@DragonParadox: Would you be alright with a Wizard!Samwell Tarly write in? I totally get if you think wizards are too OP, but the idea of basically making Fat!Coward!Merlin is just so enticing........
Perhaps when Samwell is banished to the wall by his father, we'll instead assume a different identiy under some exotic false name like, say, "Rincewind"? Complete with losing all that fat due to all the running?
Argo the Cunning Bull:
Though his coat is red as blood and his horns wicked-sharp, what separates this minotaur from his fellows is the spark of curiosity in his eye, the way he moves not with an arrogant strut, but with a measured stride, watchful of the world around him. More than having simply mastered the bestial urges of his blood, Argo can be said to have gained unexpected wisdom in the act.
Large Masterwork Double Crossbow: +14 (4d8; 19–20/x2 [Critical to 2d8 damage only])
Large +4 Valyrian Steel Greataxe: +26/+26/+21/+16 (3d6+18/×3) and Gore +16 melee (1d8+4)
Magebane: +28/+28/+23/+18 melee (5d6+20/×3) and Gore +16 melee (1d8+4)
Weapon Proficiency: Axe, Flail, Mace, Double Crossbow Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] DR: 3/-- DR: 5/- (up to 50 HP); stacks with other Damage Reduction
Mind Over Magic (Su): As per the Spell Turning spell, usable up to 2/Day.
Vicious Strike (Ex): An Occult Slayer who hits a spellcaster mid-casting, such as from readying an action or taking an Attack of Opportunity, deals double damage if the attack hits and adds his Occult Slayer level to the DC of the Concentration check required to continue casting.
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.
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 +20 attack bonus that deals 4d6+12 points of damage.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battlemaster: +5 Constitution
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Diadem of the Chieftain: +2 Intelligence, +2 Wisdom, and +2 Charisma, and a +4 Resistance bonus on all saving throws. Wearer gains an aura that grants all allies within 30ft a +4 Morale bonus on saves against Fear.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glamer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
Greater Amulet of Protection from Evil:
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.
Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Horseshoes of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the shoes are activated, or the effect is lost.
Large Valyrian Steel Greataxe (+4): 3d6+4; x3) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Equipment:Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battlemaster (+5 CON), Corpse-Ferrying Bag, Diadem of the Chieftain, Earring of Arcane Acuity, Gauntlets of Hero's Strength (+6 STR, +3 DEX), Glammered Reinforced Segmented Adamantine Fullplate (+3), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack,Horseshoes of the Battle Charger, Large Masterwork Double Crossbow, Ring of Protection (+3 Deflection), Ring of Sustenance(Slotless),Large Valyrian Steel Greataxe (+4)
Soft Strider:
Born in the secret hollows of the Singers in the days of their long waning the warrior known as Soft Strider among men is still young as that ancient kindred count the years and the seasons. She has ever been dedicated to fulfilling to the last their ancient stewardship. Then in the day when fire came to descend beneath the earth where the roots of the weirwoods grew she choose a stranger path one that would take her far indeed from the chill lands of her birth where she might teach the slow wisdom of the Children of the Forest and learn in exchange that most fleeting and most potent of all mortal emotions: hope.
Name: Soft Strider Alias: N/A Age: 162 Alignment:Neutrally Good Race: Child of the Forest Level: 7 Class: Ranger 7 Flaws:
Feats:Eldritch Fortune, Weapon Focus (Longbow), Weapon Specialization (Longbow), Rapid Shot(B), Many-Shot(B), Endurance(B) Class Abilities: Favored Enemies (Undead Fey); Improved Combat Style (Archery); Wild Empathy Race Abilities: Bound to the Land; Woodland Stride; Scion of Life, Call of Elder Days (Awakened) HP: 51 AC: 10 +4 (Dex) +1 (Luck) +2 (Leather Armor) +2 (Dodge in Forests) = 17/21)
Supernatural Abilities: Call of Elder Days (Awoken): Can cast three more first level spells per day, may add one first level druid spell to the Ranger Spell list
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:
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 Protection from Evil:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Equipped Magic Items: Anklets of Translocation, Boneward Belt (+2 CON), Dragonbone Longbow, Gloves of Zephyr's Grace (+2 DEX), Greater Amulet of Protection From Evil, Masterwork Razor-sharp Dragonglass Dagger (+1 to attack +2 to damage)
Dirriz Bluecloak
Dirriz knows little of how he came to be what he is now. For a time that seems long to her, she had been Faerie Dragon in just another part of the Feywild, playing her part in whatever games the Elder were performing at the time and pranking or helping those walking through her glade otherwise. That changed one day, when she dreamed of power and those dreams sang themselves into the waking world. No great deed was she commanded to perform, not strictures yet to follow, only one instinct she knew she must follow, to grow her hoard, of gold of knowledge and of power.
When the walls between her world and the Material grew thin he took his chances, converted as much of her hoard into wearable form as possible and risked the shapeless mists of the fey-border, to arrive finally in the Reach. Over the last few months she has managed to grow his hoard further, both by tricking mortals who had little chance against the trickery of fey or the cunning of dragons alone, nevermind both combined, but also by genuinely helping those willing to pay her.
Benefit from a +30ft Enhancement bonus to flight speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
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
Convert any spell of 3rd level and above to Fireball.
Raiment of the Four(Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky & Radiant Earring of Arcane Acuity) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Ring of Healing Vigor: +3 Constitution
Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Scrolls: 1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Detect Undead x3
Remove Fear x5
Remove Sickness x5 2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Gentle Repose x3
Lay of the Land x2
Lesser Restoration x5
Remove Paralysis x3 3rd Level:
Magic Circle Against Evil x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3
Genie Tokens
1x Plane Shift Charm
1x Sending Stone
Equipped Magic Items: Aerial Anklets of Rapid Translocation, Amulet of Tears, Belt of Hidden Pouches, Cloak of ResplendantGrace(+4 CHA,+2 DEX), Gloves of the StarrySky, Greater Ribbon of Disguise, Hat of Disguise, Radiant Earring of Arcane Acuity, Ring of Healing Vigor (+3 CON), Ring of Protection from Law (not currently worn), Ring of Protection from Evil, Wand of Scorching Ray (25 Charges, CL 3)
Morwyn and Tuin
Twins born to a people who did not value kinship, sorcerers trained in a realm caught in the webs of a Demon Goddess and her priesthood Morwyn and Tuin hold no loyalty to any save themselves and deal in death with a light hand, in the younger bother's case often with a sardonic smile. Yet for all that they share a keen understanding of the dynamics of power and a burning hatred for She who saw them cursed to immortal agony for these many ages. They say the people of Venthar were merchants and one has little cause to doubt it, for the last of its sons intend to pay back their debts in full.
HP: 5d6+4d8+18 (57 HP) AC: 10 + 4 (DEX) +5 (+1 Mithral Chain Shirt) +2 (+1 Mithral Buckler) +2 (vs Evil) = 21/23 Movement: 30 ft + 30 ft (Anklets) = 60 ft Initiative: +4 (DEX) Base Attack: +6/+1 Attack: +2 Valyrian Steel Short Sword: +11/+6 (1d6+5 + Poison) Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below). Spell Save: DC: 10 + 3 (WIS) + spell level Weapon Proficiency: Short Swords, ??? Immunities: Sleep, Possession/Mental Control Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends) SR: 20
Mirror Image(Su): Expend one daily use of Dancing Lights and Faerie Fire as an Immediate Action to use Mirror Image (as the spell, except you gain only 1d4 images).
Curtain of Darkness(Su): Expend one daily use of your Dancing Lights and Darkness spell-like abilities as an Immediate Action to extinguish all non-magical light sources within 100 feet.
See Invisibility(Su): Expend one daily use of your Darkness and Faerie Fire spell-like abilities as an Immediate Action to use See Invisibility (as the spell, except the duration is only one round per caster level).
Blinding Vanish(Su): Expend one daily use of your Dancing Lights, Darkness, and Faerie Fire spell-like abilities as an Immediate Action to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are Blinded for one round; a successful Fortitude save (DC 14) reduces the effect to Dazzled for one round. In addition, you become Invisible (as the Invisibility spell, except the duration is one round per caster level).
Lesser Caster's Tattoo: 1/Day apply the Still Spell and Silent Spell feats to a spell of up to 3rd level as a Swift Action.
Poisoner's Tattoo: 1/Day use the Minor Creation at 7th caster level to create seven cubic feet of plant-based poison which persists for up to seven hours.
Enchanted Gear: 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:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Goggles of the Golden Sun:
Immunity to blindness and dazzling effect
Convert any spell of 3rd level and above to Fireball.
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.
Resistant Cloak of the Hedge Wizard (Divination): +1 Resistance
Equipment: Additional Weapons (x2 Poisoned +1 Short Swords, x20 Poisoned Short Swords), Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+1 WIS, +2 INT, +3 CON), Darkweave Silk Clothing, Expandable Pole (up to 10 feet), Gloves of Zephyr's Grace (+2 DEX), Goggles of the Golden Sun, Handy Haversack, Silk Rope (100 feet), Resistant Cloak of the Hedge Wizard (Divination), Ring of Protection from Evil, Ring of Sustenance, Tools (Camouflage Kit, Inquisitive's Kit, Masterwork Thief's Tools), +1 Mithral Buckler, +1 Mithral Chain Shirt, Valyrian Steel Short Sword (+2)
HP: 8d4+1d6+18 (33 HP) AC: 10 + 3 (DEX) +5 (+1 Twilight Mithral Chain Shirt) +2 (+1 Mithral Buckler) +1 (Deflection)/+2 (vs Evil) = 21/22 Movement: 30 ft + 30 ft (Anklets) = 60 ft Initiative: +3 (DEX) Base Attack: +4 Attack: Valyrian Steel Dagger: +5 (1d4+1) Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below). Spell Save: DC: 10 + 5 (INT) + spell level Weapon Proficiency: Daggers, ??? Immunities: Sleep, Possession/Mental Control Resistances: Cold 5, Electricity 5 Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends) SR: 20
Ward Attunement(Su): You were once attuned to a mighty ward scheme which protected the realm you called home and empowered its citizens in numerous ways. Unfortunately, your civilization has crumbled to dust and ruin and the wards no longer exist.
Eldritch Tapestry(Su): Weave and Eldritch Tapestry in 10 minutes, connecting yourself and five others for up to 24 hours. Any spell of up to 5th level you cast which would normally affect only yourself can also be made to affect the members of your Eldritch Tapestry.
Quiescent Tapestry(Su): You can precast up to four spells of 5th level or lower into your Eldritch Tapestry. When you are ready, all of these spells can be activated as a single Move Action, affecting everyone within your tapestry instantly.
Enlarged Tapestry(Su): Some spells you cast through your Eldritch Tapestry have their ranges increased; Touch spells become Close range, Close range spells become Medium range, and Medium range spells become Long range.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +1 Wisdom, +2 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
Immunity to blindness and dazzling effect
Convert any spell of 3rd level and above toFireball.
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.
Pearl of Power: 2nd Level (x1)
1/Day recall any 2nd level spell that you had prepared and then cast that day.
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.
Shadow Cloak: +1 Deflection bonus to AC
3/Day, if you are attacked, as an Swift Action you gain either gain Concealment for one round or Teleport to a space you can clearly see up to 10 feet in any direction.
Third Eye of Clarity: +2 Intelligence
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy
Flaming Body (Su): A Brijidine's body is molten rock covered in dancing flames. Anyone striking a Brijidine with a natural weapon or Unarmed Strike takes 1d6 points of Fire damage. A creature that grapples a Brijidine or is grappled by one takes 6d6 points of Fire damage each round the grapple persists.
Heat Stone (Su): Whenever a Brijidine uses her Meld into Stone, Soften Earth and Stone, Spike Stones, Stone Shape, or Wall of Stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 Fire damage per round.
Obsidian Blade (Ex): At will as a Free Action, a Brijidine can create a blade of jagged volcanic glass that functions as a +1 Flaming BurstKeen Longsword. One round after it leaves the Brijidine's grasp, the weapon decays into useless powder.
Lava Blast (Su): A Brijidine can hurl a glob of lava at a target as a Standard Action. This attack has a Range Increment of 30 feet, inflicts 8d6 Fire and 8d6 Bludgeoning damage, plus the Burn and Entrap conditions.
Burn (Ex): Creature's subjected to a Brijidine's Burn ability must succeed on a DC 28 Reflex save (DC 10 + 1/2 Brijidine HD + Constitution modifier) or catch fire, taking 2d6 Fire damage for 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a Full-Round Action. Dropping and rolling on the ground grants a +4 bonus on this save.
Entrap (Su): Creature's struck by a Brijidine's Lava Blast ability risk being Entrapped in solid stone. The target must make a DC 28 Fortitude save (DC 10 + 1/2 Brijidine HD + Constitution modifier) or become Entangled until the stone hindering their mobility is removed. A second Entrap attack means the target must make another DC 27 Fortitude save or become Helpless. A target made Helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the stone is destroyed. The target can use spells with only Verbal components or Spell-Like Abilities if it can make a DC 20 Concentration check. An Entangled creature can make a DC 27 Strength check as a Full-Round Action to break free, but this increases to DC 32 for a Helpless creature. The stone has a Hardness of 8 and 30 Hit Points.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Equipment: Amulet of the Awakened Mind (+4 WIS, +1 INT, +3 CHA), Anklets of Translocation, Cloak of theHedge Wizard(Conjuration), Crown of Freedom, Earring of Arcane Acuity, Mind Blank Ring, Monk's Belt of Healing Vigor (+3 DEX, +2 STR, +4 CON), Ring of Protection from Energy (Cold), Ring of Sustenance (Slotless),Soulfire Mithral Bracers (+1), Talismans (x2 Sending Stones, x1 Plane Shift Charm, x1 Teleport Charm)
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.
Monk's Belt of Healing Vigor: +3 Dexterity, +4 Constitution, +2 Strength
Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
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 Protection from Energy (Cold):
The wearer of this ring can apply the Protection from Energy (Cold) spell to themselves as a Standard Action at 10th caster level at will. Each application absorbs up to 120 points of Cold damage within a 100 minute duration.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Bronn the Sellsword:
A tall wolfish man with black sense of humor and a blissful unconcern with the trappings of honor, Bronn seems the very image of a blade for hire to whoever pays his price. Said price is far from cheap and rightly so for he shows an exemplary skill at arms matched with a mind far sharper than his rough exterior might indicate. In spite of the ill-fortuned circumstances of your first meeting, he has taken to your service with a will, not only for the coin it gained him but for the promise of rising to greater heights in the days to come.
Vs Enemies Immune to Precision Damage: +20/+20/+15/+10 [1d4+8; 19-20/x2]
Dual-Wielding:
Normal: +17/+17/+12/+7 [1d10+1d6+20; 19-20/x2] and +18 [1d4+1d6+21; 19-20/x2]
Vs Enemies Immune to Precision Damage: +17/+17/+12/+7 [1d10+7; 19-20/x2] and +18 [1d4+8; 19-20/x2]
Weapon Proficiency: Longsword, Dagger, Bastard Sword, Pike, Hand Axe 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
Knowledge (All): May not attempt untrained knowledge checks except Knowledge (Geography)
Spot: May attempt a DC 20 Spot check as a swift action. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.
Intimidate: All enemies within 10 ft affected by intimidate. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
A target successfully intimidated suffers lasting effects. Instead of ending when the character leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the character shifts to unfriendly, but a lingering fear remains. Whenever the character returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.
The character can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.
Tactics:
Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
Luck Re-rolls: 9/Day
Uses One Re-roll:
Initiative (Free Action)
Weapon Damage (Swift Action)
Failed Save Made (Immediate Action)
Failed Critical Confirmation Made (Swift Action)
Successful Critical Confirmation Suffered (Swift Action) Hide, Move Silently, or Tumble Check Made (Immediate Action)
Turn a Roll of 1 on an Attack into a 20 (Swift action) [Single Use/day]
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day 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.
Belt of Battle: +1 Constitution
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Dragonskin Grip (+2 to checks against disarm attempts)
Each time you damage an opponent with Fleasticker, its Enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total Enhancement bonus of +5). This extra Enhancement bonus goes away if the opponent dies, you use the weapon to attack a different creature, or 1 hour passes.
Gloves of Zephyr's Grace: +4 Dexterity
The wearer effectively gains the Two-Weapon Fighting feat, or if they already possess it, they instead gain Improved Two-Weapon Fighting.
Greater Amulet of Protection from Evil: +1 Intelligence
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greatreach Bracers of DevastatingQuickstrike(Slotless):
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipment: Anklets of Rapid Translocation, Bead of Newt Prevention, Belt of Battle (+1 CON), Earring of Arcane Acuity, Fleasticker, Gloves of Zephyr's Grace (+4 DEX), Greater Amulet of Protection from Evil (+1 INT), Greater Ribbon of Disguise, Greatreach Bracers of DevastatingQuickstrike(Slotless), Mind Blank Ring, Reinforced Segmented Mithral Breastplate (+1), Ring of Prestidigitation[At-Will] (Slotless),Ring of Sustenance(Slotless), Ring of the Unseen Ward, Scabbard of the AmoralEdge, Soulfire Mithral Bracers (+1), Valyrian Steel Dagger (+2)
Jeyne Weaver
Jeyne Weaver was born to a family of minding prosperous tradesmen. Exciting things where things that happened to other people, until the red cloaks showed up at at her door with promises of gold and maybe even a marriage to some petty knight if she followed along the path of the Golden Shields and the implication that her fate would be considerably less pleasant were she to refuse. Thus she stepped hesitantly down the winding steps as the song of the Deep Earth swelled around her and from its melody gleamed the secrets of sorcery. She was among those who sailed to war against the dragon in the Stepstones though her fate was darker than mere capture, to this day she hates Aurane Waters more than any other monster she has faced or heard of, for hiding his evil behind a smile and a arrogant laugh.
Freed from his power Jeyne chose to have her memories of the day excised rather than betray Tywin Lannister for she did not think a boy of five and ten, sorcerer though he be, a match for the Old Lion. Her winding path lead her back to the Westerlands to the Ocean road one fateful evening where she was captured and made a unknowing tool of the Deep Ones, sent forth into the world in a body not her own possessed of strange powers rooted not in common but the unfettered potential of the mind.
For months she wandered Westeros in the company of a knight she at first thought mad for claiming the Red Lion of House Raye for his own and yet in that absurd boldness, in his willingness to stand by her though all the trials of ignorance, spite and shadowy enmity she found inspiration of her own. She made for Sorceer's Deep. There the thread pulled from the hands of unseen masters, he puppet body made her own, leaving Jeyne Weaver to wonder who she was now that her path had come full circle.
Myri the Geodite
Diminutive Elemental (Earth, Extraplanar, Psionic)
Hit Dice| 3d8+3 (20 HP) Initiative|-1 Speed|30 ft, Burrow: 10 ft Armor Class|19 (+1 Size, -1 Dex, +9 Natural), touch 10, flat-footed 19 Base Attack/Grapple| +2/+1 Attack|Slam: +6 (1d4+4) Space/Reach|5 ft./5 ft. Special Attacks|Psi-like Abilities Special Qualities|DR 5/--, Darkvision, Elemental Traits, Alertness, Improved Evasion, Share Powers, Telepathic Link, Deliver Touch Powers Saves|Fort +4, Ref +2, Will +5 Abilities|Str 16, Dex 8, Con 13, Int 12, Wis 11, Cha 14 Skills|+9 Autohypnosis, +10 Concentration, +7 Craft (Stonemasonry), +5 Knowledge (Arcana), +5 Knowledge (Dungeoneering), +10 Knowledge (Psionics), +5 Knowledge (The Planes), +4 Listen, +10 Psicraft, +4 Spot Feats| Alertness, Combat Manifestation, Improved Natural Attack, Power Attack Alignment: Lawful Neutral
Psi-Like Abilities (Manifester Level 3): 2/Day Energy ray (Sonic, +2 ranged touch, 3d6-3 damage), Create Sound, Stomp (DC 13)
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: +4 Constitution, +2 Dexterity
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Cognizance Crystals: You can store Power Points in these crystals for later use fueling your psionic powers.
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.
Gloves of Object Reading: Wearer can use the Object Reading psionic power 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.
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.
Psionatrix of Psychokinesis: +1 Enhancement bonus to the save DC of all Psychokinesis powers used by the wearer.
Ring 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
Third Eye of Penetrate: You benefit from a +2 Manifester level bonus to overcome Power Resistance.
Torq of Power Preservation: Reduce the Power Point cost of activating your psionic powers by 1 (to a minimum of 1).
Equipped Magic Items: Amulet of Protection from Evil (Slotless), Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON, +2 DEX), Circlet of Clarity (+4 INT), Cognizance Crystals (3 PP[x3], 5 PP[x1]), Earring of Arcane Acuity (+1 WIS), Glamered Reinforced Segmented Mithral Fullplate (+3), Gloves of Object Reading, GreaterRibbonofDisguise, Handy Haversack, Launcher, Manifester Dagger (+1), Psionatrix of Psychokinesis, Ring of Sustenance, Ring of Tears, Third Eye of Penetrate, Torq of Power Preservation, Valyrian Steel Dagger (+2)
Ser Roger 'Reyne'
Ser Roger 'Reyne' was not destined for the life of a knight from the start, the son of a merchant of middling wealth and excessive ambition and a bastard daughter of House Tallbow, minor Reacher knights with a seat near Old Oak, he was nonetheless groomed to take up the family business, not dream of sword and bow. Still Roger was nothing if not ambitious in seeking out those very things proving quite skilled in the knightly arts for one who could not give them his full attention.
When his father overreached and lost first his business, to a series of poorly thought out investments, then his life at the bottom of a bottle of spirits Roger decided to place what little coin he had left towards a horse and armor before presenting himself to his uncle, the current lord of Tallbow, . Given his predicament the old man did not have the heart to refuse him a knighthood, for though the life of a hedge knight could be harsh, it was better at least than that of a penniless son of a disgraced merchant house.
Not wanting to presume too much upon his uncle's generosity and wishing to give his knightly persona a certain flair he decided to take inspiration from his mother's supposed sire Ser Reynard Reyne. With the passing of years he would dare to venture further and further into the Westerlands to see just how far he could twist the lion's tail before it batted at him. His daring eared him only about half as many surreptitiously passed drinks as it did kicks out the inn door but Roger was content enough with the way it spiced up his life, though after one fateful morning on the Searoad near Crakehall life seemed bound an determined to upend the whole spice rack.
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: +1 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Equipped Magic Items:Amulet of Tears, Anklets of Translocation, Bead of Newt Prevention, Boneward Belt(+1 CON),Earring of Arcane Acuity,Extreme Mithral Shield (+1), Folding Lance (+1; Hardened),Gloves of Heroes Strength (+2 STR), Greater Ribbon of Disguise, Handy Haversack, Heavy Valyrian Steel Mace (+2), Launcher, Psionic Tattoos (Various), Reinforced Segmented Adamantine Fullplate (+1), Ring of Protection from Evil, Ring of Sustenance, Valyrian Steel Dagger (+2)
Ser Kennos of Kayce
Born to a minor line in service of the Kennings of Kayce Ser Kennons knew his lot in life would be that of a household knight since the day he first picked up a wooden training at his father, lord Kennings' Master-at-Arms. Unlike many of his station he never had dreams of riding off and finding his fortune in the world by his sword, the sight of ragged hedge knights less certain of their next meal than the smallfolk in the fields putting paid such ambitions. Untroubled he was by the changing of the world until one fateful night in King's Landing when he met Thoros of Myr.
Some men find their god in a temple, others in the heat of desperate battle, but Kennos of Kayce found his in a tavern though he did not then know it. First stripped of his will then cast adrift by the machinations of devils the knight offered his sowrd to the Dragon King, but his soul he swore to R'hllor the Red following in the footsteps of his freind, that he might be a bright sword against the darkness of the world.
Name: Ser Kennos of Kayce
Alias: Herrock's Hornblower
Age: 33
Alignment: Lawful Neutral
Race: Human
Level: 10
Class: Fighter 3/Paladin 7
Feats: Awesome Smite, Battle Blessing, Divine Might, Divine Vigor, Extra Turning, Power Attack, Stand Still
Class Features: Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Lay on Hands (28 HP/Day), Smite Evil 2/day, Turn Undead, Remove Disease 1/Week, Divine Spirit (Spirit of Healing 1/Day)
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones, poor)
Divine Grace (Su): You gain a bonus equal to your Charisma bonus on all saving throws.
Divine Health (Ex): You are immune to all diseases, including supernatural and magical diseases (such as Mummy Rot and Lycanthropy).
Aura of Courage (Su): You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 Morale bonus on saving throws against fear effects. This ability functions only while you are conscious.
Lay on Hands (Su): Each day you can heal up to 28 Hit Points of damage (Paladin level x Charisma bonus) by touch. Using Lay on Hands is a standard action. Alternatively, you can use this healing power to damage Undead creatures via Melee Touch Attack which does not provoke Attacks of Opportunity. You can decide how much of your daily allotment of points to use as damage after the Touch attack is successfully made.
Battle Blessing (Su): You cast most of your spells faster than normal. If a spell normally requires a Standard Action, you can cast it as a Swift Action, and if it normally requires a full round to cast, you can cast it as a Standard Action. Spells with longer or shorter casting times are not affected by this feat.
Smite Evil (Su): 2/Day, you may attempt to Smite Evil with one normal melee attack. You add your Charisma bonus to your attack roll and deal 1 extra point of damage per Paladin level. If you accidentally Smite a creature that is not evil, the Smite has no effect, but the ability is still used up for that day.
Divine Spirit: You have forged a bond with Celestial spirits whose aid you can call upon when needed.
Spirit of Healing:1/Day Summon a Spirit of Healing for 7 rounds (1 round per Paladin level), which can heal 56 Hit Points of damage (double your Lay on Hands amount).
To benefit from this healing, you or an ally must begin or end your turn in the same space as the spirit, then use a Standard Action to draw on its power.
Turn Undead (Su):11/Day (3 + Charisma bonus + 4 via Extra Turning). You Turn Undead as a Paladin of one level higher than your actual level.
Divine Might: As a Free Action, you can spend one use of Turn Undead to add your Charisma bonus to your weapon damage for one round.
Divine Vigor: As a Standard Action, you can spend one use of Turn Undead to increase your base speed by 10 feet and gain 2 Temporary Hit Points per Paladin level for one minute per point of your Charisma bonus.
Awesome Smite:You can Smite Evil as part of a Power Attack to use any one of the following augmented Smite attacks.
Seeking Smite: Your Smite attack is uncannily guided to its target, ignoring any miss chance your foe might have, though your weapon must still be able to strike the target.
Demolishing Smite: Your Smite attack punches through your enemy's defenses, ignoring a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus.
Overwhelming Smite: Your Smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a Trip attack. A foe that resists is not entitled to make a Trip attempt against you in return. You can attempt an Overwhelming Smite only once per round.
Belt of the Battle Master: +2 Constitution
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
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.
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 Amulet of Protection from Evil:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipped Magic Items: Bead of Newt Prevention, Belt of the Battle Master (+2 CON), Boots of Battle Charger, Earring of Arcane Acuity (+1 CHA), Gloves of Hero's Strength (+3 STR), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greatreach Bracers ofQuickstrike, Handy Haversack,Reinforced Segmented Adamantine Fullplate (+1),Ring of Sustenance, Valyrian Steel Greatsword (+2), Wand of Cure Light Wounds (50/50 charges)
Mors Umber
Hardy enough to shrug off the blows of warriors half his age and strong enough to deal such gruesome wounds in return that few who face him ever live to see old age in turn Mors Umber might be counted living proof if ever there was one that the blood of giants flows in the veins of the Lords of Last Hearth. Yet grim though he be with an axe in hand there are burdens even his broad shoulders could not shrug off and so he oft sought refuge at the cotton of the tankard, or more precisely the barrel. It was thus he earned the name he has carried for more winters than he cares to recall. 'Crowsfood', for when one of the sly birds plucked out his eye while he lay insensate by the road. Yet the world is changed and with it might fortune's wheel spin again.
By magic might an eye pop back into its socket and a lost daughter be found again. Mors has even grudgingly come to accept that his daughter was wed to a man of the Thenns of the Far North, in his own way at least. He no longer ponders the edge of his axe whenever his newfound godson is nearby. There are far more deserving necks to cleave by an edge of Valyrian Steel.
Dashing Step (Ex): You do not take a -2 penalty to Armor Class when charging. Furthermore, you add one-third of your barbarian level to your AC against attacks of opportunity when charging.
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
Boneward Belt:+2 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of Speed:
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.
Earring of Arcane Acuity:+1 Intelligence, +1 Wisdom
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.
Equipment: Amulet of Tears,Boneward Belt (+2 CON), Boots of Speed, Earring of Arcane Acuity,Gloves of Hero's Strength (+2 STR, +2 DEX), Greater Ribbon of Disguise, Handy Haversack,Reinforced Segmented Valyrian Steel Fullplate (+2), Ring of Protection from Evil, Valyrian Steel Dagger (+2), Valyrian Steel Greataxe (+2)
HP: 70/70 AC: 10 + 5 (DEX) + 4 (Chainshirt) + 2 vs Evil (Deflection) = 19/21 Initiative: +3 Attack: +13/+8/+3 (BAB) + 5 (DEX) + 1(WF) (+2 vs Humanor Aberrations or +6 vs Undead) =+17/17/12/7 (1d8 +1 +1d6 vs Undead) (Doubled on the first attack per Full Attack) Weapon Proficiency: All Simple and Martial Immunities: Possession/Mental Control
Wearer benefits from constant Protection from Evil
1/Day if the wearer successfully saves against an Enchantment spell, they can reflect it back at the caster as if using Spell Turning
Boneward Belt: +2 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Evasion (Ex): Can avoid even magical and unusual attacks with great agility. Upon making a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage. Evasion can be used only if wearing light armor or no armor.
Silvered Tongue (Ex): A number of times per day equal to your Charisma modifier, you can roll 2d20 for a Perform check and take the better result. (6/Day)
Challenge (Ex): Whenever an order of the blue rose cavalier issues a challenge, he receives a +3 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms).
Flat of the Blade (Ex): The cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.
Cavalier's Charge (Ex): A cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Symbol of Inspiration (Ex): The gallant's personal crest becomes an inspirational symbol of his chivalrous ideals. As long as he displays his crest on his tabard, banner, or similar item, allies within 60 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects, and a +2 bonus on damage rolls to deal nonlethal damage.
Inner Peace (Ex): The cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. As an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. (1/Day)
Greater Tactician (Ex): The cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action (Bonded Mind)
Sociable (Ex): As a move action, grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (6 rounds)
----
Anklets of Rapid Translocation:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
By spending one use of you Challenge class feature as an Immediate Action, you can apply your Charisma bonus to your Shield bonus to AC against the target of your Challenge for 1 minute.
Earring of Arcane Acuity: +2 Charisma, +2 Wisdom, +1 Intelligence, +5 Competence bonus to Diplomacy skill checks
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Equipped Magic Items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Challenging Heavy Mithral Shield (+1), Cloak of Resistance (+3), Cold Iron Longsword (+1), Earring of Arcane Acuity (+2 CHA, +2 WIS, +1 INT), Gloves of Zephyr's Grace (+2 DEX, +2 STR),Greater Ribbon of Disguise, Greater Ring of Protection from Evil, Handy Haversack, Launcher, Masterwork Composite Duskwood Longbow (+3 STR bonus), Periapt of Health, Quivers (x2; 20 Cold Iron-tipped arrows & 20 Steel-tipped arrows), Reinforced & Segmented Mithral Breastplate (+1), Ring of Self-Sufficiency, Valyrian Steel Lance (+2), Valyrian Steel Longsword (+2)
Mount's Equipped Magic Items: Horseshoes of Speed (+30ft Enhancement bonus to ground movement), Muleback Cord [Slotless](+8 STR for purpose of Carrying Capacity), Reinforced Mithral Chain Barding (+1)
Thoros of Myr
A tall balding man given to wine and merriment Thoros nonetheless carries himself with a warrior's stride, many of the lessons of his youth remembered again in this age of magic and miracles , not least the ones the Lord of Light has seen meet to give into his hands. Having faced death at the hands of devils and been returned from its embrace the Red Priest fights with boldness that seems almost reckless, though to his way of thinking it is only reasonable. If the R'hllor should count his time in the world of the living has reached its end then the god could as easily see him perish as allow him to remain dead.
Name: Thoros of Myr
Alias: N/A
Age: 41
Alignment: Lawful Good
Race: Human
Detect Evil (Sp): At Will Detect Evil, as the spell.
Divine Grace (Su): You gain a bonus equal to your Charisma bonus on all saving throws.
Divine Health (Ex): You are immune to all diseases, including supernatural and magical diseases (such as Mummy Rot and Lycanthropy).
Aura of Courage (Su): You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 Morale bonus on saving throws against fear effects. This ability functions only while you are conscious.
Battle Blessing (Su): You cast most of your spells faster than normal. If a spell normally requires a Standard Action, you can cast it as a Swift Action, and if it normally requires a full round to cast, you can cast it as a Standard Action. Spells with longer or shorter casting times are not affected by this feat.
Lay on Hands (Su): Each day you can heal up to 60 Hit Points of damage (Paladin level x Charisma bonus) by touch. Using Lay on Hands is a standard action. Alternatively, you can use this healing power to damage Undead creatures via Melee Touch Attack which does not provoke Attacks of Opportunity. You can decide how much of your daily allotment of points to use as damage after the Touch attack is successfully made.
Turn Undead (Su):12/Day (3 + Charisma bonus + 3 via Amulet). You Turn Undead as a Paladin of one level higher than your actual level.
Divine Might: As a Free Action, you can spend one use of Turn Undead to add your Charisma bonus to your weapon damage for one round.
Divine Vigor: As a Standard Action, you can spend one use of Turn Undead to increase your base speed by 10 feet and gain 2 Temporary Hit Points per Paladin level for one minute per point of your Charisma bonus.
Smite Evil (Su): 3/Day, you may attempt to Smite Evil with one normal melee attack. You add your Charisma bonus to your attack roll and deal 1 extra point of damage per Paladin level. If you accidentally Smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Strength of Conviction: When you use Smite Evil, you can forego the attack bonus in order to inflict additional damage equal to your Paladin level.
Charging Smite: If you use Smite Evil on a Charge attack, you deal 2 points of additional damage per Paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a Smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.
Awesome Smite:You can Smite Evil as part of a Power Attack to use any one of the following augmented Smite attacks.
Seeking Smite: Your Smite attack is uncannily guided to its target, ignoring any miss chance your foe might have, though your weapon must still be able to strike the target.
Demolishing Smite: Your Smite attack punches through your enemy's defenses, ignoring a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus.
Overwhelming Smite: Your Smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a Trip attack. A foe that resists is not entitled to make a Trip attempt against you in return. You can attempt an Overwhelming Smite only once per round.
Belt of the Battle Master: +2 Constitution
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
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.
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)
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Holy Amulet of Protection from Evil:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
In addition to being able to be used as a Holy Symbol, the amulet also grants you an additional use of Turn or Rebuke Undead for each of the following criteria you meet: Five or more ranks in Knowledge(Religion), possession of the Improved Turning feat, and possession of any Divine feat.
Pearls of Power: 1st level (x2), 2nd level (x1)
1/Day on command, a Pearl of Power enables you to recall any one spell of the appropriate level that you have already prepared and cast that day. The spell is then prepared again, just as if it had not been cast.
Valyrian Steel Greatsword of Stunning (+2): 2d6+2; 19-20/x2
On a successful melee attack, you can command this sword to Stun a creature for 1 round. This effect is resisted with a DC (10 + 1/2 your character level + your Charisma modifier) Fortitude saving throw. This ability can be used (1 + your Charisma bonus) times per day. Once this ability is activated, only the person who did so can make further use of it until the following day.
Equipped Magic Items: Belt of the Battle Master, Boots of Battle Charger, Earring of Arcane Acuity, Gloves of Hero's Strength (+2 STR), Greater Ribbon of Disguise, Greatreach Bracers ofQuickstrike, Handy Haversack,Holy Amulet of Protection from Evil, Pearls of Power (1st: x2, 2nd: x1), Reinforced Segmented Adamantine Fullplate (+1),Ring of Sustenance, Ring of Untarnished Glory (+2 CHA, +1 WIS), Valyrian Steel Greatsword of Stunning (+2)
The Silver Corsairs:
Moonsong the Sprite:
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 Tiny/Medium Fey (Liminal Sprite, Variant Suzerain Creature) Hit Dice: 3d6 [Liminal Sprite] +10d6 [Bard] + 65 (CON) = 113 HP Initiative: +7/+5 Speed: 30 ft/40 ft., fly 70 ft. (Good) Armor Class: +2 vs Undead OR +4 vs Incorporeal Undead
Base Attack/Grapple: Tiny (+9/+0) or Medium (+9/+10)
Attack: Valyrian Steel Rapier or Dagger (+2): Tiny (+20 [1d4+1; 18-20/×2]) or Medium (+16 [1d6+3; 18-20/×2])
Full Attack: Valyrian Steel Rapier or Dagger (+2): Tiny (+20/+15 [1d4+1; 18-20/×2]) or Medium (+16/+11 [1d6+3; 18-20/×2])
Space/Reach: Tiny (2ft./0ft.) or Medium (5ft./5ft.) Special Qualities: Low-Light Vision, DR 10/Cold Iron, SR 23, Cold &Electricity Resistance 5
Special Attacks: Repartee, Spell-like Abilities, Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Inspire Greatness, Suggestion [DC 24])
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
Saves: Fort +15, Ref +23/+21, Will +21 Abilities: Str 8(12), Dex 24 (18+6)[20], Con 20 (14+6), Int 20, Wis 20 (16+4), Cha 28 (22+6) Skills: Diplomacy +43 (16+9+8+10), Escape Artist +23/+21 (16+7/+5), Knowledge (Geography) +15 (10+5), Hide +31/+21 (24/16+7/+5), Listen +21 (16+5), Move Silently +31/+21 (24/16+7/+5), Perform (Comedy) +49 (16+9+14+10), Perform (String Instruments) +17 (8+9), Profession (Officer) +31 (16+5+10), Sense Motive +21 (16+5), Sleight of Hand +12/+10 (5+7/+5), Spot +21 (16+5)
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.
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.
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.
The wearer gains a +5 Circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of Friendly or Helpful.
Hold breath for up to 12 hours before having to make a Constitution check.
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
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.
Radiant Earring of Arcane Acuity: +10 Competence bonus to Diplomacy and Perform (Comedy) skill checks
Immunity to blindness and dazzling effect
Convert any spell of 3rd level and above to Fireball.
Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
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 theStarrySky(+6 DEX), Greater Amulet of Protection from Evil (+5 Resistance), GreaterRibbonofDisguise,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)
Asha Greyjoy:
Eldest living child and only daughter of the late Balon Greyjoy, Asha is a study in contrasts, brash in her words whether in the council chamber or the heat of battle, seeming rashness hiding calculation that is ever ready to take advantage of any opportunity that might be thus stirred up. Though she wears her thirst for glory and acclaim upon her sleeve, there is another side to her, loyal to kith and kin and woe betide he who should miscount this for in her there dwells the ruthlessness which has made seafarers as they looked to the horizon for ages.
HP: 44/44
AC: 10 + 4 (DEX) + 6 (Reinforced Mithral Chain Shirt +1) +2 (vs Evil) = 20/22 Initiative: +4 (DEX) Movement: 30ft + 30ft (Anklets) = 60ft Attack: +4 (BAB) +3 (DEX) + 2 (Enhancement) = +9 [1d6 +1d6 (Cold or Electricity) +1d4 (Dirty Strike) +2d6/1d6 (Sneak Attack)] Special: Can take up to -5 to attack and add to AC for self and adjacent allies; 1d6 Damage when fighting defensively; gain a free AoO on the first enemy to miss you while fighting defensively Weapon Proficiency: Axe, Boarding Pike, Dagger Immunities: Possession/Mental Control, Discern Lies/Detect Thoughts
Sailor Lore: Roll 1d20 +4 to obtain rumors and tales
Dirty Strike: Opponent receives a Reflex Save against the Mariner's first modified attack roll each round. On a failure he takes the extra damage on every attack until the next round. (1d4+1d6) [Precision Damage]
Travel Devotion: Gain a full move action as a swift action for up to a minute (1/day)
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +1 Constitution
Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Ring of Hidden Thoughts: The wearer is continually immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her Alignment.
Equipped Magic Items:Anklets of Rapid Translocation, Boneward Belt (+1 CON), Earring of Arcane Acuity, Greater Amulet of Protection from Evil, GreaterRibbon of Disguise, Handy Haversack, Launcher, Ring of Hidden Thoughts, Gloves of Zephyr's Grace (+2 DEX), Reinforced Mithral Chain Shirt (+1), Valyrian Steel Axe (+2)
Theon Greyjoy:
The erstwhile heir to the Iron Isles can show a ready smile and a cheerful laugh, but sometimes as he looks out to sea a melancholy can overcome him. For some odd reason certain women seem to find this alluring, something the lad is not shy about making use of.
Walk In Silence(Su): Up to 4/Day (1/2 Myster Ranger level) you can gain +5 Circumstantial bonus to Hide for one round as a Swift Action.
Bane Weapon (Su): As a Full-Round Action up to 5/Day (1 + CHA modifier), you can grant the Bane Weapon ability corresponding to a Favored Enemy to a held weapon for up to 8 rounds (1 per Mystic Ranger level).
Swift Tracker (Ex): Youcan move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Favored Enemies (Ex):
Aberrations: Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and a +2 bonus on weapon damage, against Aberrations.
Arcanists (Enhanced): Gain a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and a +4 bonus on weapon damage, against any creature that uses Arcane spells, spell-like abilities, or Invocations.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
1/Day a Ranger can use this Enmity Fetish to replace one of their Favored Enemy categories with Humanoids. This effect lasts for 24 hours and requires 10 minutes. Alternatively, the effect can be activated as a Swift Action, but it only lasts 10 minutes and provides half the normal bonuses.
Greater Amulet of Protection from Evil:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater 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.
Ring of Healing Vigor Powers:
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)
Silver Nocking Point: Affixed to Dragonbone Longbow of Distance +1 (w/+3 STR bonus)
You treat penalties for wind conditions as though they were one step less severe when using the enhanced bow. Magical wind effects that would normally deflect the projectile (such as Fickle Winds) instead impose only a –8 penalty on the attack roll.
Equipment: Anklets of Rapid Translocation, Belt of Hero's Strength (+2 STR), Dragonbone Longbow of Distance +1 (w/+3 Strength bonus), Earring of Arcane Acuity, Enmity Fetish, Gloves of Zephyr's Grace (+2 DEX), Greater Amulet of Protection from Evil, Greater Bracers of Archery, Quiver of Abundant Ammunition, Ring of Healing Vigor (+2 CON), Ring of Untarnished Glory (+1 CHA), Silver Nocking Point, Talisman of Mage Sense (Detect Magic at will)
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.
Class Features: Alchemy, Bomb 5d6, Mutagen, Poison Resistance, Poison Use, Sneak attack +1d6, Swift Alchemy, Swift Poisoning, Trapfinding
Flaws:Chivalrous Courtesy 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: 74 AC: 10 + 4 (DEX) +7 (Celestial Glamered Reinforced Segmented Mithral Breastplate (+1) +4 (Mage Armor) +2 (PfE) = 21/25/27 Movement: 30 ft + 30 ft (AoRT) = 60 ft Initiative: +4 (DEX) Attack: +7/+2 BAB, Valyrian Steel Thinblade +13/+7 (1d8+6/18-20 x2) or Bomb +12/+7 (5d6+7) [At Ranges up to 30Ft, -1 to attack and damage modifier otherwise] Weapon Proficiency: Dagger, Longsword, Crossbow, Lance Immunities:Possession/Mental Control
Detect Magic/at will: An alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Anklets of Rapid Translocation:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
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.
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 Amulet of Protection from Evil: +1 Constitution
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Poisoner's Gloves: +2 Dexterity
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. The wearer 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 Spell Resistance. The wearer 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.
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
Equipped Magic items:Anklets of Rapid Translocation, Boro Beads, Celestial Glamered Reinforced Segmented Mithral Breastplate (+1), Cloak of the Hedge Wizard (Conjuration), Earring of Arcane Acuity (+2 INT), Greater Amulet of Protection from Evil (+1 CON), GreaterRibbon of Disguise, Handy Haversack, Healing Belt of Resources, Launcher, Poisoner's Gloves (+2 DEX), Quick Runner's Shirt, Ring of Endurance, Ring of Sustenance,+1 Ghost Touch Bronze Longsword, +2 Valyrian Steel Thinblade
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: 9 (36,000/45,000)
Class: Monk 9
Class Features: Improved Evasion, Fast Movement, Flurry of Blows, Purity of Body, Qi Pool, Qi Strike (Magic, Coldiron/Silver), Qi Power, Still Mind, Stunning Fist, Style Strike (Flying Kick), Style Strike (Foot Stomp)
Flaws: Overprotective, Sentimental
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.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.
Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk 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.
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.
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Healing Belt ofGiant's Growth:
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
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.
Monk's Robe: Outwardly, this appears to be nothing more than a simple brown robe.
If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher.
If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day.
If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk'sAC bonus.
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.
Magic Items Equipped:Anklets of Translocation, Cloak of the Hedge Wizard (Conjuration), Gloves of Hero's Strength (+2 STR,+1 DEX), Greater Enduring Amulet of Protection Against Evil, Greater Ribbon of Disguise, Greatreach Bracers, Handy Haversack, Healing Belt of Giant's Growth (+2 CON), Insightful Earring of Arcane Acuity (+2 WIS), Monk's Robe, Quick Runner's Shirt, Ring of Mighty Fists (+2), Ring of Sustenance
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: 9
Class: Human Paragon 3/Fighter 5/Occult Slayer 1
Flaws: Bitter, Implacable
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: 88
AC: 10 + 2 (DEX) +11 (Reinforced Segmented Valyrian Steel Fullplate) +5 (SS; +1 Animated Spiked Extreme Shield) +1 (Deflection) OR +2 (PfE) = 30/31
Movement: 30 ft + 30 ft (BotBC) = 60 ft
Initiative: +2
Attack: +17/+12 [+8/+3 BAB +6 (STR) +2 (Valyrian Steel Bastard Sword) +1 (WF)] at 1d10+9 (19–20/×2) or Charge Valyrian Steel Bastard Sword +17 (1d10+9/19-20 x2) and Spiked Animated Extreme Shield +13 (1d6+6/x2)
Weapon Proficiency: Dagger, Mace, Longsword, Bastard Sword, Greatsword, Lance
Immunities: Possession/Mind Control
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 aGentle Repose spell.
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)
Greatreach Bracers ofQuickstrike:
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.
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
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.
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.
Resistant Cloak of the Hedge Wizard (Conjuration):
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
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.
Equipped Magic Items: Amulet of Protection From Evil, Corpse-Ferrying Bag, Earring of Arcane Acuity, Gloves of Hero's Might (+2 STR), GreaterRibbon of Disguise, Greatreach Bracers ofQuickstrike, Handy Haversack, Healing Belt ofGiant's Growth(+2 CON),Quick Runner's Shirt, Resistant Cloak of the Hedge Wizard (Conjuration, +1 Resistance), Ring of Endurance, Ring of Protection(Slotless) (+1), Ring of Sustenance, Spiked Animated Extreme Shield (+1), Translocating Boots of the Battle Charger, Valyrian Steel Bastard Sword (+2), Reinforced Segmented Valyrian Steel Fullplate (+2)
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.
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.
Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she 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.
Energy Resistance (Ex): 10 against Electricity
Anklets of Rapid Translocation:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +2 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Convert any spell of 3rd level and above to Fireball.
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
Magic Items Equipped: Amulet of Protection From Evil, Anklets of Rapid Translocation, Boneward Belt (+2 CON), Celestial Glamered Reinforced Segmented Mithral Fullplate (+3), Greater Dispelling Gloves of the Starry Sky (+1 STR), GreaterRibbon of Disguise, Handy Haversack, Mithril Heavy Shield (+1), Radiant Earring of Arcane Acuity, Ring of Endurance, Ring of Sustenance, Quick Runner's Shirt, Valyrian Steel Warhammer (+2), Wand ofCure Light Wounds(50 Charges)
[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)
I'd have preferred a wizard, but sorcerer is juuuuust fine by me.
Perhaps when Samwell is banished to the wall by his father, we'll instead assume a different identiy under some exotic false name like, say, "Rincewind"? Complete with losing all that fat due to all the running?
I was thinking more along the lines of "Randyll Tarly lets Sam join the Citadel, he reads a lot about ancient magic and stuff in the Citadel library because he's a huge nerd, then actually manages to light the glass candle during his initiation as a maester", but I'm a worried that's a bit too much of a divergence.......
I was thinking more along the lines of "Randyll Tarly lets Sam join the Citadel, he reads a lot about ancient magic and stuff in the Citadel library because he's a huge nerd, then actually manages to light the glass candle during his initiation as a maester", but I'm a worried that's a bit too much of a divergence.......
Or he could find a hidden library at the wall. Since Sam is a volunteer he can leave as long as he has not taken the oath yet. So maybe one night after a hard day of training and having the shit beat out of him, Sam stubbles upon a hidden library in Castle Black that hasn't been opened since the age of Heros. He finds the knowledge and tries a spell. To Sam shock it works so in a fit of spite to his father Sam decides to take his chances some were else with his new pwoer. So he takes the books and leaves in the night for the free cities before he takes any oaths.
[X] Arya Stark: Ever have you been the rebellious one, a true child of the North, you remind your father of his lost sister even as you drive your mother to despair. The Wolf Blood runs strong in you. One night restless and unsleeping you choose to rest under the ancient Heart Tree of Winterfel. There you dream of things so True that had they been revealed in the waking world it would had broken under their weight. Long have the Gods of Stone and Tree been silent but no more for you will be their voice (Druid Class -Spontaneous-)
[X] Samwell Tarly: Dispatched to the Citadel after years of failing to impress your demanding father, Lord Randyll Tarly, you took to the scholarly life of a Citadel novice like a fish to water, losing yourself in vast collections of the Citadel libraries. Following your curiosity, and in defiance of Citadel custom, you add magic to your studies, delving deep into the Citadel's basements for accounts of Valyrian sorcery, Rhoynish water magic, and even the enigmatic mysticism of Asshai and the Shadow Lands. For year, your diligent scholarship yields nothing, until, late one night, you stumble across a tome so ancient it had been lost, rediscovered, and lost again. Carefully cradling the crumbling pages of the manuscript, you read...... (Wizard Class)
XP costs for item creation is stupid and heavy handed balancing (why does my wizard suffer laser-guided amnesia after making a flaming sword how are there so many flaming swords in the world if that is the case?) so we will not be using them.
[X] Myrcella Waters: Though you know it not you are not the daughter of the Crowned Stag but the product of the incestuous affair of the Queen and her Kingslayer brother. The Faith of the Seven would call you cursed and perhaps you are for in the bowels of the Red Keep you found a fel spirit of Elder Ages yearning for release. You heed its call and in exchange you are granted fearsome and terrible powers that will only grow with time (Warlock Class)
I only know very cursory amounts of D&D, but of the characters offered I like Myrcella best. Viserys "redemptions" are written all the time, Arya's definitely overdone, and Gendry's a bit of a git.
Ooh, I could get behind a Psion. Or a Wilder. They're amazingly versatile and both are spontaneous.
EDIT: I'll vote for it if somebody makes a write-in for that, but I'm not really familiar with the characters of ASOIAF, so I can't do it myself. I was just lured in 'cuz of 3.5.
EDIT: I'll vote for it if somebody makes a write-in for that, but I'm not really familiar with the characters of ASOIAF, so I can't do it myself. I was just lured in 'cuz of 3.5.
Assuming Psions/Wilders are variations on the 'psychic' archetype, ASOIAF's style of magic is very definitely different in flavor from them. Any character that you could say was psychic would fit an already offered class better. Warging and ASOIAF's native warlocks (in Qarth) are the only mental powers, I think?
Assuming Psions/Wilders are variations on the 'psychic' archetype, ASOIAF's style of magic is very definitely different in flavor from them. Any character that you could say was psychic would fit an already offered class better. Warging and ASOIAF's native warlocks (in Qarth) are the only mental powers, I think?
[X] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)
[X] Samwell Tarly: Dispatched to the Citadel after years of failing to impress your demanding father, Lord Randyll Tarly, you took to the scholarly life of a Citadel novice like a fish to water, losing yourself in vast collections of the Citadel libraries. Following your curiosity, and in defiance of Citadel custom, you add magic to your studies, delving deep into the Citadel's basements for accounts of Valyrian sorcery, Rhoynish water magic, and even the enigmatic mysticism of Asshai and the Shadow Lands. For year, your diligent scholarship yields nothing, until, late one night, you stumble across a tome so ancient it had been lost, rediscovered, and lost again. Carefully cradling the crumbling pages of the manuscript, you read...... (Wizard Class)
[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)
A quest as Viserys will be interesting. Perhaps we could go to Volantis and try to reestablish the Valyrian empire. @DragonParadox, would Swiftblade be a viable prestige class? And the Stalwart Sorcerer variant might make sense in Westeros.
[X] Myrcella Waters: Though you know it not you are not the daughter of the Crowned Stag but the product of the incestuous affair of the Queen and her Kingslayer brother. The Faith of the Seven would call you cursed and perhaps you are for in the bowels of the Red Keep you found a fel spirit of Elder Ages yearning for release. You heed its call and in exchange you are granted fearsome and terrible powers that will only grow with time (Warlock Class)
[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)
[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)
[X] Viserys Targaeryan: Last living son of Aerys the Second of his name heir by blood to the crown of Westeros and much more… The blood of Dragons flows in your veins and with the swelling tides of power you have been wakened to Sorcery. the say will come when you take back what is yours not by the sword but by powers arcane (Sorcerer Class)
ViserysQuest, go! And if we survive long enough, we get a Ninja-knight retainer.
[X] Myrcella Waters: Though you know it not you are not the daughter of the Crowned Stag but the product of the incestuous affair of the Queen and her Kingslayer brother. The Faith of the Seven would call you cursed and perhaps you are for in the bowels of the Red Keep you found a fel spirit of Elder Ages yearning for release. You heed its call and in exchange you are granted fearsome and terrible powers that will only grow with time (Warlock Class)