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Winterborn
Dramatis Personae and Game Information (End of Book 3)

Dramatis Personae and Game Information (End of Book 3)

DRAMATIS PERSONAE

Melinda Eriksdaughter – CE Human (Unseelie Fey) Female

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

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

Frostmane – NE Winter Wolf Male

Winter Wolf 6/Fighter 7, +3 Level Adjustment

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

Vestele Faydark – CE Fey’ri Female

Cleric 8/Pierced Mystic 5, +3 Level Adjustment

Siora Faydark – CE Fey’ri Female

Beguiler 13, +3 Level Adjustment

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

Lord Dayhollow – NE Human Male

Unknown

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

Mirrene Stagtail – NG Human Female

Unknown

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

Keira Brownlock – CG Halfling Female

Deceased

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

Sergeant Jackson – Unknown

Unknown

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

Aldeth Sweetling – LG Halfling Female

Fighter 12

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

Umfrey Darkhammer – NG Human Male

Expert 9

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

Celaena Gensandoral – CN Wood Elf Female

Druid 15

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

Bessie Tanner – CG Human Female

Ranger 5

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

Magdalin – TN Human Female

Witch 7/Hedge-Witch 8

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

Ninette – NE Human (Werewolf) Female

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

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

Beltran – LG Human Male

Unknown

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

Krynixia – CE Succubus Female

Succubus 6/Warlock 10, +6 Level Adjustment

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

Mihr – CN Silver Celestial Female

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

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

Brakthik Ruinsoul – CN Ork Ghost Female

Marshall 10 // Bard 10, +5 Level Adjustment

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

GAME INFORMATION

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

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

UA – Unearthed Arcana

CA – Complete Arcana

CW – Complete Warrior

CAdv – Complete Adventurer

PHB2 – Player’s Handbook 2

SC – Spell Compendium

SS – Savage Species

LM – Libris Mortis

FB – Frostburn

MIC – Magic Item Compendium

BoVD – Book of Vile Darkness

AEG – Arms & Equipment Guide

FRCS – Forgotten Realms Campaign Setting

F&P – Faiths and Pantheons

CoSQ – City of the Spider Queen

FC1 – Fiendish Codex I – Hordes of the Abyss

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

Third-party sourcebooks under the SRD:

BoEF – Book of Erotic Fantasy

CGtF – The Complete Guide to Fey

A&A – Arms and Armor 3.5

UMI – Ultimate Magic Items

BoT – Book of Templates 3.5

Maps

Map of the Moonwood

[https://1.bp.blogspot.com/-rdgwtGOLNls/YFnnaBwdkpI/AAAAAAAACmY/YC9LomyVXasKYUYoLkJKJ0EMeZNq2ZfjACLcBGAsYHQ/s320/Moonwood.jpg]

TEMPLE OF THE MOONMAIDEN’S GLORY

Ground Floor (5’x5’ scale):

[https://1.bp.blogspot.com/-h0-56V98kqI/YFnnfMlkMuI/AAAAAAAACmk/jy6FrP-8dzIRiw5Wv4W-cBSU4N-C2VCAACLcBGAsYHQ/s320/Ground%2Bfloor.jpg]

Second Floor (5’x5’ scale):

[https://1.bp.blogspot.com/-D7xMmxkQRmQ/YFnne2BlJXI/AAAAAAAACmc/Zqx1jZqT1csKi22OITkP1Ye0Ob2qGPOTwCLcBGAsYHQ/s320/Second%2BFloor.jpg]

Catacombs (5’x5’ scale):

[https://1.bp.blogspot.com/-Pnyq0N6kPBg/YFnnfKVPY2I/AAAAAAAACmg/52FU2tbus0UaWezEONBe4PAKigZLbmAvwCLcBGAsYHQ/s320/Catacombs.jpg]

Character Sheets

Melinda Eriksdaughter

Name

Melinda Eriksdaughter

Race

Human - Luskari (Unseelie Fey)

Size

Medium

Alignment

Chaotic Evil

Deity

Auril

Age

13

Height

5’6”

Weight

110 lb

Eyes

Blue

Hair

Blonde

Level

16 (Gestalt)

Experience

134950 / 136000

Class Levels

Warlock 11 /

Icedawn Invoker 5

Battledancer 10 / Frostchylde Wardancer 6

HP

102/102

Nonlethal

Init

+8

Speed

70 (140 Fly)

BAB

+16/+11/+1

Grapple

+17

DR

15/Cold Iron

SR

Attributes

Attribute

Score

Modified Score

Modifier

STR

10

+0

DEX

20

24

+7

CON

11

15

+2

INT

15

+2

WIS

14

+2

CHA

23

33

+11

Saves

Save

Total

Base

Ability

Bonus

Fort

+21

+6

+2

+13

Ref

+31

+11

+7

+13

Will

+26

+11

+2

+13

AC

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

(+2 Sacred vs Fire Type)

Touch

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

(+2 Sacred vs Fire Type)

Flatfooted

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

(+2 Sacred vs Fire Type)

Skills

Class Skills in Bold

*Armor Check Penalty Applies

Skill

Total

Rank

Mod

Bonus

Appraise (Int)

+4

+2

+2

Balance (Dex)*

+16

7

+7

+2

Bluff (Cha)

+35

18

+11

+6

Climb (Str)*

+0

+0

Concentration (Con)

+25

19

+2

+4

Craft (Painting) (Int)

+8

6

+2

Decipher Script (Int)

+2

+2

Diplomacy (Cha)

+19

+11

+8

Disable Device (Dex)

+7

+7

Disguise (Cha)

+13

+11

+2

Escape Artist (Dex)*

+12

5

+7

Forgery (Int)

+2

+2

Gather Information (Cha)

+11

+11

Handle Animal (Cha)

+11

+11

Heal (Wis)

+2

+2

Hide (Dex)*

+7

+7

Intimidate (Cha)

+23

+11

+12

Jump (Str)

+15

+0

+15

Knowledge (Arcana) (Int)

+13

5

+2

+6

Knowledge (Planes) (Int)

+9

1

+2

+6

Knowledge (Religion) (Int)

+9

1

+2

+6

Knowledge ( ) (Int)

+2

+2

Listen (Wis)

+2

+2

Move Silently (Dex)*

+7

+7

Open Lock (Dex)

+7

+7

Perform (Dance) (Cha)

+33

17

+11

+5

Perform (Sing) (Cha) *V*

+28

17

+11

Perform (Oratory) (Cha) *V*

+28

17

+11

Profession ( ) (Wis)

+2

+2

Ride (Dex)

+7

+7

Search (Int)

+2

+2

Sense Motive (Wis)

+18

7

+2

+5

Slight of Hand (Dex)*

+18

9

+7

+2

Speak Language

N/A

Spellcraft (Int)

+14

8

+2

+4

Spot (Wis)

+2

+2

Survival (Wis)

+2

+2

Swim (Str)*

+0

+0

Tumble (Dex)*

+26

19

+7

Use Magic Device (Cha)

+30

19

+11

Use Rope (Dex)

+9

+7

+2

Feats

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

Improved Initiative – Gain +4 to Initiative

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

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

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

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

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

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

Special Abilities

Human Abilities:

Bonus Feat

Bonus Skills

Unseelie Fey Abilities:

Fey Type

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

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

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

Damage Reduction (Ex) – 15/Cold Iron

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

Vision (Ex) – Darkvision 60’

Warlock Abilities:

Proficiency – All simple weapons and light armor

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

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

Damage Reduction (Ex) – 3/Cold Iron

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

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

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

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

Battledancer Abilities:

Proficiency – All Simple weapons

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

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

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

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

Bonus Speed (Ex) - +20 Base Speed

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

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

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

Icedawn Invoker Abilities:

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

Bonus Invocation – Hellrime Blast

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

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

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

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

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

Frostchyled Wardancer Abilities:

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

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

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

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

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

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

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

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

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

Languages

Common, Luskar, Abyssal, Draconic

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

Money

PP

170

GP

4316

SP

5744

CP

8

Magic Items

Head

Neck

Amulet of the Alpha Wolf

Face

Crystal Mask of Languages

Torso

Dancer’s Favor

Shoulders

Cloak of Charisma +6

Waist

Arms

Bracers of Armor +3

Hands

Gloves of Dexterity +4

R. Ring

Ring of Protection +2

L. Ring

Ring of Arcane Power

Body

Feet

Boots of Striding and Springing

Encumbrance

Light Load

33 lb

Medium Load

66 lb

Heavy Load

100 lb

Max Load

100 lb

Lift Off Ground

200 lb

Push/Drag

500 lb

Inventory

Weight

Handy Haversack (11.5 lbs remaining)

Bedroll

Flint and Steel

Rations, Trail (7 days)

Sewing needle

Replenishing Skin

Holy Symbol, Silver

Cleric’s Vestments

Everlasting Rations

Mirror, Small Steel

Manacles

Lock, Very Simple

Grappling Hook

Rope, Hemp (50 ft)

Whetstone

Blanket, Winter

Tent

Everburning Torch

Darkwood Staff

Potion of Cure Light Wounds x6

Wand of Cure Light Wounds

Scroll of Sacrificial Skill

Scroll of Bless

Scroll of Chill Touch

Scroll of Sanctuary

Scroll of Identify

Scroll of Numbing Sphere

Scroll of Eagle’s Splendor

Potion of Cure Serious Wounds x2

Cloak of Charisma +2

Amulet of Natural Armor +1

+1 Heavy Steel Shield

+1 Human Bane Morningstar x2

Bracers of Armor +1

4 Vials (Unknown poison)

2 Vials (Unknown poison)

Spellcharm of Charm Immunity

Potion of Cure Moderate Wounds x6

Smoke Bomb x10

Chausible of Fell Power

Cloak of Charisma +4

Rod of Flame Extinguishing

5

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

Total Weight Carried

33.5

SPELLS

Spells/Spell-like Abilities

Warlock Abilities

Caster Level

16

DC

21 + Spell Level

Least Invocations

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

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

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

Lesser Invocations

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

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

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

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

Greater Invocations

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

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

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

Dark Invocations

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

EQUIPMENT

Potion of Cure Light Wounds

Type

Tool

Weight

0

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

Handy Haversack

Type

Tool

Weight

5 lbs

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

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

(120 lbs of space remaining)

Ring of Protection +2

Type

Ring

Weight

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

Dancer’s Favor

Type

Torso

Weight

5

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

+2 Resistance Bonus to all Saves

+5 Competence Bonus to Sense Motive

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

Cloak of Charisma +6

Type

Cloak

Weight

1 lb

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

Everlasting Rations

Type

Tool

Weight

2

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

Masterwork Dagger

Type

Simple Weapon

Weight

1

Damage

1d4

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

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

Replenishing Skin

Type

Tool

Weight

4

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

Bracers of Armor +3

Type

Arms

Weight

1

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

Amulet of the Alpha Wolf

Type

Neck

Weight

0 lbs

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

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

Natural Armor +3 - +3 Enhancement to Natural Armor

Health +4 - +4 Enhancement to CON

Blue Ice Dagger

Type

Simple Weapon

Weight

0.5

Damage

1d4+1

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

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

Darkwood Staff

Type

Simple Weapon

Weight

2

Damage

1d6 / 1d6

Damage Type

Bludgeoning

Critical

x2

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

Artificer’s Monocle

Type

Face

Weight

None

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

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

Wand of Cure Light Wounds

Type

Tool

Weight

0

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

6 Charges

Caster Level 1

Scroll of Sacrificial Skill

Type

Tool

Weight

0

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

1st level spell

Caster Level 1

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

Scroll of Bless

Type

Tool

Weight

0

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

1st level spell

Caster Level 1

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

Scroll of Chill Touch

Type

Tool

Weight

0

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

1st level spell

Caster Level 1

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

Scroll of Sanctuary

Type

Tool

Weight

0

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

1st level spell

Caster Level 1

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

Scroll of Identify

Type

Tool

Weight

0

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

1st level spell

Caster Level 1

Identifies one magical item’s properties.

Scroll of Numbing Sphere

Type

Tool

Weight

0

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

2nd level spell

Caster Level 3

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

Scroll of Eagle’s Splendor

Type

Tool

Weight

0

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

2nd level spell

Caster Level 3

Gain +4 enhancement bonus to CHA for the duration.

Vile Blade

Type

Dagger

Weight

1

Damage

1d4+1

Damage Type

Slashing / Piercing

Crit Range

19 – 20 / x2

Range

10ft (thrown)

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

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

Boots of Striding and Springing

Type

Boots

Weight

1

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

Silvered Dagger

Type

Simple Weapon

Weight

1

Damage

1d4

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

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

Crystal Mask of Languages

Type

Face

Weight

0

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

Lesser Headpiece of the Demonic Dancer

Type

Head

Weight

0

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

Potion of Cure Serious Wounds

Type

Potion

Weight

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

Ring of Arcane Power

Type

Ring

Weight

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

Gloves of Dexterity +4

Type

Hands

Weight

1

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

Rod of Flame Extinguishing

Type

Tool

Weight

5 lb

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

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

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

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

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

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

SOUL’S VIOLATION

Soul’s Violation, Black Blade of the Queen

Type

Artifact Weapon

Weight

6 lbs

Damage

1d10

Damage Type

Slashing

Crit

19-20 / x2

+3 Enhancement to Attacks and Damage

**Shadow Energy - A shadow energy weapon has

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

transformed into shadow. A shadow energy weapon

ignores nonliving matter. Armor bonuses provided

by physical armor (as opposed to spells) are ineffective

against weapons imbued with this quality.

Other bonuses to Armor Class (dexterity, deflection,

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

energy weapon automatically dispels a light or continual

flame spell if touched to the object upon which

the spell was cast. A shadow energy weapon causes

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

and slings cannot be enchanted with this ability.

This does not alter the item’s weight.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Frostmane

Name

Frostmane

Race

Winter Wolf

Size

Large

Alignment

Neutral Evil

Deity

Auril

Age

7

Height

5’

Weight

500

Eyes

Blue

Hair

White

Effective Character Level

17

Experience

141000 / 153000

Class Levels

Winter Wolf 6

+3 Level Adjustment

Fighter 8

HP

201/201

Nonlethal

Init

+8

Speed

60

BAB

+14/+9/+4

Grapple

+25

DR

SR

Attributes

Attribute

Score

Modified Score

Modifier

STR

23

29

+9

DEX

18

+4

CON

22

26

+8

INT

13

+1

WIS

16

+3

CHA

10

+0

Saves

Save

Total

Base

Ability

Bonus

Fort

+23

+11

+8

+4

Ref

+15

+7

+4

+4

Will

+11

+4

+3

+4

AC

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

Touch

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

Flatfooted

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

Skills

Class Skills in Bold

*Armor Check Penalty Applies

Skill

Total

Rank

Mod

Bonus

Appraise (Int)

+1

+1

Balance (Dex)*

+2

+4

-2

Bluff (Cha)

+0

+0

Climb (Str)*

+8

1

+9

-2

Concentration (Con)

+7

+7

Craft ( ) (Int)

+1

+1

Decipher Script (Int)

+1

+1

Diplomacy (Cha)

+0

+0

Disable Device (Dex)

+4

+4

Disguise (Cha)

+0

+0

Escape Artist (Dex)*

+2

+4

-2

Forgery (Int)

+1

+1

Gather Information (Cha)

+0

+0

Handle Animal (Cha)

+0

+0

Heal (Wis)

+3

+3

Hide (Dex)*

+4

4

+4

-4 (inc. to +1 in Snow)

Intimidate (Cha)

+12

12

+0

Jump (Str)

+28

2

+9

+17

Knowledge ( ) (Int)

+1

+1

Listen (Wis)

+15

9

+3

+3

Move Silently (Dex)*

+5

2

+4

-1

Open Lock (Dex)

+4

+4

Perform ( ) (Cha)

+0

+0

Profession ( ) (Wis)

+3

+3

Ride (Dex)

+4

+4

Search (Int)

+1

+1

Sense Motive (Wis)

+3

+3

Slight of Hand (Dex)*

+2

+4

-2

Speak Language

N/A

Spellcraft (Int)

+1

+1

Spot (Wis)

+19

13

+3

+3

Survival (Wis)

+12

5

+3

+4 (Scent)

Swim (Str)*

+10

3

+9

-2

Tumble (Dex)*

+2

+4

-2

Use Magic Device (Cha)

+0

+0

Use Rope (Dex)

+4

+4

Feats

Alertness – +2 on Listen and Spot checks

Improved Initiative – Gain +4 to Initiative

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

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

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

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

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

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

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

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

Special Abilities

Winter Wolf Abilities:

Magical Beast type

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

Darkvision 60’ – Can see in the dark up to 60’ away

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

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

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

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

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

Trip (Ex) – Hitting with the Bite can allow the wolf to trip a foe as a free action without an attack roll or attack of opportunity. If the attempt fails, the opponent cannot react to try and trip the wolf

A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.

Fighter Abilities:

Proficiency – All Simple and martial weapons. All Armor.

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

Languages

Common, Giant

Money

PP

220

GP

4338

SP

5508

CP

Magic Items

Head

Spellcharm of Charm Immunity

Neck

Amulet of the Alpha Wolf

Face

Torso

Shoulders

Cloak of Resistance +4

Waist

Belt of Giant Strength +6

Arms

Hands

R. Ring

Ring of Protection +2

L. Ring

Ring of the Ghost Wolf

Body

Feet

Boots of the Hunter

Encumbrance

Light Load

519 lb

Medium Load

1038 lb

Heavy Load

1560 lb

Max Load

1560 lb

Lift Off Ground

3120 lb

Push/Drag

7800 lb

Inventory

Weight

Saddlebag of Providing (0 lbs left)

Potion of Cure Moderate Wounds x6

Replenishing Skin

Dire Bearskin Rug

Potion of Remove Disease (12th) x4

+2 Mithral Chain Shirt

+2 Bastard Sword

Butcher’s Bonesaw

Beastblood’s Bow

+2 Frost Shortsword

+2 Longbow

Potion of Cure Serious Wounds x2

+2 Chain Shirt x4

Amulet of Health +4

Ring of the Predator

+1 Full Plate Armor

+1 Heavy Shield

Greater Piwafwi

Ring of the Darkhidden

Ring of Protection +1 x3

Periapt of Wisdom +2

+1 Sizing Morningstar

Everlasting Rations

Replenishing Skin

Everburning Torch

Handy Haversack (14 lbs to limit)

Huntcaller’s Armor

Huntcaller’s Shield

Bloodspear of Gruumsh

Left Claw of Malar

Right Claw of Malar

Spiritkeeper’s Armor

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

+1 Full Plate x6

+1 Heavy Steel Shield x4

+1 Human Bane Morningstar x4

Helm of Opposite Alignment

Unidentified Necklace

Mercy of the Merciless

Gauntlets of Ogre Power

Cloak of Resistance +2 x2

Ring of Protection +1 x2

Ring of the Hunter x2

Shifter’s Shirt

+1 Heavy Darkwood Shield

Malarite’s Blade

Stalker’s Blade x2

Shadow Shuriken x4

Slippers of Spider Climbing x2

Vile Weapon Ring x2

+1 Cold Iron Dagger x2

Shifter's Chain Shirt x4

Amulet of Natural Armor +2 x9

+2 Heavy Steel Shield x8

+2 Flaming Longsword x8

+2 Precise Composite (+3) Longbow x8

Belt of Settled Form x14

Malarite Acolyte's Armor x2

Acolyte's Shield x2

Periapt of Wisdom +2 x2

+1 Flaming Morningstar x2

Robes of the Manhunter

Amulet of Natural Armor +1 x3

Cloak of Charisma +4 x3

Copper Chain set with Banded Agate (200 gp)

Electrum Cloth Choker (600 gp)

Platinum Cloth Cloak (1800 gp)

Platinum Necklace inlaid with Silver (1500 gp)

Foehewer x2

Amulet of Natural Armor +4

Carved Wooden Sculpture of a Tree (40 gp)

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

Ebony Mask (800 gp)

Ermine Bracers set with Blue Star Sapphires (4000 gp)

Fine Steel Decanter (600 gp)

Gilded Wooden Dice (pair) (1000 gp)

Glass Eye (300 gp)

Iron Decanter (70 gp)

Moonstone Coffer inlaid with Hepatizon (3000 gp)

Rabbit Fur Talisman (80 gp)

Small Bag of Incense (100 gp)

Small Tapestry threaded with Bronze (600 gp)

Tooled Leather Corset (1200 gp)

Tooled Leather Shortsword Scabbard (300 gp)

Tooled Leather Talisman set with Turquoise (500 gp)

Shifter's Chain Shirt x6

Robes of the Manhunter x2

Ring of Protection +2 x4

Bracers of Armor +3 x2

Silent Hunter’s Shirt

Deathbringer’s Breath

Lesser Crystal of Fire Assault

Ring of the Ghost Wolf

Necklace of Natural Weapons (Bite)

Boots of the Hunter

Boots of Striding and Springing

Cloak of Charisma +2

Ghost Wolf’s Armor

Darkmoon’s Hauberk

Malar’s Fang

+2 Sizing Javelin

Periapt of Wisdom +6

Ring of Recall

+2 Mithral Full Plate Armor

+2 Heavy Steel Shield

+1 Heavy Mace

Amulet of Natural Armor +1 x4

Ring of Resistance +1

Gauntlets of Ogre Power

Periapt of Wistom +4

+1 Mithral Full Plate Armor x3

+1 Heavy Steel Shield x3

Periapt of Wisdom +2 x3

Art objects (30,000 gp worth)

Mattock of the Titans

Lyre of Building

Mantle of Hidden Faith

Bolt of Fine Cloth threaded with Bronze (400 gp)

Brass Stele (2100 gp)

Copper Cloth Choker (80 gp)

Fox Fur Hunter's Cap (400 gp)

Small Vial of Exotic Perfume (400 gp)

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

Leather bound Book (blank) (70 gp)

Platinum Cloth Coat (1900 gp)

Platinum Ewer (1100 gp)

Platinum Torc set with Tourmaline (1700 gp)

Rabbit Fur Bracers (30 gp)

Rabbit Fur Talisman (150 gp)

Rosewood Box (200 gp)

Silk Pennant threaded with Copper (130 gp)

Silk Pennant threaded with Silver (80 gp)

Silk Robe (80 gp)

Silver Earrings (400 gp)

Silver Miniature (of a Tree) (600 gp)

Selune’s Wrathbow

Equipped Gear

16

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

5

HH

HH

HH

HH

HH

HH

60

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

Bag

31

Total Weight Carried

112

EQUIPMENT

Breastplate of the Wolf Lord

Type

Light Armor

Weight

30

AC Bonus

+8

Max Dex

4

ACP

-2

ASF

25% (0% Cold)

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

+3 Enhancement Bonus

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

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

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

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

Saddlebags of Providing

Type

Tool

Weight

16

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

Boots of the Hunter

Type

Boots

Weight

1 lb

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

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

Spider Climbing – Continuous Spider Climb effect.

Amulet of the Alpha Wolf

Type

Neck

Weight

0 lbs

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

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

Natural Armor +3 - +3 Enhancement to Natural Armor

Health +4 - +4 Enhancement to CON

Ring of Protection +2

Type

Ring

Weight

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

Ring of the Ghost Wolf

Type

Ring

Weight

0 lbs

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

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

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

Belt of Giant Strength +6

Type

Belt

Weight

1

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

Replenishing Skin

Type

Tool

Weight

4

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

Potion of Cure Moderate Wounds

Type

Tool

Weight

--

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

Cloak of Resistance +4

Type

Cloak

Weight

1

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

+4 Resistance bonus to all Saves.

Potion of Cure Serious Wounds

Type

Potion

Weight

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

Handy Haversack

Type

Tool

Weight

5 lbs

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

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

(120 lbs of space remaining)

Bag of Holding, Type IV

Type

Tool

Weight

60

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

Siora Faydark

Name

Siora Faydark

Race

Fey’ri

Size

Medium

Alignment

Chaotic Evil

Deity

Malcanthet

Age

121

Height

5’7”

Weight

100 lb

Eyes

Green

Hair

Black

Effective Character Level

17

Experience

141000 / 153000

Class Levels

Beguiler 14

+3 Level Adjustment

HP

77/77

Nonlethal

Init

+5

Speed

40 ft /

40 ft (Fly)

BAB

+7/+2

Grapple

+8

DR

SR

Attributes

Attribute

Score

Modified Score

Modifier

STR

12

+1

DEX

18

20

+5

CON

12

+1

INT

23

29

+9

WIS

15

+2

CHA

16

+3

Saves

Save

Total

Base

Ability

Bonus

Fort

+9

+3

+1

+5

Ref

+17

+3

+9

+5

Will

+15

+8

+2

+5

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

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

AC

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

Touch

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

Flatfooted

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

Skills

Class Skills in Bold

*Armor Check Penalty Applies

Skill

Total

Rank

Mod

Bonus

Appraise (Int)

+11

2

+9

Balance (Dex)*

+4

+5

-1

Bluff (Cha)

+17

12

+3

+2

Climb (Str)*

+0

+1

-1

Concentration (Con)

+21

15

+1

+5

Craft ( ) (Int)

+9

+9

Decipher Script (Int)

+11

2

+9

Diplomacy (Cha)

+20

13

+3

+4

Disable Device (Dex)

+26

15

+5

+6

Disguise (Cha)

+5

+3

+2

Escape Artist (Dex)*

+8

4

+5

-1

Forgery (Int)

+9

+9

Gather Information (Cha)

+3

+3

Handle Animal (Cha)

+3

+3

Heal (Wis)

+4

+2

+2

Hide (Dex)*

+4

+5

-1

Intimidate (Cha)

+11

4

+3

+4

Jump (Str)

+10

+1

+9

Knowledge (Arcana) (Int)

+14

5

+9

Knowledge (Local) (Int)

+9

+9

Knowledge ( ) (Int)

+9

+9

Listen (Wis)

+15

13

+2

Move Silently (Dex)*

+4

+5

-1

Open Lock (Dex)

+22

13

+5

+4

Perform ( ) (Cha)

+3

+3

Profession (Courtesan) (Wis)

+11

9

+2

Ride (Dex)

+5

+5

Search (Int)

+23

14

+9

Sense Motive (Wis)

+16

14

+2

Slight of Hand (Dex)*

+20

14

+5

+1

Speak Language

N/A

Spellcraft (Int)

+18

7

+9

+2

Spot (Wis)

+16

14

+2

Survival (Wis)

+4

+2

+2

Swim (Str)*

+0

+1

-1

Tumble (Dex)*

+4

+5

-1

Use Magic Device (Cha)

+7

2

+3

+2

Use Rope (Dex)

+5

+5

Feats

Persuasive - +2 bonus on Bluff and Intimidate checks

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

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

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

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

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

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

Special Abilities

Fey’ri Abilities:

Outsider (Native) Type

+2 DEX, +2 INT, -2 CON

Fly (Ex) – 40 ft. (Poor)

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

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

Immunity to magic Sleep spells and effects

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

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

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

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

Demonic Abilities – Fey’ri have four demonic abilities

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

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

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

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

Beguiler Abilities:

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

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

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

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

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

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

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

Silent Spell – Gain the Silent Spell metamagic feat

Still Spell – Gain the Still Spell metamagic feat

Languages

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

Money

PP

165

GP

4285

SP

5504

CP

Magic Items

Head

Headband of Intellect +6

Neck

Amulet of Natural Armor +4

Face

Torso

Fey’ri Tunic

Shoulders

Cloak of Evasion

Waist

Healing Belt

Arms

Hands

Gloves of Dexterity +2

R. Ring

Ring of Protection +3

L. Ring

Dragonsoul Ring

Body

Feet

Boots of Striding and Springing

Encumbrance

Light Load

43 lb

Medium Load

86 lb

Heavy Load

130 lb

Max Load

130 lb

Lift Off Ground

260 lb

Push/Drag

650 lb

Inventory

Weight

Handy Haversack (11.5 lbs to limit)

MW Thieves' Tools

Replenishing Skin

Everlasting Rations

Arrows (60)

Arrows (46)

Everburning Torch

Bedroll

Blanket, Winter

Flint and Steel

Grappling Hook

Mirror, Small Steel

Rope, Silk 50ft

Signal Whistle

Tent

Potion of Cure Light Wounds x2

Arrows, Silver (72)

Spell Component Pouch

Alchemist’s Fire x2

Potion of Cure Serious Wounds

Headband of Intellect +2

+1 Full Plate Armor

Scroll of Heat Metal

Scroll of Fireball

Ring of Protection +1

Ring of Lockpicking

Light Warhorse

Military Saddle

Saddlebags

Everlasting Feedbag x2

Equipped Gear

5

HH

HH

HH

Quiver

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

2

HH

HH

HH

HH

HH

HH

HH

HH

Horse

Horse

Horse

31

Total Weight Carried

42

SPELLS

Beguiler Spells

Caster Level

13

DC

19 + Spell Level

Level

Slots

Spells

0th

6

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

1st

9/9

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

2nd

8/8

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

3rd

8/8

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

4th

8/8

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

5th

8/8

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

6th

6/6

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

7th

4/4

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

8th

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

9th

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

EQUIPMENT

Silvered Dagger

Type

Simple Weapon

Weight

1

Damage

1d4

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

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

+1 Composite Shortbow

Type

Ranged

Weight

2

Damage

1d6+2

Damage Type

Piercing

Critical

X3

Range

70 ft

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

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

+1 Enhancement Bonus to Attack and Damage

Least Demolition Crystal

Type

Weapon Crystal

Weight

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

+1d6 Damage to Constructs

Vile Rapier

Type

Martial 1-hand weapon

Weight

2 lb

Damage

1d6+1 +STR

Damage Type

Piercing

Critical

18-20 / x2

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

+1 Enhancement Bonus to Attack and Damage

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

Least Angelslayer Crystal

Type

Weapon Crystal

Weight

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

+1d6 Damage to Good Outsiders

+2/+2 Quarterstaff

Type

Staff

Weight

4

Damage

1d6/1d6

Damage Type

Bludgeoning

Critical

X2

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

+2 Enhancement to Attacks and Damage

Breastplate of the Fey’ri

Type

Light Armor

Weight

15

AC Bonus

+6

Max Dex

5

ACP

-1

ASF

15%

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

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

+1 Enhancement bonus to Armor

Glamered – Can change coloration or appear to be normal clothing

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

Lesser Crystal of Lifekeeping

Type

Armor Crystal

Weight

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

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

Potion of Cure Light Wounds

Type

Tool

Weight

0

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

Handy Haversack

Type

Tool

Weight

5 lbs

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

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

(120 lbs of space remaining)

Ring of Protection +3

Type

Ring

Weight

0 lbs

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

Amulet of Natural Armor +1

Type

Neck

Weight

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

Everlasting Rations

Type

Tool

Weight

2

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

Replenishing Skin

Type

Tool

Weight

4

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

Headband of Intellect +6

Type

Head

Weight

1

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

Cloak of Evasion

Type

Cloak

Weight

1 lb

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

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

Minor Displacement – Continuous 20% miss chance

Fey’ri Tunic

Type

Torso

Weight

5

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

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

+5 Competence Bonus on Concentration Checks.

Efficient Quiver

Type

Tool

Weight

2

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

Ring of Lockpicking

Type

R. Ring

Weight

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

Healing Belt

Type

Waist

Weight

1

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

1 Charge: Heal 2d8

2 Charge: Heal 3d8

3 Charge: Heal 4d8

Boots of Striding and Springing

Type

Boots

Weight

1

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

Potion of Cure Serious Wounds

Type

Potion

Weight

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

Gloves of Dexterity +2

Type

Hands

Weight

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

+2 Enhancement bonus to DEX

Scroll of Heat Metal

Type

Tool

Weight

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

Scroll of Fireball

Type

Tool

Weight

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

Dragonsoul Ring

Type

Ring

Weight

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

(32 Charges Remaining)

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

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

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

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

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

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

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

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

Vestele Faydark

Name

Vestele Faydark

Race

Fey’ri

Size

Medium

Alignment

Chaotic Evil

Deity

Malcanthet

Age

121

Height

5’7”

Weight

100 lb

Eyes

Green

Hair

Black

Effective Character Level

17

Experience

147615 / 153000

Class Levels

Cleric 9 /

Pierced Mystic 5

+3 Level Adjustment

HP

78/78

Nonlethal

Init

+2

Speed

40 ft /

40 ft (Fly)

BAB

+9/+4

Grapple

+9

DR

10/Magic

SR

Attributes

Attribute

Score

Modified Score

Modifier

STR

10

+0

DEX

15

+2

CON

10

+0

INT

17

+3

WIS

19

25

+7

CHA

15

+2

Saves

Save

Total

Base

Ability

Bonus

Fort

+17

+10

+0

+7

Ref

+11

+4

+2

+5

Will

+22

+10

+7

+5

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

+2 Racial bonus vs. Poison

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

AC

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

Touch

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

Flatfooted

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

+5 AC vs Ranged attacks

Resistance to Fire 5

Skills

Class Skills in Bold

*Armor Check Penalty Applies

Skill

Total

Rank

Mod

Bonus

Appraise (Int)

+3

+3

Balance (Dex)*

+1

+2

-1

Bluff (Cha)

+4

+2

+2

Climb (Str)*

-1

+0

-1

Concentration (Con)

+21

16

+0

+5

Craft ( ) (Int)

+3

+3

Decipher Script (Int)

+3

+3

Diplomacy (Cha)

+6

4

+2

Disable Device (Dex)

+2

+2

Disguise (Cha)

+2

+2

Escape Artist (Dex)*

+1

+2

-1

Forgery (Int)

+3

+3

Gather Information (Cha)

+2

+2

Handle Animal (Cha)

+2

+2

Heal (Wis)

+17

8

+7

+2

Hide (Dex)*

+3

+2

+1

Intimidate (Cha)

+2

+2

Jump (Str)

+9

+0

+9

Knowledge (Arcana) (Int)

+13

10

+3

Knowledge (History) (Int)

+3

+3

Knowledge (Religion) (Int)

+13

10

+3

Knowledge (The Planes) (Int)

+6

3

+3

Knowledge ( ) (Int)

+3

+3

Listen (Wis)

+11

+7

+4

Move Silently (Dex)*

+1

+2

-1

Open Lock (Dex)

+2

+2

Perform ( ) (Cha)

+2

+2

Profession (Piecer) (Wis)

+19

12

+7

Ride (Dex)

+2

+2

Search (Int)

+5

+3

+5

Sense Motive (Wis)

+7

+7

Slight of Hand (Dex)*

+1

+2

-1

Speak Language

N/A

Spellcraft (Int)

+21

16

+3

+2

Spot (Wis)

+11

+7

+4

Survival (Wis)

+7

+7

Swim (Str)*

-1

+0

-1

Tumble (Dex)*

+1

+2

-1

Use Magic Device (Cha)

+4

+2

+2

Use Rope (Dex)

+2

+2

Feats

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

Great Fortitude - +2 on all Fortitude saving throws.

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

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

Improved Toughness – Gain extra 1 HP per HD.

Special Abilities

Fey’ri Abilities:

Outsider (Native) Type

+2 DEX, +2 INT, -2 CON

Fly (Ex) – 40 ft. (Poor)

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

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

Immunity to magic Sleep spells and effects

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

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

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

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

Demonic Abilities – Fey’ri have four demonic abilities

Damage Reduction 10/Magic

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

Fire Resistance 10

+2 Racial bonus on Saves vs. Poison

Cleric Abilities:

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

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

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

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

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

Temptation Domain Abilities:

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

Chaos Domain Abilities:

Chaotic spells cast with +1 DC

Pierced Mystic Abilities:

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

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

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

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

Languages

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

Money

PP

168

GP

4303

SP

5504

CP

Magic Items

Head

Neck

Periapt of Wisdom +6

Face

Torso

Fey’ri Tunic

Shoulders

Cloak of Evasion

Waist

Arms

Crimson Dragonhide Bracers

Hands

Gauntlets of Weaponry Arcane

R. Ring

Ring of Protection +3

L. Ring

Ring of Anticipation

Body

Feet

Boots of Striding and Springing

Encumbrance

Light Load

33 lb

Medium Load

66 lb

Heavy Load

100 lb

Max Load

100 lb

Lift Off Ground

200 lb

Push/Drag

500 lb

Inventory

Weight

Handy Haversack (0.5 lbs to limit)

Crossbow Bolts (Quiver) x20

Crossbow Bolts x132

Everlasting Rations

Replenishing Skin

Holy Symbol, Silver

Bedroll

Blanket, Winter

Flint and Steel

Grappling Hook

Everburning Torch

Mirror, Small Steel

Rope, Silk 50ft

Signal Whistle

Tent

MW Piercer’s Tools

Potion of Cure Light Wounds x4

Healer’s Kit (10 uses)

Crossbow Bolts (Silver) x37

Spell Component Pouch

Alchemist Fire x2

+1 Morningstar

Potion of Cure Serious Wounds x2

Periapt of Wisdom +4

+2 Disruption Morningstar

+1 Human Bane Morningstar

+1 Heavy Steel Shield x2

Belt of Priestly Might (Sehanine Moonbow)

Wand of Cure Moderate Wounds

Light Warhorse

Military Saddle

Saddlebags

Equipped Gear

5

2

HH

HH

HH

1

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

2

HH

HH

HH

HH

HH

HH

HH

HH

HH

Horse

Horse

34

Total Weight Carried

53

SPELLS

Cleric Spells

Caster Level

12

DC

17 + Spell Level

Level

Slots

Spells

0th

6

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

1st

7+D

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

2nd

7+D

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

3rd

6+D

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

4th

5+D

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

5th

4+D

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

6th

4+D

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

7th

3+D

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

8th

9th

Temptation Domain Spells

1st

Charm Person

2nd

Beckoning Call (Fiendish Codex 1)

3rd

Suggestion

4th

Charm Monster

5th

Dominate Person

6th

Mass Suggestion

7th

Soul Link (Fiendish Codex 1)

8th

Sympathy

9th

Dominate Monster

Chaos Domain Spells

1st

Protection from Law

2nd

Shatter

3rd

Magic Circle Against Law

4th

Chaos Hammer

5th

Dispel Law

6th

Animate Objects

7th

Word of Chaos

8th

Cloak of Chaos

9th

Summon Monster IX

EQUIPMENT

Silvered Dagger

Type

Simple Weapon

Weight

1

Damage

1d4

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

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

+1 Human Bane Morningstar

Type

Simple 1-hand

Weight

6 lb

Damage

1d8

Damage Type

Bludgeoning / Piercing

Critical

x2

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

+1 Enhancement to Attack and Damage

+1d6 damage to Humanoid (Human) enemies

+2 Disruption Morningstar

Type

Mace

Weight

6

Damage

1d8

Damage Type

Bludgeoning and Piercing

Critical

X2

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

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

Least Angelslayer Crystal

Type

Weapon Crystal

Weight

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

+1d6 Damage to Good Outsiders

Sacrificial Knife

Type

Dagger

Weight

1 lb

Damage

1d4+1

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

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

+1 Light Crossbow

Type

Ranged

Weight

4

Damage

1d8+1

Damage Type

Piercing

Critical

19-20 / x2

Range

80 ft

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

+1 Enhancement Bonus to Attack and Damage

Breastplate of the Fey’ri

Type

Light Armor

Weight

15

AC Bonus

+6

Max Dex

5

ACP

-1

ASF

15%

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

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

+1 Enhancement bonus to Armor

Glamered – Can change coloration or appear to be normal clothing

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

Lesser Crystal of Lifekeeping

Type

Armor Crystal

Weight

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

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

Shifter’s Shield

Type

Shield

Weight

15

AC Bonus

+5

Max Dex

--

ACP

-1

ASF

15%

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

+3 Enhancement Bonus

Sizing – This shield resizes to fit the wielder

Lesser Crystal of Arrow Deflection

Type

Shield Crystal

Weight

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

+5 bonus to AC against ranged attacks

Handy Haversack

Type

Tool

Weight

5 lbs

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

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

(120 lbs of space remaining)

Ring of Protection +3

Type

Ring

Weight

0 lbs

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

Ring of Anticipation

Type

Ring

Weight

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

Cloak of Evasion

Type

Cloak

Weight

1 lb

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

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

Minor Displacement – Continuous 20% miss chance

Everlasting Rations

Type

Tool

Weight

2

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

Replenishing Skin

Type

Tool

Weight

4

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

Periapt of Wisdom +6

Type

Neck

Weight

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

Fey’ri Tunic

Type

Torso

Weight

5

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

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

+5 Competence Bonus on Concentration Checks.

Potion of Cure Light Wounds

Type

Tool

Weight

0

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

Scroll of Cure Moderate Wounds

Type

Divine Scroll

Caster Level

3

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

Crimson Dragonhide Bracers

Type

Arms

Weight

1

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

Potion of Cure Serious Wounds

Type

Potion

Weight

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

Boots of Striding and Springing

Type

Boots

Weight

1

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

Wand of Cure Moderate Wounds

Type

Tool

Weight

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

32 Charges remaining

Gauntlets of Weaponry Arcane

Type

Hands

Weight

1 lb

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

New Prestige Classes, Feats, and Spells

Prestige Classes

ICEDAWN INVOKER

Icedawn Invoker

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

Requirements:

Base Attack Bonus: +5

Special: Patron Deity (Auril)

Special: Eldritch Blast 3d6

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

Level

BAB

Fort

Ref

Will

Special

1

+0

+0

+0

+2

Invocations, Hellrime Blast, Forbidden Flame

2

+1

+0

+0

+3

Frostfire 3/day

3

+2

+1

+1

+3

Igloo 1/day

4

+3

+1

+1

+4

Cold Fire

5

+3

+2

+2

+4

Icedawn’s Gift (+4)

HD: d6

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

Skill Points: 2 + INT

Class Features

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

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

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

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

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

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

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

FROSTCHYLDE WARDANCER

Frostchylde Wardancer

Requirements:

Base Attack Bonus: +10

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

Feats: Improved Unarmed Strike

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

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

Level

BAB

Fort

Ref

Will

Special

1

+1

+0

+2

+0

Frostfell Combatant, Cold Resistance 10

2

+2

+0

+3

+0

Child of Winter

3

+3

+1

+3

+1

Frozen Fury

4

+4

+1

+4

+1

Bonus Speed

5

+5

+2

+4

+2

Evasion

6

+6

+2

+5

+2

Frostblood

7

+7

+2

+5

+2

Frostchylde

8

+8

+2

+6

+2

Bonus Speed

9

+9

+3

+6

+3

Eternal Frost

10

+10

+3

+7

+3

Fimbulwinter 1/month

HD: d8

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

Skill Points: 4 + INT

Class Features

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

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

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

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

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

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

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

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

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

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

Feats

Lycan Spell (General)

Prerequisites: Wis 13, Lycanthrope

Benefit: You can complete the verbal and somatic components of spells while in your animal or hybrid forms. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in animal form.

Unearthly Luck [Fey]

Prerequisites: Fey Type

Benefit: As a supernatural ability, you may add your CHA bonus to all saving throws.

Enchanted Animal Companion [Special]

Prerequisite: Animal Companion ability

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

Improved Animal Companion [Special]

Prerequisite: Animal Companion ability

Benefit: Your effective level for the Animal Companion ability is three levels higher than normal. As noted in the SRD this improves the abilities of your existing animal companion, or alternatively allows you to attract a more powerful one.

Special: You may select this feat multiple times. It stacks with itself.

Spells

FAITH WOUNDING

Necromancy

Level: Blackguard 1, cleric 1, paladin 1

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

You place your hands on your loyal acolyte and silver-black radiance discharges from your hands. Necrotic wounds spread across his chest.

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

Statblocks

Abyssal Ghoul

Abyssal Ghoul

Medium Undead

Hit Dice: 16d12 (104 HP)

Initiative: +7

Speed: 40 ft.

AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 27

Attacks: 2 front claws +15 melee and rear claws +13 melee

Damage: Front claw 1d4+7 plus disease, rear claws 2d4+3 plus disease

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Disease, improved grab, sneak attack +5d6, Wisdom drain 1d6

Special Qualities: Acid resistance 20, blindsight, cold resistance 20, deathwatch, electricity immunity, fire resistance 20, SR 20, uncanny dodge (Dex bonus to AC, can’t be flanked), undead traits

Saves: Fort +5, Ref +10, Will +12

Abilities: Str 25, Dex 16, Con —, Int 14, Wis 15, Cha 18

Skills: Balance +21, Climb +15, Hide +11, Jump +25, Move Silently +11, Tumble +21

Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Spring Attack

Climate/Terrain: Any land and underground

Organization: Solitary, pair, gang (3–5), or swarm (6–12)

Challenge Rating: 10

Treasure: None

Alignment: Always chaotic evil

Advancement: 17–24 HD (Medium-size); 25–48 HD (Large)

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

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

blind, its other senses allow it to perceive prey around it.

Abyssal ghouls speak Abyssal.

Combat

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

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

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

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

successful grapple check it makes during successive rounds automatically deals damage from both front claws.

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

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

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

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

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

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

Arden Blackfang

Arden Blackfang - Huntlord of Malar

Human Form

Hexblade 15/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 15d10+120 plus 6d8+60 (293 hp)

Initiative: +6

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 30 (+4 Dex, +3 Natural, +10 Armor, +3 Deflection), touch 17, flat-footed 26

BAB/Grapple: +19/+28

Attack: Claw +28 melee (1d4+9 plus 1 Vile) or Blackfang's Bite +34 melee (1d10+14, 17-20/x2 or 1d10+18, 17-20/x2, plus 1d6 Fire and 1 Vile) or Magehunter +32 ranged (1d8+10 plus 1 Vile)

Full Attack: 2 Claws +28 melee (1d4+9 plus 1 vile) and Bite +24 melee (1d6+9 plus 1 vile), or Blackfang's Bite +34/+29/+24/+19 melee (1d10+14, 17-20/x2, or 1d10+18, 17-20/x2 plus 1d6 Fire and 1 Vile) and Bite +24 melee (1d6+9 plus 1 vile), or Magehunter +28/+23/+18/+13 ranged (1d8+10 plus 1 Vile)

Space/Reach: 5 ft/5 ft

Special Attacks: Smite Good, Spell-like Abilities, Hexblade's Curse 4/day

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade's Curse, Aura of Unluck 1/day,

Saves: Fort +21, Ref +20, Will +23

Abilities: STR 28, DEX 22, CON 24, INT 19, WIS 14, CHA 30

Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +12, Knowledge (Arcana) +9, Listen +10, Move Silently +12, Profession (Leatherworker) +12, Ride +11, Spellcraft +14, Spot +10, Survival +8

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell Penetration

Challenge Rating: 22

Alignment: CE

Level Adjustment: +7

Dire Wolf Form

Hexblade 15/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 15d10+120 plus 6d8+60 (293 hp)

Initiative: +6

Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

AC: 32 (-1 Size, +4 Dex, +6 Natural, +10 Armor, +3 Deflection), touch 17, flat-footed 28

BAB/Grapple: +19/+39

Attack: Claw +34 melee (1d6+16 plus 1 Vile)

Full Attack: 2 Claws +34 melee (1d6+16 plus 1 vile) and Bite +30 melee (1d8+16 plus 1 vile)

Space/Reach: 10 ft/5 ft

Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities, Hexblade's Curse 4/Day

Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade's Curse, Aura of Unluck 1/day

Saves: Fort +25, Ref +22, Will +23

Abilities: STR 42, DEX 26, CON 30, INT 19, WIS 14, CHA 30

Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +10, Knowledge (Arcana) +9, Listen +10, Move Silently +18, Profession (Leatherworker) +12, Ride +17, Spellcraft +14, Spot +10, Survival +8*

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell Penetration

Challenge Rating: 22

Alignment: CE

Level Adjustment: +7

Hybrid Form

Hexblade 15/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 15d10+120 plus 6d8+60 (293 hp)

Initiative: +6

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 32 (-1 Size, +4 Dex, +6 Natural, +10 Armor, +3 Deflection), touch 16, flat-footed 28

BAB/Grapple: +19/+39

Attack: Claw +34 melee (1d6+16 plus 1 Vile) or Blackfang's Bite +40 melee (2d8+21, 17-20/x2 or 2d8+29, 17-20/x2, plus 1d6 Fire and 1 Vile) or Magehunter +32 ranged (2d6+10 plus 1 Vile)

Full Attack: 2 Claws +34 melee (1d6+16 plus 1 vile) and Bite +30 melee (1d8+16 plus 1 vile), or Blackfang's Bite +40/+35/+30/+25 melee (2d8+21, 17-20/x2, or 2d8+29, 17-20/x2 plus 1d6 Fire and 1 Vile) and Bite +30 melee (1d8+16 plus 1 vile), or Magehunter +32/+27/+22/+17 ranged (2d6+10 plus 1 Vile)

Space/Reach: 10 ft/10 ft

Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities, Hexblade's Curse 4/Day

Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade's Curse, Aura of Unluck 1/day

Saves: Fort +25, Ref +22, Will +23

Abilities: STR 42, DEX 26, CON 30, INT 19, WIS 14, CHA 30

Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +10, Knowledge (Arcana) +9, Listen +10, Move Silently +18, Profession (Leatherworker) +12, Ride +17, Spellcraft +14, Spot +10, Survival +8*

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell Penetration

Challenge Rating: 22

Alignment: CE

Level Adjustment: +7

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

Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

3/day: Darkness, Poison (Fort DC 21), Unholy Aura

1/day: Desecrate, Unholy Blight (Will DC 22), Contagion (Fort DC 21), Blasphemy (Will DC 25), Unhallow, Horrid Wilting (Fort DC ), Summon Monster IX (Fiends only), Destruction (Fort DC )

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

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

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

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

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

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

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

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

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

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

Spells (DC +Spell Level)

1st Level (5/5 Slots):

Alarm, Expeditious Retreat, Phantom Threat (CW), Tasha's Hideous Laughter

2nd Level (3/3 Slots):

Blindness/Deafness, Mirror Image, Spider Climb, Touch of Idiocy

3rd Level (3/3 Slots):

Deep Slumber, Hound of Doom (CW), Invisibility Sphere, Vampiric Touch

4th Level (3/3 Slots):

Baleful Polymorph, Cursed Blade (CW), Enervation

Gear

Breastplate of the Hunter King - +5 Dragonhide Dragoncrafted Breastplate of Nimbleness, Shifting, Light Fortification

**Dragonhide (Black Dragon) - Armor is immune to acid.

**Dragoncrafted (Black Dragon) - Acid Resistance 5 as an extraordinary effect. Does not stack with other resistances of that type. Counts as armor 1 category lower (light armor remains light), ACP reduced by 2.

**Nimbleness - Max DEX bonus +1, ACP reduced by 2 (+1 Bonus)

**Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

**Light Fortification - 25% chance to ignore critical hits. (+1 Bonus)

Blackfang's Bite - +5 Cold Iron Sizing Flaming, Unholy, Ghost Touch Keen Bastard Sword

**Sizing - Weapon resizes at will (+5000 gp)

**Flaming - Weapon deals extra 1d6 Fire damage on hit (+1 Bonus)

**Unholy - Deals extra 2d6 damage to Good creatures, bestows 1 negative level on any good creature attempting to wield it. (+2 Bonus)

**Ghost Touch - Can be used normally against incorporeal creatures. (+1 Bonus)

**Keen - Threat range doubled. (+1 Bonus)

Magehunter - Dragoncraft (+5 STR) Longbow +5 Seeking Magebane Sizing

**Seeking - Attacks ignore all miss chances. (+1 Bonus)

**Magebane - Enhancement bonus is 2 higher against arcane casters, +2d6 damage to Arcane Casters (+1 Bonus)

**Sizing - Weapon resizes at will (+5000 gp)

Ring of the Dark Master - Acts as a Master Ring, Ring of Protection +3, and Vile Weapon Ring

**Master Ring - The wearer of this ring can deal 3d6 points of damage per round as a free action to anyone wearing a slave ring keyed to it. In addition, can exchange messages with a keyd slave ring (as Sending spell) 3/day. Typically has ten Slave rings keyed to it.

**Ring of Protection +3 - +3 Deflection bonus to AC

**Vile Weapon Ring - All weapon attacks deal +1 Vile damage

Ring of the Huntlord - Acts as rings of Water Breathing, Freedom of Movement, the Predator, and Evasion

**Ring of Water Breathing - Breathe Underwater

**Ring of Freedom of Movement - Under a continual Freedom of Movement spell

**Ring of the Predator - +10 competence bonus on Hide and Move Silently, gain Trackless Step ability (identical to Druid class ability).

**Ring of Evasion - Gain Evasion, as the Rogue ability.

Cloak of the Wolf King - Acts as Cloak of CHA +6, Resistance +5)

Amulet of Health +4

Ranger's Belt (Belt of Giant Strength +4, Healing Belt)

Bondslave's Ring x10 (Slave Ring, Protection +1)

1405 GP

Avice Shadowclaw

Avice Shadowclaw - Deathbringer of Malar

Human Form

Ranger 12/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 12d8+72 plus 6d8+51 (207 hp)

Initiative: +8

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 30 (+6 Dex, +5 Natural, +6 armor, +3 Deflection), touch 19, flat-footed 24 (+5 vs. ranged attacks)

BAB/Grapple: +16/+21

Attack: Claw +23 melee (1d4+7), or Deathbringer's Breath +22 melee (2d6+7, 19-20/x2) or Deathbringer's Breath +25 ranged (1d8+5, x3)

Full Attack: 2 Claw +23 melee (1d4+7) and Bite +19 melee (1d6+7), or Deathbringer's Breath +22/+17/+12/+7 melee (2d6+7, 19-20/x2) and bite +19 melee (1d6+7), or Deathbringer's Breath +25/+20/+15/+10 ranged (1d8+5, x3)

Space/Reach: 5 ft/5 ft

Special Attacks: Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style Mastery

Saves: Fort +24, Ref +26, Will +19

Abilities: STR 20, DEX 26, CON 20, INT 19, WIS 17, CHA 14

Skills: Climb +10, Handle Animal +12, Heal +8, Hide +38, Jump +20, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +38, Search 24, Spot +25, Survival +12, Swim +10, Use Rope +23

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2

Challenge Rating: 20

Alignment: CE

Level Adjustment: +7

Dire Wolf Form

Ranger 12/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 12d8+72 plus 6d8+51 (207 hp)

Initiative: +8

Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

AC: 33 (+7 Dex, +8 Natural, +6 armor, +3 Deflection), touch 19, flat-footed 27 (+5 vs. ranged attacks)

BAB/Grapple: +16/+32

Attack: Claw +30 melee (1d6+14)

Full Attack: 2 Claw +30 melee (1d6+14) and Bite +26 melee (1d8+14)

Space/Reach: 10 ft/5 ft

Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style Mastery

Saves: Fort +26, Ref +28, Will +19

Abilities: STR 34, DEX 30, CON 26, INT 19, WIS 17, CHA 14

Skills: Climb +17, Handle Animal +12, Heal +8, Hide +36, Jump +27, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +40, Search 24, Spot +25, Survival +12, Swim +17, Use Rope +25

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2

Challenge Rating: 20

Alignment: CE

Level Adjustment: +7

Hybrid Form

Ranger 12/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 12d8+72 plus 6d8+51 (207 hp)

Initiative: +8

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 34 (+7 Dex, +8 Natural, +6 armor, +3 Deflection), touch 20, flat-footed 27 (+5 vs. ranged attacks)

BAB/Grapple: +16/+32

Attack: Claw +30 melee (1d6+14), or Deathbringer's Breath +29 melee (3d6+19, 19-20/x2) or Deathbringer's Breath +27 ranged (2d6+5, x3)

Full Attack: 2 Claw +30 melee (1d6+14) and Bite +26 melee (1d8+14), or Deathbringer's Breath +29/+24/+19/+14 melee (3d6+19, 19-20/x2) and Bite +26 melee (1d8+14), or Deathbringer's Breath +27/+22/+17/+12 ranged (2d6+5, x3)

Space/Reach: 10 ft/10 ft

Special Attacks: Curse of Lycanthropy, Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style Mastery

Saves: Fort +26, Ref +28, Will +19

Abilities: STR 34, DEX 30, CON 26, INT 19, WIS 17, CHA 14

Skills: Climb +17, Handle Animal +12, Heal +8, Hide +36, Jump +27, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +40, Search 24, Spot +25, Survival +12, Swim +17, Use Rope +25

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2

Challenge Rating: 20

Alignment: CE

Level Adjustment: +7

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

Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

3/day: Darkness, Poison, Unholy Aura

1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spells:

1st (2 slots): Hunter's Mercy (SC), Entangle

2nd (2 slots): Exacting Shot (SC), Cure Light Wounds

3rd (2 slots): Mark of the Hunter (SC), Heal Animal Companion (SC)

Gear:

Silent Hunter's Shirt - +2 Shifter Mithril Chain Shirt of Nimbleness

**Nimbleness - Max DEX bonus +1, ACP reduced by 2 (+1 Bonus)

**Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

**Silent - 3/day use Silence as a 3rd level Cleric. (+7200 gp)

Lesser Crystal of Arrow Deflection - +5 to AC versus ranged attacks.

Deathbringer's Breath - Great Swordbow of Brilliant Energy

**Great Swordbow - Can transform between a +1 Greatsword and a +1 Composite Longbow (+4 Str). Enchanting this weapon further follows the same rules as with double weapons. Can interchange between bow and sword attacks as part of the same full attack action.

**Brilliant Energy - This weapon ignores all nonliving material, bypassing armor. Projectile weapons bestow this property on their ammunition. (+4 Bonus)

**Sizing - Weapon changes size with user. (+10000 gp)

Lesser Crystal of Fire Assault - Weapon Crystal. Adds 1d6 Fire damage to weapon attacks.

Ring of the Ghost Wolf - Acts as Ring of Invisibility and the Predator

**Invisibility - Can become Invisible, as the spell, at will.

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

Ring of Protection +3

Amulet of the Alpha Wolf - Acts as Amulet of Mighty Fists +2, Natural Armor +3, Health +4

**Mighty Fists +2 - All natural and unarmed attacks have a +2 enhancement bonus to attacks and damage

**Natural Armor +3 - +3 enhancement to Natural Armor

**Health +4 - +4 Enhancement to CON

Boots of the Hunter - Acts as Boots of Striding & Springing and Spider Climbing

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

**Spider Climbing - Continuous Spider Climb effect.

Cloak of Evasion - Acts as Cloak of Resistance +5 and Minor Displacement

**Resistance +5 - +5 Resistance bonus to all Saves.

**Minor Displacement - Continuous 20% miss chance

Wand of Cure Light Wounds (50 charges) - Heal 1d8+1 damage.

Handy Haversack - Holds up to 120 lbs. Drawing items is a free action.

Replenishing Skin - Waterskin refills over 4 hours.

Efficient Quiver - Can hold up to 60 arrows, 18 javelins, and 6 bows.

Grimhowl (Animal Companion)

FIENDISH DIRE WOLF

Large Magical Beast (Extraplanar)

Hit Dice: 10d8+70 (118 hp)

Initiative: +2

Speed: 60 ft. (12 squares)

Armor Class: 32 (–1 size, +3 Dex, +7 Armor, +10 natural, +3 Deflection), touch 15, flat-footed 29

Base Attack/Grapple: +7/+19

Attack: Bite +18 melee (1d8+14)

Full Attack: Bite +18/+13 melee (1d8+14)

Space/Reach: 10 ft./5 ft.

Special Attacks: Trip, Smite Good 1/day

Special Qualities: Low-light vision, scent, Darkvision 60', DR 5/Magic, Resistance to Cold and Fire 10, SR 15, Link, Share Spells, Evasion, Devotion, Multiattack, Bonus Tricks (4)

Saves: Fort +14, Ref +12, Will +10

Abilities: Str 27, Dex 17, Con 22, Int 3, Wis 12, Cha 10

Skills: Hide +13, Listen +10, Move Silently +16, Spot +10, Survival +2*

Feats: Alertness, Run, TrackB, Weapon Focus (bite), Improved Toughness

Fiendish dire wolves are efficient pack hunters that will kill anything they can catch.

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

Combat

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

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

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

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

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

Link (Ex): Avice can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. Avice gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

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

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

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

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

Tricks Known:

Purpose - Hunting (Attack, Down, Fetch, Heel, Seek, Track)

Other Tricks - Come, Defend, Guard, Stay

Gear:

Ghost Wolf's Armor - +4 Studded Leather Armor (large quadruped)

**Silent - 3/day use Silence as a 3rd level Cleric. (+7200 gp)

Ring of the Ghost Wolf - Acts as Ring of Invisibility and the Predator

**Invisibility - Can become Invisible, as the spell, at will.

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

Ring of Protection +3

Amulet of the Alpha Wolf - Acts as Amulet of Mighty Fists +2, Natural Armor +3, Health +4

**Mighty Fists +2 - All natural and unarmed attacks have a +2 enhancement bonus to attacks and damage

**Natural Armor +3 - +3 enhancement to Natural Armor

**Health +4 - +4 Enhancement to CON

Boots of the Hunter - Acts as Boots of Striding & Springing and Spider Climbing

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

**Spider Climbing - Continuous Spider Climb effect.

Cloak of Evasion - Acts as Cloak of Resistance +5 and Minor Displacement

**Resistance +5 - +5 Resistance bonus to all Saves.

**Minor Displacement - Continuous 20% miss chance

Fiendish Dire Wolf

FIENDISH DIRE WOLF

Large Magical Beast (Extraplanar)

Hit Dice: 6d8+18 (45 hp)

Initiative: +2

Speed: 50 ft. (10 squares)

Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple: +4/+15

Attack: Bite +11 melee (1d8+10)

Full Attack: Bite +11 melee (1d8+10)

Space/Reach: 10 ft./5 ft.

Special Attacks: Trip, Smite Good 1/day

Special Qualities: Low-light vision, scent, Darkvision 60', DR 5/Magic, Resistance to Cold and Fire 5, SR 11

Saves: Fort +8, Ref +7, Will +6

Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Environment: Temperate forests

Organization: Solitary or pack (5–8)

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

Advancement: 7–18 HD (Large)

Level Adjustment: —

Fiendish dire wolves are efficient pack hunters that will kill anything they can catch.

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

Combat

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

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

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

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

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

Fiendwolf Acolyte

Fiendwolf Acolyte (Human Form)

Cleric 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d8+20 plus 2d8+8 (92 HP)

Initiative: +4

Speed: 30ft (6 squares)

AC: 26 (+2 Natural, +9 Acolyte's Armor, +3 Shield, +2 Deflection), 12 Touch, 26 Flat-footed

Base Attack/Grapple: +8/+10

Attack: +1 Flaming Morningstar +11 melee (1d8+3 plus 1d6 fire), or MW Heavy Crossbow +9 Ranged (1d10, 19-20/x2)

Full Attack: +1 Flaming Morningstar +11/+6 melee (1d8+3 plus 1d6 fire), or MW Heavy Crossbow +9 Ranged (1d10, 19-20/x2)

Space/Reach: 5ft/5ft

Special Attacks: Rebuke Undead, Smite Good

Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +11, Ref +6, Will +13

Abilities: STR 14, DEX 10, CON 13, INT 12, WIS 22, CHA 8

Skills: Concentration 14*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10

Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved Initiative

CR: 14

Alignment: CE

LA: +4

Fiendwolf Acolyte (Wolf Form)

Fighter 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d8+20 plus 2d8+8 (92 HP)

Initiative: +6

Speed: 50ft (10 squares)

AC: 28 (+1 Dex, +6 Natural, +9 Acolyte's Armor, +2 Deflection), Touch 13, Flat-footed 27

Base Attack/Grapple: +8/+11

Attack: Bite +12 melee (1d6+4)

Full Attack: Bite +12 melee (1d6+4)

Space/Reach: 5ft/5ft

Special Attacks: Rebuke Undead, Smite Good, Trip

Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +13, Ref +8, Will +13

Abilities: STR 16, DEX 14, CON 17, INT 12, WIS 22, CHA 8

Skills: Concentration 16*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10, Survival +6**

Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved Initiative

CR: 14

Alignment: CE

LA: +4

Fiendwolf Acolyte (Hybrid Form)

Fighter 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d8+20 plus 2d8+8 (92 HP)

Initiative: +6

Speed: 30ft (6 squares)

AC: 31 (+1 Dex, +6 Natural, +9 Acolyte's Armor, +3 Shield, +2 Deflection), Touch 13, Flat-footed 30

Base Attack/Grapple: +8/+11

Attack: Claw +11 melee (1d4+3) or +1 Flaming Morningstar +12 melee (1d8+4 plus 1d6 fire) or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)

Full Attack: 2 Claws +11 melee (1d4+3) and bite +7 melee (1d6+1), or +1 Flaming Morningstar +12/+7 melee (1d8+4 plus 1d6 fire) and bite +7 melee (1d6+1), or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)

Space/Reach: 5ft/5ft

Special Attacks: Rebuke Undead, Smite Good

Special Qualities: Alternate Form, DR 5/Silver, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +13, Ref +8, Will +13

Abilities: STR 16, DEX 14, CON 17, INT 12, WIS 22, CHA 8

Skills: Concentration 16*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10, Survival +6**

Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved Initiative

CR: 14

Alignment: CE

LA: +4

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

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

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

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

Skills:

*+4 to Concentration checks made to cast spells defensively or while grappling or pinned

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

Evil Domain - Cast Evil spells at +1 CL

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

Spells Prepared (10th level Cleric), (D) denotes Domain spell

(SC) - Spell Compendium, (BoVD) - Book of Vile Darkness

0th: Cure Minor Wounds x2, Detect Magic, Mending, Read Magic, Resistance

1st: Cure Light Wounds, Faith Healing x2 (SC), Heartache (BoVD), Divine Favor, Bane, Enlarge Person(D)

2nd: Cure Moderate Wounds x2, Spiritual Weapon, Darkbolt (BoVD), Aid, Hold Person, Bull's Strength(D)

3rd: Vigor (SC), Wrack (BoVD), Cure Serious Wounds, Bestow Curse, Magic Vestment(D)

4th: Summon Monster IV x2, Cure Critical Wounds, Mass Shield of Faith (SC), Unholy Blight(D)

5th: Mass Cure Light Wounds, Slay Living, Righteous Wrath of the Faithful (SC), Righteous Might(D)

Gear:

Malarite Acolyte's Armor - +1 Shifter Full Plate Armor

**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

Acolyte's Shield - +1 Sizing Heavy Steel Shield

**Sizing - This shield resizes to fit the wielder. (+5000 gp)

**Engraved - This shield can be used as an unholy symbol of Malar. (+50 gp)

Periapt of Wisdom +2

Ring of Protection +2

+1 Flaming Morningstar

**Flaming - +1d6 Fire damage on hit

Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).

MW Heavy Crossbow (20 Bolts)

Wand of Cure Light Wounds (1d6-1 charges remaining)

Fiendwolf Sorcerer

Fiendwolf Sorcerer (Human Form)

Sorcerer 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d4+20 plus 2d8+8 (63 HP)

Initiative: +2

Speed: 30ft (6 squares)

AC: 20 (+2 DEX, +3 Armor, +3 Natural, +2 Deflection), 14 Touch, 18 Flat-footed

Base Attack/Grapple: +6/+8

Attack: +1 Cold Iron Dagger +9 melee (1d4+3, 19-20/x2), or MW Light Crossbow +9 ranged (1d8, 19-20/x2)

Full Attack: +1 Cold Iron Dagger +9/+4 melee (1d4+3, 19-20/x2), or +9 ranged (1d8, 19-20/x2)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good

Special Qualities: Summon Familiar, Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +10, Ref +11, Will +11

Abilities: STR 15, DEX 14, CON 12, INT 16, WIS 13, CHA 20

Skills: Bluff 18, Concentration 14*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 6, Spellcraft 13, Spot 5, Use Magic Device 10

Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew Materials

CR: 14

Alignment: CE

LA: +4

Fiendwolf Sorcerer (Wolf Form)

Sorcerer 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d4+20 plus 2d8+8 (63 HP)

Initiative: +2

Speed: 50ft (10 squares)

AC: 23 (+3 Dex, +5 Natural, +3 Armor, +2 Deflection), Touch 15, Flat-footed 20

Base Attack/Grapple: +6/+9

Attack: Bite +10 melee (1d6+4)

Full Attack: Bite +10 melee (1d6+4)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good, Trip

Special Qualities: Summon Familiar, Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +12, Ref +12, Will +11

Abilities: STR 17, DEX 16, CON 16, INT 16, WIS 13, CHA 20

Skills: Bluff 18, Concentration 16*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 7, Spellcraft 13, Spot 5, Survival 1**, Use Magic Device 10

Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew Materials

CR: 14

Alignment: CE

LA: +4

Fiendwolf Sorcerer (Hybrid Form)

Sorcerer 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d4+20 plus 2d8+8 (63 HP)

Initiative: +2

Speed: 30ft (6 squares)

AC: 23 (+3 Dex, +5 Natural, +3 Armor, +2 Deflection), Touch 15, Flat-footed 20

Base Attack/Grapple: +6/+9

Attack: Claw +9 melee (1d4+3) or +1 Cold Iron Dagger +10 melee (1d4+4, 19-20/x2) or MW Light Crossbow +10 ranged (1d8, 19-20/x2)

Full Attack: 2 Claws +9 melee (1d4+3) and bite +5 melee (1d6+1), or +1 Cold Iron Dagger +10/+5 melee (1d4+4, 19-20/x2) and bite +5 melee (1d6+1), or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good

Special Qualities: Summon Familiar, Alternate Form, DR 5/Silver, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +12, Ref +12, Will +11

Abilities: STR 17, DEX 16, CON 16, INT 16, WIS 13, CHA 20

Skills: Bluff 18, Concentration 16*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 7, Spellcraft 13, Spot 5, Survival 1**, Use Magic Device 10

Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew Materials

CR: 14

Alignment: CE

LA: +4

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

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

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

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

Skills:

*+4 to Concentration checks made to cast spells defensively or while grappling or pinned

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

Spells Per Day / Spells Known (10th level Sorcerer)

(SC) - Spell Compendium, (BoVD) - Book of Vile Darkness

0th: 6 / Resistance, Detect Magic, Detect Poison, Daze, Ray of Frost, Touch of Fatigue, Mending, Message, Prestidigitation

1st: 8 / Magic Missile, Expeditious Retreat, Shield, Ice Dagger (SC), Cause Fear

2nd: 7 / Scorching Ray, Spider Climb, Mirror Image, Ghoul Touch

3rd: 7 / Fireball, Dispel Magic, Chain Missile (SC)

4th: 6 / Black Tentacles, Summon Monster IV

5th: 4 / Baleful Polymorph

Gear:

+1 Cold Iron Dagger

Robes of the Manhunter - Shiftweave Vest of Resistance +3

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

**Vest of Resistance - +3 Resistance bonus to all Saves.

**+5 Competence bonus to Sense Motive and Gather Information

Ring of Protection +2

Bracers of Armor +3

Amulet of Natural Armor +1

Cloak of Charisma +4

Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).

Masterwork Light Crossbow (20 bolts)

Fiendish Tyrannosaurus

FIENDISH TYRANNOSAURUS

Huge Magical Beast (Extraplanar)

Hit Dice: 18d8+99 (180 hp)

Initiative: +1

Speed: 40 ft. (8 squares)

Armor Class: 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13

Base Attack/Grapple: +13/+30

Attack: Bite +20 melee (3d6+13)

Full Attack: Bite +20 melee (3d6+13)

Space/Reach: 15 ft./10 ft.

Special Attacks: Improved grab, swallow whole, Smite Good (1/day)

Special Qualities: Low-light vision, scent, Darkvision 60', DR 10/Magic, Cold and Fire Resistance 10, SR 23

Saves: Fort +16, Ref +12, Will +8

Abilities: Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10

Skills: Hide –2, Listen +14, Spot +14

Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track

Environment: Warm plains

Organization: Solitary or pair

Challenge Rating: 10

Treasure: None

Alignment: Always neutral

Advancement: 19–36 HD (Huge); 37–54 HD (Gargantuan)

Level Adjustment: —

Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.

Combat

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

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

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

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

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

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

Fiendwolf Warrior

Fiendwolf Warriors (Human Form)

Fighter 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d10+30 plus 2d8+10 (104 HP)

Initiative: +6

Speed: 30ft (6 squares)

AC: 27 (+2 DEX, +4 natural, +6 Shifter's Chain Shirt, +4 Shield, +1 Dodge), 13 Touch, 24 Flat-footed

Base Attack/Grapple: +11/+14

Attack: +2 Flaming Longsword +18 melee (1d8+9 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15 ranged (1d8+5, x3)

Full Attack: +2 Flaming Longsword +18/+13/+8 melee (1d8+9 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15/+10/+5 ranged (1d8+5, x3)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good

Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +12, Ref +8, Will +6

Abilities: STR 17, DEX 14, CON 14, INT 12, WIS 12, CHA 8

Skills: Climb 6, Handle Animal 4, Hide 7, Intimidate 4, Jump 6, Listen 11, Move Silently 7, Spot 11, Survival 6, Swim 6

Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), Dodge

CR: 14

Alignment: CE

LA: +4

Fiendwolf Warriors (Wolf Form)

Fighter 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d10+30 plus 2d8+10 (104 HP)

Initiative: +8

Speed: 50ft (10 squares)

AC: 27 (+4 Dex, +6 Natural, +6 Shifter's Chain Shirt, +1 Dodge), Touch 15, Flat-footed 22

Base Attack/Grapple: +11/+15

Attack: Bite +17 melee (1d6+10)

Full Attack: Bite +17 melee (1d6+10)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good, Trip

Special Qualities: Alternate Form, Wolf Empathy, DR 5/Silver, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +16, Ref +12, Will +6

Abilities: STR 19, DEX 18, CON 18, INT 12, WIS 12, CHA 8

Skills: Climb 9, Handle Animal 4, Hide 9, Intimidate 4, Jump 9, Listen 11, Move Silently 9, Spot 11, Survival 6*, Swim 9

Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), Dodge

CR: 14

Alignment: CE

LA: +4

Fiendwolf Warriors (Hybrid Form)

Fighter 10/Fiendish Werewolf (Afflicted) 6

Medium Humanoid (Human, Shapechanger, Extraplanar)

HD: 10d10+30 plus 2d8+10 (104 HP)

Initiative: +8

Speed: 30ft (6 squares)

AC: 27 (+4 Dex, +6 Natural, +6 Shifter's Chain Shirt, +1 Dodge), Touch 15, Flat-footed 22

**Enlarged: 25 (+3 Dex, -1 Size, +6 Natural, +6 Shifter's Chain Shirt, +1 Dodge), Touch 13, Flat-footed 20

Base Attack/Grapple: +11/+14 (+11/+20 enlarged)

Attack: Claw +15 melee (1d4+4) or +2 Flaming Longsword +19 melee (1d8+8 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +17 ranged (1d8+5, x3)

**Enlarged: Claw +16 melee (1d6+6) or +2 Flaming Longsword +20 melee (2d6+10 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15 ranged (1d8+5, x3)

Full Attack: 2 Claws +15 melee (1d4+4) and bite +12 melee (1d6+6), or +2 Flaming Longsword +19/+14/+9 melee (1d8+8 plus 1d6 fire, 19-20/x2) and bite +12 melee (1d6+6), or +2 Precise Composite (+3) Longbow +17/+12/+7 ranged (1d8+5, x3)

**Enlarged: 2 Claws +16 melee (1d6+6) and bite +13 melee (1d8+8), or +2 Flaming Longsword +20/+15/+10 melee (2d6+10 plus 1d6 fire, 19-20/x2) and bite +13 melee (1d8+8), or +2 Precise Composite (+3) Longbow +15/+10/+5 ranged (1d8+5, x3)

Space/Reach: 5ft/5ft (10ft/10ft Enlarged)

Special Attacks: Smite Good, Trip

Special Qualities: Alternate Form, Wolf Empathy, DR 5/Silver low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

Saves: Fort +16, Ref +12, Will +6

Abilities: STR 19, DEX 18, CON 18, INT 12, WIS 12, CHA 8

**Enlarged: STR 23, DEX 16, CON 18, INT 12, WIS 12, CHA 8

Skills: Climb 8, Handle Animal 4, Hide 8, Intimidate 4, Jump 8, Listen 11, Move Silently 8, Spot 11, Survival 6*, Swim 8

Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), Dodge

CR: 14

Alignment: CE

LA: +4

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

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

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

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

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

Gear:

Shifter's Chain Shirt - +2 Shifter Chain Shirt

**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

Amulet of Natural Armor +2 - +2 enhancement to Natural Armor.

+2 Heavy Steel Shield

+2 Flaming Longsword

**Flaming - +1d6 Fire damage

+2 Precise Composite (+3) Longbow

**Precise - Shoot into melee without -4 penalty

Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).

Optional Gear: Ring of Growth – 1/day become 1 size category larger for 9 minutes

Haar Bloodhowl

Haar Bloodhowl - Bloodthirster of Malar

Human Form

Barbarian 14/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 14d12+112 plus 6d8+66 (288 hp)

Initiative: +9

Speed: 40 ft. (8 squares), Fly 30 ft. (Average)

AC: 31 (+6 Dex, +2 Natural, +9 armor, +4 deflection), touch 20, flat-footed 25

BAB/Grapple: +18/+23

Attack: Claw +23 melee (1d4+5), or Foebreaker +28 melee (4d8+12, 19-20/x3), or Bloodhunter +30 ranged (1d10+10, 30ft increment)

Full Attack: 2 Claws +23 melee (1d4+5) and Bite +19 melee (1d6+5), or Foebreaker +28/+23/+18/+13 melee (4d8+12, 19-20/x3) and Bite +19 melee (1d6+5), or Bloodhunter +30 ranged (1d10+10, 30ft increment)

Space/Reach: 5 ft/5 ft

Special Attacks: Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable Will

Saves: Fort +30, Ref +22, Will +19

Abilities: STR 20, DEX 24, CON 24, INT 18, WIS 17, CHA 13

Skills: Climb +22, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +20, Move Silently +10, Ride +12, Spot +10, Survival +23, Swim +20

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, Cleave

Challenge Rating: 21

Alignment: CE

Level Adjustment: +7

Dire Wolf Form

Favored Soul 10/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 14d12+112 plus 6d8+66 (288 hp)

Initiative: +9

Speed: 60 ft. (12 squares), Fly 30 ft. (Average)

AC: 31 (+6 Dex, +2 Natural, +9 armor, +4 deflection), touch 20, flat-footed 25

BAB/Grapple: +18/+34

Attack: Claw +30 melee (1d6+12)

Full Attack: 2 Claws +30 melee (1d6+12) and Bite +26 melee (1d8+12)

Space/Reach: 10 ft/5 ft

Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable Will

Saves: Fort +33, Ref +24, Will +19

Abilities: STR 34, DEX 28, CON 30, INT 18, WIS 17, CHA 13

Skills: Climb +29, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +27, Move Silently +12, Ride +14, Spot +10, Survival +23, Swim +27

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, Cleave

Challenge Rating: 21

Alignment: CE

Level Adjustment: +7

Hybrid Form

Favored Soul 10/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 14d12+112 plus 6d8+66 (288 hp)

Initiative: +9

Speed: 40 ft. (6 squares), Fly 30 ft. (Average)

AC: 33 (-1 Size, +6 Dex, +5 Natural, +9 armor, +4 deflection), touch 19, flat-footed 28

BAB/Grapple: +18/+34

Attack: Claw +30 melee (1d6+12), or Foebreaker +34 melee (5d8+23, 19-20/x3), or Bloodhunter +32 ranged (2d8+17, 30ft increment)

Full Attack: 2 Claws +30 melee (1d6+12) and Bite +26 melee (1d8+12), or Foebreaker +34/+29/+24/+19 melee (5d8+23, 19-20/x3) and Bite +19 melee (1d6+5), or Bloodhunter +32 ranged (2d8+17, 30ft increment)

Space/Reach: 10 ft/10 ft

Special Attacks: Curse of Lycanthropy

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable Will

Saves: Fort +33, Ref +24, Will +19

Abilities: STR 34, DEX 28, CON 30, INT 18, WIS 17, CHA 13

Skills: Climb +29, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +27, Move Silently +12, Ride +14, Spot +10, Survival +23, Swim +27

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, Cleave

Challenge Rating: 21

Alignment: CE

Level Adjustment: +7

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

Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

3/day: Darkness, Poison, Unholy Aura

1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

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

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

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

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

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

Illiteracy - Cannot read.

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

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

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

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

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

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

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

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

Gear:

Foebreaker - +5 Large Forceful (x2) Sizing Greataxe

**Forceful (x2) - Increase the damage die for the weapon by 2 steps. (+2 bonus)

**Sizing - Weapon resizes with wielder. (+5000 gp)

Bloodhunter - +5 Returning Sizing Harpoon

**Harpoon - As seen in Stormwrack, page 107.

**Returning - This weapon returns to the wielder's hand at the start of its next turn (+1 Bonus)

**Sizing - Weapon resizes with wielder. (+5000 gp)

Haar's Shirt - +5 Shifter Mithral Chain Shirt of Energy Immunity

**Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

**Energy Immunity - 1/day gain immunity to energy type of your choice for 1 min. (+2 bonus)

Leggings of Dexterity +4 - +4 Enhancement to DEX.

Haar's Ring - +4 Deflection bonus to AC. Can switch weapons between one stored in the ring and the one in hand at will, even between attacks.

Healing Belt - +2 competence bonus on Heal checks. 3 charges, renewed at dawn. 1 charge, heals 2d8 damage. 2 charges, heals 3d8 damage. 3 charges, heals 4d8 damage.

Cloak of Resistance +2

Lyndis Blackfang

Lyndis Blackfang - Wolfmother of Malar

Human Form

Cleric 15/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 15d8+75 plus 6d8+48 (223 hp)

Initiative: +7

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 36 (+1 Dex, +3 Natural, +11 armor, +7 Shield, +5 Deflection), touch 16, flat-footed 35 (+5 vs Ranged attacks)

BAB/Grapple: +15/+17

Attack: Claw +17 melee (1d4+2), or Blackfang's Caress +21 melee (1d3+5 plus 1d6 fire or cold plus 1d6 Acid)

Full Attack: 2 Claws +17 melee (1d4+2) and Bite +13 melee (1d6+2), or Blackfang's Caress +21/+16/+11 melee (1d3+5 plus 1d6 fire or cold plus 1d6 Acid)

Space/Reach: 5 ft/5 ft

Special Attacks: Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon Domain

Saves: Fort +23, Ref +18, Will +31

Abilities: STR 14, DEX 16, CON 20, INT 15, WIS 30, CHA 16

Skills: Concentration +18, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved Initiative

Challenge Rating: 22

Alignment: CE

Level Adjustment: +7

Dire Wolf Form

Cleric 15/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 15d8+75 plus 6d8+48 (223 hp)

Initiative: +7

Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

AC: 32 (-1 Size, +1 Dex, +6 Natural, +11 armor, +5 Deflection), touch 15, flat-footed 31

BAB/Grapple: +15/+28

Attack: Claw +24 melee (1d4+9)

Full Attack: 2 Claws +24 melee (1d4+9) and Bite +20 melee (1d6+9)

Space/Reach: 10 ft/5 ft

Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon Domain

Saves: Fort +26, Ref +20, Will +31

Abilities: STR 28, DEX 20, CON 26, INT 15, WIS 30, CHA 16

Skills: Concentration +21, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved Initiative

Challenge Rating: 22

Alignment: CE

Level Adjustment: +7

Hybrid Form

Cleric 15/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 15d8+75 plus 6d8+48 (223 hp)

Initiative: +7

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 39 (-1 Size, +1 Dex, +6 Natural, +11 armor, +7 Shield, +5 Deflection), touch 15, flat-footed 38 (+5 vs Ranged attacks)

BAB/Grapple: +15/+28

Attack: Claw +24 melee (1d4+9), or Blackfang's Caress +28 melee (1d3+12 plus 1d6 fire or cold plus 1d6 Acid)

Full Attack: 2 Claws +24 melee (1d4+9) and Bite +20 melee (1d6+9), or Blackfang's Caress +28/+23/+18 melee (1d3+12 plus 1d6 fire or cold plus 1d6 Acid) and Bite +20 melee (1d6+9)

Space/Reach: 10 ft/10 ft

Special Attacks: Curse of Lycanthropy

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon Domain

Saves: Fort +26, Ref +20, Will +31

Abilities: STR 28, DEX 20, CON 26, INT 15, WIS 30, CHA 16

Skills: Concentration +21, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved Initiative

Challenge Rating: 22

Alignment: CE

Level Adjustment: +7

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

Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

3/day: Darkness, Poison, Unholy Aura

1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

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

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

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

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

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

Cleric Domains:

Chaos Domain - Cast Chaos spells at +1 caster level

1: Protection from Law

2: Shatter

3: Magic Circle against Law

4: Chaos Hammer

5: Dispel Law

6: Animate Objects

7: Word of Chaos

8: Cloak of Chaos

9: Summon Monster IX (Chaos only)

Moon Domain - Turn or destroy Lycanthropes like a good cleric turns undead. Can use this ability a number of times per day equal to 3+CHA.

1: Faerie Fire

2: Moonbeam (SC)

3: Moon Blade (SC)

4: Fear

5: Moon Path (SC)

6: Permanent Image

7: Insanity

8: Animal Shapes

9: Moonfire (SC)

Spells: (DC 20+Spell Level)

0th (6 slots): Cure Minor Wounds, Guidance, Mending, Virtue, Create Water, Read Magic

1st (8+D slots): Cure Light Wounds, Lesser Vigor (SC), Sacrificial Skill (BoVD), Slow Consumption (BoVD), Bless, Suspend Disease (BoVD), Bane, Sanctuary, Faerie Fire(D)

2nd (8+D slots): Cure Moderate Wounds, Dance of Ruin (BoVD), Deific Vengeance (SC), Hold Person, Spiritual Weapon, Darkbolt, Bull's Strength, Darkness, Moonbeam (SC)

3rd (7+D slots): Cure Serious Wounds, Bestow Curse, Prayer, Wrack (BoVD), Mass Aid, Bestow Curse, Vigor (SC)

4th (6+D slots): Revenance (SC), Delay Death (SC), Cure Critical Wounds, Summon Monster IV, Mass Shield of Faith (SC), Moonbolt (SC), Fear(D)

5th (6+D slots): Mass Cure Light Wounds, Righteous Might, Slay Living, Heartclutch (BoVD), Resonating Resistance (BoVD), Earth Reaver (SC), Dispel Law(D)

6th (5+D slots): Mass Cure Moderate Wounds, Rejection (SC), Heal, Greater Dispel Magic, Blade Barrier, Animate Objects(D)

7th (3+D slots): Bestow Greater Curse (BoVD), Mass Cure Serious Wounds, Blood to Water (SC), Insanity(D)

8th (2+D slots): Heat Drain (SC), Mass Cure Critical Wounds, Cloak of Chaos(D)

Gear:

Blackfang's Caress - +3 Water Whip (Magic Item Compendium)

**Water Whip - Deals lethal damage and can affect armored creatures. If disarmed, whip flows back to hand at the beginning of wielder's next turn, as long as it is within 30'. Deals extra 1d6 Fire or Frost damage on hit.

**Corrosive - Deals extra 1d6 Acid on hit. (+1 Bonus)

**Brilliant Energy - Ignores nonliving material. (+4 Bonus)

**Sizing - Weapon resizes at will (+5000 gp)

Wolfmother's Armor - +3 Shifter Mithral Full Plate of Heavy Fortification

**Heavy Fortification - Ignores all critical hits, sneak attacks.

**Shifter - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

Alpha's Shield - +5 Called Aporter Sizing Heavy Darkwood Shield

**Called - As long as on the same plane, can call it to your arm with a command word. (+2000 gp)

**Aporter - 2/day Dimension door up to 800 feet. (+20000 gp)

**Sizing - Weapon resizes at will (+5000 gp)

Lesser Crystal of Arrow Deflection - +5 bonus to AC vs ranged attacks.

Periapt of Wisdom +6

Vest of Resistance +5

Belt of Priestly Might

Ring of Protection +5

Ring of Telekinesis

Helm of Teleportation

Greater Horn of Blasting

Golem Manual (Greater Stone Golem)

Wand of Cure Moderate Wounds - 50 charges

Scroll of Finger of Death

369 GP

Rena Darkmoon

Rena Darkmoon, Wolfchylde of Malar

Human Form

Favored Soul 10/Half-Fiend Werewolf Lord 13

Medium Outsider (Native, Human, Shapechanger)

HD: 10d8+40 plus 6d8+42 (157 hp)

Initiative: +2

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 21 (+2 Dex, +2 Natural, +7 armor), touch 12, flat-footed 19

BAB/Grapple: +7/+11

Attack: Claw +12 melee (1d4+4 plus 1 vile), or Malar's Fang +13 melee (1d8+8, 19-20/x3 or 1d6+6, 19-20/x2), or +2 sizing Javelin +13 ranged (1d6+4, 30ft)

Full Attack: 2 Claws +12 melee (1d4+4 plus 1 vile) and Bite +9 melee (1d6+4 plus 1 vile), or Malar's Fang +13/+8 melee (1d8+8, 19-20/x3 or 1d6+6, 19-20/x2) and Bite +9 melee (1d6+4 plus 1 vile), or +2 sizing Javelin +13 ranged (1d6+4, 30ft)

Space/Reach: 5 ft/5 ft

Special Attacks: Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28

Saves: Fort +15, Ref +16, Will +22

Abilities: STR 19, DEX 18, CON 17, INT 15, WIS 24, CHA 24

Skills: Concentration +14, Diplomacy +18, Heal +18, Hide +8, Jump +7, Knowledge (Arcana) +7, Listen +14, Move Silently +6, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attacks, Multiattack, Combat Casting

Challenge Rating: 19

Alignment: CE

Level Adjustment: +7

Dire Wolf Form

Favored Soul 10/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 10d8 plus 6d8 (157 hp)

Initiative: +2

Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

AC: 25 (+4 Dex, -1 Size, +5 Natural, +7 armor), touch 13, flat-footed 22

BAB/Grapple: +7/+26

Attack: Claw +18 melee (1d6+11 plus 1 vile), or Bite +16 (1d8+11 plus 1 vile)

Full Attack: 2 Claws +18 melee (1d6+11 plus 1 vile) and Bite +16 melee (1d8+11 plus 1 vile)

Space/Reach: 10 ft/5 ft

Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28

Saves: Fort +18, Ref +18, Will +22

Abilities: STR 33, DEX 22, CON 23, INT 11, WIS 24, CHA 24

Skills: Concentration +17, Diplomacy +18, Heal +18, Hide +6, Jump +14, Knowledge (Arcana) +7, Listen +14, Move Silently +8, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attack, Multiattack, Combat Casting

Challenge Rating: 19

Alignment: CE

Level Adjustment: +7

Hybrid Form

Favored Soul 10/Half-Fiend Werewolf Lord 13

Large Outsider (Native, Human, Shapechanger)

HD: 10d8 plus 6d8 (157 hp)

Initiative: +2

Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

AC: 25 (+4 Dex, -1 Size, +5 Natural, +7 Armor), touch 13, flat-footed 22

BAB/Grapple: +7/+26

Attack: Claw +18 melee (1d6+11 plus 1 vile), or Malar's Fang +20 melee (2d6+16, 19-20/x3 or 1d8+11, 19-20/x2), or +2 sizing Javelin +14 ranged (1d8+11, 30ft)

Full Attack: 2 Claws +18 melee (1d6+11 plus 1 vile) and Bite +16 melee (1d8+11 plus 1 vile), or Malar's Fang +20/+15 melee (2d6+16, 19-20/x3 or 1d8+11, 19-20/x2) and Bite +16 melee (1d8+11 plus 1 vile), or +2 sizing Javelin +14 ranged (1d8+11, 30ft)

Space/Reach: 10 ft/10 ft

Special Attacks: Curse of Lycanthropy

Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28

Saves: Fort +18, Ref +18, Will +22

Abilities: STR 33, DEX 22, CON 23, INT 11, WIS 24, CHA 24

Skills: Concentration +17, Diplomacy +18, Heal +18, Hide +6, Jump +14, Knowledge (Arcana) +7, Listen +14, Move Silently +8, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9

Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attack, Multiattack, Combat Casting

Challenge Rating: 19

Alignment: CE

Level Adjustment: +7

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

Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

3/day: Darkness, Poison (Fort DC 21), Unholy Aura

1/day: Desecrate, Unholy Blight (Will DC 22), Contagion (Fort DC 21), Blasphemy (Will DC 25), Unhallow

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

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

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

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

Spells:

0th (6 slots): Cure Minor Wounds, Inflict Minor Wounds, Guidance, Mending, No Light (BoVD), Resistance, Virtue, Create Water, Read Magic

1st (8 slots): Cure Light Wounds, Inflict Light Wounds, Lesser Vigor (SC), Sacrificial Skill (BoVD), Slow Consumption (BoVD), Bless

2nd (8 slots): Cure Moderate Wounds, Inflict Moderate Wounds, Dance of Ruin (BoVD), Deific Vengeance (SC), Hold Person, Spiritual Weapon

3rd (8 slots): Cure Serious Wounds, Bestow Curse, Prayer, Wrack (BoVD), Inflict Serious Wounds

4th (6 slots): Revenance (SC), Delay Death (SC), Cure Critical Wounds, Summon Monster IV

5th (4 slots): Mass Cure Light Wounds, Righteous Might, Slay Living

Gear:

Darkmoon's Hauberk - +2 Shifter Blueshine Mithral Chainmail

**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

**Blueshine - Armor does not tarnish and is immune to acid or rusting effects. +2 Competence bonus to Hide. (+1500 gp)

**Mithral - Arcane Spell Failure -10%, Max Dex +2, ACP reduced by 3. (+4000 gp)

Malar's Fang - +2 Changeling Sizing Keen Fleshgrinding Spear

**Changeling - 1/round, change weapon into spear, shortspear, or longspear. (+2000 gp)

**Sizing - This weapon resizes to fit the wielder. (+5000gp)

**Keen - The threat range for this weapon is doubled (+1 bonus)

**Fleshgrinding - On a hit, can command weapon to 'grind' as free action. Each round, deal damage as if wielder dealt a successful hit. DC 20 STR check to remove weapon. Weapon grinds for up to 5 rounds. (+2 bonus)

+2 Sizing Javelin - +2 Enhancement to attacks and Damage rolls.

**Sizing - This weapon resizes to fit the wielder. (+5000gp)

Cloak of Charisma +6 - +6 Enhancement to CHA

Periapt of Wisdom +6 - +6 Enhancement to WIS

Ring of Recall - 1/day Word of Recall

Potion of Cure Serious Wounds x2 - Heal 3d8+5 hp.

Shadowfiend of Malar

Shadowfiend of Malar (Human Form)

Ninja 10 / Fiendish Wereviper (Natural) 6

Medium Humanoid (Shapechanger, Extraplanar)

HD: 10d6+20 plus 3d8+6 (76 HP)

Initiative: +8

Speed: 30ft (6 squares)

AC: 24 (+4 DEX, +6 Insight, +2 Natural, +2 Deflection), 22 touch, 20 flat-footed

Base Attack/Grapple: +7/+8

Attack: +13 melee (Stalker's Blade, 1d4+3 plus 1 Vile, 15-20/x2) or +13 ranged touch (Shadow Shuriken, 1d2+1, x2)

Full Attack: +13/+8 melee (Stalker's Blade, 1d4+3 plus 1 Vile, 15-20/x2) or +13/+8 ranged touch (Shadow Shuriken, 1d2+1, x2)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good

Special Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use

Saves: Fort +5, Ref +11, Will +7(+9)

Abilities: STR 12, DEX 18, CON 14, INT 11, WIS 18, CHA 10

Skills: Balance 12, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 10, Hide 16, Jump 12, Listen 10, Move Silently 16, Open Lock 5, Search 5, Sense Motive 9, Sleight of Hand 9, Spot 10, Tumble 12

Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison Immunity

Alignment: CE

LA: +5

CR: 15

Shadowfiend of Malar (Viper Form)

Ninja 10 / Fiendish Wereviper (Natural) 6

Large Humanoid (Shapechanger, Extraplanar)

HD: 10d6+20 plus 3d8+6 (76 HP)

Initiative: +8

Speed: 30ft (6 squares)

AC: 25 (+7 DEX, -1 Size, +3 Natural, +6 Insight), 22 touch, 18 flat-footed

Base Attack/Grapple: +7/+8

Attack: +13 melee Bite (1d6+2 plus poison)

Full Attack: +13 melee Bite (1d6+2 plus poison)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good

Special Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use

Saves: Fort +5, Ref +14, Will +7(+9)

Abilities: STR 12, DEX 24, CON 14, INT 11, WIS 18, CHA 10

Skills: Balance 15, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 13, Hide 19, Jump 12, Listen 10, Move Silently 19, Open Lock 8, Search 5, Sense Motive 9, Sleight of Hand 12, Spot 10, Tumble 15

Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison Immunity

Alignment: CE

LA: +5

CR 15

Shadowfiend of Malar (Hybrid Form)

Ninja 10 / Fiendish Wereviper (Natural) 6

Large Humanoid (Shapechanger, Extraplanar)

HD: 10d6+20 plus 3d8+6 (76 HP)

Initiative: +8

Speed: 30ft (6 squares)

AC: 24 (+7 DEX, -1 Size, +6 Insight, +2 Deflection), 24 touch, 17 flat-footed

Base Attack/Grapple: +7/+8

Attack: +15 melee (Stalker's Blade, 1d6+3 plus 1 Vile, 15-20/x2), or +13 melee Claw (1d6+1), or +14 ranged touch (Shadow Shuriken, 1d2+1, x2)

Full Attack: +15/+10 melee (Stalker's Blade, 1d6+3 plus 1 Vile, 15-20/x2) and +8 melee Bite (2d6 plus poison), or +13 melee 2 claws (1d6+1) and +8 Bite (2d6 plus poison), or +13/+8 ranged touch (Shadow Shuriken, 1d2+1, x2)

Space/Reach: 5ft/5ft

Special Attacks: Smite Good

Special Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use

Saves: Fort +5, Ref +14, Will +7(+9)

Abilities: STR 12, DEX 24, CON 14, INT 11, WIS 18, CHA 10

Skills: Balance 15, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 13, Hide 19, Jump 12, Listen 10, Move Silently 19, Open Lock 8, Search 5, Sense Motive 9, Sleight of Hand 12, Spot 10, Tumble 15

Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison Immunity

Alignment: CE

LA: +5

CR: 15

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Gear:

Stalker's Blade - +2 Cunning Distracting Keen Sizing Toxic Kukri

**Distracting - When wielded, this weapon leaves afterimages of its passing, creating a confusing pattern of optical effects. The weapon's target is denied their DEX bonus to AC against the wielder unless they have blindsense, blindsight, the Blind-Fight feat, or the effects of true seeing or similar abilities. (+3 bonus)

**Keen - Threat range is doubled (+1 bonus)

**Sizing - This weapon resizes to fit the wielder. (+5000gp)

**Toxic - When you apply contact or injury poison to a toxic weapon, the weapon retains its potency after two successful hits instead of just one. (+1 bonus)

Shadow Shuriken (x2) - +1 Returning Shadow Energy Shuriken

**Returning - Returns to square it was thrown from next round, catch as free action. (+1 bonus)

**Shadow Energy - As Brilliant Energy, but shadow. (+4 Bonus)

Slippers of Spider Climbing

Spellcharm of Charm Immunity - Single-use, triggered when wearer would save against a Charm Person or Charm Monster effect. Activates Spell Immunity, as if cast by an 8th level cleric, making the wearer immune to both spells for the next 80 minutes.

Ring of Protection +2

Vile Weapon Ring - All melee attacks deal 1 extra Vile damage

Huge Scorpion Poison x2 - Injury DC 26, 1d8 STR primary, 1d8 STR secondary

Bebilith Venom x2 - Injury DC 20, 1d6 CON primary, 2d6 CON secondary

Smoke Bomb x5 - Creates a 10' radius of thick smoke which dissipates in 1 round.

Potion of Cure Moderate Wounds x3

Wolflord of Malar

Wolflord of Malar, Human Form

Fighter 10/Werewolf Lord 6

Medium Humanoid (Human, Shapechanger)

HD: 10d10+20 plus 6d8+30 (132 HP)

Initiative: +2

Speed: 30ft (6 squares)

AC: 28 (+2 DEX, +4 natural, +1 deflection, +6 Shifter's Armor, +5 Shifter's Shield), touch 13, flat-footed 26

Base Attack/Grapple: +14/+18

Attack: Malarite's Blade +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/×3)

Full Attack: Malarite's Blade +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7ranged (1d8+4/×3)

Space/Reach: 5ft/5ft

Special Attacks:

Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent

Saves: Fort +16, Ref +12, Will +13

Abilities: STR 18, DEX 14, CON 14, INT 10, WIS 12, CHA 12

Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

CR: 14

Alignment: CE

LA: +3

Wolflord of Malar, Dire Wolf Form

Fighter 10/Werewolf Lord 6

Medium Humanoid (Human, Shapechanger)

HD: 10d10+20 plus 6d8+30 (132 HP)

Initiative: +4

Speed: 30ft (6 squares)

AC: 21 (-1 size, +4 DEX, +7 natural, +1 deflection), touch 14, flat-footed 17

Base Attack/Grapple: +14/+29

Attack: Bite +25 melee (2d6+16/19-20)

Full Attack: Bite +25 melee (2d6+16/19-20)

Space/Reach: 10ft/5ft

Special Attacks: Curse of Lycanthropy

Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent

Saves: Fort +17, Ref +12, Will +11

Abilities: STR 32, DEX 18, CON 20, INT 10, WIS 12, CHA 12

Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

CR: 14

Alignment: CE

LA: +3

Wolflord of Malar, Hybrid Form

Fighter 10/Werewolf Lord 6

Medium Humanoid (Human, Shapechanger)

HD: 10d10+20 plus 6d8+30 (132 HP)

Initiative: +4

Speed: 30ft (6 squares)

AC: 32 (-1 size, +4 DEX, +7 natural, +1 deflection, +6 Shifter's Armor, +5 Shifter's Shield), touch 14, flat-footed 30

Base Attack/Grapple: +14/+27

Attack: Claw +24 melee (1d6+11) or Malarite's Blade +27 melee (2d8+15/17-20)

Full Attack: 2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20)

Space/Reach: 10ft/10ft

Special Attacks: Curse of Lycanthropy

Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent

Saves: Fort +17, Ref +12, Will +11

Abilities: Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12

Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

CR: 14

Alignment: CE

LA: +3

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

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

COMBAT

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

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

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

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

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

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

Possessions:

Shifter's Shirt - +2 Shifter Mithral Chain Shirt

**Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

Shifter's Shield - +3 Sizing heavy shield

**Sizing - This shield resizes to fit the wielder. (+5000gp)

Malarite's Blade - +2 Sizing Bastard Sword

**Sizing - This weapon resizes to fit the wielder. (+5000gp)

Gauntlets of Ogre Power

Cloak of Resistance +2

Ring of Protection +1

Ring of the Hunter - +1 Enhancement to Natural Armor, Invisible to Darkvision

Masterwork Composite Longbow (+4 Str bonus)

20 Bolts

Waterskin

Trail Rations (7 days)

Wraith of Woe

The Wraith of Woe

Dread Wraith / Ephereal Exemplar 3 (LM)

Large Undead (Incorporeal)

Hit Dice: 16d12 (126 hp)

Initiative: +15

Speed: Fly 60 ft. (good) (12 squares)

Armor Class: 33 (–1 size, +11 Dex, +13 deflection), touch 33, flat-footed 22

Base Attack/Grapple: +9/—

Attack: Incorporeal touch +20 melee (2d6 plus 1d8 Constitution drain)

Full Attack: Incorporeal touch +20 melee (2d6 plus 1d8 Constitution drain)

Space/Reach: 10 ft./10 ft.

Special Attacks: Constitution drain, create spawn

Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura, Improved Deflection, Turn Resistance +3, Enhanced Spawn, Positive Energy Resistance 10

Saves: Fort +6, Ref +17, Will +19

Abilities: Str —, Dex 33, Con —, Int 20, Wis 23, Cha 31

Skills: Diplomacy +16, Hide +31, Intimidate +33, Knowledge (religion) +28, Listen +31, Search +28, Sense Motive +29, Spot +29, Survival +8 (+10 following tracks)

Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Ghostly Grasp (LM), Positive Energy Resistance (LM)

Challenge Rating: 14

Alignment: Lawful Evil

Wraiths are incorporeal creatures born of evil and darkness.

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

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

Wraiths speak Common and Infernal.

COMBAT

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

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

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

DREAD WRAITH

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

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

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

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

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

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

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