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
BoED – Book of Exalted Deeds
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
MF – Monsters of Faerun
SBG – Stronghold Builder’s Guidebook
DotU – Drow of the Underdark
EPH – Expanded Psionic Handbook
CP – Complete Psionic
CoR – Forgotten Realms: Champions of Ruin
St – Stormwrack
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
ItS – In the Saddle
UEG1&2 – Ultimate Equipment Guide, Volumes 1 & 2
MUE – More Ultimate Equipment
Wiki – dandwiki.com
NBoF – Netbook of Feats
CB – Chainmail Bikini
MELINDA’S CHARACTER SHEET
Name
Melinda Rimedancer (formerly Eriksdaughter)
Race
Human - Luskari (Unseelie Fey)
Size
Medium
Alignment
Chaotic Evil
Deity
Auril
Age
20
Height
5’6”
Weight
110 lb
Eyes
Blue
Hair
Blonde
Level
28 (Gestalt)
Experience
386461/ 406000
Class Levels
Warlock 23 /
Icedawn Invoker 5
Battledancer 10 / Frostchylde Wardancer 10 / Marshal 8
HP
394/394
Nonlethal
Init
+13
Speed
140 (280 Fly)
BAB
+24/+19/+14/+9
Grapple
+30
DR
15/Cold Iron &
15/Adamantine
SR
40
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
22
+6
DEX
25
37
+13
CON
16
28
+9
INT
15
27
+8
WIS
14
26
+8
CHA
32
48
+19
Saves
Save
Total
Base
Ability
Bonus
Fort
+49
+13
+6
+30
Ref
+61
+18
+13
+30
Will
+55
+17
+8
+30
AC
68 = 10 Base + 13 Dex + 8 Armor + 8 Natural + 24 Dodge + 5 Deflection
(+2 Sacred vs Fire Type)
Touch
60 = 10 Base + 13 Dex + 8 Armor + 24 Dodge + 5 Deflection
(+2 Sacred vs Fire Type)
Flatfooted
55 = 10 Base + 8 Armor + 8 Natural + 24 Dodge + 5 Deflection
(+2 Sacred vs Fire Type)
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+11
+8
+3
Balance (Dex)*
+42
7
+13
+22
Bluff (Cha)
+96
30
+19
+47
Climb (Str)*
+26
+6
+20
Concentration (Con)
+43
19
+9
+15
Craft (Painting) (Int)
+15
6
+8
+1
Decipher Script (Int)
+9
+8
+1
Diplomacy (Cha)
+49
8
+19
+22
Disable Device (Int)
+9
+8
+1
Disguise (Cha)
+22
+19
+3
Escape Artist (Dex)*
+20
6
+13
+1
Forgery (Int)
+9
+8
+1
Gather Information (Cha)
+20
+19
+1
Handle Animal (Cha)
+20
+19
+1
Heal (Wis)
+9
+8
+1
Hide (Dex)*
+23
+13
+10
Intimidate (Cha)
+50
8
+19
+23
Jump (Str)
+36
+6
+30
Knowledge (Arcana) (Int)
+20
5
+8
+7
Knowledge (Planes) (Int)
+20
5
+8
+7
Knowledge (Religion) (Int)
+16
1
+8
+7
Knowledge ( ) (Int)
+9
+8
+1
Listen (Wis)
+9
+8
+1
Move Silently (Dex)*
+18
+13
+5
Open Lock (Dex)
+14
+13
+1
Perform (Dance) (Cha)
+53
28
+19
+6
Perform (Sing) (Cha) *V*
+58
28
+19
+11
Perform (Oratory) (Cha) *V*
+48
28
+19
+1
Profession ( ) (Wis)
+9
+8
+1
Ride (Dex)
+14
+13
+1
Search (Int)
+9
+8
+1
Sense Motive (Wis)
+38
19
+8
+11
Slight of Hand (Dex)*
+26
10
+13
+3
Speak Language
3
N/A
Spellcraft (Int)
+33
20
+8
+5
Spot (Wis)
+9
+8
+1
Survival (Wis)
+9
+8
+1
Swim (Str)*
+7
+6
+1
Tumble (Dex)*
+52
19
+13
+20
Use Magic Device (Cha)
+51
31
+19
+1
Use Rope (Dex)
+16
+13
+3
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: 39 = 27 (Level) + 13 (CHA) + 1 (Special Power) - 2 (Cruelty). For cohorts: 39 = 39 (Base). For followers: 38 = 39 (Base) - 1 (Moves Around).
Unearthly Luck [Fey] - As a supernatural ability, you may add your CHA bonus to all saving throws.
Combat Casting – Add +4 to Concentration checks when casting defensively.
Hover – When flying, can halt forward motion and hover, regardless of maneuverability.
Skill Focus (Diplomacy) - +3 bonus to Diplomacy
Epic Leadership – Allows for benefit of leadership scores greater than 25.
Epic Invoking – Gain 1 invocation of highest level (Dark) or 2 invocations of lower levels.
Improved Combat Casting – Do not provoke attacks of opportunity when casting spells while threatened.
Evil Brand (Vile) – Forever branded as a servant of an evil power, you gain +2 circumstance bonus on Diplomacy and Intimidate checks with Evil creatures.
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) – 15d6 damage (17d6 with items), 60’ range. Effective spell level of 1/2 Warlock level (min 1, max 9).
Damage Reduction (Ex) – 6/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 18th level, 1/day as free action gain fast healing 5 for 2 minutes (20 rounds).
Energy Resistance (Su): Gain Electric and Fire Resistance 10
Imbue Item (Su): Can substitute Use Magic Device for spells needed to craft items (must still have item creation feats). DC 15+spell level for arcane spells, and DC 25+spell level for divine spells.
Battledancer Abilities:
Proficiency – All Simple weapons
AC Bonus (Ex) – When unarmored and unencumbered, gain a Dodge bonus to AC equal to CHA, +1 every 5 Battledancer levels.
Unarmed Strike – Gain Improved Unarmed Strike as a bonus feat. Unarmed strike deals lethal damage, increased to 2d10. (3d6 with items.)
Battledancer’s Performance: Starting at 2nd level, the Battledancer is able to inspire allies or affect her enemies with her dance.
Dance of Reckless Bravery (Su): A battledancer with 5 ranks in Tumble can inspire courage in her allies. While in an opponent’s threatened area, can take a move action that does not provoke to give all allies within 30’ a +4 bonus on saves vs. fear effects for (5+CHA) rounds.
Bonus Speed (Ex) - +20 Base Speed
Dance of the Vexing Snake (Su) – If have 8 or more ranks in Tumble, can tumble at full speed without penalty, and can tumble a distance up to her move speed.
Dancer’s Strike (Magic) – The Battledancer can spend a standard action at will to wreathe their fists and feet in an aura lasting 5+CHA rounds. While the aura persists, the Battledancer’s unarmed strikes are treated as magic damage for overcoming damage reduction.
Dance of the Floating Step (Su) – A Battledancer with 11 ranks in Tumble gains the ability to dance across liquid, such as water or magma, without sinking or taking damage. If she ends her movement on liquid, she sinks and takes damage as normal. Must start her movement on solid surface.
Icedawn Invoker Abilities:
Invocations – Class level stacks with Warlock level for determining invocations, eldritch blast damage.
Bonus Invocation – Hellrime Blast
Forbidden Flame – Forswears the use of fire for anything except cooking. Cannot use Fire spells or abilities, even from items or another class. May not light any fire except for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.
Frostfire (Sp): At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.
Igloo (Sp): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.
Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.
Icedawn's Gift (Su): At 5th level, Auril blesses the Icedawn Invoker, granting them a +4 Profane bonus to Charisma.
Frostchylde Wardancer Abilities:
Frostfell Combatant: The Frostchylde Wardancer's class level stacks with Battle Dancer or Monk levels (choose one) to determine AC bonus, and unarmed damage.
Cold Resistance (Ex): The Frostchylde Wardancer gains Cold Resistance 10.
Child of Winter (Su): At 2nd level, the Frostchylde Wardancer gains a supernatural connection to the ice and snow. Snow and ice is treated as normal terrain. +5 sacred bonus to Balance checks to keep from falling on ice.
Frozen Fury (Su): At 3rd Level, the Frostchylde Wardancer’s unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as the Frost weapon property). She can suppress or activate this effect at will.
Bonus Speed (Ex): The Frostchylde Wardancer gains a +10 ft bonus to speed at 4th level. This stacks with similar class effects. She gains another +10 ft bonus to speed at 8th level. She loses this ability when wearing armor, or when carrying a medium or heavier load.
Evasion (Ex): The Frostchylde Wardancer gains Evasion at 5th level. If they already had Evasion from another source, they gain Improved Evasion instead. She loses this ability when wearing armor, or when carrying a medium or heavier load.
Frostblood (Su): The Frostchylde Wardancer's connection to the cold freezes impurities that would harm her, making her immune to nonmagical poisons and diseases.
Frostchylde (Ex): At 7th level, the Frostchylde Wardancer becomes perfectly adapted to the cold, gaining the Cold subtype. They are immune to Cold damage 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): 1/month cast Fimbulwinter as a spell-like ability (CL 20).
Marshal Abilities:
Proficiency: All simple and martial weapons, all armor types (light, medium, heavy), and shields (except tower shields).
Auras (Ex): Can create up to 1 minor and 1 major aura at a time. Unless otherwise stated, aura affects self and all allies withing 60 feet who can hear the marshal. Ally must have INT 3 or higher and be able to understand the marshal to gain the bonus. Activating an aura is a swift action.
Minor Auras: Add CHA bonus (if any) to certain rolls.
**Determined Caster – Add CHA to rolls to overcome spell resistance.
**Force of Will – Add CHA to Will Saves
**Demand Fortitude – Add CHA to Fort Saves
**Art of War – Bonus on disarm, trip, bull rush, and sunder attempts.
Major Auras: Add +2 on certain rolls.
**Resilient Troops – Add bonus to all saves
**Motivate Care – Add bonus to AC.
Grant Move Action (Ex): 2/day, as standard action, may grant an extra move action to any or all allies within 30 feet (but not to herself). Each affected ally takes this extra move action immediately, in their initiative order. Does not affect initiative count. If an ally chooses not to take the extra move action, it is lost.
Boon of Auril (Ex) - +2 Sacred bonus to AC against creatures of the Fire type. Continuous Endure Elements.
Profane Boon of Auril (Su) – Gain Fast Healing 5 while in ice and snow.
Twice-Souled (Ex) – Speak Language is always a class skill.
Languages
Common, Luskar, Abyssal, Draconic, Orc, Goblin, Giant
From items: Undercommon, Drow Sign Language, Elven, Dwarven, Celestial
Money
PP
349
GP
148
SP
3
CP
8
Magic Items
Head
Lord Swiftclaw’s Hunting Helm
Neck
Selphyra’s Charm
Face
Snowflake Mask
Torso
Regalia of the Icy Maiden
Shoulders
Mantle of the Hellrider
Waist
Sash of the Wardancer
Arms
Dunhor’s Shielding Bracers
Hands
Profane Gloves
R. Ring
Icechild’s Band
L. Ring
Telthador’s Adamantine Ring
Body
Feet
Helldancer Boots
Encumbrance
Light Load
76 lb
Medium Load
153 lb
Heavy Load
230 lb
Max Load
230 lb
Lift Off Ground
460 lb
Push/Drag
1150 lb
Inventory
Weight
Handy Haversack (87.5 lbs remaining)
Bedroll
Replenishing Skin
Holy Symbol, Silver
Everlasting Rations
Mirror, Small Steel
Grappling Hook
Rope, Silk (50 ft)
Whetstone
Blanket, Winter
Everburning Torch
Wand of Cure Moderate Wounds
Slave Rings x10
Potion of Cure Serious Wounds x7
Onyx Gems (9500 gp)
Iron Collar of the Master
Pearl of the Sirines
Staff of Winter (50 Charges)
Worn Gear
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
0
HH
16
Total Weight Carried
23
SPELLS
+2 CL to Overcome SR
Spells/Spell-like Abilities
Warlock Abilities
Caster Level
28
DC
29 + Spell Level
Least Invocations
Beguiling Influence (2nd) – +6 to Bluff, Diplomacy, and Intimidate for 24 hours.
Otherworldly Whispers (2nd) – Gain +6 bonus on Knowledge (Arcana), Knowledge (Religion), and Knowledge (The Planes) for 24 hours.
Insidious Allure (2nd) – +6 bonus on Disguise, Gather Information, and Perform checks for 24 hours. Indifferent creatures have a friendly starting attitude to you.
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.
Fell Channeling (4th) – Blast Shape. It allows the warlock to channel their eldritch blast through a weapon attack. If the warlock has a BAB of 6+, then they may, (as a full-round action) take as many attacks as allowed. Regardless of the number of attacks, the Eldritch Blast is applied to only one of them (Warlock’s choice). Using this invocation does not provoke attacks of opportunity when used with a melee weapon.
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.
Frostfell Blast (7th) – Eldritch Essence. By tearing a microrift into the heart of the paraelemental plane of ice, this eldritch essence invocation allows you to change your eldritch blast into a frostfell blast that deals supernaturally cold damage. Since the frostfell blast rips through the planes, it affects ethereal and other incorporeal creatures as if it were a force effect.
Since you are tapping into the near absolute-zero temperatures at the core of the multiverse, even creatures from the frozen wastes are affected by a frostfell blast. As such, cold resistance offers no protection against the frostfell blast, while immunity to cold damage instead reduces the damage by half.
Dark Invocations
Word of Changing (5th) – Baleful Polymorph, as the spell, except that 24 hours after being transformed the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If the second save fails, it remains in its new form permanently.
Utterdark Blast (8th) – Eldritch Essence. Blast deals negative energy damage, healing undead. Any creature struck by the blast must make Fort save or gain 2 negative levels. These levels fade after 1 hour.
Eldritch Doom (8th) – Blast Shape. Eldritch Doom deals Eldritch Blast damage to all enemies in 20’ radius of you. Ref save for half damage.
Icedawn Invoker Spell-like Abilities
Caster Level
28
DC
25 + Spell Level
At Will
Cold Fire (SC): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.
3/Day
Frostfire: At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.
1/Day
Igloo (FB): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.
Frostchylde Wardancer Spell-like Abilities
Caster Level
28
DC
25 + Spell Level
1/Month
Fimbulwinter (FB): 1/month cast Fimbulwinter as a spell-like ability (CL 20).
EQUIPMENT
Archonbane Crystal
Type
Weapon Crystal
Weight
This crystal, made from red onyx in the shape of a tear, is designed to magically attach to a weapon of at least a +3 enhancement value, granting its benefits to the wielder.
Greater Arcane Steel – When channeling a spell or spell-like ability through this weapon, +1 Insight bonus to weapon attack and damage rolls, and increase the save DC of the spell or spell-like ability by 1.
Greater Adamant Weaponry – Improves the hardness of the weapon by 10.
Greater Security - +10 to any check made to draw the weapon (such as while grappling) or to keep hold of the weapon (such as resisting disarm attempts).
Greater Archonslayer – This weapon deals an extra 1d6 damage to Good Outsiders, and is treated as evil aligned for the purpose of overcoming damage reduction. In addition, when the weapon scores a critical hit against a good outsider, that creature can’t use any teleportation abilities for 1 round. Any good creature grasping a weapon that bears an Arconslayer Crystal gains one negative level, which remains until the weapon is no longer wielded.
Lesser Return – Draw the weapon as a free action. Can call the weapon (if unattended) to your hand from up to 30 feet away as a move action.
Killing Blow – 1/day Power Word Kill (CL 20)
Merciful Blade
Type
Dagger
Weight
1 lb
Damage
1d4+1
Damage Type
Piercing / Slashing
Critical
19-20 / x2
Thrown Range
10 ft
This +1 Blue Ice Dagger is highly prized by servants of dark gods. When used in conjunction with a sacrificial rite, a Sacrificial Knife conveys a +3 competence bonus on the Knowledge (Religion) check.
Blue Ice - +1 enhancement to attack and damage (does not stack with enchantments)
Icedawn’s Mercy – When damaging a creature, cast Cure Light Wounds (CL 1) on the target.
Regalia of the Icy Maiden
Type
Torso
Weight
5
This outfit was made as a commission for Melinda Eriksdaughter, by one of her admirers.
+8 Resistance Bonus to all Saves
+10 Competence Bonus to Sense Motive
Steady Casting - +10 Competence to Concentration to cast defensively
Shiftweave – Can shift to become one of five outfits on command. Weight does not change. Available outfits: Explorer’s Outfit, Cleric’s Vestments, Entertainer’s Outfit, Noble’s Outfit, Oilskin Suit
Darksoul Protection – Take half damage from spells or effects that deal greater damage to evil creatures.
Sash of the Wardancer
Type
Waist
Weight
This silk sash has been heavily enchanted, giving it incredible abilities.
Giant Strength +6 – +6 Enhancement to STR
Battledancer’s Belt – The wearer’s AC and unarmed damage is treated as a battledancer of five levels higher. If the character is not a battledancer, she gains the AC and unarmed damage of a 5th-level battledancer. This AC bonus functions just like the monk’s AC bonus.
Healing Belt – This belt gives the wearer a +2 Competence bonus on Heal checks. It also contains 3 charges, which are restored each day at dawn. Spending charges channels positive energy and allows you to heal creatures with a touch (or harm undead). 1 Charge: Heal 2d8. 2 Charge: Heal 3d8. 3 Charge: Heal 4d8
Dance Partners – At will, Mirror Image, as the spell, CL 20.
Snowflake Mask
Type
Face
Weight
0
This mask made of transparent crystal, with the symbol of Auril etched upon it.
Crystal Mask of Dread – +10 Competence bonus to Intimidate
Third Eye Penetrate – +2 bonus on CL checks to overcome SR
Goggles of Foefinding – Ignore enemies’ Cover bonus to AC
Crystal Mask of Languages – Read, write, and speak Undercommon, Drow Sign Language, Elven, Dwarven, and Celestial.
Artificer’s Monocle – While using Detect Magic, spend 1 min to Identify objects.
Glibness – Continuous Glibness effect. +30 to Bluff checks made to convince another of the truth of her words.
Ravager – Able to use Ravage the Mind Invocation. (5th level equivalent.) Probe Thoughts at will, but range reduced to touch, and victim must be paralyzed, helpless, or otherwise unable to shake off prolonged touch. If victim fails the saving throw, may also modify their memories as modify memory spell.
Lord Swiftclaw’s Hunting Helm
Type
Head
Weight
0
This helm, made from Displacer Beast leather cured in the blood of fiends, is a powerful tool for any ruler that takes their hunt on the road.
Fiendhelm – Melee attacks treated as evil-aligned for overcoming DR. Can use Dispel Good, Inflict Critical Wounds, and Resist Energy (Electricity or Fire only) 1/day (CL equal to character level, DC 10+Spell level+CHA)
Intellect +12 – +12 Enhancement to INT
Wisdom +12 – +12 Enhancement to WIS
Helm of Heroes – 1/day can use Marshal grant move action ability to instead grant each affected character a single melee attack (using each ally’s full BAB).
Disguise – Disguise Self at will. Hat changes shape to match disguise.
Anonymity – Continuous Nondetection, +5 on Hide.
Faithfulness – Item warns you when an action may put you in bad standing with your deity.
Profane Gloves
Type
Hands
Weight
1
These gloves, made from the corrupted hide of an angel, grant the wearer profane abilities associated with demonkind.
Demoncall – Continuous Demoncall effect, CL 20. +10 Profane bonus on Knowledge (Arcana), Knowledge (the Planes), or Knowledge (Religion)
Distort Weapon – Continuous Distort Weapon effect, CL 20. Weapons treated as magic for overcoming DR. Critical threats against good creatures automatically confirmed, without a roll. Has no effect on weapons with enchantments related to critical hits, such as keen or vorpal weapons.
Forbidden Speech – Can use Forbidden Speech, as the spell (BoVD) at will. CL 20. Will DC 15+CHA. Caster suffers 1d6 points of STR damage during casting.
Exceptional Arrow Deflection – Deflect any type of ranged attack, including spells that require a ranged attack roll. Ref save (DC 20) to deflect. If the attack has an enhancement bonus or spell level, the DC increases by that amount. Must be aware of attack and not flat-footed.
Helldancer Boots
Type
Boots
Weight
1
These boots, made from demon skin and lined with the hair of succubi, have been enchanted to aid their wearers in a variety of situations.
Swiftness – +12 Enhancement to DEX. Speed doubles. Gains Evasion ability. Jumping distance not limited by height. +20 Competence bonus to Balance, Climb, Jump, and Tumble. 3/day Haste for 20 rounds.
Tracklessness – No tracks (as pass without trace), 1/day Greater Invisibility for 7 rounds.
+5 Profane bonus to Perform (Dance)
Spider Climbing – Continuous Spider Climb effect.
Elvenkind – +5 Competence on Move Silently
Mantle of the Hellrider
Type
Shoulders
Weight
1
This cloak is well made, and has been the boon of many an adventurer in the lower planes.
Epic Spell Resistance – Grants wearer SR 40.
Minor Displacement – Continuous 20% miss chance on attacks.
Continuous Featherfall effect
Charisma +12 - +12 Enhancement to CHA
Elvenkind – +5 Competence on Hide
Selphyra’s Charm
Type
Throat
Weight
This amulet formerly belonged to the elven Archwarlock Selphyra of the Eastern Mountains, who disappeared over a century ago. How it came to be found again is unknown.
Greater Choker of Eloquence – +10 Competence bonus on Diplomacy, Bluff, and Perform (Sing) checks.
Greater Chausible of Fell Power – +2d6 to Eldritch Blast, and chaotic damaging spells
Amulet of Natural Armor +8 – +8 Enhancement to natural Armor
Amulet of Health +6– +6 Enhancement to CON
Hand of the Mage – Mage Hand, at will
Virulent Venom – All natural attacks are poisoned (Fort DC 20). Initial and Secondary damage is 1d10 CON.
Dunhor’s Shielding Bracers
Type
Arms
Weight
1
This set of enchanted bracers are enchanted to provide a +8 Enhancement bonus to AC.
Shielding – At will Shield effect. +4 Shield bonus to AC, blocks Magic Missiles.
Relentless Might – Gain +12 Enhancement to STR and CON
Telthador’s Adamantine Ring
Type
Ring
Weight
This ring of pure Adamantine was the property of the demon Telthador, until his destruction fifty years ago.
Ironskin – Provides DR 15/Adamantine
Protection – provides a +5 Deflection Bonus to AC.
Mind Shielding – Immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her alignment.
Freedom of Movement – Continuous Freedom of Movement
Icechild’s Band
Type
Ring
Weight
This ring grants the wearer greater command over her magic, as well as the people around her.
Master Ring – 3/day exchange messages with one of the Slave Rings keyed to it. At will, deal 3d6 points of damage per round as a free action to individual wearing keyed Slave Ring.
Arcane Might – +1 bonus to arcane caster level for the purpose of spell penetration, caster level checks, and all level-based variables of any arcane spell the wearer casts.
Arming – Can switch worn set of armor and weapons for those inside the ring as a standard action
Vile Weapon Ring – Do 1 Vile damage with all attacks.
Vile Spell Ring – Do 1 Vile damage per spell level for all spells and spell-like abilities.
Slave Ring
Type
Ring
Weight
This iron ring, once put on, can only be removed by the wearer of its keyed Master Ring. Subject to damage from the wearer of Master Ring, but can exchange messages with them.
Pearl of the Sirines
Type
Tool
Weight
This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item.
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Replenishing Skin
Type
Tool
Weight
4
This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Wand of Cure Moderate Wounds
Type
Tool
Weight
This wand allows the user to cast Cure Moderate Wounds, healing 2d8+3 damage to the target.
(49 Charges Remaining)
Wand of Glibness
Type
Tool
Weight
This wand allows the user to cast Glibness, giving a +30 to Bluff checks made to deceive people.
(50 Charges Remaining)
Ioun Stone, Pale Green Prism
Type
Tool
Weight
+1 Competence bonus on all attack rolls, saves, skill checks, and ability checks.
Manual of Quickness in Action +5 (Used)
Type
Tool
Weight
Provides a +5 Inherent bonus to DEX
Manual of Bodily Health +5 (Used)
Type
Tool
Weight
Provides a +5 inherent bonus to CON
Tome of Leadership and Influence +5 (Used)
Type
Tool
Weight
Provides a +5 inherent bonus to CHA
Staff of Winter
Type
Staff
Weight
4
This staff allows the use of the following spells. (CL 24)
(49 Charges remaining)
Cone of Cold (Intensified, 2 charges, DC 28)
Ice Storm (Intensified, 2 charges, DC 26)
Freezing Sphere (Intensified, 2 charges, DC 29)
Wall of Ice (1 Charge)
Veilsplitting Blade
Type
Simple Light Weapon
Weight
1
Damage
1d4+1
Damage Type
Pierce/Slash
Crit
19-20/x2
Thrown Range
10 ft.
This well-made obsidian dagger is designed to be ceremonial, but remains functional.
+1 Enhancement to Attack and Damage
Veilsplit – 1/day cut the fabric between planes, creating a temporary portal to a plane of your choosing. This portal can be small enough to fit a creature no larger than the caster, or large enough to fit a wagon through, chosen by the caster at the time of casting. The portal remains open for one minute, or until the caster stops concentrating. Accurately finding your way to your destination on the other plane is impossible. You appear 10 to 1000 miles (10d100) from your intended destination.
Chain of Adaptation
Type
Tool
Weight
1
This silver chain necklace wraps the wearer in a shell of fresh air, making them immune to all harmful vapors and gasses, and allowing them to breathe, even underwater or in vacuum. It also protects the wearer from harmful environmental planar effects (though not from attacks, or from environmental effects on their own plane). Though it is worn around the neck, it does not take up a magic item slot.
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
+7 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.
**Anarchic Power - This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded.
In addition to its other abilities, Soul's Violation is intrinsically connected to the Plane of Shadow. While not in areas of direct sunlight (or the area of effect of a Daylight spell) the wielder has access to the following effects:
Shadow Shield (Sp) - 3/day, create a shield of transluscent shadows. Acts as a Shield spell, negating Magic Missile attacks and providing +4 Shield bonus to AC, with a CL equal to the wielder's HD.
Shadow Walk (Sp) - 1/day, use Shadow Walk, as the spell. (CL equal to HD, DC 16+CHA Will to resist)
Dimension Door (Sp) - 3/day, use Dimension Door, as the spell (CL equal to HD, DC 14+CHA to resist).
Veil of Shadow (Sp) - 3/day, use Veil of Shadow (SC) as the spell. (CL equal to HD)
Shades (Sp) - 1/week, use Shades, as the spell. (CL equal to HD, DC 19+CHA Will to resist)
This blade was forged from iron mined on the Plane of Shadow, and quenched in the blood of creatures from that deadly plane, infusing it with the essence of shadow. It was the personal weapon of the Dark Queen, a Twiceborn Nymph who became a feared warlord in the northern lands. The cause of her rage against the 'civilized' races is unknown, but it is believed that before she made this blade the Dark Queen tried, and failed, to find her way through the Plane of Shadow, seeking a connection to the world her soul was originally from. Failing in this attempt, she turned her wrath upon the people of the world, and, for over a hundred years, this blade was continually infused with the Dark Queen's essence as she sacrificed countless souls to it, causing the blade to grow ever more powerful throughout her reign.
During the Great Troubles, she was attacked by the goddess Selune in a duel. The Goddess of the Moon was tricked by the God of Lies, Cyric, into believing that the Dark Queen was the mortal incarnation of the Goddess of Shadow, Shar, and was somehow responsible for the Great Troubles. Cyric revealed his true nature to Selune during the battle when Malar sought to intervene in the battle. Cyric and the Dark Queen were killed in the ensuing brawl, and both Selune and Malar's mortal avatars were gravely wounded.
With the Dark Queen's death, her blade disappeared for a long time, though rumors persisted of it appearing in different locales. During one of the Orc Wars, the blade was confirmed to still be in existence when it was briefly wielded by the Doomsinger, Brakthik Ruinsoul during the failed campaign in the Moonwood.
Soul's Violation does not appear to be an intelligent weapon, but those who have come across it will swear that it still carriers a shard of the Dark Queen's power and hatred for the people of this world. The blade carries a powerful curse. Only a female Twiceborn may wield it safely. All others receive three negative levels and take 3x damage of all types while wielding the blade. An uncomfortable chill surrounds the blade, dropping the temperature in its presence by 10F.
EBONHEART (COHORT)
Name
Ebonheart
Race
Black Unicorn
Size
Large
Alignment
Chaotic Evil
Deity
Garagos
Age
5
Height
5’6”
Weight
1800 lb
Eyes
Red
Hair
Black
Effective Character Level
26
Experience
326931 / 351000
Class Levels
Black Unicorn 4 / Barbarian 22
HP
629/629
Nonlethal
Init
+8
Speed
140 ft /
Fly 90 ft
BAB
+23/+18/+13/+8
Grapple
+42
DR
6/-- &
15/Adamantine
SR
40
Attributes
Attribute
Score
Modified Score
Modifier
STR
28
40
+15
DEX
21
27
+8
CON
32
44
+17
INT
16
+3
WIS
23
29
+9
CHA
31
37
+13
Saves
Save
Total
Base
Ability
Bonus
Fort
+45
+19
+17
+9
Ref
+28
+11
+8
+9
Will
+26
+8
+9
+9
+4 to Will saves to resist enchantments.
Acid, Cold, Fire, Electric, and Sonic Resistance 30
AC
58 = 10 Base - 1 Size + 6 Dex + 13 Armor + 13 Natural + 4 Haste + 8 Deflection + 4 Shield + 1 Insight
Touch
28 = 10 Base - 1 Size + 6 Dex + 4 Haste + 8 Deflection + 1 Insight
Flatfooted
48 = 10 Base - 1 Size + 13 Armor + 13 Natural + 8 Deflection + 4 Shield + 1 Insight
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+4
+3
+1
Balance (Dex)*
+9
+8
+1
Bluff (Cha)
+14
+13
+1
Climb (Str)*
+32
12
+15
+5
Concentration (Con)
+18
+17
+1
Craft ( ) (Int)
+4
+3
+1
Decipher Script (Int)
+4
+3
+1
Diplomacy (Cha)
+14
+13
+1
Disable Device (Dex)
+9
+8
+1
Disguise (Cha)
+14
+13
+1
Escape Artist (Dex)*
+9
+8
+1
Forgery (Int)
+4
+3
+1
Gather Information (Cha)
+14
+13
+1
Handle Animal (Cha)
+14
+13
+1
Heal (Wis)
+10
+9
+1
Hide (Dex)*
+11
+8
+3
Intimidate (Cha)
+58
29
+13
+16
Jump (Str)
+36
20
+15
+1
Knowledge ( ) (Int)
+4
+3
+1
Listen (Wis)
+40
28
+9
+3
Move Silently (Dex)*
+37
28
+8
+1
Open Lock (Dex)
+9
+8
+1
Perform ( ) (Cha)
+14
+13
+1
Profession ( ) (Wis)
+10
+9
Unauthorized tale usage: if you spot this story on Amazon, report the violation.
+1
Ride (Dex)
+9
+8
+1
Search (Int)
+4
+3
+1
Sense Motive (Wis)
+17
7
+9
+1
Slight of Hand (Dex)*
+9
+8
+1
Speak Language
1
Spellcraft (Int)
+4
+3
+1
Spot (Wis)
+25
14
+9
+3
Survival (Wis)
+24
14
+9
+1
Swim (Str)*
+33
17
+15
+1
Tumble (Dex)*
+9
+8
+1
Use Magic Device (Cha)
+14
+13
+1
Use Rope (Dex)
+9
+8
+1
Feats
Alertness – +2 bonus on all Listen and Spot checks
Multiattack – Secondary attacks made with only -2 penalty
Weapon Focus (Horn) – +1 bonus on all attack rolls made using Horn.
Improved Toughness – Gain extra 1 HP per HD.
Power Attack – Can take up to 5 from attack and add it to damage.
Improved Overrun – Target cannot choose to avoid you. +4 to the STR check to overrun.
Vile Natural Attack – All natural weapons do +1 Vile damage.
Improved Sunder – When making sunder attack, do not provoke AoO, gain +4 on attack roll to sunder.
Terrifying Rage – While raging, any enemy that views you must make Will save opposed by Intimidate or become panicked (if less HD than character level), or shaken (if HD is equal or up to twice your character level) for 4d6 rounds. Creatures with more than twice your HD are unaffected.
Chaotic Rage – Any weapon treated as anarchic (Chaos-aligned and deals extra 2d6 points of damage to lawful creatures). Does not stack with similar abilities.
Evil Brand (Vile) – Forever branded as a servant of an evil power, you gain +2 circumstance bonus on Diplomacy and Intimidate checks with Evil creatures.
Special Abilities
Black Unicorn Abilities:
Darkvision 60’
Inflict Light Wounds (Sp) – 3/day, Inflict Light Wounds, dealing 1d8+4 damage. Can use while making a Horn attack.
Teleport (Su) – Teleport Without Error (as spell), 1/day, taking themselves and their rider to any known location.
Horn attack – Horn does 1d8+STR damage
Bite attack – Bite does 2d6+(STR/2) Damage
Hooves – 2 Hoof attacks, dealing 1d4+(STR/2) Damage
Gore (From Items) – Gore does 2d6+(STR/2) Damage
Barbarian Abilities:
Fast Movement (Ex) – +10 feet to land speed when wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Illiteracy – Cannot read or write
Rage (Ex) – 6/day go into a rage. Gain +4 STR, +4 CON, +2 morale bonus on Will saves, -2 AC. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Uncanny Dodge (Ex) – At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex) – Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. (+6 total)
Improved Uncanny Dodge (Ex) – At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex) – At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex) – At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex) – While in a rage, gain +4 bonus on Will saves to resist enchantment spells. Stacks with all other modifiers.
Tireless Rage (Ex) – No longer fatigued at end of rage.
Mighty Rage (Ex) – Rage bonus increases to +8 to STR and CON, and +4 to Will. AC penalty remains -2.
Profane Boon of Garagos (Ex): +1 profane bonus to attack rolls against creatures with CR higher than his CL.
Languages
Common (illiterate), Abyssal
Money
PP
379
GP
139
SP
2
CP
Magic Items
Head
Terrormane’s Helm
Neck
Doomskull Medallion
Face
Dreadful Jaws
Torso
Shoulders
Terrormane’s Blanket
Waist
Savage Saddle of the Darklord
Arms
Bracers of Relentless Might
Front Hooves
Terrormane’s Horseshoes
R. Ring
Ring of Ironskin
L. Ring
Hodar’s Ring
Body
Armor of the Nightmare
Back Hooves
Terrormane’s Horseshoes
Encumbrance
Light Load
2796 lbs
Medium Load
5592 lbs
Heavy Load
8400 lbs
Max Load
8400 lbs
Lift Off Ground
16800 lbs
Push/Drag
42000 lbs
Inventory
Weight
Dread Rider’s Saddle
Horse Blanket of Warmth
Bag of Devouring
Saddlebags of Holding (480 lbs to limit)
Feedbag of Plenty
Horse Grooming Kit
Orb of Storms
Necklace of Strangulation
Ring of the Satyr
Hook of Dissolution
Statue of Fiendish Beauty
70
10
15
30
Bag
Bag
Bag
Bag
Bag
Bag
Bag
Total Weight Carried
140 lbs
EQUIPMENT
Armor of the Nightmare
Type
Light Armor
Weight
30
AC Bonus
+13
Max Dex
6
ACP
0
ASF
15%
This breastplate was made with the intent to be intimidating. Emblazoned with skulls and spikes, and finished in a blue-black sheen, the entire thing is like something out of a terrible nightmare.
+8 Enhancement Bonus
Mithral – Half normal weight. +2 Max Dex, -3 ACP, -10% ASF. Counts as one armor category lighter (light armor remains light armor).
Easy Travel – Carry up to a Medium Load as if it were a Light Load. Can travel up to 10 Hours a day without CON checks.
Fearsome – Functions as if it has armor spikes. +5 Enhancement to Intimidate, and can demoralize foes as a move action.
Blueshine – Armor never tarnishes and is immune to acid and rust effects. +2 competence to Hide.
Spider Boon – +4 Enhancement to Climb and Escape Artist. Webs of monstrous spiders or spiderkin (such as ettercaps) cannot affect you. 3/day increase the Climb bonus to +8 and gain a climb speed equal to your base land speed, and take 10 on Climb checks, even when threatened. Lasts 8 rounds.
Nimbleness – Grants +1 Max Dex, ACP -2
Greater Crystal of Screening
Type
Armor Crystal
Weight
This crystal attaches to any armor with a +3 or higher enhancement bonus. While attached, it imposes a -10 penalty on all incorporeal touch attacks made against the wearer.
Bracers of Relentless Might
Type
Arms
Weight
1 lb
+12 Enhancement to CON and STR
Feedbag of Plenty
Type
Tool
Weight
5 lbs
This feed bag provides food and water for the wearer, allowing the creature to be properly fed for 24 hours.
Terrormane’s Blanket
Type
Cloak
Weight
10 lbs
This thick woolen blanket protects the mount against cold, providing a constant Endure Elements (Cold) effect, and Cold Resistance 5. Also provides a +8 Resistance bonus to all saves. Provides SR 40, and +6 CHA.
Saddlebags of Holding
Type
Tool
Weight
30 lbs
These saddlebags each act as a Type I Bag of Holding, containing up to 250 lbs, each. Both are engraved with the symbol of Auril.
Right Bag: 250 lbs to limit
Left Bag: 250 lbs to limit
Terrormane’s Horseshoes
Type
Hooves
Weight
4
These horseshoes belonged to the legendary Nightmare known as Terrormane, who served as the mount for Abraxus the Cruel in the Necromantic Wars.
+6 Enhancement to DEX
Enchanted – +1 Enhancement to Hoof Attacks, Ghost Touch, Wounding, Unholy, Chaotic, Good Outsider Bane
Flight – At the rider’s command, can fly at a speed of 90ft with average maneuverability.
Haste - +4 enhancement (Haste) to AC, jump 1.5 times as far as normal.
Elvenkind – +10 Circumstance bonus to Move Silently
Tracklessness – Does not leave footprints or scent behind.
Peerless Steed – Rider gains +10 competence to Ride, treated as having the ride skill for this type of mount. Grants Trample, Ride-By Attack, and Spirited Charge feats. Gains SR 32 against enchantment effects, speed doubles.
Shadow Walk – 1/day use Shadow Walk, as spell. CL 20.
Savage Saddle of the Darklord
Type
Tool
Weight
70 lbs
This ornate and morbid saddle is adorned with spikes. Six spikes, each bearing the severed head or impaled skull of an enemy, line the back-rest of the saddle. At the same time, the saddle is enchanted to allow the wearer to heal over time.
+6 Enhancement to STR
Secure Riding - +10 circumstance bonus to Ride checks to stay in saddle. In addition to +2 from Military Saddle. If rider is knocked unconscious, 100% chance to say in saddle.
Gloom March – The rider gains a +2 bonus to Intimidate.
Vitality – At-will, cast Cure Minor Wounds on mount, healing the creature for 1 HP each time.
Shielding – Cast Shield on mount and rider, at will. CL 20.
Doomskull Medallion
Type
Neck
Weight
1
This silver skull medallion has been enchanted to protect the wearer, and enhance their ability to endanger others.
Natural Armor – +8 Enhancement to Natural Armor
Health – +6 Enhancement to CON
Wisdom – +6 Enhancement to WIS
Mighty Fists – +8 Enhancement to all natural attacks.
Proof against Detection and Location – Continuous Nondetection
Adaptation – Immune to harmful vapors and gasses, and can breathe, even underwater or in vacuum
Hodar’s Ring
Type
Ring
Weight
This ring provides a +8 Deflection bonus to AC. It also grants the wearer the Evasion ability, Immunity to detect thoughts, discern lies, and magical attempts to discern alignment. Melee attacks treated as Adamantine to overcome DR.
Terrormane’s Helm
Type
Head
Weight
This leather helm was crafted for the legendary Nightmare known as Terrormane, granting the beast even more formidable abilities.
Mindvault – Once per day, this circlet can shunt the wearer’s consciousness into the gem for 1 round. This makes the wearer immune to mind-affecting spells and abilities, and dazes them for that 1 round.
Fiendhelm – Melee attacks treated as evil-aligned for overcoming DR. Can use Dispel Good, Inflict Critical Wounds, and Resist Energy (Electricity or Fire only) 1/day (CL equal to character level, DC 10+Spell level+CHA)
Horned Helm – Gain additional secondary Gore attack. Damage is 1d8+(STR/2) for a Medium creature. Antlers are treated as magic weapons.
Hat of Disguise – Disguise Self at will
Ioun Stone, Pale Green Prism
Type
Tool
Weight
+1 Competence bonus on all attack rolls, saves, skill checks, and ability checks.
Energized Ring of Ironskin
Type
Ring
Weight
Grants wearer DR 15/Adamantine. Grants resistance 30 to all energy types (acid, cold, electric, fire, and sonic).
Dreadful Jaws
Type
Face
Weight
8
These metal jaws, while originally made for dragons, are perfectly suited to any creature with a bite attack.
Jaws of the Dragon – Continuous Sharptooth spell. Bite treated as being from a creature one size category larger.
Dread – Gain +10 competence bonus on Intimidate checks.
Ioun Stone, Dusty Rose Prism
Type
Tool
Weight
+1 Insight bonus to AC
Chain of Adaptation
Type
Tool
Weight
1
This silver chain necklace wraps the wearer in a shell of fresh air, making them immune to all harmful vapors and gasses, and allowing them to breathe, even underwater or in vacuum. It also protects the wearer from harmful environmental planar effects (though not from attacks, or from environmental effects on their own plane). Though it is worn around the neck, it does not take up a magic item slot.
Yllanorin’s Planar Fortress
Type
Tool
Weight
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. If placed on solid ground, the metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. Otherwise, it anchors to a plane of force that is twice the length and width of the fortress. This plane of force cannot be overturned, allowing the fortress to remain upright. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.
The adamantine walls of instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.
The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half).
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.
Finally, this fortress is covered by a Tiny Hut spell, making it comfortable to live in until it is collapsed and put away.
SIORA FAYDARK
Name
Siora Faydark
Race
Fey’ri
Size
Medium
Alignment
Chaotic Evil
Deity
Malcanthet
Age
128
Height
5’7”
Weight
100 lb
Eyes
Green
Hair
Black
Effective Character Level
28
Experience
399390 / 406000
Class Levels
Beguiler 25
+3 Level Adjustment
HP
281/281
Nonlethal
Init
+7
Speed
60 ft /
80 ft (Fly)
BAB
+12/+7
Grapple
+19
DR
15/Adamantine
SR
40
Attributes
Attribute
Score
Modified Score
Modifier
STR
12
24
+7
DEX
18
24
+7
CON
12
24
+7
INT
27
39
+14
WIS
15
27
+8
CHA
16
28
+9
Saves
Save
Total
Base
Ability
Bonus
Fort
+17
+8
+7
+9
Ref
+25
+8
+14
+9
Will
+24
+13
+8
+9
+2 Racial bonus on Will Saves against Enchantment spells and effects
AC
51 = 10 (Base) + 6 (Dex) + 12 (Armor) + 2 (Shield) + 13 (Deflect) + 8 (Natural)
Touch
29 = 10 (Base) + 6 (Dex) + 13 (Deflect)
Flatfooted
45 = 10 (Base) + 12 (Armor) + 2 (Shield) + 13 (Deflect) + 8 (Natural)
-10 Penalty on incoming Incorporeal Touch attacks.
Resistance to Fire 5
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+17
2
+14
+1
Balance (Dex)*
+27
+7
+20
Bluff (Cha)
+45
22
+9
+14
Climb (Str)*
+27
+7
+20
Concentration (Con)
+36
23
+7
+6
Craft ( ) (Int)
+15
+14
+1
Decipher Script (Int)
+20
5
+14
+1
Diplomacy (Cha)
+37
22
+9
+5
Disable Device (Int)
+47
27
+14
+7
Disguise (Cha)
+12
+9
+3
Escape Artist (Dex)*
+23
15
+7
+1
Forgery (Int)
+15
+14
+1
Gather Information (Cha)
+15
5
+9
+1
Handle Animal (Cha)
+10
+9
+1
Heal (Wis)
+11
+8
+3
Hide (Dex)*
+12
+7
+5
Intimidate (Cha)
+23
4
+9
+10
Jump (Str)
+27
+7
+20
Knowledge (Arcana) (Int)
+30
5
+14
+11
Knowledge (Local) (Int)
+15
+14
+1
Knowledge ( ) (Int)
+15
+14
+1
Listen (Wis)
+32
23
+8
+1
Move Silently (Dex)*
+13
1
+7
+5
Open Lock (Dex)
+35
23
+7
+5
Perform ( ) (Cha)
+10
+9
+1
Profession (Courtesan) (Wis)
+22
13
+8
+1
Ride (Dex)
+8
+7
+1
Search (Int)
+48
24
+14
+10
Sense Motive (Wis)
+43
25
+8
+10
Slight of Hand (Dex)*
+35
25
+7
+3
Speak Language
N/A
Spellcraft (Int)
+34
17
+14
+3
Spot (Wis)
+43
25
+8
+10
Survival (Wis)
+11
+8
+3
Swim (Str)*
+8
+7
+1
Tumble (Dex)*
+31
4
+7
+20
Use Magic Device (Cha)
+24
12
+9
+3
Use Rope (Dex)
+8
+7
+1
Feats
Persuasive - +2 bonus on Bluff and Intimidate checks
Thrall to Demon (Malcanthet) – 1/day, while committing an evil act, gain +1 Luck bonus on any roll
Nimble Fingers - +2 Bonus on Disable Device and Open Lock checks
Silent Spell – Cast a spell with no verbal components. Uses up a slot 1 level higher than actual level. (Beguiler Bonus)
Insightful Reflexes – Use INT instead of DEX for Ref saves.
Still Spell – Cast a spell with no somatic components. Uses up a slot 1 level higher than actual level. (Beguiler Bonus)
Seductive (Males) – Gain a +2 bonus on Charisma-based skills and ability checks against intelligent (min 3) living male creatures.
Femme Fatale - A femme fatale gains a +4 bonus to all charisma-based checks against creature sexually attracted to her. This bonus increases by +1 for every 2 HD above 1 she has. (Currently +15)
She gains 1d6 points of sneak attack damage. Sneak attack damage granted by this feat stacks with other sources.
A femme fatale is able to use charm person (extraordinary ability) as a immediate action at will. (Caster level equals HD)
Whenever a femme fatale uses or casts charm person it is instead treated as charm monster, additionally her charm spell now bypasses spell resistance and immunities to mind-affecting spells.
Spell Focus (Enchantment) – Gain +1 DC for Enchantment spells.
Greater Spell Focus (Enchantment) – Gain +1 DC for Enchantment spells.
Epic Spell Focus (Enchantment) – Gain +1 to DC for Enchantment Spells.
Polyglot – Can speak, read, and write all languages.
Spell Knowledge – Learn two new arcane spells of any level up to the maximum level she can cast. Does not grant additional spell slots.
Evil Brand (Vile) – Forever branded as a servant of an evil power, you gain +2 circumstance bonus on Diplomacy and Intimidate checks with Evil 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 18 Will save (Cha-based) to resist.
Charm Person (Sp) – Can use Charm Person as a spell-like ability 1/day. DC 17 Will save (Cha-based) to resist.
Suggestion (Sp) – Can use Suggestion as a spell-like ability 1/day. DC 19 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), +3 to DC and ignores SR
Surprise Casting (Ex) – As a move action, you can use Bluff to feint in combat. Doing so allows you to deny your opponent their Dex bonus to AC against the next melee attack or the next spell you cast. Attack or spell must be made on or before your next turn. Target is not flat-footed, and can take attacks of opportunity if not casting defensively.
Advanced Learning (Ex) – Add a Sorcerer/Wizard spell of the Illusion or Enchantment school to your spell list. Can be no higher level than your current spells. Gain additional spells at higher levels. (3rd, 7th, 11th, 15th, 19th, 23rd)
Silent Spell – Gain the Silent Spell metamagic feat
Still Spell – Gain the Still Spell metamagic feat
Profane Boon of Malcanthet (Su): +2 Profane Bonus to checks to seduce another creature.
Languages
Common, Abyssal, Elven, Draconic, Drow Sign, Undercommon, Celestial, Dwarven
Money
PP
402
GP
141
SP
4
CP
Magic Items
Head
Dark Wizard’s Hat
Neck
Demonblessed Amulet
Face
Dark Mistress’s Spectacles
Torso
Faydark Robes
Shoulders
Dark Temptress’s Cloak
Waist
Battlemage’s Sword Belt
Arms
Master Archer’s Armored Bracers
Hands
Profane Gloves
R. Ring
Yndra’s Ring
L. Ring
Mighty Battlemage Ring
Body
Beguiler’s Ghost Armor
Feet
Quickstrider’s Boots
Encumbrance
Light Load
100
Medium Load
200
Heavy Load
300
Max Load
300
Lift Off Ground
600
Push/Drag
1500
Inventory
Weight
Efficient Quiver
Arrows (20)
Handy Haversack (89.5 lbs to limit)
Arrows (40)
Decanter of Endless Water
Everlasting Rations
Bedroll
Blanket, Winter
Flint & Steel
Grappling Hook
Masterwork Manacles
Amazing Lock
Mirror, Small Steel
Rope, Silk 50'
Signet ring
Assorted Jewelry
MW Thieves' Tools
Potion of Cure Serious Wounds x3
Gypsy Wagon
Sigil of Adaptation
Nondimensional Trunk
Swift Skyrider’s Wheels x2
Everlasting Feedbag x2
Horse Blanket of Warmth x2
Heavy Horse x2
Horseshoes of Flight (Set of 4) x2
Chain of Adaptation x2
2
Quiver
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
650
2
200
40
2
Horse
Horse
Horse
Total Weight Carried
42
SPELLS
+3 DC for Enchantment Spells
Beguiler Spells
Caster Level
26
DC
24 + Spell Level
Level
Slots
Spells
0th
6/6
Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1st
9/9
Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse (PHB2), Silent Image, Sleep, Undetectable Alignment, Whelm (PHB2), Serene Visage (Spell Compendium)
2nd
9/9
Blinding Color Surge (PHB2), Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand (PHB2), Touch of Idiocy, Vertigo (PHB2), Whelming Blast (PHB2)
3rd
9/9
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
9/9
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
7/8
Break Enchantment, Dominate Person, Feeblemind, Friend to Foe (PHB2), Hold Monster, Incite Riot (PHB2), Mind Fog, Seeming, Sending, Swift Etherealness (PHB2), Telepathic Bond, Shadow Evocation
6th
8/8
Greater Dispel Magic, Mass Suggestion, Mislead, Overwhelm (PHB2), Repulsion, Shadow Walk, True Seeing, Veil
7th
8/8
Ethereal Jaunt, Greater Arcane Sight, Mass Hold Person, Mass Invisibility, Phase Door, Power Word Blind, Project Image, Spell Turning, Greater Shadow Conjuration
8th
7/7
Demand, Discern Location, Mind Blank, Moment of Prescience, Power Word Stun, Scintillating Pattern, Screen, Irresistible Dance
9th
6/7
Dominate Monster, Etherealness, Foresight, Mass Hold Monster, Power Word Kill, Time Stop, Mindrape (BoVD), Weird, Black Blade of Disaster (SC)
EQUIPMENT
Mindthorn
Type
Martial Weapon
Weight
2
Damage
1d6+8
Damage Type
Piercing
Critical
18-20 / x2
Thrown Range
This adamantine rapier was forged for the sole purpose of hunting the more dangerous foes for a specialist in mental magics. The symbol of Malcanthet is emblazoned upon the blade.
+8 Enhancement bonus to Attack and Damage
Adamantine Weapon – Bypasses some kinds of DR. Ignores hardness less than 20.
Construct Bane – Enhancement bonus +2 versus constructs, deal extra 2d6 damage to constructs.
Undead Bane – Enhancement bonus +2 versus Undead, deal extra 2d6 damage to undead.
Sacred - +1 Morale bonus to attack rolls.
Lawful Outsider Dread – Enhancement bonus +4 vs Lawful Outsiders, +4d6 damage to those targets. If score crit against Lawful Outsider, target must make DC 27 Fort save or be destroyed and turned to dust.
Prismatic Crystal
Type
Weapon Crystal
Weight
This crystal constantly changes color between red, green, blue, and yellow. It can be attached to a weapon of at least +1 enhancement.
Can draw weapon as a free action, or call weapon to hand from up to 30 feet away as a move action
+1d6 Acid Damage
+1d6 Cold Damage
+1d6 Electricity Damage
+1d6 Fire Damage
Spirithunter’s Bow
Type
Martial Ranged
Weight
2
Damage
1d6+10
Damage Type
Force
Critical
X3
Range
70 ft
This composite shortbow is well-crafted, and bears an enchantment to increase its effect. The symbol of Malcanthet is engraved upon the arms of the bow.
Composite +2 – Can add STR (up to +2) to damage. Must have STR score of +2 or take -2 penalty on attacks.
+8 Enhancement Bonus to Attack and Damage
Force – Projectiles become Force attack, automatically overcoming DR and ignoring miss chance against incorporeal foes.
Precise – Shoot into melee without the normal -4 penalty.
Sacred - +1 Morale bonus to attack rolls.
Unerring Accuracy – Ignore AC bonus by any cover short of total cover. Ignore miss chance from concealment (including total concealment).
Prismatic Crystal
Type
Weapon Crystal
Weight
This crystal constantly changes color between red, green, blue, and yellow. It can be attached to a weapon of at least +1 enhancement.
Can draw weapon as a free action, or call weapon to hand from up to 30 feet away as a move action
+1d6 Acid Damage
+1d6 Cold Damage
+1d6 Electricity Damage
+1d6 Fire Damage
Beguiler’s Ghost Armor
Type
Light Armor
Weight
15
AC Bonus
+13
Max Dex
6
ACP
0
ASF
15%
This finely wrought mithral breastplate has been heavily enchanted, making it a potent tool for anyone fighting the most dangerous foes.
Mithral – 1/2 weight, +2 Max Dex, ACP +3 (Min 0), Counts as one armor category lower (Min Light).
Sacred (Malcanthet) – Emblazoned with the symbol of Malcanthet. If enchanted by follower of Malcanthet, costs 10% less.
+8 Enhancement bonus to Armor
Nimbleness – Max Dex increased by 1, ACP + 2 (min 0)
Force Aura – The armor is surrounded by a layer of force, converting its AC bonus to a Deflection bonus, allowing other items granting an Armor bonus to stack.
Darksoul Protection – Take half damage from effects dealing extra damage to evil creatures.
Fearsome – Functions as spiked armor. +5 Enhancement bonus on Intimidate, can demoralize foes as move action.
Glamered – Can change coloration or appear to be normal clothing
Easy Travel – Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.
Heavy Fortification – Immune to Critical Hits
Faydark Crystal
Type
Armor Crystal
Weight
This crystal, a unique product of the Faydark clan, can be attached to any suit of armor with a +3 or better enhancement.
Screening – Imposes -10 penalty on incorporeal touch attacks made against wearer
Glancing Blows – +10 on Grapple checks to prevent a grapple from being initiated (but not any others)
Adaptation – Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.
Dark Wizard’s Hat
Type
Head
Weight
1
This hat appears, in its normal form, as a wide-brimmed conical wizard’s hat, but it has been enchanted with a variety of effects.
+12 Enhancement to INT
Disguise – Disguise Self at will, hat changes form to fit disguise.
Mindvault – Once per day, this circlet can shunt the wearer’s consciousness into the gem for 1 round. This makes the wearer immune to mind-affecting spells and abilities, and dazes them for that 1 round.
Anonymity – Continuous Nondetection
Telepathy – Detect Thoughts at will, can send telepathic message to anyone whose surface thoughts she’s reading (allowing 2-way communication). 1/day Suggestion (DC 14 negates)
Fiendhelm – Melee attacks treated as evil-aligned for overcoming DR. 1/day Dispel Good, Inflict Critical Wounds, Resist Energy (Electricity or Fire only), CL equal to character level, DC 10+Spell level+CHA.
Demonblessed Amulet
Type
Neck
Weight
This amulet, bearing the holy symbol of Malcanthet, Demon Queen of the Succubi, has been enchanted so that the ruler of Shendilavri’s mortal followers may be more resilient in the face of their foes.
+6 Enhancement to CON
+12 Enhancement to WIS
+8 Enhancement to Natural Armor
Profane Gloves
Type
Hands
Weight
1
These gloves, made from the corrupted hide of an angel, grant the wearer profane abilities associated with demonkind.
Demoncall – Continuous Demoncall effect, CL 20. +10 Profane bonus on Knowledge (Arcana), Knowledge (the Planes), or Knowledge (Religion)
Distort Weapon – Continuous Distort Weapon effect, CL 20. Weapons treated as magic for overcoming DR. Critical threats against good creatures automatically confirmed, without a roll. Has no effect on weapons with enchantments related to critical hits, such as keen or vorpal weapons.
Forbidden Speech – Can use Forbidden Speech, as the spell (BoVD) at will. CL 20. Will DC 15+CHA. Caster suffers 1d6 points of STR damage during casting.
Battlemage’s Sword Belt
Type
Waist
Weight
1
This belt was once worn by a highly esteemed magical duelist, who used its abilities to great effect in the dueling ring. Unfortunately, it proved less than effective when he faced off against a Beholder.
+6 Enhancement to STR
At Will – Mage’s Sword, CL 20. Attacks with a +28 to hit. Deals 4d6+3 force damage, critical 19-20/x2.
Dark Mistress’s Spectacles
Type
Face
Weight
This set of crystal lenses has been enchanted to aid adventurer’s in their endeavors. However, they are useful for many other situations.
+10 Competence bonus on Bluff, Search, Spot, and Sense Motive
Faydark Robes
Type
Torso
Weight
5 lb
These robes have been specially enchanted to protect the wearer from hostile effects, as well as aid in their fashion choices.
Shiftweave – Transforms into Explorer’s Outfit, Entertainer’s Outfit, Courtier’s Outfit, Noble’s Outfit, Cleric’s Vestments
Resistance – Provides +8 Resistance bonus to all saves
Steady Spellcasting – +5 circumstance bonus to Concentration to cast defensively
Yndra’s Ring
Type
Ring
Weight
This golden ring was made for the ranger Yndra, and she wore it for many battles before she fell in the Battle of Undar’s Cavern.
Arming – Switch weapons/armor worn for ones in ring, at will, as a standard action.
Darkhidden – Invisible to Darkvision, although fully visible to normal light.
Freedom of Movement – Grants the Freedom of Movement ability.
Mighty Battlemage Ring
Type
Ring
Weight
This mythril ring has been enchanted to aid a mage in all kinds of high-level combat.
Ironskin – DR 15/Adamantine
Arcane Might – Gain +1 to Arcane Caster level for CL checks and all level-dependent effects.
Force Shield – At will, create a shield-shaped Wall of Force, giving +2 Shield bonus to AC.
Feather Falling – Continuous Feather Fall effect.
Quickstrider’s Boots
Type
Boots
Weight
1
This set of boots have been specially enchanted to aid the wearer in a number of ways.
Swiftness – +6 Enhancement to DEX. Speed Doubles. Evasion ability. Jumping distance not limited by height. +20 Competence on Balance, Climb, Jump, and Tumble. 3/Day Haste for 20 rounds
Spider Climbing – Continuous Spider Climb effect
Elvenkind - +5 Competence bonus on Move Silently
Dark Temptress’s Cloak
Type
Shoulders
Weight
1
This dark grey cloak made from enchanted spidersilk was originally worn by a drow sorceress on an ill-fated raid on the surface. It has been enchanted to allow the wearer to better hide in the shadows of the Underdark.
Epic Spell Resistance – Provides SR 40.
Charisma – Gain +12 Enhancement to CHA
Greater Piwafwi – Fire Resistance 5, +5 Competence to Hide.
Master Archer’s Armored Bracers
Type
Arms
Weight
1
These steel reinforced leather bracers have been enchanted to provide great defense, and enhance the wearer’s archery skills.
Armor – +12 Armor bonus to AC
Greater Archery – Proficient with all bows. +2 to Attack and +1 to Damage when using a bow you’re proficient with.
Relentless Might – +12 STR and +12 CON
Togandir’s Rod
Type
Rod
Weight
5
This rod of onyx stone, capped with a ruby gem, is a powerful tool in the hands of any spellcaster, offering them access to powerful metamagics to enhance their spells.
Greater Maximize – 3/day, Maximize Spell, 9th level or lower
Greater Enlarge – 3/day, Enlarge Spell, 9th level or lower
Greater Empower – 3/day, Empower Spell, 9th level or lower.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Decanter of Endless Water
Type
Tool
Weight
2
This ordinary flask can be commanded to spew forth fresh or salt water. Separate command words determine the type as well as the volume and velocity.
“Stream” pours out 1 gallon per round.
“Fountain” produces a 5-foot-long stream at 5 gallons per round.
“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
Efficient Quiver
Type
Tool
Weight
2
This enchanted quiver has three sections. The first holds up to 60 items the size and shape of an arrow. The second holds up to 18 objects the size and shape of a javelin. The third holds 6 items the size and shape of a bow (spear, staff, etc.). Items can be drawn as though from a normal sheath or quiver. The quiver weighs the same no matter what it holds.
Everlasting Feedbag
Type
Tool
Weight
1
1/day, produce feed for a horse, donkey, or other equine animal.
Nondimensional Trunk
Type
Tool
Weight
200
This trunk can carry up to 2 tons of cargo, but it never weighs more than 200 lbs.
Gypsy Wagon
Type
Vehicle
Weight
650
This wagon is different from the common wagon, in that the bed is closed in, and provides a comfortable place for two medium-sized creatures to shelter, while still carrying up to 1/2 a ton of cargo.
Ioun Stone, Pale Green Prism
Type
Tool
Weight
+1 Competence bonus on all attack rolls, saves, skill checks, and ability checks.
Chain of Adaptation
Type
Tool
Weight
1
This silver chain necklace wraps the wearer in a shell of fresh air, making them immune to all harmful vapors and gasses, and allowing them to breathe, even underwater or in vacuum. It also protects the wearer from harmful environmental planar effects (though not from attacks, or from environmental effects on their own plane). Though it is worn around the neck, it does not take up a magic item slot.
Sigil of Adaptation
Type
Tool
Weight
2
This heavy steel sigil must be mounted upon a vehicle to be effective. While so mounted, it wraps the vehicle and its contents (including occupants) in a shell of fresh air, keeping out all harmful vapors and gasses, and allowing them to breathe, even underwater or in vacuum. This also keeps the vehicle from becoming flooded while underwater. It also protects the vehicle and occupants from harmful environmental planar effects (though not from attacks, or from environmental effects on their own plane).
Swift Skyrider’s Wheels (Pair)
Type
Tool
Weight
20
These ironwood wagon wheels fit most wheeled vehicles, allowing the vehicle to move at the speed of the creatures pulling it. They also allow the vehicle they are mounted on to fly, if the creature pulling it can. A pair of wheels must be mounted on each axle for them to be effective.
Horseshoes of Flight (set of 4)
Type
Tool
Weight
4
These fine horseshoes allow the creature wearing them to take to the skies and ‘run’ across them at a rate of 90ft per round carrying a light load with average maneuverability. This drops to 60ft per round with poor maneuverability when carrying a medium or heavier load.
VESTELE FAYDARK
Name
Vestele Faydark
Race
Fey’ri
Size
Medium
Alignment
Chaotic Evil
Deity
Malcanthet
Age
128
Height
5’7”
Weight
100 lb
Eyes
Green
Hair
Black
Effective Character Level
28
Experience
399390 / 406000
Class Levels
Cleric 20 /
Pierced Mystic 5
+3 Level Adjustment
HP
282/282
Nonlethal
Init
+5
Speed
60 ft /
80 ft (Fly)
BAB
+16/+11/+6
Grapple
+25
DR
10/Magic or 15/Adamantine
SR
40
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
28
+9
DEX
15
21
+5
CON
10
22
+6
INT
17
+3
WIS
21
33
+11
CHA
15
21
+5
Saves
Save
Total
Base
Ability
Bonus
Fort
+32
+15
+6
+11
Ref
+22
+8
+5
+9
Will
+35
+15
+11
+9
+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
56 = 10 (Base) + 4 (DEX) + 16 (Armor) + 10 (Shield) + 8 (Deflection) + 8 (Natural)
Touch
22 = 10 (Base) + 4 (DEX) + 8 (Deflection)
Flatfooted
52 = 10 (Base) + 16 (Armor) + 10 (Shield) + 8 (Deflection) + 8 (Natural)
+5 AC vs Ranged attacks
-10 penalty on incoming Incorporeal touch attacks
Resistance to Fire 10
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+4
+3
+1
Balance (Dex)*
+25
+5
+20
Bluff (Cha)
+8
+5
+3
Climb (Str)*
+29
+9
+20
Concentration (Con)
+33
21
+6
+6
Craft ( ) (Int)
+4
+3
+1
Decipher Script (Int)
+4
+3
+1
Diplomacy (Cha)
+20
14
+5
+1
Disable Device (Int)
+4
+3
+1
Disguise (Cha)
+6
+5
+1
Escape Artist (Dex)*
+5
+5
+0
Forgery (Int)
+4
+3
+1
Gather Information (Cha)
+6
+5
+1
Handle Animal (Cha)
+6
+5
+1
Heal (Wis)
+33
19
+11
+3
Hide (Dex)*
+14
+5
+9
Intimidate (Cha)
+6
+5
+1
Jump (Str)
+29
+9
+20
Knowledge (Arcana) (Int)
+33
19
+3
+11
Knowledge (History) (Int)
+4
+3
+1
Knowledge (Religion) (Int)
+33
19
+3
+11
Knowledge (The Planes) (Int)
+19
5
+3
+11
Knowledge ( ) (Int)
+4
+3
+1
Listen (Wis)
+16
+11
+5
Move Silently (Dex)*
+10
+5
+5
Open Lock (Dex)
+6
+5
+1
Perform ( ) (Cha)
+6
+5
+1
Profession (Piecer) (Wis)
+26
14
+11
+1
Ride (Dex)
+6
+5
+1
Search (Int)
+9
+3
+6
Sense Motive (Wis)
+12
+11
+1
Slight of Hand (Dex)*
+5
+5
+0
Speak Language
N/A
Spellcraft (Int)
+32
26
+3
+3
Spot (Wis)
+16
+11
+5
Survival (Wis)
+12
+11
+1
Swim (Str)*
+9
+9
+0
Tumble (Dex)*
+25
+5
+20
Use Magic Device (Cha)
+8
+5
+3
Use Rope (Dex)
+6
+5
+1
Feats
Thrall to Demon (Malcanthet) – 1/day, while committing an evil act, gain +1 Luck bonus on any roll
Great Fortitude - +2 on all Fortitude saving throws.
Craft Wondrous Item – Create Wondrous Items. Creating magic items costs XP.
Sacrificial Mastery - +4 Profane bonus on Knowledge (Religion) checks made when performing a sacrifice.
Improved Toughness – Gain extra 1 HP per HD.
Exotic Weapon Proficiency (Whips) – Proficient with whips and whip-daggers.
Weapon Focus (Whips) – +1 to attack with Whips.
Eschew Materials – Ignore cheap material components for spells
Ignore Material Components – Ignore all material components for spells
Evil Brand (Vile) – Forever branded as a servant of an evil power, you gain +2 circumstance bonus on Diplomacy and Intimidate checks with Evil 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
Damage Reduction 10/Magic
Darkness (Sp) – Can use Darkness as a spell-like ability 1/day.
Fire Resistance 10
+2 Racial bonus on Saves vs. Poison
Cleric Abilities:
Proficient with all Simple weapons, all armor types, and shields (but not tower shields)
Aura (Ex) – Has an aura of Chaos and Evil when detecting alignment
Spells – Prepare spells from the Cleric spell list. Spells are Wis-based.
Spontaneous Casting – Can sacrifice a prepared spell other than a Domain spell to spontaneously cast an Inflict spell of that level or lower.
Rebuke Undead (Su) – May attempt to Rebuke Undead 5 (3+CHA) times per day. If you have 5 ranks in Knowledge (Religion), gain +2 on the Turning Check vs. undead.
Temptation Domain Abilities:
Select a gender (Male). As long as you wear no armor, gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, save DCs for mind-affecting spells or abilities you use against this gender increase by 1.
Chaos Domain Abilities:
Chaotic spells cast with +1 DC
Pierced Mystic Abilities:
Imbue Piercing I (Su): Can create piercings imbued with magical powers. Can imbue a single piercing with a spell she knows. Able to cast that spell 1/day through piercing. Piercing occupies a magic item slot.
Pierce Other (Su): Can give another creature a piercing that provides temporary magical effects. This piercing mimics the effect of the Imbue with Spell Ability spell, in all ways except that the ability lasts for a number of uses equal to the pierce mystic’s class level. A creature may have only one such piercing on their body at a time and once the magic is exhausted may never wear an imbued piercing in that slot again. This piercing takes up a body slot.
Imbue Piercing II (Su): Able to cast from an imbued piercing 2/day, or pierce an additional location as Imbue Piercing I.
Additional Body Slot (Ex): At 4th level, the pierced mystic’s connection with her own body allows her to wear a magic item in the same body slot as a piercing she possesses.
Imbue Piercing III (Su): Able to cast from an imbued piercing 2/day, or pierce an additional location as Imbue Piercing I.
Profane Boon of Malcanthet (Su): +2 Profane Bonus to checks to seduce another creature.
Languages
Common, Elven, Abyssal, Draconic, Drow Sign, Undercommon
From Items: Celestial, Dwarven, Goblin, Orc, and Giant
Money
PP
342
GP
169
SP
4
CP
Magic Items
Head
Battle Helm of Shendilavri
Neck
Demonkissed Priestess’s Amulet
Face
Mask of the Minder
Torso
Dark Cleric’s Raiment
Shoulders
Abyssal Priestess’s Cloak
Waist
Piercing of Mass Heal 3/day
Arms
Bracers of Relentless Might
Hands
Dark Deliverer’s Gloves
R. Ring
Dark War Priestess’s Band of Office
L. Ring
Vestele’s Onyx Band
Body
Shendilavri Champion’s Armor
Feet
Dark Champion’s Boots
Encumbrance
Light Load
173
Medium Load
174
Heavy Load
520
Max Load
520
Lift Off Ground
1040
Push/Drag
2600
Inventory
Weight
Holy Symbol, Silver
Handy Haversack (60.5 lbs to limit)
Replenishing Skin
Everlasting Rations
Wand of Cure Serious Wounds
Rod of Restoring
Bedroll
Blanket, Winter
Flint & Steel
Grappling Hook
Masterwork Manacles
Amazing Lock
Mirror, Small Steel
Rope, Silk 50'
Signet ring
Assorted Jewelry
Healer's Kit
MW Piercer's Tools
Potion of Cure Serious Wounds
Crystal Ball with See Invisibility
Horn of Plenty
Staff of Soul-Ward
Greater Staff of the Wanton
Staff of Life
1
5
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
59.5
SPELLS
Cleric Spells
Caster Level
27
DC
21 + Spell Level
Level
Slots
Spells
0th
6
Detect Magic, Detect Poison, Light, Virtue, Purify Food and Drink, Guidance
1st
7+D
Divine Favor, Lesser Vigor (SC), Bless, Suspend Disease (BoVD), Detect Undead, Heartache (BoVD), Vision of Exquisite Pleasure (BoEF), Charm Person (D)
2nd
7+D
Enthrall, Lesser Restoration, Hold Person, Spiritual Weapon x2, Shatter, Aid, Beckoning Call (D)
3rd
7+D
Bestow Curse, Searing Light x2, Wrack (BoVD) x2, Mass Aid (SC), Prayer, Suggestion (D)
4th
7+D
Spell Vulnerability (SC), Beauty’s Caress (BoEF), Divine Power, Revenance (SC), Panacea, Recitation (SC), Dismissal, Charm Monster (D)
5th
7+D
Mass Cure Light Wounds, Revivify (SC), Slay Living x2, Greater Vigor (SC), Heartclutch (BoVD) x2, Dominate Person (D)
6th
5+D
Heal, Greater Dispel Magic, Planar Exchange (SC), Ice Flowers (SC), Planar Exchange (SC), Mass Suggestion (D)
7th
5+D
Destruction, Mass Cure Critical Wounds, Brilliant Blade (SC), Greater Bestow Curse (SC), Word of Chaos, Soul Link (FC1) (D)
8th
5+D
Antimagic Field, Fire Storm x2, Bodak’s Glare (SC), Cloak of Chaos (D)
9th
4+D
Implosion, Mass Heal x2 x3, Dominate Monster (D)
Temptation Domain Spells
1st
Charm Person
2nd
Beckoning Call (Fiendish Codex 1)
3rd
Suggestion
4th
Charm Monster
5th
Dominate Person
6th
Mass Suggestion
7th
Soul Link (Fiendish Codex 1)
8th
Sympathy
9th
Dominate Monster
Chaos Domain Spells
1st
Protection from Law
2nd
Shatter
3rd
Magic Circle Against Law
4th
Chaos Hammer
5th
Dispel Law
6th
Animate Objects
7th
Word of Chaos
8th
Cloak of Chaos
9th
Summon Monster IX
EQUIPMENT
Shendilavri Champion’s Armor
Type
Medium Armor
Weight
25
AC Bonus
+16
Max Dex
4
ACP
-1
ASF
25%
This finely wrought suit of mithral plate armor has been heavily enchanted, making it a potent tool for anyone fighting the most dangerous foes. It is also emblazoned with the symbol of Malcanthet, marking the wearer as one of the demon goddess’s prime champions in the mortal realms.
Mithral – 1/2 weight, +2 Max Dex, ACP +3 (Min 0), Counts as one armor category lower (Min Light).
Sacred (Malcanthet) – Emblazoned with the symbol of Malcanthet. If enchanted by follower of Malcanthet, costs 10% less.
+8 Enhancement bonus to Armor
Nimbleness – Max Dex increased by 1, ACP + 2 (min 0)
Darksoul Protection – Take half damage from effects dealing extra damage to evil creatures.
Fearsome – Functions as spiked armor. +5 Enhancement bonus on Intimidate, can demoralize foes as move action.
Glamered – Can change coloration or appear to be normal clothing
Easy Travel – Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.
Greater Blurring – At will, as swift action, Blur, as spell, for 10 min.
Bane Blind (Good Outsiders) – 3/day become invisible to good outsiders for 10 minutes, or until you attack (as invisibility spell). Works on all nonmagical senses (including scent, hearing, tremorsense, blindsense, etc.).
Bane Blind (Lawful Outsiders) – 3/day become invisible to lawful outsiders for 10 minutes, or until you attack (as invisibility spell). Works on all nonmagical senses (including scent, hearing, tremorsense, blindsense, etc.).
Masking – Protects as a Nondetection spell. When divination attempted against you, DC 25 CL check or it fails.
Faydark Crystal
Type
Armor Crystal
Weight
This crystal, a unique product of the Faydark clan, can be attached to any suit of armor with a +3 or better enhancement.
Screening – Imposes -10 penalty on incorporeal touch attacks made against wearer
Glancing Blows – +10 on Grapple checks to prevent a grapple from being initiated (but not any others)
Adaptation – Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.
Shendilavri Defender’s Shield
Type
Shield
Weight
7.5
AC Bonus
+10
Max Dex
--
ACP
ASF
5%
This heavy steel shield was created for a powerful warrior devoted to Malcanthet, ruler of Shendilavri. However, it can be used by any creature proficient in its use.
+8 Enhancement Bonus
Emblazoned – Counts as Holy Symbol
Heavy Fortification – Immune to Critical Hits
Defender’s Crystal
Type
Shield Crystal
Weight
This crystal attaches to any shield with a +3 Enhancement or greater, and aids in the defender’s actions.
Bent Sight – Can avert eyes from gaze attacks without suffering miss chance.
Greater Arrow Deflection - +5 bonus to AC vs Ranged attacks. Can deflect one ranged attack per round as if you had Deflect Arrows feat.
Spells – Can cast several Cleric spells at will (CL 1): Bless, Cure Light Wounds, Mending
Condemnation of Purity
Type
Exotic 1-hand
Weight
9
Damage
1d6+14
Damage Type
Slashing
Critical
X2
Reach
15 ft
This whip-dagger has been finely crafted, and enchanted for dark purposes. The symbol of Malcanthet can be clearly seen on the handle.
Mighty – Add STR (up to +6) to damage.
Sacred - +1 Morale bonus to Attack.
+8 Enhancement to Attack and Damage
Wounding – Deal 1 CON Damage on hit.
Good Outsider Bane – Enhancement bonus 2 higher against Good Outsiders, deal +2d6 damage to Good Outsiders
Unholy – Weapon is evil-aligned to overcome DR. Deals +2d6 damage to all good creatures.
Corrupted – Continuous Corrupt Weapon spell, as Blackguard (treated as Evil, automatically confirms critical hits against good creatures)
Anarchic Power – Chaos-aligned. When striking a lawful target, +3d6 damage, and target takes 1 negative level (Fort DC 23 to remove 24 hours later). On a crit, deals +6d6 damage and 2 negative levels.
Prismatic Crystal
Type
Weapon Crystal
Weight
This crystal constantly changes color between red, green, blue, and yellow. It can be attached to a weapon of at least +1 enhancement.
Can draw weapon as a free action, or call weapon to hand from up to 30 feet away as a move action
+1d6 Acid Damage
+1d6 Cold Damage
+1d6 Electricity Damage
+1d6 Fire Damage
Kiss of Malcanthet
Type
Simple 1-hand
Weight
2 lb
Damage
1d6+10
Damage Type
Piercing
Critical
x2
Range
60
This javelin is engraved with the symbol of Malcanthet, and appears to be made of pure light.
Sacred - +1 Morale bonus to attack
+8 Enhancement to Attack and damage
Brilliant Energy – Ignores nonliving material, including armor.
Distance – Range increment is doubled
Returning – Returns to the square from whence it was thrown at the start of user’s next turn
Distant Shot – Can be used on any target within line of sight, with no range penalty.
Prismatic Crystal
Type
Weapon Crystal
Weight
This crystal constantly changes color between red, green, blue, and yellow. It can be attached to a weapon of at least +1 enhancement.
Can draw weapon as a free action, or call weapon to hand from up to 30 feet away as a move action
+1d6 Acid Damage
+1d6 Cold Damage
+1d6 Electricity Damage
+1d6 Fire Damage
Demonkissed Priestess’s Amulet
Type
Neck
Weight
This amulet bears the symbol of Malcanthet, and has been heavily enchanted to serve as a boon to her most loyal mortal servants.
+12 Enhancement to WIS
+6 Enhancement to CON
+8 Enhancement to Natural Armor
Reliquary Holy Symbol – For each of the following prerequisites you meet, gain 1 extra use of turn/rebuke undead per day: 5+ ranks of Knowledge (Religion), Improved Turning feat, at least one divine feat.
Bracers of Relentless Might
Type
Arms
Weight
1 lb
+12 Enhancement to CON and STR
Dark Deliverer’s Gloves
Type
Gloves
Weight
1
These demonskin leather gloves have been specially enchanted to enhance the wearer’s physical strength, and aid them in their efforts in battle and outside it.
+6 Enhancement to STR
+6 Profane bonus to STR
Demoncall – Continuous Demoncall effect, CL 20. +10 Profane bonus on Knowledge (Arcana), Knowledge (the Planes), or Knowledge (Religion)
Distort Weapon – Continuous Distort Weapon effect, CL 20. Weapons treated as magic for overcoming DR. Critical threats against good creatures automatically confirmed, without a roll. Has no effect on weapons with enchantments related to critical hits, such as keen or vorpal weapons.
Forbidden Speech – Can use Forbidden Speech, as the spell (BoVD) at will. CL 20. Will DC 15+CHA. Caster suffers 1d6 points of STR damage during casting.
Dark Cleric’s Raiment
Type
Torso
Weight
5
This set of clerical vestments has been enchanted to offer existing protection, and change with the fashions.
Resistance +8 – Add +8 Resistance bonus to all Saves
Steady Spellcasting – Add +5 Competence bonus to Concentration to cast defensively.
Shiftweave – Can turn into Cleric’s Vestments, Explorer’s Outfit, Noble’s Outfit, Entertainer’s Outfit, Artisan’s Outfit
Dark Champion’s Boots
Type
Feet
Weight
1
These finely crafted heeled boots are designed to look good while making a statement.
Swiftness – +6 to DEX. Speed doubles. Evasion. Jump distance not limited by height. +20 Competence bonus on Balance, Climb, Jump, and Tumble. 3/day Haste for 20 rounds.
Spider Climbing – 10 min per day, Spider-climbing, as the spell
Elvenkind – +5 Competence on Move Silently
Landing – Reduce fall damage by 20’, always land on feet.
1/day – Blink (CL 5)
Abyssal Priestess’s Cloak
Type
Shoulders
Weight
1
This cloak of woven spidersilk was originally intended for a high-ranking drow priestess, but now serves another mistress.
Epic Spell Resistance – Provides SR 40
+6 Enhancement to CHA
Greater Piwafwi – Fire Resistance 5, +5 Competence to Hide
Arachnida – Continuous Spider Climb. Immunity to entrapment by web spells or webs of any sort, move through webs at half normal speed. 1/day cast Web. +2 Luck bonus on Fort Saves vs poison from spiders.
Vestele’s Onyx Band
Type
Ring
Weight
This ring of perfectly chiseled onyx is unadorned, though it is heavily enchanted.
Protection – +8 Deflection bonus to AC
Water Breathing – Breathe underwater as if it were air
Darkhidden – Invisible to Darkvision, but still visible to normal vision.
Dark War Priestess’s Band of Office
Type
Ring
Weight
This signet ring is emblazoned with the holy symbol of the wearer’s chosen deity, and provides quite a few benefits to divine casters, especially those who lead their followers in battle.
Ironskin – DR 15/Adamantine
Divine Might – Add +1 to CL for divine spells.
Mind Shielding – Immune to detect thoughts, discern lies, and attempts to magically discern alignment.
Arming – Switch weapons and armor worn for those in ring.
Adamantine Touch – Melee weapons hit like Adamantine to overcome DR.
Mask of the Minder
Type
Face
Weight
This silk mask is heavily enchanted, providing great benefits to those who wear it.
+10 Competence bonus to Sense Motive
+5 Competence to Knowledge (Religion)
Languages – Speak, read, and write Celestial, Dwarven, Goblin, Orc, and Giant.
Foefinding – Ignore opponents’ AC bonuses due to cover.
Battle Helm of Shendilavri
Type
Head
Weight
1
This helm was forged on the plane of Shendilavri, and was made for the strongest mortal followers of Malcanthet, to aid in their actions in Her name.
Disguise – Disguise Self at will, hat changes form to fit disguise.
Telepathy – Detect Thoughts at will, can send telepathic message to anyone whose surface thoughts she’s reading (allowing 2-way communication). 1/day Suggestion (DC 14 negates)
Fiendhelm – Melee attacks treated as evil-aligned for overcoming DR. 1/day Dispel Good, Inflict Critical Wounds, Resist Energy (Electricity or Fire only), CL equal to character level, DC 10+Spell level+CHA.
Phylactery of Faithfulness – Aware of actions that may affect standing with chosen deity.
1/day Summon Monster VIII (1d3 Succubi only, CL 20)
Rod of Restoring
Type
Tool
Weight
2
This solid oak rod has been enchanted to allow the wielder to cast Restoration 1/day and Raise Dead 1/month, without using material components or spell slots.
Wand of Cure Serious Wounds
Type
Tool
Weight
This Wand allows the user to cast Cure Serious Wounds, healing the target for 3d8+5.
(50 Charges Remaining)
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Replenishing Skin
Type
Tool
Weight
4
This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.
Ioun Stone, Pale Green Prism
Type
Tool
Weight
+1 Competence bonus on all attack rolls, saves, skill checks, and ability checks.
Ioun Stone, Orange Prism
Type
Tool
Weight
+1 Caster Level
Crystal Ball with See Invisibility
Type
Tool
Weight
7
A common scrying device, this orb allows one to use scrying at will (DC 16 negates), and see invisible creatures while doing so.
Horn of Plenty
Type
Tool
Weight
2
1/day create Heroes’ Feast, as spell, for 12 participants. CL 12
Staff of Life
Type
Staff
Weight
5
50 Charges remaining.
Heal – 1 Charge
Resurrection – 5 Charges
Staff of Soul-Ward
Type
Staff
Weight
5
This staff is a favorite of those who face off against the undead.
50 Charges remaining.
Greater Restoration – 3 Charges
Death Ward – 1 Charge
Restoration – 1 Charge
Greater Staff of the Wanton
Type
Staff
Weight
5
50 Charges remaining
Cloak of Chaos – 2 Charges
Unholy Aura – 2 Charges
Word of Chaos – 1 Charge
Blasphemy – 1 Charge
Chain of Adaptation
Type
Tool
Weight
1
This silver chain necklace wraps the wearer in a shell of fresh air, making them immune to all harmful vapors and gasses, and allowing them to breathe, even underwater or in vacuum. It also protects the wearer from harmful environmental planar effects (though not from attacks, or from environmental effects on their own plane). Though it is worn around the neck, it does not take up a magic item slot.
SZEL ‘FARTOOTH’ MUKBLOOD
Name
Szel ‘Fartooth’ Mukblood
Race
Kobold
Size
Small
Alignment
Neutral Evil
Deity
Kurtulmak
Age
16
Height
2’6”
Weight
40
Eyes
Yellow
Hair
Effective Character Level
28
Experience
399390 / 406000
Class Levels
Soulknife 10 / Soulbow 18
HP
470/470
Nonlethal
Init
+13
Speed
70 /
40 Swim / 70 Fly (Good)
BAB
+17/+14/+7
Grapple
+20
DR
SR
44
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
22
+6
DEX
30
36
+13
CON
21
33
+11
INT
13
+1
WIS
21
33
+11
CHA
11
+0
Saves
Save
Total
Base
Ability
Bonus
Fort
+29
+9
+11
+9
Ref
+40
+17
+13
+10
Will
+37
+17
+11
+9
+5 Competence vs mind-affecting spells and abilities
+5 Competence vs energy drain, inflict spells, death effects, and death spells
AC
51 = 10 (Base) + 1 (Size) + 7 (Dex) + 9 (Natural) + 12 (Armor) + 2 (Shield) + 8 (Deflection) + 1 (Dodge) + 1 (Insight)
Touch
28 = 10 (Base) + 1 (Size) + 7 (Dex) + 8 (Deflection) + 1 (Dodge) + 1 (Insight)
Flatfooted
43 = 10 (Base) + 1 (Size) + 9 (Natural) + 12 (Armor) + 2 (Shield) + 8 (Deflection) + 1 (Insight)
Incoming incorporeal touch attacks -10 penalty.
20% miss chance on all attacks.
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+4
0
+1
+3
Autohypnosis (Wis)
+54
30
+11
+13
Balance (Dex)*
+35
0
+13
+22
Bluff (Cha)
+1
0
+0
+1
Climb (Str)*
+26
0
+6
+20
Concentration (Con)
+30
8
+11
+11
Craft (Trapmaking) (Int)
+24
18
+1
+5
Decipher Script (Int)
+2
0
+1
+1
Diplomacy (Cha)
+1
0
+0
+1
Disable Device (Int)
+2
0
+1
+1
Disguise (Cha)
+1
0
+0
+1
Escape Artist (Dex)*
+14
0
+13
+1
Forgery (Int)
+2
0
+1
+1
Gather Information (Cha)
+1
0
+0
+1
Handle Animal (Cha)
+1
0
+0
+1
Heal (Wis)
+12
0
+11
+1
Hide (Dex)*
+70
22
+13
+35
Intimidate (Cha)
+1
0
+0
+1
Jump (Str)
+28
0
+6
+22
Knowledge (Psionics) (Int)
+10
6
+1
+3
Knowledge ( ) (Int)
+2
0
+1
+1
Listen (Wis)
+28
16
+11
+1
Move Silently (Dex)*
+65
22
+13
+30
Open Lock (Dex)
+14
0
+13
+1
Perform ( ) (Cha)
+1
0
+0
+1
Profession (Miner) (Wis)
+16
2
+11
+3
Psicraft (Int)
+4
0
+1
+3
Ride (Dex)
+14
0
+13
+1
Search (Int)
+4
0
+1
+3
Sense Motive (Wis)
+22
0
+11
+11
Slight of Hand (Dex)*
+14
0
+13
+1
Speak Language
NA
0
NA
Spellcraft (Int)
+2
0
+1
+1
Spot (Wis)
+28
16
+11
+1
Survival (Wis)
+12
0
+11
+1
Swim (Str)*
+7
0
+6
+1
Tumble (Dex)*
+48
15
+13
+20
Use Magic Device (Cha)
+1
0
+0
+1
Use Psionic Device (Cha)
+1
0
+0
+1
Use Rope (Dex)
+14
0
+13
+1
Feats
Weapon Focus (Mind Blade) - +1 to Attack with Mind Blade (Soulknife bonus)
Wild Talent – Gain reserve of 2 power points, qualify for psionic feats. (Soulknife bonus)
Weapon Finesse – Use Dex for attack rolls on some weapons instead of STR.
Point Blank Shot - +1 on Attack and Damage rolls with ranged weapons up to 30 feet.
Speed of Thought – While psionically focused and not wearing heavy armor, gain insight bonus to speed of 10 feet. (Soulknife Bonus)
Precise Shot – Shoot or throw ranged weapons at melee opponent without -4 penalty
Greater Weapon Focus (Mind Blade) - +1 on attack with mind blade. Stacks with Weapon focus. (Soulknife Bonus)
Rapid Shot – Get one extra attack with ranged weapon per full attack action, all attacks -2 penalty to hit.
Manyshot – As standard action, fire 2 arrows at a single opponent within 30 feet. Both use same attack roll (with -4 penalty) to determine success and deal damage normally. For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of 4 at +16. Each additional arrow after the second adds a cumulative -2 penalty on the attack roll. DR and other resistances apply separately against each arrow. (Soulbow Bonus)
Psionic Shot – Expend psionic focus, ranged attack deals +2d6 damage.
Greater Manyshot – When you use Manyshot, you can fire each arrow at a different target instead of firing all of them at the same target. Make a separate attack roll for each target. (Soulbow Bonus)
Fell Shot – Expend psionic focus, resolve ranged attack as touch attack. (Soulbow Bonus)
Greater Psionic Shot – When use Psionic Shot, do +4d6 instead +2d6.
Improved Precise Shot – Ranged attacks ignore AC bonus for anything but total cover, and miss chance for anything less than total concealment When shoot at grappling opponent, automatically hit chosen target. (Soulbow Bonus)
Improved Rapid Shot – Ignore -2 penalty when using Rapid Shot.
Far Shot – When you fire a bow, increase range increment by one half. When use thrown weapon, double range. (Soulbow Bonus)
Swarm of Arrows – As a full-round action, may fire an arrow at full BAB at each opponent within 30’.
Spell Resistance (Psychic) – Gain Spell Resistance equal to character level +10, or +4 bonus to existing SR. Racial HD and level adjustment count towards character level for this.
Evil Brand (Vile) – Forever branded as a servant of an evil power, you gain +2 circumstance bonus on Diplomacy and Intimidate checks with Evil creatures.
Special Abilities
Kobold Abilities:
-4 STR, +2 DEX, -2 CON
Small Size: +1 AC, +1 bonus to attack, +4 on Hide, -4 on Grapple, lifting and carrying limits 3/4 those of Medium characters.
Darkvision 60’
+2 Racial bonus on Craft (Trapmaking), Profession (Miner), and Search
+1 natural armor
Light Sensitivity (Ex): Dazzled in bright sunlight or within radius of daylight spell.
Soulknife Abilities:
Proficient with all simple weapons, mind blades, light armor, shields
Mind Blade (Su): As move action, create mind blade (short sword sized for you). Increase to +2 bonus.
Throw Mind Blade (Ex): Throw mind blade as ranged weapon with 30’ increment. Can use psychic strike with it.
Psychic Strike (Su): As move action, imbue mind blade with energy, dealing 2d8 to next living, nonmindless target he hits. Creatures immune to mind-affecting effects are immune to psychic strike. Holds the energy until it is used.
Free Draw (Su): Can materialize mind blade as free action.
Shape Mind Blade (Su): As full-round action, can change mind blade to replicate longsword or bastard sword, or split into two short swords. Split swords have enhancement bonus 1 less than normal (i.e. 2 +2 blades instead of 1 +3 blade).
Mind Blade Enhancement (Su): Can add effects to mind blade totalling +2 bonus. Can reassign blade effects by spending 8 hours in concentration.
Soulbow Abilities:
Mind Arrow (Su): As free action, create semisolid arrows from mind. Can create multiple arrows as part of an attack. Identical in all ways except visually to arrow shot from composite longbow. Add WIS to arrow damage. Can be charged with Psychic Strike. +4 Enhancement, stacks with Mind blade.
Bonus Feats – Gain bonus feats.
Mind Arrow Enhancement (Su): Enhance mind arrow like mind blade. +5 total enhancement. Does not stack with Mind blade enhancement ability.
Close Combat Shot – Can attack with mind arrow in threatened square and not provoke AoOs.
Phase Arrow (Ps): Can take full attack action (in lieu of normal attacks) to expend psionic focus and launch arrow at target known to you within range. The arrow passes through any nonmagical or nonpsionic barrier or wall in its way. Negates cover, concealment and even armor modifiers, but otherwise acts normally.
Profane Boon of Kurtulma (Su): +2 profane bonus on damage rolls against a creature that injured you last round.
Languages
Draconic, Undercommon
From Item: Common, Goblin, Orc, Giant, Dwarven
Money
PP
403
GP
141
SP
4
CP
Magic Items
Head
Lighthunter’s Cap
Neck
Dark Ranger’s Necklace
Face
Droweye Talisman
Torso
Mukblood’s Vest
Shoulders
Cloak of Flying Shadows
Waist
Dark Assassin’s Toolkit
Arms
Bracers of Relentless Might
Hands
Greater Mindkiller Gloves
R. Ring
Ring of the Defender
L. Ring
Ironskin Ring of the Ranger
Body
Silent Death Armor
Feet
Dark Hunter’s Boots
Encumbrance
Light Load
57
Medium Load
115
Heavy Load
173
Max Load
173
Lift Off Ground
345
Push/Drag
863
Inventory
Weight
Handy Haversack (92.5 lbs to limit)
Immovable Rod
Holy Symbol, Wooden
Bedroll
Blanket, Winter
Flint and Steel
Grappling Hook
Rope, Silk 50'
Tent
Mirror, Small Steel
Everburning Torch
MW Trapmaker's Tools
Potion of Cure Serious Wounds x3
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
Total Weight Carried
19.5
SOULKNIFE/SOULBOW WEAPONS
Mind Bow (Composite Longbow)
Type
Bow
Weight
Damage
1d6+17
Damage Type
Piercing
Critical
x3
Range
220 ft
+37/+32/+27
+6 Enhancement to attack and damage
Current enhancements (+5 total):
Adamantine – Treated as Adamantine weapon.
Lawful Outsider Bane – +2 to hit and damage, +2d6 damage
Seeking – Ignore miss chance for concealment and other effects.
Wounding – Deal 1 CON damage on hit.
Mind Blade (Short Sword)
Type
One-handed
Weight
Damage
1d4+8
Damage Type
Piercing
Critical
19-20 / x2
Range
+31/+26/+21
+2 Enhancement to attack and damage
Current enhancements (+2 total):
Wounding – Deal 1 CON damage on hit.
Mind Blade (Longsword)
Type
One-handed
Weight
Damage
1d6+8
Damage Type
Slashing
Critical
19-20 / x2
Range
+26/+21/+16
+2 Enhancement to attack and damage
Current enhancements (+2 total):
Wounding – Deal 1 CON damage on hit.
Mind Blade (Bastard Sword)
Type
Two-handed
Weight
Damage
1d8+11
Damage Type
Slashing
Critical
19-20 / x2
Range
+26/+21/+16
+2 Enhancement to attack and damage
Current enhancements (+2 total):
Wounding – Deal 1 CON damage on hit.
EQUIPMENT
Silent Death Armor
Type
Light Armor
Weight
6
AC Bonus
+12
Max Dex
7
ACP
ASF
15%
This small-sized shirt of mithral rings has been heavily enchanted, to better allow its wearer to hunt the deadliest creatures in the Underdark.
Mithral – Max Dex +2, ACP reduced by 3 (min 0), ASF -10%
+8 Enhancement to AC
Nimbleness – Max Dex +1, ACP reduced by 2 (min 0)
Darksoul Protection – Take half damage from effects dealing extra damage to evil creatures.
Moderate Fortification – Ignore Critical Hits 75% of the time.
Blueshine – Immune to rusting effects. +2 Competence on Hide.
Easy Travel – Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.
Glamered – Can change coloration or appear to be normal clothing
Greater Shadow - +15 Competence to Hide
Greater Silent Moves - +15 Competence to Move Silently
Crystal of the Clan
Type
Armor Crystal
Weight
This unique armor crystal fashioned by the Mukblood Kobold Clan can be attached to any suit of armor with a +3 or higher Enhancement bonus.
Screening – Imposes -10 penalty on incorporeal touch attacks made against wearer
Glancing Blows – +10 on Grapple checks to prevent a grapple from being initiated (but not any others)
Adaptation – Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.
Aquatic Action – Breath Water as easily as air, no penalties on attacks or movement underwater, Swim speed equal to half land speed, Armor Check Penalty does not apply to Swimming.
Lifekeeping – +5 Competence bonus on saves vs energy drain, inflict spells, death spells, and death effects. 1/day reroll a failed save against one of these effects as immediate action.
Mind Cloaking – +5 Competence bonus on saves vs mind-affecting spells and abilities. 1/day reroll a failed save against one of these effects as immediate action.
Greater Mindkiller Gauntlets
Type
Hands
Weight
1
These finely crafted steel gauntlets are a heady boon to any soulknife.
Adamantine Mind Blade – Can use +1 of Mind Blade Enhancement to make it be treated as Adamantine for DR.
Weaponry Arcane – Melee attacks treated as Silver for overcoming DR
Greater Mind Blade Gauntlets – Spend psionic focus to add Soulbreaker property (see XPH) to mind weapon for 1 min.
Mind Blank – Continuous Mind Blank, as spell, CL 15.
Anarchic Power Mind Blade – Mind Blade treated as Chaos-aligned. +3d6 damage and 1 negative level (Fort DC 27 to remove) to lawful creatures. On a crit, +6d6 and 2 negative levels (or +9d6 and 3 negative levels if x3 crit modifier, or +12d6 and 4 negative levels if x4)
Bracers of Relentless Might
Type
Arms
Weight
1 lb
+12 Enhancement to CON and STR
Dark Assassin’s Toolkit
Type
Belt
Weight
1
This sash, made for clever spies and assassins, is enchanted to make carrying a lot of tools as easy as possible, without drawing attention.
+6 Enhancement to STR
Hidden Pouches – Belt has 10 normal pockets and 20 hidden ones, each acting as a bag of holding capable of carrying up to 5 pounds of nonliving matter. No object with any dimension beyond 6 inches can be stored. Everything placed in the belt weighs 1/10 its normal weight. Even when fully loaded, the belt never bulges, looking like a normal belt. Placing an item in the belt is a move action that does not provoke AoOs. Naming a stored item and speaking a second command word removes it from the belt and places it in your hand as a move action that does not provoke. Removing an item from one of the regular pockets without the command word is a move action that does provoke AoOs.
Dark Hunter’s Boots
Type
Boots
Weight
1
These supple leather boots are designed to allow the wearer to easily traverse the caves of the Underdark.
Swiftness - +6 Enhancement to DEX. Speed Doubles. Evasion. Jump not limited by height. +20 competence bonus to Balance, Climb, Jump, and Tumble.
Spider-Climbing – Continuous Spider Climb
Gwaeron’s Boots – Continuous Pass Without Trace, undetectable by scent
Mount – Conjures riding pony as spell (CL 4), 1/day
Cantrips – At will (CL 1): Mage Hand, Mending, Message, Open/Close, Prestidigitation.
Dark Ranger’s Necklace
Type
Throat
Weight
This necklace of strung together animal claws has been enchanted to greatly defend its wearer.
+12 Enhancement to WIS
+6 Enhancement to CON
+8 Enhancement to Natural Armor
Droweye Talisman
Type
Face
Weight
This gem shaped like a stylized eye attaches to the forehead of its wearer, granting them increased abilities.
Third Eye Concentrate – +10 Competence to Concentration
Goggles of Day – Ignore penalties for light sensitivity
Languages – Speak, Read, and Write: Common, Goblin, Orc, Giant, Dwarven
Discernment – +10 Insight bonus on Sense Motive
Mukblood’s Vest
Type
Torso
Weight
2.5
This vest is a valuable protective garment, and also allows the wearer to adapt to situations as they need to.
+8 Resistance bonus to all Saves
Shiftweave – Can turn into Explorer’s Outfit, Artisan’s Outfit, Commoner’s Outfit, Oilskin Outfit, Cold Weather Outfit
Cloak of Flying Shadows
Type
Shoulders
Weight
1
This cloak is made to look like black-feathered wings, though its outline is indistinct.
Epic Spell Resistance – SR 40
Great Stealth - +30 Competence on Hide and Move Silently. Continuous Blur spell (20% miss chance, concealment). Continuous Nondetection, as the spell.
Wings of Flying – Fly 60’, good maneuverability, at will.
Ring of the Defender
Type
Ring
Weight
This silver ring is well suited to warriors on the defense.
Protection – Add +8 Deflection bonus to AC
Self-Sufficiency – +10 Competence on Autohypnosis
Force Shield – At will, create shield-shaped wall of force, +2 Shield bonus to AC
Ironskin Ring of the Ranger
Type
Ring
Weight
This dull iron ring is suited to those who spend most of their time far from civilization.
Ironskin – DR 15/Adamantine
Arming – Switch armor and weapon in ring for those worn.
Sustenance – Do not need to eat. Can sleep 2 hours to gain the benefit of 8 hours slee.
Darkhidden – Invisible to Darkvision
Feather Falling – Slow fall whenever fall more than 10 feet.
Immovable Rod
Type
Tool
Weight
5
This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.
Ioun Stone, Dusty Rose Prism
Type
Tool
Weight
This stone can be set circling the owner’s head. While it does so, they gain +1 Insight bonus to AC.
Lighthunter’s Cap
Type
Tool
Weight
This seemingly simple leather cap has been enchanted with powerful boons for those who hunt the forces of light.
Fiendhelm – Melee attacks treated as evil-aligned for overcoming DR. 1/day Dispel Good, Inflict Critical Wounds, Resist Energy (Electricity or Fire only), CL equal to character level, DC 10+Spell level+CHA.
Anonymity – Continuous Nondetection. +5 to Hide
Disguise – Disguise self, as the spell. Hat changes with the spell.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Ioun Stone, Pale Green Prism
Type
Tool
Weight
+1 Competence bonus on all attack rolls, saves, skill checks, and ability checks.
Manual of Quickness in Action +5 (Used)
Type
Tool
Weight
Provides a +5 inherent bonus to DEX
Manual of Bodily Health +5 (Used)
Type
Tool
Weight
Provides a +5 inherent bonus to CON
Tome of Understanding +5 (Used)
Type
Tool
Weight
Provides a +5 inherent bonus to WIS
Iron Flask
Type
Tool
Weight
1
Once per day, this iron flask can be used to capture any creature from another plane, providing they fail a DC 19 Will save. Range of this effect is 60 feet. Only one creature at a time can be contained, and unstoppering the flask frees it. If the individual freeing the creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without a command word, it acts according to its nature (usually attacking the user). Any attempt to force the same creature into the flask a second time provides it a +2 bonus on the saving through and makes it hostile.
Chain of Adaptation
Type
Tool
Weight
1
This silver chain necklace wraps the wearer in a shell of fresh air, making them immune to all harmful vapors and gasses, and allowing them to breathe, even underwater or in vacuum. It also protects the wearer from harmful environmental planar effects (though not from attacks, or from environmental effects on their own plane). Though it is worn around the neck, it does not take up a magic item slot.
PARTY LOOT
Necklace of Strangulation
Type
Throat
Weight
A necklace of strangulation appears to be a rare and wondrous piece of valuable jewelry and, short of the use of something as powerful as a miracle or a wish, can only be identified as a cursed item when placed around a character’s neck. The necklace immediately constricts, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim’s throat even after his death. Only when he has decayed to a dry skeleton (after approximately one month) does the necklace loosen, ready for another victim.
Bag of Devouring
Type
Tool
Weight
15 lb
This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack is, however, a lure used by an extradimensional creature—in fact, one of its feeding orifices.
Any substance of animal or vegetable nature is subject to “swallowing’’ if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but any time thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
Hook of Dissolution
Type
Tool
Weight
2 lb
This wicked metal hook is about 9 inches long. If thrust into a helpless opponent, that opponent slowly disintegrates over a period of 3 rounds (Fort DC 22 negates). This ability works on organic inanimate objects as well as creatures. It can be used 3/day.
Orb of Storms
Type
Tool
Weight
6 lb
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.
Statue of Fiendish Beauty
Type
Tool
Weight
1 lb
This statue, made from obsidian, contains a bound Succubus inside. Upon saying a command word, the holder of this item can summon the succubus, as with the Planar Binding spell. The Succubus serves for 24 hours, or until returned to the statue with a command word. If not returned to the statue before 24 hours are up, the succubus goes free, and the statue becomes nonmagical.
Ring of the Satyr
Type
Tool
Weight
This golden cockring is designed to be placed on a penis. While worn in this way, it provides the wearer with incredible powers in the bedroom.
Ladies’ Man – Double the wearer’s CHA mod for seduction-related CHA checks.
Girth – Doubles the length and size of the member it is placed upon.
Orgasmic Vibrations – 3/day force a target to make a Will Save (DC 24) or suffer a grand shuddering orgasm, with continuing climaxes for 20 rounds. The target that makes their save still feels pleasurable sensations, but they are merely distracting. Spellcasting or concentrating on spells while under the effect requires a Concentration check (DC 20+Spell Level), and using skills requiring patience and concentration require a DC 20 Concentration check.
Loot
CUSTOM PRESTIGE CLASSES
EPIC BEGUILER
Epic Beguiler
HD: d6
Class Skills (6+INT): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
21th: -
22th: -
23th: Advanced Learning
24th: Bonus Feat
25th: Cloaked Casting (+3 DC)
26th: -
27th: Advanced Learning
28th: Bonus Feat
29th: -
30th: Cloaked Casting (+4 DC)
EPIC SOULBOW
Epic Soulbow
HD: d10
Class Skills (4+INT): Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Tumble
11th: +3 Mind Arrow
12th: -
13th: -
14th: Mind Arrow Enhancement (+4 bonus)
15th: +4 Mind Arrow
16th: -
17th: -
18th: Mind Arrow Enhancement (+5 bonus)
19th: +5 Mind Arrow
20th: -
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 are 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 damage 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.
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.
NEW FEATS
Blade Defense [Fighter]
You have mastered the art of defending yourself with a blade.
Prerequisite: Weapon Focus (any one blade weapon)
Benefit: You can only get the benefit of this feat with a blade-type weapon you have Weapon Focus in. When fighting defensively you gain an additional +2 dodge bonus to Armor Class. When using the total defense action you get an additional +4 dodge bonus to Armor Class. These bonuses are in addition to the normal benefits of the chosen defensive tactic.
Special: Blades include the bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword, and two-bladed sword. A fighter can select this feat as one of his bonus feats.
Brawn [General, Fighter]
Prerequisite: STR 13, Brute
Benefit: When calculating melee attack bonus, treat STR as two points higher than it actually is.
Improved Brawn [General, Fighter]
Prerequisite: BAB +6, STR 15, Brute, Brawn, Improved Brute
Benefit: When calculating melee attack bonus, treat STR as four points higher than it actually is. This does not stack with Brawn.
Brute [General, Fighter]
Prerequisite: STR 13
Benefit: When calculating damage inflicted, treat STR as two points higher than it actually is.
Improved Brute [General, Fighter]
Prerequisite: BAB +6, STR 15, Brute, Brawn
Benefit: When calculating damage inflicted, treat STR as four points higher than it actually is. This does not stack with Brute.
Divine Bulwark [Divine]
Prerequisite: Divine caster lvl 15, Wis 13+, Cha 13+
Benefit: You add either your WIS or CHA mod (chosen when you take this feat) to AC as a deflection bonus, and add it as a resistance bonus to all saving throws. This bonus cannot exceed your divine caster level.
Normal: Retain your normal defenses.
Femme Fatale [Archetype]
You are a tempting goddess of seduction, and you know and use it to the fullest potential.
Prerequisite: Must be a female, Cha 15+, Any Non-Good
Benefit: See below
Special: If you ever stop qualifying for this feat, you can trade it for another archetype feat that you meet the prerequisites of.
Archetype Feat Bonuses are based on HD.
1 HD: A femme fatale gains a +4 bonus to all charisma-based checks against creature sexually attracted to her. This bonus increases by +1 for every 2 HD above 1 she has.
3 HD: A femme fatale is an expert backstabber. She gains 1d6 points of sneak attack damage. Sneak attack damage granted by this feat stacks with other sources.
8 HD: A femme fatale is able to use charm person (extraordinary ability) as an immediate action at will. (Caster level equals HD)
15 HD: Whenever a femme fatale uses or casts charm person it is instead treated as charm monster, additionally her charm spell now bypasses spell resistance and immunities to mind-affecting spells.
Shield Mastery [General, Fighter]
You are especially proficient in blocking attacks with your shield.
Prerequisite: Shield Proficiency, BAB +1
Benefit: When using a buckler, light shield, or heavy shield, you may choose one opponent. Against this opponent, you gain a +2 dodge bonus to AC. You may select a new opponent each round. You may not use this feat if you are flanked.
Special: You also gain the benefit of this feat when using a tower shield if you have Tower Shield Proficiency, but only if you are not using it for cover.
Shield Edge Deflection [General, Fighter]
You have learned to use your shield to stop touch attacks.
Prerequisite: BAB+4, Shield Mastery
Benefit: When wielding a shield you have Shield Mastery for, your shield’s AC bonus counts against touch attacks from corporeal opponents.
Normal: Shield AC bonus does not count against touch effects.
Special: You cannot use this feat if flat-footed or otherwise denied your DEX bonus to AC.
Unearthly Luck [Fey]
Prerequisites: Fey Type
Benefit: As a supernatural ability, you may add your CHA bonus to all saving throws.
Unerring Weapon [Fighter]
You possess masterful control over your weapon and perform precise strikes with it.
Prerequisite: Int 12, Weapon Focus with weapon, Weapon Specialization with weapon, BAB +12
Benefit: When you strike a critical hit with your selected weapon, you automatically confirm the critical without the need for a die roll.
Special: Unerring Weapon may be taken as a fighter bonus feat.
NEW 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.
NEW WEAPON AND ARMOR MODIFICATIONS
Emblazoned Shield – This shield is emblazoned with the holy symbol of a particular deity. Followers of that deity can use the shield as a holy symbol. +150 gp to base item.
Sacred Armor – Sacred armor is usually inlaid with valuable materials, and always features at least one holy symbol set into its chest. While it conveys no intrinsic special benefits, it is always a masterwork item, and reduces the base cost of enchantments by 10% if performed by a member of the same faith. +300 gp to base item.
Sacred Weapon – Considered holy by a given religion, consecrated while being made. Masterwork item that offers a non-magical +1 morale bonus to attack and damage rolls when wielded by a member of the same faith. Does not stack with other morale bonuses from divine spells. Counts as a holy symbol if wielder has Weapon Focus feat. +500 gp to base item.
Blessed Weapon – Weapon is permanently treated as under Bless Weapon spell, but does not gain an enhancement bonus. +500 gp to base item.