Finding the Spark (Pathfinder 1E Quest)

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Welcome to Golarion where prophecy is dead and fate is what you make of it, a world in turmoil, a world in the making
Opening: Finding the Spark
Finding the Spark

The Year is 4706 counted since the day when Aroden the Last Azlanti raised the Starstone from the depths of the Inner Sea in an act that would raise him to godhood, one hundred years to the day, to the hour since that god died, taking with him the Starfall Doctrine's promise of an Age of Glory for mankind and the power of prophecy. The Age of Lost Omens has come, from the fel nightmares of the Worldwound spilling upon the ruined land of Sarkoris to the endless roar of the Eye of Abendego and the mailed fist of the Thrice Damned House of Thrune driving Cheliax into the maw of hell the world is now a darker place than in the days of yore. Yet to you it matters not at all, no living god had promised you the world, no portents foretold to your people everlasting glory. Why should they after all when you are nothing but a...

[] Caligini: ...down, down, down in the dark your ancestors went, out of legend and tale, sliced apart and molded like clay, like shadow, puppets and toys to the owb, and yet the dreams linger and sometimes one is born to dream them. Sometimes one escapes up the winding passages through the narrow crumbling stairs until you find the sky that was stolen to you. Though the sun burns and those who live under it count you monster you rejoice, for perhaps where one has come others might follow.

[] Goblin: Friend of fire, greedy guts, spawn of monsters, bane of dogs, all these your kin has been called yet from the Age before the Ages you have endured in every corner of the world; hunting and scrounging, singing and striving. From folly into fortune you stubble upon a brighter path.

[] Kobold: Long you have toiled under the mountains, before the dwarfs found the sky, before the elves came from elsewhere, kin of dragons you are. Crafty-cunning, spiteful-swift and all the barbs of the big folk are not enough to make you forget it. Yet there's never enough room under the mountains, never enough paces for those who dream strange. Whether by wanderlust, heresy or ambition you've made your way into the wide world and vowed to make something of it.

[] Lizardfolk: Born to the swamp, grown strong from its trials, yet discontent with a hunter's simple lot. Do you wonder at how the warmbloods have grown so strong and want to bring something of that secret back to your tribe, or do you just want the freedom to bask under the sun of strange places, to find yourself in company of those who speak many stranger tongues?


OOC: It's been months since I ran Pathfinder quest and I find I miss it quite a lot. At the same time I never ran a quest on Golarion even though I enjoy the world; its history, its gods and its twist on classic D&D. Speaking of twists, this is in some ways a familiar theme, a being thought evil climbing out of darkness, but where most of these tales focus the great fallen to evil and ruin this is a quest of how the small and insignificant that scurry in the dark and dank places of the world can. Once the species is chosen the next update will be working on who your PC is, where they are from, what are their deeds before going out in thee world, etc.
 
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Character Sheet
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 7 (40431 XP/51000 XP)
Class: Oracle 7 (Shadow Mystery) [Friendless Curse]
Feats: Additional Traits, Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Mythic Feat: Spell Lore: Mythic (Invisibility)
Traits: Fate's Favored, Reactionary, Seeker, Umbral Evolution (Intimidate)
Drawback: Umbral Unmasking (Negated)
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Shadow Projection, Stealth Mastery)
Languages: Common, Dark Folk, Draconic, Duergar, Goblin, Learning (Dwarven)

Mythic Tier: 1 (Hierophant)

HP:
75
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 8 (Cloak of Darkness)* + 2 (Deflection vs Evil) = 16/21*, 18/23* (Touch AC 12/14)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 6 (CHA) = 16 + spell level (20 for Shadow Enchantment, 19 for Searching Shadows)

Combat Maneuver Bonus: 5 (BAB) + 2 (DEX) = +7 (Plus weapon Enhancement bonus on Trip, Disarm, Dirty Trick, and Sunder maneuvers)
Combat Maneuver Defense: 10 + 5 (BAB) - 1 (STR) + 2 (DEX) = 16
Base Attack: +5
  • Heavy Crossbow: +5 (BAB) + 2 (DEX) = +7 [1d10/x2]
    • w/Divine Favor: +10 [1d10+3]
  • Adamantine Dagger: +5 (BAB) + 2 (DEX) + 1 (MW) = +8 [1d4-1; 19-20/x2]
    • w/Divine Favor: +11 [1d4+2]
  • Gloom Blade:
    • In Bright Illumination: +5 (BAB) + 2 (DEX) + 1 (Masterwork) = +8 [1d6-1; 19-20/x2]
    • In Dim Light: +5 (BAB) + 2 (DEX) + 1 (Enhancement) = +8 [1d6; 19-20/x2]
    • In Darkness: +5 (BAB) + 2 (DEX) + 2 (Enhancement) = +9 [1d6+1; 19-20/x2]
    • In Supernatural Darkness: +5 (BAB) + 2 (DEX) + 2 (Enhancement) = +9 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
    • w/Divine Favor: Increase attack and damage bonus by +3.
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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

SAVES:
FORTITUDE: 2 + 4 (CON) + 4 (Resistance) = +10
REFLEX: 2 + 2 (DEX) + 4 (Resistance) = +8
WILL: 5 + 0 (WIS) + 4 (Resistance) = +9

Special:
+6 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 10 + 6 (CHA) + 3 (SF) + 3 (Competence) = 22
Disguise: 4 + 6 (CHA) + 3 (Morale) + 3 (Competence) = 16
Intimidate: 10 + 6 (CHA) + 3 (Morale) + 1 (Trait) + 3 (Competence) = 23
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 10 + 0 (WIS) + 1 (Trait) = 11
Perform: 0 + 6 (CHA) + 5 (Competence) = 11
Sense Motive: 10 + 0 (WIS) + 6 (CHA) + 3 (Competence) = 19
Spellcraft: 8 + 1 (INT) = 9
Stealth: 10 + 2 (DEX) + 3 (SF) + 3 (Morale) + 6 (CoD)* = 18/24*

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 5 + 1 (INT) = 6
Linguistics: 4 + 1 (INT) = 5
Lore (Azlanti History): 10 + 1 (INT) = 11

Spells Known (CL 7th; 8th using Searching Shadows & Shadow Enchantment):
Level 0: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Blurred Movement (B), Cure Light Wounds (B), Divine Favor, Hidden Diplomacy, Protection from Evil, Sure Casting (8/Day)
Level 2: Boneshaker, Cure Moderate Wounds (B), Dark Whispers(DS), Defending Bone, Invisibility (B)(M), Restoration: Lesser, Searching Shadows(DS), Shadow Claws(DS) (8/Day)
Level 3: Channel Vigor, Cure Serious Wounds (B), Dark-Light, Deeper Darkness (B), Shadow Enchantment(DS) (5/Day)

(M) Denotes a Mythic Spell
(DS) Denotes a spell learned using the Dark Secrets Revelation

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Umbral Evolution: You possess control over the shadow you cast. By manipulating it precisely, you can increase the DC and caster level of two (Oracle level / 3) Illusion (Shadow) spells; Currently Searching Shadows & Shadow Enchantment.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 11 hours per day that grants you a +8 Armor bonus to AC and a +6 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level + 2) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
  • Shadow Projection (Su): You can possess and control your own shadow, as if using the Shadow Projection spell. Rather than become an Undead Shadow, however, your Shadow is considered a Native Outsider, does not register as Evil, and cannot create spawn. Your Shadow's Hit Points are not replenished between uses, but it can be healed in the same manner as any other living creature. When not in use, any healing done to you also heals your Shadow for an equal amount. You can use Shadow Projection for up to 11 hours per day. These hours don't need to be consecutive, but they must be spent in 1-hour increments.
Shadow
CN Medium Native Outsider(Incorporeal)
Init +4; Senses See In Darkness; Perception +11

DEFENSE
AC 26, Touch 18, Flat-Footed 24 (+2 Dex, +8 Cloak of Darkness Armor, +6 Deflection)
HP 75
Fort +10, Ref +8, Will +9 (+15 vs Enchantment)

OFFENSE
Speed Fly 40 ft. (Good)
Melee Incorporeal Touch +7 (1d6 Strength damage)

STATISTICS
Str --, Dex 14, Con 18, Int 12, Wis 10, Cha 22
Base Atk +5; CMB +7; CMD 17
Skills: Stealth +24 (28 in dim light, 20 in bright light)
Racial Modifiers: +4 Stealth in dim light (–4 in bright light)

SPECIAL ABILITIES
Strength Damage (Su): Your touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Inspired Spell (Su): You can expend one Mythic Power to duplicate any Divine spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
    • Mythic Domain: Shadow Mystery (Su): Your effective Oracle level is increased by 4 (up to 11 currently) for the purpose of determining the effects of your Revelations. 1/Day as a Standard Action, you can expend one use of Mythic Power to regain all uses of your Revelations as if you had rested for 8 hours.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Friendless:You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails. However, you gain your Charisma bonus to Sense Motive checks and saving throws versus spells and spell-like abilities of the enchantment school, in addition to your Wisdom.
    • 5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.

Band of Clarity (Slotless)
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day

Spindle Solution Pendant
Ability: The wearer of this pendant can use the Automatic Writing ability. Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination spell with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Weapons:
Dagger (Adamantine)
Dagger (Masterwork)
Gloom Blade
Heavy Crossbow

Armor & Shield:
Drow Spidersilk Armor
Masterwork Light Steel Shield

Wondrous Items:
Amulet of Proof Against Detection and Location
Band of Clarity (Slotless)
Bead of Newt Prevention
Belt of Mighty Constitution (+4 CON)
Bracers of the Glib Entertainer
Circlet of Persuasion
Cloak of Resistance (+4)
Gloves of Arrow Snaring
Handy Haversack
Hat of Disguise (Slotless)
Headband of Alluring Charisma (+4 CHA)
Jaunt Boots
Page of Spell Knowledge (Bless)
Pathfinder Pouch
Ring of Mind Shielding
Ring of Protection from Evil
Ring of Sustenance (Slotless)
Spindle Solution Pendant
Unfettered Shirt

Miscellaneous:
Wand of Cure Light Wounds (50 Charges)
Wand of Dispel Magic (24 Charges)
Wand of Shield of Faith (CL 6th, 21 charges)

Companions

Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 7 (39304 XP/51000 XP)
Class: Unchained Rogue 7 (Psychic Charlatan)
Feats: Dampen Presence, Deadly Agility, Deft Maneuvers, Dirty Fighting (B), Mental Leap (B), Psicrystal Affinity (Resolved), Skill Focus (Stealth), Weapon Focus (Light Blades) (B), Wild Talent (B)
Mythic Feat: Weapon Focus: Mythic (Light Blades)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz, Spell Vulnerability (Enchantment)
Class Features: Rogue Talent (Combat Trick [Dirty Fighting], Weapon Training [Light Blades]), Sneak attack (+4d6)
Senses: Darkvision 60ft, Blindsense 60ft & Blindsight 5ft (only in Supernatural Darkness)
Languages: Common, Goblin, Duergar

Mythic Tier: 1 (Trickster)

HP:
75
AC: 10 + 6 (DEX) + 1 (Size) + 3 (Armor) + 2* (Dodge; Danger Sense) + 1 (Deflection) OR + 2 (Deflection vs Evil) = 21/23* (*to avoid traps), 21/22* (Touch AC 18/20*, 18/19*)
Initiative: +6 (DEX)
Psionic Power Save: 10 + 3 (INT) = 13 + power level

Combat Maneuver Bonus:
  • Without Deft Maneuvers: +5 (BAB) - 1 (Small Size) + 6 (DEX) + 2 (Weapon Focus) + 1 (Enhancement Bonus) = +13
  • With Deft Maneuvers: +5 (BAB) - 1 (Small Size) + 6 (DEX) + 2 (Weapon Focus) + 1 (Enhancement Bonus) + 2 (Deft Maneuvers) = +15
  • Dirty Fighting: Increase CMB by +4 against targets you have Flanked.
Combat Maneuver Defense: 10 + 5 (BAB) - 1 (Small Size) - 1 (STR) + 6 (DEX) = 19
Base Attack: +5
  • Adamantine Dagger: 5 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 1 (MW) = +15
    • Damage: 1d4+6 [19-20/x2], +4d6 damage with Sneak Attack
  • Final Word (+1 War Razor): 5 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 1 (Enhancement) = +15
    • Damage: 1d4+7 [19-20/x2], +4d6 damage with Sneak Attack
    • Special: Cob gains a +4 bonus to the DC of the Fortitude Saving Throw to determine whether the target of the coup de grace dies from the attack.
  • Bane Dagger: 5 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 1 (Enhancement) = +15
    • Damage: 1d4+7 [19-20/x2], +4d6 damage with Sneak Attack
    • vs Devils:
      • Attack: 5 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 3 (Enhancement) = +17
      • Damage: 1d4+2d6+9 [19-20/x2], +4d6 damage with Sneak Attack
  • Special: Additional +1 attack bonus when facing a larger foe with no allies nearby)
  • Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
19 + 4 = 23 (+6) Dexterity
14 + 4 = 18 (+4) Constitution
14 + 2 = 16 (+3) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 2 + 4 (CON) + 4 (Resistance) = +10
REFLEX: 5 + 6 (DEX) + 2 (DS)* + 4 (Resistance) = +15/*17 (to avoid traps)
WILL: 2 + 2 (WIS) + 2 (Psicrystal) + 4 (Resistance) = +10

Special:
-2 Will saves vs Enchantment effects

SKILLS:
Acrobatics: 10 + 6 (DEX) = 16
Appraise: 6 + 3 (INT) = 9
Climb: 10 - 2 (STR) = 8
Disable Device: 10 + 6 (DEX) + 3 (TF) + 5 (Competence) = 19/24 (when wearing Trapspringer's Gloves)
Escape Artist: 10 + 6 (DEX) = 16
Knowledge (Dungeoneering): 10 + 3 (INT) = 13
Knowledge (Local): 8 + 3 (INT) = 11
*Knowledge (Nature; via Headband*): 10 + 3 (INT) = 12
Knowledge (Psionics): 3 + 3 (INT) = 6
Perception: 10 + 2 (WIS) + 3 (TF)* + 2 (DS)** + 2 (Alertness) + 5 (Spectacles) = 19, *22 (to find traps or avoid being surprised), **21 (to avoid being Surprised)
Ride: 4 + 6 (DEX) +4 (Racial) = 14
Sleight of Hand: 8 + 6 (DEX) = 14
Stealth: 10 + 6 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) + 5* (Competence) = 28/33* (when Scoundrel's Cloak is worn)
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 1 (STR) = 6

BACKGROUND SKILLS:
Craft (Alchemy): 10 + 3 (INT) = 13
Knowledge (Engineering): 9 + 3 (INT) + 1 (Trait) = 13
Linguistics: 4 + 3 (INT) = 7

Cryptic Psionic Powers (ML 7):
0 Level: Use any Talent at will
1st Level: 3/Day use any 1st level power

Power Points: 12

Special Abilities:
  • Spontaneous Psionics: Cob can use psionic Talents from the Cryptic power list at will, and 1st level powers 3/Day (Rogue level / 2).
  • Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Danger Sense (Ex): Cob gains a +2 bonus on Reflex saving throws to avoid traps and a +2 Dodge bonus to AC against attacks made by traps. He also gain a +2 Perception bonus on checks to avoid being surprised by a foe.
  • Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
  • Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
    • Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
    • Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
    • Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
    • Dampening Strike: The target takes a -2 penalty on saving throws against psionics, spells, and spell-like abilities for 1 round. Against Cob's psionic powers, the penalty is instead -4.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Surprise Strike (Ex): As a Swift Action, you can expend one use of Mythic Power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a Surprise Strike, the target is considered Flat-Footed regardless of any class features or abilities it might have, and you add your Mythic tier to the attack roll. Damage from this attack bypasses Damage Reduction.
  • Mythic Path Abilities:
    • Mythic Weapon Focus (Light Blades): As a Swift Action, you can expend one use of Mythic Power to gain a +1 bonus (Mythic tier, rounded up) on attack rolls with light blades until the end of your turn.
    • Shadow Stealth (Ex): Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a Move Action, you can expend one use of Mythic Power to teleport from one area of darkness to another within 100 feet as if using greater Greater Teleport. You must have line of effect to the destination.
CN Diminutive Construct
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 19, 16 touch, 17 flat-footed (+2 Dex*, +3 Natural, +4 Size)
HP 37
Fort *, Ref *, Will * – * as Cob's saves, Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 9, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats
Skills: As Cob, but uses the Psicrystal's attribute modifiers.

SPECIAL ABILITIES
  • Personality (Ex): The psicrystal has a Resolved personality, granting it's master a +2 bonus on Will saving throws.
  • Alertness (Ex): The presence of a psicrystal sharpens its master's senses. While a psicrystal is within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
  • Telepathic Speech (Ex): The psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
  • Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Self-Propulsion (Su): As a Standard Action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
  • Deliver Touch Powers (Su): The owner's psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher." The psicrystal can then deliver the touch power just as the owner could.
  • Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.
  • Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does.
  • Construct Traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Armor of the Kyonin Marchguard
Description: Wrapped in living vines seemingly designed to pierce foes who come to close with its spikes this armor has one more secret to it, each bud hides an eye of bright gold within.
Abilities: +1 Sensing Rosewood Armor

Launcher:
Description: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube.
Abilities:
  • 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.
Scoundrel's Cloak
Description: This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings
Abilities:
  • Grants the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden.
  • The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if they were looking for a secret door.
  • If a swashbuckler is wearing the cloak, they can spend 1 panache point to vanish, just like the spell.
Tracker's Friend
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.

Weapons:
x4 Dagger
x2 Dagger (Adamantine)
Dagger (+1; Alchemical Silver)
Dagger (+1; Devil Bane)
x6 Darts coated in Giant Wasp poison
Final Word (+1 War Razor)
Launcher
Stonebow
Switchblade

Armor:
Chain Shirt (Mithral)
Armor of the Kyonin Marchguard

Wondrous Item:
Amulet of Proof Against Detection and Location
Bead of Newt Prevention
Belt of Physical Might (+4 DEX & CON)
Boots of Speed
Cloak of Resistance (+4)
Continual Flame Locket (Heightened to 4th Level)
Gloves of Arrow Snaring
Handy Haversack
Hat of Disguise (Slotless)
Headband of Ponderous Recollection
Ring of Mind Shielding
Ring of Minor Spell Storing (Divine Favor, Shield, Vanish)
Ring of Protection from Evil
Ring of Sustenance (Slotless)
Tracker's Friend
Trapspringer's Gloves
Traveler's Any Tool
Unfettered Shirt
Vambraces of Defense

Miscellaneous:
Common Thieves Tools
Portable Alchemist's Lab

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: Eagle Friend
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 7 (39260 XP/51000 XP)
Class: Ranger 7 (Lantern Bearer)
Feats: Boon Companion, Evolved Companion (Claws), Furious Focus (B), Improved Initiative, Shield of Swings (B), Weapon Focus (Heavy Blades)
Mythic Feat: Dual Path (Guardian)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), 2nd Favored Enemy (Evil Outsiders), Track
Senses: Low-Light Vision
Languages: Common, Draconic, Duergar

Mythic Tier: 1 (Champion)

HP:
91
AC: 10 + 5 (DEX) + 1 (Natural Armor) + 6 (Breastplate) + 1 (Shield; Buckler) + 1 (Deflection) OR + 2 (Deflection vs Evil) = 24/25 (Touch AC: 16/17)
Damage Reduction: 2/--
Initiative: +5 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +11/13* (underground or in dungeons)

Combat Maneuver Bonus: 7 (BAB) + 5 (DEX) + 1 (Weapon Focus) + 1 (Enhancement Bonus) = +14
Combat Maneuver Defense: 10 + 7 (BAB) + 2 (STR) + 5 (DEX) = 24
Base Attack: +7/+2; Additional +3 attack & +2 damage bonus vs Magical Beasts or +5 attack & +4 damage bonus vs Evil Outsiders
  • Natural Attacks: 2 Claws: +7 + 2 (STR) = +9 (1d4+2) & 1 Bite: +7 + 2 (STR) = +9 (1d3+2)
  • Lantern's Eye Bow (+1 Shortbow): +7 + 1 (Enhancement) + 5 (DEX) = +13/+8 [Damage: 1d6 + 1 (Enhancement) + 1 (STR; Composite); x3]
    • Special: Each time an arrow from this bow strikes a creature, its magic designates the target. Allies gain a +2 Morale bonus on melee attack and melee damage rolls against the designated target for 1 round.
  • Wasp's Kiss (+1 Elven Curve Blade): +7 + 1 (Enhancement) + 5 (DEX) + 1 (WF) = +14/+9 [Damage: 1d10 + 1 (Enhancement) + 3 (1-1/2 STR); 18-20/x2]
    • w/Power Attack: +14/+7 [Damage: 1d10 + 1 (Enhancement) + 9 (1-1/2 STR); 18-20/x2]
    • Special: Ignores the miss chance for Concealment against most living targets. This does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.
Weapon and Armor Proficiencies: A Ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

STATS:
14 (+2) Strength
17 + 4 = 21 (+5) Dexterity
16 + 4 = 20 (+5) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 5 + 5 (CON) + 4 (PS)* + 4 (Resistance) = +14/18* (vs poison)
REFLEX: 5 + 5 (DEX) + 4 (Resistance) = +14
WILL: 2 + 2 (WIS) + 4 (Resistance) = +8

SKILLS:
Climb: 10 + 2 (STR) = 12
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 10 + 0 (INT) = 10
Perception: 10 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 13/15* (underground or in dungeons)
Ride: 7 + 5 (DEX) = 12
Stealth: 10 + 5 (DEX) + 1 (Trait) + 2 (FT)* = 16/18* (underground or in dungeons)
Survival: 10 + 2 (WIS) + 3 (Track)* + 2 (FT)** + 5 (Headband) = 17/20* (to follow tracks) or 19/22** (underground or in dungeons))
Swim: 5 + 2 (STR) + 8 (Racial) = +15

BACKGROUND SKILLS:
Diplomacy: 0 -1 (CHA) +2/-2 (Buckler of Eagle's Honor) = -3/-1/+1
Handle Animal: 10 - 1 (CHA) = 9
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 7 + 2 (WIS) = 9

Spells Prepared (CL 4):
Level 1: Acid Maw, Lead Blades
Level 2: Carry Companion

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
  • Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks
  • Cavern Stride (Ex): Gorok's movement is unimpeded by non-magical Difficult Terrain underground and non-magical webs.
  • Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level.
  • Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • Favored Enemies:
    • Magical Beasts: Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
    • Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Evil Outsiders. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Evil Outsiders.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +1 (Mythic tier) to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
    • Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add +1 (Mythic tier) to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
  • Mythic Path Abilities:
    • Endless Hatred (Ex): You can expend one use of Mythic Power as a Free Action to increase all of your Favored Enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a Favored Enemy bypass all Damage Reduction.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +2; Senses Darkvision 60ft; Perception +0

DEFENSE
AC 27, Touch 11, Flat-Footed 25 (+2 Dex, +10 Natural, -1 Size, +6 Armor)
HP 91 (6d10+54)
Fort +13, Ref +7, Will +2 (additional +4 vs Enchantment)
Damage Reduction: 2/--

OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +11 (3d8+8; Adamantine Tusk Caps), 2 Claws +11 (1d6+7); attacks benefit from +1 Enhancement bonus via Pendant of the Third Scroll
Ranged Slime Squirt +6 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly Grease, Slime

STATISTICS
Str 22, Dex 14, Con 22(26), Int 2, Wis 10, Cha 10
Base Atk +4; CMB +12; CMD 23 (27 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Natural Attack (Bite), Improved Overrun(B), Toughness, Weapon Focus (Natural Attacks)
Skills Acrobatics +16, Climb +18, Escape Artist +9, Swim +10; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker

SPECIAL ABILITIES
  • Animal Companion:
    • Link (Ex): Gorok can handle Warty as a Free Action, or push him as a Move Action.
    • Share Spells (Ex): Gorok may cast a spell with a target of "You" on Warty (as a touch range spell) instead of on himself. He may cast spells on Warty even if the spells normally do not affect Magical Beasts.
  • Tricks: Aid, Attack, Come, Defend, Flank, Guard, Heel, Sneak, Stay, Work
  • Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
  • Devotion: Warty gains a +4 Morale bonus on Will saves against Enchantment spells and effects.
  • Evasion (Ex): Warty can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
  • Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.

Buckler of Eagle's Honor
Description: A small round buckler, finely made of steel bearing the symbol of the Eagle Knights, this workmanship is likely to be recognized throughout Andoran and beyond for good and for ill.

Abilities:
  • Masterwork Buckler
  • +2 Circumstantial Bonus to Diplomacy with those well disposed to the Eagle Knights/-2 to Diplomacy with those ill disposed to the order
Greater Horn of Fog
Description: A thrice twisted horn not of any land-bound beast, the rim of this instrument is carved with scenes of battle between faceless gangling giants and many armed monstrosities whose forms are more guessed at that fleshed out, as though the maker had disdained to show them in full, or feared to do it.
Ability: This functions like a Horn of Fog, but the user may also choose to call a Fog Cloud that lasts for 30 minutes and either stays around the user as long as he moves less than 20 ft per round, or remains stationary.

Lantern's Eye Bow
Description: Grown from sun-wood which, according to legend, was planted and then promptly forgotten about by the Lantern King himself. This bow draws ever the eye of the archer to targets they have struck before.
Ability: +1 Designating Composite Longbow (Small)

Pendant of the Third Scroll

Description: Forged of humble tin this amulet bears the mark of Iori, usually found in the possession of those who take up the path of the wandering sage in his image. According to Triss it's hollow, containing prayer scrolls written in an impossibly fine hand, though she has never tried to take them out.
Ability: Agile Amulet of Mighty Fists +1

Wasp's Kiss
Description: Forged of brass and the the bone of some titanic poisonous predator of the First World this sword hums in the hand, eager to taste the blood of foes, though never so much as when it has first drank poison.
Abilities:
  1. This +1 heartseeker elven curve blade has three slots built into the hilt for storing doses of poison. Adding or removing a dose of poison from the blade is a swift action that requires a free hand.
  2. Any creature struck by a wasp's kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.
Armor & Shield:
Adamantine Breastplate
Adamantine Chainmail (Warty)
Buckler of Eagle's Honor

Weapons:
Dagger (Adamantine)
Bone Earthbreaker
Elven Curve Blade (Adamantine)
Lantern's Eye Bow
Pendant of the Third Scroll (Warty)
Tusk Caps (Warty; Adamantine)
Wasp's Kiss (w/3 doses of Fire Jackal Saliva loaded)

Wondrous Items:
Amulet of Proof Against Detection and Location
Bead of Newt Prevention
Belt of Mighty Constitution (+4 CON; Warty)
Belt of Physical Might (+4 DEX & CON)
Boots of Speed
Cloak of Resistance (+4)
Continual Flame Locket (Heightened to 4th Level)
Gloves of Arrow Snaring
Greater Horn of Fog
Handy Haversack
Hat of Disguise (Slotless)
Hunter's Band
Pearl of Power (1st level)
Ring of Mind Shielding
Ring of Minor Spell Storing (Mirror Image, Shield)
Ring of Protection from Evil
Ring of Sustenance (Slotless)
Scabbard of Keen Edges
Vambraces of Defense

Miscellaneous:
Wand of Cure Light Wounds (15 charges)

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 7 (39037 XP/51000 XP)
Class: Witch 7 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Familiar (Faerie Dragon In A Pepper Suit), Improved Initiative, Summon Guardian Spirit (Pepper),
Mythic Feat: Spell Lore: Mythic (Heroism)
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

Mythic Tier: 1 (Archmage)

HP:
62
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 3 (Djezet Skin) OR +4 (w/Mage Armor*) + 2 (Deflection vs Evil) = 16/17*, 18/19* (Touch 12/14)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 6 (INT) = 16 + spell level; 17 + spell level for Charm or Compulsion spells which do not exercise ongoing control
Hex DC: 10 + 3 (CL/2) + 6 (INT) = 19; 20 with Slumber

Combat Maneuver Bonus: 3 (BAB) + 2 (DEX) = +5
Combat Maneuver Defense: 10 + 3 (BAB) - 1 (STR) + 2 (DEX) = 14
Base Attack: +3
  • Adamantine Dagger: 3 + 2 (DEX) + 1 (MW) = +6 [1d4-1]
  • Stonebow: 3 + 2 (DEX) = +5 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 + 4 = 16 (+3) Constitution
19 + 4 = 23 (+6) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 2 + 4 (CON) + 4 (Resistance) = 10
REFLEX: 2 + 2 (DEX) + 4 (Resistance) = 8
WILL: 5 + 1 (WIS) + 4 (Resistance) = 10

SKILLS:
Diplomacy: 0 + 1 (CHA) + 5* (Circumstance) = 1/+6*(to influence Helpful or Friendly targets)
Heal: 5 + 6 (INT) +1 (Precise Treatment) = 12
Knowledge (Arcana): 10 + 6 (INT) = 16
*Knowledge (Dungeoneering, via Headband*): 10 + 6 (INT) = 16
*Knowledge (Nature, via Headband*): 10 + 6 (INT) = 16
Knowledge (Religion): 9 + 6 (INT) + 1 (CoT) = 16
Knowledge (The Planes): 9 + 6 (INT) = 15
Spellcraft: 9 + 6 (INT) = 15
Stealth: 10 + 1 (DEX) = 11
Use Magic Device: 7 + 1 (CHA) = 8

BACKGROUND SKILLS:
Knowledge (History): 10 + 6 (INT) = 16
Knowledge (Nobility): 10 + 6 (INT) + 1 (CoT) = 17

Spell-Like Abilities (CL 7):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 7):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Frostbite, Ghostbane Dirge(B), Hermean Potential, Ill Omen, Mage Armor, Positive Pulse, Recharge Innate Magic, Reduce Person, Remove Sickness, Sleep, Sure Casting, Web Bolt
Level 2: Ashen Path, Carry Companion, Commune with Birds, Glitterdust, Greater Detect Magic, Invisibility (B), Mount: Communal, Rune of Rule, See Invisibility, Tattoo Potion, Trade Wind, Web
Level 3: Conjure Carriage, Deathwine, Delay Poison: Communal, Dispel Magic, Heroism(M), Lightning Bolt, Polymorph Familiar, Secret Coffer, Speak with Dead (B), Summon Monster III
Level 4: Black Tentacles, Scrying, Summon Monster IV

Spells Prepared:
Level 0 (4): Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1 (6): Ear Piercing Scream, Hermean Potential (x2), Ill Omen, Mage Armor, Reduce Person
Level 2 (5): Glitterdust, Invisibility(x2), See Invisibility, Web
Level 3 (3): Delay Poison: Communal, Heroism(x2)
Level 4 (2): Summon Monster IV (x2)

(M) Denotes a Mythic Spell

Staff of Radiance (Charges: 10/10): This silver-tipped willow staff constantly emits light, as if from a Light spell—the radiance is emitted from the staff's metallic end and flickers as if with flame. The staff's wielder can deactivate or activate this glowing light as a Swift Action. In addition, a Staff of Radiance allows use of the following spells:
Special Abilities:
  • Hexes: Abeyance, Cackle, Evil Eye, Fortune, Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal.
    • Mythic Hexes (Su): When you use a Hex that requires a saving throw against a non-Mythic target, that target is automatically affected for 1 round (which doesn't count toward the Hex's duration) and can't attempt a saving throw to resist the Hex. On your turn the next round, the creature attempts its saving throw as normal.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take -2 penalty on Bluff, Diplomacy, and Disguise checks.
Name: Pepper
N Tiny "Cat" (Figment-Sage Witch's Improved Familiar)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12

DEFENSE
AC 19/23*, touch 15, flat-footed 15/19* (+3 Dex, +4 Natural, +2 Size, +4 Mage Armor*)
HP 16 (62 / 4)
Fort +4, Ref +6, Will +7
Immune paralysis, sleep; SR 13

OFFENSE
Speed 30 ft., fly 60 ft. (perfect), swim 30 ft.
Melee 2 Claws +8 (1d2-1), Bite +8 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Breath Weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
Spells Known (CL 3rd):
Level 0: Breeze, Detect Magic, Drench, Mage Hand, Prestidigitation (At Will)
Level 1: Grease (DC 15), Mage Armor, Snowball (DC 15) (6/Day)

STATISTICS
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats: Figment's Fluidity, Spell Focus (Conjuration)
Skills: Climb +7 Fly +19, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +14, Knowledge (Local) +10, Knowledge (Nature) +14, Knowledge (Religion) +16, Knowledge (The Planes) +16, Perception +12, Sense Motive +6, Spellcraft +7, Stealth +21, Survival +6, Swim +7, Use Magic Device +7
Languages Common, Dark Folk, Draconic, Goblin; Telepathy 100 ft.

SPECIAL ABILITIES
  • Familiar: Empathic Link, Share Spells, Store Spells
  • Figment's Fluidity (Su): 2/Day as a full-round action, Pepper can manually reshape himself, reassigning 1 Evolution point of Eidolon Evolutions.
  • Recurring Dream (Su): Pepper has a total number of Hit Points equal to 1/4 of Mina's total Hit Points. If he dies, he vanishes, appearing again with 1 Hit Point after Mina awakens from a full sleep.
  • Dazzling Intellect (Ex): Pepper's Intelligence score is 16 or 5 + Mina's Witch level (whichever is higher), but he gains Natural Armor increases as if its master's class level were half what of the actual class level.
  • Breath Weapon (Su): 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. Pepper can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
  • Sage's Knowledge (Ex): Pepper stores information on every topic and is happy to lecture on the finer points of a subject. He can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half Mina's Witch level. Additionally, he gains 2 skill ranks each time Mina gains a Witch level.
  • Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to Pepper 2 Evolution point's worth of Eidolon Evolutions that don't have a base form requirement.
    • Current Evolution:
      • Extra Feat (2-Point Evolution): Pepper learns the Shapeless Familiar feat to gain the Change Shape ability. His alternate form matches his previous appearance, before he had wings.

Name: Pepper
N Tiny "Cat" (Guardian Spirit) - Empowered by Mina casting a Summon Monster IV spell on Pepper; transformation lasts for 7 minutes
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +15

DEFENSE
AC 22/26*, touch 16, flat-footed 18/22* (+4 Dex, +6 Natural, +2 Size, +4 Mage Armor*)
HP 48 (5d12+10)
Fort +6, Ref +8, Will +8
Immune paralysis, sleep; SR 15

OFFENSE
Speed 30 ft., fly 60 ft. (perfect), swim 30 ft.
Melee 2 Claws +10 (1d2), Bite +10 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Breath Weapon (5-ft. cone, euphoria, Fort DC 13 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 5th; concentration +10)
Spells Known (CL 5th; 7th level w/Stone Discus):
Level 0: Breeze, Detect Magic, Drench, Mage Hand, Prestidigitation (At Will)
Level 1: Grease (DC 17), Mage Armor, Snowball (DC 17) (7/Day)
Level 2: Create Pit (DC 18), Stone Discus (5/Day)

STATISTICS
Str 11, Dex 19, Con 15, Int 18, Wis 16, Cha 20
Base Atk +5; CMB +7; CMD 18 (24 vs. trip)
Feats: Figment's Fluidity, Spell Focus (Conjuration), Spell Specialization (Stone Discus)
Skills: Climb +8, Fly +21, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +17, Knowledge (Local) +13, Knowledge (Nature) +17, Knowledge (Religion) +19, Knowledge (The Planes) +19, Perception +15, Sense Motive +9, Spellcraft +13, Stealth +24, Survival +7, Swim +8, Use Magic Device +13
Languages Common, Dark Folk, Draconic, Goblin; Telepathy 100 ft.

SPECIAL ABILITIES
  • Fated Guardian (Su): 1/Day as a Standard Action, for 1 round Pepper can allow a target within 30 feet to roll twice on attacks and saving throw, then use the better results.
  • Smite Threat (Su): 1/Day as a Swift Action, Pepper can add his Charisma bonus on attack rolls and his HD on damage rolls against a foe that threatens Mina or who has attacked her within the past 24 hours. This Smite persists until the target is dead or Pepper's empowerment ends.
Level0th1st2nd3rd4th5th
5 HD/CL (w/SM IV spell)532
7 HD/CL (w/SM V spell)5431
9 HD/CL (w/SM VI spell)5433
11 HD/CL (w/SM VII spell)55432
13 HD/CL (w/SM VIII spell)554431
15 HD/CL (w/SM IX spell)555433

Visage of the Bound
Description: Crafted from gold and lacquer, these elaborate masks resemble the agonized faces of whichever unfortunate spirit has been summoned within.
Ability: Once per day, when the wearer casts a summon monster spell, he may choose to house the summoned outsider within the Visage of the Bound rather than conjuring it onto the Material Plane. For the spell's duration, the wearer can use of any of the bound outsider's spell-like abilities as if they were his own. A Visage of the Bound has no effect on outsiders already summoned or on summoning spells cast by other creatures. Removing the mask immediately releases a bound outsider.

Weapons:
Dagger (Adamantine)
Staff of Radiance
Stonebow,

Armor:
Armored Kilt
Djezet Skin Armor

Wondrous Items:
Amulet of Proof Against Detection and Location
Bead of Newt Prevention
Belt of Mighty Constitution (+4 CON)
Cloak of Resistance (+4)
Continual Flame Locket (Heightened to 4th Level)
Gloves of Arrow Snaring
Handy Haversack
Hat of Disguise (Slotless)
Headband of Vast Intelligence (+4 INT)
Jaunt Boots
Pearl of Power (1st level)
Pearl of Power (2nd level)
Pearl of Power (3rd level)
Ring of Mind Shielding
Ring of Protection from Evil
Ring of Minor Spell Storing (Mirror Image, Shield)
Ring of Sustenance (Slotless)
Shining Wayfinder
Unfettered Shirt
Verdant Vine Bracer
Visage of the Bound

Miscellaneous:
Healer's Kit
Small Ornate Chest & Tiny Replica (Secret Coffer spell target and focus)
Wand of Cure Light Wounds (50 Charges)

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/4 months
Race: Smoke Shade
Level: 7 (38406 XP/51000 XP)
Class: Wizard 7 (Illusion [Shadow]; Opposed Schools: Evocation & Conjuration)
Feats: Cosmopolitan (Bluff, Diplomacy), Eschew Materials, Spell Focus (Illusion)(B), Spell Focus: Greater (Illusion), Spell Specialization (Shadow Conjuration)
Mythic Feat: Spell Focus: Mythic (Illusion)
Traits: Outlander (Lore Seeker, Shadow Conjuration, Shadow Enchantment, Shadow Evocation), Silent Hunter, Student of Philosophy
Drawback: Paranoid, Warded Against Nature
Class Features: Binding Shadows, Book of Shadows, Extended Illusions, Scribe Scroll (inaccessible while Incorporeal)
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril

Mythic Tier: 1 (Archmage)

HP:
45
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) = 14 + spell level, or 17 + Illusion spells level (21 using Shadow Enchantment, 22 Shadow Conjuration)
Spell Resistance: 16
Base Attack: +3
  • Tendril +9 (2d6 negative energy plus cloying shade) (Reach 5 ft)
Weapon and Armor Proficiencies: Simple

STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
8 (-3) Charisma

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

SKILLS:
Bluff: 10 + 4 (INT) = 14
Diplomacy: 10 + 4 (INT) = 14
Knowledge (Arcana): 10 + 4 (INT) + 1 (Trait) = 15
Knowledge (Religion): 10 + 4 (INT) = 14
Spellcraft: 10 + 4 (INT) = 14
Stealth: 10 + 4 (DEX) +8 (Size) +1 (Trait) = 23

BACKGROUND SKILLS:
Knowledge (History): 9 + 4 (INT) = 13
Knowledge (The Planes): 10 + 4 (INT) = 14
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 7th; 8th using Shadow Enchantment, 10th Shadow Conjuration):
Level 0: All Except Opposition Schools
Level 1: Alarm, Color Spray, Ferment, Mage Armor, Magic Aura, Magic Weapon, Positive Pulse, Ray of Enfeeblement, Recharge Innate Magic, Reduce Person, Shocking Grasp, Shield, Silent Image, Sleep, Sure Casting, Touch of Gracelessness, True Skill, Vanish
Level 2: Ashen Path, Blur, Carry Companion, Commune with Birds, Darkness, Eagle's Splendor, Fox's Cunning, Greater Detect Magic, Hypnotic Pattern, Invisibility, Lesser Angelic Aspect, Make Whole, Mirror Image, Mount: Communal, Rune of Rule, Tattoo Potion, Twisted Space, Visualization of The Mind, With the Wind
Level 3: Clay Skin, Conjure Carriage, Contingent Action, Deathwine, Dispel Magic, Haste(M), Magic Circle Against Evil, Marionette Possession, Secret Coffer, Shadow Enchantment, Summon Monster III, Trade Wind
Level 4: Invisibility: Greater, Scrying, Shadow Conjuration, Summon Ship

Spells Prepared:
Level 0 (4): Detect Magic, Jolt, Mage Hand, Prestidigitation (At Will)
Level 1 (5+I): Color Spray, Reduce Person, Shield, Sure Casting, True Skill, Vanish
Level 2 (4+I): Ashen Path, Blur, Fox's Cunning, Invisibility, Mirror Image
Level 3 (3+I): Haste, Magic Circle Against Evil, Marionette Possession, Shadow Enchantment
Level 4 (2+I): Invisibility: Greater, Shadow Conjuration (x2)

(M) Denotes a Mythic Spell

Special Abilities:
  • Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
  • Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
  • Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
  • Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
  • Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spell Focus (Illusion): You can expend one use of Mythic Power as part of casting an Illusion spell to force any of the spell's targets to roll their saving throws twice, taking the lower result.
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
Curse & Drawbacks:
  • Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
  • Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
  • Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
Name:
NG Tiny dragon - Created using Shadow Conjuration to duplicate a Draconic Ally spell; creation lasts for 10 days per casting.
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6

DEFENSE
AC 22, touch 14, flat-footed 20 (+2 Dex, +2 Natural, +6 Natural via Customized, +2 size)
HP 4 [(2d12+4) / 5]
Fort +5, Ref +5, Will +4; additional +4 Resistance bonus vs Evil spells & effects
Immune paralysis, sleep; SR 12

OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee sting +6 (1d3 plus poison), bite +6 (1d3), 2 claws +6 (1d2), 2 wing attacks +1 (1d2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)

STATISTICS
Str 11, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 12 (16 vs. trip)
Feats Weapon Finesse
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests)
Languages Draconic; telepathy (60 ft.)

SPECIAL ABILITIES
Poison (Ex): Sting—injury; save Fort DC 15; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Breath Weapon (Ex): 1/Day, 6d8 damage, DC 13 Reflex save for half damage. Damage type and breath weapon range (line or cone) vary depending on which spell effect was chosen when the Draconic Ally was Summoned.
Customized: When Summoned, the Draconic Ally is given the special abilities from one of the following spells: Form of the Alien Dragon I, Form of the Dragon I, or Form of the Exotic Dragon I.
  • Current Dragon Type (Occult): Breath Weapon (30-foot cone of cold or fire), +4 Resistance bonus on saving throws against evil spells and effects, Natural Armor bonus to AC increases from +4 to +6.

Weapons:
Dagger (Adamantine)

Wondrous Items: (Cannot Currently Be Used):
Amulet of Proof Against Detection and Location
Bead of Newt Prevention
Belt of Mighty Constitution (+4 CON)
Cloak of Resistance (+4)
Continual Flame Locket (Heightened to 4th Level)
Gloves of Arrow Snaring
Handy Haversack
Hat of Disguise (Slotless)
Headband of Vast Intelligence (+4 INT)
Jaunt Boots
Ring of Mind Shielding
Ring of Protection from Evil
Ring of Sustenance (Slotless)
Unfettered Shirt
Verdant Vine Bracer
 
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Goods and Provisions
Goods and Provisions

Potions
8x Cure Light Wounds
4x Cure Serious Wounds
1x Cure Moderate Wounds
1x Delay Poison
1x Disguise Self
1x Expeditious Retreat
1x Lesser Restoration
1x Remove Disease
1x Resistance
1x Shield
2x Bear's Endurance
1x Fly

Scrolls
1x Bless
3x Commune with Birds
2x Contingent Action
5x Deadeye's Lore
2x Detect Evil
1x Light
4x Mistsight
1x Remove Sickness
1x Good Hope
1x Prayer
1x Raise Dead (via Norgorbur)
1x Raise Dead
4x Reduce Person
1x Shield
1x Spiritual Weapon
2x Teleport
1x Sending

Scrolls to be Learned
N/A

Metamagic Gems
Extending Garnet x2

Metamagic Rods
Lesser Metamagic Rod of Encouraging Spell
Lesser Metamagic Rod of Piercing Spell: x2
Lesser Metamagic Rod of Enlarge Spell
Lesser Metamagic Rod of Extend Spell
Lesser Metamagic Rod of Silent Spell
Lesser Metamagic Rod of Still Spell

Wands
Wand of Ill Omen (50 charges)
Wand of Cure Light Wounds (50 charges)

High Realm Treasures
3x Restorative Ointments
1x Vial of Efficacious Medicine
1x Spectacles of Constant Discern Shapechanger
1x Spectacles of Constant Detect Fiendish Presence

Miscellaneous Magic Items
Bag of Holding (Type II)
Folding Boat
Iron Spike of Safe Passage
Slippers of Spider Climbing
Traveler's Any Tool: x10 (for Gorok's Tribe)
Wand Key Ring (Ill Omen, Cure Light Wounds)

Abductor Beast Figurine
Description: This strange statuette is unlike any beast seen on the surface of Golarion, breeding a nagging fear in those who walk under the light soon to avert their gazes. They have never experienced those tendrils first hand.
Ability: Same as Serpentine Eagle Figurine (Greater Power Usable 8 hour/Month in one hour increments)

Altar of Mind Flame
Description: A collection of brass and crystalline knobs that can produce hot focused flame excellent for cooking and alchemical work, though it has far too many knobs and canisters of gas, all marked with obscure occult symbols to serve only that purpose. Under witch sight it glows in colors other than the primary auras of magic
Ability: ???

Cloak of Human Guise
Aura
faint illusion; CL 1st
Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.

Cloak of the Hedge Wizard
Description: Patched together from dozens of different materials and inscribed with snippets of spells in almost as many tongues. Drawing the cloak over one's head allows simple mage-sight, which can be briefly sharpened to look for more particular treasures.
Ability: Cloak of the Hedge Wizard (Divination)

Crystal Staff:
Description: Seemingly carved and polished from a single piece of blue-green crystal, the same color as the ghost's vessel, this staff answers to neither your hand nor Mina's
Ability: ???

Gem of Foe's Pyre: Pried from the work of ancient dwarf artisanship this gem once had the power to summon a large fire elemental to protect the hold in which it had been forged. Through crude enchantments best left unmentioned the gemstone can still summon this protector, but filled with loss and rage. The elemental may only attack one target against which it is directed on conjuring which it must be allowed to consume utterly or else it will turn on the summoner with its full ferocity until destroyed. If it is instead destroyed it returns to the stone quiescent (1/day)

Looter's Satchel
Description: A large leather bag marked with smoldering runes and a few fades spotches of what might have once been blood before an alchemical cleaning
Ability: The satchel functions as a bag of holding (type I). Additionally, as long as the satchel is not overloaded, the bearer can hold it over an adjacent creature that is dead or unconscious and speak a command word. When the command word is spoken, the satchel removes any magic items from the creature's person (such as magic weapons and armor, potions, scrolls, and wondrous items) and deposits them into the bag. This process takes 1 uninterrupted round. If the bearer moves into a different space while the satchel is gathering items in this way, no items are moved into the satchel and the bearer must start the process over. If the satchel would become overloaded from the creature's magic items, it transports as many magic items as it can, from smallest to largest, until it would become overloaded, at which point it stops gathering items.
CL 9th Weight 15 lbs.; Aura moderate conjuration

Sleeping Cocon:
Description: Appearing less like something that has been sown of silk and more like the cocoon of a man-sized insect this sleeping bag seems 'perfect' from the inside, allowing in neither hot, nor cold, noise nor distraction

Ability: While in this heavy sleeping bag, the owner suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Any of the creature's equipment in the sleeping bag is likewise protected. The user can also choose to use the bag to nullify sound while they rest.

The bag doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Symbiote Mask (x8)
Appearance: Appearing as the unusual admixture of cephalopod and jellyfish, these odd living breathing apparatus recall the works of Drow Flesh-smiths, though the slow blinks of their many eyes and the playful waves they exhibit when sated certainly do not match the temperament of those warped and tormented beasts.
Ability: Grant the user the Amphibious Universal Monster Rule. It cannot be dispelled and is not affected by the anti-magic fields

Supplies
Misc Mundane Cooking and Camping Supplies
8 Traveler's Outfits (4 worn at any one time)
5 Full changes of clothes meant to fit various personas
7 Explorer's Outfits
7 Pathfinder's Kits

Miscellaneous Tools
2x 50ft Rope
200 Feet of Hemp Rope
12x Pitons
1 Hammer
1 Compass
1 Loadstone

Documents
Nemiziah Sparn's Exploration Journal
Map of Longacre and its Surroundings
Map of Augustana
Map of Almas
Map of Cassomir
Writ of Free Trade from Court of Blood in Zirnakaynin
Sirim's Collection:
  • Demon Summoner's Spellbook
  • The Thousand Faces of Arad Lili (Book of Occult Rituals)
  • Stained and... furry formula book, no one can tell why it's grown a coat of fur, but it is apparently most similar to bear's pelt.
  • Dero Research Notes, mostly insane ramblings pitted here and there with morsel of brilliance


Spare Armor
Chainmail Slurk Barding [Masterwork]
Scale Mail

Spare Weapons
10x Dagger
25x Crossbow bolts [Alchemical Silver]
10x Crossbow Bolts [Masterwork Mithral]
1x Miner's Pick
3x Morningstar
2x Stonebows
1x Masterwork Greataxe
1x Masterwork Heavy Flail

Arcane Curiosities
1,000 gp worth of Demon Hide, Bones, and Horns
1x Inner Circle Greatsword of the Knights of Ozem (Currently serves as a +2 Greatsword)
3 lbs of Throneglass

Trade Goods
N/A

Valuables
N/A

Coin
Total: 846.241 gp
  • 48.500 gp, held in Bags of Holding
  • 797.741 gp deposited with the Bank of Abadar (5x Magical keys linked to 1/5th of the deposit)
 
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Darklands Dictionary
Dictionary

Bloodweed - a fast growing bamboo like plant whose fibers make excellent thread, its name comes from both its color and the small spiked nodules that tear up the fingers of the slaves who usually harvest them
Burnlands - The surface, can be used generally as a place of torment
Crossing Shadows - Working together for important or secret purpose [Nidelesse]
Dancer - Dark Dancer, tend to serve as traveling entertainers, most are not bound to a tribe
Dead rat hunt - a wild goose chase; From the habit of deep ghoul packs of killing dire rats or other common Darklands prey animals and reanimating them in their natural ranges to draw humanoid hunters away from their tribes in order for the ghouls to hunt them.
Drow Silk - One of the most luxurious forms of clothing in the darklands, it can be surprisingly sturdy for its weight
Duergar - Literally 'the enduring' this breed of grey skinned dwarfs cherishes grudges and is known for unparalleled greed, but they are more likely than most other residents of Nar Vroth to keep their word
First Prayer - The tale of the Darkfolk's communing with the darkness and descent into the underground
Fivefold Path - The caste system of the Darkfolk
Flash Eel - Dire Electric Eel, due to a combination of their stealth and their ability to shock the unwary few of the Caligini dare to hunt them and fewer still survive
Hall of the Young - Communal creche of a tribe of Darkfolk
Hollow Fiends - In Caligni mythology these nameless entities serve the role of both antagonist and tester on the Long Descent, though invoking them in times of misfortune the people of Zul the Cave-Taker do not hold with tales of the Hollow Fiends, considering them something akin to the tales children tell to scare each other past Last Bell
Hunter - Dark Stalker, the leaders of most darkfolk tribes as well as their most skilled warriors
Grave Dancer - Necromancer, most necromancers among the People are Bards
Long Walk, the - the main trade route in Nar Vroith, heavily used and paroled by the Duegar
Knife Gifting - A young Caligini's coming of age where their caste is officially acknowledged
Last Bell - Lights' out in the Hall of the Young
Nar Voth - The uppermost realm of the Darklands where most Dark Folk live
Old Goat, The - Name given to Asmodeous by agitators during the People's Revolt popularized by a satiric play wherein the Lord of the Ninth is tricked by a farmer into eating celery for a whole year instead of the hearts of his family. Despite being denounced by the Church of Erastril of Iomedae and Abadar for making fun of a great evil it remains in use in Andoran and Galt to this day as well as being a favored insult among the Cult of Milani.
People, The - Darkfolk broadly, various tribes append a descriptor to it, such as 'the People of the Spiral Cavern'
Raglichen - The most abundant source of cloth in the Darklands rag lichen will grow wherever there is flowing water, but it is far from aesthetically pleasing, ranging in color from off white to sickly yellow
Prickle-Pods - The fruit of a carnivorous black briar plant, covered in just as many thorns as the rest of the plant for the span of its long maturation the thorns all fall off when the fruit is ripe leading to a rush to various Nar Voth denizens to pick the plants clean during the early Season of Rushing Waters
Red in head - Goblin expression meaning riled up
Rock Gut - Name given to tar pits and quicksand collectively by the residents of the dark lands. Various cults, particularly those who worship powers of stone and claustrophobia consider these to be the eternally hungering stomachs of their preferred gods. Few of those who might have the misfortune of being sacrificed in such pits are inclined to disagree
Tale Teller - Dark Empath, the keppers of the tribe's traditions and lore, serving as judges and moral guides
Tongue-biter - Literally someone who takes advantage of romantic relationships to 'bite the other person's tongue', that is to get ahead in some way reputational or material. Though the Calgni do not follow bloodlines, raising all the children of the tribe collectively, this quality is thought to be hereditary. Though it can and is used as an insult it can also have playful connotations of 'cunning bastard'.
To pin one's hand to a wall - To the cornered; at the end of one's rope though still with some chance of escape
Shinny - Valuables to the goblin in question, actually shining is helpful but not required
Slopperr - Any of a number of shapeless oozes (such as gray ooze or ochre jelly) that stalk the deep tunnels.
Spider Lizard - Common it short lived pets of Caligni, contrary to their name they are all lizard, the spider part referring to how well they climb on splayed sucker equipped fingers
Stacking Pebbles - Woolgathering [Darklands]
Steel-mole - Slow and ponderous steel-moles make the most of their resistance to the vitriolic secretions of common cave snails. When threatened it takes advantage of the stiffening of its iron infused neck mane to make itself seem larger than it is.
Stinker - Goblin name for corporeal undead as goblins do not often encounter non-malodorous undead and live
Stone-Water - Water that is clear, good to drink as opposed to muck water, water which must be filtered as well as boiled before it can be safely drunk
Thousand-Beat - Literally a thousand heartbeats, about 20 minutes, the Darkland unit of time most analogous to an hour.
Warm-Souled: Literally empathic or kind, though it has a negative connotation as warm light is the most filling so it can also be read as 'easy meat'
Whisper Foot - Dark Creepers, the most common sorts of Darkfolk, serving as craftsmen laborers and growers of the fungus the tribe lives off of
Whoozy - Substance ingested by a goblin in the hopes of recreational use
Worm Oil - Oil harvested from rendering down purple worms and their kin
Xulgath - The reptilian people surface dwellers call 'troglodites'
Zul the Cave-taker - Warlord of Akorian's tribe who conquered their present home from the Xulgath
 
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Arc 0 Post 1: Songs in the Dark
Songs in the Dark

Seventh Bell Prayers, Hall of the Young

Threads of light grey, green and flickering blue danced upon the rough stone of the hall in time with the words of the First Prayer, spoken first in the old tongue of the Ancestors and then in the tongue of the People to the beat of many small hands.

Kápote zoúsame sta parapáno edáfi, sofoí kai epidéxioi sti téchni
Once we lived in the lands above, wise and skilled in craft.

You shuffle against Vex's shoulder and bump against Ixil's foot, knowing that you've earned many pinches and bruises from it, but not caring. You need to hear this, you need to know what the whispers and furtive hand gestures the caretakers mean. Vex claimed that you were defective and they'd feed you to the Sloppers instead of the Knife Gifting. Too tall to be a whisper-foot, too clumsy to be a dancer, too warm-souled to be a hunter, and ugly besides with the way the lines of your face seemed sharp enough to peel the bark off fungus-wood.

Metá írthe to makrý skotádi
Then the long dark came.

In your heart of hearts you had hoped that that the tale-teller be as you are, but she was not. Only coming up to your chin and you haven't gotten your full inches in yet. Yet in spite of the disappointment the light of the burning ether-cap is warm and filling, and the tale she spins grips you like a sudden under current.

Ósoi pálepsan enántia sto skotádi péthanan
Those who struggled against the darkness died.

The tale-teller's wrists shone with sliver bells, finer than anything you had seen before, the pale light holding within it reflections like the face of water. 'If I look close enough into them will I see myself?' You wonder, 'is that the secret to making light and sound cast back into the shape of the world? Would it be strange to take in that light as well? Would it make me more myself? What would that look like?'

Allá o Sofós íxere óti o Skoteinós odigoúse to drómo

But the Wise knew the Dark lead the way.

On she sings and on you clapped, nine times nine, each verse a trial that the old ones were given by the Dark on their way down from the Burnlands into the hidden homes of the People. She speaks of how they had become smaller and nimbler of fingers, save for the warriors and hunters of great beasts, of how song had been stolen from the burbling waters of Orv, how the first blue-flame had been tamed to forge the tools and knives of the People and of how...

Émoiazan perissótero o énas me ton állon óste oi fylés na eínai dynatés
They grew more alike, one with the other, that the clans might be strong.

A thought kindles in your mind with strange surety. 'Had the Old Ones been less alike one to the other, less smooth of face and sure of their path? Maybe you were like them. That wasn't bad right? The Old Ones had been 'wise and skilled in crafts' even before the Dark came. Maybe they too had been like...

[] Write in name

Maybe you weren't just a weird...

[] Boy (Male)

[] Girl (Female)

[] Child (Non-Binary)


OOC: I decided to go with Greek for the Azlanti tongue, because the Taldans who were later Day Imitators of Azlant are very Roman coded. Originally I wanted to go with ye olde Liniar B Greek, but there is no way I am making coherent sentences with just a dictionary. Apologies to any native speakers of modern Greek for the inevitable weirdness of Google Translate.
 
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Caligni Diet and Lifestyle
Caligni Diet and Lifestyle

One of the reasons why the Dark Folk can endure in what are marginal lands in resource sparse Nar Voth is that not all their energy comes from food. One of the Dark Folk is required to eat about half of what a humanoid their size would otherwise have to, with the remainder coming from various sorts of light. While light is certainly rare in the Darklands it is far less so than edible food. A hunter might burn a shoot of one of the great spire mushrooms for a pleasant blue-green glow or ignite the otherwise thoroughly poisonous flesh of a gug or purple worm to sustain themselves and their tribe. It is the habit of setting alight often virulently poisonous things that is credited in the legends of the People with their extraordinary skill with poison. Just as every adult caligni has some kind of knife, even if it is only polished stone, so too do all of them have a small selection of poisons and the knowledge to use them effectively.

There is a darker side to the ability though.

Not only does the light of the Burnlands harm the dark folk more than any other inhabitant of Nar Voth bar the dero, but also a caligni with access to light but without food will starve far slower and more painfully than almost any other being, literally withering from within until they are unable to speak, walk or move. That is the other reason why the knife is the symbol of coming of age. Rather than face the Withering a caligni with no chance to reach food or water will take their own life. It is because of this that knives are always kept sharp and polished until their owner can see some semblance of their reflection in them. Many a tragic song involves the hero 'bathing in the light of their own reflection upon steel' as they ponder their mortality. That one cannot do this with a stone knife, of course, which rather hints at who the heroes of most songs are.

On a lighter note, novel types of light can have novel and sometimes quite pleasant effects on the caligni they are exposed to. Everything from rare crystals from Orv, the deepest layer of the Darklands, to shimmering drow silk to the fading witchlights of forgotten ruins can create mood-altering light. Who knows what one wondrous hues might one find upon the face of the world where light is so prevalent.

OOC: Here's a bit of information that might be relevant next turn when we make the sheet for the PC since themes of light and darkness have not just a cultural but a physiological impact on them
 
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Arc 0 Post 2: The Winding Path
The Winding Path

Deep-rush Season

Who had named you Akorian none would tell you, no matter how much you asked the eyeless Keepers of the Hall, but all would agree it had an odd sound to it, one that did not easily translate into the knock-speak of the tunnels for it recalled the old tongue of the prayer and tale. Sometimes as you rest your head upon the dried spring-moss pillow you wonder if it had been your dame or your sire. It was a yearning almost as foreign as the name. Children belong not to those who bring them into the world, but to the whole clan, to the oathbrothers and oathsisters beside which you walk the Fivefold Path.

But I do not walk the path. The thought is like a whisper within, barely daring to form, as though fearful a sharp eared hunter might pluck it from your very mind. You practically dip your head in the stew bowl and almost choke on a piece of ash-root in the process.

Vex must be Fire Keeper today, gotta be. He's the only one among your peers who does not have the patience to pull the woody nodules out of the root, and the only one who can get away with it. With the way he had shot up in height he's practically guaranteed to be a hunter and he's already acting like he is chief, though it's still five full turns of the seasons before Knife Gifting comes again. He's still got a lot to learn about fair rule, not just prancing around with that chitin-topped club like he is Zul the Caver-Taker come again.

It's not champions of the xulgath with fire and keening wind your people have to worry about these days. Its kaergath tunnelers burrowing around the traps and guard posts of the northern approaches. Ixil is certainly stronger than one of those, but then so is every one of your people fit to raise a weapon. The trouble is they raid the mushroom farms without warning, snatch food and farmer alike to devour, and vanish back into the wild tunnels.

Soon enough you find your own true passion, you...

[] Become first a cook, then a healer of sort, experimenting with strange mushrooms and the meat of beasts unfit even to burn (Alchemist)

[] Grow into a fierce warrior, turning the rage at your fellows' disdain against the enemies of the tribe
-[] Barbarian
-[] Bloodrager

[] Follow the path of the Dancer as best you understand it, those unbound by clan who wander the long tunnels to bind the people to one another beyond the trackless miles
-[] Bard
-[] Skald

[] Discover a strange altar of ancient make in your wanderings from which a voice speaks without words, soothing the uncertainties of your soul
-[] Cleric
-[] Paladin
-[] Inquisitor
-[] War-Priest

[] Wander far into the wilds, finding the company of the beasts that fill the nightmares of your kin to be better at times than their own
-[] Druid
-[] Hunter
-[] Ranger

[] Learn the ways of battle, you will protect your kin as a warrior even if they will not accept you as a leader (Fighter)


[] Follow the path of the Whisper-Foot, most common among your kin
-[] Rogue
-[] Slayer

[] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)

[] Are pushed too far by your peers and in a moment of strife discover the power within that will mark you for all your days in the eyes of your kin and beyond (Sorcerer)

[] Call out in the dark places of the world for someone, anyone to hear your voice and give you purpose. Something answers (Summoner)

[] Show kindness unbidden to a beast which barely seemed large enough to be thrown in the pot and were rewarded with uncanny power (Witch)

[] Acquire a gift for writing and a love of words second to none; watching and cataloguing powers seen and unseen even as you are ignored (Wizard)

[] Write in


OOC: Instead of asking for a plan from the get go. which would require a lot of number-crunching all at once, I thought it might be more interesting to do a class selection first and then worry about the details of assigning stats and the nitty gritty of character creation. The choice here is not just about class, but also about Akorian's relationship with his people and heritage. Classes not show here like Magus and Arcanist are excluded because I could not think of a reasonable way for Kori to gain them, but if you guys come up with good appropriate flavor for it feel free to write them in.
 
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Arc 0 Post 3: Unchancy Beginnings
Unchancy Beginnings

Sudden Flame Season

Odd things have a habit of happening when you are around, like that time someone tied a stone rattler to the tail of a dead foot grub and put it under your bed, scaring you half-to-death thinking it was a Death Rattle Worm. Or that time someone left a sweet-core nugget next to your bed as a treat for High Harvest only for it to turn out that 'well-wisher' had dusted it with frothing powder which left you frothing at the mouth all day and unable to eat much of anything at the feast. The only game anyone will play with you is hide-and-go-seek for the chance to rough you around when they find you. It's 'good training' the Mistress Hulkxi, Keeper of the Hall, insists. If an enemy finds you hiding you can expect more than a scuffing, a xulgath's pot or a duergar's chain that's what you'd get, if you're lucky. But you're not dumb, you can see the suspicion she throws you, like you're a new kind of snake in the pantry. She hides it better than the other children, but that doesn't mean she hides it well, not when you're so used to weighing apathy against ill will in eyes high and low, young and old.

When you try to fight back you are outmatched, not silent-footed enough to deal with the eyes paired up like proper, not strong enough to take on more than one or two even when you get lucky. Well, not unless you picked on the littles and that just feels like rolling the shit ball downslope. So you get better at hiding, squeezing down narrow passages and crouching all snug like in sand-worn dips... well snug after you'd nicked the bedding from the hall at least, but if they didn't want you stealing bedding they should have kept Vex from pouring pitch on you while you slept.

Barely coming out to get meals and snatching as much as you can when you do so you won't have to do it more than one time in three, you start to earn something of a reputation. The older kids start warning the younger ones about you, making it out like you're some kind of people-shaped funnel-web, a monster just waiting to snatch them up, but as the tales grow in the telling you start to notice odd things happening to the worst of your tormentors. Ixil tripping in a storeroom and getting so tangled up in the nets that they had to cut him out of it, chewing him up for ruining a perfectly good net, Lurz getting a rash all over her face and hands trying to make itching powder that you later learned was meant to be dumped all over your new bedding.

You change your nook after that, though you start to wonder... is someone, something looking after me? Can you ask for things? Make things happen? Sometimes it feels like the world's holding its breath, balanced like a rat's bone on an egg so that the smallest push can tip it this way or that. Like it is or like I want.

When you think about it that way the fear of the strange power fades before the chance to change things. After all, what do you have to lose?

[] Write in character sheet
OOC: I was going to include some of Akorian getting back at his bullies, but I do not know what skills or spells you guys might be getting to use. Also, I rolled up your starting wealth and you got a better than average roll, 120 gp. That will be wealth you get with your magic one way or another before starting in the wide world. You guys might want to start thinking what you want to buy with it. The duergar traders are going to be in town when the time finally comes to equip yourselves.
 
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Travel in the Darklands
Mounts and beasts of burden are not really practical in most of the Darklands outside of well established trade routes and unusually large caverns. There are also too many times and places where larger creatures cannot easily navigate or maneuver. It would suck to reach a point where we had to leave our mount behind because it won't fit through a passage or we can get it up an incline.

That doesn't mean we can't eventually get a mount, but we shouldn't be getting overly attached to them like a pet or an Animal Companion. Speaking of animal Companions/Familiars, I'm going to argue against investing feats in trying to acquire them. There are much better uses for our limited selection of feats.

Speaking of traveling through the underlands:

Travel in the Darklands

From the Legends of the People-

It is said that the world goes down forever into darkness which only the most pious or the most mad of the People would want to plunge. The domain of the cruel drow ever thirsting for slaves which not even the great caravans of the duergar can sate, vicious serpent men whose blood flows like poison, great burrowing beasts whose bellows shake the vaults of the earth, cruel spirits that glow with the light of false promise and dreadful things that have been lost in the tunnels for so long that they have forgotten hunger and want only death, but mistake me not, they will remember all too well if they scent the touch of living blood. Yet far may one travel without daring either the burning light above or the unholy terror below. Listen closely and judge well where your paths may lead.

The Long Walk
The living spine of the world whence the iron-shod boots of the duergar long march and their scuttling mounts far travel. Free and clear it is of rubble and detritus, no pit nor cliff shall bar your way, but only the tolls and taxes of the greedy dwarf-folk. So long as you pay you shall be safe by the work of their axes, but count your coin twice, for if you run out your flesh and labor shall pay.

Secondary Tunnels
As the limbs of a slumbering beast they are. These tunnels range from anywhere between 5 to 30 feet in width. Often doubling back on themselves, coming to dead ends, or rising or falling into shafts, secondary tunnels are the far reaches of where you might find civilization and succor in the lands below, if you are strong and weary of treachery. Most such tunnels are natural tunnels, Cold Walks dug by rivers present or gone a-wandering or the trails of great diggers the likes of which you would not want to meet, though there you will also find the halls of the scaled ones, built in their days of glory long dead.

Tertiary Tunnels
Fingers they are, reaching for secrets undreamt or wiggling worms waiting to devour. Wild places, dens of beasts and horrors, rarely more than 15 feet wide, and often constrict down to widths of 2 feet or even less, twisting, coiling and knotting back into dead walks. These are the ways that Zul took when he claimed the Caves of Respite for the People. Ware the dead air and the burning breath, ware the wild things that grow unbidden, and ware most of all light where there should be none for it it a lure.

OOC: Written on the assumption that you will take some kind of knowledge in dungeoneering. This should give you guys some sense of what you are getting into survival and distance wise. Bring rope if you want to go anywhere off the Long Walk.
 
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