For nearly a century, the great sorcerer-king Azliron ruled over a vast country. His capital was a fortress city the likes of which the world had never seen. To create this mighty stronghold, Azliron hollowed out seven huge mountains, and then connected them with massive walls, miles in length and thousands of feet tall. The end result was a single structure far larger than any city built before or since. Today, this structure has become known as the Citadel of Seven Peaks.
In its heyday, the Citadel of Seven Peaks was a thriving city, with room for countless numbers of people. Stories say that the stronghold also held wonders unimaginable and horrors unthinkable deep within its depths. Azliron, the tales tell, held an unquenchable thirst for knowledge and power, and that he sought to obtain it through any means. It is said that elves and dwarves, angels and demons, dragons and giants, and countless other races all served Azliron, and that from them he gained many treasures and learned many secrets.
However, despite Azliron's great power, his reign eventually came to an end. As the legend goes, one day he retired to his inner sanctum, giving strict orders not to be disturbed. That was the last anyone ever saw of Azliron, for he never emerged from his chambers. For years his followers claimed he must still be alive, for what could kill such a mighty man within his own chambers? Even those that believed Azliron to be dead were too afraid to try to enter his sanctum themselves, as should Azliron prove to actually be alive, the punishment for whoever defied his order and disturbed him would be great indeed. Eventually, as the years passed, his subordinates turned to fighting amongst themselves, and the kingdom was soon destroyed by civil war.
Over 800 years have passed since Azliron disappeared. In that time, many people have entered the Citadel of Seven Peaks, hoping to find some of the vast treasure or the wondrous secrets hidden within. Indeed, some of those to enter have returned with fabulous wealth, but many have also lost their lives within the stronghold. To this day, no one has ever managed to reach Azliron's inner sanctum, or if they did, they never returned to tell the tale. The Citadel of Seven Peaks is now home to many savage races, such as orcs and goblinoids, and expeditions into it are more dangerous than ever.
Now the duke of Cantara, a large city that was once part of Azliron's domain, has decided to fund another expedition into the stronghold. He has sent out a call for any who are powerful and brave enough to enter the ancient fortress. The purpose of this expedition is to learn more about the history and culture of this land, with the ultimate goal of determining what actually happened to Azliron himself. Anything not of historical or cultural significance that you find within the Citadel of Seven Peaks is yours to keep.
Human Traits -Bonus feat -+4 skill points at 1st level, +1 skill point per level -Favored Class: Any
Paladin Abilities -proficient with all simple& martial weapons, all armor & shields except tower shields -Aura of good -Detect Evil at will -Smite Evil 2/day, +2 attack, +5 damage -Divine Grace: Cha bonus to all saves -Lay on Hands: Each day can heal 8 hit points of damage. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action. -Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. -Divine Health: a paladin gains immunity to all diseases, including supernatural and magical diseases. -Turn Undead: 5/day as a 2nd level cleric. -Special Mount: Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level (1). The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
2 hooves +7 melee (1d8+4) and bite +2 melee (1d4+2)
10 ft./5 ft.
Low-light vision, scent
Fort +8, Ref +6, Will +5
Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Listen +5, Spot +6
Endurance, Run, Improved Natural Attack (Hoof)
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy 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 heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind,but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Jerenon was born to serve the crown. His father and his two older brothers before him all serve or have served as knights. Jerenon began his training as a squire at age 13 and has spent his time on or around the battlefield ever since, often volunteering for extra tours of duty against the Orc Nations. Unlike his father & brothers, however, Jerenon was blessed by the gods for his virtue & granted the powers of a paladin. 14 years as a soldier have blunted Jerenon's idealism, however, and he serves now more out of habit than devotion. He recently decided he needs some time off from fighting, but rather quickly found himself caught up in bounty hunting.
Jerenon remains a paladin at heart, although only barely. He is experienced and organized, but lacks the intellectual abilities of a truly skilled tactician. He insists on having a plan of action for any encounter, whether it's a negotiation or a battle.
Jerenon is tall, but not especially broad framed. He is in excellent shape, however, due to a lifetime of training and fighting. His face appears young, but his blue eyes have a sorrowful look that shows the toll the years have taken on the man. He wears his hair very short and is clean shaven. He typically wears a white tabard trimmed with blue over his chainmail armor & a barrel-shaped greathelm that covers his entire face.
Explorer's Outfit (worn, -wt) MW Chainmail (worn, 40wt) 300 gp
Belt Pouch (belt left, 0.5wt) 1 gp MW Longsword (belt right, 4wt) 315 gp MW Flail (belt left, 5wt) 308 gp
MW Comp. Longbow (Str +2) (left shoulder, 3wt) 600 gp Arrows (20) (right shoulder, 3wt) 1 gp Backpack (center back, 2wt) 2 gp Bedroll (below backpack, 5wt) 1 sp MW Heavy Steel Shield (over backpack, 15wt) 170 gp
Holy Symbol, silver (worn, 1wt) 25 gp
Waterskin- water (backpack, 4wt) 1 gp Trail Rations- 6 days (backpack, 6wt) 3 gp Whetstone (backpack, 1wt) 2cp Potion of CLW (backpack, -) 50 gp Potion of CMW x3 (backpack, -) 900 gp
Human Traits - 1 extra feat at 1st level. - 4 extra skill points at 1st level and 1 extra skill point at each additional level. - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Rogue Abilities -Sneak Attack +3d6: If Arliana can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Arliana’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Arliana flanks her target. -Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. -Evasion: Arliana can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Arliana is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. -Trap sense +1: Arliana has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. -Uncanny Dodge: Arliana can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.Background
Masterwork Short sword (sheathed, belt right, 2lbs) 310gp Dagger (tucked in belt rear, 1lb) 2gp Dagger (hidden in right boot, 1lb) 2gp Crossbow bolts (wooden case with 3) (tucked in belt front, 0.3lb) 1gp
Light crossbow (slung over the left shoulder, 4 lbs) 35gp Backpack (center back, 2lbs) 2gp Bedroll (on party mule, 5lbs) 1sp
After unfolding the paper, Arliana notices that there is writing on both sides. On one side is written, The spiders guard the exit and I don't know if I can sneak past, injured as I am. I fear this is my final adventure. Please remember my name if you find this. It is signed Brilus Mai of Cantara.
On the other side of the paper is written, Saw this symbol on a house in the town. Need to ask someone what it means. Below that is drawn a symbol that looks like a couple squiggles. It doesn't look like something from any system of writing you know of.
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Explorers outfit(8 Lbs, 10 gp)(consists of (the shirt is white and accompanied by a black vest, black gloves, darkblue hooded cloak and a wided brimmed dark green hat with a leather band around it with two large eagle feathers sticking out on the right side with the fluffy ends pointing towards the rear of the hat) 2 sets of Travelers outfits(10 Lbs, 2 gp), Shirts are all white and everything else is brown)(Haversack, Large compartment) Bedroll(5Lbs,1sp)(HS, large comp.)Winter Blanket(3Lbs, 5sp)(HS, Large comp.)2 bottles of fine wine(3 Lbs, 20 gp)(haversack, large compartment)4 Pearls worth 100 gp each (400 gold)(spell component pouch)Spell component pouch (2Lbs, 5gp)2 bags Caltrops (2 Lbs, 1 gold) (HS, smaller left compartment)10 pieces of chalk(1sp)(in belt pouch 1)Flint and steel(1gp)Belt pouch 1, (1/2Lb, 1 gp)Belt Pouch 2, (1/2Lb, 1 gp)waterskin (4Lbs,1gp)(HS, smaller left compartment)6 scroll cases(3Lbs, 6gp)(HS, smaller left compartment)5 sheets of Parchment(1gp)(Rolled and stored in the scroll cases)Ink(pouch 2)(8gp)(HS, Sm.Lft.Comp)Inkpen(pouch 2)(1sp)(HS, Sm.Lft.Comp)Iron Pot (10 Lbs, 5sp)(HS, large compartment)Mess Kit(1Lb)(6sp)(HS, large comp.)Sack(1/2Lbs, 1sp)(contains 5.25Lbs of cooking stuff)(HS, Lrg. Comp.)3 Ounces Basil(3sp) (sack)3 Ounces Chives(6cp)(sack)3 Ounces Dillweed(9cp)(sack)3 Ounces Garlic(3cp)(sack)3 Ounces ginger(30gp)(sack)3 Ounces horseradish(3cp)(sack)3 Ounces Lemon balm(6sp)(sack)3 Ounces Mustard seed(15cp)(sack)3 Ounces Oregano(6sp)(sack)3 Ounces Pepper(90 gp)(sack)3 Ounces Rosemary(15sp)(sack)3 Ounces salt(3cp)(sack)1Lb Chilies(25 gp)(Sack, wrapped in cloth)2 pints Honey(2sp)(sack)MW Flute(100 gp)(+2 perform check with flute)Mule with Saddle bags(8lbs)(12gp)38 days feed(2gp)(400 Lbs)(Mule)19 Trail rations(10gp)(20Lbs)(HS. Right Small compartment) Empty potion vial(HS. Left Small Compartment) Magic Items: Handy Haversack(2000 gp)(5Lbs)(Large comp contains 37.25 Lbs worth of Items)(small left compartment contains 11 Lbs woth in Items)(small right compartment contains 20 Lbs) Everburning torch(110gp) Feather Token Whip (500 gp) 2 scrolls comprehend languages(50gp) 2 potions cure light wounds(200gp)(1 used) 2 potions of protection from evil(100gp)(1 used vial discarded)1 empty potion vial
Gold left: 4 Weight: 30 Lbs(Light Load) (medium load starts at 34 Lbs)Weight on Mule: 200 Lbs Light Load, Medium starts at 231 and heavy starts at 462 Lbs)
Personality:Always cheerfull sometimes overly-so, curiosity runs wild at times and on top of his passion to sing, tell stories or create them he also has a passion for cooking.Appearance: Height about 5'7", 160Lbs, 31 years old(but looks closer to 24). Average build with an overall healthy clean shaven look with Long black hair reaching down around his waist and has deep midnight blue eyes. He also smells everso slightly of many different types of cooking spices.Background:The Cook as some people call him, Bellamin lead a fairly average life. His mother Theresa a scholar and playwright well versed in scriptures of many types as well as writing more than a few plays known across the lands in some of the lesser known area's..mostly small towns and villages. She kept to the road and never once did her and her band once perform the same play within ten days ride of another place. Along the road she met with a traveling salesman named Tristin Tarmikos who fell in love with Therasa's superb acting skills as well as her fine womenly features. Soon after meeting her as his job required moving around alot as well as hers did he attached his business to her group and traveled with them. It was only a matter of time...very short time before the two decided to marry and than many months later Bellamin was born. He traveled with his Ma and Pops for many years learning everything he could from them, but spent a lot of time with the troupes cook learning what makes what he eats so good..not to mention the cooks daughter was kind of cute. Unfortunetly as handsome as Bellamin was growing up to be, she however hated traveling with the troupe and never took notice of Bellamin at all and one day she ran away from the troupe. That was around the time Bellamin was only sixteen and he took the absent of his runaway Luv as if it was the end of the world. Finally he told his parents he must go and find her and they understood that he must go. During his quest Bellamin learned much about the harsh world and about having friends strong enough to help him when wits alone wasn't enough. However in ten years he never found his luv and realized he most likely would not, but always optimistic he kept on going, earning his living off of donations from his singing and acting skills, sometimes rejoining with his parents troupe when they crossed passes...which was many times and he'd stay with the troupe till the road was a bit less rocky. At the age of twenty-seven he saw his luv again and she was just as beautiful as he remembered her, however he realized that in his travels his luv had faded and he realized it was just an attraction. He did talk to her for many hours and never once did she even realize that she had grown up with him and she did not know him at all. He spent the night with her that night, but new that lust was no match for true luv and that if he stayed he'd only break her heart when he found his true luv. In the morning he pulled himself out of bed while she slept quitely...beautifully next to him. He silently slid on his clothing and went down stairs, he paid for the use of the inns kitchen and cooks a grand breakfast using a recipe her father had taught him as well as her. He gave the Innkeeper a few extra gold and asked him to take the meal up to the girl and tell her it was from the long haired man. He did as told and when she first smelled and tasted the breakfast omellete she knew at once who he was..Bellamin Tarmikos. She rushed downstairs and to the Inn doors to catch him, but he was already gone, seeking adventure a good story and a new recipe and perhaps a new luv and if fate and destiny allow perhaps that luv can be a true luv that will last forever. Since that day Bellamin has known nothing more or less than travel as he had his whole life making his living mostly off cooking and his fine charming arts and searching for new things and knowledge and perhaps a lil bit power to create new works of art. Recently in the past four years he was captured by a band of orcs and goblins lead by an Hobgoblin Sorcerer. They kept him as their personal jester even though his joke were a bit dry compared to his stories and flute playing. His skills were their only means of nonviolent amuzement. Bellamin although not pleased about letting himself get captured so easily, took it as an opportunity so as he sang and danced and told a few jokes using the opportunity to learned their languages so that he could better tell the stories and better sing songs to their liking. Suprisingly using his charm he was able to stay there for an entire four years keeping himself alive and cooking what ever they brought him. Finally he had learned enough about himself and the ways of magic to take the risk and perform one last grand performance for them. He chose a time when the Sorcerer was away talking to a new tribe, normally he kept a good eye on Bellamin, but in three years had not seen the entertainer once try to escape. So while the sorcerer was away Bellamin finally found his chance cause now with the Sorcerer gone as well as more than half the tribes warriors with him, he had his chance. He performed a magical performance and as his audience stared into nothingness with smiles upon faces most fallen asleep due to his outstanding performance of a goblin Luliby. He sang quitely and the two guards that he had fascinated stared pasted him as they were both still in their stupor as he slipped away from the stage. He pleace a couple area's behind him with a simple spell of greasing. Than all he had left was to make it past the next couple sets of guards and he decided to try a new spell he had learned that seemed to have come to him in a dream, he wasn't even sure exactly what it would do. When he finally finished the spell he found he could not see himself and ran for the nearest exit. He could here a commotion behind him knowing the guards he had fascinated were now aware of his departure and had roused the audiance to chase him down, he also heard their curses and the sounds of them all falling as they hit the area's touched by his grease magic. Finally he ran past the entrance guards, they only looked up in confussion looking around and gripping their weapons, but they did not know where the sound of running feet had come from and reacted too slow to stop him from running past them. They went chasing after the sound and gave up when they could no longer here the sound of feet running, drowned out by the crowd running up behind them. Bellamin did not stop running even after his spell wore off, eventually he found a good hiding place as he was nearing exhaustion and collapse, the next day he continued at a slower pace surviving one some dried meat he had stolen in preparation of his escape..it was almost not enough, but allas a week later half starved he finally made it back to civilazation in the form of a small farming village. He stayed there briefly earning his food and stay once again with his flute and stories, one being his life for the past three years. A year has passed since his captivity and now he finds himself performing where ever he can within the city of Cantara shortly after which he see's the call from the Duke for adventurers.
Human Traits 30 feet 1 extra feat at lvl 1 4 extra skills at lvl 1 1 extra skillpoint from lvl 2 up language; common. Bonus; any except secret adulthood; 15 years, middle age 35, old 53, venerable 70 height male 4'10", female 4'5", weight 120/85
Aristocrat Abilities hit die d8 all simple & martial wpn all armor & shield
Wizard Abilities Hit Die: d4. all knowledge familiar, gives master +3 on move silently scribe scroll
(i) for bonus for high int Spells Prepared 0th-(sp4) Detect Magic, Read Magic, Disrupt Undead, x Disrupt Undead 1st-(2+i) sleep, shocking grasp (i)
temporary; Detect Magic x 2, Read Magic, Light, Protection from Evil x 2, and Shocking Grasp
Spellbook 0th- Resistance: Subject gains +1 on saving throws. 0th- Acid Splash: Orb deals 1d3 acid damage. 0th- Detect Poison: Detects poison in one creature or small object. 0th- Detect Magic: Detects spells and magic items within 60 ft. 0th- Read Magic: Read scrolls and spellbooks. 0th- Daze: Humanoid creature of 4 HD or less loses next action. 0th- Dancing Lights: Creates torches or other lights. 0th- Flare: Dazzles one creature (-1 on attack rolls). 0th- Light: Object shines like a torch. 0th- Ray of Frost: Ray deals 1d3 cold damage. 0th- Ghost Sound: Figment sounds. 0th- Disrupt Undead: Deals 1d6 damage to one undead. 0th- Touch of Fatigue: Touch attack fatigues target. 0th- Mage Hand: 5-pound telekinesis. 0th- Mending: Makes minor repairs on an object. 0th- Message: Whispered conversation at distance. 0th- Open/Close: Opens or closes small or light things. 0th- Arcane Mark: Inscribes a personal rune (visible or invisible). 0th- Prestidigitation: Performs minor tricks.
1st- protection from evil, +2 ac, +2 to saves 1st- sleep, put 4HD of creatures into magic slumber 1st- identify 1st-i shocking grasp, touch 1d6 electricity damage 1st-i expeditious retreat, speed +30 ft. 1st- obscuring mist (from found scroll)
grew up in Foresthill Castle; it is a place south of Cantara. It used to be a dense forest around the steep hill the castle were build on. Today it is surrounded by farmland, but there is still a dense forest to the west. school; The best education money could buy in Foresthill. She first had a traditional education by old McManus, who also had been her fathers teacher when he was child. He teached the kids the old noble ways, and even speech was done in the old style with 'thees, thous, wilt, hath and so on. But when McManus died of old age in Omelia's mid-teens the only good teacher left in Foresthill was wizard Angler. He were totally different sort of teacher than old, honorable McManus had been. The wizard disgarded the fine art of diplomacy and ethics and gave the children a more wizardly approach to things. First quest; This quest would actually be her first. Her experience is soley from diplomatic missions and assisting various barons and of late the Duke of Cantara. When she heard of the expedition to the Citadel of Seven Peaks she knew joining the group to search for the long-disapeared king would lead to fame and fortune, and perhaps she will gain a barony in reward too. It took her some days to get prepared for the adventure and the group of choosen adventurers had already left by the time she was ready. She travelled after as best she could.
look She has a long dark red hair and usually wears a gold-colored dress fitting a noble. The dress covers the shoulders but not the arms. Her right hand is covered by a long white silk glove while the left hand is uncovered. If she is in dangerous areas she will also wear eighter her longsword or the mace, and her body will be covered by plate armor.
Feats Body Fuel [3rd level] - You can recover power points by taking ability score damage to each of your three ability scores: Strength, Dexterity, and Constitution. You gain 2 power points for every point of damage to the three scores. Boost Construct [Psion 5] - When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from. Overchannel [Psion 1] - While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance. Psionic Body [1st level] - You gain 2 hit points for each psionic feat you have (including this one). Talented [Human] - To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.
Human Abilities -Bonus Feat -Bonus Skill Points
Psion Abilities -Bonus feat -Discipline (Shaper)
Power Points 35 Powers Known 1st-Degree: Astral Construct, Energy Ray, Force Screen, Mind Thrust, Vigor 2nd-Degree: Ego Whip, Energy Push, Psionic Identify, Swarm of Crystals 3rd-Degree: Ectoplasmic Cocoon, Telekinetic Thrust
1st Level Powers Astral Construct Metacreativity (Creation) Level: Shaper 1 Display: Visual; see text Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One created astral construct Duration: 1 round/level (D) Saving Throw: None Power Resistance: No Power Points: 1
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power's duration and dissipates at the end of its turn. Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.
Energy Ray Psychokinesis [see text] Level: Psion/wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Cold: A ray of this energy type deals +1 point of damage per die. Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power's damage increases by one die (d6).
Force Screen Psychokinesis [Force] Level: Psion/wilder 1, psychic warrior 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
Mind Thrust Telepathy [Mind-Affecting] Level: Psion/wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 1
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. Augment: For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increases by 1.
Vigor Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.
2nd Level Powers Ego Whip Telepathy [Mind-Affecting] Level: Psion/wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will half; see text Power Resistance: Yes Power Points: 3 Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round. Augment: For every 4 additional power points you spend, this power's Charisma damage increases by 1d4 points and its save DC increases by 2.
Energy Push Energy Push Psychokinetic [see text] Level: Psion/wilder 2 Display: Auditory and visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Effect: Ray Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity. Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save. Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). Sonic: A blast of this energy type deals -1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment: For every 2 additional power points you spend, this power's damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.
Identify, Psionic Clairsentience Level: Psion/wilder 2 Display: Material and mental Manifesting Time: One day Range: Touch Target: One touched object Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3
As the identify spell, except as noted here. This power is used to identify the abilities of psionic items.
Swarm of Crystals Metacreativity (Creation) Level: Psion/wilder 2 Display: Material Manifesting Time: 1 standard action Range: 15 ft. Area: Cone-shaped spread Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3
Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage. Augment: For every additional power point you spend, this power's damage increases by 1d4 points.
3rd Level Powers Ectoplasmic Cocoon Metacreativity Level: Shaper 3 Display: Auditory and material Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One Medium or smaller creature Duration: 1 round/level (D) Saving Throw: Reflex negates Power Resistance: No Power Points: 5
You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items. The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible). A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown. Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power’s save DC increases by 1. 2. For every 2 additional power points you spend, this power can affect a target one size category larger.
Telekinetic Thrust Psychokinesis Level: Psion/wilder 3 Display: Visual Manifesting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less Duartion: Instantaneous Saving Throw: Will negates or Will negates (object); see text. Power Resistance: Yes or Yes (object); see text Power Points: 5
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.
Background Kaggrath was once a simple human cobbler who lived in a town in the highlands with a large dwarvish community. Except for the occasional raid from orc or goblin brigands, there was little to disturb the slow pace of life on the frontier. Things moved rather dully for the modest shoemaker, who had never been gifted with much drive or ambition. Everything changed, however, when a small band of black-skinned dwarves attacked the city one night. Conjuring bolts of fire and lightning, throwing objects and people through the air with the simplest thought, the interlopers wielded a magic unlike any that had ever been seen as they forced their way to the dwarven quarter of the city. Awoken from his sleep, Kaggrath could scarcely believe his eyes as he witnessed the duergar savants take whatever they pleased from the city and then vanish into thin air. Fascinated by the strange psychic powers they used, Kaggrath became restless. Nothing of his dull former life interested him any longer. All that he could think about any longer was the incredible mental powers of the deep dwarves. He began to research it feverishly, learning everything he could about duergar and psionics. Eventually, his delvings led him to the arcane teachings of the Golden Mind. When the dwarves of the city learned of his investigations, however, they accused him of being in league with the duergar that had attacked them. Amid the fears and paranoia of his fellow townsfolk, Kaggrath soon found himself banished from his home, exiled into the world with little more than the clothes on his back. Following hints and rumors he had collected about the cult of the Golden Mind, Kaggrath was eventually able to track down a solitary mystic named Volkmar. Long had Volkmar walked the path that Kaggrath sought, pondering the vast mysteries of the Golden Mind. Kaggrath learned much under his tutelage, but after months under his supervision, his psion master achieved at last the highest level of enlightment. His body faded away from the material world into the realm of purest thought. Now Kaggrath, alone but armed with the teachings of the Golden Mind, set out to make his name in the world.
Personality Bitter and seemingly mad at times, Kaggrath is, in all fact, stark raving sane. Shunned by many for the abberant philosophies he follows, he believes that most see him as a lunatic anyway, and he feels no compunction to change that opinion. There is little that he cares for other than gold and power, especially the refining of his own mental powers. And while he is by no means evil, he doesn't see any reason to benevolently meddle in the affairs of others.
Appearance Kaggrath's long, wild, flaming red hair characterizes his madman persona well. His soft blue eyes hide a hard, uncaring heart of stone. He wears long, volumous robes of bright red and blue that envelop his small, slender frame. Within the folds of his vestment are dozens of tiny hidden pockets holding all manner of strange (and mostly worthless) knicknacks and periphernalia.
Equipment 265 gp 0 sp 5cp
Backpack (center back, 2 lb. wt) 2 gp Bedroll (below backpack, 5 lb. wt) 5 sp Club (belt right, 3 lb. wt) Everburning torch (backpack, 1 lb. wt) 110 gp Ring of sustenance (right 4th finger, -wt) 2,500 gp Scholar's outfit (worn, - wt) Flask of acid (backpack, 1wt) Flask of holy water (backpack, 1wt) Potion of detect thoughts (backpack, -wt) Coins (backpack, 1.5 lb. wt) Thunderstone (pocket, 1wt) Vial of slime (pocket, -wt)
Alright, let's continue the game. You were getting ready to open the door in the sewer. I've placed you all on the map near the door, but if you wanted to be in different positions, that is fine too. Let me know when you want to open the door and who will go first.
Rosniwk lightly touches Arliana's arm and whispers in her ear. I shall venture into the darkness once more, I'll be just beyond the limits of the torches light. I'll whistle if I get in trouble, but just incase you and the rest should start following once I leave your sight.
He than slinks forward taking his time as he moves past the door and Arliana, being sure not disturb any loose pebbles their may be scatter along these ancient passageways. He extends past the boundaries set by the torches light and is once again plunged into the world of black and white. He knows that as soon as he vanishes from site the others will start to follow. He looks back every few seconds to make sure that he doesn't Journey too far from his allies.