Home Genre adventure Winterborn

Dramatis Personae and Game Information (End of Book 3)

Winterborn Mirikon 191258Words 2024-03-22 18:10

  Dramatis Personae

  Melinda Eriksdaughter - CE Human (Unseelie Fey) Female

  Warlock 11/Icedawn Invoker 5 // Battledancer 10/Frostchylde Wardancer 6

  A woman who met a tragic fate, and was reincarnated as a Twiceborn into a fantasy world of magic with a System guiding people`s growth. She has chosen the path of Auril, the Ice goddess, and has vowed to never allow herself to be weak and helpless like she was before. She was exiled from her home in Frostwind Dale for refusing to submit to others.

  Frostmane - NE Winter Wolf Male

  Winter Wolf 6/Fighter 7, +3 Level Adjustment

  A winter wolf that Melinda encountered in her travels leaving the Frostwind Dale. They found kinship in their shared devotion to the Frostmaiden, Auril. Together, they went to Northport to take up the life of adventurers.

  Vestele Faydark - CE Fey`ri Female

  Cleric 8/Pierced Mystic 5, +3 Level Adjustment

  Siora Faydark - CE Fey`ri Female

  Beguiler 13, +3 Level Adjustment

  Siora and Vestele are twin sisters. Elves of demonic descent, they worship Malcanthet, the Queen of the Succubi. They found Melinda and Frostmane in Northport and invited them to join their group, investigating the Moonwood.

  Lord Dayhollow - NE Human Male

  Unknown

  One of the lords ruling the city of Northport. Is running a protection` and trafficking scheme under the guise of aiding the less fortunate. His people ran afoul of Melinda.

  Mirrene Stagtail - NG Human Female

  Unknown

  Holds an unknown office within the Temple of Selune in Northport. She was the one who sent out the call for adventurers to uncover the source of Moonwater`s troubles.

  Keira Brownlock - CG Halfling Female

  Deceased

  A priestess of Selune who lived in Moonwater and tended a shrine by the edge of the lake. She had been helping keep watch over the Temple of the Moonmaiden`s Glory, before her untimely demise. Her death heralded the start of Moonwater`s troubles.

  Sergeant Jackson - Unknown

  Unknown

  Formerly a subordinate of Captain Sweetling, he died helping defeat a Lich years ago. Through some magic, he appears to have become an undead with unknown goals. His exact nature is unknown.

  Aldeth Sweetling - LG Halfling Female

  Fighter 12

  Captain of the Guard in Moonwater. Formerly in an army, where she fought with distinction against a necromancer threat. One of the three Counselors in charge of Moonwater.

  Umfrey Darkhammer - NG Human Male

  Expert 9

  Village Blacksmith for Moonwater, and Counselor representing the craftsmen and laborers in the town.

  Celaena Gensandoral - CN Wood Elf Female

  Druid 15

  A druid living in Moonwater for many years. Her devotion has helped save many of those who would have died or been lost to the threat of the werewolf curse. However, shielding the town leaves her unable to seek out the cause of the trouble in the first place.

  Bessie Tanner - CG Human Female

  Ranger 5

  One of the inhabitants of Moonwater, she spent her early years learning herb lore from the witch, Magdalin. Normally a huntress, she joined the militia to help defend Moonwater from the werewolves.

  Magdalin - TN Human Female

  Witch 7/Hedge-Witch 8

  A powerful witch living in the woods near Moonwater. However, much of her power comes from the land she works and has claimed as her own, leaving her unable to aid the Moonwood as a whole in ending the werewolf threat.

  Ninette - NE Human (Werewolf) Female

  Werewolf (Afflicted) 2/Warrior 5, +2 Level Adjustment

  A girl of only 14, she was taken by the werewolves in the night, along with her family. She was turned, and forced to act against her people.

  Beltran - LG Human Male

  Unknown

  A member of the shadowy organization known as the Pipers, he was captured by the werewolves, and forced into a magical ritual that left him suspended between life and death. He died when Melinda broke the ritual circle.

  Krynixia - CE Succubus Female

  Succubus 6/Warlock 10, +6 Level Adjustment

  A succubus who infiltrated the Malarite cult in the Moonwood for her own reasons, in service to the demon prince Grazzt. She escaped when Melinda`s party attacked the Shrine of Malar.

  Mihr - CN Silver Celestial Female

  Fallen Silver Celestial 3/Sorcerer 3, +3 Level Adjustment

  A Silver Celestial who was being used as a sacrifice to power and maintain the Blood Moon. Melinda freed her from the ritual, and then gave her a clean death.

  Brakthik Ruinsoul - CN Ork Ghost Female

  Marshall 10 // Bard 10, +5 Level Adjustment

  The ghost of a fallen ork warrior who fought in the warband that attacked the Temple of the Moonmaiden`s glory, and has remained trapped there in all the time since, due to the temple`s barrier.

  Game Information

  This story has been made so that it sticks as closely to the rules of Dungeons & Dragons 3.5 edition as possible. If you`d like to use elements of this story in your home game, here`s some game information for you.

  Most material used is in the D&D 3.5 Player`s Handbook, Dungeon Master`s Guide, and Monster`s Manual, which, collectively, can be found in the D&D 3.5 Systems Reference Document (SRD). Other sourcebooks and modules were used, and may be identified with abbreviations, as follows:

  UA - Unearthed Arcana

  CA - Complete Arcana

  CW - Complete Warrior

  CAdv - Complete Adventurer

  PHB2 - Player`s Handbook 2

  SC - Spell Compendium

  SS - Savage Species

  LM - Libris Mortis

  FB - Frostburn

  MIC - Magic Item Compendium

  BoVD - Book of Vile Darkness

  AEG - Arms & Equipment Guide

  FRCS - Forgotten Realms Campaign Setting

  F&P - Faiths and Pantheons

  CoSQ - City of the Spider Queen

  FC1 - Fiendish Codex I - Hordes of the Abyss

  MM2 through MM5 - Monster Manual 2, 3, 4, and 5, respectively

  Third-party sourcebooks under the SRD:

  BoEF - Book of Erotic Fantasy

  CGtF - The Complete Guide to Fey

  A&A - Arms and Armor 3.5

  UMI - Ultimate Magic Items

  BoT - Book of Templates 3.5

  Maps

  Map of the Moonwood

  Temple of the Moonmaiden`s Glory

  Ground Floor (5`x5` scale):

  Second Floor (5`x5` scale):

  Catacombs (5`x5` scale):

  Character Sheets

  Melinda Eriksdaughter

  Name

  Melinda Eriksdaughter

  Race

  Human - Luskari (Unseelie Fey)

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Auril

  Age

  13

  Height

  5`6"

  Weight

  110 lb

  Eyes

  Blue

  Hair

  Blonde

  Level

  16 (Gestalt)

  Experience

  134950 / 136000

  Class Levels

  Warlock 11 /

  Icedawn Invoker 5

  Battledancer 10 / Frostchylde Wardancer 6

  HP

  102/102

  Nonlethal

  Init

  +8

  Speed

  70 (140 Fly)

  BAB

  +16/+11/+1

  Grapple

  +17

  DR

  15/Cold Iron

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  10

  +0

  DEX

  20

  24

  +7

  CON

  11

  15

  +2

  INT

  15

  +2

  WIS

  14

  +2

  CHA

  23

  33

  +11

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +21

  +6

  +2

  +13

  Ref

  +31

  +11

  +7

  +13

  Will

  +26

  +11

  +2

  +13

  AC

  38 = 10 Base + 7 Dex + 3 Armor + 3 Natural + 13 Dodge + 2 Deflection

  (+2 Sacred vs Fire Type)

  Touch

  35 = 10 Base + 7 Dex + 3 Armor + 13 Dodge + 2 Deflection

  (+2 Sacred vs Fire Type)

  Flatfooted

  31 = 10 Base + 3 Armor + 3 Natural + 13 Dodge + 2 Deflection

  (+2 Sacred vs Fire Type)

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +4

  +2

  +2

  Balance (Dex)*

  +16

  7

  +7

  +2

  Bluff (Cha)

  +35

  18

  +11

  +6

  Climb (Str)*

  +0

  +0

  Concentration (Con)

  +25

  19

  +2

  +4

  Craft (Painting) (Int)

  +8

  6

  +2

  Decipher Script (Int)

  +2

  +2

  Diplomacy (Cha)

  +19

  +11

  +8

  Disable Device (Dex)

  +7

  +7

  Disguise (Cha)

  +13

  +11

  +2

  Escape Artist (Dex)*

  +12

  5

  +7

  Forgery (Int)

  +2

  +2

  Gather Information (Cha)

  +11

  +11

  Handle Animal (Cha)

  +11

  +11

  Heal (Wis)

  +2

  +2

  Hide (Dex)*

  +7

  +7

  Intimidate (Cha)

  +23

  +11

  +12

  Jump (Str)

  +15

  +0

  +15

  Knowledge (Arcana) (Int)

  +13

  5

  +2

  +6

  Knowledge (Planes) (Int)

  +9

  1

  +2

  +6

  Knowledge (Religion) (Int)

  +9

  1

  +2

  +6

  Knowledge ( ) (Int)

  +2

  +2

  Listen (Wis)

  +2

  +2

  Move Silently (Dex)*

  +7

  +7

  Open Lock (Dex)

  +7

  +7

  Perform (Dance) (Cha)

  +33

  17

  +11

  +5

  Perform (Sing) (Cha) *V*

  +28

  17

  +11

  Perform (Oratory) (Cha) *V*

  +28

  17

  +11

  Profession ( ) (Wis)

  +2

  +2

  Ride (Dex)

  +7

  +7

  Search (Int)

  +2

  +2

  Sense Motive (Wis)

  +18

  7

  +2

  +5

  Slight of Hand (Dex)*

  +18

  9

  +7

  +2

  Speak Language

  N/A

  Spellcraft (Int)

  +14

  8

  +2

  +4

  Spot (Wis)

  +2

  +2

  Survival (Wis)

  +2

  +2

  Swim (Str)*

  +0

  +0

  Tumble (Dex)*

  +26

  19

  +7

  Use Magic Device (Cha)

  +30

  19

  +11

  Use Rope (Dex)

  +9

  +7

  +2

  Feats

  Improved Unarmed Strike (Class Bonus Feat) - Considered armed even when unarmed. Can do lethal or nonlethal damage with unarmed strikes

  Improved Initiative - Gain +4 to Initiative

  Improved Toughness (Human Bonus Feat) - Gain +1 HP per level

  Weapon Finesse - Use DEX instead of STR for attack rolls on light weapons, finesse weapons, and natural weapons.

  Versatile Performer - Pick a number of Perform categories equal to INT modifier (min 1). For purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once chosen. You gain new categories if your INT modifier permanently rises. In addition, you gain a +2 bonus to a combined perform check (i.e. strumming a lyre and singing). Add the bonus to the highest skill modifier. Categories: Sing, Oratory

  Leadership - Gain the ability to recruit a cohort and followers. Base Leadership score: 21 = 10 (Level) + 10 (CHA) + 1 Special Power. For cohorts: 21 = 21 (Base). For followers: 20 = 21 (Base) - 1 (Moves Around).

  Unearthly Luck [Fey] - As a supernatural ability, you may add your CHA bonus to all saving throws.

  Combat Casting - Add +4 to Concentration checks when casting defensively.

  Special Abilities

  Human Abilities:

  Bonus Feat

  Bonus Skills

  Unseelie Fey Abilities:

  Fey Type

  -2 STR, +2 DEX, -2 CON, +2 CHA

  Wings - Fly at 2x base land speed (Average maneuverability)

  Winter Chill (Su) - Living nonfey within 5` take a morale penalty on all saves equal to CHA (min 1)

  Damage Reduction (Ex) - 15/Cold Iron

  Iron Vulnerability (Ex) - Take 1 HP damage from touching iron and steel. Take 1d6 additional damage from iron and steel.

  Vision (Ex) - Darkvision 60`

  Warlock Abilities:

  Proficiency - All simple weapons and light armor

  Invocations - Able to use invocations (see spells). Invocations are spell-like abilities, but ignore spell failure chance from light armor.

  Eldritch Blast (Sp) - 7d6 damage, 60` range. Effective spell level of 1/2 Warlock level (min 1, max 9).

  Damage Reduction (Ex) - 3/Cold Iron

  Detect Magic (Sp) - Can use Detect Magic, as spell-like ability, at will. Caster level equals class level.

  Deceive Item (Ex) - Can take 10 on Use Magic Device checks, even when pressured.

  Fiendish Resilience (Su): Beginning at 8th level, 1/day as free action gain fast healing 1 for 2 minutes (20 rounds).

  Energy Resistance (Su): Gain Electric and Fire Resistance 5

  Battledancer Abilities:

  Proficiency - All Simple weapons

  AC Bonus (Ex) - When unarmored and unencumbered, gain a Dodge bonus to AC equal to CHA, +1 every 5 Battledancer levels.

  Unarmed Strike - Gain Improved Unarmed Strike as a bonus feat. Unarmed strike deals lethal damage, increased to 2d6.

  Battledancer`s Performance: Starting at 2nd level, the Battledancer is able to inspire allies or affect her enemies with her dance.

  Dance of Reckless Bravery (Su): A battledancer with 5 ranks in Tumble can inspire courage in her allies. While in an opponent`s threatened area, can take a move action that does not provoke to give all allies within 30` a +4 bonus on saves vs. fear effects for (5+CHA) rounds.

  Bonus Speed (Ex) - +20 Base Speed

  Dance of the Vexing Snake (Su) - If have 8 or more ranks in Tumble, can tumble at full speed without penalty, and can tumble a distance up to her move speed.

  Dancer`s Strike (Magic) - The Battledancer can spend a standard action at will to wreathe their fists and feet in an aura lasting 5+CHA rounds. While the aura persists, the Battledancer`s unarmed strikes are treated as magic damage for overcoming damage reduction.

  Dance of the Floating Step (Su) - A Battledancer with 11 ranks in Tumble gains the ability to dance across liquid, such as water or magma, without sinking or taking damage. If she ends her movement on liquid, she sinks and takes damage as normal. Must start her movement on solid surface.

  Icedawn Invoker Abilities:

  Invocations - Class level stacks with Warlock level for determining invocations, eldritch blast damage.

  Bonus Invocation - Hellrime Blast

  Forbidden Flame - Forswears the use of fire for anything except cooking. Cannot use Fire spells or abilities, even from items or another class. May not light any fire except for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.

  Frostfire (Sp): At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.

  Igloo (Sp): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.

  Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.

  Icedawn`s Gift (Su): At 5th level, Auril blesses the Icedawn Invoker, granting them a +4 Profane bonus to Charisma.

  Frostchyled Wardancer Abilities:

  Frostfell Combatant: The Frostchylde Wardancer`s class level stacks with Battle Dancer or Monk levels (choose one) to determine AC bonus, and unarmed damage.

  Cold Resistance (Ex): The Frostchylde Wardancer gains Cold Resistance 10.

  Child of Winter (Su): At 2nd level, the Frostchylde Wardancer gains a supernatural connection to the ice and snow. Snow and ice is treated as normal terrain. +5 sacred bonus to Balance checks to keep from falling on ice.

  Frozen Fury (Su): At 3rd Level, the Frostchylde Wardancer`s unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as the Frost weapon property). She can suppress or activate this effect at will.

  Bonus Speed (Ex): The Frostchylde Wardancer gains a +10 ft bonus to speed at 4th level. This stacks with similar class effects. She gains another +10 ft bonus to speed at 8th level. She loses this ability when wearing armor, or when carrying a medium or heavier load.

  Evasion (Ex): The Frostchylde Wardancer gains Evasion at 5th level. If they already had Evasion from another source, they gain Improved Evasion instead. She loses this ability when wearing armor, or when carrying a medium or heavier load.

  Frostblood (Su): The Frostchylde Wardancer`s connection to the cold freezes impurities that would harm her, making her immune to nonmagical poisons and diseases.

  Boon of Auril (Ex) - +2 Sacred bonus to AC against creatures of the Fire type. Continuous Endure Elements.

  Twice-Souled (Ex) - Speak Language is always a class skill.

  Languages

  Common, Luskar, Abyssal, Draconic

  From items: Undercommon, Drow Sign Language, Elven, Dwarven, Goblin

  Money

  PP

  170

  GP

  4316

  SP

  5744

  CP

  8

  Magic Items

  Head

  Neck

  Amulet of the Alpha Wolf

  Face

  Crystal Mask of Languages

  Torso

  Dancer`s Favor

  Shoulders

  Cloak of Charisma +6

  Waist

  Arms

  Bracers of Armor +3

  Hands

  Gloves of Dexterity +4

  R. Ring

  Ring of Protection +2

  L. Ring

  Ring of Arcane Power

  Body

  Feet

  Boots of Striding and Springing

  Encumbrance

  Light Load

  33 lb

  Medium Load

  66 lb

  Heavy Load

  100 lb

  Max Load

  100 lb

  Lift Off Ground

  200 lb

  Push/Drag

  500 lb

  Inventory

  Weight

  Handy Haversack (11.5 lbs remaining)

  Bedroll

  Flint and Steel

  Rations, Trail (7 days)

  Sewing needle

  Replenishing Skin

  Holy Symbol, Silver

  Cleric`s Vestments

  Everlasting Rations

  Mirror, Small Steel

  Manacles

  Lock, Very Simple

  Grappling Hook

  Rope, Hemp (50 ft)

  Whetstone

  Blanket, Winter

  Tent

  Everburning Torch

  Darkwood Staff

  Potion of Cure Light Wounds x6

  Wand of Cure Light Wounds

  Scroll of Sacrificial Skill

  Scroll of Bless

  Scroll of Chill Touch

  Scroll of Sanctuary

  Scroll of Identify

  Scroll of Numbing Sphere

  Scroll of Eagle`s Splendor

  Potion of Cure Serious Wounds x2

  Cloak of Charisma +2

  Amulet of Natural Armor +1

  +1 Heavy Steel Shield

  +1 Human Bane Morningstar x2

  Bracers of Armor +1

  4 Vials (Unknown poison)

  2 Vials (Unknown poison)

  Spellcharm of Charm Immunity

  Potion of Cure Moderate Wounds x6

  Smoke Bomb x10

  Chausible of Fell Power

  Cloak of Charisma +4

  Rod of Flame Extinguishing

  5

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  Total Weight Carried

  33.5

  

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  Spells/Spell-like Abilities

  Warlock Abilities

  Caster Level

  16

  DC

  21 + Spell Level

  Least Invocations

  Beguiling Influence (2nd) - +6 to Bluff, Diplomacy, and Intimidate for 24 hours.

  Hideous Blow (1st) - Blast Shape invocation. Add Eldritch Blast to melee attack.

  Otherworldly Whispers (2nd) - Gain +6 bonus on Knowledge (Arcana), Knowledge (Religion), and Knowledge (The Planes) for 24 hours.

  Lesser Invocations

  Curse of Despair (4th) - Can curse touched target as with Bestow Curse. Even if save succeeds, target gets -1 to attack rolls for 1 min.

  Hellrime Blast (4th) - Eldritch Essence invocation. Can change Eldritch Blast to Hellrime Blast, deal Cold damage. Creature struck by blast must make Fort save or -4 DEX for 10 min. Does not stack.

  Eldritch Chain (4th) - Blast Shape. Can jump Eldritch Blast to 1 secondary target per 5 levels. Secondary targets must be within 30` of previous target. No target can be hit more than once with the same blast. Secondary targets take 50% of the damage inflicted on primary target.

  Walk Unseen (2nd) - You gain the ability to fade from view. You can use Invisibility (self only), except the duration is 24 hours.

  Greater Invocations

  Vitriolic Blast (6th) - Eldritch Essence. Change Eldritch Blast to Vitriolic Blast. Deals acid damage, and is formed from conjured acid, making it ignore spell resistance. Creatures struck by Vitriolic Blast automatically take an extra 2d6 points of Acid damage on following rounds. This acid damage persists for 1 round per 5 caster levels.

  Chilling Tentacles (5th) - Conjure forth a field of soul-chilling black tentacles that ooze from the ground, grappling victims. This functions as the Black Tentacles spell, except that each creature in the area takes 2d6 points of Cold damage each round, whether they are grappled or not.

  Eldritch Line (5th) - Blast Shape. Can invoke your Eldritch Blast as a 60-foot line, dealing damage to all creatures in the area. Reflex save for half damage.

  Dark Invocations

  Word of Changing (5th) - Baleful Polymorph, as the spell, except that 24 hours after being transformed the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If the second save fails, it remains in its new form permanently.

  Equipment

  Potion of Cure Light Wounds

  Type

  Tool

  Weight

  This common potion heals 1d8+1 HP damage when drunk.

  Handy Haversack

  Type

  Tool

  Weight

  5 lbs

  A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

  While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

  (120 lbs of space remaining)

  Ring of Protection +2

  Type

  Ring

  Weight

  This ring has been enchanted to provide a +2 Deflection Bonus to AC.

  Dancer`s Favor

  Type

  Torso

  Weight

  5

  This outfit was made as a commission for a renowned dancer and courtesan. Unfortunately for the maker, the intended recipient was also a traitor and spy, who was caught and executed before she could take delivery of (or pay for) this item.

  +2 Resistance Bonus to all Saves

  +5 Competence Bonus to Sense Motive

  Shiftweave - Can shift to become one of five outfits on command. Weight does not change. Available outfits: Explorer`s Outfit, Desert Outfit, Entertainer`s Outfit, Cold Weather Outfit, Oilskin Suit

  Cloak of Charisma +6

  Type

  Cloak

  Weight

  1 lb

  This cloak has been enchanted, giving the wearer a +6 enhancement bonus to Charisma.

  Everlasting Rations

  Type

  Tool

  Weight

  2

  This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day`s worth of rations.

  Masterwork Dagger

  Type

  Simple Weapon

  Weight

  1

  Damage

  1d4

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This masterwork quality dagger is an effective weapon in the hands of any wielder proficient in its uses.

  Replenishing Skin

  Type

  Tool

  Weight

  4

  This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

  Bracers of Armor +3

  Type

  Arms

  Weight

  1

  This set of enchanted bracers are enchanted to provide a +3 Enhancement bonus to AC.

  Amulet of the Alpha Wolf

  Type

  Neck

  Weight

  0 lbs

  This amulet, carved from human bone into the shape of a wolf`s head, is heavily enchanted. It offers the wearer the benefits of an Amulet of Mighty Fists +2, Amulet of Natural Armor +3, and Amulet of Health +4.

  Mighty Fists +2 - +2 Enhancement bonus to attacks and damage with unarmed and natural weapons.

  Natural Armor +3 - +3 Enhancement to Natural Armor

  Health +4 - +4 Enhancement to CON

  Blue Ice Dagger

  Type

  Simple Weapon

  Weight

  0.5

  Damage

  1d4+1

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This masterwork quality dagger is made from blue ice, a material found deep in glaciers that can be mined` and forged` like iron. Only heat intense enough to melt iron will cause this ice to melt. Because of its incredibly sharp edge, it gains a +1 enhancement bonus to damage. This dagger was made by Harn Garnson of the Tribe of the Elk in his younger days, before taking up the mantle of Chief.

  Darkwood Staff

  Type

  Simple Weapon

  Weight

  2

  Damage

  1d6 / 1d6

  Damage Type

  Bludgeoning

  Critical

  x2

  This masterwork quality quarterstaff is an effective weapon in the hands of any wielder proficient in its uses. Being made of darkwood, it weighs half its normal weight.

  Artificer`s Monocle

  Type

  Face

  Weight

  None

  This glass lens is rimmed with gold and has a fine gold chain attached to an ear clip.

  Putting on a monocle is a standard action. While wearing an artificer`s monocle, whenever you successfully use your artificer knowledge class feature to detect an item`s magical aura or you cast detect magic and have at least 5 ranks of Knowledge (arcana), you can spend 1 additional minute studying the item. If you do, you can identify the abilities of that item as if you had cast identify upon it.

  Wand of Cure Light Wounds

  Type

  Tool

  Weight

  This wand contains the Cure Light Wounds spell, allowing the user to expend charges to cast the spell as they normally would.

  6 Charges

  Caster Level 1

  Scroll of Sacrificial Skill

  Type

  Tool

  Weight

  This scroll contains the arcane spell Sacrificial Skill, allowing the user to cast the spell by spell completion.

  1st level spell

  Caster Level 1

  Gains a +5 bonus on all Knowledge (Religion) checks made to conduct sacrifices

  Scroll of Bless

  Type

  Tool

  Weight

  This scroll contains the divine spell Bless, allowing the user to cast the spell by spell completion.

  1st level spell

  Caster Level 1

  Grants caster and allies +1 morale bonus on attack rolls and saves vs. fear effects.

  Scroll of Chill Touch

  Type

  Tool

  Weight

  This scroll contains the arcane spell Chill Touch, allowing the user to cast the spell by spell completion.

  1st level spell

  Caster Level 1

  Deal 1d6 negative energy damage to a touched creature. Creature must make a Fort save or take 1 STR damage.

  Scroll of Sanctuary

  Type

  Tool

  Weight

  This scroll contains the divine spell Sanctuary, allowing the user to cast the spell by spell completion.

  1st level spell

  Caster Level 1

  Foes who would attack you, even with ranged attacks, must make a Will save in order to attack you for the duration of the spell.

  Scroll of Identify

  Type

  Tool

  Weight

  This scroll contains the arcane spell Identify, allowing the user to cast the spell by spell completion.

  1st level spell

  Caster Level 1

  Identifies one magical item`s properties.

  Scroll of Numbing Sphere

  Type

  Tool

  Weight

  This scroll contains the arcane spell Numbing Sphere, allowing the user to cast the spell by spell completion.

  2nd level spell

  Caster Level 3

  Creates a sphere of intense cold that rolls up to 30` a round, and deals 1d6 cold damage and 1d4 DEX damage to those it hits unless the creature makes a Reflex save.

  Scroll of Eagle`s Splendor

  Type

  Tool

  Weight

  This scroll contains the arcane spell Eagle`s Splendor, allowing the user to cast the spell by spell completion.

  2nd level spell

  Caster Level 3

  Gain +4 enhancement bonus to CHA for the duration.

  Vile Blade

  Type

  Dagger

  Weight

  1

  Damage

  1d4+1

  Damage Type

  Slashing / Piercing

  Crit Range

  19 - 20 / x2

  Range

  10ft (thrown)

  This dagger is finely made, and is enchanted, gaining a +1 bonus on attack and damage rolls.

  Vile Weapon: This weapon deals an extra 1 point of Vile damage on each successful attack. On critical hits, it deals 2 Vile damage

  Boots of Striding and Springing

  Type

  Boots

  Weight

  1

  This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

  Silvered Dagger

  Type

  Simple Weapon

  Weight

  1

  Damage

  1d4

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This dagger is an effective weapon in the hands of any wielder proficient in its uses. It is made with alchemical silver, allowing it to overcome the damage reduction of lycanthropes or others weak against silver, but incurs a -1 on damage rolls.

  Crystal Mask of Languages

  Type

  Face

  Weight

  This mask made of transparent crystal is infused with the ability to read, write, and speak five languages. This mask includes: Undercommon, Drow Sign Language, Elven, Dwarven, and Goblin.

  Lesser Headpiece of the Demonic Dancer

  Type

  Head

  Weight

  This headpiece is designed to be worn in a dancer`s hair. Crafted from silver and shaped like a pair of horns suggestive of a succubus, they grant the user a +2 Profane bonus to CHA, and a +5 Profane bonus to Perform (Dance).

  Potion of Cure Serious Wounds

  Type

  Potion

  Weight

  This potion heals the imbiber for 3d8+5 points of damage.

  Ring of Arcane Power

  Type

  Ring

  Weight

  This ring grants the wearer a +1 bonus to arcane caster level for the purpose of spell penetration, caster level checks, and all level-based variables of any arcane spell the wearer casts.

  Gloves of Dexterity +4

  Type

  Hands

  Weight

  1

  These gloves give the wearer a +4 enhancement bonus to Dexterity.

  Rod of Flame Extinguishing

  Type

  Tool

  Weight

  5 lb

  This rod has been enchanted to be the bane of all fires, and is thus highly prized by many beings, but especially those who fight against dragons or fire elementals, for obvious reasons.

  This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod`s charges.

  Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.

  When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.

  If the device is used upon a fire creature (a melee touch attack), it deals 6d6 points of damage to the creature. This use requires 3 charges.

  A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.

  Soul`s Violation

  Soul`s Violation, Black Blade of the Queen

  Type

  Artifact Weapon

  Weight

  6 lbs

  Damage

  1d10

  Damage Type

  Slashing

  Crit

  19-20 / x2

  +3 Enhancement to Attacks and Damage

  **Shadow Energy - A shadow energy weapon has

  its effective portion (blade, axe head, spearhead, etc.)

  transformed into shadow. A shadow energy weapon

  ignores nonliving matter. Armor bonuses provided

  by physical armor (as opposed to spells) are ineffective

  against weapons imbued with this quality.

  Other bonuses to Armor Class (dexterity, deflection,

  Dodge, natural armor, etc.) still apply. A shadow

  energy weapon automatically dispels a light or continual

  flame spell if touched to the object upon which

  the spell was cast. A shadow energy weapon causes

  no damage to targets that are not alive. Bows, crossbows,

  and slings cannot be enchanted with this ability.

  This does not alter the item`s weight.

  **Ruinous - Each hit with the blade deals 1 CHA damage. Creatures immune to critical hits are immune to the CHA damage. CHA damage is not multiplied with critical hits.

  **Vampiric - Deals an extra 1d6 damage to any living creature it hits, and heals you for the same amount.

  **Skillful - The wielder is considered proficient with this weapon, even if they lack the appropriate feat. The wielder`s BAB for using this weapon is 3/4 their HD, or their normal BAB, whichever is higher.

  **Hideaway - Can collapse to 2sizes smaller, making it easier to conceal.

  **Shadowstrike - 1/day add 5ft to reach and deny target DEX to AC.

  In addition to its other abilities, Soul`s Violation is intrinsically connected to the Plane of Shadow. While not in areas of direct sunlight (or the area of effect of a Daylight spell) the wielder has access to the following effects:

  Shadow Shield (Sp) - 3/day, create a shield of transluscent shadows. Acts as a Shield spell, negating Magic Missile attacks and providing +4 Shield bonus to AC, with a CL equal to the wielder`s HD.

  Shadow Walk (Sp) - 1/day, use Shadow Walk, as the spell. (CL equal to HD, DC 16+CHA Will to resist)

  Dimension Door (Sp) - 3/day, use Dimension Door, as the spell (CL equal to HD, DC 14+CHA to resist).

  Veil of Shadow (Sp) - 3/day, use Veil of Shadow (SC) as the spell. (CL equal to HD)

  Shades (Sp) - 1/week, use Shades, as the spell. (CL equal to HD, DC 19+CHA Will to resist)

  This blade was forged from iron mined on the Plane of Shadow, and quenched in the blood of creatures from that deadly plane, infusing it with the essence of shadow. It was the personal weapon of the Dark Queen, a Twiceborn Nymph who became a feared warlord in the northern lands. The cause of her rage against the `civilized` races is unknown, but it is believed that before she made this blade the Dark Queen tried, and failed, to find her way through the Plane of Shadow, seeking a connection to the world her soul was originally from. Failing in this attempt, she turned her wrath upon the people of the world, and, for over a hundred years, this blade was continually infused with the Dark Queen`s essence as she sacrificed countless souls to it, causing the blade to grow ever more powerful throughout her reign.

  During the Great Troubles, she was attacked by the goddess Selune in a duel. The Goddess of the Moon was tricked by the God of Lies, Cyric, into believing that the Dark Queen was the mortal incarnation of the Goddess of Shadow, Shar, and was somehow responsible for the Great Troubles. Cyric revealed his true nature to Selune during the battle when Malar sought to intervene in the battle. Cyric and the Dark Queen were killed in the ensuing brawl, and both Selune and Malar`s mortal avatars were gravely wounded.

  With the Dark Queen`s death, her blade disappeared for a long time, though rumors persisted of it appearing in different locales. During one of the Orc Wars, the blade was confirmed to still be in existence when it was briefly wielded by the Doomsinger, Brakthik Ruinsoul during the failed campaign in the Moonwood.

  Soul`s Violation does not appear to be an intelligent weapon, but those who have come across it will swear that it still carriers a shard of the Dark Queen`s power and hatred for the people of this world. The blade carries a powerful curse. Only a female Twiceborn may wield it safely. All others receive three negative levels and take 3x damage of all types while wielding the blade. An uncomfortable chill surrounds the blade, dropping the temperature in its presence by 10F.

  Frostmane

  Name

  Frostmane

  Race

  Winter Wolf

  Size

  Large

  Alignment

  Neutral Evil

  Deity

  Auril

  Age

  7

  Height

  5`

  Weight

  500

  Eyes

  Blue

  Hair

  White

  Effective Character Level

  17

  Experience

  141000 / 153000

  Class Levels

  Winter Wolf 6

  +3 Level Adjustment

  Fighter 8

  HP

  201/201

  Nonlethal

  Init

  +8

  Speed

  60

  BAB

  +14/+9/+4

  Grapple

  +25

  DR

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  23

  29

  +9

  DEX

  18

  +4

  CON

  22

  26

  +8

  INT

  13

  +1

  WIS

  16

  +3

  CHA

  10

  +0

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +23

  +11

  +8

  +4

  Ref

  +15

  +7

  +4

  +4

  Will

  +11

  +4

  +3

  +4

  AC

  31 = 10 Base - 1 Size + 8 Natural + 4 Dex + 8 Armor + 2 Deflection

  Touch

  15 = 10 Base - 1 Size + 4 Dex + 2 Deflection

  Flatfooted

  27 = 10 Base - 1 Size + 8 Natural + 8 Armor + 2 Deflection

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +1

  +1

  Balance (Dex)*

  +2

  +4

  -2

  Bluff (Cha)

  +0

  +0

  Climb (Str)*

  +8

  1

  +9

  -2

  Concentration (Con)

  +7

  +7

  Craft ( ) (Int)

  +1

  +1

  Decipher Script (Int)

  +1

  +1

  Diplomacy (Cha)

  +0

  +0

  Disable Device (Dex)

  +4

  +4

  Disguise (Cha)

  +0

  +0

  Escape Artist (Dex)*

  +2

  +4

  -2

  Forgery (Int)

  +1

  +1

  Gather Information (Cha)

  +0

  +0

  Handle Animal (Cha)

  +0

  +0

  Heal (Wis)

  +3

  +3

  Hide (Dex)*

  +4

  4

  +4

  -4 (inc. to +1 in Snow)

  Intimidate (Cha)

  +12

  12

  +0

  Jump (Str)

  +28

  2

  +9

  +17

  Knowledge ( ) (Int)

  +1

  +1

  Listen (Wis)

  +15

  9

  +3

  +3

  Move Silently (Dex)*

  +5

  2

  +4

  -1

  Open Lock (Dex)

  +4

  +4

  Perform ( ) (Cha)

  +0

  +0

  Profession ( ) (Wis)

  +3

  +3

  Ride (Dex)

  +4

  +4

  Search (Int)

  +1

  +1

  Sense Motive (Wis)

  +3

  +3

  Slight of Hand (Dex)*

  +2

  +4

  -2

  Speak Language

  N/A

  Spellcraft (Int)

  +1

  +1

  Spot (Wis)

  +19

  13

  +3

  +3

  Survival (Wis)

  +12

  5

  +3

  +4 (Scent)

  Swim (Str)*

  +10

  3

  +9

  -2

  Tumble (Dex)*

  +2

  +4

  -2

  Use Magic Device (Cha)

  +0

  +0

  Use Rope (Dex)

  +4

  +4

  Feats

  Alertness - +2 on Listen and Spot checks

  Improved Initiative - Gain +4 to Initiative

  Track - Can find and follow tracks in the wild with Survival. DC depends on conditions.

  Power Attack - Can subtract up to 5 from attack roll and add that number to damage rolls. (Fighter Bonus)

  Combat Expertise - When you use attack or full attack action, take up to -5 on the attack roll, and add that number as a dodge bonus to AC. Changes to attack rolls and AC last until your next action. (Fighter Bonus)

  Cleave - When you deal enough damage to a creature to make it drop, you gain an immediate, extra melee attack against a creature within reach. The extra attack is with the same weapon and bonus as the attack that dropped the previous creature. Can use this 1/round.

  Improved Trip - Gain +4 bonus on your STR check to trip your opponent. If you trip an opponent in melee combat, you get an immediate melee attack against that opponent. (Fighter Bonus)

  Weapon Focus (Bite) - +1 Bonus on all attack rolls with Bite.

  Weapon Specialization (Bite) - +2 Bonus on all damage rolls with Bite. (Fighter Bonus)

  Greater Weapon Focus (Bite) - +1 Bonus on all attack rolls with Bite. Stacks with Weapon Focus. (Fighter Bonus)

  Special Abilities

  Winter Wolf Abilities:

  Magical Beast type

  Cold Type - Immune to Cold, takes 50% more damage from fire

  Darkvision 60` - Can see in the dark up to 60` away

  Low-Light Vision - Can see twice as far in low light

  Scent - Can sniff out foes within 30` (60` if downwind, 15` if upwind). Can follow tracks by smell.

  Breath Weapon (Su) - 4d6 Cold, 15` cone, every 1d4 rounds, DC 13+CON for half.

  Bite Attack - 1d8 + (1.5 x STR) damage.

  Freezing Bite (Su) - Bite attack deals extra 1d6 Cold damage, as if it were Frost weapon

  Trip (Ex) - Hitting with the Bite can allow the wolf to trip a foe as a free action without an attack roll or attack of opportunity. If the attempt fails, the opponent cannot react to try and trip the wolfThis narrative has been purloined without the author`s approval. Report any appearances on Amazon.

  Fighter Abilities:

  Proficiency - All Simple and martial weapons. All Armor.

  Bonus Feats - Bonus feats at 1st level, 2nd level, and every even-numbered level after that.

  Languages

  Common, Giant

  Money

  PP

  220

  GP

  4338

  SP

  5508

  CP

  Magic Items

  Head

  Spellcharm of Charm Immunity

  Neck

  Amulet of the Alpha Wolf

  Face

  Torso

  Shoulders

  Cloak of Resistance +4

  Waist

  Belt of Giant Strength +6

  Arms

  Hands

  R. Ring

  Ring of Protection +2

  L. Ring

  Ring of the Ghost Wolf

  Body

  Feet

  Boots of the Hunter

  Encumbrance

  Light Load

  519 lb

  Medium Load

  1038 lb

  Heavy Load

  1560 lb

  Max Load

  1560 lb

  Lift Off Ground

  3120 lb

  Push/Drag

  7800 lb

  Inventory

  Weight

  Saddlebag of Providing (0 lbs left)

  Potion of Cure Moderate Wounds x6

  Replenishing Skin

  Dire Bearskin Rug

  Potion of Remove Disease (12th) x4

  +2 Mithral Chain Shirt

  +2 Bastard Sword

  Butcher`s Bonesaw

  Beastblood`s Bow

  +2 Frost Shortsword

  +2 Longbow

  Potion of Cure Serious Wounds x2

  +2 Chain Shirt x4

  Amulet of Health +4

  Ring of the Predator

  +1 Full Plate Armor

  +1 Heavy Shield

  Greater Piwafwi

  Ring of the Darkhidden

  Ring of Protection +1 x3

  Periapt of Wisdom +2

  +1 Sizing Morningstar

  Everlasting Rations

  Replenishing Skin

  Everburning Torch

  Handy Haversack (14 lbs to limit)

  Huntcaller`s Armor

  Huntcaller`s Shield

  Bloodspear of Gruumsh

  Left Claw of Malar

  Right Claw of Malar

  Spiritkeeper`s Armor

  Bag of Holding, Type IV (22 lbs to limit)

  +1 Full Plate x6

  +1 Heavy Steel Shield x4

  +1 Human Bane Morningstar x4

  Helm of Opposite Alignment

  Unidentified Necklace

  Mercy of the Merciless

  Gauntlets of Ogre Power

  Cloak of Resistance +2 x2

  Ring of Protection +1 x2

  Ring of the Hunter x2

  Shifter`s Shirt

  +1 Heavy Darkwood Shield

  Malarite`s Blade

  Stalker`s Blade x2

  Shadow Shuriken x4

  Slippers of Spider Climbing x2

  Vile Weapon Ring x2

  +1 Cold Iron Dagger x2

  Shifter`s Chain Shirt x4

  Amulet of Natural Armor +2 x9

  +2 Heavy Steel Shield x8

  +2 Flaming Longsword x8

  +2 Precise Composite (+3) Longbow x8

  Belt of Settled Form x14

  Malarite Acolyte`s Armor x2

  Acolyte`s Shield x2

  Periapt of Wisdom +2 x2

  +1 Flaming Morningstar x2

  Robes of the Manhunter

  Amulet of Natural Armor +1 x3

  Cloak of Charisma +4 x3

  Copper Chain set with Banded Agate (200 gp)

  Electrum Cloth Choker (600 gp)

  Platinum Cloth Cloak (1800 gp)

  Platinum Necklace inlaid with Silver (1500 gp)

  Foehewer x2

  Amulet of Natural Armor +4

  Carved Wooden Sculpture of a Tree (40 gp)

  Chalcedony Dice (pair) set with Zircon (800 gp)

  Ebony Mask (800 gp)

  Ermine Bracers set with Blue Star Sapphires (4000 gp)

  Fine Steel Decanter (600 gp)

  Gilded Wooden Dice (pair) (1000 gp)

  Glass Eye (300 gp)

  Iron Decanter (70 gp)

  Moonstone Coffer inlaid with Hepatizon (3000 gp)

  Rabbit Fur Talisman (80 gp)

  Small Bag of Incense (100 gp)

  Small Tapestry threaded with Bronze (600 gp)

  Tooled Leather Corset (1200 gp)

  Tooled Leather Shortsword Scabbard (300 gp)

  Tooled Leather Talisman set with Turquoise (500 gp)

  Shifter`s Chain Shirt x6

  Robes of the Manhunter x2

  Ring of Protection +2 x4

  Bracers of Armor +3 x2

  Silent Hunter`s Shirt

  Deathbringer`s Breath

  Lesser Crystal of Fire Assault

  Ring of the Ghost Wolf

  Necklace of Natural Weapons (Bite)

  Boots of the Hunter

  Boots of Striding and Springing

  Cloak of Charisma +2

  Ghost Wolf`s Armor

  Darkmoon`s Hauberk

  Malar`s Fang

  +2 Sizing Javelin

  Periapt of Wisdom +6

  Ring of Recall

  +2 Mithral Full Plate Armor

  +2 Heavy Steel Shield

  +1 Heavy Mace

  Amulet of Natural Armor +1 x4

  Ring of Resistance +1

  Gauntlets of Ogre Power

  Periapt of Wistom +4

  +1 Mithral Full Plate Armor x3

  +1 Heavy Steel Shield x3

  Periapt of Wisdom +2 x3

  Art objects (30,000 gp worth)

  Mattock of the Titans

  Lyre of Building

  Mantle of Hidden Faith

  Bolt of Fine Cloth threaded with Bronze (400 gp)

  Brass Stele (2100 gp)

  Copper Cloth Choker (80 gp)

  Fox Fur Hunter`s Cap (400 gp)

  Small Vial of Exotic Perfume (400 gp)

  Ivory Miniature (of a Ship) set with Lapis Lazuli (500 gp)

  Leather bound Book (blank) (70 gp)

  Platinum Cloth Coat (1900 gp)

  Platinum Ewer (1100 gp)

  Platinum Torc set with Tourmaline (1700 gp)

  Rabbit Fur Bracers (30 gp)

  Rabbit Fur Talisman (150 gp)

  Rosewood Box (200 gp)

  Silk Pennant threaded with Copper (130 gp)

  Silk Pennant threaded with Silver (80 gp)

  Silk Robe (80 gp)

  Silver Earrings (400 gp)

  Silver Miniature (of a Tree) (600 gp)

  Selune`s Wrathbow

  Equipped Gear

  16

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  5

  HH

  HH

  HH

  HH

  HH

  HH

  60

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  Bag

  31

  Total Weight Carried

  112

  

  

  

  

  

  

  

  

  

  

  

  

  Equipment

  Breastplate of the Wolf Lord

  Type

  Light Armor

  Weight

  30

  AC Bonus

  +8

  Max Dex

  4

  ACP

  -2

  ASF

  25% (0% Cold)

  This piece of armor is clearly of goblin make. However, it is masterfully made all the same. Crafted from Blue Ice, this unmelting breastplate is sized and fitted for Large quadrupedal creatures, like a wolf. It has been enchanted with a number of abilities to aid its wearer in battle.

  +3 Enhancement Bonus

  Blue Ice - Half normal weight. +1 Max Dex, -2 ACP. Counts as one armor category lighter (light armor remains light armor).

  Easy Travel - Carry up to a Medium Load as if it were a Light Load. Can travel up to 10 Hours a day without CON checks.

  Called - Can call armor to you as long as it is on the same plane. Armor appears worn and ready for action.

  Landing - Ignore Falling damage from the first 60` of a fall. Can always land on feet.

  Saddlebags of Providing

  Type

  Tool

  Weight

  16

  These saddlebags provide everything a mount needs to function on an extended campaign. The right bag produces enough food to feed the creature it is slung over for one day. Food removed and not eaten disappears after 24 hours. The left bag contains a masterwork set of grooming and leather repair tools appropriate for the creature it is slung over. In addition, the left bag acts as a Bag of Holding, with 250 lbs of available space. Regardless of their contents, the bags always weigh the same.

  Boots of the Hunter

  Type

  Boots

  Weight

  1 lb

  These boots have been enchanted to aid in the wearer`s mobility. They act as both a pair of Boots of Striding and Springing, and Slippers of Spider Climbing.

  Striding and Springing - +10 Enhancement to speed. +5 Competence bonus on Jump checks.

  Spider Climbing - Continuous Spider Climb effect.

  Amulet of the Alpha Wolf

  Type

  Neck

  Weight

  0 lbs

  This amulet, carved from human bone into the shape of a wolf`s head, is heavily enchanted. It offers the wearer the benefits of an Amulet of Mighty Fists +2, Amulet of Natural Armor +3, and Amulet of Health +4.

  Mighty Fists +2 - +2 Enhancement bonus to attacks and damage with unarmed and natural weapons.

  Natural Armor +3 - +3 Enhancement to Natural Armor

  Health +4 - +4 Enhancement to CON

  Ring of Protection +2

  Type

  Ring

  Weight

  This ring has been enchanted to provide a +2 Deflection Bonus to AC.

  Ring of the Ghost Wolf

  Type

  Ring

  Weight

  0 lbs

  This ring is well suited to all those who would prefer to stalk their prey unseen, rather than engage with them head on. It acts as both a Ring of Invisibility and a Ring of the Predator.

  Invisibility - Can become invisible, as the spell, at will.

  Predator - +10 Competence bonus to Hide and Move Silently, Trackless step (as druid ability)

  Belt of Giant Strength +6

  Type

  Belt

  Weight

  1

  This belt is engraved with symbols of strength, offering the wearer a +6 Enhancement bonus to Strength.

  Replenishing Skin

  Type

  Tool

  Weight

  4

  This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

  Potion of Cure Moderate Wounds

  Type

  Tool

  Weight

  --

  This common potion heals 2d8+3 HP damage when drunk.

  Cloak of Resistance +4

  Type

  Cloak

  Weight

  1

  This cloak is enchanted to protect the wearer from harmful spells and conditions.

  +4 Resistance bonus to all Saves.

  Potion of Cure Serious Wounds

  Type

  Potion

  Weight

  This potion heals the imbiber for 3d8+5 points of damage.

  Handy Haversack

  Type

  Tool

  Weight

  5 lbs

  A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

  While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

  (120 lbs of space remaining)

  Bag of Holding, Type IV

  Type

  Tool

  Weight

  60

  This seemingly simple linen sack actually hides a rather extensive extradimensional holding space. It can carry up to 1500 lbs (or 250 cubic feet) of material.

  Siora Faydark

  Name

  Siora Faydark

  Race

  Fey`ri

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Malcanthet

  Age

  121

  Height

  5`7"

  Weight

  100 lb

  Eyes

  Green

  Hair

  Black

  Effective Character Level

  17

  Experience

  141000 / 153000

  Class Levels

  Beguiler 14

  +3 Level Adjustment

  HP

  77/77

  Nonlethal

  Init

  +5

  Speed

  40 ft /

  40 ft (Fly)

  BAB

  +7/+2

  Grapple

  +8

  DR

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  12

  +1

  DEX

  18

  20

  +5

  CON

  12

  +1

  INT

  23

  29

  +9

  WIS

  15

  +2

  CHA

  16

  +3

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +9

  +3

  +1

  +5

  Ref

  +17

  +3

  +9

  +5

  Will

  +15

  +8

  +2

  +5

  +2 Racial bonus on Will Saves against Enchantment spells and effects

  +3 competence bonus on saves vs. energy drain attacks, inflict spells, death spells, and death effects.

  AC

  28 = 10 (Base) + 5 (Dex) + 6 (Armor) + 3 (Deflect) + 4 Natural

  Touch

  18 = 10 (Base) + 5 (Dex) + 3 (Deflect)

  Flatfooted

  23 = 10 (Base) + 6 (Armor) + 3 (Deflect) + 4 Natural

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +11

  2

  +9

  Balance (Dex)*

  +4

  +5

  -1

  Bluff (Cha)

  +17

  12

  +3

  +2

  Climb (Str)*

  +0

  +1

  -1

  Concentration (Con)

  +21

  15

  +1

  +5

  Craft ( ) (Int)

  +9

  +9

  Decipher Script (Int)

  +11

  2

  +9

  Diplomacy (Cha)

  +20

  13

  +3

  +4

  Disable Device (Dex)

  +26

  15

  +5

  +6

  Disguise (Cha)

  +5

  +3

  +2

  Escape Artist (Dex)*

  +8

  4

  +5

  -1

  Forgery (Int)

  +9

  +9

  Gather Information (Cha)

  +3

  +3

  Handle Animal (Cha)

  +3

  +3

  Heal (Wis)

  +4

  +2

  +2

  Hide (Dex)*

  +4

  +5

  -1

  Intimidate (Cha)

  +11

  4

  +3

  +4

  Jump (Str)

  +10

  +1

  +9

  Knowledge (Arcana) (Int)

  +14

  5

  +9

  Knowledge (Local) (Int)

  +9

  +9

  Knowledge ( ) (Int)

  +9

  +9

  Listen (Wis)

  +15

  13

  +2

  Move Silently (Dex)*

  +4

  +5

  -1

  Open Lock (Dex)

  +22

  13

  +5

  +4

  Perform ( ) (Cha)

  +3

  +3

  Profession (Courtesan) (Wis)

  +11

  9

  +2

  Ride (Dex)

  +5

  +5

  Search (Int)

  +23

  14

  +9

  Sense Motive (Wis)

  +16

  14

  +2

  Slight of Hand (Dex)*

  +20

  14

  +5

  +1

  Speak Language

  N/A

  Spellcraft (Int)

  +18

  7

  +9

  +2

  Spot (Wis)

  +16

  14

  +2

  Survival (Wis)

  +4

  +2

  +2

  Swim (Str)*

  +0

  +1

  -1

  Tumble (Dex)*

  +4

  +5

  -1

  Use Magic Device (Cha)

  +7

  2

  +3

  +2

  Use Rope (Dex)

  +5

  +5

  Feats

  Persuasive - +2 bonus on Bluff and Intimidate checks

  Thrall to Demon (Malcanthet) - 1/day, while committing an evil act, gain +1 Luck bonus on any roll

  Nimble Fingers - +2 Bonus on Disable Device and Open Lock checks

  Silent Spell - Cast a spell with no verbal components. Uses up a slot 1 level higher than actual level. (Beguiler Bonus)

  Insightful Reflexes - Use INT instead of DEX for Ref saves.

  Still Spell - Cast a spell with no somatic components. Uses up a slot 1 level higher than actual level. (Beguiler Bonus)

  Seductive (Males) - Gain a +2 bonus on Charisma-based skills and ability checks against intelligent (min 3) living male creatures.

  Special Abilities

  Fey`ri Abilities:

  Outsider (Native) Type

  +2 DEX, +2 INT, -2 CON

  Fly (Ex) - 40 ft. (Poor)

  Darkvision (Ex) - See in darkness up to 60ft

  Low-Light Vision (Ex) - See twice as far as a human in low light.

  Immunity to magic Sleep spells and effects

  +2 Racial bonus on Will saves against Enchantment spells and effects.

  Alter Self (Sp) - Can use Alter Self at will to change into any humanoid form. Can maintain that form indefinitely.

  +2 Racial Bonus on Bluff, Hide, Listen, Search, and Spot checks.

  Elven Blood - Counts as an elf for all spells and effects that require elven lineage

  Demonic Abilities - Fey`ri have four demonic abilities

  Enervation (Sp) - Can use Enervation as a spell-like ability 1/day.

  Detect Thoughts (Sp) - Can use Detect Thoughts as a spell-like ability 1/day. DC 16 Will save (Cha-based) to resist.

  Charm Person (Sp) - Can use Charm Person as a spell-like ability 1/day. DC 15 Will save (Cha-based) to resist.

  Suggestion (Sp) - Can use Suggestion as a spell-like ability 1/day. DC 17 Will save (Cha-based) to resist.

  Beguiler Abilities:

  Proficient with all simple weapons, plus the hand crossbow, rapier, short bow, and short sword. Proficient with light armor, but not shields

  Spells - Can cast spells from the Beguiler spell list. Knows all spells available to her, and does not need to prepare spells ahead of time. DC of spells is INT based.

  Armored Mage (Ex) - Can cast Beguiler spells in Light armor without suffering spell failure

  Trapfinding (Ex) - Can use Search to find traps, and Disable Device to disarm them

  Cloaked Casting (Ex) - When casting spells at a creature denied their Dex bonus to AC (whether they have one or not), +2 to DC and +2 to overcome SR

  Surprise Casting (Ex) - As a move action, you can use Bluff to feint in combat. Doing so allows you to deny your opponent their Dex bonus to AC against the next melee attack or the next spell you cast. Attack or spell must be made on or before your next turn. Target is not flat-footed, and can take attacks of opportunity if not casting defensively.

  Advanced Learning (Ex) - Add a Sorcerer/Wizard spell of the Illusion or Enchantment school to your spell list. Can be no higher level than your current spells. Gain additional spells at higher levels. (3rd, 7th, 11th)

  Silent Spell - Gain the Silent Spell metamagic feat

  Still Spell - Gain the Still Spell metamagic feat

  Languages

  Common, Abyssal, Elven, Draconic, Drow Sign, Undercommon, Celestial, Dwarven

  Money

  PP

  165

  GP

  4285

  SP

  5504

  CP

  Magic Items

  Head

  Headband of Intellect +6

  Neck

  Amulet of Natural Armor +4

  Face

  Torso

  Fey`ri Tunic

  Shoulders

  Cloak of Evasion

  Waist

  Healing Belt

  Arms

  Hands

  Gloves of Dexterity +2

  R. Ring

  Ring of Protection +3

  L. Ring

  Dragonsoul Ring

  Body

  Feet

  Boots of Striding and Springing

  Encumbrance

  Light Load

  43 lb

  Medium Load

  86 lb

  Heavy Load

  130 lb

  Max Load

  130 lb

  Lift Off Ground

  260 lb

  Push/Drag

  650 lb

  Inventory

  Weight

  Handy Haversack (11.5 lbs to limit)

  MW Thieves` Tools

  Replenishing Skin

  Everlasting Rations

  Arrows (60)

  Arrows (46)

  Everburning Torch

  Bedroll

  Blanket, Winter

  Flint and Steel

  Grappling Hook

  Mirror, Small Steel

  Rope, Silk 50ft

  Signal Whistle

  Tent

  Potion of Cure Light Wounds x2

  Arrows, Silver (72)

  Spell Component Pouch

  Alchemist`s Fire x2

  Potion of Cure Serious Wounds

  Headband of Intellect +2

  +1 Full Plate Armor

  Scroll of Heat Metal

  Scroll of Fireball

  Ring of Protection +1

  Ring of Lockpicking

  Light Warhorse

  Military Saddle

  Saddlebags

  Everlasting Feedbag x2

  Equipped Gear

  5

  HH

  HH

  HH

  Quiver

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  2

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  Horse

  Horse

  Horse

  31

  Total Weight Carried

  42

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  Beguiler Spells

  Caster Level

  13

  DC

  19 + Spell Level

  Level

  Slots

  Spells

  0th

  6

  Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic

  1st

  9/9

  Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse (PHB2), Silent Image, Sleep, Undetectable Alignment, Whelm (PHB2), Serene Visage (Spell Compendium)

  2nd

  8/8

  Blinding Color Surge (PHB2), Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand (PHB2), Touch of Idiocy, Vertigo (PHB2), Whelming Blast (PHB2)

  3rd

  8/8

  Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils (PHB2), Deep Slumber, Displacement, Dispel Magic, Glibness, Halt (PHB2), Haste, Hesitate (PHB2), Hold Person, Inevitable Defeat (PHB2), Invisibility Sphere, Legion of Sentinels (PHB2), Major Image, Nondetection, Slow, Suggestion, Vertigo Field (PHB2), Zone of Silence, Reality Blind (Book of Vile Darkness)

  4th

  8/8

  Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image (PHB2), Locate Creature, Mass Whelm (PHB2), Phantom Battle (PHB2), Rainbow Pattern, Solid Fog

  5th

  8/8

  Break Enchantment, Dominate Person, Feeblemind, Friend to Foe (PHB2), Hold Monster, Incite Riot (PHB2), Mind Fog, Seeming, Sending, Swift Etherealness (PHB2), Telepathic Bond, Shadow Evocation

  6th

  6/6

  Greater Dispel Magic, Mass Suggestion, Mislead, Overwhelm (PHB2), Repulsion, Shadow Walk, True Seeing, Veil

  7th

  4/4

  Ethereal Jaunt, Greater Arcane Sight, Mass Hold Person, Mass Invisibility, Phase Door, Power Word Blind, Project Image, Spell Turning

  8th

  Demand, Discern Location, Mind Blank, Moment of Prescience, Power Word Stun, Scintillating Pattern, Screen

  9th

  Dominate Monster, Etherealness, Foresight, Mass Hold Monster, Power Word Kill, Time Stop

  

  

  

  

  

  

  Equipment

  Silvered Dagger

  Type

  Simple Weapon

  Weight

  1

  Damage

  1d4

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This dagger is an effective weapon in the hands of any wielder proficient in its uses. It is made with alchemical silver, allowing it to overcome the damage reduction of lycanthropes or others weak against silver, but incurs a -1 on damage rolls.

  +1 Composite Shortbow

  Type

  Ranged

  Weight

  2

  Damage

  1d6+2

  Damage Type

  Piercing

  Critical

  X3

  Range

  70 ft

  This light crossbow was well-crafted, and bears an enchantment to increase its effect.

  Composite +1 - Can add STR (up to +1) to damage. Must have STR score of +1 or take -2 penalty on attacks.

  +1 Enhancement Bonus to Attack and Damage

  Least Demolition Crystal

  Type

  Weapon Crystal

  Weight

  Designed for work against golems and other constructs, this item can be attached to a weapon of at least masterwork quality.

  +1d6 Damage to Constructs

  Vile Rapier

  Type

  Martial 1-hand weapon

  Weight

  2 lb

  Damage

  1d6+1 +STR

  Damage Type

  Piercing

  Critical

  18-20 / x2

  This weapon is a beautifully crafted rapier, yet it gives off an aura of evil when one holds it in their hand. The weapon is enchanted to further increase its deadliness.

  +1 Enhancement Bonus to Attack and Damage

  Vile Weapon - On a hit, deal 1 point Vile damage to a creature. On a critical, deal 2 points of Vile damage instead.

  Least Angelslayer Crystal

  Type

  Weapon Crystal

  Weight

  A profane variant of the Fiendslayer crystals, this item can be attached to a weapon of at least masterwork quality.

  +1d6 Damage to Good Outsiders

  +2/+2 Quarterstaff

  Type

  Staff

  Weight

  4

  Damage

  1d6/1d6

  Damage Type

  Bludgeoning

  Critical

  X2

  This quarterstaff is completely unadorned, and would be overlooked as a simple staff by a lay person. However, it is a magical weapon, which can be used either in one hand, or in two, allowing the user to attack with both ends (enchanted separately).

  +2 Enhancement to Attacks and Damage

  Breastplate of the Fey`ri

  Type

  Light Armor

  Weight

  15

  AC Bonus

  +6

  Max Dex

  5

  ACP

  -1

  ASF

  15%

  Though crafted for one of the Fey`ri, the planetouched scions of elves and demons, this armor can be worn by anyone proficient with light armor.

  Mithral - 1/2 weight, +2 Max Dex, ACP +3 (Min 0), Counts as one armor category lower (Min Light).

  +1 Enhancement bonus to Armor

  Glamered - Can change coloration or appear to be normal clothing

  Easy Travel - Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.

  Lesser Crystal of Lifekeeping

  Type

  Armor Crystal

  Weight

  This crystal can be attached to any suit of armor with a +1 or better enhancement.

  +3 competence bonus on saves vs. energy drain attacks, inflict spells, death spells, and death effects.

  Potion of Cure Light Wounds

  Type

  Tool

  Weight

  This common potion heals 1d8+1 HP damage when drunk.

  Handy Haversack

  Type

  Tool

  Weight

  5 lbs

  A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

  While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

  (120 lbs of space remaining)

  Ring of Protection +3

  Type

  Ring

  Weight

  0 lbs

  This ring confers a +3 Deflection bonus to AC on its wearer.

  Amulet of Natural Armor +1

  Type

  Neck

  Weight

  This amulet has been enchanted to provide a +1 Enhancement bonus to Natural Armor.

  Everlasting Rations

  Type

  Tool

  Weight

  2

  This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day`s worth of rations.

  Replenishing Skin

  Type

  Tool

  Weight

  4

  This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

  Headband of Intellect +6

  Type

  Head

  Weight

  1

  This headband is woven with arcane sigils, and offers the wearer a +6 Enhancement bonus to Intelligence.

  Cloak of Evasion

  Type

  Cloak

  Weight

  1 lb

  This dull grey cloak is of a color that would blend in everywhere in the wilds or in darker areas. It has been enchanted to help its wearer endure and escape hostile attacks. It acts as a Cloak of Resistance +5 and a Minor Cloak of Displacement.

  Resistance +5 - +5 Resistance bonus to all saves.

  Minor Displacement - Continuous 20% miss chance

  Fey`ri Tunic

  Type

  Torso

  Weight

  5

  This garment was made for the Fey`ri, who often infiltrate other cultures. It acts as both Shiftweave and a Tunic of Steady Spellcasting.

  Can turn into Cold Weather Outfit, Cleric`s Vestments, Entertainer`s Outfit, Explorer`s Outfit, Artisan`s Outfit.

  +5 Competence Bonus on Concentration Checks.

  Efficient Quiver

  Type

  Tool

  Weight

  2

  This enchanted quiver has three sections. The first holds up to 60 items the size and shape of an arrow. The second holds up to 18 objects the size and shape of a javelin. The third holds 6 items the size and shape of a bow (spear, staff, etc.). Items can be drawn as though from a normal sheath or quiver. The quiver weighs the same no matter what it holds.

  Ring of Lockpicking

  Type

  R. Ring

  Weight

  This ring contains finely wrought tools which give the wearer a +5 Competence bonus on Open Lock checks.

  Healing Belt

  Type

  Waist

  Weight

  1

  This belt gives the wearer a +2 Competence bonus on Heal checks. It also contains 3 charges, which are restored each day at dawn. Spending charges channels positive energy and allows you to heal creatures with a touch (or harm undead).

  1 Charge: Heal 2d8

  2 Charge: Heal 3d8

  3 Charge: Heal 4d8

  Boots of Striding and Springing

  Type

  Boots

  Weight

  1

  This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

  Potion of Cure Serious Wounds

  Type

  Potion

  Weight

  This potion heals the imbiber for 3d8+5 points of damage.

  Gloves of Dexterity +2

  Type

  Hands

  Weight

  These lightweight leather gloves are enchanted to increase the wearer`s dexterity.

  +2 Enhancement bonus to DEX

  Scroll of Heat Metal

  Type

  Tool

  Weight

  Casts Heat Metal on the target, as a 3rd Level Druid.

  Scroll of Fireball

  Type

  Tool

  Weight

  Casts Fireball on the target location, as a 5th level Wizard.

  Dragonsoul Ring

  Type

  Ring

  Weight

  This platinum ring has been crafted in the likeness of a dragon, and enchanted with a semblance of the creature`s mighty power. This ring acts as a Ring of Arcane Might, Ring of Dragon Friendship, and Ring of the Ram.

  (32 Charges Remaining)

  Arcane Might - +1 Bonus to Arcane Caster Level for purpose of spell penetration, caster level checks, and all level-based variables of any arcane spells you cast.

  Dragon Friendship - +5 enhancement bonus on Diplomacy checks made to influence the attitudes of creatures of the Dragon type.

  1/day Suggestion (Heightened to 9th level) to a creature of the Dragon Type (Will DC 23, CL 17)

  If you or your party attack a dragon in any way (including using the Suggestion power), the ring loses this ability for 24 hours, though any active Suggestion effect continues working while this property is inactive.

  Ram - The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

  The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

  In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.

  A newly created ring has 50 charges. When all 50 charges are expended, this property is lost.

  Vestele Faydark

  Name

  Vestele Faydark

  Race

  Fey`ri

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Malcanthet

  Age

  121

  Height

  5`7"

  Weight

  100 lb

  Eyes

  Green

  Hair

  Black

  Effective Character Level

  17

  Experience

  147615 / 153000

  Class Levels

  Cleric 9 /

  Pierced Mystic 5

  +3 Level Adjustment

  HP

  78/78

  Nonlethal

  Init

  +2

  Speed

  40 ft /

  40 ft (Fly)

  BAB

  +9/+4

  Grapple

  +9

  DR

  10/Magic

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  10

  +0

  DEX

  15

  +2

  CON

  10

  +0

  INT

  17

  +3

  WIS

  19

  25

  +7

  CHA

  15

  +2

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +17

  +10

  +0

  +7

  Ref

  +11

  +4

  +2

  +5

  Will

  +22

  +10

  +7

  +5

  +2 Racial bonus on Will Saves vs. Enchantment spells and effects

  +2 Racial bonus vs. Poison

  +3 competence bonus on saves vs. energy drain attacks, inflict spells, death spells, and death effects.

  AC

  27 = 10 (Base) + 2 (DEX) + 6 (Armor) + 5 (Shield) + 3 (Deflection) + 1 (Natural)

  Touch

  15 = 10 (Base) + 2 (DEX) + 3 (Deflection)

  Flatfooted

  25 = 10 (Base) + 6 (Armor) + 5 (Shield) + 3 (Deflection) + 1 (Natural)

  +5 AC vs Ranged attacks

  Resistance to Fire 5

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +3

  +3

  Balance (Dex)*

  +1

  +2

  -1

  Bluff (Cha)

  +4

  +2

  +2

  Climb (Str)*

  -1

  +0

  -1

  Concentration (Con)

  +21

  16

  +0

  +5

  Craft ( ) (Int)

  +3

  +3

  Decipher Script (Int)

  +3

  +3

  Diplomacy (Cha)

  +6

  4

  +2

  Disable Device (Dex)

  +2

  +2

  Disguise (Cha)

  +2

  +2

  Escape Artist (Dex)*

  +1

  +2

  -1

  Forgery (Int)

  +3

  +3

  Gather Information (Cha)

  +2

  +2

  Handle Animal (Cha)

  +2

  +2

  Heal (Wis)

  +17

  8

  +7

  +2

  Hide (Dex)*

  +3

  +2

  +1

  Intimidate (Cha)

  +2

  +2

  Jump (Str)

  +9

  +0

  +9

  Knowledge (Arcana) (Int)

  +13

  10

  +3

  Knowledge (History) (Int)

  +3

  +3

  Knowledge (Religion) (Int)

  +13

  10

  +3

  Knowledge (The Planes) (Int)

  +6

  3

  +3

  Knowledge ( ) (Int)

  +3

  +3

  Listen (Wis)

  +11

  +7

  +4

  Move Silently (Dex)*

  +1

  +2

  -1

  Open Lock (Dex)

  +2

  +2

  Perform ( ) (Cha)

  +2

  +2

  Profession (Piecer) (Wis)

  +19

  12

  +7

  Ride (Dex)

  +2

  +2

  Search (Int)

  +5

  +3

  +5

  Sense Motive (Wis)

  +7

  +7

  Slight of Hand (Dex)*

  +1

  +2

  -1

  Speak Language

  N/A

  Spellcraft (Int)

  +21

  16

  +3

  +2

  Spot (Wis)

  +11

  +7

  +4

  Survival (Wis)

  +7

  +7

  Swim (Str)*

  -1

  +0

  -1

  Tumble (Dex)*

  +1

  +2

  -1

  Use Magic Device (Cha)

  +4

  +2

  +2

  Use Rope (Dex)

  +2

  +2

  Feats

  Thrall to Demon (Malcanthet) - 1/day, while committing an evil act, gain +1 Luck bonus on any roll

  Great Fortitude - +2 on all Fortitude saving throws.

  Craft Wondrous Item - Create Wondrous Items. Creating magic items costs XP.

  Sacrificial Mastery - +4 Profane bonus on Knowledge (Religion) checks made when performing a sacrifice.

  Improved Toughness - Gain extra 1 HP per HD.

  Special Abilities

  Fey`ri Abilities:

  Outsider (Native) Type

  +2 DEX, +2 INT, -2 CON

  Fly (Ex) - 40 ft. (Poor)

  Darkvision (Ex) - See in darkness up to 60ft

  Low-Light Vision (Ex) - See twice as far as a human in low light.

  Immunity to magic Sleep spells and effects

  +2 Racial bonus on Will saves against Enchantment spells and effects.

  Alter Self (Sp) - Can use Alter Self at will to change into any humanoid form. Can maintain that form indefinitely.

  +2 Racial Bonus on Bluff, Hide, Listen, Search, and Spot checks.

  Elven Blood - Counts as an elf for all spells and effects that require elven lineage

  Demonic Abilities - Fey`ri have four demonic abilities

  Damage Reduction 10/Magic

  Darkness (Sp) - Can use Darkness as a spell-like ability 1/day.

  Fire Resistance 10

  +2 Racial bonus on Saves vs. Poison

  Cleric Abilities:

  Proficient with all Simple weapons, all armor types, and shields (but not tower shields)

  Aura (Ex) - Has an aura of Chaos and Evil when detecting alignment

  Spells - Prepare spells from the Cleric spell list. Spells are Wis-based.

  Spontaneous Casting - Can sacrifice a prepared spell other than a Domain spell to spontaneously cast an Inflict spell of that level or lower.

  Rebuke Undead (Su) - May attempt to Rebuke Undead 5 (3+CHA) times per day. If you have 5 ranks in Knowledge (Religion), gain +2 on the Turning Check vs. undead.

  Temptation Domain Abilities:

  Select a gender (Male). As long as you wear no armor, gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, save DCs for mind-affecting spells or abilities you use against this gender increase by 1.

  Chaos Domain Abilities:

  Chaotic spells cast with +1 DC

  Pierced Mystic Abilities:

  Imbue Piercing I (Su): Can create piercings imbued with magical powers. Can imbue a single piercing with a spell she knows. Able to cast that spell 1/day through piercing. Piercing occupies a magic item slot.

  Pierce Other (Su): Can give another creature a piercing that provides temporary magical effects. This piercing mimics the effect of the Imbue with Spell Ability spell, in all ways except that the ability lasts for a number of uses equal to the pierce mystic`s class level. A creature may have only one such piercing on their body at a time and once the magic is exhausted may never wear an imbued piercing in that slot again. This piercing takes up a body slot.

  Imbue Piercing II (Su): Able to cast from an imbued piercing 2/day, or pierce an additional location as Imbue Piercing I.

  Additional Body Slot (Ex): At 4th level, the pierced mystic`s connection with her own body allows her to wear a magic item in the same body slot as a piercing she possesses.

  Languages

  Common, Elven, Abyssal, Draconic, Drow Sign, Undercommon, Celestial

  Money

  PP

  168

  GP

  4303

  SP

  5504

  CP

  Magic Items

  Head

  Neck

  Periapt of Wisdom +6

  Face

  Torso

  Fey`ri Tunic

  Shoulders

  Cloak of Evasion

  Waist

  Arms

  Crimson Dragonhide Bracers

  Hands

  Gauntlets of Weaponry Arcane

  R. Ring

  Ring of Protection +3

  L. Ring

  Ring of Anticipation

  Body

  Feet

  Boots of Striding and Springing

  Encumbrance

  Light Load

  33 lb

  Medium Load

  66 lb

  Heavy Load

  100 lb

  Max Load

  100 lb

  Lift Off Ground

  200 lb

  Push/Drag

  500 lb

  Inventory

  Weight

  Handy Haversack (0.5 lbs to limit)

  Crossbow Bolts (Quiver) x20

  Crossbow Bolts x132

  Everlasting Rations

  Replenishing Skin

  Holy Symbol, Silver

  Bedroll

  Blanket, Winter

  Flint and Steel

  Grappling Hook

  Everburning Torch

  Mirror, Small Steel

  Rope, Silk 50ft

  Signal Whistle

  Tent

  MW Piercer`s Tools

  Potion of Cure Light Wounds x4

  Healer`s Kit (10 uses)

  Crossbow Bolts (Silver) x37

  Spell Component Pouch

  Alchemist Fire x2

  +1 Morningstar

  Potion of Cure Serious Wounds x2

  Periapt of Wisdom +4

  +2 Disruption Morningstar

  +1 Human Bane Morningstar

  +1 Heavy Steel Shield x2

  Belt of Priestly Might (Sehanine Moonbow)

  Wand of Cure Moderate Wounds

  Light Warhorse

  Military Saddle

  Saddlebags

  Equipped Gear

  5

  2

  HH

  HH

  HH

  1

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  2

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  Horse

  Horse

  34

  Total Weight Carried

  53

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  Cleric Spells

  Caster Level

  12

  DC

  17 + Spell Level

  Level

  Slots

  Spells

  0th

  6

  Cure Minor Wounds x2, Detect Poison, Light, Mending, Purify Food and Drink

  1st

  7+D

  Cure Light Wounds x2, Lesser Vigor (SC), Bless, Detect Undead, Heartache (BoVD), Vision of Exquisite Pleasure (BoEF), Charm Person (D)

  2nd

  7+D

  Cure Moderate Wounds x2, Lesser Restoration, Hold Person, Spiritual Weapon, Shatter, Aid, Beckoning Call (D)

  3rd

  6+D

  Cure Serious Wounds x2, Wrack (BoVD), Mass Aid (SC), Searing Light, Prayer, Suggestion (D)

  4th

  5+D

  Cure Critical Wounds x2, Beauty`s Caress (BoEF), Divine Power, Wrack (SC), Charm Monster (D)

  5th

  4+D

  Mass Cure Light Wounds, Revivify (SC), Slay Living, Greater Vigor (SC), Dominate Person (D)

  6th

  4+D

  Heal, Greater Dispel Magic, Planar Exchange (SC), Mass Cure Moderate Wounds, Mass Suggestion (D)

  7th

  3+D

  Destruction, Brilliant Blade (SC), Mass Cure Serious Wounds, Soul Link (FC1) (D)

  8th

  9th

  

  

  

  

  

  

  Temptation Domain Spells

  1st

  Charm Person

  2nd

  Beckoning Call (Fiendish Codex 1)

  3rd

  Suggestion

  4th

  Charm Monster

  5th

  Dominate Person

  6th

  Mass Suggestion

  7th

  Soul Link (Fiendish Codex 1)

  8th

  Sympathy

  9th

  Dominate Monster

  Chaos Domain Spells

  1st

  Protection from Law

  2nd

  Shatter

  3rd

  Magic Circle Against Law

  4th

  Chaos Hammer

  5th

  Dispel Law

  6th

  Animate Objects

  7th

  Word of Chaos

  8th

  Cloak of Chaos

  9th

  Summon Monster IX

  Equipment

  Silvered Dagger

  Type

  Simple Weapon

  Weight

  1

  Damage

  1d4

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This dagger is an effective weapon in the hands of any wielder proficient in its uses. It is made with alchemical silver, allowing it to overcome the damage reduction of lycanthropes or others weak against silver, but incurs a -1 on damage rolls.

  +1 Human Bane Morningstar

  Type

  Simple 1-hand

  Weight

  6 lb

  Damage

  1d8

  Damage Type

  Bludgeoning / Piercing

  Critical

  x2

  This morningstar has been forged to have a head like a wolf`s. It is enchanted to be especially deadly to humans.

  +1 Enhancement to Attack and Damage

  +1d6 damage to Humanoid (Human) enemies

  +2 Disruption Morningstar

  Type

  Mace

  Weight

  6

  Damage

  1d8

  Damage Type

  Bludgeoning and Piercing

  Critical

  X2

  This morningstar is of high quality, and is a potent force against the undead, but its origins are unknown.

  Any undead creature struck must make DC 14 Will save or be destroyed.

  Least Angelslayer Crystal

  Type

  Weapon Crystal

  Weight

  A profane variant of the Fiendslayer crystals, this item can be attached to a weapon of at least masterwork quality.

  +1d6 Damage to Good Outsiders

  Sacrificial Knife

  Type

  Dagger

  Weight

  1 lb

  Damage

  1d4+1

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This +1 Dagger is highly prized by servants of dark gods. When used in conjunction with a sacrificial rite, a Sacrificial Knife conveys a +3 competence bonus on the Knowledge (Religion) check.

  +1 Light Crossbow

  Type

  Ranged

  Weight

  4

  Damage

  1d8+1

  Damage Type

  Piercing

  Critical

  19-20 / x2

  Range

  80 ft

  This light crossbow was well-crafted, and bears an enchantment to increase its effect.

  +1 Enhancement Bonus to Attack and Damage

  Breastplate of the Fey`ri

  Type

  Light Armor

  Weight

  15

  AC Bonus

  +6

  Max Dex

  5

  ACP

  -1

  ASF

  15%

  Though crafted for one of the Fey`ri, the planetouched scions of elves and demons, this armor can be worn by anyone proficient with light armor.

  Mithral - 1/2 weight, +2 Max Dex, ACP +3 (Min 0), Counts as one armor category lower (Min Light).

  +1 Enhancement bonus to Armor

  Glamered - Can change coloration or appear to be normal clothing

  Easy Travel - Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.

  Lesser Crystal of Lifekeeping

  Type

  Armor Crystal

  Weight

  This crystal can be attached to any suit of armor with a +1 or better enhancement.

  +3 competence bonus on saves vs. energy drain attacks, inflict spells, death spells, and death effects.

  Shifter`s Shield

  Type

  Shield

  Weight

  15

  AC Bonus

  +5

  Max Dex

  --

  ACP

  -1

  ASF

  15%

  This heavy steel shield was created for a powerful shapeshifter, to be used in his transformed state. However, it can be used by any creature proficient in its use.

  +3 Enhancement Bonus

  Sizing - This shield resizes to fit the wielder

  Lesser Crystal of Arrow Deflection

  Type

  Shield Crystal

  Weight

  This crystal attaches to any shield with a +1 or better enhancement bonus.

  +5 bonus to AC against ranged attacks

  Handy Haversack

  Type

  Tool

  Weight

  5 lbs

  A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

  While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

  (120 lbs of space remaining)

  Ring of Protection +3

  Type

  Ring

  Weight

  0 lbs

  This ring confers a +3 Deflection bonus to AC on its wearer.

  Ring of Anticipation

  Type

  Ring

  Weight

  This ring is wrought from a translucent lavender glass. While wearing it, a creature gains +2 Competence bonus to Listen and Spot checks. When making initiative checks, roll twice and take the better result.

  Cloak of Evasion

  Type

  Cloak

  Weight

  1 lb

  This dull grey cloak is of a color that would blend in everywhere in the wilds or in darker areas. It has been enchanted to help its wearer endure and escape hostile attacks. It acts as a Cloak of Resistance +5 and a Minor Cloak of Displacement.

  Resistance +5 - +5 Resistance bonus to all saves.

  Minor Displacement - Continuous 20% miss chance

  Everlasting Rations

  Type

  Tool

  Weight

  2

  This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day`s worth of rations.

  Replenishing Skin

  Type

  Tool

  Weight

  4

  This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

  Periapt of Wisdom +6

  Type

  Neck

  Weight

  This necklace of silver links is enchanted to provide the wearer a +6 Enhancement bonus to Wisdom.

  Fey`ri Tunic

  Type

  Torso

  Weight

  5

  This garment was made for the Fey`ri, who often infiltrate other cultures. It acts as both Shiftweave and a Tunic of Steady Spellcasting.

  Can turn into Cold Weather Outfit, Cleric`s Vestments, Entertainer`s Outfit, Explorer`s Outfit, Artisan`s Outfit.

  +5 Competence Bonus on Concentration Checks.

  Potion of Cure Light Wounds

  Type

  Tool

  Weight

  This common potion heals 1d8+1 HP damage when drunk.

  Scroll of Cure Moderate Wounds

  Type

  Divine Scroll

  Caster Level

  3

  This scroll allows the user to cast Cure Moderate Wounds, healing the target for 2d8+3 damage.

  Crimson Dragonhide Bracers

  Type

  Arms

  Weight

  1

  These bracers are crafted from the scaly red hide of a large reptile. They grant the wearer Resistance to Fire 5, and +1 Enhancement bonus to Natural Armor.

  Potion of Cure Serious Wounds

  Type

  Potion

  Weight

  This potion heals the imbiber for 3d8+5 points of damage.

  Boots of Striding and Springing

  Type

  Boots

  Weight

  1

  This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

  Wand of Cure Moderate Wounds

  Type

  Tool

  Weight

  Casts Cure Moderate Wounds, healing the target for 2d8+3.

  32 Charges remaining

  Gauntlets of Weaponry Arcane

  Type

  Hands

  Weight

  1 lb

  When worn, any weapon you hold overcomes damage reduction as a magic silvered weapon.

  New Prestige Classes, Feats, and Spells

  Prestige Classes

  Icedawn Invoker

  Icedawn Invoker

  Warlocks are not uncommon on the edges of civilization. When mortals make pacts with beings beyond the mortal realm, that mark upon their soul can transfer down to their children, often resulting in a warlock`s abilities. Some churches despise, and attempt to purify` these people, but the Frostmaiden`s church is not among those. All are welcome to honor the Lady of Winter, and serve her. Some warlocks following the Frostmaiden have learned to mold their abilities in Her image. This provides them with greater focus, but losing some of their warlock abilities along the way. In addition, they forever give up the ability to use spells like Fireball, even if they have them from another class.

  Requirements:

  Base Attack Bonus: +5

  Special: Patron Deity (Auril)

  Special: Eldritch Blast 3d6

  Special: Must have slain an enemy of Auril with magic.

  Level

  BAB

  Fort

  Ref

  Will

  Special

  1

  +0

  +0

  +0

  +2

  Invocations, Hellrime Blast, Forbidden Flame

  2

  +1

  +0

  +0

  +3

  Frostfire 3/day

  3

  +2

  +1

  +1

  +3

  Igloo 1/day

  4

  +3

  +1

  +1

  +4

  Cold Fire

  5

  +3

  +2

  +2

  +4

  Icedawn`s Gift (+4)

  HD: d6

  Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge: Arcana, Knowledge: Nature, Knowledge: Planes, Knowledge: Religion, Profession, Sense Motive, Spellcraft, Use Magic Device

  Skill Points: 2 + INT

  Class Features

  Invocations: Icedawn Invoker levels stack with Warlock levels for the purpose of determining invocations known, invocation level, caster level, and eldritch blast damage.

  Hellrime Blast: At 1st level, the Icedawn Invoker gains Hellrime Blast as a bonus invocation.

  Forbidden Flame: At 1st level, the Icedawn Invoker forsakes the use of fire for anything except cooking food. They may not use Fire spells or abilities, even from another class, or from items, and may not light any fire save for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.

  Frostfire (Sp): At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.

  Igloo (Sp): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.

  Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.

  Icedawn`s Gift (Su): At 5th level, Auril blesses the Icedawn Invoker, granting them a +4 Profane bonus to Charisma.

  Frostchylde Wardancer

  Frostchylde Wardancer

  Requirements:

  Base Attack Bonus: +10

  Skills: Perform (Dance) 10 ranks, Tumble 10 Ranks

  Feats: Improved Unarmed Strike

  Special: Patron Deity (Auril) or access to the Cold Domain

  Special: Must kill a creature of her ECL or greater with cold damage.

  Level

  BAB

  Fort

  Ref

  Will

  Special

  1

  +1

  +0

  +2

  +0

  Frostfell Combatant, Cold Resistance 10

  2

  +2

  +0

  +3

  +0

  Child of Winter

  3

  +3

  +1

  +3

  +1

  Frozen Fury

  4

  +4

  +1

  +4

  +1

  Bonus Speed

  5

  +5

  +2

  +4

  +2

  Evasion

  6

  +6

  +2

  +5

  +2

  Frostblood

  7

  +7

  +2

  +5

  +2

  Frostchylde

  8

  +8

  +2

  +6

  +2

  Bonus Speed

  9

  +9

  +3

  +6

  +3

  Eternal Frost

  10

  +10

  +3

  +7

  +3

  Fimbulwinter 1/month

  HD: d8

  Class Skills: Balance, Climb, Escape Artist, Hide, Jump, Knowledge: Nature, Knowledge: Religion, Listen, Move Silently, Perform, Sleight of Hand, Swim, Tumble

  Skill Points: 4 + INT

  Class Features

  Frostfell Combatant: The Frostchylde Wardancer`s class level stacks with Battle Dancer or Monk levels (choose one) to determine AC bonus, and unarmed damage.

  Cold Resistance (Ex): The Frostchylde Wardancer gains Cold Resistance 10.

  Child of Winter (Su): At 2nd level, the Frostchylde Wardancer gains a supernatural connection to the ice and snow. Snow and ice is treated as normal terrain. +5 sacred bonus to Balance checks to keep from falling on ice.

  Frozen Fury (Su): At 3rd level, the Frostchylde Wardancer`s unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as Frost property). She can suppress or activate this effect at will.

  Bonus Speed (Ex): The Frostchylde Wardancer gains a +10 ft bonus to speed at 4th level. This stacks with similar class effects. She gains another +10 ft bonus to speed at 8th level. She loses this ability when wearing armor, or when carrying a medium or heavier load.

  Evasion (Ex): The Frostchylde Wardancer gains Evasion at 5th level. If they already had Evasion from another source, they gain Improved Evasion instead. She loses this ability when wearing armor, or when carrying a medium or heavier load.

  Frostblood (Su): The Frostchylde Wardancer`s connection to the cold freezes impurities that would harm her, making her immune to nonmagical poisons and diseases.

  Frostchylde (Ex): At 7th level, the Frostchylde Wardancer becomes perfectly adapted to the cold, gaining the Cold subtype. They are immune to Cold samage and gain vulnerability to Fire (+50% damage).

  Eternal Frost (Ex): At 9th level, a Frostchylde Wardancer no longer takes penalties from aging, and cannot be magically aged. Penalties already incurred remain, bonuses still accrue, and she still dies of old age when her time is up.

  Fimbulwinter (Sp): At 10th level, the Frostchylde Wardancer`s connection to the cold becomes so great that they gain the ability to cast Fimbulwinter as a spell-like ability (CL 20) once per month.

  Feats

  Lycan Spell (General)Prerequisites: Wis 13, LycanthropeBenefit: You can complete the verbal and somatic components of spells while in your animal or hybrid forms. You substitute various noises and gestures for the normal verbal and somatic components of a spell.You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in animal form.

  Unearthly Luck [Fey]Prerequisites: Fey TypeBenefit: As a supernatural ability, you may add your CHA bonus to all saving throws.

  Enchanted Animal Companion [Special]Prerequisite: Animal Companion abilityBenefit: You may select a magical beast or vermin as an Animal Companion. The level modifier depends on the creature`s challenge rating. Creatures with a challenge rating of one or less have no modifier; other creatures use twice their challenge rating minus one, rounded to the closest multiple of three levels. So, creatures with a Challenge Rating of 1 have no modifier, CR 2: level -3, CR 4: level -6, CR 5: level -9, CR 6-7: level -12, CR 8: level -15, etc.

  Improved Animal Companion [Special]Prerequisite: Animal Companion abilityBenefit: Your effective level for the Animal Companion ability is three levels higher than normal. As noted in the SRD this improves the abilities of your existing animal companion, or alternatively allows you to attract a more powerful one.Special: You may select this feat multiple times. It stacks with itself.

  Spells

  FAITH WOUNDINGNecromancyLevel: Blackguard 1, cleric 1, paladin 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will halfSpell Resistance: YesYou place your hands on your loyal acolyte and silver-black radiance discharges from your hands. Necrotic wounds spread across his chest.

  When laying your hand upon a creature, you channel negative energy that inflicts 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by negative energy. This unusual spell is typically given to clerics of gods with undead amongst their ranks, as it heals them, though it has seen some use amongst wicked clerics who seek to assess the purity` of supposed followers` beliefs.

  Statblocks

  Abyssal GhoulAbyssal GhoulMedium UndeadHit Dice: 16d12 (104 HP)Initiative: +7Speed: 40 ft.AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 27Attacks: 2 front claws +15 melee and rear claws +13 meleeDamage: Front claw 1d4+7 plus disease, rear claws 2d4+3 plus diseaseFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Disease, improved grab, sneak attack +5d6, Wisdom drain 1d6Special Qualities: Acid resistance 20, blindsight, cold resistance 20, deathwatch, electricity immunity, fire resistance 20, SR 20, uncanny dodge (Dex bonus to AC, can`t be flanked), undead traitsSaves: Fort +5, Ref +10, Will +12Abilities: Str 25, Dex 16, Con —, Int 14, Wis 15, Cha 18Skills: Balance +21, Climb +15, Hide +11, Jump +25, Move Silently +11, Tumble +21Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Spring AttackClimate/Terrain: Any land and undergroundOrganization: Solitary, pair, gang (3-5), or swarm (6-12)Challenge Rating: 10Treasure: NoneAlignment: Always chaotic evilAdvancement: 17-24 HD (Medium-size); 25-48 HD (Large)

  Vile minions of Kiaransalee, abyssal ghouls are twisted undead creatures with fiendish characteristics. Their abyssal connections make them far more formidable opponents than common ghouls.

  An abyssal ghoul looks similar to a common ghoul in that it is a warped humanoid figure with bestial features. Its skin is scaly and tough, and its fingers and toes end in fearsome claws several inches in length. Its teeth are equally fearsome, and a foot-long tongue dangles from its mouth, trailing into smoky incorporeality at its tip. Though an abyssal ghoul isblind, its other senses allow it to perceive prey around it.

  Abyssal ghouls speak Abyssal.

  CombatAn abyssal ghoul enters combat slashing with its claws. Its strange tongue allows it to suck mental energy from prey it has pinned.

  Despite their apparent bestial nature, abyssal ghouls are quite intelligent, and they show considerable cunning in battle. In groups, they always try to flank opponents so that they can take advantage of sneak attack opportunities.

  Disease (Su): Any creature hit by an abyssal ghoul`s front claw or rear claw attack must succeed at a Fortitude save (DC 18) or contract demon fever. After an incubation period of 1 day, the disease deals 1d6 points of Constitution damage. Each day after contracting demon fever, the creature must succeed at another Fortitude save (DC 18) or take the same damage. Each time it is damaged by the disease, the creature must immediately succeed at another Fortitude save (DC 18) or 1 point of the Constitution damage taken becomes Constitution drain instead. After making a successful Fortitude save against the Constitution damage on each of two consecutive days, the creature recovers.

  Improved Grab (Ex): If an abyssal ghoul hits an opponent its own size or smaller with both front claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +15). If it gets a hold, it can attempt to pin and use its Wisdom drain ability on its next grapple check. Alternatively, the abyssal ghoul has the option to conduct the grapple normally, or simply use its front claws to hold the opponent (-20 penalty on grapple check, but the ghoul is not considered grappled). In either case, eachsuccessful grapple check it makes during successive rounds automatically deals damage from both front claws.

  Sneak Attack (Ex): Any time the abyssal ghoul`s target is denied a Dexterity bonus, or when it is flanked by the abyssal ghoul, the latter deals an additional +5d6 points of damage on a successful melee attack.

  Wisdom Drain (Su): If an abyssal ghoul successfully pins a living opponent, it can drain 1d6 points of Wisdom with its smoky tongue on the same action. Each round thereafter that the pin is maintained, it automatically drains an additional 1d6 points of Wisdom. A creature reduced to 0 Wisdom by an abyssal ghoul becomes unconscious until at least 1 point of Wisdom is restored.

  Blindsight (Ex): An abyssal ghoul is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 90 feet. The abyssal ghoul usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

  Deathwatch (Sp): This ability functions like the deathwatch spell, except that it is always active and the abyssal ghoul always knows how near death all creatures within 90 feet of it are. Because of this knowledge, it often pauses to kill fragile creatures (those with 3 or fewer hit points remaining) before moving on to attack healthier foes.

  Uncanny Dodge (Ex): An abyssal ghoul retains its Dexterity bonus to AC even when flat-footed or struck by an attacker it can`t perceive. In addition, it cannot be flanked except by a rogue of 20th level or higher.

  Undead Traits: An abyssal ghoul is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. An abyssal ghoul cannot be raised, and resurrection works only if it is willing.

  Arden BlackfangArden Blackfang - Huntlord of Malar

  Human FormHexblade 15/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 15d10+120 plus 6d8+60 (293 hp)Initiative: +6Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 30 (+4 Dex, +3 Natural, +10 Armor, +3 Deflection), touch 17, flat-footed 26BAB/Grapple: +19/+28Attack: Claw +28 melee (1d4+9 plus 1 Vile) or Blackfang`s Bite +34 melee (1d10+14, 17-20/x2 or 1d10+18, 17-20/x2, plus 1d6 Fire and 1 Vile) or Magehunter +32 ranged (1d8+10 plus 1 Vile)Full Attack: 2 Claws +28 melee (1d4+9 plus 1 vile) and Bite +24 melee (1d6+9 plus 1 vile), or Blackfang`s Bite +34/+29/+24/+19 melee (1d10+14, 17-20/x2, or 1d10+18, 17-20/x2 plus 1d6 Fire and 1 Vile) and Bite +24 melee (1d6+9 plus 1 vile), or Magehunter +28/+23/+18/+13 ranged (1d8+10 plus 1 Vile)Space/Reach: 5 ft/5 ftSpecial Attacks: Smite Good, Spell-like Abilities, Hexblade`s Curse 4/daySpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade`s Curse, Aura of Unluck 1/day, Saves: Fort +21, Ref +20, Will +23Abilities: STR 28, DEX 22, CON 24, INT 19, WIS 14, CHA 30Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +12, Knowledge (Arcana) +9, Listen +10, Move Silently +12, Profession (Leatherworker) +12, Ride +11, Spellcraft +14, Spot +10, Survival +8Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell PenetrationChallenge Rating: 22Alignment: CELevel Adjustment: +7

  Dire Wolf FormHexblade 15/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 15d10+120 plus 6d8+60 (293 hp)Initiative: +6Speed: 50 ft. (10 squares), Fly 30 ft. (Average)AC: 32 (-1 Size, +4 Dex, +6 Natural, +10 Armor, +3 Deflection), touch 17, flat-footed 28BAB/Grapple: +19/+39Attack: Claw +34 melee (1d6+16 plus 1 Vile)Full Attack: 2 Claws +34 melee (1d6+16 plus 1 vile) and Bite +30 melee (1d8+16 plus 1 vile)Space/Reach: 10 ft/5 ftSpecial Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities, Hexblade`s Curse 4/DaySpecial Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade`s Curse, Aura of Unluck 1/daySaves: Fort +25, Ref +22, Will +23Abilities: STR 42, DEX 26, CON 30, INT 19, WIS 14, CHA 30Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +10, Knowledge (Arcana) +9, Listen +10, Move Silently +18, Profession (Leatherworker) +12, Ride +17, Spellcraft +14, Spot +10, Survival +8*Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell PenetrationChallenge Rating: 22Alignment: CELevel Adjustment: +7

  Hybrid FormHexblade 15/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 15d10+120 plus 6d8+60 (293 hp)Initiative: +6Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 32 (-1 Size, +4 Dex, +6 Natural, +10 Armor, +3 Deflection), touch 16, flat-footed 28BAB/Grapple: +19/+39Attack: Claw +34 melee (1d6+16 plus 1 Vile) or Blackfang`s Bite +40 melee (2d8+21, 17-20/x2 or 2d8+29, 17-20/x2, plus 1d6 Fire and 1 Vile) or Magehunter +32 ranged (2d6+10 plus 1 Vile)Full Attack: 2 Claws +34 melee (1d6+16 plus 1 vile) and Bite +30 melee (1d8+16 plus 1 vile), or Blackfang`s Bite +40/+35/+30/+25 melee (2d8+21, 17-20/x2, or 2d8+29, 17-20/x2 plus 1d6 Fire and 1 Vile) and Bite +30 melee (1d8+16 plus 1 vile), or Magehunter +32/+27/+22/+17 ranged (2d6+10 plus 1 Vile)Space/Reach: 10 ft/10 ftSpecial Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities, Hexblade`s Curse 4/DaySpecial Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade`s Curse, Aura of Unluck 1/daySaves: Fort +25, Ref +22, Will +23Abilities: STR 42, DEX 26, CON 30, INT 19, WIS 14, CHA 30Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +10, Knowledge (Arcana) +9, Listen +10, Move Silently +18, Profession (Leatherworker) +12, Ride +17, Spellcraft +14, Spot +10, Survival +8*Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell PenetrationChallenge Rating: 22Alignment: CELevel Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.3/day: Darkness, Poison (Fort DC 21), Unholy Aura1/day: Desecrate, Unholy Blight (Will DC 22), Contagion (Fort DC 21), Blasphemy (Will DC 25), Unhallow, Horrid Wilting (Fort DC ), Summon Monster IX (Fiends only), Destruction (Fort DC )

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Hexblade`s Curse (Su): As a free action, unleash a curse upon a foe visible to the hexblade and within 60`. Target takes -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour if it fails a Will save (DC 10 + 1/2 hexblade level + CHA). Can use 1/day, plus additional use every 4 levels after 1st (5th, 9th, 13th, and 17th). Multiple hexblade`s curses do not stack, and any foe that successfully saves against the effect cannot bee affected by the same hexblade`s curse for 24 hours. Any effect that removes or dispells a curse eliminates the effect of a Hexblade`s Curse.

  Arcane Resistance (Su): Gain a bonus equal to CHA (min 1) on saving throws against spells and spell-like effects.

  Mettle (Ex): If succeeds on a Will or Fort save against a spell with a lesser effect on a successful save, he instead completely ignores the effect. Does not gain this benefit while unconscious or sleeping.

  Familiar: Can obtain a familiar. Treat him as a sorcerer of three levels lower for the purpose of determining the familiar`s powers and abilities.

  Greater Hexblade`s Curse (Su): The penalty from the Hexblade`s Curse improves to -4 instead of -2.

  Aura of Unluck (Su): 1/day, create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance. Activating the aura is a free action, and the aura lasts for (CHA+3) rounds.

  Spells (DC +Spell Level)1st Level (5/5 Slots):Alarm, Expeditious Retreat, Phantom Threat (CW), Tasha`s Hideous Laughter

  2nd Level (3/3 Slots):Blindness/Deafness, Mirror Image, Spider Climb, Touch of Idiocy

  3rd Level (3/3 Slots):Deep Slumber, Hound of Doom (CW), Invisibility Sphere, Vampiric Touch

  4th Level (3/3 Slots):Baleful Polymorph, Cursed Blade (CW), Enervation

  GearBreastplate of the Hunter King - +5 Dragonhide Dragoncrafted Breastplate of Nimbleness, Shifting, Light Fortification**Dragonhide (Black Dragon) - Armor is immune to acid.**Dragoncrafted (Black Dragon) - Acid Resistance 5 as an extraordinary effect. Does not stack with other resistances of that type. Counts as armor 1 category lower (light armor remains light), ACP reduced by 2.**Nimbleness - Max DEX bonus +1, ACP reduced by 2 (+1 Bonus)**Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)**Light Fortification - 25% chance to ignore critical hits. (+1 Bonus)Blackfang`s Bite - +5 Cold Iron Sizing Flaming, Unholy, Ghost Touch Keen Bastard Sword**Sizing - Weapon resizes at will (+5000 gp)**Flaming - Weapon deals extra 1d6 Fire damage on hit (+1 Bonus)**Unholy - Deals extra 2d6 damage to Good creatures, bestows 1 negative level on any good creature attempting to wield it. (+2 Bonus)**Ghost Touch - Can be used normally against incorporeal creatures. (+1 Bonus)**Keen - Threat range doubled. (+1 Bonus)Magehunter - Dragoncraft (+5 STR) Longbow +5 Seeking Magebane Sizing**Seeking - Attacks ignore all miss chances. (+1 Bonus)**Magebane - Enhancement bonus is 2 higher against arcane casters, +2d6 damage to Arcane Casters (+1 Bonus)**Sizing - Weapon resizes at will (+5000 gp)Ring of the Dark Master - Acts as a Master Ring, Ring of Protection +3, and Vile Weapon Ring**Master Ring - The wearer of this ring can deal 3d6 points of damage per round as a free action to anyone wearing a slave ring keyed to it. In addition, can exchange messages with a keyd slave ring (as Sending spell) 3/day. Typically has ten Slave rings keyed to it.**Ring of Protection +3 - +3 Deflection bonus to AC**Vile Weapon Ring - All weapon attacks deal +1 Vile damageRing of the Huntlord - Acts as rings of Water Breathing, Freedom of Movement, the Predator, and Evasion**Ring of Water Breathing - Breathe Underwater**Ring of Freedom of Movement - Under a continual Freedom of Movement spell**Ring of the Predator - +10 competence bonus on Hide and Move Silently, gain Trackless Step ability (identical to Druid class ability).**Ring of Evasion - Gain Evasion, as the Rogue ability.Cloak of the Wolf King - Acts as Cloak of CHA +6, Resistance +5)Amulet of Health +4Ranger`s Belt (Belt of Giant Strength +4, Healing Belt)Bondslave`s Ring x10 (Slave Ring, Protection +1)1405 GP

  Avice ShadowclawAvice Shadowclaw - Deathbringer of Malar

  Human FormRanger 12/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 12d8+72 plus 6d8+51 (207 hp)Initiative: +8Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 30 (+6 Dex, +5 Natural, +6 armor, +3 Deflection), touch 19, flat-footed 24 (+5 vs. ranged attacks)BAB/Grapple: +16/+21Attack: Claw +23 melee (1d4+7), or Deathbringer`s Breath +22 melee (2d6+7, 19-20/x2) or Deathbringer`s Breath +25 ranged (1d8+5, x3)Full Attack: 2 Claw +23 melee (1d4+7) and Bite +19 melee (1d6+7), or Deathbringer`s Breath +22/+17/+12/+7 melee (2d6+7, 19-20/x2) and bite +19 melee (1d6+7), or Deathbringer`s Breath +25/+20/+15/+10 ranged (1d8+5, x3) Space/Reach: 5 ft/5 ftSpecial Attacks: Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style MasterySaves: Fort +24, Ref +26, Will +19Abilities: STR 20, DEX 26, CON 20, INT 19, WIS 17, CHA 14Skills: Climb +10, Handle Animal +12, Heal +8, Hide +38, Jump +20, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +38, Search 24, Spot +25, Survival +12, Swim +10, Use Rope +23Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2Challenge Rating: 20Alignment: CELevel Adjustment: +7

  Dire Wolf FormRanger 12/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 12d8+72 plus 6d8+51 (207 hp)Initiative: +8Speed: 50 ft. (10 squares), Fly 30 ft. (Average)AC: 33 (+7 Dex, +8 Natural, +6 armor, +3 Deflection), touch 19, flat-footed 27 (+5 vs. ranged attacks)BAB/Grapple: +16/+32Attack: Claw +30 melee (1d6+14)Full Attack: 2 Claw +30 melee (1d6+14) and Bite +26 melee (1d8+14)Space/Reach: 10 ft/5 ftSpecial Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style MasterySaves: Fort +26, Ref +28, Will +19Abilities: STR 34, DEX 30, CON 26, INT 19, WIS 17, CHA 14Skills: Climb +17, Handle Animal +12, Heal +8, Hide +36, Jump +27, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +40, Search 24, Spot +25, Survival +12, Swim +17, Use Rope +25Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2Challenge Rating: 20Alignment: CELevel Adjustment: +7

  Hybrid FormRanger 12/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 12d8+72 plus 6d8+51 (207 hp)Initiative: +8Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 34 (+7 Dex, +8 Natural, +6 armor, +3 Deflection), touch 20, flat-footed 27 (+5 vs. ranged attacks)BAB/Grapple: +16/+32Attack: Claw +30 melee (1d6+14), or Deathbringer`s Breath +29 melee (3d6+19, 19-20/x2) or Deathbringer`s Breath +27 ranged (2d6+5, x3)Full Attack: 2 Claw +30 melee (1d6+14) and Bite +26 melee (1d8+14), or Deathbringer`s Breath +29/+24/+19/+14 melee (3d6+19, 19-20/x2) and Bite +26 melee (1d8+14), or Deathbringer`s Breath +27/+22/+17/+12 ranged (2d6+5, x3) Space/Reach: 10 ft/10 ftSpecial Attacks: Curse of Lycanthropy, Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style MasterySaves: Fort +26, Ref +28, Will +19Abilities: STR 34, DEX 30, CON 26, INT 19, WIS 17, CHA 14Skills: Climb +17, Handle Animal +12, Heal +8, Hide +36, Jump +27, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +40, Search 24, Spot +25, Survival +12, Swim +17, Use Rope +25Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2Challenge Rating: 20Alignment: CELevel Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.3/day: Darkness, Poison, Unholy Aura1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only)

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Favored Enemy (Ex): At 1st level, a ranger may select a type of creature. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

  If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the ranger`s bonuses do not stack; he simply uses whichever bonus is higher.

  Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

  To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

  The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): Treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat, while wearing light or no armor.

  Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a ranger gains an animal companion. This ability functions like the druid ability of the same name, except that the ranger`s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a ranger`s aptitude in his chosen combat style (archery or two-weapon combat) improves. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

  Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a ranger`s aptitude in his chosen combat style. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

  Spells:1st (2 slots): Hunter`s Mercy (SC), Entangle2nd (2 slots): Exacting Shot (SC), Cure Light Wounds3rd (2 slots): Mark of the Hunter (SC), Heal Animal Companion (SC)

  Gear:Silent Hunter`s Shirt - +2 Shifter Mithril Chain Shirt of Nimbleness**Nimbleness - Max DEX bonus +1, ACP reduced by 2 (+1 Bonus)**Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)**Silent - 3/day use Silence as a 3rd level Cleric. (+7200 gp)Lesser Crystal of Arrow Deflection - +5 to AC versus ranged attacks.Deathbringer`s Breath - Great Swordbow of Brilliant Energy**Great Swordbow - Can transform between a +1 Greatsword and a +1 Composite Longbow (+4 Str). Enchanting this weapon further follows the same rules as with double weapons. Can interchange between bow and sword attacks as part of the same full attack action.**Brilliant Energy - This weapon ignores all nonliving material, bypassing armor. Projectile weapons bestow this property on their ammunition. (+4 Bonus)**Sizing - Weapon changes size with user. (+10000 gp)Lesser Crystal of Fire Assault - Weapon Crystal. Adds 1d6 Fire damage to weapon attacks.Ring of the Ghost Wolf - Acts as Ring of Invisibility and the Predator**Invisibility - Can become Invisible, as the spell, at will.**Predator - +10 Competence bonus to Hide and Move Silently, Trackless Step (as druid ability)Ring of Protection +3Amulet of the Alpha Wolf - Acts as Amulet of Mighty Fists +2, Natural Armor +3, Health +4**Mighty Fists +2 - All natural and unarmed attacks have a +2 enhancement bonus to attacks and damage**Natural Armor +3 - +3 enhancement to Natural Armor**Health +4 - +4 Enhancement to CONBoots of the Hunter - Acts as Boots of Striding & Springing and Spider Climbing**Striding and Springing - +10 Enhancement to speed. +5 Competence bonus on Jump checks.**Spider Climbing - Continuous Spider Climb effect.Cloak of Evasion - Acts as Cloak of Resistance +5 and Minor Displacement**Resistance +5 - +5 Resistance bonus to all Saves.**Minor Displacement - Continuous 20% miss chanceWand of Cure Light Wounds (50 charges) - Heal 1d8+1 damage.Handy Haversack - Holds up to 120 lbs. Drawing items is a free action.Replenishing Skin - Waterskin refills over 4 hours.Efficient Quiver - Can hold up to 60 arrows, 18 javelins, and 6 bows.

  Grimhowl (Animal Companion)FIENDISH DIRE WOLFLarge Magical Beast (Extraplanar)Hit Dice: 10d8+70 (118 hp)Initiative: +2Speed: 60 ft. (12 squares)Armor Class: 32 (-1 size, +3 Dex, +7 Armor, +10 natural, +3 Deflection), touch 15, flat-footed 29Base Attack/Grapple: +7/+19Attack: Bite +18 melee (1d8+14)Full Attack: Bite +18/+13 melee (1d8+14)Space/Reach: 10 ft./5 ft.Special Attacks: Trip, Smite Good 1/daySpecial Qualities: Low-light vision, scent, Darkvision 60`, DR 5/Magic, Resistance to Cold and Fire 10, SR 15, Link, Share Spells, Evasion, Devotion, Multiattack, Bonus Tricks (4)Saves: Fort +14, Ref +12, Will +10Abilities: Str 27, Dex 17, Con 22, Int 3, Wis 12, Cha 10Skills: Hide +13, Listen +10, Move Silently +16, Spot +10, Survival +2*Feats: Alertness, Run, TrackB, Weapon Focus (bite), Improved ToughnessFiendish dire wolves are efficient pack hunters that will kill anything they can catch.

  Fiendish dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

  CombatFiendish dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

  Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

  Smite Good (Su): 1/day make a normal melee attack to deal extra damage equal to HD total (max +20) against a good foe.

  Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

  *It also has a +4 racial bonus on Survival checks when tracking by scent.

  Link (Ex): Avice can handle her animal companion as a free action, or push it as a move action, even if she doesn`t have any ranks in the Handle Animal skill. Avice gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

  Share Spells (Ex): At Avice`s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Avice before the duration expires. Additionally, Avice may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. Avice and her animal companion can share spells even if the spells normally do not affect creatures of the companion`s type.

  Evasion (Ex): If an animal companion 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.

  Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

  Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

  Tricks Known:Purpose - Hunting (Attack, Down, Fetch, Heel, Seek, Track)Other Tricks - Come, Defend, Guard, Stay

  Gear:Ghost Wolf`s Armor - +4 Studded Leather Armor (large quadruped)**Silent - 3/day use Silence as a 3rd level Cleric. (+7200 gp)Ring of the Ghost Wolf - Acts as Ring of Invisibility and the Predator**Invisibility - Can become Invisible, as the spell, at will.**Predator - +10 Competence bonus to Hide and Move Silently, Trackless Step (as druid ability)Ring of Protection +3Amulet of the Alpha Wolf - Acts as Amulet of Mighty Fists +2, Natural Armor +3, Health +4**Mighty Fists +2 - All natural and unarmed attacks have a +2 enhancement bonus to attacks and damage**Natural Armor +3 - +3 enhancement to Natural Armor**Health +4 - +4 Enhancement to CONBoots of the Hunter - Acts as Boots of Striding & Springing and Spider Climbing**Striding and Springing - +10 Enhancement to speed. +5 Competence bonus on Jump checks.**Spider Climbing - Continuous Spider Climb effect.Cloak of Evasion - Acts as Cloak of Resistance +5 and Minor Displacement**Resistance +5 - +5 Resistance bonus to all Saves.**Minor Displacement - Continuous 20% miss chance

  Fiendish Dire WolfFIENDISH DIRE WOLFLarge Magical Beast (Extraplanar)Hit Dice: 6d8+18 (45 hp)Initiative: +2Speed: 50 ft. (10 squares)Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12Base Attack/Grapple: +4/+15Attack: Bite +11 melee (1d8+10)Full Attack: Bite +11 melee (1d8+10)Space/Reach: 10 ft./5 ft.Special Attacks: Trip, Smite Good 1/daySpecial Qualities: Low-light vision, scent, Darkvision 60`, DR 5/Magic, Resistance to Cold and Fire 5, SR 11Saves: Fort +8, Ref +7, Will +6Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*Feats: Alertness, Run, TrackB, Weapon Focus (bite)Environment: Temperate forestsOrganization: Solitary or pack (5-8)Challenge Rating: 4Treasure: NoneAlignment: Always neutralAdvancement: 7-18 HD (Large)Level Adjustment: —Fiendish dire wolves are efficient pack hunters that will kill anything they can catch.

  Fiendish dire wolves are mottled reddish gray or black, about 9 feet long and weighing some 800 pounds.

  CombatFiendish dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.Smite Good (Su): 1/day make a normal melee attack to deal extra damage equal to HD total (max +20) against a good foe.Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.*It also has a +4 racial bonus on Survival checks when tracking by scent.

  Fiendwolf AcolyteFiendwolf Acolyte (Human Form)Cleric 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d8+20 plus 2d8+8 (92 HP)Initiative: +4Speed: 30ft (6 squares)AC: 26 (+2 Natural, +9 Acolyte`s Armor, +3 Shield, +2 Deflection), 12 Touch, 26 Flat-footedBase Attack/Grapple: +8/+10Attack: +1 Flaming Morningstar +11 melee (1d8+3 plus 1d6 fire), or MW Heavy Crossbow +9 Ranged (1d10, 19-20/x2)Full Attack: +1 Flaming Morningstar +11/+6 melee (1d8+3 plus 1d6 fire), or MW Heavy Crossbow +9 Ranged (1d10, 19-20/x2)Space/Reach: 5ft/5ftSpecial Attacks: Rebuke Undead, Smite GoodSpecial Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +11, Ref +6, Will +13Abilities: STR 14, DEX 10, CON 13, INT 12, WIS 22, CHA 8Skills: Concentration 14*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved InitiativeCR: 14Alignment: CELA: +4

  Fiendwolf Acolyte (Wolf Form)Fighter 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d8+20 plus 2d8+8 (92 HP)Initiative: +6Speed: 50ft (10 squares)AC: 28 (+1 Dex, +6 Natural, +9 Acolyte`s Armor, +2 Deflection), Touch 13, Flat-footed 27Base Attack/Grapple: +8/+11Attack: Bite +12 melee (1d6+4)Full Attack: Bite +12 melee (1d6+4)Space/Reach: 5ft/5ftSpecial Attacks: Rebuke Undead, Smite Good, TripSpecial Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +13, Ref +8, Will +13Abilities: STR 16, DEX 14, CON 17, INT 12, WIS 22, CHA 8Skills: Concentration 16*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10, Survival +6**Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved InitiativeCR: 14Alignment: CELA: +4

  Fiendwolf Acolyte (Hybrid Form)Fighter 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d8+20 plus 2d8+8 (92 HP)Initiative: +6Speed: 30ft (6 squares)AC: 31 (+1 Dex, +6 Natural, +9 Acolyte`s Armor, +3 Shield, +2 Deflection), Touch 13, Flat-footed 30Base Attack/Grapple: +8/+11Attack: Claw +11 melee (1d4+3) or +1 Flaming Morningstar +12 melee (1d8+4 plus 1d6 fire) or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)Full Attack: 2 Claws +11 melee (1d4+3) and bite +7 melee (1d6+1), or +1 Flaming Morningstar +12/+7 melee (1d8+4 plus 1d6 fire) and bite +7 melee (1d6+1), or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)Space/Reach: 5ft/5ftSpecial Attacks: Rebuke Undead, Smite GoodSpecial Qualities: Alternate Form, DR 5/Silver, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +13, Ref +8, Will +13Abilities: STR 16, DEX 14, CON 17, INT 12, WIS 22, CHA 8Skills: Concentration 16*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10, Survival +6**Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved InitiativeCR: 14Alignment: CELA: +4

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *+4 to Concentration checks made to cast spells defensively or while grappling or pinned**A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Evil Domain - Cast Evil spells at +1 CL

  Strength Domain - 1/day, gain enhancement bonus to STR equal to cleric level for 1 round

  Spells Prepared (10th level Cleric), (D) denotes Domain spell(SC) - Spell Compendium, (BoVD) - Book of Vile Darkness0th: Cure Minor Wounds x2, Detect Magic, Mending, Read Magic, Resistance1st: Cure Light Wounds, Faith Healing x2 (SC), Heartache (BoVD), Divine Favor, Bane, Enlarge Person(D)2nd: Cure Moderate Wounds x2, Spiritual Weapon, Darkbolt (BoVD), Aid, Hold Person, Bull`s Strength(D)3rd: Vigor (SC), Wrack (BoVD), Cure Serious Wounds, Bestow Curse, Magic Vestment(D)4th: Summon Monster IV x2, Cure Critical Wounds, Mass Shield of Faith (SC), Unholy Blight(D)5th: Mass Cure Light Wounds, Slay Living, Righteous Wrath of the Faithful (SC), Righteous Might(D)

  Gear:Malarite Acolyte`s Armor - +1 Shifter Full Plate Armor**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)Acolyte`s Shield - +1 Sizing Heavy Steel Shield**Sizing - This shield resizes to fit the wielder. (+5000 gp)**Engraved - This shield can be used as an unholy symbol of Malar. (+50 gp)Periapt of Wisdom +2Ring of Protection +2+1 Flaming Morningstar**Flaming - +1d6 Fire damage on hitBelt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).MW Heavy Crossbow (20 Bolts)Wand of Cure Light Wounds (1d6-1 charges remaining)

  Fiendwolf SorcererFiendwolf Sorcerer (Human Form)Sorcerer 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d4+20 plus 2d8+8 (63 HP)Initiative: +2Speed: 30ft (6 squares)AC: 20 (+2 DEX, +3 Armor, +3 Natural, +2 Deflection), 14 Touch, 18 Flat-footedBase Attack/Grapple: +6/+8Attack: +1 Cold Iron Dagger +9 melee (1d4+3, 19-20/x2), or MW Light Crossbow +9 ranged (1d8, 19-20/x2)Full Attack: +1 Cold Iron Dagger +9/+4 melee (1d4+3, 19-20/x2), or +9 ranged (1d8, 19-20/x2)Space/Reach: 5ft/5ftSpecial Attacks: Smite GoodSpecial Qualities: Summon Familiar, Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +10, Ref +11, Will +11Abilities: STR 15, DEX 14, CON 12, INT 16, WIS 13, CHA 20Skills: Bluff 18, Concentration 14*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 6, Spellcraft 13, Spot 5, Use Magic Device 10Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew MaterialsCR: 14Alignment: CELA: +4

  Fiendwolf Sorcerer (Wolf Form)Sorcerer 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d4+20 plus 2d8+8 (63 HP)Initiative: +2Speed: 50ft (10 squares)AC: 23 (+3 Dex, +5 Natural, +3 Armor, +2 Deflection), Touch 15, Flat-footed 20Base Attack/Grapple: +6/+9Attack: Bite +10 melee (1d6+4)Full Attack: Bite +10 melee (1d6+4)Space/Reach: 5ft/5ftSpecial Attacks: Smite Good, TripSpecial Qualities: Summon Familiar, Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +12, Ref +12, Will +11Abilities: STR 17, DEX 16, CON 16, INT 16, WIS 13, CHA 20Skills: Bluff 18, Concentration 16*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 7, Spellcraft 13, Spot 5, Survival 1**, Use Magic Device 10Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew MaterialsCR: 14Alignment: CELA: +4

  Fiendwolf Sorcerer (Hybrid Form)Sorcerer 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d4+20 plus 2d8+8 (63 HP)Initiative: +2Speed: 30ft (6 squares)AC: 23 (+3 Dex, +5 Natural, +3 Armor, +2 Deflection), Touch 15, Flat-footed 20Base Attack/Grapple: +6/+9Attack: Claw +9 melee (1d4+3) or +1 Cold Iron Dagger +10 melee (1d4+4, 19-20/x2) or MW Light Crossbow +10 ranged (1d8, 19-20/x2)Full Attack: 2 Claws +9 melee (1d4+3) and bite +5 melee (1d6+1), or +1 Cold Iron Dagger +10/+5 melee (1d4+4, 19-20/x2) and bite +5 melee (1d6+1), or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)Space/Reach: 5ft/5ftSpecial Attacks: Smite GoodSpecial Qualities: Summon Familiar, Alternate Form, DR 5/Silver, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +12, Ref +12, Will +11Abilities: STR 17, DEX 16, CON 16, INT 16, WIS 13, CHA 20Skills: Bluff 18, Concentration 16*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 7, Spellcraft 13, Spot 5, Survival 1**, Use Magic Device 10Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew MaterialsCR: 14Alignment: CELA: +4

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *+4 to Concentration checks made to cast spells defensively or while grappling or pinned**A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Spells Per Day / Spells Known (10th level Sorcerer)(SC) - Spell Compendium, (BoVD) - Book of Vile Darkness0th: 6 / Resistance, Detect Magic, Detect Poison, Daze, Ray of Frost, Touch of Fatigue, Mending, Message, Prestidigitation1st: 8 / Magic Missile, Expeditious Retreat, Shield, Ice Dagger (SC), Cause Fear2nd: 7 / Scorching Ray, Spider Climb, Mirror Image, Ghoul Touch3rd: 7 / Fireball, Dispel Magic, Chain Missile (SC)4th: 6 / Black Tentacles, Summon Monster IV5th: 4 / Baleful Polymorph

  Gear:+1 Cold Iron DaggerRobes of the Manhunter - Shiftweave Vest of Resistance +3**Shiftweave - Can shift to become one of five outfits on command. Weight does not change. Available outfits: Explorer`s Outfit, Desert Outfit, Scholar`s Outfit, Cold Weather Outfit, Oilskin Suit.**Vest of Resistance - +3 Resistance bonus to all Saves.**+5 Competence bonus to Sense Motive and Gather InformationRing of Protection +2Bracers of Armor +3Amulet of Natural Armor +1Cloak of Charisma +4Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).Masterwork Light Crossbow (20 bolts)

  Fiendish TyrannosaurusFIENDISH TYRANNOSAURUSHuge Magical Beast (Extraplanar)Hit Dice: 18d8+99 (180 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 14 (-2 size, +1 Dex, +5 natural) touch 9, flat-footed 13Base Attack/Grapple: +13/+30Attack: Bite +20 melee (3d6+13)Full Attack: Bite +20 melee (3d6+13)Space/Reach: 15 ft./10 ft.Special Attacks: Improved grab, swallow whole, Smite Good (1/day)Special Qualities: Low-light vision, scent, Darkvision 60`, DR 10/Magic, Cold and Fire Resistance 10, SR 23Saves: Fort +16, Ref +12, Will +8Abilities: Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10Skills: Hide -2, Listen +14, Spot +14Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), TrackEnvironment: Warm plainsOrganization: Solitary or pairChallenge Rating: 10Treasure: NoneAlignment: Always neutralAdvancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)Level Adjustment: —Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.

  CombatA tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.

  Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

  Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus`s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

  A Huge tyrannosaurus`s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

  Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

  Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

  Fiendwolf WarriorFiendwolf Warriors (Human Form)Fighter 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d10+30 plus 2d8+10 (104 HP)Initiative: +6Speed: 30ft (6 squares)AC: 27 (+2 DEX, +4 natural, +6 Shifter`s Chain Shirt, +4 Shield, +1 Dodge), 13 Touch, 24 Flat-footedBase Attack/Grapple: +11/+14Attack: +2 Flaming Longsword +18 melee (1d8+9 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15 ranged (1d8+5, x3)Full Attack: +2 Flaming Longsword +18/+13/+8 melee (1d8+9 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15/+10/+5 ranged (1d8+5, x3)Space/Reach: 5ft/5ftSpecial Attacks: Smite GoodSpecial Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +12, Ref +8, Will +6Abilities: STR 17, DEX 14, CON 14, INT 12, WIS 12, CHA 8Skills: Climb 6, Handle Animal 4, Hide 7, Intimidate 4, Jump 6, Listen 11, Move Silently 7, Spot 11, Survival 6, Swim 6Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), DodgeCR: 14Alignment: CELA: +4

  Fiendwolf Warriors (Wolf Form)Fighter 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d10+30 plus 2d8+10 (104 HP)Initiative: +8Speed: 50ft (10 squares)AC: 27 (+4 Dex, +6 Natural, +6 Shifter`s Chain Shirt, +1 Dodge), Touch 15, Flat-footed 22Base Attack/Grapple: +11/+15Attack: Bite +17 melee (1d6+10)Full Attack: Bite +17 melee (1d6+10)Space/Reach: 5ft/5ftSpecial Attacks: Smite Good, TripSpecial Qualities: Alternate Form, Wolf Empathy, DR 5/Silver, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +16, Ref +12, Will +6Abilities: STR 19, DEX 18, CON 18, INT 12, WIS 12, CHA 8Skills: Climb 9, Handle Animal 4, Hide 9, Intimidate 4, Jump 9, Listen 11, Move Silently 9, Spot 11, Survival 6*, Swim 9Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), DodgeCR: 14Alignment: CELA: +4

  Fiendwolf Warriors (Hybrid Form)Fighter 10/Fiendish Werewolf (Afflicted) 6Medium Humanoid (Human, Shapechanger, Extraplanar)HD: 10d10+30 plus 2d8+10 (104 HP)Initiative: +8Speed: 30ft (6 squares)AC: 27 (+4 Dex, +6 Natural, +6 Shifter`s Chain Shirt, +1 Dodge), Touch 15, Flat-footed 22**Enlarged: 25 (+3 Dex, -1 Size, +6 Natural, +6 Shifter`s Chain Shirt, +1 Dodge), Touch 13, Flat-footed 20Base Attack/Grapple: +11/+14 (+11/+20 enlarged)Attack: Claw +15 melee (1d4+4) or +2 Flaming Longsword +19 melee (1d8+8 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +17 ranged (1d8+5, x3)**Enlarged: Claw +16 melee (1d6+6) or +2 Flaming Longsword +20 melee (2d6+10 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15 ranged (1d8+5, x3)Full Attack: 2 Claws +15 melee (1d4+4) and bite +12 melee (1d6+6), or +2 Flaming Longsword +19/+14/+9 melee (1d8+8 plus 1d6 fire, 19-20/x2) and bite +12 melee (1d6+6), or +2 Precise Composite (+3) Longbow +17/+12/+7 ranged (1d8+5, x3)**Enlarged: 2 Claws +16 melee (1d6+6) and bite +13 melee (1d8+8), or +2 Flaming Longsword +20/+15/+10 melee (2d6+10 plus 1d6 fire, 19-20/x2) and bite +13 melee (1d8+8), or +2 Precise Composite (+3) Longbow +15/+10/+5 ranged (1d8+5, x3)Space/Reach: 5ft/5ft (10ft/10ft Enlarged)Special Attacks: Smite Good, TripSpecial Qualities: Alternate Form, Wolf Empathy, DR 5/Silver low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17Saves: Fort +16, Ref +12, Will +6Abilities: STR 19, DEX 18, CON 18, INT 12, WIS 12, CHA 8**Enlarged: STR 23, DEX 16, CON 18, INT 12, WIS 12, CHA 8Skills: Climb 8, Handle Animal 4, Hide 8, Intimidate 4, Jump 8, Listen 11, Move Silently 8, Spot 11, Survival 6*, Swim 8Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), DodgeCR: 14Alignment: CELA: +4

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Gear:Shifter`s Chain Shirt - +2 Shifter Chain Shirt**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)Amulet of Natural Armor +2 - +2 enhancement to Natural Armor.+2 Heavy Steel Shield+2 Flaming Longsword **Flaming - +1d6 Fire damage+2 Precise Composite (+3) Longbow**Precise - Shoot into melee without -4 penaltyBelt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).Optional Gear: Ring of Growth - 1/day become 1 size category larger for 9 minutes

  Haar BloodhowlHaar Bloodhowl - Bloodthirster of Malar

  Human FormBarbarian 14/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 14d12+112 plus 6d8+66 (288 hp)Initiative: +9Speed: 40 ft. (8 squares), Fly 30 ft. (Average)AC: 31 (+6 Dex, +2 Natural, +9 armor, +4 deflection), touch 20, flat-footed 25BAB/Grapple: +18/+23Attack: Claw +23 melee (1d4+5), or Foebreaker +28 melee (4d8+12, 19-20/x3), or Bloodhunter +30 ranged (1d10+10, 30ft increment)Full Attack: 2 Claws +23 melee (1d4+5) and Bite +19 melee (1d6+5), or Foebreaker +28/+23/+18/+13 melee (4d8+12, 19-20/x3) and Bite +19 melee (1d6+5), or Bloodhunter +30 ranged (1d10+10, 30ft increment)Space/Reach: 5 ft/5 ftSpecial Attacks: Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable WillSaves: Fort +30, Ref +22, Will +19Abilities: STR 20, DEX 24, CON 24, INT 18, WIS 17, CHA 13Skills: Climb +22, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +20, Move Silently +10, Ride +12, Spot +10, Survival +23, Swim +20Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, CleaveChallenge Rating: 21Alignment: CELevel Adjustment: +7

  Dire Wolf FormFavored Soul 10/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 14d12+112 plus 6d8+66 (288 hp)Initiative: +9Speed: 60 ft. (12 squares), Fly 30 ft. (Average)AC: 31 (+6 Dex, +2 Natural, +9 armor, +4 deflection), touch 20, flat-footed 25BAB/Grapple: +18/+34Attack: Claw +30 melee (1d6+12)Full Attack: 2 Claws +30 melee (1d6+12) and Bite +26 melee (1d8+12)Space/Reach: 10 ft/5 ftSpecial Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable WillSaves: Fort +33, Ref +24, Will +19Abilities: STR 34, DEX 28, CON 30, INT 18, WIS 17, CHA 13Skills: Climb +29, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +27, Move Silently +12, Ride +14, Spot +10, Survival +23, Swim +27Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, CleaveChallenge Rating: 21Alignment: CELevel Adjustment: +7

  Hybrid FormFavored Soul 10/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 14d12+112 plus 6d8+66 (288 hp)Initiative: +9Speed: 40 ft. (6 squares), Fly 30 ft. (Average)AC: 33 (-1 Size, +6 Dex, +5 Natural, +9 armor, +4 deflection), touch 19, flat-footed 28BAB/Grapple: +18/+34Attack: Claw +30 melee (1d6+12), or Foebreaker +34 melee (5d8+23, 19-20/x3), or Bloodhunter +32 ranged (2d8+17, 30ft increment)Full Attack: 2 Claws +30 melee (1d6+12) and Bite +26 melee (1d8+12), or Foebreaker +34/+29/+24/+19 melee (5d8+23, 19-20/x3) and Bite +19 melee (1d6+5), or Bloodhunter +32 ranged (2d8+17, 30ft increment)Space/Reach: 10 ft/10 ftSpecial Attacks: Curse of LycanthropySpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable WillSaves: Fort +33, Ref +24, Will +19Abilities: STR 34, DEX 28, CON 30, INT 18, WIS 17, CHA 13Skills: Climb +29, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +27, Move Silently +12, Ride +14, Spot +10, Survival +23, Swim +27Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, CleaveChallenge Rating: 21Alignment: CELevel Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.3/day: Darkness, Poison, Unholy Aura1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Fast Movement (Ex) - While wearing Medium armor or less and not carrying a heavy load, +10ft land movement speed.

  Illiteracy - Cannot read.

  Rage (Ex) - A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian`s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character`s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can`t charge or run) for the duration of the current encounter.

  A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else`s action.

  Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

  Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

  Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

  Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point.

  Greater Rage (Ex): At 11th level, a barbarian`s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

  Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

  Gear:Foebreaker - +5 Large Forceful (x2) Sizing Greataxe**Forceful (x2) - Increase the damage die for the weapon by 2 steps. (+2 bonus)**Sizing - Weapon resizes with wielder. (+5000 gp)Bloodhunter - +5 Returning Sizing Harpoon**Harpoon - As seen in Stormwrack, page 107.**Returning - This weapon returns to the wielder`s hand at the start of its next turn (+1 Bonus)**Sizing - Weapon resizes with wielder. (+5000 gp)Haar`s Shirt - +5 Shifter Mithral Chain Shirt of Energy Immunity**Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)**Energy Immunity - 1/day gain immunity to energy type of your choice for 1 min. (+2 bonus)Leggings of Dexterity +4 - +4 Enhancement to DEX.Haar`s Ring - +4 Deflection bonus to AC. Can switch weapons between one stored in the ring and the one in hand at will, even between attacks.Healing Belt - +2 competence bonus on Heal checks. 3 charges, renewed at dawn. 1 charge, heals 2d8 damage. 2 charges, heals 3d8 damage. 3 charges, heals 4d8 damage.Cloak of Resistance +2

  Lyndis BlackfangLyndis Blackfang - Wolfmother of Malar

  Human FormCleric 15/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 15d8+75 plus 6d8+48 (223 hp)Initiative: +7Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 36 (+1 Dex, +3 Natural, +11 armor, +7 Shield, +5 Deflection), touch 16, flat-footed 35 (+5 vs Ranged attacks)BAB/Grapple: +15/+17Attack: Claw +17 melee (1d4+2), or Blackfang`s Caress +21 melee (1d3+5 plus 1d6 fire or cold plus 1d6 Acid)Full Attack: 2 Claws +17 melee (1d4+2) and Bite +13 melee (1d6+2), or Blackfang`s Caress +21/+16/+11 melee (1d3+5 plus 1d6 fire or cold plus 1d6 Acid)Space/Reach: 5 ft/5 ftSpecial Attacks: Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon DomainSaves: Fort +23, Ref +18, Will +31Abilities: STR 14, DEX 16, CON 20, INT 15, WIS 30, CHA 16Skills: Concentration +18, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved InitiativeChallenge Rating: 22Alignment: CELevel Adjustment: +7

  Dire Wolf FormCleric 15/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 15d8+75 plus 6d8+48 (223 hp)Initiative: +7Speed: 50 ft. (10 squares), Fly 30 ft. (Average)AC: 32 (-1 Size, +1 Dex, +6 Natural, +11 armor, +5 Deflection), touch 15, flat-footed 31BAB/Grapple: +15/+28Attack: Claw +24 melee (1d4+9)Full Attack: 2 Claws +24 melee (1d4+9) and Bite +20 melee (1d6+9)Space/Reach: 10 ft/5 ftSpecial Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon DomainSaves: Fort +26, Ref +20, Will +31Abilities: STR 28, DEX 20, CON 26, INT 15, WIS 30, CHA 16Skills: Concentration +21, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved InitiativeChallenge Rating: 22Alignment: CELevel Adjustment: +7

  Hybrid FormCleric 15/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 15d8+75 plus 6d8+48 (223 hp)Initiative: +7Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 39 (-1 Size, +1 Dex, +6 Natural, +11 armor, +7 Shield, +5 Deflection), touch 15, flat-footed 38 (+5 vs Ranged attacks)BAB/Grapple: +15/+28Attack: Claw +24 melee (1d4+9), or Blackfang`s Caress +28 melee (1d3+12 plus 1d6 fire or cold plus 1d6 Acid)Full Attack: 2 Claws +24 melee (1d4+9) and Bite +20 melee (1d6+9), or Blackfang`s Caress +28/+23/+18 melee (1d3+12 plus 1d6 fire or cold plus 1d6 Acid) and Bite +20 melee (1d6+9)Space/Reach: 10 ft/10 ftSpecial Attacks: Curse of LycanthropySpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon DomainSaves: Fort +26, Ref +20, Will +31Abilities: STR 28, DEX 20, CON 26, INT 15, WIS 30, CHA 16Skills: Concentration +21, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved InitiativeChallenge Rating: 22Alignment: CELevel Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.3/day: Darkness, Poison, Unholy Aura1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Disease - Lyndis is infected with the Soul Rot disease (BoVD). She casts Suspend Disease on herself each day to prevent herself from suffering the disease`s effects.

  Cleric Domains:Chaos Domain - Cast Chaos spells at +1 caster level1: Protection from Law2: Shatter3: Magic Circle against Law4: Chaos Hammer5: Dispel Law6: Animate Objects7: Word of Chaos8: Cloak of Chaos9: Summon Monster IX (Chaos only)

  Moon Domain - Turn or destroy Lycanthropes like a good cleric turns undead. Can use this ability a number of times per day equal to 3+CHA.1: Faerie Fire2: Moonbeam (SC)3: Moon Blade (SC)4: Fear5: Moon Path (SC)6: Permanent Image7: Insanity8: Animal Shapes9: Moonfire (SC)

  Spells: (DC 20+Spell Level)0th (6 slots): Cure Minor Wounds, Guidance, Mending, Virtue, Create Water, Read Magic1st (8+D slots): Cure Light Wounds, Lesser Vigor (SC), Sacrificial Skill (BoVD), Slow Consumption (BoVD), Bless, Suspend Disease (BoVD), Bane, Sanctuary, Faerie Fire(D) 2nd (8+D slots): Cure Moderate Wounds, Dance of Ruin (BoVD), Deific Vengeance (SC), Hold Person, Spiritual Weapon, Darkbolt, Bull`s Strength, Darkness, Moonbeam (SC)3rd (7+D slots): Cure Serious Wounds, Bestow Curse, Prayer, Wrack (BoVD), Mass Aid, Bestow Curse, Vigor (SC)4th (6+D slots): Revenance (SC), Delay Death (SC), Cure Critical Wounds, Summon Monster IV, Mass Shield of Faith (SC), Moonbolt (SC), Fear(D)5th (6+D slots): Mass Cure Light Wounds, Righteous Might, Slay Living, Heartclutch (BoVD), Resonating Resistance (BoVD), Earth Reaver (SC), Dispel Law(D)6th (5+D slots): Mass Cure Moderate Wounds, Rejection (SC), Heal, Greater Dispel Magic, Blade Barrier, Animate Objects(D) 7th (3+D slots): Bestow Greater Curse (BoVD), Mass Cure Serious Wounds, Blood to Water (SC), Insanity(D)8th (2+D slots): Heat Drain (SC), Mass Cure Critical Wounds, Cloak of Chaos(D)

  Gear:Blackfang`s Caress - +3 Water Whip (Magic Item Compendium)**Water Whip - Deals lethal damage and can affect armored creatures. If disarmed, whip flows back to hand at the beginning of wielder`s next turn, as long as it is within 30`. Deals extra 1d6 Fire or Frost damage on hit.**Corrosive - Deals extra 1d6 Acid on hit. (+1 Bonus)**Brilliant Energy - Ignores nonliving material. (+4 Bonus)**Sizing - Weapon resizes at will (+5000 gp)Wolfmother`s Armor - +3 Shifter Mithral Full Plate of Heavy Fortification**Heavy Fortification - Ignores all critical hits, sneak attacks.**Shifter - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)Alpha`s Shield - +5 Called Aporter Sizing Heavy Darkwood Shield**Called - As long as on the same plane, can call it to your arm with a command word. (+2000 gp)**Aporter - 2/day Dimension door up to 800 feet. (+20000 gp)**Sizing - Weapon resizes at will (+5000 gp)Lesser Crystal of Arrow Deflection - +5 bonus to AC vs ranged attacks.Periapt of Wisdom +6Vest of Resistance +5Belt of Priestly MightRing of Protection +5Ring of TelekinesisHelm of TeleportationGreater Horn of BlastingGolem Manual (Greater Stone Golem)Wand of Cure Moderate Wounds - 50 chargesScroll of Finger of Death369 GP

  Rena DarkmoonRena Darkmoon, Wolfchylde of Malar

  Human FormFavored Soul 10/Half-Fiend Werewolf Lord 13Medium Outsider (Native, Human, Shapechanger)HD: 10d8+40 plus 6d8+42 (157 hp)Initiative: +2Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 21 (+2 Dex, +2 Natural, +7 armor), touch 12, flat-footed 19BAB/Grapple: +7/+11Attack: Claw +12 melee (1d4+4 plus 1 vile), or Malar`s Fang +13 melee (1d8+8, 19-20/x3 or 1d6+6, 19-20/x2), or +2 sizing Javelin +13 ranged (1d6+4, 30ft)Full Attack: 2 Claws +12 melee (1d4+4 plus 1 vile) and Bite +9 melee (1d6+4 plus 1 vile), or Malar`s Fang +13/+8 melee (1d8+8, 19-20/x3 or 1d6+6, 19-20/x2) and Bite +9 melee (1d6+4 plus 1 vile), or +2 sizing Javelin +13 ranged (1d6+4, 30ft)Space/Reach: 5 ft/5 ftSpecial Attacks: Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 28Saves: Fort +15, Ref +16, Will +22Abilities: STR 19, DEX 18, CON 17, INT 15, WIS 24, CHA 24Skills: Concentration +14, Diplomacy +18, Heal +18, Hide +8, Jump +7, Knowledge (Arcana) +7, Listen +14, Move Silently +6, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attacks, Multiattack, Combat CastingChallenge Rating: 19Alignment: CELevel Adjustment: +7

  Dire Wolf FormFavored Soul 10/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 10d8 plus 6d8 (157 hp)Initiative: +2Speed: 50 ft. (10 squares), Fly 30 ft. (Average)AC: 25 (+4 Dex, -1 Size, +5 Natural, +7 armor), touch 13, flat-footed 22BAB/Grapple: +7/+26Attack: Claw +18 melee (1d6+11 plus 1 vile), or Bite +16 (1d8+11 plus 1 vile)Full Attack: 2 Claws +18 melee (1d6+11 plus 1 vile) and Bite +16 melee (1d8+11 plus 1 vile)Space/Reach: 10 ft/5 ftSpecial Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like AbilitiesSpecial Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 28Saves: Fort +18, Ref +18, Will +22Abilities: STR 33, DEX 22, CON 23, INT 11, WIS 24, CHA 24Skills: Concentration +17, Diplomacy +18, Heal +18, Hide +6, Jump +14, Knowledge (Arcana) +7, Listen +14, Move Silently +8, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attack, Multiattack, Combat CastingChallenge Rating: 19Alignment: CELevel Adjustment: +7

  Hybrid FormFavored Soul 10/Half-Fiend Werewolf Lord 13Large Outsider (Native, Human, Shapechanger)HD: 10d8 plus 6d8 (157 hp)Initiative: +2Speed: 30 ft. (6 squares), Fly 30 ft. (Average)AC: 25 (+4 Dex, -1 Size, +5 Natural, +7 Armor), touch 13, flat-footed 22BAB/Grapple: +7/+26Attack: Claw +18 melee (1d6+11 plus 1 vile), or Malar`s Fang +20 melee (2d6+16, 19-20/x3 or 1d8+11, 19-20/x2), or +2 sizing Javelin +14 ranged (1d8+11, 30ft)Full Attack: 2 Claws +18 melee (1d6+11 plus 1 vile) and Bite +16 melee (1d8+11 plus 1 vile), or Malar`s Fang +20/+15 melee (2d6+16, 19-20/x3 or 1d8+11, 19-20/x2) and Bite +16 melee (1d8+11 plus 1 vile), or +2 sizing Javelin +14 ranged (1d8+11, 30ft)Space/Reach: 10 ft/10 ftSpecial Attacks: Curse of LycanthropySpecial Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60`, Immunity to Poison, DR 10/Magic, Spell Resistance 28Saves: Fort +18, Ref +18, Will +22Abilities: STR 33, DEX 22, CON 23, INT 11, WIS 24, CHA 24Skills: Concentration +17, Diplomacy +18, Heal +18, Hide +6, Jump +14, Knowledge (Arcana) +7, Listen +14, Move Silently +8, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attack, Multiattack, Combat CastingChallenge Rating: 19Alignment: CELevel Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.3/day: Darkness, Poison (Fort DC 21), Unholy Aura1/day: Desecrate, Unholy Blight (Will DC 22), Contagion (Fort DC 21), Blasphemy (Will DC 25), Unhallow

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Spells:0th (6 slots): Cure Minor Wounds, Inflict Minor Wounds, Guidance, Mending, No Light (BoVD), Resistance, Virtue, Create Water, Read Magic1st (8 slots): Cure Light Wounds, Inflict Light Wounds, Lesser Vigor (SC), Sacrificial Skill (BoVD), Slow Consumption (BoVD), Bless2nd (8 slots): Cure Moderate Wounds, Inflict Moderate Wounds, Dance of Ruin (BoVD), Deific Vengeance (SC), Hold Person, Spiritual Weapon3rd (8 slots): Cure Serious Wounds, Bestow Curse, Prayer, Wrack (BoVD), Inflict Serious Wounds4th (6 slots): Revenance (SC), Delay Death (SC), Cure Critical Wounds, Summon Monster IV5th (4 slots): Mass Cure Light Wounds, Righteous Might, Slay Living

  Gear:Darkmoon`s Hauberk - +2 Shifter Blueshine Mithral Chainmail**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)**Blueshine - Armor does not tarnish and is immune to acid or rusting effects. +2 Competence bonus to Hide. (+1500 gp)**Mithral - Arcane Spell Failure -10%, Max Dex +2, ACP reduced by 3. (+4000 gp)Malar`s Fang - +2 Changeling Sizing Keen Fleshgrinding Spear**Changeling - 1/round, change weapon into spear, shortspear, or longspear. (+2000 gp)**Sizing - This weapon resizes to fit the wielder. (+5000gp)**Keen - The threat range for this weapon is doubled (+1 bonus)**Fleshgrinding - On a hit, can command weapon to `grind` as free action. Each round, deal damage as if wielder dealt a successful hit. DC 20 STR check to remove weapon. Weapon grinds for up to 5 rounds. (+2 bonus)+2 Sizing Javelin - +2 Enhancement to attacks and Damage rolls.**Sizing - This weapon resizes to fit the wielder. (+5000gp)Cloak of Charisma +6 - +6 Enhancement to CHAPeriapt of Wisdom +6 - +6 Enhancement to WISRing of Recall - 1/day Word of RecallPotion of Cure Serious Wounds x2 - Heal 3d8+5 hp.

  Shadowfiend of MalarShadowfiend of Malar (Human Form)Ninja 10 / Fiendish Wereviper (Natural) 6Medium Humanoid (Shapechanger, Extraplanar)HD: 10d6+20 plus 3d8+6 (76 HP)Initiative: +8Speed: 30ft (6 squares)AC: 24 (+4 DEX, +6 Insight, +2 Natural, +2 Deflection), 22 touch, 20 flat-footedBase Attack/Grapple: +7/+8Attack: +13 melee (Stalker`s Blade, 1d4+3 plus 1 Vile, 15-20/x2) or +13 ranged touch (Shadow Shuriken, 1d2+1, x2)Full Attack: +13/+8 melee (Stalker`s Blade, 1d4+3 plus 1 Vile, 15-20/x2) or +13/+8 ranged touch (Shadow Shuriken, 1d2+1, x2)Space/Reach: 5ft/5ftSpecial Attacks: Smite GoodSpecial Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison UseSaves: Fort +5, Ref +11, Will +7(+9)Abilities: STR 12, DEX 18, CON 14, INT 11, WIS 18, CHA 10Skills: Balance 12, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 10, Hide 16, Jump 12, Listen 10, Move Silently 16, Open Lock 5, Search 5, Sense Motive 9, Sleight of Hand 9, Spot 10, Tumble 12Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison ImmunityAlignment: CELA: +5CR: 15

  Shadowfiend of Malar (Viper Form)Ninja 10 / Fiendish Wereviper (Natural) 6Large Humanoid (Shapechanger, Extraplanar)HD: 10d6+20 plus 3d8+6 (76 HP)Initiative: +8Speed: 30ft (6 squares)AC: 25 (+7 DEX, -1 Size, +3 Natural, +6 Insight), 22 touch, 18 flat-footedBase Attack/Grapple: +7/+8Attack: +13 melee Bite (1d6+2 plus poison)Full Attack: +13 melee Bite (1d6+2 plus poison)Space/Reach: 5ft/5ftSpecial Attacks: Smite GoodSpecial Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison UseSaves: Fort +5, Ref +14, Will +7(+9)Abilities: STR 12, DEX 24, CON 14, INT 11, WIS 18, CHA 10Skills: Balance 15, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 13, Hide 19, Jump 12, Listen 10, Move Silently 19, Open Lock 8, Search 5, Sense Motive 9, Sleight of Hand 12, Spot 10, Tumble 15Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison ImmunityAlignment: CELA: +5CR 15

  Shadowfiend of Malar (Hybrid Form)Ninja 10 / Fiendish Wereviper (Natural) 6Large Humanoid (Shapechanger, Extraplanar)HD: 10d6+20 plus 3d8+6 (76 HP)Initiative: +8Speed: 30ft (6 squares)AC: 24 (+7 DEX, -1 Size, +6 Insight, +2 Deflection), 24 touch, 17 flat-footedBase Attack/Grapple: +7/+8Attack: +15 melee (Stalker`s Blade, 1d6+3 plus 1 Vile, 15-20/x2), or +13 melee Claw (1d6+1), or +14 ranged touch (Shadow Shuriken, 1d2+1, x2)Full Attack: +15/+10 melee (Stalker`s Blade, 1d6+3 plus 1 Vile, 15-20/x2) and +8 melee Bite (2d6 plus poison), or +13 melee 2 claws (1d6+1) and +8 Bite (2d6 plus poison), or +13/+8 ranged touch (Shadow Shuriken, 1d2+1, x2)Space/Reach: 5ft/5ftSpecial Attacks: Smite GoodSpecial Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60`, DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison UseSaves: Fort +5, Ref +14, Will +7(+9)Abilities: STR 12, DEX 24, CON 14, INT 11, WIS 18, CHA 10Skills: Balance 15, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 13, Hide 19, Jump 12, Listen 10, Move Silently 19, Open Lock 8, Search 5, Sense Motive 9, Sleight of Hand 12, Spot 10, Tumble 15Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison ImmunityAlignment: CELA: +5CR: 15

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A wereviper can assume a serpentine hybrid form or the form of a viper.

  Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereviper`s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

  Poison (Ex): A wereviper in animal or hybrid form has a poisonous bite that deals initial and secondary damage of 1d6 CON (Fort DC 15 to resist).

  Snake Empathy (Ex): Communicate with Snakes and dire snakes, and +4 racial bonus on Charisma-based checks against snakes and dire snakes.

  AC Bonus (Ex): When unarmored and unencumbered, a ninja adds their WIS (if any) to AC. This bonus increases by 1 for every five ninja levels (+1 at 5th, +2 at 10th, etc.). These bonuses to AC apply even against touch attacks and when flat-footed. The character loses these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

  Ki Power (Su): A ninja can channel ki to special powers of stealth and mobility a number of times per day equal to 1/2 her class level (min 1) plus her WIS bonus (if any). Ki powers can only be used while wearing no armor and unencumbered. As long as they have at least one daily use remaining, they gain +2 bonus to Will saves.

  Sudden Strike (Ex): Whenever a ninja`s target is denied a DEX bonus to AC (whether they have one or not), deal an extra 5d6 points of damage with the attack. Can`t be used to deal nonlethal damage. Stacks with sneak attack when both apply.

  Trapfinding (Ex): Can use Search skill to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magic traps.

  Ghost Step (Su): Can spend 1 daily use of ki power to become invisible for 1 round. This is a swift action that does not provoke Attacks of Opportunity. At 10th level, a ninja can become ethereal when using ghost step instead of invisible.

  Poison Use (Ex): A ninja never risks accidentally poisoning themselves when applying poison to a weapon.

  Great Leap (Su): A ninja always makes Jump checks as if running and had Run feat, enabling them to make long jumps without a running start, and gaining +4 on the jump. This ability can only be used while wearing no armor and carrying no more than a light load.

  Acrobatics (Ex): +2 Bonus on Climb, Jump, and Tumble checks.

  Ki Dodge (Su): Can spend 1 daily use of ki power to gain concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke AoOs. See Invisibility has no effect on this concealment, but True Seeing negates miss chance. Does not stack with other effects such as blink or displacement.

  Speed Climb (Ex): Can climb at move speed as move action with no penalty, but must begin and end movement on horizontal surface. If they do not end their movement on a horizontal surface, they fall. Only needs one hand to use this ability. This ability can only be used when wearing no armor and unencumbered.

  Ghost Strike (Su): Can spend 1 daily use of ki power to strike incorporeal and ethereal creatures as if corporeal. Can also use this ability to strike foes on the Material Plane normally while ethereal. This is a move action that does not provoke AoOs, it affects the next attack made by the ninja, as long as that attack is made before the end of their next turn.

  Improved Poison Use (Ex): A ninja can apply poison to a weapon as a move action.

  Gear:Stalker`s Blade - +2 Cunning Distracting Keen Sizing Toxic Kukri**Distracting - When wielded, this weapon leaves afterimages of its passing, creating a confusing pattern of optical effects. The weapon`s target is denied their DEX bonus to AC against the wielder unless they have blindsense, blindsight, the Blind-Fight feat, or the effects of true seeing or similar abilities. (+3 bonus)**Keen - Threat range is doubled (+1 bonus)**Sizing - This weapon resizes to fit the wielder. (+5000gp)**Toxic - When you apply contact or injury poison to a toxic weapon, the weapon retains its potency after two successful hits instead of just one. (+1 bonus)Shadow Shuriken (x2) - +1 Returning Shadow Energy Shuriken**Returning - Returns to square it was thrown from next round, catch as free action. (+1 bonus)**Shadow Energy - As Brilliant Energy, but shadow. (+4 Bonus)Slippers of Spider ClimbingSpellcharm of Charm Immunity - Single-use, triggered when wearer would save against a Charm Person or Charm Monster effect. Activates Spell Immunity, as if cast by an 8th level cleric, making the wearer immune to both spells for the next 80 minutes.Ring of Protection +2Vile Weapon Ring - All melee attacks deal 1 extra Vile damageHuge Scorpion Poison x2 - Injury DC 26, 1d8 STR primary, 1d8 STR secondaryBebilith Venom x2 - Injury DC 20, 1d6 CON primary, 2d6 CON secondarySmoke Bomb x5 - Creates a 10` radius of thick smoke which dissipates in 1 round.Potion of Cure Moderate Wounds x3

  Wolflord of MalarWolflord of Malar, Human FormFighter 10/Werewolf Lord 6Medium Humanoid (Human, Shapechanger) HD: 10d10+20 plus 6d8+30 (132 HP)Initiative: +2Speed: 30ft (6 squares)AC: 28 (+2 DEX, +4 natural, +1 deflection, +6 Shifter`s Armor, +5 Shifter`s Shield), touch 13, flat-footed 26Base Attack/Grapple: +14/+18Attack: Malarite`s Blade +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/�3)Full Attack: Malarite`s Blade +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7ranged (1d8+4/�3)Space/Reach: 5ft/5ftSpecial Attacks: Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scentSaves: Fort +16, Ref +12, Will +13Abilities: STR 18, DEX 14, CON 14, INT 10, WIS 12, CHA 12Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)CR: 14Alignment: CELA: +3

  Wolflord of Malar, Dire Wolf FormFighter 10/Werewolf Lord 6Medium Humanoid (Human, Shapechanger) HD: 10d10+20 plus 6d8+30 (132 HP)Initiative: +4Speed: 30ft (6 squares)AC: 21 (-1 size, +4 DEX, +7 natural, +1 deflection), touch 14, flat-footed 17Base Attack/Grapple: +14/+29Attack: Bite +25 melee (2d6+16/19-20)Full Attack: Bite +25 melee (2d6+16/19-20)Space/Reach: 10ft/5ftSpecial Attacks: Curse of LycanthropySpecial Qualities: Alternate Form, Wolf Empathy, low-light vision, scentSaves: Fort +17, Ref +12, Will +11Abilities: STR 32, DEX 18, CON 20, INT 10, WIS 12, CHA 12Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)CR: 14Alignment: CELA: +3

  Wolflord of Malar, Hybrid FormFighter 10/Werewolf Lord 6Medium Humanoid (Human, Shapechanger) HD: 10d10+20 plus 6d8+30 (132 HP)Initiative: +4Speed: 30ft (6 squares)AC: 32 (-1 size, +4 DEX, +7 natural, +1 deflection, +6 Shifter`s Armor, +5 Shifter`s Shield), touch 14, flat-footed 30Base Attack/Grapple: +14/+27Attack: Claw +24 melee (1d6+11) or Malarite`s Blade +27 melee (2d8+15/17-20)Full Attack: 2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20)Space/Reach: 10ft/10ftSpecial Attacks: Curse of LycanthropySpecial Qualities: Alternate Form, Wolf Empathy, low-light vision, scentSaves: Fort +17, Ref +12, Will +11Abilities: Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)CR: 14Alignment: CELA: +3

  Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.

  The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.

  COMBATWerewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.

  Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.

  Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord`s bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

  Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf lord.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Possessions:Shifter`s Shirt - +2 Shifter Mithral Chain Shirt**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)Shifter`s Shield - +3 Sizing heavy shield**Sizing - This shield resizes to fit the wielder. (+5000gp)Malarite`s Blade - +2 Sizing Bastard Sword**Sizing - This weapon resizes to fit the wielder. (+5000gp)Gauntlets of Ogre PowerCloak of Resistance +2Ring of Protection +1Ring of the Hunter - +1 Enhancement to Natural Armor, Invisible to DarkvisionMasterwork Composite Longbow (+4 Str bonus)20 BoltsWaterskinTrail Rations (7 days)

  Wraith of WoeThe Wraith of Woe

  Dread Wraith / Ephereal Exemplar 3 (LM)Large Undead (Incorporeal)Hit Dice: 16d12 (126 hp)Initiative: +15Speed: Fly 60 ft. (good) (12 squares)Armor Class: 33 (-1 size, +11 Dex, +13 deflection), touch 33, flat-footed 22Base Attack/Grapple: +9/—Attack: Incorporeal touch +20 melee (2d6 plus 1d8 Constitution drain)Full Attack: Incorporeal touch +20 melee (2d6 plus 1d8 Constitution drain)Space/Reach: 10 ft./10 ft.Special Attacks: Constitution drain, create spawnSpecial Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura, Improved Deflection, Turn Resistance +3, Enhanced Spawn, Positive Energy Resistance 10Saves: Fort +6, Ref +17, Will +19Abilities: Str —, Dex 33, Con —, Int 20, Wis 23, Cha 31Skills: Diplomacy +16, Hide +31, Intimidate +33, Knowledge (religion) +28, Listen +31, Search +28, Sense Motive +29, Spot +29, Survival +8 (+10 following tracks)Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Ghostly Grasp (LM), Positive Energy Resistance (LM)Challenge Rating: 14Alignment: Lawful Evil

  Wraiths are incorporeal creatures born of evil and darkness.

  In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature`s AC or combat abilities but only reflects the shape it had in life.

  A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.

  Wraiths speak Common and Infernal.

  COMBATBoth the wraith and the dread wraith share the following abilities.

  Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

  Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

  DREAD WRAITHThe oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows - or the walls.

  Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

  Constitution Drain (Su): Living creatures hit by a dread wraith`s incorporeal touch attack must succeed on a DC 28 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.

  Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

  Improved Deflection (Su): An ephemeral exemplar adds its class level to its deflection bonus to AC.

  Turn Resistance (Ex): An ephemeral exemplar adds its class level to its turn resistance.

  Enhanced Spawn (Su): Any spawn created by an ephemeral exemplar of 2nd level or higher gains a +4 enhancement bonus to its Dexterity score. If the exemplar is destroyed, the spawn loses this bonus.

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