Low-Light Vision Immunity to magic sleep effects Weapon Proficiency: longbow, longsword, rapier Automatic Search check when passing within 5 feet of a secret or concealed door
Class Features
Summon Familiar: Rat Variants: Focused Specialist (CM): Transmutation Enchantment, Illusion and Necromancy forbidden Wizard with fighter feats (UA) Elf Wizard 3rd substitution level (RotW) Spontaneous Divination (CC 52)
Swift Surge Blurred Alacrity: 50% miss chance (concealment) when Hasted Sudden Casting: auto-quicken Haste Arcane Reflexes: Int bonus to Initiative Evasive Celerity: 30% miss chance for targeted spells when Hasted Fortified Hustle: Haste becomes Ex on her after it is cast
Abjurant Armor Extended Abjuration
Feats & co
1-Flaw Practiced Spellcaster: Wizard 1-Flaw Expeditious Dodge (RotW 150) 1-BonusStand Still (XPH) 1-Wiz Combat Reflexes 1 Mobility 3 Combat Casting 6 Knowledge Devotion (CC 60) 7-Sb Spring Attack 9 Mage Slayer (CA 61) 12-Bonus Minor Shapeshift (CM 45) 12 Martial Stance: Thicket of Blades (ToB 61)
cast 1h into the day: Dragonsight, Greater Magic Weapon, Heart of Water, Heart of Earth, Overland Flight
(cast 2h into the day: Chain of Eyes on Chias) => not "today"
Dragonsight (12h): Superior Low-light vision, Darkvision 120ft, Blindsense 60ft, Spot penalty for distance halved Dragonskin (2h): +5 NA to AC, resist 20 fire AP 10/11 - max(2d6)
Combat Options Vanguard Strike 1/encounter Mage Slayer (mages can't cast defensively, +5 to Conc DC if the AoO hits) Stand Still (on an AoO, Ref save DC 10+dmg or the enemy can't move anymore ; no dmg is dealt) Minor Shapeshift (CM 45) as a swift action, gain +2 dmg or +5ft to all speeds or +lvl tempHP for 4 rounds Flaws: automatically fail all Fort saves to overcome the effects of low temperatures. +2 dmg from cold effects.
Hot-blooded is to relate her to her Fire heritage. Brash and Cautious shape her attitude with regard to combat : if possible, she plans ahead and plots her moves carefully, but once it's started she just has to prevail.
Elvencraft (RotW 166) MW Composite Longbow, Str +3 / Quarterstaff [334] Longsword +1 [105+2k] w/ Least Crystal of Return (MIC) [300] The base longbow and sword were crafted by Jasra herself.
Scroll of Permanent Arcane Sight at CL 16 [9.5k] (used) (DC to dispel: 31) Devoted Spirit Amulet (ToB 150) [3k] -> Vanguard Strike Vanguard of Transmutation (CC 135) [350] Lesser Rod of Sculpting (MIC 165) [3k] Everburning Torch [110] 1 lb Eternal Wand (MIC) of Preserve Organ (BoVD 101) [460] Spell copying cost [1.25k] Sleeve Blade (CS) [4], Boot Blade (CS) [4], Dagger [2] Scroll of Haste (CL 6) [450]
(Part of) Lesser Rod of Chaining [3k out of 14k]
Material component: Diamond powder [800] Focus: Ancient Knowledge [100]
Jasra is not her real name - who she was remains a mystery to most - but as it has been her pseudonym for decades now it will suffice for the purpose of this story.
Jasra was born on Aerenal, a talented girl whom her preceptors oriented towards wizardry ; she was the only daughter of an old couple of elven soldiers.
[...]
The Fall Crossing streets bathed in moonlight, Jasra was hastening towards Melodel's house. Melodel, who was older than her by 11 years or so, was one of her mentors and the object of a crush that she didn't even admit to herself. He had sent for her, and she was eager to learn why.
Spotting the well-lit windows of his study from afar, she broke into a half-run. She had never been one for too much physical exercise, but she wasn't herself lately - too many sleepless nights spent on her damnable magical research. Knocking on the door, she waited for the host to come open it, smoothing out her clothes and her expression.
Melodel invited her inside with a warm smile, barely arching an eyebrow at her flushed face, then he led the way to the study. Taking a pose, he announced in a vibrant voice : "My dear, I have got excellent news ! Extending your research, I got some results that I presented to the Council but a few days ago... and I got a prize for it ! And not a purely nominal one : it comes with an assorted promotion, extra funds, and no small amount of glory !"
Jasra was shocked, but his enthusiasm was contagious and she found herself grinning. At the same time, she felt uneasy - something in the way he looked at her... "Congratulations !" she exclaimed. The handsome elf replied with a mock bow. "But... what exactly was your contribution about ?" The wizard in her would not be silenced.
There - she had not imagined it, his eyes had shifted away from hers, a momentary unease flitting across his face. "We'll talk about that, naturally. Why don't you sit down, I'll get you a glass of nectar." He left the room. Instead of taking his suggestion, she wandered around the room, pausing here and there to take a look at the many wonderful books he possessed. One in particular grabbed her attention. Reaching for it, she sat down in a nearby armchair, opened it and started to flit through it.
It seemed to be on a similar topic as her research. In fact, it seemed too close. Most of what she read where her own ideas, expressed in his own words. He had sketched extensions here and there, extrapolated on the practicality of some rituals... but essentially the work was hers. A brilliant work about the toning down of dragon magic, to make it bearable by elven bodies and minds; precisely the kind of research with political value in addition to its academical interest. The occasion for the Council to reassert their independence from outside diktats. She had largely turned a deaf ear to those implications - as long as the might of Argonessen did not descend on her, she cared only about her work.
All this led to... Checking the front page and the foreword confirmed it - this was the folio he had submitted to the Council and had won him everything. Oh, he had appropriated it well - with a keener view to possible applications than she could have ever hoped to get herself. Yet, it remained pure and simple thieving ; more than that, since she had poured herself whole in this research.
Getting up, she pressed the grimoire to her chest and tightened her arms around it convulsively, walking in circles around the room, her mind emptied of rational thought. He came back not long after, a smile floating on his lips : "I'm sorry, I couldn't find the..." Noticing her expression, he started to ask : "Why are you...", the he spotted the volume she was holding. He paled, but to his credit did not flinch.
"Jasra" he began "let me explain it..." Four long strides brought her close to him, and seeing only blood, she raised the heavy tome and landed a blow. Once, twice, he lost balance and fell. He was stronger than her, if not by much, and could have defended... but he was just too dizzy or scared to do so. He curled into a ball. A deep breath on her side and she whacked him again. And again. Blood stained the book.
He wasn't moving anymore. At all. Dropping the book, she stumbled backward on a love seat. Drew a deep breath, than sprung back up. She couldn't take her eyes from the body lying at her feet. What have I done ?
Red stains on her hands too - blood. Suddenly, she had to flee, away from this room, away from herself. But she could only walk, so slowly that it seemed she would never cross the threshold of the door, never exit the street, never reach her own home. If people saw her, they ignored her and the madness in her eyes.
There's a blank here in her memory.
The morning after, she awakened feeling fresh, and cold. The memories of Melodel's demise came back to her, with sharp precision. She felt bad, but not so much about her crime than about her immediate future. And yet, she did nothing - she went on with business as usual.
Melodel was found the day after. Nobody had any reason to suspect her, so the Deathless initially explored fruitless theories. The numbness she felt receded, and she realized sooner or later a powerful diviner would be called on to solve the mystery.
And so she fled, carrying little : her precious spellshard, a few magical items she had crafted.
She learned the meaning of fear. They did not come after her right away, but once it was discovered she had left, they sent their wolves - both the animal and the elven kind - after her. She flew, she ran, relying on constant castings of speed charms (Expeditious Retreat and Haste) to give herself a small edge in speed.
Her nights were just as haunted as her days.
Eventually she made out it of Aerenal, disguising herself to mingle with humans and boarding a ship clandestinely.
******* One question came back to haunt her years later. Why would Melodel flaunt his crime so ? He wasn't the smartest person, but he had proved that he had a decent amount of cunning. Was it to show off ? To appease his conscience ?
With time, she has come to regret her deed, in part because of what ensued for her, but mostly due to the callousness with which it was accomplished. If she were to face a similar situation today - an unlikely prospect - and felt a need for revenge, she would probably engineer the destruction of the Melodel at his own hands.
She also realized that her extensive knowledge of Dragon magic was another reason the Elves were so bent on retrieving her - that knowledge was neve rmeant to get out into the world. ******* She was mercenary for a time, but she was always looking for a better opportunity, a job that would be less dangerous and more rewarding. When she came across a group of slavers and captured them, she had them explain all the tricks they knew, and cough up all their contacts before she dispatched them - that is how she got started in the business.
She has earned the "Witch" nickname not out of sorcerous prowess but because she has proven especially effective at negating other spellcasters. It's a skill that led the slavers to ask for her help once or twice in the past - even the dour Dalwann recognized that she was quite good at it.
She once thought about associating with the group, but she could never get along with Merla.
The Fall, as she calls it, left a mark on her body too. Her description is still circulated among bounty hunters and one day she was careless. She was drawn into an ambush, and received a splash of cursed acid that left her right cheek mangled. She often wears a half-mask or a veil to protect her identity and dissimulate this old injury ; and she completes her disguise via magical means (a Hat of Disguise).
She has shown her true face to her partners : she has piercing dark eyes over an aquiline nose ; her mouth is generally twisted in a reproving expression, but her rare smiles light her whole face up. She has long wavy red hair, but no freckles.
She sometimes adopts the guise of a Drow, for it can have some advantages when dealing with subterranean races.
For the clothes : see the picture, minus the armour and the high heels. They're a mix of tight shapes with loose ornaments ; their apparent rigour is attenuated by tiny jewels here and there.
Her harshly trained rat familiar spends most of her time hiding in her pockets. (I don't intend to feature her too much in my posts.)
She projects the image of a cold and calculating thinker or combat machine. It is a good reputation to have in her line of work (it dissuades double-crossers and reassures clients), and she has found it an easy deceit to maintain over the years. In private, in particular with her associates whom she has known for long, she can actually be quite warm.
She can be a bit bossy when she considers her brains are what the situation requires, but she knows not to push others too much. She can be lavish with praise and is not especially greedy.
She is not overly arrogant, but she knows well what she is capable of. If she considers that someone slighted her, she will take measures to ensure it does not happen. She has not faced too many betrayals, because she makes it known that she always pays her debts - she has the cunning and the power to back that threat.
She tested all of her partners at some point or another - to make sure of their power and/or of their trustworthiness. She is dependent on them but that does not bother her : she recognises that dependency is a fact of life.
Note to the DM & other players : her low Charisma makes her not so likeable, but I see it as a problem of external perception more than a flaw in her personality.
She is an arcane gish and melee battlefield controller.
- She can provide utility spells (Rope Trick, all divinations spontaneously).
- In combat, she will always use Haste first to buff everybody, then Thunderlance (SC) to create a large (20' radius) threatened area. Combined with 1) Thicket of Blades: any movement provokes an AoO, 2) Standstill: the foe must make a Ref save DC 10+dmg to keep moving, 3) Mage Slayer: spellcasters can't cast defensively, this creates a hard-to-escape "spiderweb". When she runs out of Thunderlances she can Enlarge herself. But cover and total concealment negate AoOs, so there is some tactical potential here for the DM.
Against creatures with equal or greater reach, she'll resort to mobile fighting with Spring Attacks.
She will also use the usual battlefield control Conjuration spells to complement that.
- She is likely to go first (Init +13).
- The amount of damage she deals is decent if not great... It is a regular ~3d6+16 per hit with Thunderlance (which bypasses any DR). That way she doesn't overshadow the "strikers" (to use 4E-speak).
- She has high modifiers in all the Knowledge skills related to creatures. She has a good Spot modifier, Darkvision 120', Blindsense 60' and permanent Arcane Sight. She can also learn secrets by eating people's brains (Absorb Mind spell). Yum !
- She is has mediocre AC, but has good saves & strong defences (50% miss chance when Hasted) ; her control of the battlefield should also make it harder for enemies to hit her. She can also buff her AC with spells (Shield, Dragonskin).
- She is deceivingly low on HP: she actually has a replenishable HP pool thanks to Minor Shapeshift (potentially +12 temporary HP per round, non-stacking).
- Acquire scroll of Nondetection and some diamond dust to evade scrying
- Read the books in the borrowed library via Scholar's Touch ; use Shrink Item herself to be in control of the shrinking if it's not at-will.
- Elucidate further the vision from the bottle.
(Much later) Go back to the crystal cavern and discover why/how it was built. In particular, who is the elf encased in crystal (perhaps the creator of the place)? What's the "maze"?
Hit Points: 90/90 8 Level 1 + 65 + 4 + 13 Con AC: 24, Touch 13, Flat 22[10 Base, +2 Dex, +8 Armor, +2 Shield, +1 Natural, +2 enhancement] [AC with armor of darkness: 29 (+5 deflection bonus), Touch 18, Flat 27] *Blind-fight: Do not lose Dex bonus versus invisible melee attack Init +0 [+2 Dex - 2 flaw] BAB +9/+4, Grapple +11 Speed: 30 Weight Carried ***58 < 59-116 < 117-175
Saves For: +14 [+1 Con, +6 cleric, +4 moonspeaker, +3 spell] Ref: +8 [+2 Dex, +2 cleric, +1 moonspeaker, +3 spell] Will*: +19 (+20)[+6 Wis, +6 cleric, +4 moonspeaker, +3 spell (+1 dreamsight trait when shifting)] *3/day activate armor (immediate action) to gain +5 bonus to resist mind-affecting spells and abilities until start of next turn
Fire Resistance 10 [Moonspeaker (Su) ability]
Shirt of the Leech: Instantly recognize any healing spell of 4th level or lower cast within 30' (continuous effect); as an immediate action, can gain the effect of the spell instead of the spell affecting its intended target
Action Points: 8/11 (best of 2d6 rolls)
Combat
Melee Moon Blade*: +11/+6 (touch attack), 1d8+6 plus scramble magic DC 10+dmg+spell level (saps vitality, no visible wound) [against undead: 2d8+12 dmg, visible wound] +1 Shattermantle morningstar (byeshk): +12/+7, 1d8+3 plus -2 to SR for 1 round (for each hit)
Ranged Moon Bolt*: strikes unerringly, 4d4 Str dmg (Fort save for half), range 880' [undead must make Will save or fall helpless for 1d4 rounds, after which it takes -2 penalty to attack rolls and Will saving throws for one minute] Darkbolt*: +11/+6 (touch attack), 2d8 dmg to living creature, Will save or dazed for 1 round, range 220' (6 rays)
*commonly prepared spell (see spell list)
Spells 6|7+1/7+1/5+1/5+1/4+1/3+1/1+1
Save DC: 10 + spell level + 6 Wis (7 when shifting) CL check: 1d20+17
Commonly prepared spells (can spend 2 action points to replace one prepared spell):
Shifter: --+2 Dex, -2 Cha, -2 Int --Low-light vision --Base land speed 30' --Shifting (Su): free action, duration: 3 + Con + # of shifter traits, 1 + 1/2 # of shifter traits/day [7 shifter feats, so duration: 11 rounds, 4 times/day] --+2 racial bonus on Balance, Climb and Jump --Dreamsight trait (Su): +2 bonus on Handle animal and Wild empathy checks; when shifting: +2 bonus to Wisdom, can communicate with animals as if under effect of a speak with animals spell --Dreamsight elite (feat from RoE): while shifting: +5 bonus on Spot checks and can see invisible creatures and objects as if under the effect of a see invisibility spell
Cleric: --Turn/rebuke undead --Alternative class feature: Spontaneous Domain Casting (PHB2): Lose ability to spontaneously convert prepared spells into cure/inflict spells. Instead, can "lose" any prepared spell to cast any spell of the same level or lower on a chosen domain list; can also choose to fill any or all domain spell slots with cure/inflict spells of the same level [chosen domain: Darkness]
Moonspeaker: --Divine spellcasting --Augment summoning --Moonspeaker shifting --Energy resistance 10 (fire) --Extended summoning --Thelanis tie (add invisibility (2nd lvl) and deep slumber (3rd lvl) to spell list, add new creatures to summon list) --Wild shape 1/day (as druid lvl 1)
Appearance Chandra's appearance is more refined than that of most shifters, but far more primal than most humans. Her hair is black and silky, worn in a mixture of loose waves and tight braids. Ebony-violet eyes are knowing, and translucent light seems to move subtly through her irises. Pale ivory skin rarely sees the light of day.
A blood-red tunic is worn under a mithral breastplate engraved with symbols showing the cycles of the moons, with a dark circle in the very middle to represent the lost moon. The armor has a subtle sheen of blue-silver, but it is often wreathed in a dark shroud of blackness, like a heavy thundercloud moving across the surface of the moons. A silver-veined onyx stone set in the center of a silver pendant is worn as a choker around her neck. At the edge of the circular pendant are twelve small gemstones.
Background Decades before the Last War was even a rumor, the Silver Flame purged the land of the children of the moons, discriminating not between true lycanthropes and those who had long ago learned to control the magic that pulled at their bodies. It was an honest if terrible mistake. Who knows if the shifters would have survived the conflict if some hadn't stepped forward to prove to the church that they were different, more "human" than beast? Yet these few were viewed as traitors, for they helped the hunters track down their more wild, distant brethren.
But that was many generations ago, and most have forgiven the Silver Flame -- at least to the point of not hating them. Likewise the shifters who still ally themselves with Thrane, while not necessarily favored by shifter society, are no longer shunned.
Not so for the daughters of Atezna, she who first hunted with the crusaders. With a binding curse used only in the darkest of circumstances, perhaps once in a hundred years, she and her descendants were banned from all tribes. It was years before it was understood that the once-revered moonspeaker's decision was made to save her people. But she had been made an example, and the ban would not be reversed.
So it was that decades upond decades later, her last descendant found herself also working as a scout for the Silver Flame. And when she was taken captive deep in the Eldeen Reaches, and later escaped, fate and a brutal ragewild shifter gave her another daughter of Atezna.
***
She was not born with the name she now bears: Chandrabala, daughter of the moons. Or was she, and no one knew her name?
Her mother called her Sarene, which was a nice enough name. She never knew her father. If she ever meets him, she'll likely stab him with a blade of moonlight. Though if he hadn't taken her mother against her will, she wouldn't exist -- so she might restrain herself from cutting out his heart after she deprived him of his manhood.
Her childhood was fairly quiet, and aside from a few careful excursions into the countryside where her mother could teach her at least the basics of shifter skills, was spent almost entirely in the shadow of Flamekeep. She learned the tenets of the Silver Flame, respected the power of the priests, and found she could tap into the source as well. But never was she happy or even truly comfortable. The nights called to her, even in her youth, and she could feel the power of the moons waxing and waning, pulling at her blood.
Her mother recognized the signs of one marked to be a moonspeaker, despite the fact that there had not been one in her family line since Atezna. Reluctant, for she feared she would lose her daughter, she explained the powerful potential within Sarene -- potential that could only be tapped if she found a moonspeaker to train her.
Fulfilling her mother's fears, but also filling her with pride, Sarene left the only home she had ever known to find her future. But her identity was uncovered when she was undergoing the rites to become a moonspeaker, and she was cast out, scorned, shunned, powerful still with her divine magics but powerless to change their minds.
She was howling her fury to the twelve moons when a lone figure approached her. "Come with me, child, and I will show you the way to the moons. Or you can let the beast within continue to rule you." Sarene followed without hesitation. She died that night, but Chandrabala was born, along with new power and faith arising from the ashes of her belief in the Silver Flame.
Then she learned the truth of her existence, the real reason for her shunning but also the reason for her being. After completing the ritual, Scatha explained - "They told you they would not teach you because of the chance of your birth. That was true - but not because of who you were born to, but when you were born. All moonspeakers are born at the height of a moon's power, and have a special connection with that moon. Even if the time of birth is unknown, which moon favors you is revealed during the rites. You, blessed and cursed child, were born under the thirteenth moon."
Sarene - no, she was Chandrabala now - had no idea what Scatha was talking about. Nor did she care for being called a child, although the world felt as new to her as if she were a babe and not a woman nearing her third decade of life. But she held her peace, knowing there was more to come.
And there was. Scatha was the last remnant of a mere handful of outcast moonspeakers favored by the lost moon, and she had begun to believe that the knowledge of the moon would die with her. But now Chandrabala could continue the link - and she would, with a passion.
While grateful for Scatha's guidance, she felt the old shifter had done a pitiful job. She would not settle for remembering what was once but was now lost. She would hunt for the thirteenth moon and restore her to her proper glory, whatever the cost.
And since the moon was lost to darkness, into darkness she would go to find it.
***
Recent history: (Will complete once the final "party" is selected. My current thinking is that Chandra was seeking a relic in Khyber, working with a group of fellow tomb robbers who got into more than they could handle, of which the new PCs are the only survivors).
Personality Chandra does not expect to be accepted by anyone, and despite her likeable personality once you get to know her, is not practiced at making friends. There were few people she could relate to in Thrane, and her own people cast her out -- something she will neither forgive nor forget. However, she has an enduring belief that shifters are superior to other races, the chosen children of the moons. So she will not go out of her way to hurt them.
Her devotion to the moons is unbreakable, and she will do anything to achieve her goal of bringing back the lost moon. Of course, first she has to figure out what happened to it...In the meantime she builds her power, taking any opportunity to prove herself strong and capable and worthy of restoring her goddess to the night sky.
She's typically rather cool-headed and introspective, but her mood varies considerably with the cycles of the night sky. When Sypheros is waxing in power, for example, she can be quite wild and unpredictable.
Also, while she never expects or intends to have any of her own, she views children of any race with great tenderness. While she might view a slave with disdain for giving up his/her freedom in exchange for life, she feels an enslaved child never had a chance and would seek to change that if reasonably possible.
In combat, Chandra can fill many roles, depending on what the encounter calls for:
Summoner: she devotes two 6th level spell slots to summon monster VI, so she can summon quite a few "meat shields" or a single big nasty like a gargantuan fiendish monstrous centipede to hopefully dish out some poison; augmented summoning synergizes well with poison, increasing the Fort saves by 2 and also gives the monsters a chance to stick around a few more rounds, hopefully taking advantage of the free extended summoning
Back-up melee: in most cases, she'll summon first to get the damage going while she buffs up with the shorter duration spells; she'll likely only enter melee for a fight that looks to last longer than ten rounds, otherwise relying on damage-dealing spells and scrolls; if she has a chance to prepare for a fight, she can be quite nasty (see "Buffs/Summons" below)
Damage spells: there are some heavy-duty 5th and 6th-level spells she can prepare, and she keeps a few on hand as scrolls for special occasions; with spell penetration and greater spell penetration, plus her high Wis, she stands a good chance of overcoming most SR
Healing: if close wounds as an immediate action isn't enough to keep an ally alive,revivify is obviously an extremely useful spell in desperate times -- with her dimension stride boots, she should be able to get to a fallen comrade within a round to yank their soul (tainted as it may be) back to their body without any ill side effects like level loss...BYOD(iamonds!). She can't cast cure spells spontaneously, but she always keeps a few mid-level cures prepared, with back-up scrolls and vigorous circle to top everyone off.
Outside of combat: Access to divination spells including commune; can hide the path (2400 square-foot area) from scrying, etc for 24 hours; summon large elementals for 24 rounds for any dirty work or scouting that might be needed
Miscellaneous tactics/tricks: *the -2 to SR from her morningstar (each hit stacks for one round) should make other spellcasters in the group happy *shifter braid of spellstrike: quickened buff of 3rd level or less when she shifts (resist energy 30 anyone?) *mark of doom - no save, no SR: subject takes 1d6 dmg every time they attack; fun little 3rd level spell! *shirt of the leech should help deprive enemies of some cure spells while helping to keep her alive *Spot is pretty good, especially when shifting (and she can also see invisible when shifting; she's a decent asset to have on watch duty, especially with the ring of sustenance
Fitting in with Chandra's theme of flexibility: *Shifter Ferocity let's her keep going down to -10 hp *resurgence will give an ally a second chance at a save *alter fortune could do just what it says *the Spontaneous Casting feat gives her up to 5 opportunities to switch any prepared spell (for the cost of 2 action points) *in case that's not enough, she's made good use of the Scribe Scroll feat to bolster her daily repertoire *finally, she can spontaneously cast spells from her Darkness domain (like a normal cleric would be able to cast cure/inflict spells), and fill the domain slots with cure/inflict spells if she chooses
Fully buffed: armor of darkness (120 minutes), spell resistance (SR 24 for 12 minutes), crawling darkness (concealment, +4 competence bonus to grapple/climb/escape artist, strike back at attacker +BAB+Wis to attack, 1d12 dmg, 12 minutes), righteous might (large size: -1 to AC and attack, space/reach: 10/10, morningstar increase to 2d6 dmg; +4 size bonus to Str, +2 size bonus to Con, +2 enhancement to natural armor; DR 6/? evil or good ?, 12 rounds), divine power (BAB=12, 12 temporary hp, +6 enhancement to Str, 12 rounds)
Total: AC 29, Touch 18, Flat 27 DR 6/good SR 24 fire resistance 10 concealment: 20% miss chance (works vs see invisibility, but not true seeing) 10' reach Attack: +12 BAB +5 Str +1 Shattermantle morningstar (byeshk): +17/+12/+7, 2d6+6 plus -2 to SR for 1 round (for each hit) PLUS: crawling darkness: strike back at attacker: +18 (+19 when shifting), 1d12 dmg And blade of blood can add +3d6 dmg for cost of 5 points dmg to self
12 temporary hp + 12 hp from Con increase = 109 total hp
Other options include: ring of blades for some nasty continual damage, conviction for another +4 to saving throws (morale bonus; 120 minutes), resist energy (x): 30 to protect against an opposing caster's favorite energy type, divine retaliation as a swift action to payback anyone who hits her
*** Augmented/Extended summoning: lasts 24 rounds, +4 enhancement to Str and Con
Sample choices: summon monster VI: fiendish monstrous centipede (gargantuan), DC 19 Fort save on poison (1d8 Dex)
chaos beast, DC 17 Fort save for corporeal instability
1d4+1 fiendish giant wasps, DC 16 Fort save on poison (1d6 Dex)
1d4+1 howlers (nice in combination with wasps or centipede)
Allies: Few and far between. The only other known speaker of the Thirteenth Moon is Scatha, Chandra's mentor. While Scatha is willing to completely disregard shifter and moonspeaker tradition, she isn't quite as eager as Chandra to do whatever it takes to restore the lost moon's power. Rather, she feels that fate will takes it's set course regardless of their actions, and it is their duty merely to keep the knowledge and reverence of their patron moon alive. Thus, she did not follow the younger shifter into the darkness below.
Chandra's mother, Talia, is fiercely devoted to her daughter. But she is old now and has little to offer in the way of strength, money or powerful connections. And she cannot shake a deep and secret fear of where her child's chosen path will lead.
Rhuad, a Wildhunt shifter, is the last of Chandra's allies that she trusts fully. Like her mother used to be, he is a scout for the Silver Flame and was well on his way to being recognized as a champion of the faith before Chandra left the church. They shared campfire and bed for many years, but she has not seen him since her name was changed from Sarene.
Enemies: All moonspeakers except for Scatha - and, consequently, almost all shifters. While "civilized" shifters might not care about her history, even if they knew about it, those who abide by the customs and traditions of the tribes will at the very least refuse to speak with her. Chandra does not see the tribes as enemies, but will not hesitate to defend herself. Also, she has considered taking one of the elder moonspeakers hostage, convinced they know more about the lost moon than Scatha does, but she hasn't acted on this idea quite yet -- perhaps a small part of her still hopes for acceptance, or perhaps she isn't sure if she is powerful enough yet...probably both.
The church of the Silver Flame is not exactly an enemy, but neither is the church a friend to Chandra. At first, when she left the name Sarene behind, she still had a great deal of respect for the church. But in the past year or so, she's begun to suspect that other deities are conspiring to keep her moon goddess imprisoned in the dark. So she now views the church with deep suspicion, emphasized unconsciously by the fact that she never really felt like she was welcome in the faith of her youth. Nor does the church view her favorably, as she abandoned her duties and scorned the holy powers the Silver Flame had graced her with to go chasing after older, darker powers. There are more than a few priests unhappy with the fact that she also kept the "gifts" the church had bestowed upon her to aid in their mission against evil: her morningstar and armor not the least of their armory. They would not hesitate to reclaim them, given the opportunity.
Ollathir is a wizard at Arcanix who Chandra consulted about the lost moon. He wasn't able to help her, or possibly chose not to, but she stole an ancient astronomy tome from him before she left. It ended up being of little use to her, except as a valuable item to trade in the depths of Khyber, but he was furious about the theft. Chandra heard a rumor he had offered a bounty on her, but she never confirmed the story.
Rivals: In her recent foray into Khyber, Chandra ran across a group of adventurers with a familiar face among them: Sathal Messa. She knew the woman well, the kind of purehearted, light-within, smooth-skinned darling that so easily won the adulation of the Silver Flame priests. They were very nearly the same age and had studied in many classes together - had been neighbors in fact. But they had never gotten along, always trying to prove they were better than the other, though Sathal managed to appear much more innocent than Sarene in their rivalry. But Chandra hadn't let the human woman see her and they had not crossed paths again in the weeks since.
(More rivals coming once the final party is chosen...not that the other party members will be rivals, but knowing why the group is in Khyber will help determine appropriate rivals).
Khan Dar Ebonblade Male Goliath Warblade 6/Bloodhound 3/Bloodclaw Master 2/Crusader 1 (ECL 12) Lawful Evil Medium Monstrous Humanoid; The Divinity Within (Xen'drik Blood of Vol variant) (Rolled Under Khan Dar)
Maneuvers and Stances Known (IL 9th): Stances - Leading the Charge, Hunter's Senses, Martial Spirit Disciplines - White Raven, Tiger Claw, Iron Heart, Stone Dragon, Diamond Mind
Warblade Strikes - Disarming Strike, Mountain Hammer, Iron Heart Surge, White Raven Strike* Boosts - Sudden Leap*, Moment of Perfect Mind*, Dancing Mongoose* * Readied maneuver (4)
Short Description Medium, 7'3" tall, 332 lbs, 28 yrs old Red hair, yellow eyes, black skin Experience
Speaks Common, Giant, Elven, Draconic
Description Khan's lineage can be traced primarily to fire giant stock, which has given him very dark, nearly black skin and a broad, compact build that nearly seems as wide as it is tall at times. Typically found in heavy armor, a variety of weapons can be seen about his person and his fire-red hair is typically hidden beneath his helm.
The drow and elven blood that has mixed with the bloodline of his giant ancestors has given him slightly pointed ears and finer features than one would expect upon giantkin. Eyes that are a pale shade of yellow could be traced to either drow or fire giant ancestry, and are typically squinting to make out distant objects.
Personality Khan is a warrior-scholar, an expert in the history of Xen'drik who has spent a decade in the search of hidden truths. Growing up amidst the ruling class of a totalitarian state founded upon the principles of the ancient empire of Xen'drik, he sees slavery as the natural order of things. A right due to him as a member of the privileged elite, a status granted by his birth, strength, and skill.
Though he hides it, albeit poorly, Khan tends to look down upon the "lesser" races to at least some extent, particularly elves. Goliath experience with elves other than the drow has been almost uniformly as slaves, populations that have been in bondage for tens of thousands of years.
Khan is currently working to gather enough money and slaves to put together an expedition into the Demon Wastes, so that he can do a thorough search of the area for any ruins that might have survived to explain why the ruins he encountered in Xen'drik brought him to this continent.
As a religion, Khan follows the concept of the Divinity Within, as espoused by the giants of Xen'drik more than 40,000 years before, the most common religion among the goliath. While the religion isn't pure, having been corrupted slightly by elven tenets, it doesn't recognize the house of Vol or have the same emphasis on blood as the physical manifestation of the soul.
Background Giant civilization was, to the careful eye of the scholar, the pinnacle of civilization in Xen'drik, unlikely to ever be matched again. Accomplishments during the 40,000 years of giant rule are still unmatched by any save the dragons who eventually completed the destruction of that civilization.
The magic that was at the command of the giants resulted in all manner of wonders and, as far as goliath historians can tell, the origin of the goliaths themselves.
Slavery was an institution that lasted for almost the entire duration of the giant's empire, whether it was elves, traveling orcs and goblins, or any of a dozen other weaker races. And as with most instances of slavery, half-breeds arose from these races, conceived of magic, much like the half-dragons which may still be seen from time to time across these lands.
Occupying a position that was somewhere between the free civilians of the giant empire and the slaves which filled so many of the menial positions that kept the empire running, the half-breeds largely bred within themselves and with purchased slaves. For while consorting with a slave might be an idle moments pleasure, a free half-breed was a potential embarassment in giant society. They were free to occupy themselves, even own property, but they weren't able to occupy any positions of real power or participate in government.
As a result of this division, large groups of half-giants retreated from giant civilization, slaves in tow. Settling largely in isolated mountain vales, the cataclysm that shook and eventually shattered the empire of Xen'drik left the half-giants cut off from the world. Magic was skewed in the wake of the great disaster and communication and travel all but impossible, the half-giants weathered the storm though-- in large part better than their parents and kin.
Untouched by slave rebellions that spread like wildfire through Xen'drik society, these pockets of civilization, emulating the strict delineation of class that existed within the empire, survived. Magical skill withered in light of the unpreditable nature of the eldritch energies that surged through the continent and the race that would eventually be known as goliaths gradually shrank in stature as they interbred with their slave populations. Yet despite this, as tens of thousands of years passed, the underlying society remained largely unchanged.
The population of goliaths would fluxuate, but largely remain small, a result of elitist philosophies and a small pool of bloodlines.
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Khan Dar was, at heart, a scholar of the Ebon Obelisk, a group of goliath historians who researched the many ancient ruins within the jungles of Xen'drik. Growing up within the lands of the Gol-Kaa, he had largely lived a life of luxury... few goliaths went without in a land where they ruled absolutely. Image was a large part of ensuring the chattel knew their place and even the poorest of the Gol-Kaa held at least a few slaves.
His family, however, was far from the poorest of the Gol-Kaa. A network of contacts between vales ensured that they were able to support a luxurious life style and had their pick of life partners from outside the vale. Travel was dangerous, of course, but the Dar were among the best of the warriors and could afford well trained slaves. Power bred power, and they had been in power a long time.
A third son, he had no imminent position within the family business and was free to make a name for himself in other ways. Fascinated by the history of his ancestors, Khan had made a study of his ancient giant kin and began to participate in expeditions to the ruins and then to lead them. It was while exploring one of these ruins that he found himself in an area quite beyond his expertise. Walking into an ancient temple, he found himself tracing a frigid wind in the midst of a steaming jungle and walking out into a land of ice... in a temple that didn't seem to provide a similar return to his homeland.
While not aware of it at the time, Khan had found himself in the Demon Wastes and was swiftly forced to flee the area, a barbaric wasteland that nonetheless seemed to hold secrets related to the precursor giants. Moving to the south and west, he eventually found himself in Droaam, playing upon the local laws to set himself up with a group of slavers.
Tactics/Combinations Khan tends to intermix strikes from his weapons and unarmed strikes freely, having made a study of numerous current and ancient martial arts. With Dancing Mongoose, he can get upwards of 8 attacks with no penalty to attack bonus or damage due to two-weapon fighting because of Bloodclaw master.
With a reach/two-handed weapons, he focuses on his strikes and disarming and tripping humanoid opponents, using his size, feats, and maneuvers to enhance the utility of the powers.
He carries numerous weapons to address damage reduction and use for a variety of purposes, plus has Mountain Hammer in case he runs across something rare. He tends to stay in his Hunter's Senses stance for the Scent and +10 foot bonus to speed from Bloodclaw Master, however, he'll switch to Martial Spirit if wounded or Leading the Charge when charging an opponent in the next round or two.
If necessary, he can pull out a shield when using unarmed strikes and utilize a kick as his off-hand attack.
Specific Tactics/Combinations: - B. L. Charge + L. the Charge + Snap Kick + Dancing Mongoose (4 attacks at +20 damage) - Two-Weapon Fighting + Gloves of the Balanced Hand = Imp. Two-Weapon Fighting - Martial Spirit + Full Attack (up to 16 damage healed), Revitalizing Strike (3d6+10 healing) - Sudden Leap + Mountain Movement + 29 Jump modifier (30+ foot swift action move) - Bring 'em Back Alive (pull an attack) - Brutal Throw + Gloves of Endless Javelins + TWFing (use Str to throw 1d8 force javelins) - Bonecrusher + Kukri Full Attack + Dancing Mongoose (up to 7 high crit attacks)
Rudigert Valko Draconic Hand of Renveshalhiarisv [Dcn p 213]
Art copyright Michael Komarck
Gender and Race: Male Human (Dragonblood Subtype) Size and Type: Medium Humanoid Height and Weight: 5’07”, 142lbs, Brown Hair, Grey Eyes Age: 31 Alignment: Neutral Evil ECL: 13 (Rogue 4 / Swashbuckler 3 / Swordsage 3 / Hand of the Winged Master 3) Experience: 78,000 / 78,000
Tactical Options Gloom Razor * Lingering Gloom - If opponent misses you due to concealment, next turn you can make hide check vs spot check as swift action; if succeeds, gain benefits of invisibility vs that foe till end of your turn * Moving Shadows – Deal damage with a melee attack and move at least 10’ during your turn. Next turn, treat that enemy as flat-footed vs first melee attack that round. * Shadow Slip – Make successful melee attack vs foe you flank. Next turn, make DC20 tumble check if adjacent to foe; if succeeds, as a free action you can move to any square adjacent to opponent without provoking AoO from any opponent. Acrobatic Backstab Skill Trick [CSc 84] Devastation Gauntlets – 3 charges/day, extra dam on crit; 1:+2d6, 2:+3d6, 3:+4d6 Fortunate Striking – reroll an attack roll 1/day Healing Belt – 3 charges/day, healing; 1:2d8, 2:3d8, 3:4d8 Bracers of Blinding Strike - +2 comp bonus init, 3/day extra attack during full attack action Evasion, Uncanny Dodge Penetrating Strike ACF [DS 13] Staggering Strike [CAdv 112] Dragonfire Strike [DM 43] Belt of Battle - +2 comp bonus init, 3/day actions; 1:move action, 2: std action, 3:full round action Pale Lavender Ioun Stone (absorbs 31 spell levels, Level 4 or lower)
Melee Attacks Additional Conditions: Maneuvers, Sneak Attack +6d6 (+8d6 in Assassin’s Stance), +5 damage in SH Stance with SH Weapon (Included Below),+3 damage with Weapon Finesse weapons (Included Below), Devastation Gauntlets, Shadow Hand Short Swords (included Below), Dragonfire Strike +1d6 Electric (included Below)
Swordsage Maneuvers Distracting Ember (DW 1 Boost) – Swift Action, 30’, conjure small fire elemental to place in any square within range till the end of your current turn, threatening all creatures within reach. (SU) *Moment of Perfect Mind (DM 1 Counter) – Immediate Action, make a Concentration check instead of a Will save; a 1 is not an automatic failure. *Sapphire Nightmare Blade (DM 1 Strike) – Standard Action, make a Concentration check (with target’s AC as DC) as part of melee attack. If successful, the target is considered flatfooted for your attack and you deal an extra 1d6 damage. Clinging Shadow Strike (SH 1 Strike) – Standard Action, make a single melee attack, which deals extra 1d6 if it hits; foe must make Fort save (DC 11+Wis Mod) or suffer 20% miss chance on all attacks for 1 rnd. (SU) *Sudden Leap (TC 1 Boost) – Swift Action, make a Jump check and move that distance in a straight line, provoking AoO’s and tumbling to avoid them. Wolf Fang Strike (TC 1 Strike) – Standard Action, make a melee attack with both weapons, at same target, with -2 on each. *Shadow Garrote (SH 3 Strike) – Standard Action, 60’ Range, make ranged touch attack, opponent takes 5d6 damage, and Fort Save (DC 13+Wis Mod) or become flat-footed until start of its next turn; strike has no effect against non-living creatures. (SU) *Death From Above (TC 4 Strike) – Standard action, make DC20 jump check from adjacent to foe. If successful, soar over foe, land in any square adjacent no more than 20’ from starting position. Make attack as part of maneuver, extra 4d6 damage and opponent is considered flat-footed against this attack. Swordsage Stances Island of Blades (SH) – When you and an ally are both adjacent to a foe, you both gain the benefit of flanking. *Assassin’s Stance (SH) – grants sneak attack ability, 2d6 extra damage.
Crystal of Energy Assault, Lesser (Electricity)MIC p 24 – adds 1d6 electricity damage to attached weapon Augment Crystal of Adaptation, LeastMIC p 64 – protects from temperature extremes as Endure Elements spell Augment Crystal of Aquatic Action, GreaterMIC p 25 – no armor check penalty on swim checks, gain swim speed = ½ land speed, breathe water, and no penalties on attacking or moving underwater Shadowhand Short Swords +1ToB p 148 – adds +2 to hit (+4 while in a Shadow Hand stance or while using a Shadowhand Maneuver) Collar of Umbral MetawisdomToM p 156, added Wisdom +2 for 4000 gp – grants dark template, continuously Dark Template provides - +10’ base speed to all modes of movement, darkvision 60’, Hide in Plain Sight, Resist Cold 10, superior low-light vision, racial Hide +8, Move Silently +6 Mantle of the PredatorMIC p 200 - +5 comp bonus on hide/move silently checks, deals additional 1d6 damage vs foes denied their dex bonus to AC, added Resistance +2 for 4000 gp Belt of BattleMIC p 73 - +2 competence bonus to initiative; 3 charges/day, 1 charge – 1 move action; 2 charges – 1 standard action; 3 charges – 1 full-round action Tunic of Steady SpellcastingMIC p 144 - +5 competence on all Concentration checks Healing BeltMIC p 110 - +2 heal checks, 3 charges/day: 1 ch, heal 2d8; 2 ch, heal 3d8; 3 ch, heal 4d8 Devastation GauntletsMIC p 93 - Deal bonus to critical hits, 3 charges/day: 1 ch, +2d6; 2ch, +3d6; 3ch, +4d6, added Dexterity +2 for 4000 gp, added Strength +2 for 4000 gp, added Fortunate Striking (reroll 1 attack roll 1/day free action) 3,750 gp in Demiplane Circlet of Adaptive IntelligenceSource Unknown - Choose two skills each day, those skills receive a +5 unnamed bonus for that day Bracers of Blinding StrikeMIC p 198 - +2 comp bonus to Initiative; swift action activate 3/day, extra attack during full attack action, at full base attack bonus, not cumulative with rapid shot, haste, speed, etc. Ring of Regeneration[DMG p 232 - Heals wearer of 1 pt of damage per level per hour; non-lethal damage 1 pt per level per 5 minutes; regenerates lost limbs and organs per the spell.
Information taken from Dragon Magic, Page 43 Dragons often need expert servants to be their eyes, easrs, and hands in humanoid society. A hand of the winged masters has dedicated his life to the service of a single dragon or to a group of dragons united in a common cause. A dragon master becomes the political and spiritual leader for the hands, gaining their total loyalty. This service rises above obedience to country, church, family, or friend. Usually, the hands act as spies and informants, but when needed, they can also be saboteurs and killers.
Entry Requirements BAB: +4 Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Knowledge (arcane) 4 ranks, Sense Motive 4 ranks Languages: Draconic Feats: Dragontouched DM p 18 – Prereq: Cha 11; gain dragonblood subtype, gain 1 hp, +1 bonus on listen, search, and spot checks and +1 bonus on saving throws against paralysis and sleep effects, can select draconic feats as if you were a sorcerer of your character level.
Info: 3/4 BAB progression, good reflex/will saves Level 1 – Draconic Senses DM p 17 – if you already have this feat, select another draconic feat for which you qualify Level 2 – Special Attack – At 2nd, 5th, and 8th level, gain extra 1d6 sneak/skirmish/sudden strike Level 3 – Dragonfire Strike DM p 18 – if you already have this feat, select another draconic feat for which you qualify Level 5 – Special Attack +2d6 Level 7 – Master’s Gift – Any arcane spell that is “harmless” has twice the standard duration when cast on you Level 8 – Special Attack +3d6 Level 9 – Improved Dragonfire Strike – Whenever you convert extra damage to energy damage per the Dragonfire strike feat, you gain 1 extra point of damage per die rolled. Level 10 – True Stealth – If you take a -10 penalty on Hide or Move Silently checks you can use these skills to conceal yourself from scent, tremorsense, blindsense, and blindsight.
With dark hair going slightly gray around the edges, Rudi looks slightly older than his 31 years. His hair has receded a bit in the corners, giving him a somewhat pronounced widows peak. He compensates for this, however, by growing the sides out wide, and maintaining a wide moustache and trim goatee.
A mithral chain shirt is concealed by a dark tunic, and a mottled mantle covers his shoulders, enabling him to better blend in with his surroundings. A shortbow is slung over his shoulder, while twin short swords rest at his hips. Dark green leather bracers adorned with mithral leaf tracery cover his wrists and nestle snugly against steel gauntlets whose shine has been dulled, for better work in the shadows.
Rudi has recently had suspicions that his thoughts and actions are being influenced by some powerful being; he’s fairly certain that it’s a blue dragon, as evidenced by the dragon egg imagery in his dreams, but nothing has been revealed to him yet for certain.
He’s generally confident in his skills, knowing that he’s been well-trained in a variety of fields. He has issues, though, with the fact that everyone in his life seems to have deserted him all at the same time. This has left him exceedingly bitter and sarcastic; he tends to make cutting remarks not just as a defensive mechanism, but all the time.
The harsh lessons he learned growing up with Father Herschlinger have stayed with him, even though he thinks that the old bastard is dead. He has been well trained, though, and is disciplined enough not to turn on his companions.
It seems that every day, Rudi manages to get into trouble. Today was no exception. And the worst part is , he does it right here, outside our church. As I was heading out early in the afternoon for a light lunch, there was a commotion; 6-year old Rudi, being chased by an middle-aged street-vendor, who was spouting accusations of thievery. Probably not unfounded, but still, I couldn’t have this disturbance in front of the church, so I stopped him to see what the problem was. Which, incidentally, allowed Rudi to get away, but I knew where he holed up. The vendor claims that Rudi had stolen a loaf of bread and a wheel of cheese; I covered the man’s “loss” and sent him back on his way. What am I going to do with that boy? I’ve told him numerous times; steal from the OLD ones, they can’t run nearly as fast. If they catch him, I’m going to have a lot of trouble bailing him out; even though he is still young, he’s got quite the reputation for pick-pocketing already. Though he really doesn’t seem to be that good at it… He’s got time yet, I suppose. This one has real promise.
22 years ago –
He’s coming along fairly well, now, in the night training sessions. His instructors seem to think that his stealth training is improving at a good pace, and his anatomy lessons are also going well; the vital areas and nerve ending locations seem to be easily retained, unlike some of my other admonitions. I keep telling him that his martial training is equally important, but… kids will be kids, I suppose, there’s not much that can be done. At least he has stopped getting caught by street-vendors.
Today will be another test for him, though. He will be an altar-boy for this evenings sunset service. There are various members of the congregation that will, no doubt, have seen him before, but I’ve tasked him to disguise his features somewhat. If he can act the part of the penitent and pious altar-boy that the congregants are expecting, I’ll know that his social skills are also progressing. Those are the ones I worry about most with this one; he’s quick, both mentally and physically, but the usual degree of charm that I’m looking for is, well, a little lacking, frankly.
18 years ago –
Age 13, now, is our Rudi. Today is his birthday, the traditional day that a boy becomes a man. I and the others of the church have a special service prepared for him. I think that he has finally turned the corner, and his… shall we say ‘stealth’ skills have solid foundations all. Now it is time for him to procure more martial training, as that has been one of his few weaknesses thus far. He will be sent out on the waters of Lake Galifar and Silver Lake, perhaps even on the Eldeen Bay, to train with a rather piratical associate of mine, Erich the Northman. Somewhat bloodthirsty is friend Erich, perhaps he’ll be able to instill some fighting confidence and ability in my protégé.
16 years ago –
Reports come in periodically from Erich, through couriers both land- and sea-bound. Seems that Rudi is doing quite well, even learning new tricks from other members of the crew besides Erich. Things like how to use that quick-witted brain of his to quickly strike when an opponent lets down his guard at tender areas, and how to use his speed and battlefield mobility to surprise his opponents. They are putting in at Ankhapur in a few months; apparently one of the crew is a member of some martial order that has a temple in the Blackcaps. Erich thinks it would do Rudi some good to train there as well. I like that, some initiative in underlings is well appreciated. Perhaps they will find time to jaunt a bit east to visit us here on the edge of… ah, you thought I was going to reveal my location, didn’t you? Foolish…
10 years ago –
Rudi has spent much of his childhood, and his young adulthood, learning and growing, in preparation for what is to come. But first, the testing. It is time for the testing to begin. He will be cut off from the church, from his friends and support, all the people he has known, even myself. For how long? For as long as it takes, till I am satisfied that he has done all that can be required of him. In ages past, it has taken some but a handful of years; it has taken others more time than they were allotted in their life. Failures are, of course, hard to take, even for myself, as they come along so infrequently. But I have a good feeling about Rudi; not much of a birthday present for him, I know. He’ll receive the news in one fell swoop. His friends on the pirate ship have all been… ‘captured and executed by the Breland Navy’, that will work. The temple, well, the temple is an excellent resource that can’t be as easily relocated as can Erich and his crew, so we’ll just dissuade him from visiting there for a while. And as for myself? Ah, yes. The news will hit him hard; at least, it had better. His beloved mentor Father Herschlinger, killed in a robbery attempt here at the church. Tragic, isn’t it?
1 year ago –
I am very pleased with Rudi, very pleased indeed. His wit, already sharp from an early age, has matured, and become bitter and sarcastic in the years since my ‘passing’. He hasn’t let the ravages of time (hah! 9 years removed, he knows nothing of time, let’s ask him again when he measures life in spans of centuries….) diminish his skills. He has found himself a crew, situated in the Graywall Mountains on the Droaam-Breland border. They have been engaged in a long-term slaving operation, which has been turning a tidy profit for them for some time now. But things have been set in motion. Time for the final stages…
1 week ago –
Eggs. Beautiful, azure-colored eggs. That’s what Rudi keeps dreaming of, without knowing why. But we know why, don’t we? Yes… it is time, he has proven himself ready, finally. He has been reborn, through these ‘eggs’, and has taken on some of the qualities of my kind. Not a bad thing, for a human to feel more draconic, is it? No, never a bad thing. He is ready, indeed, to be my eyes and ears, the voice to tell my tales. He is ready to finally learn what is really going on in the depths below Eberron, in the heart of Khyber. He is ready to be my Hand., the Hand of Renveshalhiarisv. The reason? Well, he’ll find out soon enough…
The numbers below are 11th level, they’ve been updated since then… Rudi is a skillmonkey with some pretty decent combat ability. Between his maneuvers (refreshable with adaptive style), Hide in Plain Sight (from the collar), and tactical options (Gloom Razor) he should be able to get either a full attack with sneak attack or a maneuver with sneak attack two out of every three rounds, maybe more often. Thanks to Daring Outlaw and Assassin’s stance, a full 3-attack sneak attack will be dealing 1d6 weapon, 11 extra, 1d6 elect, and 7d6 sneak attack, for an average of 43 damage per hit with 3 attacks.
He’s got +16 listen/spot, +20 search, 60’ darkvision and superior low-light vision, so he can scout fairly well; +29 hide and +27 move silent so he can sneak fairly well, plus the HiPS from the collar; he’s got a +32 jump check and 60’ base speed so he’s mobile, and a +20 tumble check to keep him from getting thwacked while being mobile in combat.
Bread and Butter Combat Moves:
Gloom Razor: Moving Shadows to allow him to move and hit someone to make them flatfooted the following round. Sapphire Nightmare Blade for making them flatfooted and an extra 1d6 in the round that he hits them with it. Sudden Leap with a +32 jump check as swift action to fly across the room and get a full attack. Shadow Garrote at 60’ range to make them take 5d6 damage and possibly be flatfooted till the start of their next turn. Death from Above to jump over their heads when already at short range, doing extra 4d6 damage and making them flatfooted for that attack. Acrobatic Backstab to tumble through them and make them flatfooted on the next attack he makes on them that round.
pale lavender ioun stone, Rudi (unless gasgaruth wants) red ioun stone, Chias Ring of regen, Rudi for now circlet of adaptive intelligence, Rudi wand of magic missile, party Scroll of Teleport(2), Plane Shift(2) – Jasra? Thought Bottle – Jasra? From Merla - Belt of Battle, Rudi From Merla - +4Wis - Chias Piercing Needles of Pain - Chias Terran Brandy(4) - Chias Mushroom Powder(4) - Chias. 3 potions(unidentified, smell like fish) - party 3 potions CMW(CL 5) - Rudi?
Senses: Superior Lowlight Vision, 60’ Darkvision; Listen 18, Spot 18, Search 22 Hit Points: 95 / 95 Current AC: 26 Current Stance: Assassin’s Stance Armor Class (Normal): 26 +1 Dodge Armor Class (Touch): 19 +1 Dodge Armor Class (Flat-Footed): N/A (Uncanny Dodge) Resistance to Cold: 10 Initiative: +8 Action Points: ? Base Attack Bonus: +10 Special: Grapple +12 Speed (Land): 60 ft Skills: Concentration +28, Disable Device +17, Hide +30, Jump +39, Move Silently +30, Open Lock +17, Tumble +22 (includes Circlet – Conc & Jump)
Tactical Options Gloom Razor * Lingering Gloom - If opponent misses you due to concealment, next turn you can make hide check vs spot check as swift action; if succeeds, gain benefits of invisibility vs that foe till end of your turn * Moving Shadows – Deal damage with a melee attack and move at least 10’ during your turn. Next turn, treat that enemy as flat-footed vs first melee attack that round. * Shadow Slip – Make successful melee attack vs foe you flank. Next turn, make DC20 tumble check if adjacent to foe; if succeeds, as a free action you can move to any square adjacent to opponent without provoking AoO from any opponent. Acrobatic Backstab Skill Trick [CSc 84] Devastation Gauntlets – 3 charges/day, extra dam on crit; 1:+2d6, 2:+3d6, 3:+4d6 Fortunate Striking – reroll an attack roll 1/day Healing Belt – 3 charges/day, healing; 1:2d8, 2:3d8, 3:4d8 Bracers of Blinding Strike - +2 comp bonus init, 3/day extra attack during full attack action Evasion, Uncanny Dodge Penetrating Strike ACF [DS 13] Staggering Strike [CAdv 112] Dragonfire Strike [DM 43] Belt of Battle - +2 comp bonus init, 3/day actions; 1:move action, 2: std action, 3:full round action Pale Lavender Ioun Stone (absorbs 31 spell levels, Level 4 or lower)
Melee Attacks Additional Conditions: Maneuvers, Sneak Attack +6d6 (+8d6 in Assassin’s Stance), +5 damage in SH Stance with SH Weapon (Included Below),+3 damage with Weapon Finesse weapons (Included Below), Devastation Gauntlets, Shadow Hand Short Swords (Included Below), Dragonfire Strike +1d6 Electric (included Below)
Swordsage Maneuvers Distracting Ember (DW 1 Boost) – Swift Action, 30’, conjure small fire elemental to place in any square within range till the end of your current turn, threatening all creatures within reach. (SU) [ ]*Moment of Perfect Mind (DM 1 Counter) – Immediate Action, make a Concentration check instead of a Will save; a 1 is not an automatic failure. [ ] *Sapphire Nightmare Blade (DM 1 Strike) – Standard Action, make a Concentration check (with target’s AC as DC) as part of melee attack. If successful, the target is considered flatfooted for your attack and you deal an extra 1d6 damage. Clinging Shadow Strike (SH 1 Strike) – Standard Action, make a single melee attack, which deals extra 1d6 if it hits; foe must make Fort save (DC 11+Wis Mod) or suffer 20% miss chance on all attacks for 1 rnd. (SU) [ ] *Sudden Leap (TC 1 Boost) – Swift Action, make a Jump check and move that distance in a straight line, provoking AoO’s and tumbling to avoid them. Wolf Fang Strike (TC 1 Strike) – Standard Action, make a melee attack with both weapons, at same target, with -2 on each. [ ] *Shadow Garrote (SH 3 Strike) – Standard Action, 60’ Range, make ranged touch attack, opponent takes 5d6 damage, and Fort Save (DC 13+Wis Mod) or become flat-footed until start of its next turn; strike has no effect against non-living creatures. (SU) [ ] *Death From Above (TC 4 Strike) – Standard action, make DC20 jump check from adjacent to foe. If successful, soar over foe, land in any square adjacent no more than 20’ from starting position. Make attack as part of maneuver, extra 4d6 damage and opponent is considered flat-footed against this attack. Swordsage Stances Island of Blades (SH) – When you and an ally are both adjacent to a foe, you both gain the benefit of flanking. *Assassin’s Stance (SH) – grants sneak attack ability, 2d6 extra damage.
Crystal of Energy Assault, Lesser (Electricity)MIC p 24 – adds 1d6 electricity damage to attached weapon Augment Crystal of Adaptation, LeastMIC p 64 – protects from temperature extremes as Endure Elements spell Augment Crystal of Aquatic Action, GreaterMIC p 25 – no armor check penalty on swim checks, gain swim speed = ½ land speed, breathe water, and no penalties on attacking or moving underwater Shadowhand Short Swords +1ToB p 148 – adds +2 to hit (+4 while in a Shadow Hand stance or while using a Shadowhand Maneuver) Collar of Umbral MetawisdomToM p 156, added Wisdom +2 for 4000 gp – grants dark template, continuously Dark Template provides - +10’ base speed to all modes of movement, darkvision 60’, Hide in Plain Sight, Resist Cold 10, superior low-light vision, racial Hide +8, Move Silently +6 Mantle of the PredatorMIC p 200 - +5 comp bonus on hide/move silently checks, deals additional 1d6 damage vs foes denied their dex bonus to AC, added Resistance +2 for 4000 gp Belt of BattleMIC p 73 - +2 competence bonus to initiative; 3 charges/day, 1 charge – 1 move action; 2 charges – 1 standard action; 3 charges – 1 full-round action Tunic of Steady SpellcastingMIC p 144 - +5 competence on all Concentration checks Healing BeltMIC p 110 - +2 heal checks, 3 charges/day: 1 ch, heal 2d8; 2 ch, heal 3d8; 3 ch, heal 4d8 Devastation GauntletsMIC p 93 - Deal bonus to critical hits, 3 charges/day: 1 ch, +2d6; 2ch, +3d6; 3ch, +4d6, added Dexterity +2 for 4000 gp, added Strength +2 for 4000 gp, added Fortunate Striking (reroll 1 attack roll 1/day free action) 3,750 gp in Demiplane Circlet of Adaptive IntelligenceSource Unknown - Choose two skills each day, those skills receive a +5 unnamed bonus for that day Bracers of Blinding StrikeMIC p 198 - +2 comp bonus to Initiative; swift action activate 3/day, extra attack during full attack action, at full base attack bonus, not cumulative with rapid shot, haste, speed, etc. Ring of Regeneration[DMG p 232 - Heals wearer of 1 pt of damage per level per hour; non-lethal damage 1 pt per level per 5 minutes; regenerates lost limbs and organs per the spell.
Racial and Class Abilities Scout: -- Skirmish 2d6 +1 AC (with total +4d6 +3 AC if moved 20’ with Improved Skirmish) -- trapfinding -- Battle fortitude +1 -- uncanny dodge -- fast movement +10’ -- trackless step -- Bonus feat (Swift Hunter)
Ranger: -- Favored Enemy: Aberrations +4, Humans +4 (with Swift Hunter Feat and Impure Prince bonuses included) -- Track -- Wild Empathy: -5
Warlock: -- CL:10 -- Edritch Blast 5d6 -- Detect Magic at will -- Invocations See the Unseen: Detect Invisible and with aberrant feats has 90' darkvision. All Seeing Eyes [sup]Com Mage[/sup] (+6 spot, search, read any language) Serpent’s Tongue [sup]Com Mage[/sup] (scent and +5 on poison saves) Relentless Dispelling [sup]Com Mage[/sup]
Impure Prince -- Expanded spell list (n/a) -- lure symbiont (breed leach) -- Favored enemy aberrations -- Aberrant anatomy (25%) 25% chance extra damage from sneak attack or crit is negated -- Aberrant Fortitude: may use Wis instead of Con for Fort (n/a) -- Otherworldly Surge (Su): 20’ radius burst from you. 5d6 (1d6/class level) + confusion for 1 rd. Mind affecting – save vs. Will DC: 18 for 1/2 damage and no confusion. Aberrations save at -4. Useable 6 x day.
7 Psionic power points
Equipment Carried 88,000 total Explorer's Outfit Worn (10gp) Throwing Scarab Symbiont Neck (0.5lb, 1000gp)[sup]Magic of Eberron[/sup] Breed Leech Neck (0.5lb, 2,000gp)[sup]Magic of Eberron[/sup] Shadow Sibling Symbiont Back (0.5lb, summoned 100gps)[sup]Magic of Eberron[/sup] Slick Mithril Chainshirt +1 Worn (6.25lb, 6,000gps) Vest of Resistance +4 Chest (0.5lb, gp)[sup]Com Arcane[/sup] Rod of Precision Left hip (0.5lb, 12,000gp)[sup]Com Mage[/sup] Rod of Eldritch Power, least : Eldtrich Spear Left Hip(0.5lb, 4,000gp)[sup]Com Mage[/sup] Cloak of Elvenkind Back (0.5lb, 2,500gp) Boots of Elvenkind Feet (0.5lb, 2,500gp) Gloves of Dexterity +2 Hands(0.5lb, 4,000gp) Amulet of Health +2 Hands(0.5lb, 4,000gp) MW Byeshk Long Sword Right hip (1,810gps) Eyes of the EagleHead(0.5lb, 2,500gp) Goggles of Minute Seeing Back (0.5lb, 1,250gp)[sup][/sup] Ring of Protection +1 Left Hand(0.5lb, 2,000gp) Ring of the Dark Hidden Right Hand(0.5lb, 6,700gp) Ring of Sustenance Back (0.5lb, 2000gp)[sup] [/sup] Belt of Healing Waist (0.5lb, 750gp)[sup] [/sup] Silver dagger Left hip (1lb , 22 gp) Wand of CLW [49 charges] Left hip (0.05lb, 750 gp) Cold Iron Holy Symbol Neck, tucked under shirt (0.25lb , 10 gp) 10 MW Javelins Right shoulder rear(8lb, 70gp Psychoactive Skin of Power Damping Back (0.5lb, 10,800gp)[sup]Com Psi[/sup] Mithril Heavy Shield +1 TwilightLeft Arm (0.5lb, 5,170gp)[sup][/sup] Headband of Mindshielding Head (0.5lb, 8,000gp)[sup][/sup] Wand of Bloodhound 49 chargesBelt (.5lb, 1,250gps [sup]Com Adv[/sup] Wand of Spore Field 49 chargesBelt (.5lb, 750gp [sup]Com Scou[/sup] Potion of Restoration, Lesser x1, Belt (.5lb, 300gp Potion of Protection from Evil x 2, Belt (.5lb, 100gp Potion of Reduce Person, Belt (.5lb, 250gp Tattoo of Cameleon x6, Body (.5lb, gp Tattoo of Concealing Amorpha x1 Tattoo of Psychoportive Shelterx1 Tattoo of Claivoyant Sense x1 Potion of Bless Weapon Belt (.5lb, 50gp Potion of Wild Instincts Belt (.5lb, 300gp [sup]RoEb[/sup] Potion of Expeditious Retreat x2 Belt (.5lb, 100gp Triple Alchemist Weapon Capsule Right Wrist (.5lb, 450gp [sup]Com Adv[/sup] Powder of the Black Veil Weapon Capsule(.5lb, 750gp[sup]Com Arc[/sup] Screaming Flask Weapon Capsule(.5lb, 60gp[sup]Com Mage[/sup] Panic Button : Escaping Chest front (.5lb, 750 gp[sup]Com Scou[/sup] 1 x Red Ioun Stone (+2 unnamed Dex bonus) Gem of Arcane Insight (+10 UMD) Eternal Wand of Sadism Red Flower Leaves x4 Farspeaking Amulet: (MIC 99) Dispelling Cord: (MIC 94) Wand of Camouflage(CL1): Wand of Message(CL1): Wand of Lesser Restoration(CL3): +4 Wisdom medallion. Enhancement - Non-sloted item 4 x terran brandy 4 x mushrooom powder Piercing Needles of Pain Chausible of Power Potion of Gaseous Form x2 1 x Cure MW Heward’s Handy Haversack [2.5 lbs][2000 gp] Heward’s Handy Haversack, (120lb capacity)Show
Appearance Phiarl is now only barely recognizable as human. He is finned, winged, with bulging red-veined green eyes and a slimy grey skin underneath which the very flesh slithers back and forth of its own volition. Shadows wrap around him from his sibling symbiont, while his scarab is like an ulcer on his neck, suppurating acidic pus. As he speaks his weird croaky voice gills may be perceived down his throat, while a forked serpent's tongue slips in and out of a lipless mouth, tasting the air. Phiarl will vomit forth a line of noxious corrupt green bilious bile for his eldritch blast.
Of all his aberrant features his alternatively red-green, blue-black eyes are the most obvious, the size of small fists they swirl, pulse and throb with corrupt inner energy in a manner that can nausiate the more delicate.
Background The Official Story: Chias came out of Khyber and who knows whence he shall return. Whether he is allied with the aberrations of Xoriat or their foe, no-one is truly sure, nor do people care to ask. His undoubted abilities swiftly cemented a place for him in the Dragon Below dealing business, and his ruthless self interest has seen him remain a key figure in the cartel. Half-daeklyrs are unpredictable at the best of times, and especially this one is best left alone. The Real Story: Phiarl Tharashk, is a full member in excellent standing with the Dragonmarked House, though that might change if the true extent of his activities here became public knowledge. From his earliest upbringing in the Shadow Marches he had always been a loner, a loner in an environment where competition for personal advancement was life or death. His elder brother, imbued early with Xoriat warlock abilities had left House Tharashk, afraid of ever finding true acceptance, to make his own way in the world as an inquisitive in the Five Nations. Phiarl had simply grabbed the first opportunity for personal power that had presented itself, reveling in the secret lore of the Daeklyr hidden in that corrupt land. As brash and in-your-face as the young Dragonmarked House itself he cared nought for the opinions of those around but kept to his own way in the swamps of the Marches. He remains loyal to the House, in that even today he sees its welfare tied to his own, and miners in strife would find succor suddenly spring forth from the waters of the marshes, only to vanish once again into the mists when the trouble was dealt with. Phairl would be feasted should he ever venture in to the prospector’s camps, those of House Tharashk who favoured the Cults of the Dragon Below admired the fearless way the 'Abomination of Tharashk' had embraced an aberrant heritage, while those of Clan Torrn who favoured a Gatekeeper outlook were reminded that Phiarl was actually of their family with a steady stream of a wealth of riches and lore that he uncovered with his unique talents. As his abilities grew he undertook several successful, lucrative, missions for Tharashk to Q’barra and Xen’drik further enhancing his place in the House. Since then he has gone his own road, as impure princes are wont to do, only taking the very occasional mission to assist a Duraak’ash when those solitary hunters felt the need for company.
Personality Phiarl is totally amoral when it comes to whatever is best for him, and by extension best for House Tharashk. While a member of a class formed to battle the aberrations of the Dragon Below he became an Impure Prince as much for the ability to take what he wanted from the abominations as destroy them. That he is now achieving his goals by dealing with the denizens of Khyber is neither here nor there and suits just as well. Then again, he knows there will come a time when the slave business will fail and he will once again descend into the darkness to plunder and loot aberrant secrets and dark purple dragonshards. He is happy to gather intelligence on his likely foes in the interim. Amongst many things one objective he searches for is a Darkhanni beyshk mine that he can clear and reopen for House Tharashk. That is his ostensible purpose for being there and a goal he has not lost sight of, that kind of wealth pouring into his Kundarak vault would dwarf (pun intended) even the Khyber shard geodes beneath him now. His 'hide in plain sight' tactic of assuming the Chias persona was worked well, as all good ruses do, by staying as close to the truth as possible. Witnessed exiting Khyber, he did not even have to lie about his background to acquire the half-Daeklyr tag, simply stating a general " he is one who the blood of aberrations runs in him" and letting common assumption and rumor do the rest. Now he just needs to say "I am known as Chias, the half-Daeklyr" and not even the most sensitive can detect any semblence of a lie, because it is not one.
Game Points for DM Phairl has See the Unseen which with his aberrant feats gives him 90' darkvision and an optimized Spot score so along with his Ring of the DarkHidden is particularly effective at night or underground. He has flight and swim abilities, skill tricks and scent to assist and the odd potion, with trapfinding and track he has the scout/rogue normal stuff pretty well covered. Combatwise Phairl has his skirmish abilities to still do reasonable damage if he encounters a high SR creature as is likely. Otherwise he has Quicken Spell-like Ability to assist his with his eldritch blast which plus skirmish deals reasonable damage in full party combat range. Otherworldly surge can blast around him in tight situations and he can also play hit and run from a distance (outside darkvision range) with the eldritch spear invocation. He’s robust, good https with reasonable AC and good chance of avoiding a single big whammy with symbiont concealment and damping skin, after which he can hide/run in case of real trouble. He has a lot of options on the next level up to focus on a specific build direction that best suits the game. Conclusion: pretty good at his main job and useful secondary elsewhere e.g. scrap and dungeon loremaster. Don't ask him to be the 'face' of the party though...
Keturah d’Velderan, House Tharashk (name in draconic means ‘The Lost/Forgotten One’) Spoiler:Show
Keturah d'Vederan, dragonmarked of House Tharashk Rolls under Keturah Race: Silverbrow Human [Dragon Magic, p6] Dragon Shaman 12 Deity: None, though if adoration is worship, she worships dragons, mainly blk dragons Alignment: neutral evil XP: 72000 (need 78000)
+4 Str 18 (10pts, +2 belt) +4 Dex 19 (6pts, +1 @ 12-lvl, +4 gloves) +2 Con 14 (6pts) +2 Int 14 (6pts) +0 Wis 10 (2pts) +4 Cha 18 (10pts, +1 @ 4-lvl, 1 @ 8-lvl)
Medium, 5'10" tall, 164wt, 34 yrs old Hair is raven black with a stone white widows peak, eyes are a dark leaf green with black offshoots spreading outward into the whites, skin is taupe with faint sheen of scales Dragonmark is splashed across her stomach
Hit Points 106(DM: First lvl max, then roll & take either that or half the HD rounded up, whichever is higher) Only 4 of 11 rolls worth taking. I’ll take the half HD rounded up for the other 7. 1-lvl: 10+2=12 1-4 lvl IC rolls: 9+6+7+7+ (2 Con x 4) = 44 5-12 lvl half HD rounded up: 5+5+5+5+5+5+5+5+ (2 Con x 8) = 56 -2 hp for Perception Seed graft -4hp for Water graft
Feats -(Human Bonus) Least Dragonmark of Finding [ECS, p64]: Identify 1+1/day -(DM Bonus 1-lvl) Heroic Spirit: +3 Action Points each level -(1-lvl) Dragonmark Prodigy: [DM, p138] Gain new least mark power, and use another that you already possess 1 additional time/day. Gain Locate Object 1/day -(3-lvl) Dragonmark Spellturning: [DM, p139] Spend 1 action pt to turn a spell or spell-like ability back upon the original caster. (Up to 5th lvl spell) -(6-lvl) Lesser Dragonmark of Finding: [ECS, p64] Locate Creature 1/day -(9-lvl) Breath of Siberys [DM;135] (grants extra 1d6 damage for breath weapon) -(12-lvl) Greater Dragonmark of Finding: [ECS, p64] Find the Path 1+1/day -(DM Bonus) Precise Swing [ECS, p58]: ignore all effects of cover, but not total cover, when making a melee attack, including a melee attack with a reach weapon. [GET DM RULING: WOULD THIS INCLUDE BREATHE WEAPON???] -(Flaw for feat #1) Frightful Presence [Draconomicon, p106]: (Prerequisite: Cha 15, Intimidate ranks 9 / Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30-ft who have fewer levels or HD than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + ½ character level + Cha modifier = DC20) -(Flaw for feat #2): Dragonmark Visionary: [Dragonmarked] Grants Lay of the Land 2/day and one greater mark spell-like ability that you already possess one additional time {find the path} )
Flaws: 1. Ghost-Warped (online, 3.5 wiki.flaws) Prerequisite: None / Effect: The first time in an encounter when you take damage from an incorporeal attack, you must make a Fort save (DC 12+1/2 the creature’s HD) or have a part of your body become incorporeal. Roll a d6 to determine the effected body part: 1-2 hands, 3-4 feet, or 5-6 body. If your hands are affected, you loose the ability to manipulate objects with them, but you gain an incorporeal touch attack that deals the same damage as your unarmed strikes plus ½ your Cha modifier. If your feet are affected your land speed drops to 10 feet, but you also gain the affects of the feather fall spell. If your body is affected, you take a -4 penalty to AC against corporeal attacks but gain a +4 bonus to AC against incorporeal attacks. No matter what the effect, it goes away after 2d4 rounds, after which you are treated as staggered for 1 round. / Benefit:1 Bonus Feat
2. Water Addiction (Prerequisite: DM with a sense of humor / Drawback: You cannot live without water / Benefit: An extra feat and a running joke) ...[in this case, it also will have to include some kind of never-ending canteen]...
Silverbrow Human Traits 1. Extra feat at first level 2. Dragonblood subtype: all silverbrow humans have a silver streak or silver highlights in their hair, indicating that they carry the blood of silver dragons. 3. All classes are favored classes 4. Feather Fall (Sp): Can use feather fall once per day, plus an additional time per day for every HD she has. 5. No bonus skill points like normal humans. 6. Disguise Aptitude: +2 racial bonus on Disguise checks. Disguise is always considered a class skill.
Dragon Shaman Abilities -Totem dragon is the Black Dragon (grants Class skills Hide, Move Silently, and Swim. The Breath Weapon and Energy Type is a line of acid.
-Proficient with simple weapons, light and med. armor, and with all shield except the tower shield. -Bonus language options include Draconic. -Draconic Aura (Su): (You channel the powers of dragonkind to project an aura that grants you and nearby allies a special benefit. See descriptions below.) -Skill Focus (gain as a bonus feat at 2-lvl, 8-lvl, & 16-lvl.) -Draconic Adaptation for Black Dragon, Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active). At 13-lvl you can choose as a swift action to share the effect of your draconic adaptation with any or all allies within 30 feet. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) the effect ends, whichever comes first. -Breath Weapon (Su), Line of Acid: Deals (7d6) 6d6 pts. of damage + 1d6 for Breath of Siberys feat. A successful Reflex Save halves the damage dealt; the save DC is 18 (10+ ½ DS lvl + Con mod). Line of fire is 60’ long and once used, she must wait 1d4 rounds to reuse her breath weapon. -Draconic Resolve (Ex): Immune to paralysis and sleep effects. Also immune to a dragon’s frightful presence. -Touch of Vitality (Su): Can heal the wounds of living creatures, your own or others, by touch. Each day she can heal 48hp worth of damage (twice your class lvl X Cha bonus). This can be divided up between multiple targets and does not need to be used up all at once. (Used 0/48) (Twice the Class lvl times Cha mod) -Natural Armor (Ex): The skin has thickened, developing faint scales and granting an AC bonus of +2 at 12-lvl. -Energy Immunity to Acid
SHAMANIC INVOCATION – Level 5 Exchange [Dragon Magic, p14] Trade the 5-lvl draconic aura for Least Invocation, See the Unseen: [Dragon Magic, p81] You grant yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PHB 275). You also gain darkvision out to 60 feet for 24 hours.
Draconic Aura: +3, 6 known auras [PHBII; 13] Draconic aura affects all allies within 30-ft of the Dragon Shaman, including self, with direct line of sight. Projecting an aura is a swift action and can be done at any time. There is no time limit. The aura fades when dismissed (a free action), when the character becomes unconscious or is slain, but remains active even if the character is unable to act.
1. Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of acid damage for each point of your aura bonus. (2*3=6 points of acid damage per strike) 2. Power: Bonus on melee damage rolls equal to your aura bonus. 3. Toughness: DR 1/magic for each point of your aura bonus, up to 5/magic at 20-lvl. (DR 3/magic) 4. Resistance: Resistance to acid equal to 5 x your aura bonus (DR/-15 acid) 5. Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus. (NEVER granted due to Shamanic Invocation, [Dragon Magic, p14]) 6. Vigor: Fast healing 1 for each point of your aura bonus (+3), but only affects characters at or below one-half their full normal hit points. 7. Senses: Bonus on Listen and Spot checks, as well as on Initiative checks, equal to your aura bonus. (+3)
Chain Shirt +2 of Silent Moves (worn, 12.5wt) 9000gp [MW Chain Shirt 250gp / Mithral 1000gp / +1 bonus 4000 / Silent Moves 3750] [Mithral: Spell failure decreases by 10%, Dex bonus increases by +2, AC ck penalties lessened by 3 to minimum of 0] Explorer’s (worn, -wt) free at 1-lvl Robe (worn, 1wt) 1gp
Morningstar +1 Aquatic (belt left, 6wt) 4308gp [MW Morningstar 308gp / +2 Magic bonus 2000gp / Aquatic +2000gp *While wielding an aquatic weapon, you do not incur any penalties that would otherwise apply to using the weapon underwater, as though you were affected by a freedom of movement spell. Magic Item Compendium, p28]
Spined Shield +1 (left arm, 15wt) [+2 AC bonus, +1 Magic bonus, -2 AC penalty, 15% Arcane Spell failure chance]
Breath of the Waves [Water] (head, -wt) 9000gp, 4hp Perception Seed, graft (eyes, -wt) 4000gp
Ring of Sustenance (left 4th finger, -wt) 2500gp Ring of Mind Shielding (left 1st toe, -wt) 8000gp [uses finger slot] Arcane signet ring, very old style (right 1st finger, -wt) 150gp Belt of Strength +2 (worn, 1wt) 4000gp Gloves of Dex +4 (hands, -wt) 16000gp Amulet of Natural Armor +2 (worn, -wt) 8000gp
Heward’s Handy Haversack (center back, 5wt) 2000gp [Weight inside haversack 14wt] -Rope of Climbing, 30 feet (haversack, 6wt) 3000gp -Identification with picture, authentic & very old (haversack-side pouch, -wt) 5gp -Traveling Papers, very old (haversack-side pouch, -wt) 2sp -MW Mapmaking supplies (haversack, 5wt) 55gp -Decanter of Endless Water (haversack, 2wt) 9000wt -Sack (haversack, .5wt) 1sp -Lots of gold shaved from gold coffin stuck in lava
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Breath of the Waves [Water] [MoE 130]: She channels the healthy vitality of water in her veins, and can breathe its magically enhanced restorative properties onto herself or her companions. She also never needs to fear dying of thirst (though she does thanks to the flaw), because the water flowing through her keeps her body endlessly hydrated. / Graft Location: Head / Description: The inside of your mouth, including your tongue and throat, have been replaced with the substance of a water elemental. Water laps gently around the inside of your mouth, and your tongue seems to be made of water. Your teeth are still present, but are as translucent as ice. Those near you can hear the lapping of gentle waves behind every word you speak. You also sound full of vitality, even when death threatens or you are beset by sadness or illness. Your breath always smells fresh and pure. / Activation: The ability to avoid dehydration is always active and requires no action on your part. The ability to remove negative conditions through your breath can be activated once per hour as a standard action. / Effect: You have immunity to all effects that cause dehydration, including the horrid wilting spell. You also need never drink any water to avoid dehydration, because your graft provides you with all the water your body needs. In addition, your breath can give an adjacent creature (or yourself) the benefit of revitalizing water, magically charged by your graft. When you breathe on a creature, any or all of the following conditions are instantly negated: exhausted, fatigued, nauseated, paralyzed, sickened, or stunned. If the creature you breathe on is dying (-1 to -9 hit points), it automatically stabilizes at its current hit point total. / Construction: Requires Elemental Grafter, CMW spell, 4500gp, 360xp, 9 days / Graft Donor: Any portion of a water elemental / Graft Sacrifice: 4 hp / Price: 9000gp
Decanter of Endless Water: If the stopper is removed from this ordinary looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity. / “Stream” pours out 1 gallon per round / “Fountain” produces a 5 foot long stream or 5 gallons per round / “Geyser” produces a 20-ft long, 1-ft wide stream at 30 gal per round. The geyser effect causes considerable back pressure, requiring the holder to make a DC12 Str ck to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it. Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price: 9000gp; Weight 2 lb. [DMG 254]
Perception Seed [MoE 135] With this seed implanted in your eyes, you gain improved visual perception, and can perceive minute details even in shadowy conditions. Graft Location: Head Description: The green seed is long and thin, with a tracery of faint black lines along its length. Once it has been grafted, the pupil of your eye takes on the same leaf-green hue, the color penetrating into the surrounding white like spreading plant roots. The graft is painful to implant, but the pain is brief. When grafted, the seed binds to your optic nerve. Your vision sharpens immediately, and you can see what you couldn’t before. The entire world seems more focused and acute. Activation: The heightened senses granted by the perception seed are always active once the graft is installed. Using it requires no action on your part. Effect: You gain low-light vision, as well as a +2 competence bonus on Spot and Search checks due to your sharpened sight. If you already have low-light vision from another source, the range of your low-light vision improves to triple normal human visual range in conditions of low-light. Construction: Requires Eldeen Plantgrafter, owl’s wisdom spell, 2,000gp, 160xp, 4 days. Graft Donor: A seed from an awakened tree. Graft Sacrifice: 2hp. Price: 4000gp
Spined Shield: This 1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/x2). Fired spines regenerate each day.
NPC’s from Background: Birch: m-orc – friend of Keturah’s Ezrekos: Father, hints of orcish background Galena: Mother Golanrath: dragon Kessira: Younger sister & favored in House; Keturah always felt she stole her place. Maeve: f-half orc, dragonmarked – only 1 to survive drugging for dragonmark Manabreche: f-half demon half human, partner for recovery work Makross the Black: m-black dragon who initiated & trained Keturah, also known as (to be revealed later). Skandranon: m-half dragon, friend of Keturah’s. They often did jobs together, protecting each others backs.
Background Born: 872 Had son: Therendor of 888 Disappeared: Approx: 12 Therendor of 890 (4 years before King Jarot dies)
Keturah should have lived her entire life in the Shadow Marches, having been raised to someday become co-leader of her Clan, to raise a family, and live a full life. Should have. Sometimes the things that a parent plans for their children do not mean that is how their life will turn out. Keturah’s life turned out quite different from the one her parents and the rest of her Clan had planned or expected from her.
She was destined for great things but one would never have guessed that from the name they gave her. They just thought it a pretty name, Keturah. It is. And she was a beautiful baby who grew to be a beautiful and delightful young child. Her parents, Ezrekos and Galena, co-leaders of the d’Velderan Clan in Zarash’ak in the Shadow Reaches, watched as she learned what every good clan member needed to know. She studied the ways of nature and learned what types of plants or animals gave off poisons and which were dangerous. She enjoyed running around the countryside with her orc and half orc friends, the same as most children.
One day when she was off with her friends running through the swamps, they came across some old ruins. Ruins were nothing new to the youngsters and being more brave and daring than wise, they entered. Keturah always had to go further and do more then the others, always trying to prove herself and not wanting to show weakness just because she is human, which she knows is a weakness in itself. She went far enough in to discover a tunnel that was just small enough that none of the others could crawl their way through. Eager to once more prove herself, Keturah began to force her way down into the tunnel, deeper and deeper. There were times she thought the stone would crush her to death and she had to exhale completely just to force herself a few more inches further. At one point she thought she was stuck completely and this place would become her grave, but it was just beyond this point that the tunnel opened up into a chamber that was immense. She pushed her goggles up higher on her nose, not quite believing what she was seeing. Everywhere were dragonshards, thousands upon thousands of them, but even more than that was the large skeletal head of a dragon staring back at her.
The eyes blinked. It was not as skeletal as it appeared. “And what do we have here? You have arrived by a most unusual method? You wouldn’t happen to be dinner now, would you?” Keturah’s mouth goes dry at the words, for she has heard stories of black dragons, yet she can’t help but draw a step forward, fascinated despite herself. Something deep inside that she would never have guessed existed blossoms into being at that very moment and she knows she has discovered her destiny. Whatever it takes, whatever sacrifice, she will give it in order to spend a moment of time at this dragon’s feet. She should be cowering back and attempting to run instead of drawing forward and perhaps it is this that gains her the dragon’s interest in more than just how she would taste as a snack. “I am Keturah.” Makross, as she would later come to call him, drew his head forward until it almost touched hers, looking her over with a thoughtful gaze and blowing his hot breath over her in waves. “Most interesting. In my tongue it has a dual meaning. It means ‘The Lost One’ or ‘The Forgotten One.’ They are the same thing really, or at least they are in you. The name suits you. You may keep it.” Well, how generous of him. She didn’t know it at the time but it truly was generous of him. Whenever he agreed to take on a new pupil he always changed their name and it should have sent off some kind of alarm bell that he did not changed hers; instead she later came to believe it was a special form of praise, a sign of favoritism that belongs to her alone. Time passed, though for her it seemed as if time froze and she forgot about those she had left behind in the tunnels.
Her friends returned home telling the tale of her disappearance and likely demise. She returned several days later, bruised but no worse for wear and telling a story of having gotten lost in a warren of underground caves. She didn’t mention a word about Makross, for by then she had bonded to the dragon in ways that her parents and the others might not have approved of. When they returned to the spot, she could not seem to locate the tunnel again and it was explained to her that often the ground shifted and such things were lost in time. Who knows, maybe someday it will reappear. From then on she would often head off into the swampland on her own, meeting up with Makross and spending days or weeks off alone with him, studying and learning from him. He treated her like a favorite pet and she eagerly lapped up any attention thrown her way. It would have been sad had she not learned from him and grown. Others took note of it and watched, uncertain what was happening. It was assumed she was being tutored by one of the druids and so she was left alone to pursue her studies.
She began to also have fevers and they continued off and on for several months. These were normal for many who were entering their teen years and usually it meant a potential sign of a dragonmark. Hers continued until one day they finally resolved themselves into the form of a dragonmark splashed against the center of her stomach. Usually these marks formed during times of need or stress but recently someone had discovered a way to force a dragonmark out. It was dangerous and there was chance you could die, but Keturah didn’t really believe she would and so she snuck out one night and joined several of her friends to rendezvous with the drug dealer who was selling this new type of drug. Once they had made the buy, the group snuck off to their normal hangout and each of them took it. Keturah doesn’t remember much beyond the screaming and tearing and the feeling as if someone had filled her gut with live coals. Evidently she was one of the lucky ones. It wasn’t a good batch of drugs and only Keturah and Maeve came out of it alive. Birch, an orc friend who agreed to watch over them, finally ran for help from the druids and Elders when they began to die. Keturah and Maeve both came out of it alive and with dragonmarks but neither are sure it was worth it. Well, Keturah wasn’t sure at the time. She is now. Afterwards the two avoided each other, unable to face what had happened or the pain they each had to deal with; only able to see the faces of their dead friends whenever they spot each other.
Keturah’s parents, eager to break her from her depression, thought they could distract her and at the same time give her a better education by sending her to live at the court of King Jarot for a season. It was thought she could become acquainted with those in power and thus be a better ruler to her own Clan when she takes over. Unfortunately Keturah wasn’t in much of a mood for parties and politics and oddly enough there was only one young man who drew her attention. He was one of king’s sons, a lonely, disaffected but handsome young man named Kaius. The two used to slip away and go for long walks in the garden and down into the depths of the castles to explore places that had been locked away and left to dust for what seemed eons. The two were young and at an age to be defiant of their parents’ wishes and found comfort in each others arms. It lasted just long enough to leave a wistful memory in his mind in later years.
For her, she returned home to bear a child out of wedlock. She refused to name the father and truly none but a few ever knew she was pregnant. She arrived home in the dead of night just as she was beginning labor and had slipped in quietly, without any fanfare. She sent for her favorite younger sister and after much talk, Kessira agreed to watch the boy child while Keturah left on some personal business for a couple of years. Makross had called and Keturah had no choice but to answer his summons, for her training was not complete at the time. She could not explain it to Kessira and there were angry words exchanged, but in the end Keturah knew her son would be well cared for while she was gone and that was all that mattered. She knew from the moment she first saw Makross staring at her from the darkness that her soul belonged to him in a way that she simply cannot explain and doesn’t expect anyone else to understand. Besides, babies are messy and
It had been two years and Keturah was just finishing up a final job and then she was to meet Makross back at their lair. He had been recalled to Argonnessen and was taking her with him. He was supposed to have one final job for her first but instead he asked Manabreche if she could retrieve a gem for him; Manabreche instead of her. She remembers the jealousy that had risen in her breast. This was not the first time Makross thought to bring in some younger woman to train and they would always became a bit too smug. It was Keturah who taught each of them just who was in charge. This time the smirk on Manabreche’s face was too much and Keturah had proudly bragged that she could find this gem and return before Manabreche could bother to put on that pale, thin robe she bothered to wear. Manabreche had dared her to try and Keturah had activated her dragonmark, revealing in the fact that once more she would show Makross who deserved to be his special girl.
It never occurred to her that the entire thing could have been a trap. She had certainly fallen for it eagerly enough, like some newborn babe searching after its mother’s teat. The gem felt strange and she new it was good aligned. She remembers Skandrannon told her the entire thing appeared good to go and she remembers reaching down and picking up the gem; that’s when things began to get a bit fuzzy.
It wasn’t a gradual thing, where first her hands stiffened up and then her arms and then her shoulders. No, it was a sudden thing. She picked it up, a gleam of triumph in her eyes, and suddenly there was this horrible sickening feeling all over and she had just enough time for her eyes to widen before she could no longer move. She couldn’t move, couldn’t breathe, she couldn’t do anything. Time literally seemed to come to a stop. Skandrannon came by and tapped her before leaving her field of vision and then for a long time nothing. She simply stared at the wall, holding that thrice cursed sapphire the size of a watermelon and wishing she could rip out Manabreche’s throat. More time passed. Movement crosses her vision and she can feel something at her back. She’s jostled back and forth and there’s real worry that whatever is going on will topple her over. If she breaks, what happens then?
At one point she screams in silence as a vine floats past and a drifting tentacle catches across her face and latches onto the crease at the corner of her left eye. There is no one to hear her screams and no one to care as the small piece of vine slowly wriggles and carefully digs itself into the stone that is her eye. It takes a long time but there’s plenty of time to be had and the vine seems ignorant of anything outside of boring itself into her eye. Bits of dust drift away into the slight currents in the water. Just when she thinks the pain is about to end, a small piece of vine floats over to assault her right eye. After what seems an eternity the vine has managed to worm its way into the corners of both eyes and spread into the stone, turning the irises dark. Finally the silent screams stop as the pain recedes. How odd.
For awhile she was haunted by some ghosts. They would hang around her statue form and slip through her. She could feel them somehow, a disturbance where there should have been nothing. She might have called it pain, if she could have called it anything. Sometimes they would chase each other around the room and through her, as if she weren’t even there. Other times they would languish against her, slipping into her and fading away. She was never certain where they went but she always felt insubstantial after they had been there and it would take awhile before she would feel solid once more. She was actually grateful when some adventurers came through and finally took care of them for her, though she wasn’t so happy when they also decided to take a few things from her as well. And they left the thrice cursed gem resting in her hands, leaving her stuck where she is!
There are other encounters that leave her both frustrated and angry. Keturah is not one who enjoys feeling helpless. It’s bad enough she’s human, which she already considers a weakness. Her orc and half orc friends have always run faster and were always stronger than she was. Now she is trapped here, unable to move as various bandits and creatures move through her chamber. She’s able to use some of what she’s learned from Makross to chase off the weaker intruders, scaring away those who are easily intimidated. On a few occasions she is grateful for being stone as she watches creatures move through the cavern who seem more nightmare than real and who give off an aura of being very, very dangerous. Yet finally all that remains is frustration as it seems each of the last few times have seen visitors coming through and managing to take something of hers with them. Her pack is long gone. She laid that down next to her when she went to pick up the sapphire. The same with her staff. She could groan over its loss, for each head was specially prepared to strike against various undead or lycanthropes. One clever thief managed to chip away her belt pouch from her, though what he thought he could do with a stone pouch filled with a thousand platinum stone pieces was beyond her. The last one made her furious though. It was the loss of her shield. It was something that had been passed down to her from her father and was extremely valuable. Perhaps whoever thought they were taking it thought they were returning some lost treasure to her Clan but more likely she bets they just expect to sell it for a quick buck. (1) If her morningstar hadn’t been wedged so tightly to her leg, she expects he might have cut that free as well. Meanwhile the cursed sapphire goes completely ignored, as if no one even notices it.
Stupid trap!
And now she is finally free! But before she can do anything she needs to get her bearings and figure out what is what. She can’t do that alone. She isn’t stupid. Her best bet is to stick with those who woke her and see what the climate is like. Did Makross take Manabreche with him in her place to Argonnessen? Curse the demon spawned woman! Keturah isn’t going to let this pass. She will need to take some time to come up with a plan to get Makross’ attention back where it belongs, on her. Maybe she should return to the Shadow Marches and take up the management of her son, though he’s probably still in diapers and at a very uncomfortable age, at least as far as she’s concerned. Maybe she’ll wait just a bit longer. She knows she really isn’t ready to settle down and raise a family. Likely her sister will be furious at her but she’ll get over it. Keturah has always been able to sweet talk her way out of anything. Right now what she needs to do is fill her purse, for her back-up purse only has a few measly gold in it, which is simply unacceptable. And if she can find that sorry son of a creeper who stole her shield she is going to make him pay! Maybe once that is done she will return to her Clan and take up the mantel of Clan Leader.
NOTES... 1. In reality her shield is now resting in a museum as a collector’s piece for the Tharashk House.
Personality Katurah considers being human a weakness. Other races can see in the dark or are stronger/faster/can fly... Humans are frail and must overcome their frailties and she has. She can now see in the dark like a dragon by being able to call upon their powers. She has a fetish for dragons, especially black dragons, but is drawn to all types of stronger people. She has the ability to heal others but usually saves it for herself and keeps the ability a secret, passing it off as just her natural ability to heal quickly. It isn’t so much that she is selfish, merely practical. Kyber is a dangerous place and one has to look out for oneself first and others last or you end up dead.
She doesn’t consider herself an evil person. She is practical and does what is necessary, which can sometimes interfere with the moral majority. She does realize that she should return to the Shadow Marches and take up her responsibility to her Clan and bearing as many children so that the power of her dragonmark will remain strong in her people. She should and yet her personal desire to be with Makross and to grow in her own powers are much stronger than her will to serve her people. She doesn’t see that as necessarily a bad thing, just something that she has to do. She realizes her sister and others are disappointed and even angry with her but she also figures they will forgive her. She has always been able to talk her way out of anything and when she does finally decide to return home she is certain she can smooth things over with her family and friends. Besides, there will be plenty of time in the future to take up the mantel of Co-Leader of her Clan.
Appearance Keturah stands 5’10” tall and weighs 165 pounds. When she was turned to stone she had black hair, dark colored eyes, and dark skin. She was also 18 years old. While stone she has aged somewhat so that she appears to be approx 34 years old. Her hair is now obsidian black with a stone white widows peak. Her eyes are a dark leaf green with black offshoots spreading outward into the whites like tendrils or roots. She wears a chain shirt underneath a black woolen shirt that molds to her form and a black leather skirt with black thigh high leather boots. Over the entire thing is an ankle length dark green robe made from the hide of some kind of soft animal with very short fur. Everything about her speaks of the shadows, of blacks and grays and dark greens, of mystery and mystique and hidden delights, as well as hidden dangers.
Her skin is somewhat stone-like in appearance, reminding her of an orc in its grayish-brown appearance. This is actually a very attractive color (think taupe). Her skin is thick and if you look closely you can see the faint sheen of scales protecting her skin. Her voice is deep and carries a rasp that was not there before she was a statue and many are lulled by its sensual nature into foolishly forgetting she can be dangerous.
On her left arm is a large black steel shield with three huge spikes jutting out of it. In her right hand, or hanging from her left side, is a morningstar with arcane symbols that are aqueous in nature. A wave appears to move down the handle and her fingers wrap around individual wavelets and nestle within them.
Underneath the black gloves three of her fingers sport rings. The first is a ring she has worn since she first received her dragonmark and was sent to spend a season at King Jarot’s court. It is a sparkling alexandrite that crawls with an arcane mark that proves she is Keturah d’Velderan of House Tharashk. The second is a twisted titanium and black mithral ring that keeps her from needing to eat or drink and keeps her need for sleep to a bare minimum. (Ring of Sustenance) The third ring is a band of twisted platinum, four bands that twist to form a puzzle around her finger. It was given to her by Kaius and has his initials on the inside of one of the bands.
Oddly enough there is a fourth ring which is not on a finger but on a toe on her left foot. It is a black ring with just a thin slice of gold showing all the way around the middle. Inside, where no one can see but against her skin, rest arcane symbols etched in gold. This ring guards her mind against anyone trying to read her thoughts, test her for her ability for good or evil, or to see whether she is lying.
TACTICS & TRICKS Draconic Auras: She always has one in effect, always. It is as natural as breathing to her and she switches them depending on the situation.
She uses her draconic auras to help bolster hers and her companions’ stats. If they are traveling she usually has the Senses Aura on, which allows everyone within 30-ft a +3 bonus to Spot, Listen, and Init checks. If they are dealing with a magic item, targeting a mage or being targeted by one, she’ll have her Toughness Aura activated, which protects up to 3/magic to all allies within 30-ft. Usually in battle she has either the Power Aura or Energy Shield Aura on, most likely the latter if possible, which does 6hp of acid damage to anyone who strikes Keturah or an ally with a natural attack or nonreach melee weapon. Stand-In Cleric: She can actually fill in for a cleric in a pinch pretty good.
-She can heal up to 48 hp a day, or she can use those hp to heal other conditions.
Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup