, +5 Resistance, +10 Competence bonus to Diplomacy skill checks.

Ring of Tongues: Speak and understand any language at will as per Tongues.

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Equipped Magic Items: Amulet of Protection from Evil (+5 Natural Armor), Anklets of Rapid Translocation, Beads of Newt Prevention (x3), Crown of Wisdom (+4 WIS, +10 Sense Motive), Monk's Belt of Healing Vigor (+5 CON, +5 DEX), Ring of Resistance +5 (+5 CHA, +5 INT, +10 Diplomacy), Ring of Sustenance (Slotless), Ring of Tongues, Ring of Mighty Fists (+5 Enhancement bonus to Unarmed & Natural Attacks), Soulfire Mithral Bracers (+1)
 
Ysilla Royce:
The youngest child and only daughter of 'Bronze' Yohn Royce grew up surrounded by the love of kith and kin, weaned on tales of Runestone's long and storied history of her kin's honor and glory. Thus it is hardly a surprise that she would seek to show her love for a brother who had been banished unjustly, though her parents certainly did not anticipate how far she was willing to go or unto what strange realms that path would take her.

As dead the girl was mourned to keep her safe in the study of power, but there was more truth to that deception than many would think. The person she might have been, a lady of high birth treading the narrow path expected of her, vanished beyond recall. In her place stands the sister of the Knight of Thunder, the sorceress who flies the storm winds.

Name: Ysilla Royce
Alias: N/A
Alignment: Neutral Good
Age: 10
Race: Human
Level: 4
Class: Witch 4
Feats: Accursed Hex, Extra Hex[x3](Cackle, Cauldron, Slumber), Spellcasting Prodigy
Flaws: Noncombatant, Vulnerable
Class Features: Patron (Storms); Hex (Cackle, Cauldron, Fortune, Healing, Misfortune, Slumber)
Familiar: Raven(???)

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

HP: 4d6 (17) + 12 (CON) = 29 HP
AC: 10 + 4 (DEX) + 10 (Composite Armor +3) - 1(Vulnerable) + 2 Deflection (vs Evil) = 23/25
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +4 (DEX)
Base Attack: +2; Melee(Imperial Steel Dagger +2): +0 (1d4; 19-20/x2), Ranged Touch: +6
Spell Save: 10 + 6 (INT) + 1 (SP) = 17 + spell level
Hex Save: 10 + 6 (INT) + 1/2 Witch level = 18
Weapon Proficiency: N/A
Immunities: Possession/Mental Control, All Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
DR: 2/--

STATS:
7* (-2) Strength
15 + 3 = 18 (+4) Dexterity
12 + 4 = 16 (+3) Constitution
14 + 4 = 18 (+4) Charisma
17 + 5 = 22 (+6) Intelligence
10 + 4 = 14 (+2) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 1 + 3 (CON) + 5 (Resistance) + 6 (CV) = 15
REFLEX: 1 + 4 (DEX) + 5 (Resistance) = 10
WILL: 4 + 2 (WIS) + 5 (Resistance) = 11

SKILLS:
Bluff
: 0 + 4 (CHA) + 6 (CV) = 10
Concentration: 7 + 3 (CON) + 6 (CV) = 16
Craft (Alchemy): 7 + 6 (INT) + 4 (HEX) = 17
Heal: 1 + 2 (WIS) = 3
Intimidate: 0 + 4 (CHA) + 6 (CV) = 10
Knowledge (Arcana): 7 + 6 (INT) + 4 (CV) = 17
Knowledge (Nature): 2 + 6 (INT) + 4 (CV) = 12
Knowledge (Nobility & Royalty): 4 + 6 (INT) + 4 (CV) = 14
Knowledge (The Planes): 7 + 3 (INT) + 4 (CV) = 14
Listen: 0 + 2 (WIS) + 4 (CV) = 6
Spellcraft: 7 + 3 (INT) = 10
Spot: 0 + 2 (WIS) + 4 (CV) = 6

Spells Known (CL 4):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Air Bubble, Alchemical Tinkering, Charm Person, Command, Cure Light Wounds, Detect Secret Doors, Ear-Piercing Scream, Fabricate Disguise, Hermean Potential, Hex Vulnerability, Hypnotism, Inflict Light Wounds, Itching Curse, Mage Armor, Mount, Obscuring Mist, Unseen Servant, Web Bolt, Wizened Appearance
Level 2: Aboleth's Lung, Alter Self, Augury, Blindness/Deafness, Boneshaker, Detect Thoughts, False Life, Fog Cloud, Glitterdust, Investigative Mind, Ironskin, Lay of the Land, Perceive Cues, Raven's Flight, See Invisibility, Spectral Hand, Status, Summon Monster II, Web

Spells Prepared (CL 4):
Level 0 (4/day): Arcane Mark, Mending, Message, Detect Magic
Level 1 (3+2/day): Charm Person, Detect Secret Doors, Hermean Potential, Obscuring Mist, Web Bolt
Level 2 (2+2/day): Blindness/Deafness, Detect Thoughts, False Life, Glitterdust

Hexes: Cackle, Cauldron, Fortune, Healing, Misfortune, Slumber

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • 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 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: +4 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Cloak of the Hedge Wizard (Abjuration):
Composite Armor: AC Bonus: 7 + 3 (Enhancement), Damage Reduction: 2/--, Max Dexterity Bonus: +10, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Weight: 12 pounds

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: +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: +5 Intelligence, +4 Charisma, +4 Wisdom, +5 Resistance bonus to saving throws
  1. Constant Protection from Evil effect
  2. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
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.
Miscellaneous Wondrous Items:
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Genie Tokens:
2x Brilliant Barrier Charm
1x Discretion Charm
1x Fortunate Fate Charm
1x Mask of Mask from Divination
2x Plane Shift Charm
4x Sending Stone
2x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
5x Sunrod
30x Vermin Repellent
Equipped Magic items: Anklets Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON), Earring of Arcane Acuity, Cloak of the Hedge Wizard, Gloves of the Starry Sky (+3 DEX), Greater Amulet of Tears (+5 INT, +4 CHA, +4 WIS), Greater Ribbon of Disguise, Handy Haversack, Imperial Steel Dagger (+2), Launcher, Mind Blank Ring, Muleback Cords(Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Wand of Cure Light Wounds (50/50 Charges)
 
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Wyla Drekelis:
Few are those who walked back from the starless dark of undeath, fewer still those who do not close their minds to the memories of that fel time but draw from it strength. Such a one is Wyla Drekelis, whose sorcery and will was forged in the cold flame of living death. Feared is 'Lady Death' upon the southern shores, but more among pirates and slavers than her own folk. The Naathi honor her for bringing safety to the shores of the isle for the fist time since the Doom of Valyria, even as the elders mourn the death of peace in the hearts of their people.

To Sothoryos she turns her eyes now to rule over the lands where she has wandered through nameless ruins and sought artifacts of old to bring new realms under the law and end the reigns of the jungle tyrants just as she had the depredations of the Ghiscari pirates. Though she has worked great evil when she hunted the night, Wyla hopes the good will long outlive it.

Name: Wyla Drekelis
Alias: The Cold One, Lady Death
Age: 22
Alignment: ???
Race: True Dhampir
Level: 14
Class: Wizard (Necromancer) 14
Feats: Child of the Secret City, Corpse Crafter, Destructive Retribution, Heighten Spell(B), Merciful Spell(B), Spellcasting Prodigy, Tomb Born Fortitude, Weapon Finesse
Flaws: Vulnerable
Racial Traits: Turn Resistance (+2); Undead Resistance (+2/+4); Resist Level Drain; Half-Dead; Liquid Life(1d3); Thrall Spotter; Undead Slayer (+1/+2/+3), Resistances: +5 Cold/Electricity, Vulnerability to Fire (+50%), Light Sensitivity
Class Features: Scribe Scroll, Cursed Glance, Restricted Magic Schools (Conjuration, Enchantment)
Languages Spoken: Low Valyrian (Braavosi), Naathi, High Valyrian

HP: 14d12 (96) + 70 (CON) = 166 + 28 (Heart of the Earth) + 10+1d10 (False Life) = 204+1d10
AC: 10 -1 (Vulnerable) +6 (DEX) +5 (Armor of Twilight) + 2 (Deflection vs Evil) = 20/22
Initiative: +6 (DEX)
Attack: +7/+2 (BAB); Ranged Touch: +7 (BAB) + 6 (DEX) = +13; Melee: +7/+2 (BAB) + 6 DEX + 2 (Valyrian Steel Rapier) = +15/+10 [1d6+1; 18-20/×2]
Spell Save: 10 + 8 (INT) + 1 (SP) + 1 (Arcane Concordance) = 20 + spell level
Weapon Proficiency: Short Sword, Rapier, Hand Axe
Resistances: Cold 10, Electricity 10, Fire 5
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Vulnerability: Fire (50%)

STATS:
8* (-1) Strength
18 + 4 = 22 (+6) Dexterity
14 + 6 = 20 (+5) Constitution
20 + 6 = 26 (+8) Intelligence
15 + 3 = 18 (+4) Wisdom
14 (+2) Charisma
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 4 + 5 (CON) + 1 + 5 (Resistance) + 6 (CV) = 21
REFLEX: 4 + 6 (DEX) + 1 + 5 (Resistance) = 16
WILL: 9 + 4 (WIS) + 1 + 5 (Resistance) = 19

SKILLS:
Bluff
: 17 +2 (CHA) + 6 (CV) = 25
Concentration: 17 + 5 (CON) + 6 (CV) = 28
Diplomacy: 17 + 2 (CHA) + 2 (SYN) = 21
Intimidate: 0 + 2 (CHA) + 6 (CV) = 8
Knowledge (Arcana): 17 + 8 (INT) + 4 (CV) = 29
Knowledge (Dungeoneering): 17 + 8 (INT) + 4 (CV) = 29
Listen: 0 + 4 (WIS) + 4 (CV) = 8
Sense Motive: 17 + 4 (WIS) = 21
Spellcraft: 17 + 8 (INT) + 2 (SYN) = 27
Spot: 0 + 4 (WIS) + 4 (CV) = 8

Spells Known (Caster Level 14): Restricted Schools (Conjuration, Enchantment)
Level 0: Amanuensis, Arcane Mark, Breeze, Detect Magic, Detect Poison, Disrupt Undead, Drench, Ghost Sound, Mage Hand, Mending, Message, Open/close, Prestidigitation, Read Magic, Touch of Fatigue
Level 1: Alarm, Appraising Touch, Blade of Blood, Cause Fear, Critical Strike, Comprehend Languages, Disguise Self, Endure Elements, Floating Disk, Friendly Face, Heightened Awareness, Hidden Ward, Karmic Aura, Lesser Shivering Touch, Locate City, Magic Missile, Magic Weapon, Negative Energy Ray, Nerveskitter, Nightshield, Protection from Good, Protection from Evil, Resist Energy, Scholar's Touch, Shield, True Casting, True Strike, Unseen Servant
Level 2: Alter Self, Arcane Turmoil, Blindness/Deafness, Blur, Chain of Eyes, Command Undead, Darkbolt, Darkness, Death Armor, Detect Thoughts, Disguise Undead, Dissonant Chant, Expose the Dead, False Life, Ghoul Glyph, Heart of Air, Invisibility, Local Tremor, Mirror Image, Protection from Arrows, Protective Penumbra, Reflective Disguise, See Invisibility, Shadow Double, Spectral Hand, Spymaster's Coin, Veil of Shadow, Wraithstrike
Level 3: Alter Fortune, Call the Void, Cloak of Secrets, Dispel Magic, Displacement, Fireball, Flashburst, Fly, Force Punch, Great Thunderclap, Heart of Water, Illusory Script, Karmic Backlash, Lesser Animate Dead, Manyjaws, Major Image, Mind Poison, Sign of Sealing, Shivering Touch, Shrink Item, Slow, Sound Lance, Tongues, Undead Lieutenant, Undead Torch
Level 4: Animate Dead, Assay Spell Resistance, Celerity, Crushing Grip, Detect Scrying, Dimensional Anchor, Disguise Ship, Enervation, Fear, Greater Invisibility, Greater Mirror Image, Heart of Earth, Lesser Globe of Invulnerability, Orb of Force, Scrying, Spell Enhancer, Suppressing Field, Touch of Years, Unluck, Wall of Fire, Wingbind
Level 5: Antifire Sphere, Baleful Polymorph, Blood Tentacles, Cone of Cold, Fabricate, Greater Blink, Heart of Fire, Life Bubble, Mage's Private Sanctum, Magic Jar, Mirage Arcana, Night's Caress, Polymorph, Telekinesis, Wall of Force, Xorn Movement
Level 6: Arrow of Bone, Banshee Blast, Contingency, Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, Karmic Retribution, Revive Undead, Starmantle, Superior Resistance, True Seeing
Level 7: Amber Sarcohagus, Anti-Magic Ray, Arcane Spellsurge, Avasculate, Finger of Death, Spell Turning

Spells Prepared (Caster Level 14th):
Level 0 (4+N/Day): Detect Magic, Disrupt Undead, Message, Prestidigitation, Read Magic
Level 1 (4+3+N/Day): Endure Elements, Heightened Awareness, Negative Energy Ray, Scholar's Touch, Shield, True Casting, True Strike, Unseen Servant
Level 2 (4+2+N/Day): False Life, Heart of Air, Mirror Image, Protection from Arrows, Protective Penumbra, See Invisibility, Spectral Hand
Level 3 (4+2+N/Day): Alter Fortune, Dispel Magic, Displacement, Fly, Heart of Water, Shivering Touch, Sound Lance
Level 4 (4+2+N/Day): Assay Spell Resistance, Celerity, Enervation, Greater Invisibility, Heart of Earth, Orb of Force, Spell Enhancer
Level 5 (3+2+N/Day): Blood Tentacles, Baleful Polymorph, Greater Blink, Heart of Fire, Polymorph, Wall of Force
Level 6 (2+1+N/Day): Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, Starmantle, True Seeing
Level 7 (1+1+N/Day): Amber Sarcohagus, Arcane Spellsurge, Avasculate, Finger of Death

Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 14 hours
  • Protection from Arrows: You benefit from Damage Reduction 10/Magic against ranged projectile attacks, preventing up to 100 points of damage before the spell is discharged. Duration: 14 hours
  • Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 14 hours
Contingency Spells: Renewal Pact; Stalwart Pact

Active Contingency: Targeted by a non-harmless spell or spell-like ability of level three or higher: Spell Turning

Special Abilities:
  • Spell-Like Abilities (Sp): 14th Caster Level; At Will: Detect Undead, 1/Day: Charm Person, Command
  • Cursed Glance (Su): 8/Day, When a visible enemy within 60 feet targets you with an attack or spell, you can as an immediate respond with a curse. If the enemy fails a DC 23 Will save, he takes a –2 penalty to AC and on saving throws.
  • 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 "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.
Boneward Belt: +6 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Carrying capacity is doubled.
  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.
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.
Greater 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. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

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
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
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.
Luck Blade:
  1. Cast a Wish spell (1 use remaining)
  2. 1/Day Reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll.
Miscellaneous Wondrous Items:
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Psionic Items:http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofObjectReading
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater 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.
Ring of Spell-Battle
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Talisman of the Fallen King: +6 Intelligence, +3 Wisdom, +5 Resistance to all saving throws
  • You can recall previously spells totaling up to 9 spell levels per day as a Full-Round Action that provokes Atacks of Opportunity.
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
  • 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Spell Components:
10x Crystal Bottles

Scrolls:
Amber Sarcophagus x2
Arcane Spellsurge x2
Assay Spell Resistance x2
Avasculate x2
Detect Scrying x2
Dimensional Anchor x2
Fabricate x2
Fickle Winds x1
Greater Blink x2
Greater Invisibility x2
Greater Mirror Image x2
Greater Shadow Enchantment x2
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x2
Invisibility x5
Life Bubble x2
Mage's Private Sanctum x1
Major Image x2
Polymorph x2
Sending x2
Shivering Touch x2
Smoky Confinement x2
Spell Turning x2
Starmantle 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)

Metamagic Gems:
2x Enlarging Amethyst
2x Extending Garnet
2x Still Amber
1x Maximizing Sapphire
x1 Widening Emerald
x1 Quickening Diamond

Alchemical Substances:
10x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
20x Liquid Ice
90x Night Tea
20x Sleep-Smoke
10x Sunrod
30x Vermin Repellent
Equipped Magic items: Armor of Twilight, Bead of Newt Prevention, Boots of the Wide Earth, Boneward Belt (+6 CON), Gloves of the Starry Sky (+4 DEX), Greater Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Luck Blade (1 Wish Remaining), Mind Blank Ring, Muleback Cords(Slotless), Quill of Scribing, Ring of Spell-Battle, Ring of Sustenance (Slotless), Soulfire Mithral Bracers of Arcane Freedom (+1), Talisman of the Fallen King (+6 INT, +3 WIS), Valyrian Steel Rapier (+2)
 
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Amrelath the Ash-Risen:
How does one name pride that had endured unbroken over aeons of servitude, malice still sharp when the grandchildren's grandchildren of one's foes are dust and memory? Most would call it madness, but for Amrelath it was the anchor of his sanity it was the memory of his own worth even after being forced into undeath by his fellows and later bound against himself to empower the wards of the Tower of Mantarys. The proof of his triumph is in his rebirth, though the memory of his Long Death hangs upon him close as his own shadow.

Hoard Value: 50,000 IM

Name: Amrelath
Age: Roughly 6000 Years
Alignment: Neutral Evil
Race: Dragon (True, Adult Red). Sovereign Archetype: Loredrake
Feats: Multiattack, Versatile Spellcaster, Power Attack, Rapidstrike (Claws), Improved Rapidstrike (Claws), Improved Rapidstrike (Wings), Beast Strike, Flyby Attack, Flyby Breath, Strafing Breath, Flaws (Haunted, Claustrophobia)
Skill Tricks: Collector of Stories, Swift Concentration
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)
Speed: 40ft, Fly 150ft (poor)
Languages Spoken: Draconic, Ignan, Infernal, Abyssal, High Valyrian

HP: 22d10 (125) + 154 (CON) = 279
AC: 10 + 1 (DEX) +21 (Natural) -2 (size) +6 (Wis+1) +2 (deflection vs Evil) = 36/38
Initiative: +1
Attack: +37 bite (2d8+15)
Full Attack: Unarmed +37/+32/+27/+22 (5d6+15), Bite +35 (2d8+15), Claws +35/+35/+30/+25/+20/+15 (2d6+9), Wings +35/+35/+30/+25/+20/+15 (1d8+9), Tail Slap +35 (2d6+21)
Special: Breath Weapon (50ft cone of fire, 12d10 damage, DC 28), Frightful Presence (180ft, DC 25), Pyrotechnics at-will
Spell Save: DC: 10 + 4 (Cha) = 14
Immunities: Fire, Sleep, Paralysis, Possession/Mental Control, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Vulnerability: Cold
SR: 21
DR: 5/Magic

STATS:
33* +1 = 34 (+12) Strength
10 +2 = 12 (+1) Dexterity
21 +3 = 24 (+7) Constitution
16 +2 = 18 (+4) Intelligence
19 +1 = 20 (+5) Wisdom
16 +2 = 18 (+4) Charisma

*+8 for the purposes of determining carrying capacity

SAVES (+ against):
FORTITUDE: 13 +7 = +20
REFLEX: 13 +1 = +14
WILL: 13 +5 = +18

SKILLS
Appraise
: 21 +4 (INT) = +25
Bluff: 10 +4 (CHA) = +14
Concentration: 25 +7 (CON) = +32
Diplomacy: 15 +4 (CHA) +4 (synergy from Bluff and Sense Motive) = +23
Intimidate: 25 +4 (CHA) +2 (synergy) = +31 -> +4 for each size category larger than target
Knowledge (Arcana): 15 +4 (INT) = +19
Knowledge (History): 15 +4 (INT) = +19
Knowledge (Religion): 15 +4 (INT) = +19
Knowledge (The Planes): 15 +4 (INT) = +19
Listen: 25 +5 (WIS) -4 (Flaw) = +26
Search: 5 +4 (INT) = +9
Sense Motive: 25 +5 (WIS) = +30
Spellcraft: 25 +4 (INT) +2 (synergy) = +31
Spot: 10 +5 (WIS) = +15

Spells Known (Caster Level 9):

Level 0: Arcane Mark, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Prestidigitation, Read Magic (8/Day)
Level 1: Blood Wind, Cure Light Wounds, Mage Armor, Nerveskitter, Shield (5+1/Day)
Level 2: Alter Self, Mirror Image, Scintillating Scales, Wings of Cover (4+1/Day)
Level 3: Ancestral Awakening, Blinding Breath, Dispel Magic (3+1/Day)
Level 4: Breath Weapon Substitution, Voice of the Dragon (2+1/Day)

Pages of Spell Knowledge:
1st Level (100 IM each): Ant Haul, Comprehend Languages, Hoard Gullet, Protection from Evil
2nd Level (400 IM each): Divine Insight, Heroics, Invisibility, Resist Energy, See Invisibility
3rd Level (900 IM each): Air of Nobility, Call the Void, Heart of Water

Contingency Spells: Renewal Pact; Stalwart Pact

Equipped Magic Items: Amulet of Protection from Evil, +1 Soulfire Mithral Bracers, Anklet of Translocation (with 3/day Lion's Charge), Crown of Untarnished Glory (+2 CHA, +2 INT, +1 WIS), Earring of Arcane Acuity, Greater Ribbon of Disguise, Interplanar Whispering Brazier, Muleback Cords, Ring of Sustenance, Monk's Belt (with Healing Belt effect and +3 CON, +2 DEX, +1 STR), Plane Shift Talisman (2/day), Ring of Mighty Fists (+3), Bag of Holding Type IV (with Gentle Repose effect),
Scrolls: Life Bubble (x2), Panacea (x4), Teleport (x2)
 
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