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Winterborn
Not a Chapter - Game information.

Not a Chapter - Game information.

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

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

UA – Unearthed Arcana

CA – Complete Arcana

CW – Complete Warrior

CAdv – Complete Adventurer

PHB2 – Player’s Handbook 2

SC – Spell Compendium

SS – Savage Species

LM – Libris Mortis

FB – Frostburn

MIC – Magic Item Compendium

BoVD – Book of Vile Darkness

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.