Rhia, I thought I might also do something different for the Mindbender’s saves for their abilities. They currently have a fixed DC, and I always prefer formulaic DCs for PrCs. For your Mindbender supernatural abilities that have the fixed DCs, instead let’s set the DC at 10 + ½ Mindbender level + Cha mod. Would you prefer that or stick with the flat DCs?
Items for Eradiel
Firehair’s Delight (As cloak of charisma +4. This necklace is made from tiny links of magically-strengthened ruby, with a large, star-shaped ruby pendent. Received as a gift of devotion from a follower of Sune, this necklace makes the wearer stand out in a crowd.) – 16,000gp
Fey’s Gift (This ring grants a +2 to Dexterity, increases the wearer’s base speed by 5 feet, and gives a +5 bonus to both Hide and Move Silently checks. The wearer also gets a +2 bonus to attack and damage roles against elves and fey. However, the wearer receives a –10 penalty to social skills when interacting with elves or fey, if they can see the ring. This is a bone ring polished to a natural shine. When put on it becomes very cold and dark jagged runes appear, slowly moving around the ring. This ring was made from the femur of an elven child sacrificed to the lords of darkness, using a lengthy torture ceremony designed to place the essence of the fey into the ring.) – 8,000gp (From Materia Magical, Elven Bone Ring)
Nightblade (This +1 adamantine dagger is particularly potent against the forces of good. When used against a good target the enhancement bonus increases to +2 and the good target must make a Will save (DC 16) or take one point of random ability damage. This dagger is made from adamantine, a dark, almost purplish metal, and engraved with symbols for darkness in a dozen languages. The hilt is wrapped in black spider silk, and a black opal is set in the pommel, delicately carved to give a suggestion of spider fangs.) – 11,702gp (From Lords of Darkness)
Irresistible (This is a set of silver cuff earrings, meant to be worn on the upper earlobe, are strikingly attractive. They have tiny diamond chips on them, and are always polished to a mirror brightness. In nearly any kind of light they sparkle and shine, drawing attention to the wearer. They provide the wearer with a +4 circumstance bonus to all Charisma-based social skill checks. The earring may also employ a magical attraction to draw people to the wearer. The target must be of a similar race. The target mages a Will save (DC 18) or find the wearer irresistible and walk over to her. What happens after then is up to the wearer’s social skills. If the target must cross a dangerous area to get to the wearer, or has been attacked by the wearer, he gets a +4 to his save. This power is effective out to 100 feet and may be used 3/day.) – 4,000gp (From Materia Magica, Earring of Attraction)
Evermask (This ring appears to be an elegant, if impossible, braid of ruby, diamond, and golden topaz. It acts as a ring of counterspells and currently has dispel magic in it.) – 4,000gp
scroll of cat’s grace (This scroll is indeed made from the skin of a cat, with the silky black fur still attached. Its scroll case is similarly furred, and a slightly humorous carving of a startled feline face is carved on the bone caps.) – 150gp
Clear Mind’s Flame (As focusing candle. This is a long green taper made with wax impregnated with herbs used to enhance concentration and memory, such as mint and rosemary. This candle will burn for an hour, and those within 20 feet of it gain a +1 circumstance bonus to Alchemy, Appraise, Decipher Script, Forgery, Scry, and Search skills. If you’re attempting to identify a potion or using the scrying spell, or doing anything else that takes more than one action you only get the bonus if you stay within the radius for the entire time.) – 100gp
48 gp left
And here is your cohort and all of your followers to boot.
Devon Dovehand, male tiefling Exp5/Rog6: CR 10; Size M (5 ft., 6 in. tall); HD 5d6 + 6d6; hp 36; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 16 (+3 Dex, +3 armor); Attack +9/+4 melee (1d4+2, dagger), or +11/+6 ranged (1d4+2, dagger); SV Fort +3, Ref +9, Will +8; AL NE; Str 13, Dex 17, Con 11, Int 16, Wis 15, Cha 10.
Tiefling abilities: Cold, fire, and electricity resistance 5, darkvision 60 ft., native outsider, darkness 1/day as 11th level sorcerer.
Rogue abilities: Sneak attack +3d6, Evasion, Uncanny Dodge (Dex bonus AC, can’t be flanked).
Languages Spoken: Common, Draconic, Planestongue, Elven.
Skills and feats: Appraise +17, Bluff +8, Decipher Script +17, Diplomacy +14, Forgery +17, Gather Information +14, Hide +6, Innuendo +9, Intimidate +9, Listen +9, Perform (courtesan) +14, Pick Pocket +8, Profession (butler) +16, Spot +9; Quick Draw, Improved Initiative, Flick of the Wrist, Hamstring.
Possessions: 21,000 gp in gear. Nondescript Box (4,552gp, S&S), bag of 10 jumping caltrops (1,500gp, S&S), +1 glammered leather armor (4,160gp), +1 returning dagger (8,302gp) and masterwork silver dagger (310gp) in wrist sheaths, two masterwork daggers in boot sheaths, 5 more masterwork daggers in various other hidden sheaths, 4 butler’s uniforms, belt pouch, ledgers and books for keeping track of household expenses and flow of information, kept locked in the nondescript box with an amazing lock (DC 40), to which only you and he hold the key, keys to other rooms of the house.
Appearance: Devon’s demonic heritage is not particularly evident, unless you look very closely at his long, soft, wavy black hair. Nestled in them are a short pair of horns, black as obsidian and kept neatly polished. Devon is a tall, elegant tiefling with impeccable manners and an utter devotion to his mistress. He is skilled in running the affairs of the household as well as managing her spy network. He is capable of attending to all the little annoying details that Eradiel would rather not bother herself with, as well as attending to Eradiel in every way possible.
Rendar Greenthumb, gardener, male human Com1: CR 1; Size M (4 ft., 7 in. tall); HD 1d4; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee, or +1 ranged; SV Fort -2, Ref +1, Will +5; AL N; Str 16, Dex 12, Con 11, Int 9, Wis 16, Cha 8.
Languages Spoken: Common.
Skills and feats: Profession (gardener) +9, Handle Animal +5; Skill focus (Profession [gardener]), Skill focus (Handle Animal). Weapon proficient in: club
Possessions: 8 gp in gear. (Clothes, tools, ect.)
Alirra Eligaras, cook, female human Com1: CR 1; Size M (5 ft., 1 in. tall); HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee, or +1 ranged; SV Fort +3, Ref +1, Will +2; AL N; Str 11, Dex 12, Con 13, Int 11, Wis 15, Cha 10.
Languages Spoken: Common.
Skills and feats: Profession (cook) +8, Profession (food decorator) +6, Listen +6; Great Fortitude, Skill focus (Profession [cook]). Weapon proficient in: clever
Possessions: 8 gp in gear. (Clothes, tools, keepsakes)
Jelena Wathe and Inlash Orlon, maids, female human Com1: CR 1; Size M (5 ft., 4 in. tall); HD 1d4; hp 4; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack -1 melee, or +2 ranged; SV Fort +0, Ref +2, Will +4; AL N; Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 12.
Languages Spoken: Common, Elven.
Skills and feats: Profession (maid) +9, Spot +6, Listen +6, [Jelena] Profession (hairdresser) +6, [Inlash] Profession (seamstress) +6; Improved initiative, Skill Focus (Profession [maid]). Weapon proficient in: knife
Possessions: 8 gp in gear. (Clothes, tools, ect.)
Spies, male and female human Com1: CR 1; Size M (5 ft., 4 in. tall); HD 1d4+1; hp 5; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged; SV Fort +1, Ref +2, Will +4; AL N; Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 12.
Languages Spoken: Common, Elven, Planestongue.
Skills and feats: Appraise +4, Hide +2, Listen +6, Move silently +2, Profession +6, Spot +6, Use rope +6; Improved initiative, Iron will. Weapon proficient in: varies, dagger, club, quarterstaff most common.
Possessions: 8 gp in gear. (Clothes, belt pouch, necessary tools, bribes)
Astrid Sardin, spymaster, female half-elf Rog2: CR 2; Size M (4 ft., 11 in. tall); HD 2d6; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +1 melee, or +4 ranged; SV Fort +0, Ref +6, Will +1; AL NE; Str 11, Dex 17, Con 11, Int 15, Wis 14, Cha 16.
Half-elf abilities: Immune to sleep spells and similar magical effects, and a +2 racial saving throw bonus against Enchantment spells or effects. Low light vision, elven blood.
Rogue abilities: Sneak attack +1d6, evasion.
Languages Spoken: Common, Elven, Draconic, Planestongue.
Skills and feats: Appraise +7, Bluff +8, Diplomacy +10, Gather Information +10, Innuendo +7, Listen +8, Pick pocket +8, Read Lips +7, Search +3, Sense motive +7, Spot +8; Trustworthy
Possessions: 2,000 gp in gear. Light armor, daggers, short sword, bribes.