Light Warhorse Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurnace, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — Tricks: Attack, Come, Seek, Defend, Heel, Guard
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.
Time Between Fights:4 Prebuffs/Ongoing Effects: wildshape to deino 5+ hours Items Used: 1 charge bag of tricks. Spells or Powerpoints Used: 6 SL's (chill metal for sna2, produce flame, summon swarm, hide from animals) x/day Abilities Used: 1 use of wildshape Free Activity: begging – 138 GP
Time Between Fights: ?? Prebuffs/Ongoing Effects: Items Used: 1 Pearl of Power I for Produce Flame Spells Used: Freedom of Movement, Flame Strike, Resist Energy x/day Abilities Used: Free Activity: begging - 168 GP
Prefight Actions Activate Pass without Trace racial ability (free action). Decipher scrolls. Bring animal companion with him (Frobozz). Use Pearls of Power to recover Summon Swarm and Hide from Animals
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Holly & Mistletoe [0 lbs][0 gp] Bag of Tricks (Rust) [0.5 lbs][3000 gp] 2 Pearls of Power I (crafted) [0.0 lbs][2000/2 gp] 1 Pearl of Power II (crafted) [0.0 lbs][4000/2 gp] Small Sling [0 lbs] [0 gp] 10 small sling bullets [0.25 lb each = 2.5 lbs] [0.1 gp] 1 wand of Cure Light Wounds (50 charges) [0.1 lbs] [750 gp] Masterwork Whistle (Handle Animal tool) [0 lbs] [50 gp] Periapt of Wisdom +2 (crafted) [0.0 lbs][4000/2 gp] Cloak of Resistance +1 (crafted) [0.0 lbs][1000/2 gp] Small dragonscale chain shirt [12.5 lbs][crafted, 500/2=250 gp] Small darkwood buckler [1.25 lbs][crafted, 190/2=95 gp] Small lance [5 lbs] [10 gp] 3 doses of Dust of Sneezing and Choking [crafted] [3 x 2400/2 = 3600 gp] Spell Component Pouch [2 lbs] [5 gp] -Circlet of Persuasion (4500/2 gp) -Masterwork studded leather barding for an ape (250/2 gp) -Masterwork chain shirt barding for a pegasus (550/2 gp) -Scroll of (Delay Poison CL 3, Freedom of Movement CL 7, Air Walk CL 7, Bull's Strength CL 3, Bull's Strength CL 3) (1150/2 gp)
Pegasus (Yendor) [3000 gp]
Expendable Items 1 scroll of [Jump CL 1, Obscuring Mist CL 1, Faerie Fire CL 1, Magic Fang CL 1] (crafted, 100/2 gp) 1 scroll of [Hide from animals CL 1 x3, Summon swarm CL 3, [s]Delay poison CL 3, Reduce Animal CL 3] (crafted, 525/2=262.5 gp) [s]3 2 oils of Invisibility (CL 3) (3 x 300 = 900 gp) Max total (ECL 7[sup]2[/sup] x 50): 2450 gp
Equipment at Home 10058 gp, 4 sp minus 3500 gp Masterwork armorsmithing tool [55 gp] Leather Armor [7.5 lbs] [10 gp] 1 Small Club [1.5 lbs] [0 gp] Leather Barding (for a wolf) [15 lbs] [20 gp] Padded Barding (for a dire bat) [20 lbs] [20 gp] Exotic Riding Saddle (for a dire bat) [30 lbs] [30 gp]
Treetall lived in a small community of fey and druids deep in a forest far to the north. A few months ago, he was expelled by his comrades for reasons he refuses to speak of. Forced to leave with only the clothes on his back and a shabby-looking sack, he and his wolf-friend wandered for many weeks, begging for their bread. Finally his aimless journey culminated at the fabled city of Gladius. With nothing left to lose and little hope for the future, he has resigned himself to life in the gladiatorial ring. Perhaps this will help him forget the past...
Wumpus was the alpha male of a wolf-pack up north, renowned for his ferocity and keen ears. He found a kindred spirit in Treetall and has joined him on his travels.
After that, Wumpus returned to the forest and Treetall befriended an enormous bat named Frobozz. But Frobozz's species must hibernate for a large part of the year, so the gnome reluctantly bid farewell to the bat and recruited a crafty and war-like jungle ape named Lord British to be his shieldbearer.
ECL 11: Ready for Month Day [Week 2] - Free activity: Profession (Herbalist) for 310 gp.
[font=times new roman]Kervan Sheharath "All things come to he who waits, but waiting is not enough--one must be prepared to take the opportunities life offers you. Patience without preparedness is sloth." Gender and Race: Male Elf Size and Type: Medium Humanoid (Elf) Height and Weight: 5'5", 109 lbs. Age: 170 years Alignment: Chaotic Good ECL: Cleric 11 (Deity: Emmantiensien [Magic and Plant], Favored Weapon: Club) Experience: 63,197/66,000 Guild: The Living Tree (TLT)
Spell Levels Available Per Fight: 33 [98 Total Spell Levels / 3, rounded up: (6 x 0), (8 x 1), (7 x 2), (6 x 3), (5 x 4), (4 x 5), (3 x 6)] Caster Level: 11th Spell levels available for Fight 3: All [N/A] Pearls of Power available: 3/4 PoP[sup]1[/sup], 2/2 PoP[sup]2[/sup], 1/1 PoP[sup]3[/sup], 0/1 PoP[sup]4[/sup], 1/1 PoP[sup]5[/sup]
Feats Point-Blank Shot[sup]Lvl 1[/sup] +1 to hit/damage within 30 feet Rapid Shot[sup]Lvl 3[/sup] Extra ranged attack, -2 to hit with all attacks Craft Wondrous Item[sup]Lvl 6[/sup] Extend Spell[sup]Lvl 9[/sup]
Low-light vision Proficiency with all simple weapons, longsword, rapier, longbow, shortbow, all armors, shields. Magic domain: Use spell trigger and spell completion items as a 1st-level wizard. Plant domain: Rebuke or command plant creatures; Knowledge (nature) is a class skill.
·Use rope trick or meld into stone to buff in safety. ·If opponent is a melee attacker, buff AC with mage armor, shield of faith, barkskin, alter self (troglodyte), and shield. Gain cover and shoot at them with Rapid Shot until they close, then switch to two-handed blows with longsword. Pull out heavy shield when shield expires. If their speed is 20 or less, use expeditious retreat to keep things at range. ·If opponent is a ranged attacker, do as above, but add entropic shield, and switch to buckler instead of heavy shield. ·If opponent is a primary caster, don't bother buffing AC. Use resistance and resist energy[i] (if appropriate), and ready to shoot on casting. ·If opponent has very high AC (either naturally or through maximizing cover/prone/etc.), use wand of [i]magic missile. ·Use entangle when possible. Use hold person against opponents with low Will saves. If hold person is used, either cast and base in one round, then CdG the following round with bow, or else just minimize to-hit penalties and rapid shot like crazy. ·Use CLW wand to heal when at half HP or less.
Born and raised in the elven village of Talltrees in the High Forest, Kervan had always felt an attraction to the earth. He could never understand those who failed to realize that life itself was a kind of magic, deep and mysterious. When he was old enough, he sought out a druid circle for an apprenticeship. Although they taught him for years, the druids eventually declared Kervan too flighty and opinionated, and told him they could not accept him into the order. Crushed, Kervan traveled deep into the forest to seek out the magic of nature on his own. What he found was a community of treants.
The treants recognized what the druids did not; that Kervan simply had a different, but equally valid, understanding of nature and its magic. They agreed to teach him themselves, and thus Kervan became one of the rare non-treant clerics of Emmantiensien, the Treant King and sage of the Seelie Court. Hearing of the offensive actions against the Yurynwood Forest in Gladius, he has come to help out in any way he can.
Starting: 3000 gp Earned: 96411.24 gp Current equipment: -71146.75 gp Current expendables: -5975 gp Current equipment at home: -137.3 gp Past expenses: -7178.95 gp Sold items: -11 gp Remaining: 14962.24 gp
Time Before Fight: 6 Hours Prebuffs/Ongoing Effects: Freedom of movement for 109 minutes Items Used: Five Charge Wand of MM CL1, Scroll of Shield (CL2), Scroll of Mage Armor (CL1) Spells Cast: Heal, Shield of Faith, Freedom of Movement Free Activity: Profession (310 gp)
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book
The Core Coliseum: test out your 4e builds and fight to the death.
Automatic Packages Assassinate (Attack): Disguise +9 vs Spot, Gather Information +7 vs Gather Information, Bluff +7 vs Sense Motive, Open Lock +13 vs (ECL+5) and Open Lock Ambush (Attack): Hide +11 vs Spot, Move Silently +11 vs Listen, Bluff +7 vs Sense Motive, Sense Motive +7 vs Bluff Set Trap (Defense): Swinging Block Trap (Search/Disable DC20; +5 melee, 4d6/x2 dmg)
male Elf, Humanoid (elf) Medium size, Height 5'10", Weight 140lbs Neutral Rogue 3, ECL 3 XP: 3725 / XP for Next Level: 6000
STR 10 [+0] (2 pts) DEX 20 [+5] (16 pts) [18, +2 race] CON 10 [+0] (4 pts) [12, -2 race] INT 14 [+2] (6 pts) WIS 12 [+1] (4 pts) CHA 12 [+1] (4 pts)
Racial Abilities: Elf Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Class Abilities: Rogue Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Proficient with light armor, but not with shields. Sneak Attack +2d6 dmg Trapfinding Evasion (No damage on successful reflex save) Trap Sense +1
A small-time thief from the elven lands within the Aptari Jungle, Ilendil made his living primarily from the shadows of Simarior. His earnings were modest, but the city life was calling him more and more as his aspirations for greater opportunity grew.
Moving into Gladius, Ilendil saw great opportunity at his fingertips and his heart was warmed with all of the luxuries that he might possess.
Ilendil is tall for an elf, and usually wears an assortment of dull-colored, raggedy clothes while working. When out about town on his own, he tends to dress in more flashy accoutrements, preferring reds and blues.
Like most elves, Ilendil is an accomplished swordsman and bowman. His own bow was crafted of his imagination and fingers and bears the symbol of Diana the Hunter on the upper arm.
Buffs and Prefight actions: Set up Swinging Block Trap (if defending); CR1
If Ilendil is defending - resolve trap. If Ilendil is attacking and the opponent has an ally - resolve the assassinate. Also, check for ambush.
Within the arena - Ilendil will set up to snipe at his opponent - preferably for a sneak attack on the initial strike. After the initial strike, he is fine with engaging in melee or continuing to fire at range.
If in melee - use Bluff to feint and sneak attack on the following round.
[indent]Free/Full Activities - Guard home[sup][Free][/sup]: +5 bonus to opposed checks against Burglary - Hide trail[sup][Free][/sup]: difficulty to track you increases by 5 - Intimidate[sup][Free][/sup]: +6 Intimidate vs opponents ally CV (Ally CR + Ally Wisdom modifier + any bonuses to saving throws vs. fear) - Move cautiously[sup][Free][/sup]: you can take 20 to search for a trap instead of taking 10. - Perform (dance)[sup][Free][/sup]: Earn (skill+10)xECL=228gp[/indent][indent]Attack/Defend - ...[/indent]
Saves Fort +3 [+1 undead, +0 rogue, +2 psychic warrior, +0 shadowdancer, +0 con] Refl +14 [+1 undead, +3 rogue, +0 psychic warrior, +3 shadowdancer, +7 dex] [Evasion] Will +6 [+4 undead, +0 rogue, +0 psychic warrior, +0 shadowdancer, +2 wis] [Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)] [Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects] [Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]
Combat modifiers • Incorporeal: Immune to all nonmagical attack forms. Damage from a corporeal source has a 50% miss chance (except for positive energy, negative energy, force effects, or ghost touch weapons). • Undead: Immune to critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores and to fatigue and exhaustion effects. • Deep crystal ([Blade of the night]): spend 2pp for +2d6 damage • Suppression ([Blade of the night]): Targetted dispel; dispel check 1d20+5+ML vs DC 11+ML • Adamantine ([Blade of entropy]): ignore hardness less than 20 • Sundering ([Blade of entropy]): gain feat 'Improved sunder'; don't provoke AoO, sunder attempt: +attack +4(improved sunder) +4(two-handed weapon)
Feats[sup][x, x][/sup] • Dodge [1st lvl]: +1 dodge bonus to AC vs. designated opponent • Flyby attack [3rd lvl]: may take a standard action at any stage during a move action while flying • Combat reflexes [Rogue: 1st lvl]: may make a number of additional attacks of opportunity equal to your Dexterity bonus, may also make AoO's when flat-footed • Speed of thought [Psychic warrior: 1st lvl]: gain a +10 insight bonus to speed while psionically focused and not wearing heavy armor • Leadership [6th lvl]: gain a cohort (Leadership score: ECL+4+1(special)+2(great renown)+2(followers)) • Mobility [Rogue: 2nd lvl]: gain a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area • Improved flyby attack [9th lvl]: when making a melee attack as the standard action part of a flyby attack, you do not provoke AoO's from your target for movement
Undead • No Constitution score. Charisma modifier applies to Concentration checks. • Darkvision (60 feet) • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. • Immune to critical hits, massive damage, nonlethal damage, ability drain, energy drain, physical ability scores damage, fatigue and exhaustion effects. • Negative energy (such as an inflict spell) can heal undead creatures. • Destroyed when reduced to 0 hit points or less. • Undead do not breathe, eat, or sleep. • Proficient with its natural weapons, and all simple weapons.
Incorporeal • No Strength score. Dexterity modifier applies to melee and ranged attacks. • Immune to critical hits, extra damage from being favored enemies, and from sneak attacks. • Immune to all nonmagical attack forms (except holy water). Only harmed by: incorporeal creatures, magic weapons, spells, spell-like abilities, or supernatural abilities. • 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons) • An incorporeal creature cannot pass through a force effect. • An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, unless they have the ghost touch ability. Deflection bonuses and force effects (such as mage armor) work normally against it. • An incorporeal creature has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). • An incorporeal creature can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. • Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents. • Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. • Incorporeal creatures are inaudible unless they decide to make noise. • Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. • Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally. • An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior. Thus it cannot pass entirely through an object whose space is larger than its own. • An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. • Incorporeal creatures pass through and operate in water as easily as they do in air. • Incorporeal creatures cannot fall or take falling damage. • Corporeal creatures cannot trip or grapple incorporeal creatures. • Incorporeal creatures cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. • Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
• Ability adjustments: +4 Dex, -4 Int, +2 Wis, +2 Cha • Skills: +2 racial bonus to Listen and Spot, +4 racial bonus to Search, +4 racial bonus to Hide in shadowy illuminated areas, –4 penalty to Hide in brightly lit areas • Turn resistance (Ex): +2; Hit Dice are considered to be 2 higher vs turning attempts • Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. • Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Class Abilities (Rogue) • Weapon proficiency (simple weapons, hand crossbow, rapier, sap, shortbow, and short sword) • Armor proficiency (light armor) • Trapfinding: can use the Search skill to locate traps when the task has a DC higher than 20 • Evasion: make a successful Reflex saving throw against an attack that normally deals half damage. On a successful save you take no damage
Class Abilities (Psychic warrior) • Weapon proficiency (simple weapons, martial weapons) • Armor proficiency (light armor, medium armor, heavy armor, shields)
Class Abilities (Shadowdancer) • Weapon proficiency (club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword) • Armor proficiency (light armor) • Hide in plain sight: can use the Hide skill even while being observed. Can hide from view in the open without anything to actually hide behind while within 10 feet of some sort of shadow. • Evasion: make a successful Reflex saving throw against an attack that normally deals half damage. On a successful save you take no damage • Darkvision (60 feet) • Uncanny dodge: retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker
Buffs and Prefight actions • Bring cohort [CR10 -> 25% penalty] (Käsi) • [s]Gain psionic focus (Varjo) • Gain psionic focus (Käsi) • Spellcasting services (Magic aura [Blade of the night], Magic aura [Blade of entropy])
Equipment(Weight: 0lbs; Value: 88102 gp) Blade of the night (Intelligent item)Show
Description: Steeped in shadow-laden magical energies, this blade has acquired a dark sentience of its own and delights in dispelling and negating magical or psionic effects, absorbing such energy within itself. It has an inherent knowledge of magic and can easily detect and quantify magical auras. In addition it can channel shadow energy to its wielder, providing a renewal of dark energies. Being formed of Shadow magics has affected the dark intelligence such that it is uncomfortable in the grip of any creature that is not in tune with shadow energies itself.
Base item: Deep crystal dagger +1, ghost touch, suppression Alignment: Chaotic Evil Abilities: Int 17, Wis 17, Cha 10 Ego: 17 (+1 enhancement, +3 special abilities, +3 lesser powers, +2 greater powers, +1 telepathic, +1 read languages, +3 Intelligence, +3 Wisdom) Senses: 120 ft. darkvision and hearing Skills: Listen +3, Spellcraft +13, Spot +3 Languages: [Speech, Telepathy] Common, Abyssal, Draconic, Infernal Capabilities (3 lesser powers, 1 greater power)
[SIZE="1"][Lesser power] Item can use detect magic at will
[Lesser power] Item has 10 ranks in Spellcraft
[Lesser power] Item can use inflict moderate wounds (2d8+3) on wielder 3/day
[Greater power] Item can use lesser globe of invulnerability 1/day
[Blade of entropy] Adamantine greatsword +1, ghost touch, sundering[- lbs][21000gp]
Maximum Ally CR (ECL-4): 8 Maximum Ally ECL (ECL-2): 10 Maximum CA (ECL-2): 10
Cohort Käsi Pimeydestä [Ghost] [ECL10]: A twisting nightmare, that drains the living essence of those still alive, encased in a amorphous cloud of darkness. Once it was a woman, ancient and withered, with some small amount of psionic ability. Upon her death, however, she did not simply die, she became something else, a dark and vengeful spirit, no longer fully bound by the material world.
Saves Fort +1 [+1 wilder, +0 sorcerer, +0 con] Refl +0 [+1 wilder, +0 sorcerer, -1 dex] Will +7 [+4 wilder, +2 sorcerer, +1 wis] [Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)] [Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects] [Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]
Special attacks Horrific Appearance: living creature, within 60ft and sight, takes 1d4 Str +1d4 Dex +1d4 Con damage, (Fortitude save vs DC20 to negate) Telekinesis [CL12]: combat maneuver +10 (+20 disarm/grapple) ranged touch attack (no save, SR applies), range 880ft Telekinesis [CL12]: violent thrust +10 ranged attack, damage varies (Will save vs DC23 to negate (object) or None, SR applies (object)), range 880ft
Combat modifiers • Incorporeal: Immune to all nonmagical attack forms. Damage from a corporeal source has a 50% miss chance (except for positive energy, negative energy, force effects, or ghost touch weapons). • Undead: Immune to critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores and to fatigue and exhaustion effects.
Feats • Run [Human]: run at five times your speed (light or no armor). While running, you retain your Dexterity bonus to AC • Speed of thought [1st lvl]: gain a +10 insight bonus to speed while psionically focused and not wearing heavy armor • Flyby attack [3rd lvl]: may take a standard action at any stage during a move action while flying
Racial Abilities (Human) • Bonus feat • +1 skill point per level
Template Abilities (Ghost) • Medium Undead (Ethereal,Incorporeal) • Ability adjustments: +4 Cha • Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save (10 + 1/2 HD + Cha modifier) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. • Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. • Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. • Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again. • Turn resistance (Ex): +4; Hit Dice are considered to be 4 higher vs turning attempts • Skills: +8 racial bonus on Hide, Listen, Search, and Spot
Class Abilities (Wilder) • Weapon proficiency (simple weapons) • Armor proficiency (light armor, shields) • Wild surge +2: A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +2 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. • Psychic enervation: Immediately following each wild surge, a wilder has a (5% per manifester level added) chance of being overcome by the strain of her effort. A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level. • Elude Touch (Ex): a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks. • Surging euphoria +1: when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
Class Abilities (Sorcerer) • Weapon proficiency (simple weapons) • Summon familiar: Käsi has chosen not to summon a familiar at this time.
Allies (Racial) Shade [Shadow] [ECL6]: A shadow of a little girl, Varjo's 'daughter', she was once the child of a Tiefling cleric. Pitkä [Shadow] [ECL6]: A shadow of a tall woman. In life she was a cleric of Denth who attempted to infiltrate the Stronghold of WAR. Lyhyt [Shadow] [ECL6]: A shadow of a short man, was a sorcerer who, whilst alive, accompanied a cleric of Denth on her attempted infiltration of the Stronghold of WAR. Paksu [Shadow] [ECL6]: A shadow of a paladin guard of Denth who died on an expedition in Chanadar forest. Hoika [Shadow] [ECL6]: A shadow of a scholar of Denth who died on an expedition in Chanadar forest Accio [Shadow] [ECL6]: A shadow of a cleric of the Verdant Shadow brotherhood who died at the Umbral circle in Chanadar forest Merth [Shadow] [ECL6]: A shadow of a cleric of the Verdant Shadow brotherhood who died at the Umbral circle in Chanadar forest
Medium Undead (Incorporeal) Hit Dice: 3d12 (19 hp) Effective HD vs turning: 5 (3 Undead, +2 turn resistance) Initiative: +2 Speed: Fly 40 ft. (good) (8 squares) Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 Base Attack/Grapple: +1/— Attack: Incorporeal touch +3 melee (1d6 Str) Full Attack: Incorporeal touch +3 melee (1d6 Str) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, strength damage Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits Saves: Fort +1, Ref +3, Will +4 Abilities: Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13 Skills: Hide +8*, Listen +7, Search +4, Spot +7 Feats: Alertness, Dodge Organization: Solitary, gang (2-5), or swarm (6-11) Challenge Rating: 3 Alignment: Always chaotic evil Advancement: 4-9 HD (Medium)
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT Shadows lurk in dark places, waiting for living prey to happen by. Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
It was dark. An oppressive darkness, brooding and alive ... yet there was no life in this dank tomb except that of a young woman, her footsteps echoing on the cold stone steps as she descended into the dark. She had a torch with her, but the shadows it cast were more disturbing than the dark. She paused at the bottom of the steps, unsure and uneasy. Then the shadows gathered ... a soft gasp, prelude to a scream that never came ... just one more shadow in the darkness.
Why do shadows gather within the walls of Gladius? You'd have to ask the shadows ... and they don't answer. Danger lurks in the shadows.
Cold ... focused ... hard and unforgiving. Resolute ... unbound by law, natural or otherwise.
A shadowy feminine form. Formed of the very shadows, it fades into them with equal ease.
Against a single opponent: Move and attack from within the ground (or from within a solid object). Use flyby attack to always finish a turn within the ground. Use allies to flank. Use cohort to grapple or provide darkness. Attack simulataneously.
Against several opponents: Kill the weak and thus form shadow spawn. Then move in with the spawn to overwhelm whatever is left. Tactics as versus a single opponent.
Fights results(Earned: 36566 XP / 64720.75 gold) 1:[sup](ECL6 | Week 2)[/sup] (Win) => Neidr => Kimahri, [King Uther]: [3000 XP / 3332 gold] Shadows do not accept surrender ... 2:[sup](ECL7 | Week 1)[/sup] (Win) w/ Neidr vs Karen, [King Uther]: [1785 XP / 2210 gold] If your allies fall ... bring them to the shadows ... 3:[sup](ECL7 | Week 2)[/sup] (Win) vs Kimahri, [Macbrea]: [1785 XP / 2210 gold] Shadows walk the sewers. Let the living beware ... 4:[sup](ECL7 | Week 3)[/sup] (Loss) w/ Manzarf vs Noko, [hogarth]: [595 XP / 708 gold] Sometimes even shadows cannot find the unseen ... 5:[sup](ECL7 | Week 1)[/sup] (Win) vs Gwerden "Twofist" Grummler & Ralein Dreamstriker, [TelinArtho]: [1785 XP / 2210 gold] Divided they fall to shadow ... 6:[sup](ECL8 | Week 2)[/sup] (Loss) vs The Eternal Dreamless Sleep & Darian Thorne , [whitebaron]: [600 XP / 850 +152 gold] Deprived of darkness, shadows fall ... 7:[sup](ECL8 | Week 3)[/sup] (Loss) vs Unknown monster (Erinyes) , [whitebaron]: [700 XP / 1143.69 +152 gold] A devil of a time ... 8:[sup](ECL8 | Week 1)[/sup] (Win) vs Unknown monster (Forest gnome werehawk ranger 6) , [Calix]: [2100 XP / 2975 +152 gold] Shadows triumph ... 9:[sup](ECL8 | Week 2)[/sup] (Win) vs Enoch the Prophet, [Hirumajoe]: [2289 XP / 3243 +152 gold] Uncontrolled Shadows ... 10:[sup](ECL8 | Week 3)[/sup] (Win) vs Solstice & Balthazar, [lonewolf]: [1800 XP / 2550 +152 gold] Ghosts and Shadows ... 11:[sup](ECL8 | Week 1)[/sup] (Win) vs Unknown monster (Deep dwarf Fighter 7/Dwarven defender 1), [templer10]: [1800 XP / 2550.06 +152 gold] Shadows overrun the sewers ... 12:[sup](ECL9 | Week 2)[/sup] (Win) vs The Eternal Dreamless Sleep & Gakhnalak Strongjaw, [McJarvis]: [2,571 XP / 4,286.25 +171 gold] A forest of shadows ... 12:[sup](ECL9 | Week 3)[/sup] (Loss) vs Arden Tarmik, [whitebaron]: [707 XP / 1179 +171 gold] Open force ... 13:[sup](ECL9 | Week 1)[/sup] (Loss) vs Unknown monster (Half-Celestial Remorhaz), [TelinArtho]: [675 XP / 1125 +171 gold] Celestial heritage bypasses shadowy incorporeality ... 14:[sup](ECL9 | Week 2)[/sup] (Win) vs Darian Thorne, [templer10]: [2025 XP / 3375 +171 gold] Darkness and Shadow ... 15:[sup](ECL9 | Week 3)[/sup] (Win) vs Aquin, [templer10]: [2025 XP / 3375 +171 gold] Held by Darkness, Killed by Shadow ... 16:[sup](ECL10 | Week 1)[/sup] (Win) vs Unknown monster (9-headed Cyro Hydra), [TelinArtho]: [2250 XP / 4350 +190 gold] Bright caverns are no hindrance to shadow ... 17:[sup](ECL11 | Week 2)[/sup] (Loss) vs Kervan, [SauroGrenom]: [825 XP / 1875 +209 gold] Separated, Darkness and Shadow fall ... 18:[sup](ECL11 | Week 3)[/sup] (Win) vs Aquin, [templer10]: [2749 XP / 6249.75 +209 gold] Deja Vu ... 19:[sup](ECL12 | Week 1)[/sup] (Win) vs Kraegin, [Erithmu]: [3600 XP / 9800 +228 gold] The forest is the domain of shadows ... 20:[sup](ECL12 | Week 2)[/sup] (Loss) w/ Kraegin vs Unknown monster (4x Vampire spawn wizard 10), [Erithmu]: [900 XP / 2445 +228 gold] Against the forces of undeath, shadows fall ...
Quest results(Earned: 22650 XP / 43025.5 gold) 1:[sup](ECL6 | Week 1)[/sup] (Nothing here but Dust and Shadows), [Vathelokai]: [+1950 XP/+2164 gold] Intruders are returned to the dust and Shadows ... 2:[sup](ECL6 | Week 3)[/sup] (A happy family), [Vathelokai]: [+1800 XP/+1998 gold] A mother, a daughter, united in shadow ... -:[sup](ECL9 | Bypassed)[/sup] (Blackmarket: obtained cohort w/o quest): [- XP/- gold] An ally in darkness ... 3:[sup](ECL10 | Full)[/sup] (The Umbral Circle), [Huan]: [+9000 XP/+17400 gold] A place to call home ... 4:[sup](ECL11 | Full)[/sup] (Dream Devourer), [Huan]: [+9900 XP/+21463.5 gold] [Blade of the Night: Additional cost - 34100 gold] The sharp edge of sentience ...
Full activities(Spent: - XP / 9509 gold) 1:[sup](ECL9)[/sup] (Gathering ethereal items), [Wand of Magic Missile (CL9), Spell Pouch, Belt Pouch, Scroll of Mage Armor x3 (CL1), Scroll of Silent Image x3 (CL1)]: [- XP/6909 gold] 2:[sup](ECL11)[/sup] (Gathering ethereal items), [Scroll of Mage Armor x3 (CL1), Scroll of Silent Image x1 (CL1), Scroll of Mirror image x3 (CL3), Scroll of resist energy x3 (CL3), Scroll of See invisibility x1 (CL3), Scroll of Dweomer of Transference x1 (CL7), Wand of Enlarge person (CL1)]: [- XP/2600 gold]
Past Expenditures (Gold Value of Expended equipment 630 gp)Show
Spellcasting/Manifesting services(Value: 430 gp) Deeper darkness x2 (Target: [Blade of the night]; Duration: 5 days) [SL3 | CL5][150gp each] Magic aura (Target: [Blade of the night]; Effect: non-magical aura; Duration: 6 days) [SL1 | CL6][60gp] Magic aura x5 (Target: [Blade of the night]; Effect: non-magical aura; Duration: 1 day) [SL1 | CL1][10gp each] Magic aura x2 (Target: [Blade of entropy]; Effect: non-magical aura; Duration: 1 day) [SL1 | CL1][10gp]
Ranged Attacks Mastework Hand Crossbow +4, 1d4, (19-20/x2), Range 30 ft, Piercing, [3 Dex, 0 BAB, 1 Enhancement]
Special Attacks & Abilities Class & Racial AbilitiesShow
Dark Elf (Drow) Racial Abilities +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. Immunity to sleep spells and effects. +2 racial saving throw bonus against Enchantment spells or effects. Darkvision out to 120 feet. Spell Resistance equal to 11 + class levels +2 racial bonus on Will saves against spells and spell-like abilities. Spell-Like Abilities: Dark Elves (Drow) can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels. Weapon Proficiency: A Dark Elf (Drow) is automatically proficient with the hand crossbow, the rapier, and the short sword. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Favored Class: Wizard Level Adjustment: +2 Wizard Class Abilities Summon Familiar
Spellbook Specialty School: Divination Restricted School: Necromancy Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance Level 1: Color Spray, Mage Armor, Magic Missile, Obscuring Mist, Sleep, True Strike, Grease, Silent Image [3 Wizard 1, 5 Intelligence] Total Pages: 100 Total Pages Used: 25 [(17 Cantrips), (8 x 1), (0 x 2), (0 x 3), (0 x 4), (0 x 5), (0 x 6), (0 x 7), (0 x 8), (0 x 9)]
Spell Levels Available Per Fight: 2 (4 Cantrips) [4 Total Spell Levels / 3, rounded up] Total Spell Levels: 4 [(4 x 1), (0 x 2), (0 x 3), (0 x 4), (0 x 5), (0 x 6), (0 x 7), (0 x 8), (0 x 9)] Arcane Spell Failure: 0% [0% Armor, 0% Shield] Caster Level: 1
[font=courier new]Prefight Actions Read Magic on all Scrolls Bring Familiar Load Hand Crossbow
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Masterwork Rapier [2.0 lb each = 02 lbs] [320.0 gp each = 320 gp] Masterwork Short Sword [2.0 lb each = 02 lbs] [310.0 gp each = 310 gp] Scythe [10.0 lb each = 01 lbs] [18.0 gp each = 18 gp] Masterwork Hand Crossbow [2 lb each = 02 lbs] [400.0 gp each = 400 gp] 5 Tanglefoot Bags [2 lb each = 02 lbs] [400.0 gp each = 400 gp] [s]3 Antitoxins 2 Antitoxins [2 lb each = 02 lbs] [50.0 gp each = 150 gp] 5 Smokesticks [.5 lb each = 2.5 lbs] [20.0 gp each = 100 gp] 5 Tindertwigs [0 lb each = 00 lbs] [01.0 gp each = 05 gp] [s]10 Bolts 9 Bolts [0.1 lb each = 01 lbs] [0.1 gp each = 01 gp] 2 Spell Component Pouches [2.0 lb each = 04 lbs] [5.0 gp each = 10 gp] [s]6 Doses of Drow Poison 5 Doses of Drow Poison [75 gp each = 450 gp]
Expendable Items 3 Scrolls of Mage Armor [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 1 Scroll of 3 spells of Color Spray [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][37.5 gp each = 37.5 gp] 1 Scroll of Silent Image [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp]Image: Nathas Barrirret. 1 Scroll of Silent Image [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp]Image: Nathas Barrirret, holding a scroll. 1 Scroll of Silent Image [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp]Image: Nathas Barrirret, holding a hand crossbow. [s]3 Scrolls of Obscuring Mist 2 Scrolls of Obscuring Mist [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 1 Scroll of Extended Resistance [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp] 3 Scrolls of Sleep [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 3 Scrolls of True Strike [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 1 Scroll of Grease [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp] 1 Scroll of Magic Missile [CL 1] [sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp] 1 Scroll of Invisibility [CL 3] [0.0 lb each= 0 lbs][150 gp each = 150 gp] 3 Scrolls of Extended Daze [CL 1][sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
The Rise to Ultimate Arcane Power: 001: The Silencing of Darrgon the Summoner +900 gp/xp This elder wizard was an excellent mentor. He also was excellent paint for the sewer walls. 002: The Silencing of Bogog the Ogre +900 gp/xp An amusing opponent... I almost needed both hands.
Allies Maximum CR per ally: CR -1 Maximum ECL per ally: ECL +1 Maximum CA of allies per fight: CA 1
Pretty standard wizard fare: Use Hide, send Familiar Scouting. Attack from range with crossbow, and try to disable opponent through unconciousness or sleep (unless an elf) to set up for CDG with Scythe. Don't forget Spell Resistance.
(Qty) Arrows [0.05 gp each = ?? gp] (Qty) Bolts [0.1 gp each = ?? gp] (Qty) Bullets [0.01 gp each = ?? gp] (Qty) Dorje of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Oil of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Potion of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Powerstone of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Psicrown of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Scroll of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Staff of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Tattoo of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Wand of (Name) [CL ?] [?? gp each = ?? gp]
Emorick Brightstar - Imperial Scout, Third Skirmishers Division "Where there is no peril in the fight, there is no glory in the triumph." [sup]Pierre Corneille[/sup] Gender and Race: Male Wood Elf Size and Type: Medium Humanoid (Elf)(Psionic) Height and Weight: 5'0" 100wt Age: 115 (Young, no age catagory adjustment) Alignment: Chaotic Neutral ECL: Barbarian 1/Psychic Warrior 2 Experience: 3,200/6,000
Power Points Available Per Fight: 1 [3 Total Power Points / 3, rounded up] Total Power Points: 3 [(1 Psychic Warrior, 2 Ability (Wis)] Manifester Level: 2 Psywar
Feats Combat Reflexes [sup]Lvl 1[/sup] Additional Attacks of Opportunity Equal to Dex Bonus Each Round and Make Attacks of Opportunity While Flat-Footed Dodge [sup]Psywar 1[/sup] +1 AC vs Designated Foe Hold The Line [sup]Lvl 3[/sup] Make an Attack of Opportunity Against a Charging Opponent Before the Charge is Resolved Speed of Thought [sup]Psywar 3[/sup] +10' Speed With Psionic Focus
Expendable Items 3x Powerstone of Offensive Prescience [ML 2] [0.0 lb each = 0 lbs][50 gp each = 150 gp] 3x Powerstone of Vigor [ML 2] [0.0 lb each = 0 lbs][50 gp each = 150 gp] 3x Powerstone of Entangling Ectoplasm [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
Equipment at Home Ammunition - 120 Arrows [0.15 lb each = 18 lbs] [0.05 gp each = 6 gp]
First Incarnation: 1. Defeat with Farig (TelinArtho) vs Andurwin (Zelck) & Idhald (Milov) +225gp/+225xp Emorick Falls to 2 vs 1 Sniper War 2. Victory! vs Wilhelm (Rake) +675gp/675xp Emorick and his loyal guardians fight off a monk in the sewers
Allies Maximum CR per ally: CR 1 Maximum ECL per ally: ECL 1 Maximum CA of allies per fight: CA 1 Reese, Garian, and Zara the Guard DogsShow
DOG Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–3 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, TrackB Environment: Temperate plains Organization: Solitary or pack (5–12) Challenge Rating: 1/3 Advancement: — Level Adjustment: —
The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
Combat Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
Tricks: Attack, Defend, Heel, Down, Seek, and Guard
Ability Ajustments: +2 Str, +2 Dex, -2 Con, -2 Int Medium Size Base Speed 30' Immunity to magical sleep +2 vs enchantment spells and effects Low Light Vision Proficient with longbows, shortbows, rapier, and longsword +2 Listen, Search, and Spot Search check to notice secret door within 5' if passed. Automatic Languages: Common and Elven Favored Class: Ranger
Gender and Race: Male Human Size and Type: Medium Humanoid (spellcaster) Height and Weight: 6' 2" 160 lbs. Age: Old (55) Alignment: Neutral Evil ECL: 6 (Wizard: Enchanter/Red Wizard) Experience: 18,516/21,000?
Arcane Spells Readied Cantrip [DC 17] x, x, x, x Level 1 [DC 18] x, x, x, x, x, x Level 2 [DC 19] x, x, x, x, x, x Level 3 [DC 20] x, x, x, x, x
[sup]1[/sup] Enchantment: +2 to DC and +1 vs. Spell/Power Resistance [sup]2[/sup] Necromancy: +1 to DC
Spell Levels Available Per Fight: 11 (4 Cantrips) [11 this fight][33 Total Spell Levels / 3, rounded up] Total Spell Levels: 33 [(6 x lv. 1), (6 x lv. 2) (5 x lv 3)] Used Spell Levels this Cycle: 0 [0 in fight 1] Caster Level: 6 Specialist School: Enchantment Banned Schools: Illusion, Evocation Enhanced Banned School: Conjuration
Feats Tatoo Focus: Enchantment [sup]Human[/sup] [+1 to the DC of, and +1 on Spell Resistance Checks with Enchantments] Scribe Scroll [sup]Wizard 1[/sup] [Scribe scrolls for ((12.5gp x CL x SL))] Spell Focus: Enchantment [sup]Lvl 1[/sup] [+1 to the DC of Enchantments] Enlarge Spell [sup]Lvl 3[/sup] [Doubles range of spells, +1 spell level] Craft Wonderous Items [sup]Wizard 5[/sup] Spell Focus: Necromancy [sup]Lvl 6[/sup] [+1 to the DC of Necromancies]
Equipment Worn and Carried Fancy Wizard Robes [Noble Outfit] [0 lbs] [0 gp] Cloak of Resistance +2[sup]C[/sup] [2000 gp] Headband of Intellect +3[sup]C[/sup] [4500 gp][5 credits] 5 [MW] Bolts [0.1 lb each = .6 lbs][.7 gp each = 3.5 gp] Greataxe [10 lbs][20 gp] Light Crossbow [4 lbs][35 gp] Pearl of Power Lv2[sup]C[/sup] [2000 gp] Spell component Pouch [2 lbs][5 gp] Spare Spell component Pouch [2 lbs][5 gp]
Expendable Items Max total (ECL [sup]2[/sup] x 50) = 1800 gp 1 Vial Drow Poison [sup]C[/sup] (Injury, Fort DC13, unconciousness) [0.1 lb each = .1 lbs][37.5 gp each = 37.5 gp]
Scroll of Truestrike[sup]C[/sup]: Truestrike [CL 1] [0.0 lb each = 0 lbs][12.5gp]
Scroll of Protection[sup]C[/sup]: See Invisibility [CL 3], Mage Armor [CL 1], [s]Protection from Arrows [CL 3], Mage Armor [CL 1] [0.0 lb each = 0 lbs][75+75+12.5+12.5 = 175 gp]
Equipment at Home Spellbook [3 lbs][0 gp] Alchemist (Poison) Lab [40 lbs][500 gp] Cauldron of Poison Brewing[sup]C[/sup] (+5 craft poison: enhancement) [10 lbs][1250 gp][5 credits] 2 Trained Hirelings (Slaves - see allies) [2 x 36 gp/year = 72gp] 3218.5 gp
Allies Maximum CR per ally: CR 2 (ECL-4, min. 1) Maximum ECL per ally: ECL 4 (ECL-2) Maximum CA of allies per fight: CA 4 (ECL-2) Chadiak (Slave) - Non CombatantShow
Trained Hireling; purchased for one year for 36 gp. Chadiak is a male halfling scribe. He is proficient with Profession: Scribe and Profession: Lawyer. He has been charmed by red wizards into being a willing and happy slave.
Trained Hireling; purchased for one year for 36 gp. Wallio is a male xeph jack of all trades. He runs errands, cleans, etc. He is proficient with Appraise and Profession: Domestic. He has been charmed by red wizards into being a willing and happy slave.
Special Attacks and Abilities Blindsense 20 ft. +4 to spot and listen from blindsense Improved Evasion (No dmg. on successful reflex saves, 1/2 dmg. on failed saves) Share Spells (Can receive personal spells, share spell effects with master) Empathic Link (Up to 1 mile) Deliver Touch Spells (Can serve as toucher for touch ranged spells) Speak with Master (Only master and familiar understand)
Feats Alertness [sup]Racial[/sup] (+2 spot and listen)
Skills Languages: None [0 Racial] Total Skill Points: ?? [Animal ranks plus ranks from master] Armor Check Penalty: 0 [light encumberance]
I'm keeping the name Thay from the Red Wizard thing but I'm changing it from the Forgotten Relms. Here, Thay is a concept more than an empire. It has a native and overlaping astral/ethereal city state which is rather small. They think of it as a homeland, a place of origin. But they also think that any relm a red wizard has control of is also part of Thay. They define control as having a base there, so any red wizard in Gladius could claim as much of Gladius as they want (without mentioning to the city unless they felt like it). So most of the time when they refer to Thay, they mean 'all provinces of all red wizards'.
On the whole, the red wizards are the same bunch of slaving, politicing, imperialist, nationalist, isolationist bastards that they are in Faerun. The red wizards here are more spread out, and tend to take over small domains.
Zodiac is definitely evil. He owns slaves. He's a human supremesist. He wants to use the TAO to his own ends. He's hopefull that he can get a teaching postion so that he can find like minded students and form a 'campus club'. From that pool he will pick the best as his followers once he gets the leadership feat and red wizard circle magic (At ECL 9-10. I put the red wizard info on the sheet; under Misc. info sblock).
Zodiac is kind of like a Malfoy (from harry potter), who never had an arch nemesis, so he never developed a habit of risky ventures. He has been sitting on the family inheritence (that he swindled away from his relatives) for 15 or so years, managing the estate. He is very gifted (save DCs of 18 on his 1st lv spells), but only recently has he decided to persue the dedicated study of magic.
Zodiac will be disappointed to find out an elf is running the TAO. If he ever finds out that Vandalar has a tattoo focus, Zodiac will vow to hunt down the traitor that gave V the tattoo.
Z has come to Gladius on advice from his mentor. They know about the nimbus and use it on occasion for resurections, but they don't want to get drawn into the interplanar war to control the place, so they don't come a'conquering. Z's job is to get his spell levels up and find recruits. When that's done, he will build up a city state of his own.
Z's real weakness is that most of his spells only work on humanoids. Undead, clerics, and paladins are his real nemesis. Outsiders and and elementals can be delt with but it's tough. Z takes a direct approach to things. He can't cast illusions (read: invisibility), and wouldn't bother. He wants to find the threat fast and eleminate it with one blow. Then either CDG or poision to finish them off. He is confused by diplomatic tactics, but will play along with bards and such until he gets annoyed.
With Craft poison-making, you can craft any non-magical poison listed in the DMG, p297. The cost of raw materials is 1/2 of the base price. There is no chance for failure and you complete it much faster. To create a poison, you need to have a Craft Poison-making skill modifier of at least as high as the respective poison's DC. For example, if you want to craft carrion crawler brain juice poison (Dc13), you would have to have a Craft poison-making modifier of +13 or more. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on craft poison-making.
As a Free Activity, you can use your Intimidate skill to scare one or more allies of your opponent that have an intelligence of 3 or more. Your Intimidate value must be at least as high as (Ally CR + Ally Wisdom + Resistance to fear) to affect him or her (called Courage Value). There are three different effects depending on your Intimidate value relative to the Courage Value:
Scared: Your intimidate skill is at least equal to the ally's Courage Value. Your opponent's ally is Shaken for the entire combat.
Frightened: Your intimidate value is higher than the Courage Value by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the entire combat.
Panicked: Your intimidate value is higher than the Courage Value by 10 or more. Your opponent's ally is Panicked and does not appear to the fight.
Multiple Allies: If the opponent has more than one ally, you can decide which ally you want to intimidate. After having intimidated the first ally, deduct the the Courage Value from your Intimidate Value. If you have points left, you can intimidate another ally (and so on) but your Intimidate value is decreased after each intimidation.
Handle Animal: If you also have a Handle Animal value equal to the CR of an opponent's ally, you may also intimidate animals. If you have a Handle Animal value of CR+5 you can intimidate magical beasts and vermin.
Note: If the ally is immune to fear, he is also not subject to Intimidate. If the master has the Aura of Courage (Paladin 3), the ally gains an additional +4 bonus to resist the level check.
[b]Level Att.Bonus Fort Refl Will Special Spells per Day[/b] 1[sup]st[/sup] +0 +0 +0 +2 Enhanced Specialization, Specialist Defense +1 +1 level of existing arcane class 2[sup]nd[/sup] +1 +0 +0 +3 Spell Power +1 +1 level of existing arcane class 3[sup]rd[/sup] +1 +1 +1 +3 Specialist Defense +2 +1 level of existing arcane class 4[sup]th[/sup] +2 +1 +1 +4 Spell Power +2 +1 level of existing arcane class 5[sup]th[/sup] +2 +1 +1 +4 Bonus Feat, Circle Leader +1 level of existing arcane class 6[sup]th[/sup] +3 +2 +2 +5 Spell Power +3 +1 level of existing arcane class 7[sup]th[/sup] +3 +2 +2 +5 Scribe Tattoo, Specialist Defense +3 +1 level of existing arcane class 8[sup]th[/sup] +4 +2 +2 +6 Spell Power +4 +1 level of existing arcane class 9[sup]th[/sup] +4 +3 +3 +6 Specialist Defense +4 +1 level of existing arcane class 10[sup]th[/sup] +5 +3 +3 +7 Great Circle Leader, Spell Power +5 +1 level of existing arcane class [b]Level Att.Bonus Fort Refl Will Special Spells per Day[/b]
Class Features Weapon and Armor: No new proficiency Spells per Day: Gain spells and caster lv. as previous arcane class Enhanced Specialization: Gain a new banned school. You can not learn new spells from that school, but you can still use the spells you already know, and items activated by the spells you already know. Specialist Defense: Gain a bonus on saving throws against against your specialty school. Spell Power: Gain a virtual increase in caster lv for all spells. Bonus Feat: Must be metamagic, item creation, or spell mastery. Circle Leader: Can lead a circle magic ritual and receive spell levels donated from followers (see below). Scribe Tattoo: Can give Tattoo focus's to worthy apprentices Great Circle Leader: Can lead a circle magic ritual with more participants and recieve spell levels donated from followers (see below).
Tattoo Focus Prerequisite: Specialist wizard Region: Thay Benefit: Add +1 to the DC of your specialist school. You get a +1 to caster lv. checks to overcome spell resistance with spells of your specialist school. Special: Must have Tatto Focus to participate in circle magic (see below).
Participation: You must have the tattoo focus feat (see above). One caster with the circle leader class ability stands at the center of the circle of wizards and is called the circle leader. A circle requires at least two wizards in addition to the leader. Up to five wizards (plus the leader) can participate in a standard circle. A great circle can have up to nine participants in addition to the leader. All participants must be within 10 ft. of the leader.
Circle Powers: After one full hour of uninterrupted concentration, the helper wizards cast a spell each. The spells have no effect, and the spell level of all spells cast this way is totaled up and become bonus levels. Each bonus level can be used by the circle leader on the following effects. The circle leader can divide the bonus levels as he sees fit.
Increase the caster lv of the circle leader by one by expending one bonus level. Max caster level is 40. This applies to level dependent variables. This lasts 24 hours.
Increase the caster lv of the circle leader by one by expending one bonus level. Max caster level is 40. This applies to caster level checks. This lasts 24 hours.
Add empower spell, maximize spell, or heighten spell to currently prepared spells. The circle leader does not have to have the feats in order to do this. The spell level can be raised up to level 20, whether the leader has spell slots of that level or not. Each bonus level spent on these virtual feats counts as a substitute spell level for that feats level adjustment. These bonuses last until expended or 24 hours.
End of Fight Cycle 1 Scroll of Enhancements (remainder)[sup]C[/sup]: Spectral Hand [CL 3], See Invisible [CL 3], Fox's Cunning [CL 3] [225 gp][75 x 3 gp = 225 gp]
End of Fight Cycle 2 Scroll of Enhancements (remainder)[sup]C[/sup]: See Invisible [CL 3][75 gp] Scroll of Combat (remainder)[sup]C[/sup]: Truestrike [CL 1], Prot. Good [CL 1], Prot. Evil [CL 1] [37.5 gp][12.5 x 3 gp = 37.5 gp]
End of Fight Cycle 4 Scroll of Defense (remainder)[sup]C[/sup]: Grease [CL 2], Protection from Good [CL 2], Protection from Evil [CL 2] [75 gp] Scroll of Offense (remainder)[sup]C[/sup]: Mage Armor [CL 1] [12.5 gp][12.5]
End of Fight Cycle 6 Scroll of Enhancements[sup]C[/sup] (remainder): Resist Energy [CL 3], Protection from Arrows [CL 3] [150 gp][150 gp] Pearl of Power Lv1[sup]C[/sup] [500 gp] Pearl of Power Lv1[sup]C[/sup] [500 gp]
6 Vial Drow Poison[sup]C[/sup] [37.5 gp each = 225 gp]
3 Scroll[sup]C[/sup]: Alter Self (Lizardman) [CL 3] [75 gp each = 225 gp] 4 Scroll[sup]C[/sup]: Alter Self (Troglodyte) [CL 4] [100 gp each = 400 gp] 7 Scroll[sup]C[/sup]: Mage Armor [CL 1] [12.5 gp each = 87.5 gp] 2 Scroll[sup]C[/sup]: Fox's Cunning [CL 3] [75 gp each = 150 gp] Scroll[sup]C[/sup]: Shield [CL 1] [12.5 gp each = 12.5 gp] Scroll[sup]C[/sup]: Shield [CL 2] [25 gp each = 25 gp] 5 Scroll[sup]C[/sup]: Truestrike [CL 1] [12.5 gp each = 62.5 gp] 6 Scroll[sup]C[/sup]: Web [CL 3] [75 gp each = 450 gp] Scroll[sup]C[/sup]: See invis [CL 3] [75 gp each = 75 gp]
People over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously.