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Winterborn
Start of Book 4 Character sheets (Not a chapter)

Start of Book 4 Character sheets (Not a chapter)

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)