Melinda Eriksdaughter
Name
Melinda Eriksdaughter
Race
Human - Luskari (Unseelie Fey)
Size
Medium
Alignment
Chaotic Evil
Deity
Auril
Age
20
Height
5’6”
Weight
110 lb
Eyes
Blue
Hair
Blonde
Level
19 (Gestalt)
Experience
172500 / 190000
Class Levels
Warlock 14 /
Icedawn Invoker 5
Battledancer 10 / Frostchylde Wardancer 9
HP
129/129
Nonlethal
Init
+8
Speed
80 (160 Fly)
BAB
+19/+14/+9/+4
Grapple
+22
DR
15/Cold Iron
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
16
+3
DEX
20
26
+8
CON
11
15
+2
INT
15
+2
WIS
14
+2
CHA
23
33
+11
Saves
Save
Total
Base
Ability
Bonus
Fort
+26
+8
+2
+16
Ref
+37
+13
+8
+16
Will
+31
+13
+2
+16
AC
43 = 10 Base + 8 Dex + 3 Armor + 2 Natural + 15 Dodge + 5 Deflection
(+2 Sacred vs Fire Type)
Touch
41 = 10 Base + 8 Dex + 3 Armor + 15 Dodge + 5 Deflection
(+2 Sacred vs Fire Type)
Flatfooted
35 = 10 Base + 3 Armor + 2 Natural + 15 Dodge + 5 Deflection
(+2 Sacred vs Fire Type)
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+4
+2
+2
Balance (Dex)*
+17
7
+8
+2
Bluff (Cha)
+78
21
+11
+46
Climb (Str)*
+3
+3
Concentration (Con)
+35
19
+2
+14
Craft (Painting) (Int)
+8
6
+2
Decipher Script (Int)
+2
+2
Diplomacy (Cha)
+29
+11
+18
Disable Device (Int)
+2
+2
Disguise (Cha)
+13
+11
+2
Escape Artist (Dex)*
+13
5
+8
Forgery (Int)
+2
+2
Gather Information (Cha)
+11
+11
Handle Animal (Cha)
+11
+11
Heal (Wis)
+2
+2
Hide (Dex)*
+18
+8
+10
Intimidate (Cha)
+33
+11
+22
Jump (Str)
+18
+3
+15
Knowledge (Arcana) (Int)
+13
5
+2
+6
Knowledge (Planes) (Int)
+13
5
+2
+6
Knowledge (Religion) (Int)
+9
1
+2
+6
Knowledge ( ) (Int)
+2
+2
Listen (Wis)
+2
+2
Move Silently (Dex)*
+13
+8
+5
Open Lock (Dex)
+8
+8
Perform (Dance) (Cha)
+36
20
+11
+5
Perform (Sing) (Cha) *V*
+41
20
+11
10
Perform (Oratory) (Cha) *V*
+31
20
+11
Profession ( ) (Wis)
+2
+2
Ride (Dex)
+8
+8
Search (Int)
+2
+2
Sense Motive (Wis)
+22
10
+2
+10
Slight of Hand (Dex)*
+19
9
+8
+2
Speak Language
3
N/A
Spellcraft (Int)
+17
11
+2
+4
Spot (Wis)
+2
+2
Survival (Wis)
+2
+2
Swim (Str)*
+3
+3
Tumble (Dex)*
+26
18
+8
Use Magic Device (Cha)
+33
22
+11
Use Rope (Dex)
+10
+8
+2
Feats
Improved Unarmed Strike (Class Bonus Feat) – Considered armed even when unarmed. Can do lethal or nonlethal damage with unarmed strikes
Improved Initiative – Gain +4 to Initiative
Improved Toughness (Human Bonus Feat) – Gain +1 HP per level
Weapon Finesse – Use DEX instead of STR for attack rolls on light weapons, finesse weapons, and natural weapons.
Versatile Performer – Pick a number of Perform categories equal to INT modifier (min 1). For purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once chosen. You gain new categories if your INT modifier permanently rises. In addition, you gain a +2 bonus to a combined perform check (i.e. strumming a lyre and singing). Add the bonus to the highest skill modifier. Categories: Sing, Oratory
Leadership – Gain the ability to recruit a cohort and followers. Base Leadership score: 29 = 19 (Level) + 11 (CHA) + 1 (Special Power) - 2 (Cruelty). For cohorts: 29 = 29 (Base). For followers: 28 = 29 (Base) - 1 (Moves Around).
Unearthly Luck [Fey] - As a supernatural ability, you may add your CHA bonus to all saving throws.
Combat Casting – Add +4 to Concentration checks when casting defensively.
Hover – When flying, can halt forward motion and hover, regardless of maneuverability.
Special Abilities
Human Abilities:
Bonus Feat
Bonus Skills
Unseelie Fey Abilities:
Fey Type
-2 STR, +2 DEX, -2 CON, +2 CHA
Wings – Fly at 2x base land speed (Average maneuverability)
Winter Chill (Su) – Living nonfey within 5’ take a morale penalty on all saves equal to CHA (min 1)
Damage Reduction (Ex) – 15/Cold Iron
Iron Vulnerability (Ex) – Take 1 HP damage from touching iron and steel. Take 1d6 additional damage from iron and steel.
Vision (Ex) – Darkvision 60’
Warlock Abilities:
Proficiency – All simple weapons and light armor
Invocations – Able to use invocations (see spells). Invocations are spell-like abilities, but ignore spell failure chance from light armor.
Eldritch Blast (Sp) – 8d6 damage (10d6 with items), 60’ range. Effective spell level of 1/2 Warlock level (min 1, max 9).
Damage Reduction (Ex) – 3/Cold Iron
Detect Magic (Sp) – Can use Detect Magic, as spell-like ability, at will. Caster level equals class level.
Deceive Item (Ex) – Can take 10 on Use Magic Device checks, even when pressured.
Fiendish Resilience (Su): Beginning at 13th level, 1/day as free action gain fast healing 2 for 2 minutes (20 rounds).
Energy Resistance (Su): Gain Electric and Fire Resistance 5
Imbue Item (Su): Can substitute Use Magic Device for spells needed to craft items (must still have item creation feats). DC 15+spell level for arcane spells, and DC 25+spell level for divine spells.
Battledancer Abilities:
Proficiency – All Simple weapons
AC Bonus (Ex) – When unarmored and unencumbered, gain a Dodge bonus to AC equal to CHA, +1 every 5 Battledancer levels.
Unarmed Strike – Gain Improved Unarmed Strike as a bonus feat. Unarmed strike deals lethal damage, increased to 2d8 (4d6 with items).
Battledancer’s Performance: Starting at 2nd level, the Battledancer is able to inspire allies or affect her enemies with her dance.
Dance of Reckless Bravery (Su): A battledancer with 5 ranks in Tumble can inspire courage in her allies. While in an opponent’s threatened area, can take a move action that does not provoke to give all allies within 30’ a +4 bonus on saves vs. fear effects for (5+CHA) rounds.
Bonus Speed (Ex) - +20 Base Speed
Dance of the Vexing Snake (Su) – If have 8 or more ranks in Tumble, can tumble at full speed without penalty, and can tumble a distance up to her move speed.
Dancer’s Strike (Magic) – The Battledancer can spend a standard action at will to wreathe their fists and feet in an aura lasting 5+CHA rounds. While the aura persists, the Battledancer’s unarmed strikes are treated as magic damage for overcoming damage reduction.
Dance of the Floating Step (Su) – A Battledancer with 11 ranks in Tumble gains the ability to dance across liquid, such as water or magma, without sinking or taking damage. If she ends her movement on liquid, she sinks and takes damage as normal. Must start her movement on solid surface.
Icedawn Invoker Abilities:
Invocations – Class level stacks with Warlock level for determining invocations, eldritch blast damage.
Bonus Invocation – Hellrime Blast
Forbidden Flame – Forswears the use of fire for anything except cooking. Cannot use Fire spells or abilities, even from items or another class. May not light any fire except for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.
Frostfire (Sp): At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.
Igloo (Sp): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.
Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.
Icedawn's Gift (Su): At 5th level, Auril blesses the Icedawn Invoker, granting them a +4 Profane bonus to Charisma.
Frostchyled Wardancer Abilities:
Frostfell Combatant: The Frostchylde Wardancer's class level stacks with Battle Dancer or Monk levels (choose one) to determine AC bonus, and unarmed damage.
Cold Resistance (Ex): The Frostchylde Wardancer gains Cold Resistance 10.
Child of Winter (Su): At 2nd level, the Frostchylde Wardancer gains a supernatural connection to the ice and snow. Snow and ice is treated as normal terrain. +5 sacred bonus to Balance checks to keep from falling on ice.
Frozen Fury (Su): At 3rd Level, the Frostchylde Wardancer’s unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as the Frost weapon property). She can suppress or activate this effect at will.
Bonus Speed (Ex): The Frostchylde Wardancer gains a +10 ft bonus to speed at 4th level. This stacks with similar class effects. She gains another +10 ft bonus to speed at 8th level. She loses this ability when wearing armor, or when carrying a medium or heavier load.
Evasion (Ex): The Frostchylde Wardancer gains Evasion at 5th level. If they already had Evasion from another source, they gain Improved Evasion instead. She loses this ability when wearing armor, or when carrying a medium or heavier load.
Frostblood (Su): The Frostchylde Wardancer's connection to the cold freezes impurities that would harm her, making her immune to nonmagical poisons and diseases.
Frostchylde (Ex): At 7th level, the Frostchylde Wardancer becomes perfectly adapted to the cold, gaining the Cold subtype. They are immune to Cold samage and gain vulnerability to Fire (+50% damage).
Eternal Frost (Ex): At 9th level, a Frostchylde Wardancer no longer takes penalties from aging, and cannot be magically aged. Penalties already incurred remain, bonuses still accrue, and she still dies of old age when her time is up.
Boon of Auril (Ex) - +2 Sacred bonus to AC against creatures of the Fire type. Continuous Endure Elements.
Twice-Souled (Ex) – Speak Language is always a class skill.
Languages
Common, Luskar, Abyssal, Draconic, Orc, Goblin, Giant
From items: Undercommon, Drow Sign Language, Elven, Dwarven, Celestial
Money
PP
30
GP
8
SP
3
CP
8
Magic Items
Head
Melinda’s Circlet
Neck
Torc of the Wolfslayer
Face
Snowflake Mask
Torso
Regalia of the Icy Maiden
Shoulders
Angeldown Cloak
Waist
Sash of the Wardancer
Arms
Shielding Bracers
Hands
Wolfsbane Gloves
R. Ring
Icechild’s Band
L. Ring
Mindfrost Ring
Body
Feet
Skydancer Boots
Encumbrance
Light Load
76 lb
Medium Load
153 lb
Heavy Load
230 lb
Max Load
230 lb
Lift Off Ground
460 lb
Push/Drag
1150 lb
Inventory
Weight
Handy Haversack (93.5 lbs remaining)
Bedroll
Replenishing Skin
Holy Symbol, Silver
Everlasting Rations
Mirror, Small Steel
Grappling Hook
Rope, Silk (50 ft)
Whetstone
Blanket, Winter
Everburning Torch
Wand of Cure Moderate Wounds
Slave Rings x10
Pearl of the Sirines
Worn Gear
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
0
16
Total Weight Carried
21
SPELLS
Spells/Spell-like Abilities
Warlock Abilities
Caster Level
20
DC
21 + Spell Level
Least Invocations
Beguiling Influence (2nd) – +6 to Bluff, Diplomacy, and Intimidate for 24 hours.
Hideous Blow (1st) – Blast Shape invocation. Add Eldritch Blast to melee attack.
Otherworldly Whispers (2nd) – Gain +6 bonus on Knowledge (Arcana), Knowledge (Religion), and Knowledge (The Planes) for 24 hours.
Lesser Invocations
Curse of Despair (4th) – Can curse touched target as with Bestow Curse. Even if save succeeds, target gets -1 to attack rolls for 1 min.
Hellrime Blast (4th) – Eldritch Essence invocation. Can change Eldritch Blast to Hellrime Blast, deal Cold damage. Creature struck by blast must make Fort save or -4 DEX for 10 min. Does not stack.
Eldritch Chain (4th) – Blast Shape. Can jump Eldritch Blast to 1 secondary target per 5 levels. Secondary targets must be within 30’ of previous target. No target can be hit more than once with the same blast. Secondary targets take 50% of the damage inflicted on primary target.
Walk Unseen (2nd) – You gain the ability to fade from view. You can use Invisibility (self only), except the duration is 24 hours.
Greater Invocations
Vitriolic Blast (6th) – Eldritch Essence. Change Eldritch Blast to Vitriolic Blast. Deals acid damage, and is formed from conjured acid, making it ignore spell resistance. Creatures struck by Vitriolic Blast automatically take an extra 2d6 points of Acid damage on following rounds. This acid damage persists for 1 round per 5 caster levels.
Chilling Tentacles (5th) – Conjure forth a field of soul-chilling black tentacles that ooze from the ground, grappling victims. This functions as the Black Tentacles spell, except that each creature in the area takes 2d6 points of Cold damage each round, whether they are grappled or not.
Eldritch Line (5th) – Blast Shape. Can invoke your Eldritch Blast as a 60-foot line, dealing damage to all creatures in the area. Reflex save for half damage.
Dark Invocations
Word of Changing (5th) – Baleful Polymorph, as the spell, except that 24 hours after being transformed the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If the second save fails, it remains in its new form permanently.
Utterdark Blast (8th) – Eldritch Essence. Blast deals negative energy damage, healing undead. Any creature struck by the blast must make Fort save or gain 2 negative levels. These levels fade after 1 hour.
Icedawn Invoker Spell-like Abilities
Caster Level
20
DC
21 + Spell Level
At Will
Cold Fire (SC): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.
3/Day
Frostfire: At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.
1/Day
Igloo (FB): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.
EQUIPMENT
Greater Crystal of Arcane Steel
Type
Weapon Crystal
Weight
When channeling a spell or spell-like ability through this weapon, +1 Insight bonus to weapon attack and damage rolls, and increase the save DC of the spell or spell-like ability by 1.
Merciful Blade
Type
Dagger
Weight
1 lb
Damage
1d4+1
Damage Type
Piercing / Slashing
Critical
19-20 / x2
Thrown Range
10 ft
This +1 Blue Ice Dagger is highly prized by servants of dark gods. When used in conjunction with a sacrificial rite, a Sacrificial Knife conveys a +3 competence bonus on the Knowledge (Religion) check.
Blue Ice - +1 enhancement to attack and damage (does not stack with enchantments)
Icedawn’s Mercy – When damaging a creature, cast Cure Light Wounds (CL 1) on the target.
Regalia of the Icy Maiden
Type
Torso
Weight
5
This outfit was made as a commission for Melinda Eriksdaughter, by one of her admirers.
+5 Resistance Bonus to all Saves
+10 Competence Bonus to Sense Motive
Steady Casting - +10 Competence to Concentration to cast defensively
Shiftweave – Can shift to become one of five outfits on command. Weight does not change. Available outfits: Explorer’s Outfit, Cleric’s Vestments, Entertainer’s Outfit, Noble’s Outfit, Oilskin Suit
Sash of the Wardancer
Type
Waist
Weight
This silk sash has been heavily enchanted, giving it incredible abilities.
Giant Strength +6 – +6 Enhancement to STR
Battledancer’s Belt – The wearer’s AC and unarmed damage is treated as a battledancer of five levels higher. If the character is not a battledancer, she gains the AC and unarmed damage of a 5th-level battledancer. This AC bonus functions just like the monk’s AC bonus.
Healing Belt – This belt gives the wearer a +2 Competence bonus on Heal checks. It also contains 3 charges, which are restored each day at dawn. Spending charges channels positive energy and allows you to heal creatures with a touch (or harm undead). 1 Charge: Heal 2d8. 2 Charge: Heal 3d8. 3 Charge: Heal 4d8
Snowflake Mask
Type
Face
Weight
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.
Melinda’s Circlet
Type
Head
Weight
0
This Mithral circlet has been heavily enchanted, allowing the wearer to go disguised when they wish.
Disguise – Disguise Self at will. Hat changes shape to match disguise.
Anonymity – Continuous Nondetection, +5 on Hide.
Faithfulness – Item warns you when an action may put you in bad standing with your deity.
Wolfsbane Gloves
Type
Hands
Weight
1
These supple, fur-lined gloves give the wearer enhanced dexterity, and are specially crafted to fight lycanthropes.
Dexterity +6 – +6 enhancement bonus to Dexterity.
Gauntlets of Weaponry Arcane – Any weapon you hold is treated as a magic silvered weapon for the purpose of overcoming DR.
Skydancer Boots
Type
Boots
Weight
1
These boots, lined with the fur of winter wolves, have been enchanted to aid their wearers in a variety of situations.
Speed – Haste self as spell, for up to 10 rounds per day. Duration need not be consecutive rounds.
+5 Profane bonus to Perform (Dance)
Striding and Springing – +10 Enhancement to land speed. +5 Competence to Jump
Spider Climbing – Continuous Spider Climb effect.
Elvenkind – +5 Competence on Move Silently
Angeldown Cloak
Type
Shoulders
Weight
1
This cloak is well made, and has what appears to be angel feathers lining the neck.
Continuous Featherfall effect
Charisma +6 - +6 Enhancement to CHA
Elvenkind – +5 Competence on Hide
Torc of the Wolfslayer
Type
Throat
Weight
This amulet portrays a silver wolf’s skull, with the symbol of Auril carved into the forehead.
Greater Choker of Eloquence – +10 Competence bonus on Diplomacy, Bluff, and Perform (Sing) checks.
Greater Chausible of Fell Power – +2d6 to Eldritch Blast, and chaotic damaging spells
Amulet of Natural Armor +2 – +2 Enhancement to natural Armor
Amulet of Health +4 – +4 Enhancement to CON
Hand of the Mage – Mage Hand, at will
Shielding Bracers
Type
Arms
Weight
1
This set of enchanted bracers are enchanted to provide a +3 Enhancement bonus to AC.
Shielding – At will Shield effect. +4 Shield bonus to AC, blocks Magic Missiles.
Mindfrost Ring
Type
Ring
Weight
This ring has been enchanted to provide a +5 Deflection Bonus to AC.
Mind Shielding – Immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her alignment.
Icechild’s Band
Type
Ring
Weight
This ring grants the wearer greater command over her magic, as well as the people around her.
Master Ring – 3/day exchange messages with one of the Slave Rings keyed to it. At will, deal 3d6 points of damage per round as a free action to individual wearing keyed Slave Ring.
Arcane Might – +1 bonus to arcane caster level for the purpose of spell penetration, caster level checks, and all level-based variables of any arcane spell the wearer casts.
Arming – Can switch worn set of armor and weapons for those inside the ring as a standard action
Slave Ring
Type
Ring
Weight
This iron ring, once put on, can only be removed by the wearer of its keyed Master Ring. Subject to damage from the wearer of Master Ring, but can exchange messages with them.
Pearl of the Sirines
Type
Tool
Weight
This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item.
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Replenishing Skin
Type
Tool
Weight
4
This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Wand of Cure Moderate Wounds
Type
Tool
Weight
This wand allows the user to cast Cure Moderate Wounds, healing 2d8+3 damage to the target.
(50 Charges Remaining)
Wand of Glibness
Type
Tool
Weight
This wand allows the user to cast Glibness, giving a +30 to Bluff checks made to deceive people.
(50 Charges Remaining)
SOUL’S VIOLATION
Soul’s Violation, Black Blade of the Queen
Type
Artifact Weapon
Weight
6 lbs
Damage
1d10
Damage Type
Slashing
Crit
19-20 / x2
+3 Enhancement to Attacks and Damage
**Shadow Energy - A shadow energy weapon has
its effective portion (blade, axe head, spearhead, etc.)
transformed into shadow. A shadow energy weapon
ignores nonliving matter. Armor bonuses provided
by physical armor (as opposed to spells) are ineffective
against weapons imbued with this quality.
Other bonuses to Armor Class (dexterity, deflection,
Dodge, natural armor, etc.) still apply. A shadow
energy weapon automatically dispels a light or continual
flame spell if touched to the object upon which
the spell was cast. A shadow energy weapon causes
no damage to targets that are not alive. Bows, crossbows,
and slings cannot be enchanted with this ability.
This does not alter the item’s weight.
**Ruinous - Each hit with the blade deals 1 CHA damage. Creatures immune to critical hits are immune to the CHA damage. CHA damage is not multiplied with critical hits.
**Vampiric - Deals an extra 1d6 damage to any living creature it hits, and heals you for the same amount.
**Skillful - The wielder is considered proficient with this weapon, even if they lack the appropriate feat. The wielder's BAB for using this weapon is 3/4 their HD, or their normal BAB, whichever is higher.
**Hideaway - Can collapse to 2sizes smaller, making it easier to conceal.
**Shadowstrike - 1/day add 5ft to reach and deny target DEX to AC.
In addition to its other abilities, Soul's Violation is intrinsically connected to the Plane of Shadow. While not in areas of direct sunlight (or the area of effect of a Daylight spell) the wielder has access to the following effects:
Shadow Shield (Sp) - 3/day, create a shield of transluscent shadows. Acts as a Shield spell, negating Magic Missile attacks and providing +4 Shield bonus to AC, with a CL equal to the wielder's HD.
Shadow Walk (Sp) - 1/day, use Shadow Walk, as the spell. (CL equal to HD, DC 16+CHA Will to resist)
Dimension Door (Sp) - 3/day, use Dimension Door, as the spell (CL equal to HD, DC 14+CHA to resist).
Veil of Shadow (Sp) - 3/day, use Veil of Shadow (SC) as the spell. (CL equal to HD)
Shades (Sp) - 1/week, use Shades, as the spell. (CL equal to HD, DC 19+CHA Will to resist)
This blade was forged from iron mined on the Plane of Shadow, and quenched in the blood of creatures from that deadly plane, infusing it with the essence of shadow. It was the personal weapon of the Dark Queen, a Twiceborn Nymph who became a feared warlord in the northern lands. The cause of her rage against the 'civilized' races is unknown, but it is believed that before she made this blade the Dark Queen tried, and failed, to find her way through the Plane of Shadow, seeking a connection to the world her soul was originally from. Failing in this attempt, she turned her wrath upon the people of the world, and, for over a hundred years, this blade was continually infused with the Dark Queen's essence as she sacrificed countless souls to it, causing the blade to grow ever more powerful throughout her reign.
During the Great Troubles, she was attacked by the goddess Selune in a duel. The Goddess of the Moon was tricked by the God of Lies, Cyric, into believing that the Dark Queen was the mortal incarnation of the Goddess of Shadow, Shar, and was somehow responsible for the Great Troubles. Cyric revealed his true nature to Selune during the battle when Malar sought to intervene in the battle. Cyric and the Dark Queen were killed in the ensuing brawl, and both Selune and Malar's mortal avatars were gravely wounded.
With the Dark Queen's death, her blade disappeared for a long time, though rumors persisted of it appearing in different locales. During one of the Orc Wars, the blade was confirmed to still be in existence when it was briefly wielded by the Doomsinger, Brakthik Ruinsoul during the failed campaign in the Moonwood.
Soul's Violation does not appear to be an intelligent weapon, but those who have come across it will swear that it still carriers a shard of the Dark Queen's power and hatred for the people of this world. The blade carries a powerful curse. Only a female Twiceborn may wield it safely. All others receive three negative levels and take 3x damage of all types while wielding the blade. An uncomfortable chill surrounds the blade, dropping the temperature in its presence by 10F.
Ebonheart (Cohort)
Name
Ebonheart
Race
Black Unicorn
Size
Large
Alignment
Chaotic Evil
Deity
Garagos
Age
5
Height
5’6”
Weight
1800 lb
Eyes
Red
Hair
Black
Effective Character Level
17
Experience
137275 / 153000
Class Levels
Black Unicorn 4 / Barbarian 13
HP
364/364
Nonlethal
Init
+5
Speed
70 ft /
Fly 90 ft
BAB
+17/+12/+7/+2
Grapple
+30
DR
3/--
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
28
+9
DEX
21
+5
CON
30
36
+13
INT
16
+3
WIS
23
+6
CHA
31
+10
Saves
Save
Total
Base
Ability
Bonus
Fort
+30
+13
+12
+5
Ref
+18
+8
+5
+5
Will
+16
+5
+6
+5
AC
43 = 10 Base - 1 Size + 5 Dex + 10 Armor + 10 Natural + 4 Haste + 5 Deflection
Touch
23 = 10 Base - 1 Size + 5 Dex + 4 Haste + 5 Deflection
Flatfooted
34 = 10 Base - 1 Size + 10 Armor + 10 Natural + 5 Deflection
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+3
+3
Balance (Dex)*
+5
+5
Bluff (Cha)
+10
The narrative has been taken without authorization; if you see it on Amazon, report the incident.
+10
Climb (Str)*
+23
10
+9
+4
Concentration (Con)
+13
+13
Craft ( ) (Int)
+3
+3
Decipher Script (Int)
+3
+3
Diplomacy (Cha)
+10
+10
Disable Device (Dex)
+5
+5
Disguise (Cha)
+10
+10
Escape Artist (Dex)*
+5
+5
Forgery (Int)
+3
+3
Gather Information (Cha)
+10
+10
Handle Animal (Cha)
+10
+10
Heal (Wis)
+6
+6
Hide (Dex)*
+7
+5
+2
Intimidate (Cha)
+35
20
+10
+5
Jump (Str)
+22
13
+9
Knowledge ( ) (Int)
+3
+3
Listen (Wis)
+28
20
+6
+2
Move Silently (Dex)*
+25
20
+5
Open Lock (Dex)
+5
+5
Perform ( ) (Cha)
+10
+10
Profession ( ) (Wis)
+6
+6
Ride (Dex)
+5
+5
Search (Int)
+3
+3
Sense Motive (Wis)
+11
5
+6
Slight of Hand (Dex)*
+5
+5
Speak Language
1
Spellcraft (Int)
+3
+3
Spot (Wis)
+15
7
+6
+2
Survival (Wis)
+17
11
+6
Swim (Str)*
+22
13
+9
Tumble (Dex)*
+5
+5
Use Magic Device (Cha)
+10
+10
Use Rope (Dex)
+5
+5
Feats
Alertness – +2 bonus on all Listen and Spot checks
Multiattack – Secondary attacks made with only -2 penalty
Weapon Focus (Horn) – +1 bonus on all attack rolls made using Horn.
Improved Toughness – Gain extra 1 HP per HD.
Power Attack – Can take up to 5 from attack and add it to damage.
Improved Overrun – Target cannot choose to avoid you. +4 to the STR check to overrun.
Vile Natural Attack – All natural weapons do +1 Vile damage.
Special Abilities
Black Unicorn Abilities:
Darkvision 60’
Inflict Light Wounds (Sp) – 3/day, Inflict Light Wounds, dealing 1d8+4 damage. Can use while making a Horn attack.
Teleport (Su) – Teleport Without Error (as spell), 1/day, taking themselves and their rider to any known location.
Horn attack – Horn does 1d8+STR damage
Bite attack – Bite does 1d8+(STR/2) Damage
Hooves – 2 Hoof attacks, dealing 1d4+(STR/2) Damage
Barbarian Abilities:
Fast Movement (Ex) – +10 feet to land speed when wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Illiteracy – Cannot read or write
Rage (Ex) – 4/day go into a rage. Gain +4 STR, +4 CON, +2 morale bonus on Will saves, -2 AC. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Uncanny Dodge (Ex) – At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex) – Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex) – At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex) – At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex) – At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Languages
Common (illiterate)
Money
PP
59
GP
4
SP
2
CP
Magic Items
Head
Mindvault
Neck
Skull Medallion
Face
Torso
Shoulders
Horse Blanket of Warmth and Resistance +5
Waist
Arms
Front Hooves
Horseshoes of the Dark Descent
R. Ring
Ring of Protection +4
L. Ring
Ring of Adamantine Touch
Body
Hellrider’s Armor
Back Hooves
Horseshoes of the Dark Descent
Encumbrance
Light Load
400 lbs
Medium Load
800 lbs
Heavy Load
1200 lbs
Max Load
1200 lbs
Lift Off Ground
2400 lbs
Push/Drag
6000 lbs
Inventory
Weight
Dread Rider’s Saddle
Horse Blanket of Warmth
Saddlebags of Holding (491 lbs to limit)
Feedbag of Plenty
Horse Grooming Kit
70
10
30
Bag
Bag
Total Weight Carried
118 lbs
EQUIPMENT
Armor of the Nightmare
Type
Light Armor
Weight
30
AC Bonus
+10
Max Dex
5
ACP
-1
ASF
15%
This breastplate was made with the intent to be intimidating. Emblazoned with skulls and spikes, and finished in a blue-black sheen, the entire thing is like something out of a terrible nightmare.
+5 Enhancement Bonus
Mithral – Half normal weight. +2 Max Dex, -3 ACP, -10% ASF. Counts as one armor category lighter (light armor remains light armor).
Easy Travel – Carry up to a Medium Load as if it were a Light Load. Can travel up to 10 Hours a day without CON checks.
Fearsome – Functions as if it has armor spikes. +5 Enhancement to Intimidate, and can demoralize foes as a move action.
Blueshine – Armor never tarnishes and is immune to acid and rust effects. +2 competence to Hide.
Spider Boon – +4 Enhancement to Climb and Escape Artist. Webs of monstrous spiders or spiderkin (such as ettercaps) cannot affect you. 3/day increase the Climb bonus to +8 and gain a climb speed equal to your base land speed, and take 10 on Climb checks, even when threatened. Lasts 8 rounds.
Greater Crystal of Screening
Type
Armor Crystal
Weight
This crystal attaches to any armor with a +3 or higher enhancement bonus. While attached, it imposes a -10 penalty on all incorporeal touch attacks made against the wearer.
Feedbag of Plenty
Type
Tool
Weight
5 lbs
This feed bag provides food and water for the wearer, allowing the creature to be properly fed for 24 hours.
Horse Blanket of Warmth and Resistance +5
Type
Cloak
Weight
10 lbs
This thick woolen blanket protects the mount against cold, providing a constant Endure Elements (Cold) effect, and Cold Resistance 5. Also provides a +5 Resistance bonus to all saves.
Saddlebags of Holding
Type
Tool
Weight
30 lbs
These saddlebags each act as a Type I Bag of Holding, containing up to 250 lbs, each. Both are engraved with the symbol of Auril.
Right Bag: 250 lbs to limit
Left Bag: 250 lbs to limit
Horseshoes of the Dark Descent
Type
Hooves
Weight
4
These horseshoes have been heavily enchanted, to better serve their wearer.
Flight – At the rider’s command, can fly at a speed of 90ft with average maneuverability.
Haste - +4 enhancement (Haste) to AC, jump 1.5 times as far as normal.
Elvenkind – +10 Circumstance bonus to Move Silently
Tracklessness – Does not leave footprints or scent behind.
Dread Rider’s Saddle
Type
Tool
Weight
70 lbs
This ornate and morbid saddle is adorned with spikes. Six spikes, each bearing the severed head or impaled skull of an enemy, line the back-rest of the saddle. At the same time, the saddle is enchanted to allow the wearer to heal over time.
Gloom March – The rider gains a +2 bonus to Intimidate.
Vitality – At-will, cast Cure Minor Wounds on mount, healing the creature for 1 HP each time.
Hoof Barbs of Obfuscation
Type
Tool
Weight
4 lbs
These metal spiked spurs are attached to the front hooves of a riding mount. The barbs add +2 damage to each hoof attack.
Obfuscation – 2/day Cast Obscuring Mist at CL 1.
Skull Medallion
Type
Neck
Weight
This silver skull medallion has been enchanted to protect the wearer, and enhance their ability to endanger others.
Natural Armor – +5 Enhancement to Natural Armor
Health – +6 Enhancement to CON
Mighty Fists – +2 Enhancement to all natural attacks.
Adaptation – Immune to harmful vapors and gasses, and can breathe, even underwater or in vacuum.
Ring of Protection +5
Type
Ring
Weight
This ring provides a +5 Deflection bonus to AC.
Ring of Adamantine Touch
Type
Ring
Weight
This ring allows the wearer’s melee attacks to be treated as adamantine weapons for the purposes of overcoming Damage Reduction.
Mindvault
Type
Head
Weight
Once per day, this circlet can shunt the wearer’s consciousness into the gem for 1 round. This makes the wearer immune to mind-affecting spells and abilities, and dazes them for that 1 round.
Siora Faydark
Name
Siora Faydark
Race
Fey’ri
Size
Medium
Alignment
Chaotic Evil
Deity
Malcanthet
Age
128
Height
5’7”
Weight
100 lb
Eyes
Green
Hair
Black
Effective Character Level
20
Experience
191500 / 210000
Class Levels
Beguiler 17
+3 Level Adjustment
HP
125/125
Nonlethal
Init
+6
Speed
40 ft /
40 ft (Fly)
BAB
+8/+3
Grapple
+10
DR
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
12
14
+2
DEX
18
22
+6
CON
12
16
+3
INT
24
30
+10
WIS
15
+2
CHA
16
22
+6
Saves
Save
Total
Base
Ability
Bonus
Fort
+13
+5
+3
+5
Ref
+20
+5
+10
+5
Will
+17
+10
+2
+5
+2 Racial bonus on Will Saves against Enchantment spells and effects
AC
36 = 10 (Base) + 6 (Dex) + 8 (Armor) + 2 (Shield) + 10 (Deflect)
Touch
26 = 10 (Base) + 6 (Dex) + 10 (Deflect)
Flatfooted
30 = 10 (Base) + 8 (Armor) + 2 (Shield) + 10 (Deflect)
-10 Penalty on incoming Incorporeal Touch attacks.
Resistance to Fire 5
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+12
2
+10
Balance (Dex)*
+6
+6
Bluff (Cha)
+25
15
+6
+4
Climb (Str)*
+2
+2
Concentration (Con)
+28
20
+3
+5
Craft ( ) (Int)
+10
+10
Decipher Script (Int)
+12
2
+10
Diplomacy (Cha)
+25
15
+6
+4
Disable Device (Int)
+34
18
+10
+6
Disguise (Cha)
+8
+6
+2
Escape Artist (Dex)*
+16
10
+6
Forgery (Int)
+10
+10
Gather Information (Cha)
+6
+6
Handle Animal (Cha)
+6
+6
Heal (Wis)
+4
+2
+2
Hide (Dex)*
+6
+6
Intimidate (Cha)
+19
4
+6
+9
Jump (Str)
+11
+2
+9
Knowledge (Arcana) (Int)
+15
5
+10
Knowledge (Local) (Int)
+10
+10
Knowledge ( ) (Int)
+10
+10
Listen (Wis)
+17
15
+2
Move Silently (Dex)*
+11
+6
+5
Open Lock (Dex)
+25
15
+6
+4
Perform ( ) (Cha)
+6
+6
Profession (Courtesan) (Wis)
+11
9
+2
Ride (Dex)
+6
+6
Search (Int)
+37
17
+10
+10
Sense Motive (Wis)
+29
17
+2
+10
Slight of Hand (Dex)*
+25
17
+6
+2
Speak Language
N/A
Spellcraft (Int)
+22
10
+10
+2
Spot (Wis)
+19
17
+2
Survival (Wis)
+4
+2
+2
Swim (Str)*
+2
+2
Tumble (Dex)*
+6
+6
Use Magic Device (Cha)
+10
2
+6
+2
Use Rope (Dex)
+6
+6
Feats
Persuasive - +2 bonus on Bluff and Intimidate checks
Thrall to Demon (Malcanthet) – 1/day, while committing an evil act, gain +1 Luck bonus on any roll
Nimble Fingers - +2 Bonus on Disable Device and Open Lock checks
Silent Spell – Cast a spell with no verbal components. Uses up a slot 1 level higher than actual level. (Beguiler Bonus)
Insightful Reflexes – Use INT instead of DEX for Ref saves.
Still Spell – Cast a spell with no somatic components. Uses up a slot 1 level higher than actual level. (Beguiler Bonus)
Seductive (Males) – Gain a +2 bonus on Charisma-based skills and ability checks against intelligent (min 3) living male creatures.
Femme Fatale - A femme fatale gains a +4 bonus to all charisma-based checks against creature sexually attracted to her. This bonus increases by +1 for every 2 HD above 1 she has. (Currently +12)
She gains 1d6 points of sneak attack damage. Sneak attack damage granted by this feat stacks with other sources.
A femme fatale is able to use charm person (extraordinary ability) as a immediate action at will. (Caster level equals HD)
Whenever a femme fatale uses or casts charm person it is instead treated as charm monster, additionally her charm spell now bypasses spell resistance and immunities to mind-affecting spells.
Special Abilities
Fey’ri Abilities:
Outsider (Native) Type
+2 DEX, +2 INT, -2 CON
Fly (Ex) – 40 ft. (Poor)
Darkvision (Ex) – See in darkness up to 60ft
Low-Light Vision (Ex) – See twice as far as a human in low light.
Immunity to magic Sleep spells and effects
+2 Racial bonus on Will saves against Enchantment spells and effects.
Alter Self (Sp) – Can use Alter Self at will to change into any humanoid form. Can maintain that form indefinitely.
+2 Racial Bonus on Bluff, Hide, Listen, Search, and Spot checks.
Elven Blood – Counts as an elf for all spells and effects that require elven lineage
Demonic Abilities – Fey’ri have four demonic abilities
Enervation (Sp) – Can use Enervation as a spell-like ability 1/day.
Detect Thoughts (Sp) – Can use Detect Thoughts as a spell-like ability 1/day. DC 16 Will save (Cha-based) to resist.
Charm Person (Sp) – Can use Charm Person as a spell-like ability 1/day. DC 15 Will save (Cha-based) to resist.
Suggestion (Sp) – Can use Suggestion as a spell-like ability 1/day. DC 17 Will save (Cha-based) to resist.
Beguiler Abilities:
Proficient with all simple weapons, plus the hand crossbow, rapier, short bow, and short sword. Proficient with light armor, but not shields
Spells – Can cast spells from the Beguiler spell list. Knows all spells available to her, and does not need to prepare spells ahead of time. DC of spells is INT based.
Armored Mage (Ex) – Can cast Beguiler spells in Light armor without suffering spell failure
Trapfinding (Ex) – Can use Search to find traps, and Disable Device to disarm them
Cloaked Casting (Ex) – When casting spells at a creature denied their Dex bonus to AC (whether they have one or not), +2 to DC and +2 to overcome SR
Surprise Casting (Ex) – As a move action, you can use Bluff to feint in combat. Doing so allows you to deny your opponent their Dex bonus to AC against the next melee attack or the next spell you cast. Attack or spell must be made on or before your next turn. Target is not flat-footed, and can take attacks of opportunity if not casting defensively.
Advanced Learning (Ex) – Add a Sorcerer/Wizard spell of the Illusion or Enchantment school to your spell list. Can be no higher level than your current spells. Gain additional spells at higher levels. (3rd, 7th, 11th, 15th)
Silent Spell – Gain the Silent Spell metamagic feat
Still Spell – Gain the Still Spell metamagic feat
Languages
Common, Abyssal, Elven, Draconic, Drow Sign, Undercommon, Celestial, Dwarven
Money
PP
84
GP
1
SP
4
CP
Magic Items
Head
Feathered Hat of the Beguiler
Neck
Amulet of Health +4
Face
Trickster’s Mask
Torso
Faydark Robes
Shoulders
Underdark Cloak
Waist
Belt of Ogre Strength
Arms
Archer’s Armored Bracers
Hands
Gloves of Dexterity +4
R. Ring
Siora’s Gem
L. Ring
Battlemage Ring
Body
Beguiler’s Ghost Armor
Feet
Nimble Boots
Encumbrance
Light Load
58
Medium Load
116
Heavy Load
175
Max Load
175
Lift Off Ground
350
Push/Drag
875
Inventory
Weight
Efficient Quiver
Arrows (20)
Handy Haversack (95.5 lbs to limit)
Decanter of Endless Water
Everlasting Rations
Bedroll
Blanket, Winter
Flint & Steel
Grappling Hook
Masterwork Manacles
Amazing Lock
Mirror, Small Steel
Rope, Silk 50'
Signet ring
Assorted Jewelry
MW Thieves' Tools
Gypsy Wagon
Nondimensional Trunk
Speedy Wheels x2
Everlasting Feedbag x2
Horse Blanket of Warmth x2
Heavy Horse x2
2
Quiver
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
650
200
40
2
Horse
Total Weight Carried
35
SPELLS
Beguiler Spells
Caster Level
18
DC
20 + Spell Level
Level
Slots
Spells
0th
6
Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1st
9/9
Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse (PHB2), Silent Image, Sleep, Undetectable Alignment, Whelm (PHB2), Serene Visage (Spell Compendium)
2nd
9/9
Blinding Color Surge (PHB2), Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand (PHB2), Touch of Idiocy, Vertigo (PHB2), Whelming Blast (PHB2)
3rd
8/8
Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils (PHB2), Deep Slumber, Displacement, Dispel Magic, Glibness, Halt (PHB2), Haste, Hesitate (PHB2), Hold Person, Inevitable Defeat (PHB2), Invisibility Sphere, Legion of Sentinels (PHB2), Major Image, Nondetection, Slow, Suggestion, Vertigo Field (PHB2), Zone of Silence, Reality Blind (Book of Vile Darkness)
4th
7/8
Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image (PHB2), Locate Creature, Mass Whelm (PHB2), Phantom Battle (PHB2), Rainbow Pattern, Solid Fog
5th
8/8
Break Enchantment, Dominate Person, Feeblemind, Friend to Foe (PHB2), Hold Monster, Incite Riot (PHB2), Mind Fog, Seeming, Sending, Swift Etherealness (PHB2), Telepathic Bond, Shadow Evocation
6th
8/8
Greater Dispel Magic, Mass Suggestion, Mislead, Overwhelm (PHB2), Repulsion, Shadow Walk, True Seeing, Veil
7th
7/7
Ethereal Jaunt, Greater Arcane Sight, Mass Hold Person, Mass Invisibility, Phase Door, Power Word Blind, Project Image, Spell Turning, Greater Shadow Conjuration
8th
5/5
Demand, Discern Location, Mind Blank, Moment of Prescience, Power Word Stun, Scintillating Pattern, Screen
9th
Dominate Monster, Etherealness, Foresight, Mass Hold Monster, Power Word Kill, Time Stop
EQUIPMENT
Mindthorn
Type
Martial Weapon
Weight
2
Damage
1d6+5
Damage Type
Piercing
Critical
18-20 / x2
Thrown Range
This adamantine rapier was forged for the sole purpose of hunting the more dangerous foes for a specialist in mental magics. The symbol of Malcanthet is emblazoned upon the blade.
+5 Enhancement bonus to Attack and Damage
Adamantine Weapon – Bypasses some kinds of DR. Ignores hardness less than 20.
Construct Bane – Enhancement bonus +2 versus constructs, deal extra 2d6 damage to constructs.
Undead Bane – Enhancement bonus +2 versus Undead, deal extra 2d6 damage to undead.
Sacred - +1 Morale bonus to attack rolls.
Truethreat Crystal
Type
Weapon Crystal
Weight
Designed for work against constructs and the undead, this item can be attached to a weapon of at least +1 enhancement.
+1d6 Damage to Constructs
+1d6 Damage to Undead
Spirithunter’s Bow
Type
Martial Ranged
Weight
2
Damage
1d6+7
Damage Type
Force
Critical
X3
Range
70 ft
This composite shortbow is well-crafted, and bears an enchantment to increase its effect. The symbol of Malcanthet is engraved upon the arms of the bow.
Composite +2 – Can add STR (up to +2) to damage. Must have STR score of +2 or take -2 penalty on attacks.
+5 Enhancement Bonus to Attack and Damage
Force – Projectiles become Force attack, automatically overcoming DR and ignoring miss chance against incorporeal foes.
Precise – Shoot into melee without the normal -4 penalty.
Sacred - +1 Morale bonus to attack rolls.
Truethreat Crystal
Type
Weapon Crystal
Weight
Designed for work against constructs and the undead, this item can be attached to a weapon of at least +1 enhancement.
+1d6 Damage to Constructs
+1d6 Damage to Undead
Beguiler’s Ghost Armor
Type
Light Armor
Weight
15
AC Bonus
+10
Max Dex
6
ACP
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.
+5 Enhancement bonus to Armor
Nimbleness – Max Dex increased by 1, ACP + 2 (min 0)
Force Aura – The armor is surrounded by a layer of force, converting its AC bonus to a Deflection bonus, allowing other items granting an Armor bonus to stack.
Darksoul Protection – Take half damage from effects dealing extra damage to evil creatures.
Fearsome – Functions as spiked armor. +5 Enhancement bonus on Intimidate, can demoralize foes as move action.
Glamered – Can change coloration or appear to be normal clothing
Easy Travel – Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.
Faydark Crystal
Type
Armor Crystal
Weight
This crystal, a unique product of the Faydark clan, can be attached to any suit of armor with a +3 or better enhancement.
Screening – Imposes -10 penalty on incorporeal touch attacks made against wearer
Glancing Blows – +10 on Grapple checks to prevent a grapple from being initiated (but not any others)
Adaptation – Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.
Feathered Hat of the Beguiler
Type
Head
Weight
1
This hat appears, in its normal form, as a wide-brimmed feathered hat, but it has been enchanted with a variety of effects.
+6 Enhancement to INT
Disguise – Disguise Self at will, hat changes form to fit disguise.
Mindvault – Once per day, this circlet can shunt the wearer’s consciousness into the gem for 1 round. This makes the wearer immune to mind-affecting spells and abilities, and dazes them for that 1 round.
Amulet of Health +4
Type
Neck
Weight
This amulet has been enchanted to provide a +4 Enhancement bonus to CON.
Gloves of Dexterity +4
Type
Neck
Weight
1
These leather gloves have been enchanted to provide a +4 Enhancement bonus to DEX.
Belt of Ogre Strength
Type
Neck
Weight
1
This belt has been enchanted to provide a +2 Enhancement bonus to STR.
Trickster’s Mask
Type
Face
Weight
This crystal mask has been enchanted to aid tricksters in their endeavors. However, it is useful for many other situations.
+10 Competence bonus on Bluff, Search, and Sense Motive
Faydark Robes
Type
Torso
Weight
5 lb
These robes have been specially enchanted to protect the wearer from hostile effects, as well as aid in their fashion choices.
Shiftweave – Transforms into Explorer’s Outfit, Entertainer’s Outfit, Courtier’s Outfit, Noble’s Outfit, Cleric’s Vestments
Resistance – Provides +5 Resistance bonus to all saves
Steady Spellcasting – +5 circumstance bonus to Concentration to cast defensively
Siora’s Gem
Type
Ring
Weight
This ruby ring has been specially made by one of her admirers to aid Siora in battle.
Arming – Switch weapons/armor worn for ones in ring, at will, as a standard action.
Darkhidden – Invisible to Darkvision, although fully visible to normal light.
Evasion – Grants the Evasion ability.
Battlemage Ring
Type
Ring
Weight
This silver ring has been enchanted to aid a mage in all kinds of combat.
Arcane Might – Gain +1 to Arcane Caster level for CL checks and all level-dependent effects.
Force Shield – At will, create a shield-shaped Wall of Force, giving +2 Shield bonus to AC.
Feather Falling – Continuous Feather Fall effect.
Nimble Boots
Type
Boots
Weight
1
This set of boots have been specially enchanted to aid the wearer in a number of ways.
Striding and Springing – +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.
Spider Climbing – Continuous Spider Climb effect
Elvenkind - +5 Competence bonus on Move Silently
Underdark Cloak
Type
Shoulders
Weight
1
This dark grey cloak has been enchanted to allow the wearer to better hide in the shadows of the Underdark.
Charisma – Gain +6 Enhancement to CHA
Greater Piwafwi – Fire Resistance 5, +5 Competence to Hide.
Archer’s Armored Bracers
Type
Arms
Weight
1
These steel reinforced leather bracers have been enchanted to provide great defense, and enhance the wearer’s archery skills.
Armor – +8 Armor bonus to AC
Lesser Archery – Proficient with all bows. +1 to Attack when using a bow you’re proficient with.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Decanter of Endless Water
Type
Tool
Weight
2
This ordinary flask can be commanded to spew forth fresh or salt water. Separate command words determine the type as well as the volume and velocity.
“Stream” pours out 1 gallon per round.
“Fountain” produces a 5-foot-long stream at 5 gallons per round.
“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
Efficient Quiver
Type
Tool
Weight
2
This enchanted quiver has three sections. The first holds up to 60 items the size and shape of an arrow. The second holds up to 18 objects the size and shape of a javelin. The third holds 6 items the size and shape of a bow (spear, staff, etc.). Items can be drawn as though from a normal sheath or quiver. The quiver weighs the same no matter what it holds.
Everlasting Feedbag
Type
Tool
Weight
1
1/day, produce feed for a horse, donkey, or other equine animal.
Nondimensional Trunk
Type
Tool
Weight
200
This trunk can carry up to 2 tons of cargo, but it never weighs more than 200 lbs.
Speedy Wheels
Type
Tool
Weight
20
This pair of wheels, when put on a vehicle, increase its land speed by 10 ft. Must be on all axles of a vehicle to function.
Gypsy Wagon
Type
Vehicle
Weight
650
This wagon is different from the common wagon, in that the bed is closed in, and provides a comfortable place for two medium-sized creatures to shelter, while still carrying up to 1/2 a ton of cargo.
Vestele Faydark
Name
Vestele Faydark
Race
Fey’ri
Size
Medium
Alignment
Chaotic Evil
Deity
Malcanthet
Age
128
Height
5’7”
Weight
100 lb
Eyes
Green
Hair
Black
Effective Character Level
20
Experience
191500 / 210000
Class Levels
Cleric 12 /
Pierced Mystic 5
+3 Level Adjustment
HP
122/122
Nonlethal
Init
+4
Speed
40 ft /
40 ft (Fly)
BAB
+12/+7/+2
Grapple
+15
DR
10/Magic
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
16
+3
DEX
15
19
+4
CON
10
14
+2
INT
17
+3
WIS
20
26
+8
CHA
15
21
+5
Saves
Save
Total
Base
Ability
Bonus
Fort
+21
+12
+2
+7
Ref
+14
+5
+4
+5
Will
+25
+12
+8
+5
+2 Racial bonus on Will Saves vs. Enchantment spells and effects
+2 Racial bonus vs. Poison
+3 competence bonus on saves vs. energy drain attacks, inflict spells, death spells, and death effects.
AC
39 = 10 (Base) + 4 (DEX) + 13 (Armor) + 7 (Shield) + 5 (Deflection)
Touch
19 = 10 (Base) + 4 (DEX) + 5 (Deflection)
Flatfooted
35 = 10 (Base) + 13 (Armor) + 7 (Shield) + 5 (Deflection)
+5 AC vs Ranged attacks
-10 penalty on incoming Incorporeal touch attacks
Resistance to Fire 5
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+3
+3
Balance (Dex)*
+3
+4
-1
Bluff (Cha)
+6
+5
+2
Climb (Str)*
+2
+3
-1
Concentration (Con)
+24
17
+2
+5
Craft ( ) (Int)
+3
+3
Decipher Script (Int)
+3
+3
Diplomacy (Cha)
+14
9
+5
Disable Device (Int)
+4
+4
Disguise (Cha)
+5
+5
Escape Artist (Dex)*
+3
+4
-1
Forgery (Int)
+3
+3
Gather Information (Cha)
+5
+5
Handle Animal (Cha)
+5
+5
Heal (Wis)
+20
10
+8
+2
Hide (Dex)*
+10
+4
+6
Intimidate (Cha)
+5
+5
Jump (Str)
+12
+3
+9
Knowledge (Arcana) (Int)
+16
13
+3
Knowledge (History) (Int)
+3
+3
Knowledge (Religion) (Int)
+16
13
+3
Knowledge (The Planes) (Int)
+6
3
+3
Knowledge ( ) (Int)
+3
+3
Listen (Wis)
+12
+8
+4
Move Silently (Dex)*
+8
+4
+4
Open Lock (Dex)
+4
+4
Perform ( ) (Cha)
+5
+5
Profession (Piecer) (Wis)
+20
12
+8
Ride (Dex)
+4
+4
Search (Int)
+8
+3
+5
Sense Motive (Wis)
+8
+8
Slight of Hand (Dex)*
+3
+4
-1
Speak Language
N/A
Spellcraft (Int)
+22
17
+3
+2
Spot (Wis)
+12
+8
+4
Survival (Wis)
+8
+8
Swim (Str)*
+2
+3
-1
Tumble (Dex)*
+3
+4
-1
Use Magic Device (Cha)
+7
+5
+2
Use Rope (Dex)
+4
+4
Feats
Thrall to Demon (Malcanthet) – 1/day, while committing an evil act, gain +1 Luck bonus on any roll
Great Fortitude - +2 on all Fortitude saving throws.
Craft Wondrous Item – Create Wondrous Items. Creating magic items costs XP.
Sacrificial Mastery - +4 Profane bonus on Knowledge (Religion) checks made when performing a sacrifice.
Improved Toughness – Gain extra 1 HP per HD.
Exotic Weapon Proficiency (Whips) – Proficient with whips and whip-daggers.
Special Abilities
Fey’ri Abilities:
Outsider (Native) Type
+2 DEX, +2 INT, -2 CON
Fly (Ex) – 40 ft. (Poor)
Darkvision (Ex) – See in darkness up to 60ft
Low-Light Vision (Ex) – See twice as far as a human in low light.
Immunity to magic Sleep spells and effects
+2 Racial bonus on Will saves against Enchantment spells and effects.
Alter Self (Sp) – Can use Alter Self at will to change into any humanoid form. Can maintain that form indefinitely.
+2 Racial Bonus on Bluff, Hide, Listen, Search, and Spot checks.
Elven Blood – Counts as an elf for all spells and effects that require elven lineage
Demonic Abilities – Fey’ri have four demonic abilities
Damage Reduction 10/Magic
Darkness (Sp) – Can use Darkness as a spell-like ability 1/day.
Fire Resistance 10
+2 Racial bonus on Saves vs. Poison
Cleric Abilities:
Proficient with all Simple weapons, all armor types, and shields (but not tower shields)
Aura (Ex) – Has an aura of Chaos and Evil when detecting alignment
Spells – Prepare spells from the Cleric spell list. Spells are Wis-based.
Spontaneous Casting – Can sacrifice a prepared spell other than a Domain spell to spontaneously cast an Inflict spell of that level or lower.
Rebuke Undead (Su) – May attempt to Rebuke Undead 5 (3+CHA) times per day. If you have 5 ranks in Knowledge (Religion), gain +2 on the Turning Check vs. undead.
Temptation Domain Abilities:
Select a gender (Male). As long as you wear no armor, gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, save DCs for mind-affecting spells or abilities you use against this gender increase by 1.
Chaos Domain Abilities:
Chaotic spells cast with +1 DC
Pierced Mystic Abilities:
Imbue Piercing I (Su): Can create piercings imbued with magical powers. Can imbue a single piercing with a spell she knows. Able to cast that spell 1/day through piercing. Piercing occupies a magic item slot.
Pierce Other (Su): Can give another creature a piercing that provides temporary magical effects. This piercing mimics the effect of the Imbue with Spell Ability spell, in all ways except that the ability lasts for a number of uses equal to the pierce mystic’s class level. A creature may have only one such piercing on their body at a time and once the magic is exhausted may never wear an imbued piercing in that slot again. This piercing takes up a body slot.
Imbue Piercing II (Su): Able to cast from an imbued piercing 2/day, or pierce an additional location as Imbue Piercing I.
Additional Body Slot (Ex): At 4th level, the pierced mystic’s connection with her own body allows her to wear a magic item in the same body slot as a piercing she possesses.
Imbue Piercing III (Su): Able to cast from an imbued piercing 2/day, or pierce an additional location as Imbue Piercing I.
Languages
Common, Elven, Abyssal, Draconic, Drow Sign, Undercommon
From Items: Celestial, Dwarven, Goblin, Orc, and Giant
Money
PP
23
GP
39
SP
4
CP
Magic Items
Head
Neck
Periapt of the Dark Pact
Face
Mask of the Minder
Torso
Dark Cleric’s Raiment
Shoulders
Underdark Priestess’s Cloak
Waist
Piercing of Mass Heal 3/day
Arms
Hands
Dark Aspirant’s Gloves
R. Ring
Priestess’s Signet
L. Ring
Vestele’s Onyx Band
Body
Dark Priestess’s Bulwark
Feet
Champion’s Boots
Encumbrance
Light Load
76
Medium Load
153
Heavy Load
230
Max Load
230
Lift Off Ground
460
Push/Drag
1150
Inventory
Weight
Holy Symbol, Silver
Handy Haversack (85.5 lbs to limit)
Replenishing Skin
Everlasting Rations
Wand of Cure Serious Wounds
Rod of Restoring
Bedroll
Blanket, Winter
Flint & Steel
Grappling Hook
Masterwork Manacles
Amazing Lock
Mirror, Small Steel
Rope, Silk 50'
Signet ring
Assorted Jewelry
Healer's Kit
MW Piercer's Tools
1
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
Total Weight Carried
54.5
SPELLS
Cleric Spells
Caster Level
18
DC
18 + Spell Level
Level
Slots
Spells
0th
6
Detect Magic, Detect Poison, Light, Virtue, Purify Food and Drink, Guidance
1st
7+D
Divine Favor, Lesser Vigor (SC), Bless, Suspend Disease (BoVD), Detect Undead, Heartache (BoVD), Vision of Exquisite Pleasure (BoEF), Charm Person (D)
2nd
7+D
Enthrall, Lesser Restoration, Hold Person, Spiritual Weapon x2, Shatter, Aid, Beckoning Call (D)
3rd
7+D
Bestow Curse, Searing Light, Wrack (BoVD), Mass Aid (SC), Searing Light, Prayer, Suggestion (D)
4th
7+D
Spell Vulnerability (SC), Beauty’s Caress (BoEF), Divine Power, Revenance (SC), Panacea, Recitation (SC), Dismissal, Charm Monster (D)
5th
5+D
Mass Cure Light Wounds, Revivify (SC), Slay Living, Greater Vigor (SC), Heartclutch (BoVD), Dominate Person (D)
6th
5+D
Heal, Greater Dispel Magic, Planar Exchange (SC), Ice Flowers (SC), Planar Exchange (SC), Mass Suggestion (D)
7th
4+D
Destruction, Brilliant Blade (SC), Greater Bestow Curse (SC), Blasphemy, Soul Link (FC1) (D)
8th
2+D
Fire Storm, Bodak’s Glare (SC), Cloak of Chaos (D)
9th
1+D
Implosion, Dominate Monster (D)
Temptation Domain Spells
1st
Charm Person
2nd
Beckoning Call (Fiendish Codex 1)
3rd
Suggestion
4th
Charm Monster
5th
Dominate Person
6th
Mass Suggestion
7th
Soul Link (Fiendish Codex 1)
8th
Sympathy
9th
Dominate Monster
Chaos Domain Spells
1st
Protection from Law
2nd
Shatter
3rd
Magic Circle Against Law
4th
Chaos Hammer
5th
Dispel Law
6th
Animate Objects
7th
Word of Chaos
8th
Cloak of Chaos
9th
Summon Monster IX
EQUIPMENT
Dark Priestess’s Bulwark
Type
Medium Armor
Weight
25
AC Bonus
+13
Max Dex
4
ACP
-1
ASF
25%
This finely wrought suit of mithral plate armor has been heavily enchanted, making it a potent tool for anyone fighting the most dangerous foes.
Mithral – 1/2 weight, +2 Max Dex, ACP +3 (Min 0), Counts as one armor category lower (Min Light).
Sacred (Malcanthet) – Emblazoned with the symbol of Malcanthet. If enchanted by follower of Malcanthet, costs 10% less.
+5 Enhancement bonus to Armor
Nimbleness – Max Dex increased by 1, ACP + 2 (min 0)
Darksoul Protection – Take half damage from effects dealing extra damage to evil creatures.
Fearsome – Functions as spiked armor. +5 Enhancement bonus on Intimidate, can demoralize foes as move action.
Glamered – Can change coloration or appear to be normal clothing
Easy Travel – Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.
Faydark Crystal
Type
Armor Crystal
Weight
This crystal, a unique product of the Faydark clan, can be attached to any suit of armor with a +3 or better enhancement.
Screening – Imposes -10 penalty on incorporeal touch attacks made against wearer
Glancing Blows – +10 on Grapple checks to prevent a grapple from being initiated (but not any others)
Adaptation – Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.
Darksoul Shield
Type
Shield
Weight
7.5
AC Bonus
+7
Max Dex
--
ACP
ASF
5%
This heavy steel shield was created for a powerful shapeshifter, to be used in his transformed state. However, it can be used by any creature proficient in its use.
+5 Enhancement Bonus
Emblazoned – Counts as Holy Symbol
Ghost Touch – Can defend against incorporeal beings
Defender’s Crystal
Type
Shield Crystal
Weight
This crystal attaches to any shield with a +3 Enhancement or greater, and aids in the defender’s actions.
Bent Sight – Can avert eyes from gaze attacks without suffering miss chance.
Greater Arrow Deflection - +5 bonus to AC vs Ranged attacks. Can deflect one ranged attack per round as if you had Deflect Arrows feat.
Spells – Can cast several Cleric spells at will (CL 1): Bless, Cure Light Wounds, Mending
Lash of Torment
Type
Exotic 1-hand
Weight
6
Damage
1d6+8
Damage Type
Slashing
Critical
X2
Reach
15 ft
This whip-dagger has been finely crafted, and enchanted for dark purposes. The symbol of Malcanthet can be clearly seen on the handle.
Mighty – Add STR (up to +3) to damage.
Sacred - +1 Morale bonus to Attack.
+5 Enhancement to Attack and Damage
Corrupted – Continuous Corrupt Weapon spell, as Blackguard (treated as Evil, automatically confirms critical hits against good creatures)
Truethreat Crystal
Type
Weapon Crystal
Weight
Designed for work against constructs and the undead, this item can be attached to a weapon of at least +1 enhancement.
+1d6 Damage to Constructs
+1d6 Damage to Undead
Kiss of Malcanthet
Type
Simple 1-hand
Weight
2 lb
Damage
1d6+1
Damage Type
Piercing
Critical
x2
Range
60
This javelin is engraved with the symbol of Malcanthet, and appears to be made of pure light.
Sacred - +1 Morale bonus to attack
+1 Enhancement to Attack and damage
Brilliant Energy – Ignores nonliving material, including armor.
Distance – Range increment is doubled
Returning – Returns to the square from whence it was thrown at the start of user’s next turn
Frostfire Crystal
Type
Weapon Crystal
Weight
Designed to add more punch to a weapon, this item can be attached to a weapon of at least +1 enhancement.
+1d6 Fire Damage
+1d6 Cold Damage
Periapt of the Dark Pact
Type
Neck
Weight
This necklace has been heavily enchanted to serve as a boon to any servant of Malcanthet.
+6 Enhancement to WIS
+4 Enhancement to CON
Reliquary Holy Symbol – For each of the following prerequisites you meet, gain 1 extra use of turn/rebuke undead per day: 5+ ranks of Knowledge (Religion), Improved Turning feat, at least one divine feat.
Dark Aspirant’s Gloves
Type
Gloves
Weight
1
These leather gloves have been specially enchanted to enhance the wearer’s physical prowess.
+6 Enhancement to STR
+4 Enhancement to DEX
Dark Cleric’s Raiment
Type
Torso
Weight
5
This set of clerical vestments has been enchanted to offer existing protection, and change with the fashions.
Resitance +5 – Add +5 Resistance bonus to all Saves
Steady Spellcasting – Add +5 Competence bonus to Concentration to cast defensively.
Shiftweave – Can turn into Cleric’s Vestments, Explorer’s Outfit, Noble’s Outfit, Entertainer’s Outfit, Artisan’s Outfit
Champion’s Boots
Type
Feet
Weight
1
These finely crafted heeled boots are designed to look good while making a statement.
Striding and Springing – Add +10 Enhancement to land speed, and +5 Competence bonus on Jump checks.
Elvenkind – +5 Competence on Move Silently
Landing – Reduce fall damage by 20’, always land on feet.
1/day – Blink (CL 5)
Underdark Priestess’s Cloak
Type
Shoulders
Weight
1
This cloak of woven spidersilk was originally intended for a drow priestess, but now serves another mistress.
+6 Enhancement to CHA
Greater Piwafwi – Fire Resistance 5, +5 Competence to Hide
Arachnida – Continuous Spider Climb. Immunity to entrapment by web spells or webs of any sort, move through webs at half normal speed. 1/day cast Web. +2 Luck bonus on Fort Saves vs poison from spiders.
Vestele’s Onyx Band
Type
Ring
Weight
This ring of perfectly chiseled onyx is unadorned, though it is heavily enchanted.
Protection – +5 Deflection bonus to AC
Water Breathing – Breathe underwater as if it were air
Darkhidden – Invisible to Darkvision, but still visible to normal vision.
Priestess’s Signet
Type
Ring
Weight
This signet ring is emblazoned with the holy symbol of the wearer’s chosen deity, and provides quite a few benefits to divine casters.
Divine Might – Add +1 to CL for divine spells.
Mind Shielding – Immune to detect thoughts, discern lies, and attempts to magically discern alignment.
Arming – Switch weapons and armor worn for those in ring.
Adamantine Touch – Melee weapons hit like Adamantine to overcome DR.
Mask of the Minder
Type
Face
Weight
This silk mask is heavily enchanted, providing great benefits to those who wear it.
+10 Competence bonus to Sense Motive
+5 Competence to Knowledge (Religion)
Languages – Speak, read, and write Celestial, Dwarven, Goblin, Orc, and Giant.
Foefinding – Ignore opponents’ AC bonuses due to cover.
Rod of Restoring
Type
Tool
Weight
2
This solid oak rod has been enchanted to allow the wielder to cast Restoration 1/day and Raise Dead 1/month, without using material components or spell slots.
Wand of Cure Serious Wounds
Type
Tool
Weight
This Wand allows the user to cast Cure Serious Wounds, healing the target for 3d8+5.
(50 Charges Remaining)
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Replenishing Skin
Type
Tool
Weight
4
This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.
Szel 'Fartooth' Mukblood
Name
Szel ‘Fartooth’ Mukblood
Race
Kobold
Size
Small
Alignment
Neutral Evil
Deity
Kurtulmak
Age
16
Height
2’6”
Weight
40
Eyes
Yello
Hair
Effective Character Level
20
Experience
191500 / 210000
Class Levels
Soulknife 10 / Soulbow 10
HP
235/235
Nonlethal
Init
+11
Speed
60 /
45 Swim / 60 Fly (Good)
BAB
+14/+9/+4
Grapple
+13
DR
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
16
+3
DEX
23
25
+7
CON
16
22
+6
INT
13
+1
WIS
16
22
+6
CHA
11
+0
Saves
Save
Total
Base
Ability
Bonus
Fort
+17
+6
+6
+5
Ref
+27
+14
+7
+6
Will
+25
+14
+6
+5
+5 Competence vs mind-affecting spells and abilities
+5 Competence vs energy drain, inflict spells, death effects, and death spells
AC
39 = 10 (Base) + 1 (Size) + 7 (Dex) + 3 (Natural) + 9 (Armor) + 2 (Shield) + 5 (Deflection) + 1 (Dodge) + 1 (Insight)
Touch
25 = 10 (Base) + 1 (Size) + 7 (Dex) + 5 (Deflection) + 1 (Dodge) + 1 (Insight)
Flatfooted
31 = 10 (Base) + 1 (Size) + 3 (Natural) + 9 (Armor) + 2 (Shield) + 5 (Deflection) + 1 (Insight)
Incoming incorporeal touch attacks -10 penalty.
20% miss chance on all attacks.
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+3
0
+1
+2
Autohypnosis (Wis)
+41
23
+6
+12
Balance (Dex)*
+9
0
+7
+2
Bluff (Cha)
+0
0
+0
Climb (Str)*
+3
0
+3
Concentration (Con)
+23
7
+6
10
Craft (Trapmaking) (Int)
+20
15
+1
+4
Decipher Script (Int)
+1
0
+1
Diplomacy (Cha)
+0
0
+0
Disable Device (Int)
+1
0
+1
Disguise (Cha)
+0
0
+0
Escape Artist (Dex)*
+7
0
+7
Forgery (Int)
+1
0
+1
Gather Information (Cha)
+0
0
+0
Handle Animal (Cha)
+0
0
+0
Heal (Wis)
+6
0
+6
Hide (Dex)*
+43
15
+7
+19
Intimidate (Cha)
+0
0
+0
Jump (Str)
+5
0
+3
+2
Knowledge (Psionics) (Int)
+8
5
+1
+2
Knowledge ( ) (Int)
+1
0
+1
Listen (Wis)
+6
10
+6
Move Silently (Dex)*
+37
15
+7
+15
Open Lock (Dex)
+7
0
+7
Perform ( ) (Cha)
+0
0
+0
Profession (Miner) (Wis)
+8
2
+6
+2
Psicraft (Int)
+3
0
+1
+2
Ride (Dex)
+7
0
+7
Search (Int)
+3
0
+1
+2
Sense Motive (Wis)
+6
0
+6
Slight of Hand (Dex)*
+7
0
+7
Speak Language
NA
0
NA
Spellcraft (Int)
+1
0
+1
Spot (Wis)
+16
10
+6
Survival (Wis)
+6
0
+6
Swim (Str)*
+3
0
+3
Tumble (Dex)*
+20
13
+7
Use Magic Device (Cha)
+0
0
+0
Use Psionic Device (Cha)
+0
0
+0
Use Rope (Dex)
+7
0
+7
Feats
Weapon Focus (Mind Blade) - +1 to Attack with Mind Blade (Soulknife bonus)
Wild Talent – Gain reserve of 2 power points, qualify for psionic feats. (Soulknife bonus)
Weapon Finesse – Use Dex for attack rolls on some weapons instead of STR.
Point Blank Shot - +1 on Attack and Damage rolls with ranged weapons up to 30 feet.
Speed of Thought – While psionically focused and not wearing heavy armor, gain insight bonus to speed of 10 feet. (Soulknife Bonus)
Precise Shot – Shoot or throw ranged weapons at melee opponent without -4 penalty
Greater Weapon Focus (Mind Blade) - +1 on attack and damage with mind blade. Stacks with Weapon focus. (Soulknife Bonus)
Rapid Shot – Get one extra attack with ranged weapon per full attack action, all attacks -2 penalty to hit.
Manyshot – As standard action, fire 2 arrows at a single opponent within 30 feet. Both use same attack roll (with -4 penalty) to determine success and deal damage normally. For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of 4 at +16. Each additional arrow after the second adds a cumulative -2 penalty on the attack roll. DR and other resistances apply separately against each arrow. (Soulbow Bonus)
Psionic Shot – Expend psionic focus, ranged attack deals +2d6 damage.
Greater Manyshot – When you use Manyshot, you can fire each arrow at a different target instead of firing all of them at the same target. Make a separate attack roll for each target. (Soulbow Bonus)
Fell Shot – Expend psionic focus, resolve ranged attack as touch attack. (Soulbow Bonus)
Greater Psionic Shot – When use Psionic Shot, do +4d6 instead +2d6.
Improved Precise Shot – Ranged attacks ignore AC bonus for anything but total cover, and miss chance for anything less than total concealment When shoot at grappling opponent, automatically hit chosen target. (Soulbow Bonus)
Improved Rapid Shot – Ignore -2 penalty when using Rapid Shot.
Far Shot – When you fire a bow, increase range increment by one half. When use thrown weapon, double range. (Soulbow Bonus)
Special Abilities
Kobold Abilities:
-4 STR, +2 DEX, -2 CON
Small Size: +1 AC, +1 bonus to attack, +4 on Hide, -4 on Grapple, lifting and carrying limits 3/4 those of Medium characters.
Darkvision 60’
+2 Racial bonus on Craft (Trapmaking), Profession (Miner), and Search
+1 natural armor
Light Sensitivity (Ex): Dazzled in bright sunlight or within radius of daylight spell.
Soulknife Abilities:
Proficient with all simple weapons, mind blades, light armor, shields
Mind Blade (Su): As move action, create mind blade (short sword sized for you). Increase to +2 bonus.
Throw Mind Blade (Ex): Throw mind blade as ranged weapon with 30’ increment. Can use psychic strike with it.
Psychic Strike (Su): As move action, imbue mind blade with energy, dealing 2d8 to next living, nonmindless target he hits. Creatures immune to mind-affecting effects are immune to psychic strike. Holds the energy until it is used.
Free Draw (Su): Can materialize mind blade as free action.
Shape Mind Blade (Su): As full-round action, can change mind blade to replicate longsword or bastard sword, or split into two short swords. Split swords have enhancement bonus 1 less than normal (i.e. 2 +2 blades instead of 1 +3 blade).
Mind Blade Enhancement (Su): Can add effects to mind blade totalling +2 bonus. Can reassign blade effects by spending 8 hours in concentration.
Soulbow Abilities:
Mind Arrow (Su): As free action, create semisolid arrows from mind. Can create multiple arrows as part of an attack. Identical in all ways except visually to arrow shot from composite longbow. Add WIS to arrow damage. Can be charged with Psychic Strike. +2 Enhancement, stacks with Mind blade.
Bonus Feats – Gain bonus feats.
Mind Arrow Enhancement (Su): Enhance mind arrow like mind blade. +3 total enhancement. Does not stack with Mind blade enhancement ability.
Close Combat Shot – Can attack with mind arrow in threatened square and not provoke AoOs.
Phase Arrow (Ps): Can take full attack action (in lieu of normal attacks) to expend psionic focus and launch arrow at target known to you within range. The arrow passes through any nonmagical or nonpsionic barrier or wall in its way. Negates cover, concealment and even armor modifiers, but otherwise acts normally.
Languages
Draconic, Undercommon
From Item: Common, Goblin, Orc, Giant, Dwarven
Money
PP
85
GP
1
SP
4
CP
Magic Items
Head
Hat of Disguise
Neck
Wise Kobold’s Claw Necklace
Face
Cleverscale’s Eye
Torso
Mukblood’s Vest
Shoulders
Cloak of the Flying Firescale
Waist
Szel’s Sash
Arms
Hands
Mindkiller Gloves
R. Ring
Ring of the Defender
L. Ring
Ring of the Ranger
Body
Silent Death Armor
Feet
Cavestrider Boots
Encumbrance
Light Load
57
Medium Load
115
Heavy Load
173
Max Load
173
Lift Off Ground
345
Push/Drag
863
Inventory
Weight
Handy Haversack (93.5 lbs to limit)
Immovable Rod
Holy Symbol, Wooden
Bedroll
Blanket, Winter
Flint and Steel
Grappling Hook
Rope, Silk 50'
Tent
Mirror, Small Steel
Everburning Torch
MW Trapmaker's Tools
5
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
Total Weight Carried
17.5
SOULKNIFE/SOULBOW WEAPONS
Mind Bow (Composite Longbow)
Type
Bow
Weight
Damage
1d6+10
Damage Type
Piercing
Critical
19-20 / x2
Range
330 ft
+27/+22/+17
+4 Enhancement to attack and damage
Current enhancements (+3 total):
Distance – Double Range increment.
Wounding – Deal 1 CON damage on hit.
Mind Blade (Short Sword)
Type
One-handed
Weight
Damage
1d4+5
Damage Type
Piercing
Critical
19-20 / x2
Range
+25/+20/+15
+2 Enhancement to attack and damage
Current enhancements (+2 total):
Wounding – Deal 1 CON damage on hit.
Mind Blade (Longsword)
Type
One-handed
Weight
Damage
1d6+5
Damage Type
Slashing
Critical
19-20 / x2
Range
+21/+16/+11
+2 Enhancement to attack and damage
Current enhancements (+2 total):
Wounding – Deal 1 CON damage on hit.
Mind Blade (Bastard Sword)
Type
Two-handed
Weight
Damage
1d8+6
Damage Type
Slashing
Critical
19-20 / x2
Range
+21/+16/+11
+2 Enhancement to attack and damage
Current enhancements (+2 total):
Wounding – Deal 1 CON damage on hit.
EQUIPMENT
Silent Death Armor
Type
Light Armor
Weight
6
AC Bonus
+9
Max Dex
7
ACP
ASF
15%
This small-sized shirt of mithral rings has been heavily enchanted, to better allow its wearer to hunt the deadliest creatures in the Underdark.
Mithral – Max Dex +2, ACP reduced by 3 (min 0), ASF -10%
+5 Enhancement to AC
Nimbleness – Max Dex +1, ACP reduced by 2 (min 0)
Darksoul Protection – Take half damage from effects dealing extra damage to evil creatures.
Moderate Fortification – Ignore Critical Hits 75% of the time.
Blueshine – Immune to rusting effects. +2 Competence on Hide.
Easy Travel – Carry Medium load as a Light Load. Can travel for 10 hours a day without making CON checks.
Glamered – Can change coloration or appear to be normal clothing
Greater Shadow - +15 Competence to Hide
Greater Silent Moves - +15 Competence to Move Silently
Crystal of the Clan
Type
Armor Crystal
Weight
This unique armor crystal fashioned by the Mukblood Kobold Clan can be attached to any suit of armor with a +3 or higher Enhancement bonus.
Screening – Imposes -10 penalty on incorporeal touch attacks made against wearer
Glancing Blows – +10 on Grapple checks to prevent a grapple from being initiated (but not any others)
Adaptation – Constant Endure Elements, protected from alignment traits of planes, and any positive-dominant or negative-dominant traits of any planes.
Aquatic Action – Breath Water as easily as air, no penalties on attacks or movement underwater, Swim speed equal to half land speed, Armor Check Penalty does not apply to Swimming.
Lifekeeping – +5 Competence bonus on saves vs energy drain, inflict spells, death spells, and death effects. 1/day reroll a failed save against one of these effects as immediate action.
Mind Cloaking – +5 Competence bonus on saves vs mind-affecting spells and abilities. 1/day reroll a failed save against one of these effects as immediate action.
Mindkiller Gauntlets
Type
Hands
Weight
1
These finely crafted steel gauntlets are a heady boon to any soulknife.
+2 Enhancement to DEX
Adamantine Mind Blade – Can use +1 of Mind Blade Enhancement to make it be treated as Adamantine for DR.
Weaponry Arcane – Melee attacks treated as Silver for overcoming DR
Greater Mind Blade Gauntlets – Grants extra +3 to Mind Blade enhancements
Szel’s Sash
Type
Belt
Weight
1
This sash, woven from the silk of monstrous spiders, has been heavily enchanted.
+6 Enhancement to STR
Healing Belt – 3 Charges/day. 1 charge: heal 2d8. 2 charges: heal 3d8. 3 charges: heal 3d8.
Haste – Continuous Haste effect.
Cavestrider Boots
Type
Boots
Weight
1
These supple leather boots are designed to allow the wearer to easily traverse the caves of the Underdark.
Spider-Climbing – Continuous Spider Climb
Landing – Reduce fall damage by 20 ft, always land on feet
Gwaeron’s Boots – Continuous Pass Without Trace, undetectable by scent
Mount – Conjures riding pony as spell (CL 4), 1/day
Cantrips – At will (CL 1): Mage Hand, Mending, Message, Open/Close, Prestidigitation.
Wise Kobold’s Claw Necklace
Type
Throat
Weight
This necklace of strung together animal claws has been enchanted to greatly defend its wearer.
+6 Enhancement to WIS
+6 Enhancement to CON
+2 Enhancement to Natural Armor
Cleverscale’s Eye
Type
Face
Weight
This gem shaped like a stylized eye attaches to the forehead of its wearer, granting them increased abilities.
Third Eye Concentrate – +10 Competence to Concentration
Goggles of Day – Ignore penalties for light sensitivity
Languages – Speak, Read, and Write: Common, Goblin, Orc, Giant, Dwarven
Mukblood’s Vest
Type
Torso
Weight
2.5
This vest is a valuable protective garment, and also allows the wearer to adapt to situations as they need to.
+5 Resistance bonus to all Saves
Shiftweave – Can turn into Explorer’s Outfit, Artisan’s Outfit, Commoner’s Outfit, Oilskin Outfit, Cold Weather Outfit
Cloak of the Flying Firescale
Type
Shoulders
Weight
1
This cloak is made to look like black-feathered wings, which poses quite the juxtaposition when they catch on fire.
Wings of Flying – Fly 60’, good maneuverability, at will.
Greater Salamander – Creatures who attack you in melee with natural or nonreach weapons take 1d6+7 fire damage.
Minor Displacement – Continuous 20% miss chance on attacks
Ring of the Defender
Type
Ring
Weight
This silver ring is well suited to warriors on the defense.
Protection – Add +5 Deflection bonus to AC
Self-Sufficiency – +10 Competence on Autohypnosis
Force Shield – At will, create shield-shaped wall of force, +2 Shield bonus to AC
Ring of the Ranger
Type
Ring
Weight
This dull bronze ring is suited to those who spend most of their time far from civilization.
Arming – Switch armor and weapon in ring for those worn.
Sustenance –
Darkhidden – Invisible to Darkvision
Feather Falling –
Immovable Rod
Type
Tool
Weight
5
This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.
Ioun Stone, Dusty Rose Prism
Type
Tool
Weight
This stone can be set circling the owner’s head. While it does so, they gain +1 Insight bonus to AC.
Hat of Disguise
Type
Tool
Weight
Disguise self, as the spell. Hat changes with the spell.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)