Home Genre adventure Winterborn

Start of Book 4 Character sheets (Not a chapter)

Winterborn Mirikon 93548Words 2024-03-22 18:10

  Melinda Eriksdaughter

  Name

  Melinda Eriksdaughter

  Race

  Human - Luskari (Unseelie Fey)

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Auril

  Age

  20

  Height

  5`6"

  Weight

  110 lb

  Eyes

  Blue

  Hair

  Blonde

  Level

  19 (Gestalt)

  Experience

  172500 / 190000

  Class Levels

  Warlock 14 /

  Icedawn Invoker 5

  Battledancer 10 / Frostchylde Wardancer 9

  HP

  129/129

  Nonlethal

  Init

  +8

  Speed

  80 (160 Fly)

  BAB

  +19/+14/+9/+4

  Grapple

  +22

  DR

  15/Cold Iron

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  10

  16

  +3

  DEX

  20

  26

  +8

  CON

  11

  15

  +2

  INT

  15

  +2

  WIS

  14

  +2

  CHA

  23

  33

  +11

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +26

  +8

  +2

  +16

  Ref

  +37

  +13

  +8

  +16

  Will

  +31

  +13

  +2

  +16

  AC

  43 = 10 Base + 8 Dex + 3 Armor + 2 Natural + 15 Dodge + 5 Deflection

  (+2 Sacred vs Fire Type)

  Touch

  41 = 10 Base + 8 Dex + 3 Armor + 15 Dodge + 5 Deflection

  (+2 Sacred vs Fire Type)

  Flatfooted

  35 = 10 Base + 3 Armor + 2 Natural + 15 Dodge + 5 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)*

  +17

  7

  +8

  +2

  Bluff (Cha)

  +78

  21

  +11

  +46

  Climb (Str)*

  +3

  +3

  Concentration (Con)

  +35

  19

  +2

  +14

  Craft (Painting) (Int)

  +8

  6

  +2

  Decipher Script (Int)

  +2

  +2

  Diplomacy (Cha)

  +29

  +11

  +18

  Disable Device (Int)

  +2

  +2

  Disguise (Cha)

  +13

  +11

  +2

  Escape Artist (Dex)*

  +13

  5

  +8

  Forgery (Int)

  +2

  +2

  Gather Information (Cha)

  +11

  +11

  Handle Animal (Cha)

  +11

  +11

  Heal (Wis)

  +2

  +2

  Hide (Dex)*

  +18

  +8

  +10

  Intimidate (Cha)

  +33

  +11

  +22

  Jump (Str)

  +18

  +3

  +15

  Knowledge (Arcana) (Int)

  +13

  5

  +2

  +6

  Knowledge (Planes) (Int)

  +13

  5

  +2

  +6

  Knowledge (Religion) (Int)

  +9

  1

  +2

  +6

  Knowledge ( ) (Int)

  +2

  +2

  Listen (Wis)

  +2

  +2

  Move Silently (Dex)*

  +13

  +8

  +5

  Open Lock (Dex)

  +8

  +8

  Perform (Dance) (Cha)

  +36

  20

  +11

  +5

  Perform (Sing) (Cha) *V*

  +41

  20

  +11

  10

  Perform (Oratory) (Cha) *V*

  +31

  20

  +11

  Profession ( ) (Wis)

  +2

  +2

  Ride (Dex)

  +8

  +8

  Search (Int)

  +2

  +2

  Sense Motive (Wis)

  +22

  10

  +2

  +10

  Slight of Hand (Dex)*

  +19

  9

  +8

  +2

  Speak Language

  3

  N/A

  Spellcraft (Int)

  +17

  11

  +2

  +4

  Spot (Wis)

  +2

  +2

  Survival (Wis)

  +2

  +2

  Swim (Str)*

  +3

  +3

  Tumble (Dex)*

  +26

  18

  +8

  Use Magic Device (Cha)

  +33

  22

  +11

  Use Rope (Dex)

  +10

  +8

  +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: 29 = 19 (Level) + 11 (CHA) + 1 (Special Power) - 2 (Cruelty). For cohorts: 29 = 29 (Base). For followers: 28 = 29 (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.

  Hover - When flying, can halt forward motion and hover, regardless of maneuverability.

  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) - 8d6 damage (10d6 with items), 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 13th level, 1/day as free action gain fast healing 2 for 2 minutes (20 rounds).

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

  Imbue Item (Su): Can substitute Use Magic Device for spells needed to craft items (must still have item creation feats). DC 15+spell level for arcane spells, and DC 25+spell level for divine spells.

  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 2d8 (4d6 with items).

  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.

  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.

  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, Orc, Goblin, Giant

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

  Money

  PP

  30

  GP

  8

  SP

  3

  CP

  8

  Magic Items

  Head

  Melinda`s Circlet

  Neck

  Torc of the Wolfslayer

  Face

  Snowflake Mask

  Torso

  Regalia of the Icy Maiden

  Shoulders

  Angeldown Cloak

  Waist

  Sash of the Wardancer

  Arms

  Shielding Bracers

  Hands

  Wolfsbane Gloves

  R. Ring

  Icechild`s Band

  L. Ring

  Mindfrost Ring

  Body

  Feet

  Skydancer Boots

  Encumbrance

  Light Load

  76 lb

  Medium Load

  153 lb

  Heavy Load

  230 lb

  Max Load

  230 lb

  Lift Off Ground

  460 lb

  Push/Drag

  1150 lb

  Inventory

  Weight

  Handy Haversack (93.5 lbs remaining)

  Bedroll

  Replenishing Skin

  Holy Symbol, Silver

  Everlasting Rations

  Mirror, Small Steel

  Grappling Hook

  Rope, Silk (50 ft)

  Whetstone

  Blanket, Winter

  Everburning Torch

  Wand of Cure Moderate Wounds

  Slave Rings x10

  Pearl of the Sirines

  Worn Gear

  5

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  16

  Total Weight Carried

  21

  

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  Spells/Spell-like Abilities

  Warlock Abilities

  Caster Level

  20

  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.

  Utterdark Blast (8th) - Eldritch Essence. Blast deals negative energy damage, healing undead. Any creature struck by the blast must make Fort save or gain 2 negative levels. These levels fade after 1 hour.

  

  Icedawn Invoker Spell-like Abilities

  Caster Level

  20

  DC

  21 + Spell Level

  At Will

  Cold Fire (SC): 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.

  3/Day

  Frostfire: 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.

  1/Day

  Igloo (FB): 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.

  Equipment

  Greater Crystal of Arcane Steel

  Type

  Weapon Crystal

  Weight

  When channeling a spell or spell-like ability through this weapon, +1 Insight bonus to weapon attack and damage rolls, and increase the save DC of the spell or spell-like ability by 1.

  Merciful Blade

  Type

  Dagger

  Weight

  1 lb

  Damage

  1d4+1

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This +1 Blue Ice 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.

  Blue Ice - +1 enhancement to attack and damage (does not stack with enchantments)

  Icedawn`s Mercy - When damaging a creature, cast Cure Light Wounds (CL 1) on the target.

  Regalia of the Icy Maiden

  Type

  Torso

  Weight

  5

  This outfit was made as a commission for Melinda Eriksdaughter, by one of her admirers.

  +5 Resistance Bonus to all Saves

  +10 Competence Bonus to Sense Motive

  Steady Casting - +10 Competence to Concentration to cast defensively

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

  Sash of the Wardancer

  Type

  Waist

  Weight

  This silk sash has been heavily enchanted, giving it incredible abilities.

  Giant Strength +6 - +6 Enhancement to STR

  Battledancer`s Belt - The wearer`s AC and unarmed damage is treated as a battledancer of five levels higher. If the character is not a battledancer, she gains the AC and unarmed damage of a 5th-level battledancer. This AC bonus functions just like the monk`s AC bonus.

  Healing Belt - 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

  Snowflake Mask

  Type

  Face

  Weight

  This mask made of transparent crystal, with the symbol of Auril etched upon it.

  Crystal Mask of Dread - +10 Competence bonus to Intimidate

  Third Eye Penetrate - +2 bonus on CL checks to overcome SR

  Goggles of Foefinding - Ignore enemies` Cover bonus to AC

  Crystal Mask of Languages - Read, write, and speak Undercommon, Drow Sign Language, Elven, Dwarven, and Celestial.

  Artificer`s Monocle - While using Detect Magic, spend 1 min to Identify objects.

  Glibness - Continuous Glibness effect. +30 to Bluff checks made to convince another of the truth of her words.

  Melinda`s Circlet

  Type

  Head

  Weight

  This Mithral circlet has been heavily enchanted, allowing the wearer to go disguised when they wish.

  Disguise - Disguise Self at will. Hat changes shape to match disguise.

  Anonymity - Continuous Nondetection, +5 on Hide.

  Faithfulness - Item warns you when an action may put you in bad standing with your deity.

  Wolfsbane Gloves

  Type

  Hands

  Weight

  1

  These supple, fur-lined gloves give the wearer enhanced dexterity, and are specially crafted to fight lycanthropes.

  Dexterity +6 - +6 enhancement bonus to Dexterity.

  Gauntlets of Weaponry Arcane - Any weapon you hold is treated as a magic silvered weapon for the purpose of overcoming DR.

  Skydancer Boots

  Type

  Boots

  Weight

  1

  These boots, lined with the fur of winter wolves, have been enchanted to aid their wearers in a variety of situations.

  Speed - Haste self as spell, for up to 10 rounds per day. Duration need not be consecutive rounds.

  +5 Profane bonus to Perform (Dance)

  Striding and Springing - +10 Enhancement to land speed. +5 Competence to Jump

  Spider Climbing - Continuous Spider Climb effect.

  Elvenkind - +5 Competence on Move Silently

  Angeldown Cloak

  Type

  Shoulders

  Weight

  1

  This cloak is well made, and has what appears to be angel feathers lining the neck.

  Continuous Featherfall effect

  Charisma +6 - +6 Enhancement to CHA

  Elvenkind - +5 Competence on Hide

  Torc of the Wolfslayer

  Type

  Throat

  Weight

  This amulet portrays a silver wolf`s skull, with the symbol of Auril carved into the forehead.

  Greater Choker of Eloquence - +10 Competence bonus on Diplomacy, Bluff, and Perform (Sing) checks.

  Greater Chausible of Fell Power - +2d6 to Eldritch Blast, and chaotic damaging spells

  Amulet of Natural Armor +2 - +2 Enhancement to natural Armor

  Amulet of Health +4 - +4 Enhancement to CON

  Hand of the Mage - Mage Hand, at will

  Shielding Bracers

  Type

  Arms

  Weight

  1

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

  Shielding - At will Shield effect. +4 Shield bonus to AC, blocks Magic Missiles.

  Mindfrost Ring

  Type

  Ring

  Weight

  This ring has been enchanted to provide a +5 Deflection Bonus to AC.

  Mind Shielding - Immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her alignment.

  Icechild`s Band

  Type

  Ring

  Weight

  This ring grants the wearer greater command over her magic, as well as the people around her.

  Master Ring - 3/day exchange messages with one of the Slave Rings keyed to it. At will, deal 3d6 points of damage per round as a free action to individual wearing keyed Slave Ring.

  Arcane Might - +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.

  Arming - Can switch worn set of armor and weapons for those inside the ring as a standard action

  Slave Ring

  Type

  Ring

  Weight

  This iron ring, once put on, can only be removed by the wearer of its keyed Master Ring. Subject to damage from the wearer of Master Ring, but can exchange messages with them.

  Pearl of the Sirines

  Type

  Tool

  Weight

  This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl`s powers, she understands and is able to employ the item.

  The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.

  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.

  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)

  Wand of Cure Moderate Wounds

  Type

  Tool

  Weight

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

  (50 Charges Remaining)

  Wand of Glibness

  Type

  Tool

  Weight

  This wand allows the user to cast Glibness, giving a +30 to Bluff checks made to deceive people.

  (50 Charges Remaining)

  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.

  Ebonheart (Cohort)

  Name

  Ebonheart

  Race

  Black Unicorn

  Size

  Large

  Alignment

  Chaotic Evil

  Deity

  Garagos

  Age

  5

  Height

  5`6"

  Weight

  1800 lb

  Eyes

  Red

  Hair

  Black

  Effective Character Level

  17

  Experience

  137275 / 153000

  Class Levels

  Black Unicorn 4 / Barbarian 13

  HP

  364/364

  Nonlethal

  Init

  +5

  Speed

  70 ft /

  Fly 90 ft

  BAB

  +17/+12/+7/+2

  Grapple

  +30

  DR

  3/--

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  28

  +9

  DEX

  21

  +5

  CON

  30

  36

  +13

  INT

  16

  +3

  WIS

  23

  +6

  CHA

  31

  +10

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +30

  +13

  +12

  +5

  Ref

  +18

  +8

  +5

  +5

  Will

  +16

  +5

  +6

  +5

  AC

  43 = 10 Base - 1 Size + 5 Dex + 10 Armor + 10 Natural + 4 Haste + 5 Deflection

  Touch

  23 = 10 Base - 1 Size + 5 Dex + 4 Haste + 5 Deflection

  Flatfooted

  34 = 10 Base - 1 Size + 10 Armor + 10 Natural + 5 Deflection

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +3

  +3

  Balance (Dex)*

  +5

  +5

  Bluff (Cha)

  +10Unauthorized usage: this narrative is on Amazon without the author`s consent. Report any sightings.

  +10

  Climb (Str)*

  +23

  10

  +9

  +4

  Concentration (Con)

  +13

  +13

  Craft ( ) (Int)

  +3

  +3

  Decipher Script (Int)

  +3

  +3

  Diplomacy (Cha)

  +10

  +10

  Disable Device (Dex)

  +5

  +5

  Disguise (Cha)

  +10

  +10

  Escape Artist (Dex)*

  +5

  +5

  Forgery (Int)

  +3

  +3

  Gather Information (Cha)

  +10

  +10

  Handle Animal (Cha)

  +10

  +10

  Heal (Wis)

  +6

  +6

  Hide (Dex)*

  +7

  +5

  +2

  Intimidate (Cha)

  +35

  20

  +10

  +5

  Jump (Str)

  +22

  13

  +9

  Knowledge ( ) (Int)

  +3

  +3

  Listen (Wis)

  +28

  20

  +6

  +2

  Move Silently (Dex)*

  +25

  20

  +5

  Open Lock (Dex)

  +5

  +5

  Perform ( ) (Cha)

  +10

  +10

  Profession ( ) (Wis)

  +6

  +6

  Ride (Dex)

  +5

  +5

  Search (Int)

  +3

  +3

  Sense Motive (Wis)

  +11

  5

  +6

  Slight of Hand (Dex)*

  +5

  +5

  Speak Language

  1

  Spellcraft (Int)

  +3

  +3

  Spot (Wis)

  +15

  7

  +6

  +2

  Survival (Wis)

  +17

  11

  +6

  Swim (Str)*

  +22

  13

  +9

  Tumble (Dex)*

  +5

  +5

  Use Magic Device (Cha)

  +10

  +10

  Use Rope (Dex)

  +5

  +5

  Feats

  Alertness - +2 bonus on all Listen and Spot checks

  Multiattack - Secondary attacks made with only -2 penalty

  Weapon Focus (Horn) - +1 bonus on all attack rolls made using Horn.

  Improved Toughness - Gain extra 1 HP per HD.

  Power Attack - Can take up to 5 from attack and add it to damage.

  Improved Overrun - Target cannot choose to avoid you. +4 to the STR check to overrun.

  Vile Natural Attack - All natural weapons do +1 Vile damage.

  Special Abilities

  Black Unicorn Abilities:

  Darkvision 60`

  Inflict Light Wounds (Sp) - 3/day, Inflict Light Wounds, dealing 1d8+4 damage. Can use while making a Horn attack.

  Teleport (Su) - Teleport Without Error (as spell), 1/day, taking themselves and their rider to any known location.

  Horn attack - Horn does 1d8+STR damage

  Bite attack - Bite does 1d8+(STR/2) Damage

  Hooves - 2 Hoof attacks, dealing 1d4+(STR/2) Damage

  Barbarian Abilities:

  Fast Movement (Ex) - +10 feet to land speed when wearing no armor, light armor, or medium armor, and not carrying a heavy load.

  Illiteracy - Cannot read or write

  Rage (Ex) - 4/day go into a rage. Gain +4 STR, +4 CON, +2 morale bonus on Will saves, -2 AC. 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.

  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. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

  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.

  Languages

  Common (illiterate)

  Money

  PP

  59

  GP

  4

  SP

  2

  CP

  Magic Items

  Head

  Mindvault

  Neck

  Skull Medallion

  Face

  Torso

  Shoulders

  Horse Blanket of Warmth and Resistance +5

  Waist

  Arms

  Front Hooves

  Horseshoes of the Dark Descent

  R. Ring

  Ring of Protection +4

  L. Ring

  Ring of Adamantine Touch

  Body

  Hellrider`s Armor

  Back Hooves

  Horseshoes of the Dark Descent

  Encumbrance

  Light Load

  400 lbs

  Medium Load

  800 lbs

  Heavy Load

  1200 lbs

  Max Load

  1200 lbs

  Lift Off Ground

  2400 lbs

  Push/Drag

  6000 lbs

  Inventory

  Weight

  Dread Rider`s Saddle

  Horse Blanket of Warmth

  Saddlebags of Holding (491 lbs to limit)

  Feedbag of Plenty

  Horse Grooming Kit

  70

  10

  30

  Bag

  Bag

  Total Weight Carried

  118 lbs

  

  

  

  

  

  

  

  

  

  

  

  

  Equipment

  Armor of the Nightmare

  Type

  Light Armor

  Weight

  30

  AC Bonus

  +10

  Max Dex

  5

  ACP

  -1

  ASF

  15%

  This breastplate was made with the intent to be intimidating. Emblazoned with skulls and spikes, and finished in a blue-black sheen, the entire thing is like something out of a terrible nightmare.

  +5 Enhancement Bonus

  Mithral - Half normal weight. +2 Max Dex, -3 ACP, -10% ASF. 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.

  Fearsome - Functions as if it has armor spikes. +5 Enhancement to Intimidate, and can demoralize foes as a move action.

  Blueshine - Armor never tarnishes and is immune to acid and rust effects. +2 competence to Hide.

  Spider Boon - +4 Enhancement to Climb and Escape Artist. Webs of monstrous spiders or spiderkin (such as ettercaps) cannot affect you. 3/day increase the Climb bonus to +8 and gain a climb speed equal to your base land speed, and take 10 on Climb checks, even when threatened. Lasts 8 rounds.

  Greater Crystal of Screening

  Type

  Armor Crystal

  Weight

  This crystal attaches to any armor with a +3 or higher enhancement bonus. While attached, it imposes a -10 penalty on all incorporeal touch attacks made against the wearer.

  Feedbag of Plenty

  Type

  Tool

  Weight

  5 lbs

  This feed bag provides food and water for the wearer, allowing the creature to be properly fed for 24 hours.

  Horse Blanket of Warmth and Resistance +5

  Type

  Cloak

  Weight

  10 lbs

  This thick woolen blanket protects the mount against cold, providing a constant Endure Elements (Cold) effect, and Cold Resistance 5. Also provides a +5 Resistance bonus to all saves.

  Saddlebags of Holding

  Type

  Tool

  Weight

  30 lbs

  These saddlebags each act as a Type I Bag of Holding, containing up to 250 lbs, each. Both are engraved with the symbol of Auril.

  Right Bag: 250 lbs to limit

  Left Bag: 250 lbs to limit

  Horseshoes of the Dark Descent

  Type

  Hooves

  Weight

  4

  These horseshoes have been heavily enchanted, to better serve their wearer.

  Flight - At the rider`s command, can fly at a speed of 90ft with average maneuverability.

  Haste - +4 enhancement (Haste) to AC, jump 1.5 times as far as normal.

  Elvenkind - +10 Circumstance bonus to Move Silently

  Tracklessness - Does not leave footprints or scent behind.

  Dread Rider`s Saddle

  Type

  Tool

  Weight

  70 lbs

  This ornate and morbid saddle is adorned with spikes. Six spikes, each bearing the severed head or impaled skull of an enemy, line the back-rest of the saddle. At the same time, the saddle is enchanted to allow the wearer to heal over time.

  Gloom March - The rider gains a +2 bonus to Intimidate.

  Vitality - At-will, cast Cure Minor Wounds on mount, healing the creature for 1 HP each time.

  Hoof Barbs of Obfuscation

  Type

  Tool

  Weight

  4 lbs

  These metal spiked spurs are attached to the front hooves of a riding mount. The barbs add +2 damage to each hoof attack.

  Obfuscation - 2/day Cast Obscuring Mist at CL 1.

  Skull Medallion

  Type

  Neck

  Weight

  This silver skull medallion has been enchanted to protect the wearer, and enhance their ability to endanger others.

  Natural Armor - +5 Enhancement to Natural Armor

  Health - +6 Enhancement to CON

  Mighty Fists - +2 Enhancement to all natural attacks.

  Adaptation - Immune to harmful vapors and gasses, and can breathe, even underwater or in vacuum.

  Ring of Protection +5

  Type

  Ring

  Weight

  This ring provides a +5 Deflection bonus to AC.

  Ring of Adamantine Touch

  Type

  Ring

  Weight

  This ring allows the wearer`s melee attacks to be treated as adamantine weapons for the purposes of overcoming Damage Reduction.

  Mindvault

  Type

  Head

  Weight

  Once per day, this circlet can shunt the wearer`s consciousness into the gem for 1 round. This makes the wearer immune to mind-affecting spells and abilities, and dazes them for that 1 round.

  Siora Faydark

  Name

  Siora Faydark

  Race

  Fey`ri

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Malcanthet

  Age

  128

  Height

  5`7"

  Weight

  100 lb

  Eyes

  Green

  Hair

  Black

  Effective Character Level

  20

  Experience

  191500 / 210000

  Class Levels

  Beguiler 17

  +3 Level Adjustment

  HP

  125/125

  Nonlethal

  Init

  +6

  Speed

  40 ft /

  40 ft (Fly)

  BAB

  +8/+3

  Grapple

  +10

  DR

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  12

  14

  +2

  DEX

  18

  22

  +6

  CON

  12

  16

  +3

  INT

  24

  30

  +10

  WIS

  15

  +2

  CHA

  16

  22

  +6

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +13

  +5

  +3

  +5

  Ref

  +20

  +5

  +10

  +5

  Will

  +17

  +10

  +2

  +5

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

  AC

  36 = 10 (Base) + 6 (Dex) + 8 (Armor) + 2 (Shield) + 10 (Deflect)

  Touch

  26 = 10 (Base) + 6 (Dex) + 10 (Deflect)

  Flatfooted

  30 = 10 (Base) + 8 (Armor) + 2 (Shield) + 10 (Deflect)

  -10 Penalty on incoming Incorporeal Touch attacks.

  Resistance to Fire 5

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +12

  2

  +10

  Balance (Dex)*

  +6

  +6

  Bluff (Cha)

  +25

  15

  +6

  +4

  Climb (Str)*

  +2

  +2

  Concentration (Con)

  +28

  20

  +3

  +5

  Craft ( ) (Int)

  +10

  +10

  Decipher Script (Int)

  +12

  2

  +10

  Diplomacy (Cha)

  +25

  15

  +6

  +4

  Disable Device (Int)

  +34

  18

  +10

  +6

  Disguise (Cha)

  +8

  +6

  +2

  Escape Artist (Dex)*

  +16

  10

  +6

  Forgery (Int)

  +10

  +10

  Gather Information (Cha)

  +6

  +6

  Handle Animal (Cha)

  +6

  +6

  Heal (Wis)

  +4

  +2

  +2

  Hide (Dex)*

  +6

  +6

  Intimidate (Cha)

  +19

  4

  +6

  +9

  Jump (Str)

  +11

  +2

  +9

  Knowledge (Arcana) (Int)

  +15

  5

  +10

  Knowledge (Local) (Int)

  +10

  +10

  Knowledge ( ) (Int)

  +10

  +10

  Listen (Wis)

  +17

  15

  +2

  Move Silently (Dex)*

  +11

  +6

  +5

  Open Lock (Dex)

  +25

  15

  +6

  +4

  Perform ( ) (Cha)

  +6

  +6

  Profession (Courtesan) (Wis)

  +11

  9

  +2

  Ride (Dex)

  +6

  +6

  Search (Int)

  +37

  17

  +10

  +10

  Sense Motive (Wis)

  +29

  17

  +2

  +10

  Slight of Hand (Dex)*

  +25

  17

  +6

  +2

  Speak Language

  N/A

  Spellcraft (Int)

  +22

  10

  +10

  +2

  Spot (Wis)

  +19

  17

  +2

  Survival (Wis)

  +4

  +2

  +2

  Swim (Str)*

  +2

  +2

  Tumble (Dex)*

  +6

  +6

  Use Magic Device (Cha)

  +10

  2

  +6

  +2

  Use Rope (Dex)

  +6

  +6

  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.

  Femme Fatale - A femme fatale gains a +4 bonus to all charisma-based checks against creature sexually attracted to her. This bonus increases by +1 for every 2 HD above 1 she has. (Currently +12)

  She gains 1d6 points of sneak attack damage. Sneak attack damage granted by this feat stacks with other sources.

  A femme fatale is able to use charm person (extraordinary ability) as a immediate action at will. (Caster level equals HD)

  Whenever a femme fatale uses or casts charm person it is instead treated as charm monster, additionally her charm spell now bypasses spell resistance and immunities to mind-affecting spells.

  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, 15th)

  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

  84

  GP

  1

  SP

  4

  CP

  Magic Items

  Head

  Feathered Hat of the Beguiler

  Neck

  Amulet of Health +4

  Face

  Trickster`s Mask

  Torso

  Faydark Robes

  Shoulders

  Underdark Cloak

  Waist

  Belt of Ogre Strength

  Arms

  Archer`s Armored Bracers

  Hands

  Gloves of Dexterity +4

  R. Ring

  Siora`s Gem

  L. Ring

  Battlemage Ring

  Body

  Beguiler`s Ghost Armor

  Feet

  Nimble Boots

  Encumbrance

  Light Load

  58

  Medium Load

  116

  Heavy Load

  175

  Max Load

  175

  Lift Off Ground

  350

  Push/Drag

  875

  Inventory

  Weight

  Efficient Quiver

  Arrows (20)

  Handy Haversack (95.5 lbs to limit)

  Decanter of Endless Water

  Everlasting Rations

  Bedroll

  Blanket, Winter

  Flint & Steel

  Grappling Hook

  Masterwork Manacles

  Amazing Lock

  Mirror, Small Steel

  Rope, Silk 50`

  Signet ring

  Assorted Jewelry

  MW Thieves` Tools

  Gypsy Wagon

  Nondimensional Trunk

  Speedy Wheels x2

  Everlasting Feedbag x2

  Horse Blanket of Warmth x2

  Heavy Horse x2

  2

  Quiver

  5

  HH

  HH

  HH

  HH

  HH

  HH

  HHHH

  HHHHHHHHHH

  650

  200

  40

  2

  Horse

  Total Weight Carried

  35

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  Beguiler Spells

  Caster Level

  18

  DC

  20 + 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

  9/9

  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

  7/8

  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

  8/8

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

  7th

  7/7

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

  8th

  5/5

  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

  Mindthorn

  Type

  Martial Weapon

  Weight

  2

  Damage

  1d6+5

  Damage Type

  Piercing

  Critical

  18-20 / x2

  Thrown Range

  This adamantine rapier was forged for the sole purpose of hunting the more dangerous foes for a specialist in mental magics. The symbol of Malcanthet is emblazoned upon the blade.

  +5 Enhancement bonus to Attack and Damage

  Adamantine Weapon - Bypasses some kinds of DR. Ignores hardness less than 20.

  Construct Bane - Enhancement bonus +2 versus constructs, deal extra 2d6 damage to constructs.

  Undead Bane - Enhancement bonus +2 versus Undead, deal extra 2d6 damage to undead.

  Sacred - +1 Morale bonus to attack rolls.

  Truethreat Crystal

  Type

  Weapon Crystal

  Weight

  Designed for work against constructs and the undead, this item can be attached to a weapon of at least +1 enhancement.

  +1d6 Damage to Constructs

  +1d6 Damage to Undead

  Spirithunter`s Bow

  Type

  Martial Ranged

  Weight

  2

  Damage

  1d6+7

  Damage Type

  Force

  Critical

  X3

  Range

  70 ft

  This composite shortbow is well-crafted, and bears an enchantment to increase its effect. The symbol of Malcanthet is engraved upon the arms of the bow.

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

  +5 Enhancement Bonus to Attack and Damage

  Force - Projectiles become Force attack, automatically overcoming DR and ignoring miss chance against incorporeal foes.

  Precise - Shoot into melee without the normal -4 penalty.

  Sacred - +1 Morale bonus to attack rolls.

  Truethreat Crystal

  Type

  Weapon Crystal

  Weight

  Designed for work against constructs and the undead, this item can be attached to a weapon of at least +1 enhancement.

  +1d6 Damage to Constructs

  +1d6 Damage to Undead

  Beguiler`s Ghost Armor

  Type

  Light Armor

  Weight

  15

  AC Bonus

  +10

  Max Dex

  6

  ACP

  ASF

  15%

  This finely wrought mithral breastplate has been heavily enchanted, making it a potent tool for anyone fighting the most dangerous foes.

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

  Sacred (Malcanthet) - Emblazoned with the symbol of Malcanthet. If enchanted by follower of Malcanthet, costs 10% less.

  +5 Enhancement bonus to Armor

  Nimbleness - Max Dex increased by 1, ACP + 2 (min 0)

  Force Aura - The armor is surrounded by a layer of force, converting its AC bonus to a Deflection bonus, allowing other items granting an Armor bonus to stack.

  Darksoul Protection - Take half damage from effects dealing extra damage to evil creatures.

  Fearsome - Functions as spiked armor. +5 Enhancement bonus on Intimidate, can demoralize foes as move action.

  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.

  Faydark Crystal

  Type

  Armor Crystal

  Weight

  This crystal, a unique product of the Faydark clan, can be attached to any suit of armor with a +3 or better enhancement.

  Screening - Imposes -10 penalty on incorporeal touch attacks made against wearer

  Glancing Blows - +10 on Grapple checks to prevent a grapple from being initiated (but not any others)

  Adaptation - Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.

  Feathered Hat of the Beguiler

  Type

  Head

  Weight

  1

  This hat appears, in its normal form, as a wide-brimmed feathered hat, but it has been enchanted with a variety of effects.

  +6 Enhancement to INT

  Disguise - Disguise Self at will, hat changes form to fit disguise.

  Mindvault - Once per day, this circlet can shunt the wearer`s consciousness into the gem for 1 round. This makes the wearer immune to mind-affecting spells and abilities, and dazes them for that 1 round.

  Amulet of Health +4

  Type

  Neck

  Weight

  This amulet has been enchanted to provide a +4 Enhancement bonus to CON.

  Gloves of Dexterity +4

  Type

  Neck

  Weight

  1

  These leather gloves have been enchanted to provide a +4 Enhancement bonus to DEX.

  Belt of Ogre Strength

  Type

  Neck

  Weight

  1

  This belt has been enchanted to provide a +2 Enhancement bonus to STR.

  Trickster`s Mask

  Type

  Face

  Weight

  This crystal mask has been enchanted to aid tricksters in their endeavors. However, it is useful for many other situations.

  +10 Competence bonus on Bluff, Search, and Sense Motive

  Faydark Robes

  Type

  Torso

  Weight

  5 lb

  These robes have been specially enchanted to protect the wearer from hostile effects, as well as aid in their fashion choices.

  Shiftweave - Transforms into Explorer`s Outfit, Entertainer`s Outfit, Courtier`s Outfit, Noble`s Outfit, Cleric`s Vestments

  Resistance - Provides +5 Resistance bonus to all saves

  Steady Spellcasting - +5 circumstance bonus to Concentration to cast defensively

  Siora`s Gem

  Type

  Ring

  Weight

  This ruby ring has been specially made by one of her admirers to aid Siora in battle.

  Arming - Switch weapons/armor worn for ones in ring, at will, as a standard action.

  Darkhidden - Invisible to Darkvision, although fully visible to normal light.

  Evasion - Grants the Evasion ability.

  Battlemage Ring

  Type

  Ring

  Weight

  This silver ring has been enchanted to aid a mage in all kinds of combat.

  Arcane Might - Gain +1 to Arcane Caster level for CL checks and all level-dependent effects.

  Force Shield - At will, create a shield-shaped Wall of Force, giving +2 Shield bonus to AC.

  Feather Falling - Continuous Feather Fall effect.

  Nimble Boots

  Type

  Boots

  Weight

  1

  This set of boots have been specially enchanted to aid the wearer in a number of ways.

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

  Spider Climbing - Continuous Spider Climb effect

  Elvenkind - +5 Competence bonus on Move Silently

  Underdark Cloak

  Type

  Shoulders

  Weight

  1

  This dark grey cloak has been enchanted to allow the wearer to better hide in the shadows of the Underdark.

  Charisma - Gain +6 Enhancement to CHA

  Greater Piwafwi - Fire Resistance 5, +5 Competence to Hide.

  Archer`s Armored Bracers

  Type

  Arms

  Weight

  1

  These steel reinforced leather bracers have been enchanted to provide great defense, and enhance the wearer`s archery skills.

  Armor - +8 Armor bonus to AC

  Lesser Archery - Proficient with all bows. +1 to Attack when using a bow you`re proficient with.

  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)

  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.

  Decanter of Endless Water

  Type

  Tool

  Weight

  2

  This ordinary flask can be commanded to spew forth fresh or salt water. Separate command words determine the type as well as the volume and velocity.

  "Stream" pours out 1 gallon per round.

  "Fountain" produces a 5-foot-long stream at 5 gallons per round.

  "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

  The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

  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.

  Everlasting Feedbag

  Type

  Tool

  Weight

  1

  1/day, produce feed for a horse, donkey, or other equine animal.

  Nondimensional Trunk

  Type

  Tool

  Weight

  200

  This trunk can carry up to 2 tons of cargo, but it never weighs more than 200 lbs.

  Speedy Wheels

  Type

  Tool

  Weight

  20

  This pair of wheels, when put on a vehicle, increase its land speed by 10 ft. Must be on all axles of a vehicle to function.

  Gypsy Wagon

  Type

  Vehicle

  Weight

  650

  This wagon is different from the common wagon, in that the bed is closed in, and provides a comfortable place for two medium-sized creatures to shelter, while still carrying up to 1/2 a ton of cargo.

  Vestele Faydark

  Name

  Vestele Faydark

  Race

  Fey`ri

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Malcanthet

  Age

  128

  Height

  5`7"

  Weight

  100 lb

  Eyes

  Green

  Hair

  Black

  Effective Character Level

  20

  Experience

  191500 / 210000

  Class Levels

  Cleric 12 /

  Pierced Mystic 5

  +3 Level Adjustment

  HP

  122/122

  Nonlethal

  Init

  +4

  Speed

  40 ft /

  40 ft (Fly)

  BAB

  +12/+7/+2

  Grapple

  +15

  DR

  10/Magic

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  10

  16

  +3

  DEX

  15

  19

  +4

  CON

  10

  14

  +2

  INT

  17

  +3

  WIS

  20

  26

  +8

  CHA

  15

  21

  +5

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +21

  +12

  +2

  +7

  Ref

  +14

  +5

  +4

  +5

  Will

  +25

  +12

  +8

  +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

  39 = 10 (Base) + 4 (DEX) + 13 (Armor) + 7 (Shield) + 5 (Deflection)

  Touch

  19 = 10 (Base) + 4 (DEX) + 5 (Deflection)

  Flatfooted

  35 = 10 (Base) + 13 (Armor) + 7 (Shield) + 5 (Deflection)

  +5 AC vs Ranged attacks

  -10 penalty on incoming Incorporeal touch 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)*

  +3

  +4

  -1

  Bluff (Cha)

  +6

  +5

  +2

  Climb (Str)*

  +2

  +3

  -1

  Concentration (Con)

  +24

  17

  +2

  +5

  Craft ( ) (Int)

  +3

  +3

  Decipher Script (Int)

  +3

  +3

  Diplomacy (Cha)

  +14

  9

  +5

  Disable Device (Int)

  +4

  +4

  Disguise (Cha)

  +5

  +5

  Escape Artist (Dex)*

  +3

  +4

  -1

  Forgery (Int)

  +3

  +3

  Gather Information (Cha)

  +5

  +5

  Handle Animal (Cha)

  +5

  +5

  Heal (Wis)

  +20

  10

  +8

  +2

  Hide (Dex)*

  +10

  +4

  +6

  Intimidate (Cha)

  +5

  +5

  Jump (Str)

  +12

  +3

  +9

  Knowledge (Arcana) (Int)

  +16

  13

  +3

  Knowledge (History) (Int)

  +3

  +3

  Knowledge (Religion) (Int)

  +16

  13

  +3

  Knowledge (The Planes) (Int)

  +6

  3

  +3

  Knowledge ( ) (Int)

  +3

  +3

  Listen (Wis)

  +12

  +8

  +4

  Move Silently (Dex)*

  +8

  +4

  +4

  Open Lock (Dex)

  +4

  +4

  Perform ( ) (Cha)

  +5

  +5

  Profession (Piecer) (Wis)

  +20

  12

  +8

  Ride (Dex)

  +4

  +4

  Search (Int)

  +8

  +3

  +5

  Sense Motive (Wis)

  +8

  +8

  Slight of Hand (Dex)*

  +3

  +4

  -1

  Speak Language

  N/A

  Spellcraft (Int)

  +22

  17

  +3

  +2

  Spot (Wis)

  +12

  +8

  +4

  Survival (Wis)

  +8

  +8

  Swim (Str)*

  +2

  +3

  -1

  Tumble (Dex)*

  +3

  +4

  -1

  Use Magic Device (Cha)

  +7

  +5

  +2

  Use Rope (Dex)

  +4

  +4

  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.

  Exotic Weapon Proficiency (Whips) - Proficient with whips and whip-daggers.

  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.

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

  Languages

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

  From Items: Celestial, Dwarven, Goblin, Orc, and Giant

  Money

  PP

  23

  GP

  39

  SP

  4

  CP

  Magic Items

  Head

  Neck

  Periapt of the Dark Pact

  Face

  Mask of the Minder

  Torso

  Dark Cleric`s Raiment

  Shoulders

  Underdark Priestess`s Cloak

  Waist

  Piercing of Mass Heal 3/day

  Arms

  Hands

  Dark Aspirant`s Gloves

  R. Ring

  Priestess`s Signet

  L. Ring

  Vestele`s Onyx Band

  Body

  Dark Priestess`s Bulwark

  Feet

  Champion`s Boots

  Encumbrance

  Light Load

  76

  Medium Load

  153

  Heavy Load

  230

  Max Load

  230

  Lift Off Ground

  460

  Push/Drag

  1150

  Inventory

  Weight

  Holy Symbol, Silver

  Handy Haversack (85.5 lbs to limit)

  Replenishing Skin

  Everlasting Rations

  Wand of Cure Serious Wounds

  Rod of Restoring

  Bedroll

  Blanket, Winter

  Flint & Steel

  Grappling Hook

  Masterwork Manacles

  Amazing Lock

  Mirror, Small Steel

  Rope, Silk 50`

  Signet ring

  Assorted Jewelry

  Healer`s Kit

  MW Piercer`s Tools

  1

  5

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HHHH

  HH

  Total Weight Carried

  54.5

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  Cleric Spells

  Caster Level

  18

  DC

  18 + Spell Level

  Level

  Slots

  Spells

  0th

  6

  Detect Magic, Detect Poison, Light, Virtue, Purify Food and Drink, Guidance

  1st

  7+D

  Divine Favor, Lesser Vigor (SC), Bless, Suspend Disease (BoVD), Detect Undead, Heartache (BoVD), Vision of Exquisite Pleasure (BoEF), Charm Person (D)

  2nd

  7+D

  Enthrall, Lesser Restoration, Hold Person, Spiritual Weapon x2, Shatter, Aid, Beckoning Call (D)

  3rd

  7+D

  Bestow Curse, Searing Light, Wrack (BoVD), Mass Aid (SC), Searing Light, Prayer, Suggestion (D)

  4th

  7+D

  Spell Vulnerability (SC), Beauty`s Caress (BoEF), Divine Power, Revenance (SC), Panacea, Recitation (SC), Dismissal, Charm Monster (D)

  5th

  5+D

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

  6th

  5+D

  Heal, Greater Dispel Magic, Planar Exchange (SC), Ice Flowers (SC), Planar Exchange (SC), Mass Suggestion (D)

  7th

  4+D

  Destruction, Brilliant Blade (SC), Greater Bestow Curse (SC), Blasphemy, Soul Link (FC1) (D)

  8th

  2+D

  Fire Storm, Bodak`s Glare (SC), Cloak of Chaos (D)

  9th

  1+D

  Implosion, Dominate Monster (D)

  

  

  

  

  

  

  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

  Dark Priestess`s Bulwark

  Type

  Medium Armor

  Weight

  25

  AC Bonus

  +13

  Max Dex

  4

  ACP

  -1

  ASF

  25%

  This finely wrought suit of mithral plate armor has been heavily enchanted, making it a potent tool for anyone fighting the most dangerous foes.

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

  Sacred (Malcanthet) - Emblazoned with the symbol of Malcanthet. If enchanted by follower of Malcanthet, costs 10% less.

  +5 Enhancement bonus to Armor

  Nimbleness - Max Dex increased by 1, ACP + 2 (min 0)

  Darksoul Protection - Take half damage from effects dealing extra damage to evil creatures.

  Fearsome - Functions as spiked armor. +5 Enhancement bonus on Intimidate, can demoralize foes as move action.

  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.

  Faydark Crystal

  Type

  Armor Crystal

  Weight

  This crystal, a unique product of the Faydark clan, can be attached to any suit of armor with a +3 or better enhancement.

  Screening - Imposes -10 penalty on incorporeal touch attacks made against wearer

  Glancing Blows - +10 on Grapple checks to prevent a grapple from being initiated (but not any others)

  Adaptation - Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.

  Darksoul Shield

  Type

  Shield

  Weight

  7.5

  AC Bonus

  +7

  Max Dex

  --

  ACP

  ASF

  5%

  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.

  +5 Enhancement Bonus

  Emblazoned - Counts as Holy Symbol

  Ghost Touch - Can defend against incorporeal beings

  Defender`s Crystal

  Type

  Shield Crystal

  Weight

  This crystal attaches to any shield with a +3 Enhancement or greater, and aids in the defender`s actions.

  Bent Sight - Can avert eyes from gaze attacks without suffering miss chance.

  Greater Arrow Deflection - +5 bonus to AC vs Ranged attacks. Can deflect one ranged attack per round as if you had Deflect Arrows feat.

  Spells - Can cast several Cleric spells at will (CL 1): Bless, Cure Light Wounds, Mending

  Lash of Torment

  Type

  Exotic 1-hand

  Weight

  6

  Damage

  1d6+8

  Damage Type

  Slashing

  Critical

  X2

  Reach

  15 ft

  This whip-dagger has been finely crafted, and enchanted for dark purposes. The symbol of Malcanthet can be clearly seen on the handle.

  Mighty - Add STR (up to +3) to damage.

  Sacred - +1 Morale bonus to Attack.

  +5 Enhancement to Attack and Damage

  Corrupted - Continuous Corrupt Weapon spell, as Blackguard (treated as Evil, automatically confirms critical hits against good creatures)

  Truethreat Crystal

  Type

  Weapon Crystal

  Weight

  Designed for work against constructs and the undead, this item can be attached to a weapon of at least +1 enhancement.

  +1d6 Damage to Constructs

  +1d6 Damage to Undead

  Kiss of Malcanthet

  Type

  Simple 1-hand

  Weight

  2 lb

  Damage

  1d6+1

  Damage Type

  Piercing

  Critical

  x2

  Range

  60

  This javelin is engraved with the symbol of Malcanthet, and appears to be made of pure light.

  Sacred - +1 Morale bonus to attack

  +1 Enhancement to Attack and damage

  Brilliant Energy - Ignores nonliving material, including armor.

  Distance - Range increment is doubled

  Returning - Returns to the square from whence it was thrown at the start of user`s next turn

  Frostfire Crystal

  Type

  Weapon Crystal

  Weight

  Designed to add more punch to a weapon, this item can be attached to a weapon of at least +1 enhancement.

  +1d6 Fire Damage

  +1d6 Cold Damage

  Periapt of the Dark Pact

  Type

  Neck

  Weight

  This necklace has been heavily enchanted to serve as a boon to any servant of Malcanthet.

  +6 Enhancement to WIS

  +4 Enhancement to CON

  Reliquary Holy Symbol - For each of the following prerequisites you meet, gain 1 extra use of turn/rebuke undead per day: 5+ ranks of Knowledge (Religion), Improved Turning feat, at least one divine feat.

  Dark Aspirant`s Gloves

  Type

  Gloves

  Weight

  1

  These leather gloves have been specially enchanted to enhance the wearer`s physical prowess.

  +6 Enhancement to STR

  +4 Enhancement to DEX

  Dark Cleric`s Raiment

  Type

  Torso

  Weight

  5

  This set of clerical vestments has been enchanted to offer existing protection, and change with the fashions.

  Resitance +5 - Add +5 Resistance bonus to all Saves

  Steady Spellcasting - Add +5 Competence bonus to Concentration to cast defensively.

  Shiftweave - Can turn into Cleric`s Vestments, Explorer`s Outfit, Noble`s Outfit, Entertainer`s Outfit, Artisan`s Outfit

  Champion`s Boots

  Type

  Feet

  Weight

  1

  These finely crafted heeled boots are designed to look good while making a statement.

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

  Elvenkind - +5 Competence on Move Silently

  Landing - Reduce fall damage by 20`, always land on feet.

  1/day - Blink (CL 5)

  Underdark Priestess`s Cloak

  Type

  Shoulders

  Weight

  1

  This cloak of woven spidersilk was originally intended for a drow priestess, but now serves another mistress.

  +6 Enhancement to CHA

  Greater Piwafwi - Fire Resistance 5, +5 Competence to Hide

  Arachnida - Continuous Spider Climb. Immunity to entrapment by web spells or webs of any sort, move through webs at half normal speed. 1/day cast Web. +2 Luck bonus on Fort Saves vs poison from spiders.

  Vestele`s Onyx Band

  Type

  Ring

  Weight

  This ring of perfectly chiseled onyx is unadorned, though it is heavily enchanted.

  Protection - +5 Deflection bonus to AC

  Water Breathing - Breathe underwater as if it were air

  Darkhidden - Invisible to Darkvision, but still visible to normal vision.

  Priestess`s Signet

  Type

  Ring

  Weight

  This signet ring is emblazoned with the holy symbol of the wearer`s chosen deity, and provides quite a few benefits to divine casters.

  Divine Might - Add +1 to CL for divine spells.

  Mind Shielding - Immune to detect thoughts, discern lies, and attempts to magically discern alignment.

  Arming - Switch weapons and armor worn for those in ring.

  Adamantine Touch - Melee weapons hit like Adamantine to overcome DR.

  Mask of the Minder

  Type

  Face

  Weight

  This silk mask is heavily enchanted, providing great benefits to those who wear it.

  +10 Competence bonus to Sense Motive

  +5 Competence to Knowledge (Religion)

  Languages - Speak, read, and write Celestial, Dwarven, Goblin, Orc, and Giant.

  Foefinding - Ignore opponents` AC bonuses due to cover.

  Rod of Restoring

  Type

  Tool

  Weight

  2

  This solid oak rod has been enchanted to allow the wielder to cast Restoration 1/day and Raise Dead 1/month, without using material components or spell slots.

  Wand of Cure Serious Wounds

  Type

  Tool

  Weight

  This Wand allows the user to cast Cure Serious Wounds, healing the target for 3d8+5.

  (50 Charges Remaining)

  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)

  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.

  Szel `Fartooth` Mukblood

  Name

  Szel Fartooth` Mukblood

  Race

  Kobold

  Size

  Small

  Alignment

  Neutral Evil

  Deity

  Kurtulmak

  Age

  16

  Height

  2`6"

  Weight

  40

  Eyes

  Yello

  Hair

  Effective Character Level

  20

  Experience

  191500 / 210000

  Class Levels

  Soulknife 10 / Soulbow 10

  HP

  235/235

  Nonlethal

  Init

  +11

  Speed

  60 /

  45 Swim / 60 Fly (Good)

  BAB

  +14/+9/+4

  Grapple

  +13

  DR

  SR

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  10

  16

  +3

  DEX

  23

  25

  +7

  CON

  16

  22

  +6

  INT

  13

  +1

  WIS

  16

  22

  +6

  CHA

  11

  +0

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +17

  +6

  +6

  +5

  Ref

  +27

  +14

  +7

  +6

  Will

  +25

  +14

  +6

  +5

  +5 Competence vs mind-affecting spells and abilities

  +5 Competence vs energy drain, inflict spells, death effects, and death spells

  AC

  39 = 10 (Base) + 1 (Size) + 7 (Dex) + 3 (Natural) + 9 (Armor) + 2 (Shield) + 5 (Deflection) + 1 (Dodge) + 1 (Insight)

  Touch

  25 = 10 (Base) + 1 (Size) + 7 (Dex) + 5 (Deflection) + 1 (Dodge) + 1 (Insight)

  Flatfooted

  31 = 10 (Base) + 1 (Size) + 3 (Natural) + 9 (Armor) + 2 (Shield) + 5 (Deflection) + 1 (Insight)

  Incoming incorporeal touch attacks -10 penalty.

  20% miss chance on all attacks.

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +3

  +1

  +2

  Autohypnosis (Wis)

  +41

  23

  +6

  +12

  Balance (Dex)*

  +9

  +7

  +2

  Bluff (Cha)

  +0

  +0

  Climb (Str)*

  +3

  +3

  Concentration (Con)

  +23

  7

  +6

  10

  Craft (Trapmaking) (Int)

  +20

  15

  +1

  +4

  Decipher Script (Int)

  +1

  +1

  Diplomacy (Cha)

  +0

  +0

  Disable Device (Int)

  +1

  +1

  Disguise (Cha)

  +0

  +0

  Escape Artist (Dex)*

  +7

  +7

  Forgery (Int)

  +1

  +1

  Gather Information (Cha)

  +0

  +0

  Handle Animal (Cha)

  +0

  +0

  Heal (Wis)

  +6

  +6

  Hide (Dex)*

  +43

  15

  +7

  +19

  Intimidate (Cha)

  +0

  +0

  Jump (Str)

  +5

  +3

  +2

  Knowledge (Psionics) (Int)

  +8

  5

  +1

  +2

  Knowledge ( ) (Int)

  +1

  +1

  Listen (Wis)

  +6

  10

  +6

  Move Silently (Dex)*

  +37

  15

  +7

  +15

  Open Lock (Dex)

  +7

  +7

  Perform ( ) (Cha)

  +0

  +0

  Profession (Miner) (Wis)

  +8

  2

  +6

  +2

  Psicraft (Int)

  +3

  +1

  +2

  Ride (Dex)

  +7

  +7

  Search (Int)

  +3

  +1

  +2

  Sense Motive (Wis)

  +6

  +6

  Slight of Hand (Dex)*

  +7

  +7

  Speak Language

  NA

  NA

  Spellcraft (Int)

  +1

  +1

  Spot (Wis)

  +16

  10

  +6

  Survival (Wis)

  +6

  +6

  Swim (Str)*

  +3

  +3

  Tumble (Dex)*

  +20

  13

  +7

  Use Magic Device (Cha)

  +0

  +0

  Use Psionic Device (Cha)

  +0

  +0

  Use Rope (Dex)

  +7

  +7

  Feats

  Weapon Focus (Mind Blade) - +1 to Attack with Mind Blade (Soulknife bonus)

  Wild Talent - Gain reserve of 2 power points, qualify for psionic feats. (Soulknife bonus)

  Weapon Finesse - Use Dex for attack rolls on some weapons instead of STR.

  Point Blank Shot - +1 on Attack and Damage rolls with ranged weapons up to 30 feet.

  Speed of Thought - While psionically focused and not wearing heavy armor, gain insight bonus to speed of 10 feet. (Soulknife Bonus)

  Precise Shot - Shoot or throw ranged weapons at melee opponent without -4 penalty

  Greater Weapon Focus (Mind Blade) - +1 on attack and damage with mind blade. Stacks with Weapon focus. (Soulknife Bonus)

  Rapid Shot - Get one extra attack with ranged weapon per full attack action, all attacks -2 penalty to hit.

  Manyshot - As standard action, fire 2 arrows at a single opponent within 30 feet. Both use same attack roll (with -4 penalty) to determine success and deal damage normally. For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of 4 at +16. Each additional arrow after the second adds a cumulative -2 penalty on the attack roll. DR and other resistances apply separately against each arrow. (Soulbow Bonus)

  Psionic Shot - Expend psionic focus, ranged attack deals +2d6 damage.

  Greater Manyshot - When you use Manyshot, you can fire each arrow at a different target instead of firing all of them at the same target. Make a separate attack roll for each target. (Soulbow Bonus)

  Fell Shot - Expend psionic focus, resolve ranged attack as touch attack. (Soulbow Bonus)

  Greater Psionic Shot - When use Psionic Shot, do +4d6 instead +2d6.

  Improved Precise Shot - Ranged attacks ignore AC bonus for anything but total cover, and miss chance for anything less than total concealment When shoot at grappling opponent, automatically hit chosen target. (Soulbow Bonus)

  Improved Rapid Shot - Ignore -2 penalty when using Rapid Shot.

  Far Shot - When you fire a bow, increase range increment by one half. When use thrown weapon, double range. (Soulbow Bonus)

  Special Abilities

  Kobold Abilities:

  -4 STR, +2 DEX, -2 CON

  Small Size: +1 AC, +1 bonus to attack, +4 on Hide, -4 on Grapple, lifting and carrying limits 3/4 those of Medium characters.

  Darkvision 60`

  +2 Racial bonus on Craft (Trapmaking), Profession (Miner), and Search

  +1 natural armor

  Light Sensitivity (Ex): Dazzled in bright sunlight or within radius of daylight spell.

  Soulknife Abilities:

  Proficient with all simple weapons, mind blades, light armor, shields

  Mind Blade (Su): As move action, create mind blade (short sword sized for you). Increase to +2 bonus.

  Throw Mind Blade (Ex): Throw mind blade as ranged weapon with 30` increment. Can use psychic strike with it.

  Psychic Strike (Su): As move action, imbue mind blade with energy, dealing 2d8 to next living, nonmindless target he hits. Creatures immune to mind-affecting effects are immune to psychic strike. Holds the energy until it is used.

  Free Draw (Su): Can materialize mind blade as free action.

  Shape Mind Blade (Su): As full-round action, can change mind blade to replicate longsword or bastard sword, or split into two short swords. Split swords have enhancement bonus 1 less than normal (i.e. 2 +2 blades instead of 1 +3 blade).

  Mind Blade Enhancement (Su): Can add effects to mind blade totalling +2 bonus. Can reassign blade effects by spending 8 hours in concentration.

  Soulbow Abilities:

  Mind Arrow (Su): As free action, create semisolid arrows from mind. Can create multiple arrows as part of an attack. Identical in all ways except visually to arrow shot from composite longbow. Add WIS to arrow damage. Can be charged with Psychic Strike. +2 Enhancement, stacks with Mind blade.

  Bonus Feats - Gain bonus feats.

  Mind Arrow Enhancement (Su): Enhance mind arrow like mind blade. +3 total enhancement. Does not stack with Mind blade enhancement ability.

  Close Combat Shot - Can attack with mind arrow in threatened square and not provoke AoOs.

  Phase Arrow (Ps): Can take full attack action (in lieu of normal attacks) to expend psionic focus and launch arrow at target known to you within range. The arrow passes through any nonmagical or nonpsionic barrier or wall in its way. Negates cover, concealment and even armor modifiers, but otherwise acts normally.

  Languages

  Draconic, Undercommon

  From Item: Common, Goblin, Orc, Giant, Dwarven

  Money

  PP

  85

  GP

  1

  SP

  4

  CP

  Magic Items

  Head

  Hat of Disguise

  Neck

  Wise Kobold`s Claw Necklace

  Face

  Cleverscale`s Eye

  Torso

  Mukblood`s Vest

  Shoulders

  Cloak of the Flying Firescale

  Waist

  Szel`s Sash

  Arms

  Hands

  Mindkiller Gloves

  R. Ring

  Ring of the Defender

  L. Ring

  Ring of the Ranger

  Body

  Silent Death Armor

  Feet

  Cavestrider Boots

  Encumbrance

  Light Load

  57

  Medium Load

  115

  Heavy Load

  173

  Max Load

  173

  Lift Off Ground

  345

  Push/Drag

  863

  Inventory

  Weight

  Handy Haversack (93.5 lbs to limit)

  Immovable Rod

  Holy Symbol, Wooden

  Bedroll

  Blanket, Winter

  Flint and Steel

  Grappling Hook

  Rope, Silk 50`

  Tent

  Mirror, Small Steel

  Everburning Torch

  MW Trapmaker`s Tools

  5

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  Total Weight Carried

  17.5

  

  

  

  

  

  

  

  

  

  

  

  

  Soulknife/Soulbow Weapons

  Mind Bow (Composite Longbow)

  Type

  Bow

  Weight

  Damage

  1d6+10

  Damage Type

  Piercing

  Critical

  19-20 / x2

  Range

  330 ft

  +27/+22/+17

  +4 Enhancement to attack and damage

  Current enhancements (+3 total):

  Distance - Double Range increment.

  Wounding - Deal 1 CON damage on hit.

  Mind Blade (Short Sword)

  Type

  One-handed

  Weight

  Damage

  1d4+5

  Damage Type

  Piercing

  Critical

  19-20 / x2

  Range

  +25/+20/+15

  +2 Enhancement to attack and damage

  Current enhancements (+2 total):

  Wounding - Deal 1 CON damage on hit.

  Mind Blade (Longsword)

  Type

  One-handed

  Weight

  Damage

  1d6+5

  Damage Type

  Slashing

  Critical

  19-20 / x2

  Range

  +21/+16/+11

  +2 Enhancement to attack and damage

  Current enhancements (+2 total):

  Wounding - Deal 1 CON damage on hit.

  Mind Blade (Bastard Sword)

  Type

  Two-handed

  Weight

  Damage

  1d8+6

  Damage Type

  Slashing

  Critical

  19-20 / x2

  Range

  +21/+16/+11

  +2 Enhancement to attack and damage

  Current enhancements (+2 total):

  Wounding - Deal 1 CON damage on hit.

  Equipment

  Silent Death Armor

  Type

  Light Armor

  Weight

  6

  AC Bonus

  +9

  Max Dex

  7

  ACP

  ASF

  15%

  This small-sized shirt of mithral rings has been heavily enchanted, to better allow its wearer to hunt the deadliest creatures in the Underdark.

  Mithral - Max Dex +2, ACP reduced by 3 (min 0), ASF -10%

  +5 Enhancement to AC

  Nimbleness - Max Dex +1, ACP reduced by 2 (min 0)

  Darksoul Protection - Take half damage from effects dealing extra damage to evil creatures.

  Moderate Fortification - Ignore Critical Hits 75% of the time.

  Blueshine - Immune to rusting effects. +2 Competence on Hide.

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

  Glamered - Can change coloration or appear to be normal clothing

  Greater Shadow - +15 Competence to Hide

  Greater Silent Moves - +15 Competence to Move Silently

  Crystal of the Clan

  Type

  Armor Crystal

  Weight

  This unique armor crystal fashioned by the Mukblood Kobold Clan can be attached to any suit of armor with a +3 or higher Enhancement bonus.

  Screening - Imposes -10 penalty on incorporeal touch attacks made against wearer

  Glancing Blows - +10 on Grapple checks to prevent a grapple from being initiated (but not any others)

  Adaptation - Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.

  Aquatic Action - Breath Water as easily as air, no penalties on attacks or movement underwater, Swim speed equal to half land speed, Armor Check Penalty does not apply to Swimming.

  Lifekeeping - +5 Competence bonus on saves vs energy drain, inflict spells, death spells, and death effects. 1/day reroll a failed save against one of these effects as immediate action.

  Mind Cloaking - +5 Competence bonus on saves vs mind-affecting spells and abilities. 1/day reroll a failed save against one of these effects as immediate action.

  Mindkiller Gauntlets

  Type

  Hands

  Weight

  1

  These finely crafted steel gauntlets are a heady boon to any soulknife.

  +2 Enhancement to DEX

  Adamantine Mind Blade - Can use +1 of Mind Blade Enhancement to make it be treated as Adamantine for DR.

  Weaponry Arcane - Melee attacks treated as Silver for overcoming DR

  Greater Mind Blade Gauntlets - Grants extra +3 to Mind Blade enhancements

  Szel`s Sash

  Type

  Belt

  Weight

  1

  This sash, woven from the silk of monstrous spiders, has been heavily enchanted.

  +6 Enhancement to STR

  Healing Belt - 3 Charges/day. 1 charge: heal 2d8. 2 charges: heal 3d8. 3 charges: heal 3d8.

  Haste - Continuous Haste effect.

  Cavestrider Boots

  Type

  Boots

  Weight

  1

  These supple leather boots are designed to allow the wearer to easily traverse the caves of the Underdark.

  Spider-Climbing - Continuous Spider Climb

  Landing - Reduce fall damage by 20 ft, always land on feet

  Gwaeron`s Boots - Continuous Pass Without Trace, undetectable by scent

  Mount - Conjures riding pony as spell (CL 4), 1/day

  Cantrips - At will (CL 1): Mage Hand, Mending, Message, Open/Close, Prestidigitation.

  Wise Kobold`s Claw Necklace

  Type

  Throat

  Weight

  This necklace of strung together animal claws has been enchanted to greatly defend its wearer.

  +6 Enhancement to WIS

  +6 Enhancement to CON

  +2 Enhancement to Natural Armor

  Cleverscale`s Eye

  Type

  Face

  Weight

  This gem shaped like a stylized eye attaches to the forehead of its wearer, granting them increased abilities.

  Third Eye Concentrate - +10 Competence to Concentration

  Goggles of Day - Ignore penalties for light sensitivity

  Languages - Speak, Read, and Write: Common, Goblin, Orc, Giant, Dwarven

  Mukblood`s Vest

  Type

  Torso

  Weight

  2.5

  This vest is a valuable protective garment, and also allows the wearer to adapt to situations as they need to.

  +5 Resistance bonus to all Saves

  Shiftweave - Can turn into Explorer`s Outfit, Artisan`s Outfit, Commoner`s Outfit, Oilskin Outfit, Cold Weather Outfit

  Cloak of the Flying Firescale

  Type

  Shoulders

  Weight

  1

  This cloak is made to look like black-feathered wings, which poses quite the juxtaposition when they catch on fire.

  Wings of Flying - Fly 60`, good maneuverability, at will.

  Greater Salamander - Creatures who attack you in melee with natural or nonreach weapons take 1d6+7 fire damage.

  Minor Displacement - Continuous 20% miss chance on attacks

  Ring of the Defender

  Type

  Ring

  Weight

  This silver ring is well suited to warriors on the defense.

  Protection - Add +5 Deflection bonus to AC

  Self-Sufficiency - +10 Competence on Autohypnosis

  Force Shield - At will, create shield-shaped wall of force, +2 Shield bonus to AC

  Ring of the Ranger

  Type

  Ring

  Weight

  This dull bronze ring is suited to those who spend most of their time far from civilization.

  Arming - Switch armor and weapon in ring for those worn.

  Sustenance -

  Darkhidden - Invisible to Darkvision

  Feather Falling -

  Immovable Rod

  Type

  Tool

  Weight

  5

  This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

  Ioun Stone, Dusty Rose Prism

  Type

  Tool

  Weight

  This stone can be set circling the owner`s head. While it does so, they gain +1 Insight bonus to AC.

  Hat of Disguise

  Type

  Tool

  Weight

  Disguise self, as the spell. Hat changes with the spell.

  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)

List
Set up
phone
bookshelf
Pages
Comment