Eadric of Deorham, the Ahma
Male half-celestial human paladin 15 / divine disciple 5 / fighter 6; CR 29; Medium outsider (augmented humanoid, native); HD 15d10+90 plus 5d8+30 plus 6d10+36; hp 295; Init +5; Spd 20ft. (base 30ft.); AC 32, touch 11, flatfooted 27; Base Atk +21; Grp +30; Atk +37 melee (1d10+17/15-20,
+6 keen fiend bane bastard sword); Full Atk: +37/+32/+27/+22 (1d10+17/15-20,
+6 keen fiend bane bastard sword); SA smite evil – half-celestial ability, smite evil – paladin ability, spells, spell-like abilities, turn undead; SQ aura of courage, damage reduction 10/magic, darkvision 60ft.,
daylight, detect evil, divine emissary, divine grace, divine health, imbue with spell ability, lay on hands,
remove disease 4/week, resistance to acid 10, cold 10, and electricity 10, spell resistance 32, sacred defense, strength domain power, transcendence; SV Fort +31 (+35 against poison) Ref +22 Will +28; AL LG; Str 28 Dex 21 Con 22 Int 14 Wis 26 Cha 28.
Skills and Feats: Diplomacy +44, Handle Animal +13, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (religion) +29, Perform (oratory) +20, Ride +28, Sense Motive +37; Cleave, Devastating Critical (bastard sword), Divine Might, Exotic Weapon Proficiency (bastard sword), Great Cleave, Great Smiting, Improved Critical (bastard sword), Mounted Combat, Overwhelming Critical (bastard sword), Power Attack, Ride-by Attack, Spirited Charge, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
Aura of Courage (Su): Eadric is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
Daylight (Sp): Eadric can use a
daylight effect at will.
Lay on Hands (Su): Eadric can heal 135 points of damage per day. He may choose to divide his healing among multiple recipients, and he does not have to use it all at once.
Devastating Critical: Opponents struck by a critical hit from Eadric's bastard sword must make a Fortitude saving throw (DC 32) or die.
Divine Emissary: Eadric can telepathically communicate with celestials within 60 feet.
Imbue with Spell Ability (Sp): As the spell, except Eadric does not need to use any 4th-level spell slots to activate this ability. He transfers currently prepared spells on a one-for-one basis. He may only transfer 1st- and 2nd- level spells.
Sacred Defense: Eadric adds +2 to saving throws against divine spells and spell-like or supernatural abilities of outsiders.
Smite Evil – Half-Celestial (Su): Once per day, Eadric can make a normal melee attack to deal an extra 20 points of damage to an evil foe.
Smite Evil – Paladin (Su): Four times per day, Eadric can add a +9 bonus to his attack roll and deal an extra 30 points of damage to an evil foe.
Spells Prepared (5/5/5/5; save DC 18+ spell level): 1st –
bless (x2), bless weapon, divine favor, lesser restoration, enlarge person (D); 2nd level –
eagle’s splendor (x2), remove paralysis, shield other, moment of clarity, bull's strength (D); 3rd level –
blessed sight, dispel magic, remove curse, smite heretic (x2), magic vestment; (D); 4th –
blood of the martyr, break enchantment, death ward, dispel chaos, restoration, spell immunity (D). Caster level 12th.
Spell-Like Abilities: 1/day –
aid, bless, cure serious wounds (DC 22),
detect evil, dispel evil (DC 24),
hallow (DC 24),
heal (DC 25),
holy smite (DC 23),
neutralize poison (DC 23),
remove disease (DC 22),
resurrection; summon monster IX; 3/day –
holy aura (DC 27),
protection from evil (DC 20). The save DCs are charisma based.
Strength Domain Granted Power: Eadric can perform a feat of strength as a supernatural ability, gaining a +20 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Turn Undead (Su): Ten times per day, Eadric may turn undead as a 12th level cleric. He gains a +4 bonus on his turning check for possessing 25 or more ranks in Knowledge (religion).
Possessions: +5 full plate armor of invulnerability, headband of perfect excellence, +5 heavy fortification steel shield of blinding, 2 potions of haste, Lukarn (see below),
The Left Eye of Palamabron (minor artifact, see below). Keep, estates, mundane items and sundry possessions valued at 475,000 gps.
Lukarn: +6 keen fiend bane bastard sword; AL LG; Int 14, Wis 17, Cha 18; Empathy, 60 ft. vision and hearing, Ego score 30.
Languages: Lukarn understands Celestial and Common.
Greater Power: Heal 1/day.
Awesome Power: Sunburst (DC 23) 1/day.
Special Purpose: Slay chaotic evil creatures.
Special Purpose Power: Confusion (DC 23) for 2d6 rounds.
The Left Eye of Palamabron: This
gem of seeing also confers the ability upon its bearer to use
discern lies, zone of truth (DC 13) and
zone of revelation at will. The
discern lies ability is technically infallible: no saving throw is permitted, and spell resistance is ineffective against it. Caster level is 20th, where appropriate.
****
Ortwine the Sidhe
Female sidhe fighter 6 / rogue 8 / bard 7; CR 30; Medium fey; HD 6d6+36 plus 6d10+36 plus 8d6+48 plus 7d6+42; hp 276; Init +13; Spd 40ft.; AC 33, touch 19, flatfooted 24; Base Atk +19; Grp +22; Atk +33 melee (1d6+9/12-20,
+4 adamantine keen returning throwing scimitar); Full Atk: +33/+28/+23/+18 (1d6+9/12-20,
+4 adamantine keen returning throwing scimitar; SA bardic music, hypnotism, sneak attack, spell-like abilities, spells; SQ damage reduction 5/cold iron, evasion, fast healing 2, immunity to disease and poison, improved uncanny dodge, low-light vision, resistance to fire 5 and cold 5, SR 39, trap sense, uncanny dodge; SV Fort +17 Ref +27 Will +22; AL CN; Str 17 Dex 29 Con 22 Int 20 Wis 14 Cha 32.
Skills and Feats: Bluff +58, Climb +13, Disguise +31 (+35 acting), Hide +29, Knowledge (Arcana) +10, Knowledge (History) +10, Listen +26, Move Silently +29, Open Lock +19, Perform (comedy) +25, Perform (string instruments) +45, Perform (oratory) +45, Perform (sing) +45, Perform (wind instruments) +25, Search +15, Sense Motive +12, Sleight of Hand +33, Spot +21, Swim +8, Use Magic Device +33; Brew Potion, Combat Expertise, Dodge, Epic Skill Focus (Bluff), Epic Will, Improved Critical (Scimitar), Improved Initiative, Iron Will, Mobility, Skill Focus (Bluff), Spring Attack, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Whirlwind Attack.
Spells: Ortwine casts spells as a 13th level Bard. (3/6/6/5/4/2 spells per day; Save DC 21+ spell level). Spells known: 0 -
Dancing Lights, Daze, Flare, Light, Read Magic, Prestidigitation; 1st –
Alarm, Sleep, Cure Light Wounds, Ventriloquism; 2nd –
Silence, Cat's Grace, Glitterdust, Detect Thoughts; 3rd –
Charm Monster, Glibness, Major Image, Scrying; 4th – Dominate Person, Freedom of Movement, Modify Memory, Rainbow Pattern; 5th – Mass Suggestion, Song of Discord. The Save DCs are Charisma-based.
Spell-Like Abilities: At will -
blur, charm person (DC 22),
clairvoyance, disguise self, invisibility, speak with animals; 1/day -
bestow curse (DC 24),
suggestion (DC 24). Caster level 10th. The save DCs are Charisma-based.
Hypnotism (Su): As a free action, once per round, Ortwine may
hypnotize (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze unless it succeeds at a Will saving throw (DC 34). Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. A target which resists the
hypnotism effect cannot be affected by Ortwine’s hypnotism for 24 hours. The save DC is Charisma-based.
Immunities (Ex): Ortwine is immune to poison and disease.
Plane Shift (Sp): Ortwine can move between the Material Plane and the Plane of Faerie as a move action. The ability transports Ortwine and up to one other willing creature. Ortwine always moves between analogous points on the coexistent planes.
See Invisibility (Su): Invisible creatures are always visible to Ortwine, as if she were constantly under a
see invisibility effect.
Wild Empathy (Ex): This functions as the Druid ability of the same name as used by a 6th level Druid.
Bardic Knowledge: Ortwine may make a special bardic knowledge check with a +20 bonus to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. She may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music: Ortwine has the bardic music ability of a 13th level bard.
Evasion (Ex): Ortwine can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Improved Uncanny Dodge (Ex): Ortwine cannot be flanked. This defense denies another rogue the ability to sneak attack Ortwine by flanking her, unless the attacker has at least four more rogue levels than Ortwine does.
Sneak Attack: If Ortwine can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for 4d6 extra damage. Ortwine’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Should Ortwine score a critical hit with a sneak attack, this extra damage is not multiplied.
Trapfinding: Ortwine can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. She can use the Disable Device skill to disarm magic traps. If she beats a trap’s DC by 10 or more with a Disable Device check, she can study a trap, figure out how it works, and bypass it without disarming it.
Trap Sense (Ex): Ortwine has an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): Ortwine can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized.
Skills: Ortwine benefits from a +4 racial bonus on Bluff, Listen, Perform, and Spot checks.
Possessions: +4 adamantine keen returning throwing scimitar, box of shades, +5 studded leather armor, +5 mithril buckler, +1 (+3 mighty) composite longbow of enervation, 6x
+3 arrows, cloak of displacement (major), +4 collar of charisma, winged boots, satyr’s pipes, masterwork harp.
**
Mostin the Metagnostic
Male human diviner 15 / alienist 10; CR 25; Medium outsider (augmented humanoid, native); HD 15d4+15 plus 10d4+10 plus 6 (insane certainty); hp 93; Init +3; Spd 30ft.; AC 21, touch 17, flatfooted 19; Base Atk +13; Grp +13; Atk +14 melee (1d6/18-20, MW rapier) or by spell; Full Atk: +14/+9 melee (1d6/18-20, MW rapier); SA spells; SQ alien blessing, damage reduction 10/magic, insane certainty, extra summoning, pseudonatural familiar, resistance to acid 10 and electricity 10, summon alien, timeless body; SV Fort +10 Ref +12 Will +20; AL N; Str 11 Dex 16 Con 13 Int 35 Wis 16 Cha 12.
Skills and Feats: Concentration +29, Craft (alchemy) +40, Craft (engraving) +25, Craft (illumination) +25, Knowledge (arcana) +40, Knowledge (architecture and engineering) +30, Knowledge (geography) +40, Knowledge (history) +40, Knowledge (the planes) +40, Knowledge (nobility) +30, Listen +33, Ride +11, Sense Motive +14, Spellcraft +74, Spot +27; Alertness, Brew Potion, Chain Spell, Craft Wondrous Item, Empower Spell, Energy Substitution (sonic), Epic Spellcasting, Extend Spell, Improved Spell Capacity (10th), Martial Weapon Proficiency (Rapier), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Still Spell.
Spells: Mostin casts spells as a 25th-level wizard (4/7/7/7/7/6/6/6/6/5/3; save DC 22+ spell level; Conjuration save 24+ Spell level). He casts one extra spell per day from the divination school of each level 1st through 8th. Necromancy is his prohibited school.
Mostin may also cast two epic spells per day. He enjoys a +5 bonus to his Spellcraft checks if he casts an epic spell with a Divination base seed, and a +5 bonus to his Spellcraft check if he casts an epic spell reflecting his specialization as an Alienist.
Spells Known:
1st –
alarm, animate rope, charm person, chromatic orb, comprehend languages, detect undead, disguise self, enlarge person, expeditious retreat, grease, know protections, identify, jump, lesser acid orb, mage armor, magic aura, magic missile, message, mount, shield, sleep, spider climb, summon monster I, true strike, ventriloquism;
2nd –
alter self, arcane lock, bear’s endurance, blur, bull's strength, cat's grace, continual flame, darkness, darkvision, detect thoughts, dimensional pocket, eagle's splendour, fog cloud, fox’s cunning, gaze screen, glitterdust, hypnotic pattern, knock, locate object, minor image, Mostin's arhythmic apoplexy, Mostin's aura of inscrutability, Mostin's myopic emanation, obscure object, resist energy, see invisibility, summon monster II, summon swarm, Tasha’s hideous laughter, web, whispering wind;
3rd –
acid breath, analyze portal, arcane sight, avoid planar effects, blink, clairaudience/clairvoyance dispel magic, displacement, fireball, flame arrow, fly, greater magic weapon, haste, hold person, keen edge, lightning bolt, magic circle against chaos/evil/good/law, nondetection, phantom steed, sepia snake sigil, stinking cloud, summon monster III, shadow cache, slow, suggestion, tongues;
4th –
arcane eye, attune form, charm monster, detect scrying, dimensional anchor, dimension door, ethereal mount, Evard's black tentacles, fire orb, fire stride, greater invisibility, hallucinatory terrain, Leomund’s secure shelter, locate creature, minor creation, minor globe of invulnerability, Mostin's interminable sermon, Mostin's torque tendril, Otiluke’s resilient sphere, phantasmal killer, polymorph, remove curse, scramble portal, scrying, shadow conjuration, shadow well, solid fog, stoneskin, summon monster IV, vitriolic sphere, zone of respite, zone of revelation;
5th –
baleful polymorph, cloudkill, contact other plane, dismissal, dominate person, dream, fabricate, feeblemind, hold monster, lesser planar binding, major creation, Mestil’s acid sheath, Mordenkainen's Private Sanctum, Mostin's metempsychotic reversal, Mostin's paroxysm of fire, nightmare, permanency, prying eyes, rary's telepathic bond, seeming, sending, shadowfade, summon monster V, teleport, symbol of sleep, telekinesis, Tenser’s destructive resonance, wall of force, wall of iron, wall of stone;
6th –
acid fog, acid storm, analyze dweomer, antimagic field, chain lightning, contingency, disintegrate, fiendform, flesh to stone, gate seal, geas/quest, globe of invulnerability, greater dispel magic, guards and wards, hardening, legend lore, make manifest, mass haste, mass suggestion, Mostin's id eruption, move earth, planar binding, repulsion, stone to flesh, summon monster VI, symbol of persuasion, Tenser's transformation, true seeing, veil;
7th –
banishment, delayed blast fireball, Drawmij's instant summons, elemental body, energy immunity, ethereal jaunt, forcecage, greater arcane sight, greater scrying, greater teleport, insanity, limited wish, Mordenkainen's magnificent mansion, plane shift, power word stun, reality maelstrom, reverse gravity, sequester, shadow walk, simulacrum, spell turning, summon monster VII, symbol of stunning, vipergout, vision;
8th –
antipathy, binding, demand, dimensional lock, discern location, chains of antimagic, etherealness, ghostform, greater planar binding, greater shout, mass manifest, maze, mind blank, moment of prescience, Mostin's metagnostic inquiry, polymorph any object, power word blind, screen, summon monster VIII, symbol of insanity, sympathy, trap the soul;
9th –
dominate monster, effulgent epuration, gate, imprisonment, meteor swarm, Mordenkainen’s disjunction, power word kill, prismatic sphere, shades, summon monster IX, superior planar binding, teleportation circle, time stop, wish.
Summon Alien: Whenever Mostin uses a
summon monster spell to summon a fiendish or celestial creature, he instead summons a pseudonatural version of that creature.
Extra Summoning: Once per day, Mostin can cast an extra
summon monster IX spell.
Insane Certainty: Mostin takes a –10 penalty on all Bluff, Diplomacy and Handle Animal checks made when dealing with non pseudonatural creatures.
Permanent Spell Effects: Mostin is permanently under the effects of
arcane sight, darkvision and
see invisibility.
Possessions: mantle of epic spell resistance, mirror of mental prowess, Mostin’s comfortable retreat, portable hole, robe of eyes, headband of intellect +6, belt of many pockets, bracers of armor +4, ring of protection +4, stone of sendings, ioun stones (incandescent blue sphere, pale green prism, iridescent spindle),
spell talisman +30.
***
Nwm the Preceptor
Male human ascetic druid 25; CR 25; Medium humanoid (human); HD 25d8+150; hp 263; Init +2; Spd 30ft.; AC 29 (+2 Dex, +3 natural, +4 deflection, +10 exalted), touch 16, flatfooted 27; Base Atk +18; Grp +20; Atk +26 melee (1d6+7, Quarterstaff) or by spell; Full Atk: +26/+21/+16 melee (1d6+7, Quarterstaff); SA spells; SQ damage reduction 15/evil, endure elements, energy resistance, exalted strike, freedom of movement, greater sustenance, mind shielding, nature sense, negative energy immunity, regeneration, resistance to acid 15, cold 15, electricity 15, fire 15 and sonic energy 15, resist nature’s lure, sustenance, thousand faces, timeless body, trackless step, true seeing, venom immunity, wild empathy, wild shape (10/day, elemental 5/day), woodland stride; SV Fort +24 Ref +12 Will +30; AL NG; Str 14 Dex 14 Con 22 Int 22 Wis 34 Cha 21.
Skills and Feats: Concentration +34, Craft (leatherworker) +16, Diplomacy +37, Handle Animal +32, Heal +25, Knowledge (arcana) +13, Knowledge (nature) +35, Listen +32, Profession (herbalist) +16, Ride +26, Sense Motive +40, Spellcraft +34, Spot +37, Survival +29, Swim +11; Brew Potion, Craft Wondrous Item, Create Infusion, Epic Spellcasting, Extra Wild Shape, Natural Spell, Sacred Vow, Snatch, Spontaneous Epic Caster, Vow of Poverty, Weapon Focus (Quarterstaff).
Spells Prepared: (6/8/8/8/7/7/6/6/5/5; save DC 22+ spell level). Nwm may also cast two epic spells per day.
0th –
create water, cure minor wounds, detect magic (x2), detect poison, purify food& drink ; 1st –
calm animals, entangle (x2), faerie fire, goodberry, hide from animals, longstrider, speak with animals; 2nd –
barkskin (x2), bear’s endurance (x2), briar web, master air, soften earth & stone, tree shape; 3rd –
call lightning, greater magic fang (x3), nature’s favor (x2), plant growth, stone shape; 4th –
dispel magic, feathers, flame strike (x2), miasma, reincarnate, scrying; 5th –
animal growth, atonement, baleful polymorph, call lightning storm, commune with nature (x2), death ward ; 6th –
fire seeds, gate seal, greater dispel magic, mass bear’s endurance, transport via plants, wall of stone; 7th –
aura of vitality, control weather, fire storm, heal, poison vines, wind walk; 8th –
finger of death, mass awaken, mass cure serious wounds, reverse gravity, sunburst; 9th –
nature’s avatar (x2), shapechange, thunderswarm, true reincarnate.
Endure Elements (Ex): Nwm is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between –50 and 140 degrees Farenheit.
Exalted Strike (Su): Nwm gains a +5 enhancement modifier to attack and damage rolls whilst using any weapon. Any weapon is considered adamantine, cold iron, magic and good-aligned for the purpose of overcoming a creature’s damage reduction.
Freedom of Movement (Ex): Nwm acts as if constantly under the effects of a
freedom of movement spell.
Greater Sustenance (Ex): Nwm does not need to eat, drink or breathe.
Mind Shielding (Ex): Nwm is immune to
detect thoughts, discern lies and any attempt to discern his alignment.
Negative Energy Immunity (Ex): Nwm is immune to negative energy effects such as
energy drain and
enervation.
Regeneration (Ex): Nwm heals 25 points of damage every hour, or 25 points of nonlethal damage every five minutes.
Resist Nature’s Lure (Ex): Nwm gains a +4 bonus on saving throws against the spell-like abilities of fey.
A Thousand Faces (Su): Nwm has the ability to change his appearance at will, as if using the
alter self spell, but only while in his normal form.
Timeless Body (Ex): Nwm does not take ability score penalties for aging and cannot be magically aged.
Trackless Step (Ex): Nwm leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
True Seeing (Su): Nwm has a continuous
true seeing ability, as the spell.
Venom Immunity (Ex): Nwm is immune to all poisons.
Wild Empathy (Ex): Nwm can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20+29 to determine the wild empathy check result. He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Wild Shape (Su): Nwm has the ability to turn himself into any animal or plant creature of size tiny to huge and back again ten times per day, or any elemental of up to size huge five times per day. This ability functions like the
polymorph spell, and the effect lasts for up to 25 hours, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The new form’s Hit Dice can’t exceed Nwm’s druid level.
Woodland Stride (Ex): Nwm may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Possessions: cloak, quarterstaff, robe.