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Grendle

Grendle
Chaotic Neutral, Female, Unseelie Fey Shadow Xvart, Bowyer 10
Fey(xvart)
Experience: 50,040 (55,000 - 3,000 xp spent on buying off dark template level adjustment - 1,960xp Gouger)

Grendle02.jpg


[sblock=Mechanics]
Attributes
Str: 16/+3 (17-2race+1lvl+2armOfNyr-2unseelieFey)
Dex: 30/+10 (19+2race+4gloves+2armOfNyr+1lvl8+2unseelieFey)
Con: 15/+2 (17-2race-2unseelieFey+2amulet)
Int: 18/+4 (18)
Wis: 15/+2 (15)
Cha: 16/+3 (14+2unseelieFey)


Secondary Stats
HP: 10d8+20con-12trait = (maxd8--> 8) + (avg+.5 of d8--> 5 * 9 --> 45) + 20 con - 12 trait = 61hp
Normal AC: 25 (+10dex,+2armor,+1size,+2armOfNyr(deflection))
Touch AC: 23 (+10dex,+1size,+2armOfNyr(deflection))
Flatfooted AC: 15 (+2armor,+1size,+2armOfNyr(deflection))
Init: +12 (+10dex,+2quickReconnoiter)
BaB/Grapple: +10 Ranged BaB, +5 Melee BaB, +1 Grapple (-4 size modifier)
Move: 50', fly 80' (good) (base 30'+10trait+10darkTemplate, fly 60'+10trait+10darkTemplate (average+1gradeImprovedManeuverability), light armor, light load)
Saves: +6 Fort[3](+2con+1vest), +18 Refx[7](+10dex+1vest), +6 Will[3](+2wis+1vest)
Languages: Common, Goblin, Draconic, Elven, Sylvan, Terran, Dwarven, Gnome, Halfling, Orc, Giant, Sign - Battle, Sign - Full

Combat Stats
• Attack: Melee BaB +6, Ranged BaB +12, Dex +10 (ranged), Strength +3 (melee), Bow Enchantment +1 , size +1, Weapon Focus(greatbow) +1
• Damage: +1 Bow Enchantment, +3 Strength (works for the bow as well; mighty +3)
• Conditional: Point Blank Shot +1/+1, Manyshot, Rapid Shot, Merciful +1d6 (all damage becomes subdual damage), Paralyzing (Will DC17 when struck or Held for 10 rounds; a save is allowed every round)
• Greatbow Range: Base 130' + 30' (bowyer) = 160'

+25, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (standard)
+25/+20, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (full attack)
+26, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (point blank shot; standard)
+26/+21, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (point blank shot; full attack)
+22, ranged, Gouger, 1d8+1d6(exitWound)+5/1d8+1d6(exitWound)+4, 20/x4, <40' (manyshot (always pbs too); standard)
+24/+24/+19, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (rapidshot; full attack)
+25/+25/+20, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (rapidshot + point blank shot; full attack)

Skills - 130pts
+04 Appraise [0](+4int)
+15 Balance [3](+10dex+2tumble)
+05 Climb [2](+3str)
+19 Craft(bowyer) [13](+4int+2MWTools)
+21 Disable Device [13](+4int+2MWTools)
+10 Escape Artist [0](+10dex)
+03 Gather Information [0](+3cha)
+35 Hide [13](+10dex+4small+8darkTemplate)
+07 Intimidate [0](+3cha+4unseelieFeyTemplate)
+10 Jump [5](+3str+2tumble)
+14 Knowledge(geography) [10](+4int)
+31 Move Silently [13](+10dex+2race+6darkTemplate)
+10 Open Lock [0](+10dex)
+03 Perform(any) [0](+3cha)
+16 Profession(hunter) [13](+3wis)
+10 Ride [0](+10dex)
+08 Search [0](+4int+4deaf)
+03 Sense Motive [0](+3wis)
N/A Speak Language [7]
+20 Spot [13](+3wis+4deaf)
+16 Survival [13](+3wis)
+09 Swim [6](+3str)
+17 Tumble [5](+10dex+2jump)
+10 Use Rope [0](+10dex)

Feats
• Point Blank Shot (lvl 1)
• Precise Shot (bonus bowyer feat - lvl 1)
• Improved Maneuverability (flaw balance feat)
• Exotic Weapon Proficiency(greatbow) (learned feat - class ability)
• Weapon Focus(greatbow) (flaw balance feat - lvl 1)
• Rapid Shot (bonus bowyer feat - lvl 2)
• Quick Reconnoiter (lvl 3): you get a spot and listen check as free action each round
• Bowyers Defense (bonus bowyer feat - lvl 4)
• Bonded Bowyer* (lvl 6)
• Manyshot (bonus bowyer feat - lvl 6)
• Woodland Archer** (bonus bowyer feat - lvl 8)
• Darkstalker*** (lvl 9)
• Shot on the Run (bonus bowyer feat - lvl 10)

*Bonded Bowyer - As kensai signature weapon ability for a chosen bow with starting level starting at 6th and progressing from there.
**Woodland Archer [Races of the Wild]: 3 Tactical Options
• Adjust for Range - If you miss a foe with a projectile weapon you gain a +4 bonus on all other attacks in the same round to hit the same foe.
• Pierce the Foilage - If you hit a foe with a Miss Chance due to Concealment with a ranged attack you can ignore the Miss Chance against the same for in the following round if they don't take a move action before then.
• Moving Sniper - If you succeed in a Sniping Attack (i.e. hit your foe and make a Hide check to remain hidden), the following round you can make a normal standard attack and a move action as well as a Hide check to remain hidden). As long as you remain undetected by any targeting sense you can continue to make Sniping Attacks.
***Darkstalker [Lords of Madness]: When you hide, creatures with blind-sense, blindsight, scent or tremorsense must make a Listen or Spot check (whichever DC is higher) to notice you, just as sighted creatures would make spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality.

Flaws
Small Frame: You are small and slender for your race. Effect: You are treated as one size smaller for the purposes of carrying capacity, grappling, bull rushing, tripping, and overrunning.
• Noncombatant: You are relatively inept at melee combat. Effect: You take a -2 penalty on all melee attack rolls.

Traits
• Deaf: You are deaf but have other senses sharpened. Benefit: You gain +20 competence bonus on all checks to read from lips, and gain +4 competence bonus on search and spot checks and have a more highly developed sense of smell (you may take the scent feat). Drawback: You are deaf, which means that you automatically fail all Listen checks and suffer 20% chance of losing spell with verbal component. Special: Since you are deaf from birth, spells like regeneration don't recover your hearing capability (spells don't remove birth defects).
• Quick: You are fast but less sturdy than typical members of your race; +10 move and -1hp/hd

Xvart [Crystalkeep Race PDF]
• -2 Strength, +2 Dexterity, -2 Constitution
• Small
• Move 30'
• Darkvision 60'
• +2 racial bonus on Move Silently checks
• Humanoid(xvart)
• Favored Class: fighter
• Speak with Animals (rats and bats only) 1/day (works with normal and dire versions of the animals)
• Level adjustment: -2

Unseelie Fey [Dragon Compendium pg 222-223 originally printed in Dragon 304 (Feb 2003)]
• Type is changed to Fey.
• -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
• Flight 2 x move speed (average) : Insect wings
• Season's Power (Summer Caress (Su)): Surrounded by warm verdant air of summer at all times. The unseelie fey is protected by a magic circle of nature. This ability functions much like a magic circle against evil except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey or magical beast creature types. This continuous ability has a caster level equal to the unseelie fey's hit dice for all purposes.
• DR 10/cold iron (improves to 15/cold iron at 12th hd/level)
• Iron Vulnerability (Ex): The mere touch of iron (and steel) is painful to the unseelie fey dealing 1pt of damage. Weapons made of iron (or steel) deal an additional +1d6 damage. The fey's DR does protect it from this damage unless of course the weapon is a cold iron weapon in which case their DR is bypassed and an additional +1d6 damage is taken.
• Low light vision
• +4 racial bonus on intimidate checks
• Level Adjustment: +2

Dark Creature [Tome of Magic pg 161]
• Type and size are unchanged; if not on the plane of shadow they have the extraplanar subtype.
• Speed: As base creature +10' to all modes of movement.
• Darkvision 60'
• Hide in Plain Sight (Ex): Use the Hide skill even while being observed except in direct natural daylight, the area of a daylight spell or a similar effect.
• Resistance to cold 10.
• Superior low-light vision
• +8 racial bonus on Hide checks and a +6 racial bonus on Move Silently checks
• Level Adjustment: +1

Bowyer [lvl 1-12]
• 10d8 HD
• +10 Ranged BaB, +5 Melee BaB, +3 Fort, +7 Ref, +3 Will
• Class Skills: Balance, Climb, Concentration, Craft(bowyer), Hide, Jump, Knowledge(geography), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, and Tumble
• Custom Class Skills chosen: Disable Device and Speak Language
• Skill points = 6+int mod/ level (x4 at 1st level)
• Improved Range +40'
• Increased Effect Range +10'
• Improved Projectile Critical +1
• Bonus Feats (lvl1, 2, 4, 6, 8, 10, 12)
[/sblock]
[sblock=Personal Information]
Description
Grendle has few physical traits typically associated with the xvart race. The one feature definitely inhereted from her xvart past is the blue tone to her skin but its primary color is a varying gray. She has a full head of long jet black hair which is pulled back into a tight ponytail or braid usually. Her eyes are unusual being a dark grey with a tinge of violet and she has a catlike pupil (quite unlike a typical xvart who has a solid colored eye with no apparent pupil). Her face is quite angular with a small rounded nose, petite mouth, and pointed chin. Her ears are very long and are completely decorative having no open ear canal at all. She wears numerous tiny mithril loop earrings in each ear for decorative purpose.

Her right arm (her drawing arm) appears to be made of the exquisite craftsmanship from mithril although it has a dull grey cast on it just as her skin does. She is lithe and moves with a haunting grace resembling nothing so much as flowing water. A pair of irridescent double insect wings protrude from her shoulderblades which are almost constantly in motion. She wears a supple leatherlike grey snakeskin armor with patterned dark blue and purple blended patterns. Her clothing is well made of light cotton for the most part and is predominantly grey with purples, blues and silver contrasting colors. She wears a purple vest and matching silver-purple bracers on her arms. A double mithril chained lamp shaped locket is held tight to the top of her sternum on top of her vest by a mithril chain around her neck and and waist. With a small slim low riding custom pack snugly strapped just below her wings and a dull jet black bow in hand she looks quite ready to set out on the road.

Background

23rd year, Spring, Porthaven, The Previous Night
The dream woke her again, business had been poor and the debtors had been by again. Absentmindedly rubbing her “good” hand across the gleaming metal of her right arm and restlessly fanning her wings, It had to be done... but sometimes it's still strange... Time enough to worry about the debtors in another hour… moonlight reflected off the silver framed maps hanging askew on the walls, … in the mo…. The room was silent once again, filled only by the light sound of a sleepers deep breaths.

0th year, Winter, Illithid Experimental Thrall Facility
She gazed up through the darkness clearly into the tentacled face above her and wailed without understanding. Had she understood yet the face would have obviously been one of disdain, disgust, fascination and curiousity, in the passage of mere moments. Lifted into the air the face came closer, large bulbous eyes and writhing tentacles became even more pronounced even more now that it was closer. The violet angular eyes gazed into hers without feeling, only curiousity, as though she was merely a bug being studied carefully. Her stomach ached with emptiness and she let out another cry. Large pale hands brought a warm skin towards her and she quickly grasped it and fed quietly examining the creature holding her as she dozed off.

5th year, Summer, Outskirts of the Drow Tunnels
The shoes had worn thin again and the sharp crystals in the pandemonic silver tunnel jutted up against her tough feet innefectually as always. Agmara would absolutely die if she knew these didn't hurt at all… she gets so frustrated that her beatings bother me so little... the recent set of bruises all across her right side and torso still throbbed with the memory of her beating from three days past, this time she'd used a strange metallic staff ... and it had really hurt this time! It had been worth it though… it is hidden away now… she smiled behind her hand as she shuffled down the corridor past the goblins into the area only she could work in. They nodded to her as she passed and the slightly bluish one, Snargath’s hands flew in rapid shapes. She nodded and just as quickly responded, she was a flawed creature, unable to hear anything at all, but she still had her uses and the foresight of Agmara keeping her alive soon paid her off well both in terms of coin and prestige.

7th year, Winter, Pandemic Silver Tunnel
The wind picked up in the small tunnel and the silver stood out starkly against the stone in her darkvision. She worked diligently filling the three boxes with the silver metal that evidently screamed in the winds, a screaming that she couldn’t hear at all. Pausing a moment and glancing behind to make sure no one had ventured down the small tunnel she hurried further down the corridor to work on widening the back of the crevase. She’d discovered a few scattered leaves from real plants she’d read about that only grew on the surface world. This must reach up to the dayside… and it will be my freedom… She’d carefully hidden her budding wings from the drow, goblins, kobolds, xvart and others but knew that if she didn't get out soon it would be revealed.

8th year, Spring, The Crevase
Looking up the chute she gathered her meager belongings, stolen from wherever she could scavenge them. Planting the thick staff firmly into the side of the crevase she pulled herself up and onto the next rough edge she could perch on. The beating was definitely worth it... she rubbed the stock of wood which had made it possible to scale the crevase. I wonder why Agmara was so upset about this..., pulling the staff up she felt the ring rub against her finger again … feels strange … and her other hand fingered the odd locket strapped about her chest that filled the crevase with bright light. I wonder who it was… what kind of creature were they… her mind wandered back to the small skeleton she had found lying at the bottom of the crevase a ways beneath where she lay resting on the outcrop. I wish I could have brought some of Agmara’s books… she slept on the rough earth briefly.

8th year, Spring, Daylight
Her fingers grabbed the edge of the next ledge and she winced at the increasing light. The soil in her fingers was soft and there was… grass. She’d read a story with grass in it once… but this was different than what she’d imagined, laying next to the edge of the small crevase she’d finally climbed out of and feeling it on her back pressing against her wings. It’s odd… I’ve barely slept at all in the past two days… and … well… hmmm… I haven’t gotten hungry at all… Gazing at the surface world in the moonlight was amazing to her. Everything was new and she took it all in as she stretched her wings in freedom.

8th year, Spring, Light Forest, Owlbear Lunch
She’d wanted to take shelter from the warmth and the cave had appeared ideal, briefly. That was until the large beaked bear thing decided it didn't want to share it's space... and that she'd make a great mid-day snack. Moving faster than she knew she could she was out of the cave in a heartbeat with the creature in pusuit. Leaping over fallen branches and twisting lithely through tangled branches all the while trying to hold onto her meager possessions she lifted herself into the air. Laughing at the stupd beast below her she found herself tangled and trapped in a net which suddenly surrounded her.

10th year, Winter, Deep Forest, Completion of the Way of the Bow
It was strange standing in the place of honor for the ceremony with her tall elven family surrounding her. There were still eyes which held lingering doubts but Grendle quickly passed over these. They are my family and yet it's so hard to believe... Her mind wandered back to hanging in the net two years past, her grudging acceptance granted only by the intervention of Eranara, the Boughmaster of the Woodguard. She smiled, remembering how awkward she thought bows were and then how quickly and naturally she took to one of her own. The final part of her training had required a masters effort in crafting and she'd finally put that stock of serren that she'd stolen before her escape years ago. She held the greatbow in her hands with a familiarity only the crafter could have, the wood felt smooth beneath her hands and reassured her as she stood before them all. Uera signed, relax, she did so... this is my family... they taught me well... some still doubt me but I have proven myself.

11th-15th year, Fall, The Plainlands - Light Forest - Black Mouth City
She'd worked and trained and time had passed quickly. She'd realized early on that the gift her village had given her was the most important thing she owned, it appeared to be a simple hat, a snug, beret style hat, but it was much more, it allowed her to travel with the appearance of anyone she wanted. Commonly disguised as a halfling she worked many jobs, caravan guard, village watch, city guard, hunter, trapper, guide and anything else to make coin... without harming another. Archery tournaments were her "bread and butter" and she travelled to every one she could always taking first place. She gained a reputation as an archer and would be pointed out at these events.

15th year, Winter, Bracken Woods - An Arm is Gained an Arm is Lost
She'd signed on with a curio trader that dealt in unusual magical items. Tanras Ocipin, an aged and shrewd gnome, liked to travel light and had heard about her skill with a bow and speed, in particular her ability to fly. Grendle could use the shockingly high amount of coin offered and took the job without a second thought. The trip went almost without event if a bit surreal as Grendle sped along with the floating dias Tanras sat on with his goods effortlessly floating behind her. Mere miles from their intended destination where they'd made camp the night before a juvenile bulette erupted from the ground, snapped off Grendles' arm and dove back into the earth making off with it. Grendle collapsed to the ground unconscious with the torn flesh of her shoulder pumping out what little life remained in her small body. Tanras gleefully clapped his small pudgy hands and dug about in a small gilded chest on his platform. He lifted out a gleaming arm and placed it where Grendles' arm had been but a few moments before and waited. Drawing out a bundle of papers and pen he began taking notes as he observed the arm shift, change, size itself for Grendle and meld seemlessly into her shoulder. Grendles' bleeding stopped, her breathing had become normal, and she was now partly living mithril!

15th year, Winter, Welcome to Porthaven
Cursed gnome... strange arm... Grendle rubbed her gleaming arm as she looked up at the walls before her. Porthaven... I've meant to travel there for a while... at least the job paid well and Tanras had news of an archery competition here Entering the town was a bit difficult and cost her most of her remaining coins but she did.

Personality
Grendle is a serious young woman who has seen some major trials in her life. She understands the need for play and frivolity but feels that there is a time and place for it. She smiles easily and enjoys the company of children and has a borderline obsessive interest in books. She's got a small library of her own and always keeps her eyes peeled for a new volume to add in. She's fascinated by her mithril arm and fosters the nicknames given to her, "Silver-Arm", "Arm of Silver", and "Arm of Glory" around Porthaven. Evidently it has had a more positive social and political effect on the populance.

[/sblock]
[sblock=Gear]
Dark grey (almost black) extended silk hood (worn, head, ---gp/---wt)
Small mithril heart shaped amulet on a silver chain (Amulet of Health +2, worn, neck, 4000gp/-wt)
Complete right arm is composed of living mithral starting at the shoulder (Arm of Nyr, magical graft, 12500gp/-wt)
Dark purple dyed velvet vest with dark gray embroidery and pale gray stitching (Darkweave Vest of Resistance +1, worn, torso - over mithral shirt, 1100gp/0.5wt)
Silvery mithril bound soft gray leather open fingered gloves with small purple azure stones set across the knuckles which slightly overlap her bracers (Gloves of Dexterity +4, worn, hands/wrists, 16000gp/0.5wt)
Fine leather dull black soft high boots with dark purple trim (worn, feet, ---gp/---wt)

Ring of Sustenance (worn, right hand, index finger, 2500gp/-wt)
Ring of Feather Fall (worn, left hand, index finger, 2200gp/-wt)

Sleek pliant black, grey and dark purple snakeskin very snug armor worn beneath clothing (Nightscale Armor, worn, 1000gp/1.5wt)
Grendle's Gouger (worn, left shoulder, back, 11117gp/1.5wt)
Dark grey with a dark, almost black purlpe pattern, supple snakeskin quiver with thin matching double shoulder straps and a cross torso strap across the bottom of her ribcage (Quiver of Endless Arrows, worn, right shoulder, back, 900gp/1wt)

Lantern shaped silver locket with four double hinged flaps on it attached to a crossed black leather clasped thong (Everbright Silvered Lamp Locket, worn, upper chest, torso, 212gp/-wt)
Hewards Handy Haversack (worn, center of back, 2000gp/1wt)
• Arrows, Blunt (40) (carried, haversack, 0.33gp/-wt)
• Arrows, Pungent (40) (carried, haversack, 3.33gp/-wt)
• Arrows, Serpentstongue (40) (carried, haversack, 2gp/-wt)
• Arrows, Singing Hardwood (10 - hide/stay, 10 - retreat/run, 10 - advance/attack, 10 - help) (carried, haversack, 20gp/-wt)
• Arrow, Star (20) (carried, haversack, 10gp/-wt)
• Arrow, Swiftwing (40) (carried, haversack, 13.33gp/-wt)
• Tent (carried, haversack, 10gp/-wt)
• Winter Blanket (carried, haversack, 0.75gp/-wt)
• Flint and Steel (carried, haversack, 1gp/-wt)
• Bedroll (carried, haversack, 0.1gp/-wt)
• Waterskin (carried, haversack, 1gp/-wt)
• Block of Hearthfire (12) (carried, haversack, 10gp/-wt)
• Sunrod (10) (, 20gp/-wt)
• MW Tools - Bowyer (55gp)
• MW Tools - Disable Device (55gp)
• 129g, 1sp, 6cp

Total Weight Carried: 9.56 lbs.

Carrying Capacity: ???/???/???
[sblock=Gear Details]
Everbright Silvered Amulet (slotless)
• Sheds light (as the everbright lantern plus modded, CK), 60' cone of bright light and 120' cone of shadowy light or 60' radius of bright light and 120' radius of shadowy light depending on the clasps opened in the amulet. The light given off is white as opposed to the usual yellow (this has no rule effects).

Darkweave Vest of Resistance +1
• Darkweave grants a +1 circumstance bonus on Hide checks.
• +1 on all saves

Nightscale Armor
• Made from dark grey snakeskin with a dark blue and purple pattern which is alchemically treated through numerous processes it is very similar to leather armor. It is thinner, more supple, and very form fitting however. Many sorcerers and wizards favor this exotic armor.
• +2 Armor Class, +10 Max Dexterity Modifier, +5% Arcane Spell Failure, Don in 10 rounds (5 hastily), 1000gp, 3 lbs. for a medium sized suit (1.5 lbs for small and 6 lbs for large)
• This thin supple armor works as though it also had Forestwarden Shrouds applied to it naturally (negates the modifiers for Move Silently and Tumble checks when moving through undergrowth and heavy undergrowth (DMG 87))

Quiver of Endless Arrows
• Unlimited masterwork arrows.

Grendle's Gouger
An intricately crafted dead black composite greatbow with inlaid mithril sweeping lines.
• Composite Greatbow(small) (+67gp, 1d8,20/x3,130',3 lbs.)
• Mighty +3 (+200gp) - crafted
• Serren Wood (+4000gp) - As an extraordinary ability adds the ghost touch ability to all arrows fired from it (i.e. it is not a magical enhancement)
• Masterwork (+100gp) - crafted
Signature Weapon Abilities (total modifiers +7):
• Signature Trait: Shadowy (no associated cost) - Weapon is dead black and appears to absorb the light which hits it.
• +1 Enchanted (+1 modifier) - +1 to hit and damage
• Exit Wound [Complete Warrior] (+2 modifier) - Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to their AC for each previous target in the path. When an exit wound projectile hits an object which it doesn't destroy (i.e. if it deals enough damage to destroy the object), it stops otherwise it continues and the object counts as a target struck successfully (i.e. the next target in it's path has a +4 bonus to it's AC).
• Paralyzing [BoED] (+2 modifier) On a hit, opponent is Held (WillNeg DC17). The opponent gets a new save each round & the effect automatically ends after 10 rounds.
• Merciful [DMG] (+1 modifier) - On command the weapon deals +1d6 damage and all damage dealt is subdual.

[/sblock][/sblock]
[sblock=Integrated Backgrounds]
Irthos + (cohort) + ???
Irthos: It was at this precise instant that a noise came echoing down the tunnels, the sound of metal scraping against metal. Irthos leapt to his feet, silently commanding his horde to hide temslves within the walls and follow him. He padded softly down the tunnel, listening intently. There were… voices... but he had taken care of all of them... hadn't he?

He advanced cautiously. A light booming voice called out, “Sorry Grendle... yeah... okay. It’s not right down here. Be careful." After a long pause, "Es whatever killed all these goblins might still be here ... a threat... and look at these bodies. There’s not a scratch on them. What could do that?” a reply this time... "I don't know mother." Another brief pause and then the same voice yet again, "What do you mean there's one of your kind left up ahead? Alone? Really... well..." Irthos’s eyes widened in surprise- he had made no noise at all... and seen no one. These were different foes than his fallen enemies about him, perhaps he could turn this around to be useful. He decided to do this the easy way. Besides, his minions were still in the walls- there wasn’t much they could do to him if they were to try anything.
So he straightened up, and walked right through the tunnel and straight towards them without attempting to conceal himself at all.

That happened to be one of the best decisions he had ever made in his life. The group turned out to be a team of adventurers, who, coincidently, weren't travelling with a priest. Irthos played himself off as the lone survivor of some horrible incident, and, partially because of his skill with divine magic, they allowed him to join their little band, on the condition that he allow them to loot the bodies of the fallen goblins, they were evidently looking for something in particular in fact. One of them was oddly specific about it, the one called Grendle, and seemed to know directly where she was going.

Time and time again he proved his worth to them, landing the final blow on some horrible mastermind, or resurrecting them after they had fallen in battle. He gradually grew accustomed to them, and they took him in, uncaring of his blue skin or his orange eyes he thought. It was during this time that he learned the truth about Grendle, the fact that she was a zvart as well, and that was why they had accepted him so readily. Grendle had kept the fact hidden until both she and Mem had truly come to know more about Irthos. Realizing that he had little to worry about in regards to being accepted he in turn explained his unusual connection to the spirit world, and yet, they did not persecute him for it. Had either of them been very religious perhaps they would have responded differently but they in fact praised him for it and he began to use such abilities in battle without concern when they were in need of help. They out-right defended him when they came to towns, where normally the innkeepers took a little convincing to let a goblin into their taverns. He was one of them now, a part of the team… he was an adventurer.

--------------------------
In extreme brevity:
Iejir, Irthos's cohort, was similarily exiled for his odd abilities (Blood Magic, in his case), and he returned for revenge as well. Upon finding his job already done, he set off trying to find the one who had done it, and, after a long time searching, found Irthos. Each was quite shocked at seeing a member of thier own race after so long, and, at length, became friends and began travelling together.


I'm not sure how that would be integrated into the adaptation... of course, Iejir could meet up with the group after Irthos meets Grendle and Mem (and Endeca, I assume)

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packratmage.jpg

[Sblock=Endeca Spellweaver]Endeca Spellweaver
10 Wizard (55300 xp)
Arctic Elf female
Chaotic Good
Worships Olidamarra (Gotta go with the god of Chaos, sorry ))
4’2”
71 lbs

Str 6 -2
Dex 12 +1
Con 14 +2
Int 20 +5 (spent both stat points on Int)
Wis 10 +0
Cha 14 +2

Combat Block

H.P. 42

Base Attack Bonus: +5
Initiative: +1
Armor Class: 13 (+1 dex, +2 deflection)

Fortitude +5 (+9 vs Cold, +2 Con, +3 base)
Reflex +2 (+1 Dex, -2 Trait, +3 base)
Will +7 (+7 base, +9 vs. Enchantments)

Arctic Elf racial traits
Medium
Base Speed: 30 feet
Cold Endurance (+4 Fortitude vs. Cold)
+2 on Craft (Tailoring) checks
+2 Listen, Spot
+2 to saving throws vs. Enchantments
Immune to magic sleep
Low-light vision
+2 to Survival checks made in arctic environments or blizzard conditions
Elf weapon proficiencies
Favored Class: Wizard

Class Features
Find Familiar:
Snuggles, Intellect Devourer familiar
Small Abberation (psionic) (Snuggles has lost the Evil subtype)
42 H.P. Snuggles uses his base hit die
Initiative: +5, Speed 40'
A.C. 21, Touch 16, Flat-footed 16
Base attack/Grapple: +4/+1
Attack: Claw +6 melee, 1d3+1
Full Attack: 4 Claws +6 melee, 1d3+1
Special Attacks: Body Thief, Psi-like abilities
Special Qualities: Immune to fire, Damage Reduction 10/adamantine, Blindsight 60', Power Resistance 23, Resistance to Electricity 15, Vulnerable to Protection from Evil
Saving Throws: Fortitude +4, Reflex +7, Will +6
Abilities: Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14
Skills: Bluff +15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16
Feats: Combat Manifestation, Toughness, Up the Walls, Wild Talent
Alignment: Chaotic Nuetral. Endeca has been teaching Snuggles how to be good.

Psi-Like abilities: At Will - Cloud Mind, Compression, Detect Psionics, Ego Whip (2d4, DC 16), Empty Mind, Id Insinuation. 3/day - Body Adjustment (2d12), Intellectual Fortress, Painful Strike. Manifester Level 7th

Spells: Endeca casts spells as a tenth-level Wizard


Skills
Knowledge (Arcana): +20 (13 ranks, +5 Intelligence, +2 Feat)
Speak Language (including bonus languages from Intelligence and starting languages) Common, Elven, Orc, Sylvan, Terran, Auran, Ignan, Aquan, Undercommon, Infernal, Celestial, Draconic, Abyssal, Dwarven, Gnomish, Halfling, Gnoll, Goblin, Giant, Drow
Concentration: +15 (13 ranks, +2 Constitution)
Craft (Tailoring): +22 (13 ranks, +5 Intelligence, +2 Racial, +2 Tools)
Knowledge (the Planes): +18 (13 ranks, +5 Intelligence)
Knowledge (Dungeoneering): +18 (13 ranks, +5 Intelligence)

Feats
Scribe Scroll (Wizard bonus feat)
Collegiate Wizard
Pack Rat (Trait. People with Pack Rat calculate their carrying capacity as if they had 5 more points of Strength than they really did, but receive a -2 penalty on Reflex saves due to all their junk).
Improved Familiar
Sculpt Spell (Wizard bonus feat)
Spell Focus (conjuration)
Augument Summoning
Craft Wonderous Item (Wizard bonus feat)

Spells Known (6+Intelligence modifier at first level, an additional 4 at each additional level, plus all 0)

1st level spells: Magic Missle, Alarm, Mage Armor, Animate Rope, Charm Person, Tenser’s Floating Disk, Summon Monster 1, Silent Image, Burning Hands, Jump, Expeditious Retreat, Color Spray, Grease, Endure Elements

2nd Level spells: Invisiblity, Melf's Acid Arrow, Summon Monster 2, Web, Detect thoughts, Continual Flame, Endeca's Chaos Warp

3rd Level spells: Dispel Magic, Fireball, Lightning Bolt, Tongues, Rage, Displacement, Blink, Haste

4th Level spells: Stoneskin, Summon Monster 4, Evard's Black Tentacles, Fire Shield, Ice Storm, Shout, Phantasmal Killer, Animate Dead

5th Level Spells: Summon Monster 5, Stone Wall, Teleport, Feeblemind, Cone of Cold, Permanency, Baleful Polymorph, Transmute Rock to Mud


Spells Memorized

0-level: Prestidigitation(x3), Mending, Message*, Resistance

1st level: Magic Missle(x3)*, Animate Rope*, Summon Monster 1

2nd Level: Invisibility, Endeca's Chaos Warp(x2), Continual Flame, Detect Thoughts

3rd Level: Sculpted Fireball (40' Cone)*, Sculpted Lightning Bolt (20' Ball)*, Blink, Rage

4th Level: Stoneskin*, Summon Monster 4*, Shout*, Animate Dead

5th Level: Summon Monster 5(x2)*, Feeblemind

* = One copy of the spell used. ** would be two, and so forth.

Save DC’s

0 – 15
1 – 16
2 - 17
3 - 18
4 - 19
5 - 20

Equipment
Carrying Capacity: 38 lbs Light, 39-76 Medium, 77-115 heavy

Outfit (see picture, self-made, free, doesn’t count against carrying capacity)
10 Flasks of Alchemist’s Fire (200 G.P.)
5 Days Trail Rations (1 G.P)
Bedroll (1 S.P.)
Silver Holy Symbol (25 G.P.)
500 feet of Silk Rope (100 G.P.)
Masterwork Artisan’s Tools (Tailoring) (55 G.P.)
Spellbook (Waterproof, x3,) (450 G.P.)
Pen and Ink (8 G.P., 1 S.P.)
Ring of Protection +2 (8000 G.P)
Ring of the Ram (50 Charges) (8600 G.P)
Rod of Wonder (12000 G.P.)
Boots of the Winterlands (2500 G.P.)
Deck of Illusions (8100 G.P.)
Heward's Handy Haversack (2000 G.P.)
Hat of Disguise (1800 G.P.)
4635 Gold, 2 Silver



Junk (She carries them, but they have no use)

4 Keys, 1 Tack, Mummified Chicken Wing, Broken Arrow, Dagger Hilt, Copper Ring, Broken Pen, Mint Leaf, Orc Ear (preserved), Halfling Fingerbone, Shed Snake Skin, Half-pound Stone, String (holding it all together). (25 G.P. for the lot)

Total Weight: 71 Lbs

Current Description
Endeca is an easygoing lass with a knack for getting others to like her. Her goodnatured charm is infectious and is only aided by her frequent magical mishaps. She has bright pink hair, which she hates absolutely and hides badly under a hood. Her emerald eyes are flecked with gold and she’s almost always smiling. Endeca is a passionate genius, but doesn’t often think things through; the first solution she comes upon, she goes with, usually at the expense of her dignity. Her outfit is self-made from scraps of clothing and is a source of great pride to her, though it’s often hard to see it under all the junk she carries. Endeca is short, barely over four feet, with a light, slender frame that shows how frail she is.

Endeca is very trusting, willing to spill her life story to anyone who asks. She doesn’t keep secrets. Endeca is chaotic not because she dislikes order, but because she is entirely too whimsical. She’ll do just about anything on a whim if she thinks no one will get hurt, regardless of other consequences to herself or others, and this puts her at odds with the law. She has an extreme dislike for those who would dominate others for personal gain, but would prefer to show them the error of their ways rather than just blast them. That said, she truly enjoys combat, and will blast away with wild abandon.

Background
Endeca grew up in a frozen community. Early on, she showed a talent for magic and was immediately sent south to the warmer areas to study it. However, she could never focus. Despite being a prodigy, despite being one of the most brilliant people the instructors had ever seen, her grades stayed low and her parents grew frustrated. Finally, in a bid to show others that she was, in fact, worth the bother, she unleashed a great spell that she'd spent months and months designing. The results weren't pretty.

Endeca fled the college, believing the instructors would take her magic away, and signed on with an adventuring party. She spent several years with them, and perfected her grand spell. However, in an unfortunate encounter with a very angry lich, the rest of them died. Endeca spent six more years in the lich's dungeon as his experiment. She barely escaped. Somehow, she managed to retain most of her sanity.

During her escape, Endeca encountered a small Intellect Devourer, nearly dead. Moved by the thing's desperate struggle to live, she saved it and made it her familiar. She's been teaching Snuggles, as she named it, how to be good.

Endeca eventually made it back to the city where she attended college. When this begins, she's hiding out there, still believing herself wanted.


Endeca’s Chaos Warp
2nd level Sorcerer/Wizard Spell (Universal)
Casting Time: One Standard Action
Area: Variable
Duration: Variable
Saving Throw: Special
Spell Resistance: Yes

Through means of this spell, the mage opens up a gate to the Weave (like they do when they cast any spell), and then lets the magic run out of control. This produces an effect identical to using a Rod of Wonder. A Wild mage can use her Student of Chaos ability in conjunction with this spell.[/sblock]

By the way, how are we working her Deck of Illusions? Do you have a deck on your end that you draw from?
 
Last edited:

we-el...... I guess all that remains is to have tiluvias and ink's chars posted and then we can move on. In the mean time, feel free to post what you are doing.
 

[sblock=Irthos Malsvik]
necrosis8id.jpg


[sblock=Character Overview and Active Effects]

Current Experience: 49,176 [sblock=Experience Expenditures]
The above (and following) assumes that (at least for the previous parts of Irthos’s life) the rules for attaining experience follow the rules presented on pages 37 and 38 of the DMG. Specifically, that lower level characters receive more experience points for the same encounter than equal level characters- and thus, a character who suffers from level loss (or a sudden drop in ECL) will eventually catch up in level to his fellow party members.

55,000 initial experience (ECL 11), characters start at ECL 10

-5,000 xp was spent at level 6 (ECL 4) to reduce Irthos’s Level Adjustment by 1, which reduces to 500 net xp loss by ECL 11.
-8,000 xp was spent at level 9 (ECL 7) to reduce Irthos’s Level Adjustment by an additional 1, bringing his LA down to 0. This resulted in 2640 net xp loss by ECL 11.
-9,500 xp was spent at level 11 (ECL 9) in order to apply the Spell-Stitched template to Irthos. This resulted in 5,320 net xp loss by ECL 11.
-454 xp in Crafting Expenses (see equipment)
-150 xp was spent at level 9 (ECL 7) on a Psychic Reformation power, which resulted in a net xp loss of 50 by ECL 11.

Totals: 55,000 –5,320 (Spell-Stitching) –50 (Psychic Reformation) –454 (Crafting) = 49,176 Current Experience
[/sblock]

Hit Points: 179
Armor Class: 30
Initiative: +12
BAB: +8/+3
Speed: 40 feet
Saves: +10, +13, +25

Continuous Magical Effects:
Protection From Evil (From Aesthyr’s Magic Circle effect)
Permanent Telepathic Bond with Iejir
Disguise self at will (Hat of Disguise)
Continual Spider Climbing (Boots of Spider-Climbing)
Can determine whether or not something is Undead, Living, or neither by looking in its direction (Spectacles of Lifesight)

Racial Abilities of Note:
DR 15/Magic, 5/Magic and Silver
SR 22
Immune to Cold, Electricity, and Polymorph effects
Immune to Turning
Darkvision 60 feet, Low-Light Vision
Fear, to all within 15’ radius if they have 5 HD or less (DC 21)

Undead Traits: Immue to Mind-Affecting effects; Immune to poison, sleep, paralysis, stunning, disease, death effects; not subject to critical hits, non-lethal damage, ability drain, energy drain, damage to physical ability scores, fatigue, and exhaustion; Healed by Negative Energy/Harmed by Positive Energy; Immune to any effects that require a fortitude save (unless it also affects objects); Use Cha mod for Concentration checks; Not at risk from massive damage, immediately destroyed at 0 hp; not affected by Raise Dead or Reincarnate spells or abilities; Do not eat, breath, or sleep.

Spell Like Abilities:
Xvart: Speak with Animals (Rats/Bats/Dire Rats/Dire Bats only) 1/day
Death Knight: Fireball, 1/day (DC 20)
Spell-Stitched: Negative Energy Ray 4/day (DC 18), Command Undead 2/day (DC 19), Spectral Hand 1/day, Scorching Ray 1/day (DC 19), Animate Undead 2/day, Enervation 2/day, Teleport 2/day (DC 23), Acid Fog 1/day

[/sblock][sblock=Basic Statistics]
Alignment: True Neutral
Gender: Male
Race: Death Knight (Spell-Stitched) Xvart
Class: Ninja 1/Ex- (Cloistered) Cleric (Divine Magician) 1/Wizard (Conjurer) 1/Master of Shrouds 8/Ur-Priest 1 (ECL 10)

Strength: 16 (Base) –2 (Racial) +4 (DK Template) +4 (Enhancement) = 22
Dexterity: 19 (Base) +2 (Racial) +1 (Levels) +4 (Enhancement) = 26
Constitution: - (Initially 13 Base)
Intelligence: 20 (Base) = 20
Wisdom: 20 (Base) +2 (Levels) +2 (DK Template) +6 (Periapt) = 30
Charisma: 20 (Base) +2 (DK Template) +2 (Shirt) = 24 [+7]
Stat rolls are for Robert Jones, applied to this character (approved by cog_and_taz)
Stats (6d4=13, 6d4=19, 6d4=20, 6d4=20, 6d4=16, 6d4=20)


Hit Points: 12 + 11d12 + 96 (179 Hit Points)
Armor Class: 10 +7 (Natural) +3 (armor) +1 (Shield) +8 (Dex) +1 (Size) = 30 (19 Touch, 22 Flat-Footed)
Initiative: +8 (Dex) +4 (Racial) = +12
Base Attack Bonus: +8/+3
Speed: [30 (Base) +10 (Racial)] = 40 feet
Fortitude: +2 (Cleric) +2 (Master of Shrouds) +2 (Ur-Priest) +2 (Profane) +2 (Traits) = +10
Reflex: +2 (Ninja) +2 (Master of Shrouds) +8 (Dex) +2 (Profane) –1 (Trait) = +13
Will: +2 (Ninja) +2 (Cleric) +2 (Conjurer) +6 (Master of Shrouds) +2 (Ur-Priest) +10 (Wis) +2 (Profane) –1 (Trait) = +25

Attacks:
Touch Attack: +8 (BAB) +8 (Dex) +1 (Size) = +17 (1d8+7 Negative Energy Damage, Will Half) (1 Con Damage, Will Neg)
Masterwork Composite Shortbow [+6]: +8 (BAB) +8 (Dex) +1 (Mw) +1 (Size) = +18 (1d4+6, 20 x3)
Short-sword: +8 (BAB) +6 (Str) +1 (Size) = +15 (1d4+6, 19-20 x2)

Carrying Capacity:
Load:

Known Languages: Goblin, Common, Celestial, Infernal, Abyssal, Halfling, Draconic
[/sblock][sblock= Skills]
Bluff: 15 (Ranks) +7 (Cha) = +22
Concentration: 15 (Ranks) +7 (Cha) = +22
Diplomacy: 15 (Ranks) +7 (Cha) +2 (Bluff Synergy) +2 (Sense Motive Synergy) = +26
Hide: 4 (Ranks) +8 (Dex) +2 (Mw Tools) +5 (Breeches) +4 (Size) = +23
Knowledge (Arcana): 5 (Ranks) +5 (Int) = +10
Knowledge (Religion): 15 (Ranks) +5 (Int) = +20
Knowledge (The Planes): 5 (Ranks) +5 (Int) = +10
Listen: 4 (Ranks) +10 (Wis) = +14
Move Silently: 15 (Ranks) +8 (Dex) +2 (Racial) +2 (Mw Tools) +5 (Breeches) = +32
Ride: 0 (Ranks) +8 (Dex) +2 (Mw Tools) = +10
Sense Motive: 5 (Ranks) +10 (Wis) = +15
Spell-Craft: 9 (Ranks) +5 (Int) +2 (Knowledge: Arcana Synergy) = +16
Spot: 4 (Ranks) +10 (Wis) = +15

[/sblock][sblock=Feats]
Traits: Passionate, Hardy (+2 on Fort Saves, -1 on will saves and ref saves)

1st Level: Iron Will
Bonus (Flaw: Weak Will): Spell Focus (Conjuration)
Bonus (Flaw: Vulnerable): Spell Focus (Evil)
Bonus (Ninja): Mother Cyst
Bonus (Domain: Domination): Spell Focus (Enchantment)
Bonus (Conjurer): Augmented Summoning
3rd Level: Practiced Spell-Caster
Bonus (Master of Shrouds): Extra Turning
6th Level: Undead Leadership
9th Level: Leadership
12th Level: Extra Followers

Note: Originally, Irthos had Craft Wondrous Item as his 3rd Level feat. At level 9, Irthos paid a manifester to cast Psychic Reformation on him, which was used to replace Craft Wondrous Item with Practiced Spell-Caster.

[/sblock][sblock=Leadership, Undead Leadership, and Minions]
Leadership Score: 12 (Levels) +7 (Cha) +2 (Great Renown: The Companionship) +2 (Stronghold: The Citadel) +1 (Special Power: Undead Summoning) +1 (Extra Followers) = 25

Cohort: Iejir Arcaniss

Notable Followers:
6th: 4 Shadows
5th: 4 Lesser Shadows
4th: 8 Least Shadows
3rd: George the Master Artisan

Undead Leadership Score: 12 (Levels) +7 (Cha) +2 (Stronghold) +1 (Special Power: Undead Summoning) +1 (Extra Followers) +2 (Undead Leadership) = 27

Undead Cohort: Eldest

Notable Followers:
6th: 4 Shadows
5th: 4 Lesser Shadows
4th: 8 Least Shadows

Minions: The Death Knight Template grants 2x HD in Undead Minions, as well as a mount (often a Nightmare) of 1/2 the Death Knight’s HD.

Minions: Irlym and Virlym

Mount: Nightmare

[/sblock][sblock=Class Features]
Weapon and Armor Proficiency: Light, Medium, Heavy armor, shields (but not tower shields), All simple weapons, the hand cross-bow, kama, kukri, nunchaku, sai, short-bow, short-sword, shuriken, and siangham.

Order of Levels Taken:
1st: Ninja 1
2nd: Cleric 1
3rd: Conjurer 1
4th: Master of Shrouds 1
5th: Master of Shrouds 2
6th: Ur-Priest 1
7th: Master of Shrouds 3
8th: Master of Shrouds 4
9th: Master of Shrouds 5
10th: Master of Shrouds 6
11th: Master of Shrouds 7
12th: Master of Shrouds 8

[sblock=Ninja]
AC Bonus: As monk, doesn’t stack with monk.

Ki Power: Ki points equal to 1/2 class level + Wis bonus. As long as ki pool isn’t empty, ninja gets a +2 bonus on will saves. Ki points cannot be spent while wearing armor or encumbered.

Sudden Strike +1d6: As sneak attack, except doesn’t apply when flanking and can’t be used when striking for non-lethal damage.
NOTE: Sudden Strike ability traded for Bonus Feat (approved by Cog)

Trapfinding: As rogue ability

[/sblock][sblock=Cleric]
Irthos has Domination and Tyranny as his domains. He has sacrificed the Knowledge Domain granted by the Cloistered Cleric Variant for the Divine Magician Alternate Class Feature.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
[/sblock][sblock=Conjurer (Wizard)]
Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

[sblock=Conjurer Variant Special Abilities]
Rapid Summoning (Ex)

Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.

A conjurer using this variant permanently gives up the ability to obtain a familiar.

Enhanced Summoning (Ex)

At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat.

At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.

At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.

A conjurer using this variant does not gain bonus feats for advancing as a wizard.

Spontaneous Summoning (Ex)

Conjurers using this variant can "lose" a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I, summon monster II, or summon monster III.

A conjurer using this variant does not gain additional spells per day for being a specialist wizard.
[/sblock][/sblock][sblock=Master of Shrouds]
Weapon and Armor Proficiency: Masters of shrouds gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Extra Rebuking (Ex): A master of shrouds may use her rebuke undead ability four additional times per day.

Rebuke Undead (Su): Master of shrouds class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player's Handbook. For example, a 7th-level cleric/5th-level master of shrouds rebukes undead as a 12th-level cleric.

Summon Undead (Sp): At 2nd level and higher, a master of shrouds can summon one or more incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability is otherwise identical to the summon monster spells, except that a master of shrouds adds her Charisma modifier (if positive) to the duration of the effect.

At 2nd level, a master of shrouds can summon a single shadow. At 4th level, she can summon one wraith or two shadows. At 6th level, she can summon one spectre, two wraiths, or four shadows. At 8th level, she can summon one greater shadow, two spectres, four wraiths, or four shadows. At 10th level, she can summon one dread wraith, two greater shadows, four spectres, four wraiths, or four shadows.

Improved Summoning (Ex): Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or when she uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.
[/sblock][sblock=Ur-Priest]
Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a wisdom score of at least 10 + the spell’s level, so an ur-priest with a wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom Modifier.
The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in other spell casting classes. Any levels gained in the cleric class by an ex-cleric don’t count.

[/sblock][/sblock][sblock=Spells]
Notes:
Irthos has Spell Focus: Evil and Spell Focus: Enchantment
All Compulsion spells cast by Irthos are at +1 DC

All Planar Ally Spells from the Cleric List are instead replace by Planar Binding spells.

Divine Magician Extra Spells Known:
1st: True Strike
2nd: Command Undead
3rd: Nondetection
4th: Enervation
5th: Magic Jar
6th: Revive Undead
7th: Awaken Undead
8th: Mindblank
9th: Wail of the Banshee

Irthos casts Arcane Spells as a 1st Level Conjurer (Caster Level 1)
Base Save DC: 15 + Spell Level
Spells Per Day: 3 0 Level, 2 1st Level
Typical Spells Prepared:
0 Level: Prestidigitation, Arcane Mark, Mage Hand
1st Level: Mage Armor, Mage Armor

Irthos casts Divine Spells as a 7th Level Ur-Priest (Caster Level 12: 7 + 1 + 4)
Base Save DC: 20 + Spell Level
Spells Per Day: 6 0 Level, 7 1st Level, 6 2nd Level, 5 3rd Level, 5 4th Level, 4 5th Level, 3 6th Level, 1 7th Level
Typical Spells Prepared:
-0 Level: Cure Minor Wounds, Detect Magic, Detect Magic, Light, Read Magic, Resistance
-1st Level: Heartache (BoVD), Heartache (BoVD), Sorrow (BoVD), Lesser Vigor (BoVD), Divine Favor, Sanctuary, Sanctuary
-2nd Level: Darkbolt (BoVD), Necrotic Cyst, Necrotic Cyst, Hold Person, Silence, Cure Moderate Wounds
-3rd Level: Wrack (CD), Wrack (CD), Briar Web (CD), Dispel Magic, Meld Into Stone
-4th Level: Enervation, Restoration, Freedom of Movement, Dominate Person, Dominate Person
-5th Level: Flame Strike, Slay Living, Plane Shift, Dragon Breath
-6th Level: Vigorous Circle, Heal, Geas/Quest
-7th Level: Necrotic Tumor

[/sblock][sblock=Racial Traits]
Xvart:
+2 Dex, -2 Str, -2 Con
Small Humanoid (Xvart)
30 foot movement
Darkvision 60 feet
+2 racial bonus on Move Silently checks
Speak with Animals (rats and bats only) 1/day, works with Dire rats/bats as well.
Favored Class; Fighter
Level Adjustment: -2

[sblock=Death Knight]
Death Knight:
Type changes to Undead
Str +4, Con -, Wis +2, Cha +2
Has d12 HD
Natural Armor bonus +5
DR 15/Magic
SR 20 + 1/level above 10th (22)
Gains Touch Attack, deals 1d8+Cha mod negative energy damage (Will Save for half) plus 1 point of Con damage (Will Negates); Charisma Based DC
Fireball, 1/day. Half of Damage is considered Divine damage. Charisma Based DC
Fear, to all within 15’ radius if they have 5 HD or less. Charisma Based DC
2x HD in Undead Followers, attracted from the surrounding area.
Summon a mount with 1/2 Death Knights HD (often a Nightmare). If it is slain, must wait 1 year and 1 day for a replacement.
Immune to Cold, Electricity, and Polymorph
Immune to Turning

Specialized Creator: Dread Necromancer 8/Wizard (Necromancer) 1 with Corpsecrafter, Nimble Bones, and Hardened Flesh feats with area under effects of a Desecrate Spell with Alter.

-Dread Necromancer 8 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement)
-Necromancer 1 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement)
-Corpsecrafter grants +2 Hit Points per Hit Die, +4 Str (enhancement)
-Desecrate Spell grants +2 Hit Points per Hit Die

Cost: 3,000 gp (Approved by Cog)

Note: Enhancement bonuses do not stack.
[/sblock][sblock=Spell-Stitched Template]
Spell-Like Abilities: 2 1st Level (4); 2 2nd Level (4); Two 3rd Level (2); Two 4th Level (2); Two 5th Level (2); 1 6th Level (1)
SLAs:
1: Negative Energy Ray (4)
2: Command Undead (2), Spectral Hand (1), Scorching Ray (1)
3: Animate Undead (2)
4: Enervation (2)
5: Teleport (1), Symbol of Pain (1)
6: Revive Undead (1)
Damage Reduction 5/Magic and Silver
Spell Resistance 17 (10 + Cha Mod)
Turn Resistance +2
+2 Profane Bonus on all Saving Throws

[/sblock][/sblock][sblock=Equipment]
10th Level grants 49,000 gp available.

Services:
Psychic Reformation (7 x 40 = 280 base gp cost, + 750 for xp component = 1050 gp)
Specialized Creator (Death Knight) (3,000 gp)
Spell-Stitching (Self-Stitched: 1,000 gp, 9,500 xp)

Worn (Non-Magical) Items
Explorer’s Outfit (0 gp): -
Mithral Studded Leather (Crafted by George: 588 gp): 10 lb.
Darkwood Buckler (Crafted by George: Took 10, 25 gp)
Signet Ring (5 gp): -
Spell Component Pouch x3 (15 gp total): 6 lb. total (Behind Left Hip)
Masterwork Tools: Padded Soles (Move Silently) (Crafted by George: Took 10; 25 gp): 1 lb.
Masterwork Tools: Riding Equipment (Ride) (Crafted by George: Took 10, 25 gp): 1 lb.
Masterwork Tools: Black Cloak (Hide) (Crafted by George: Took 10, 25 gp): 1 lb.

Weaponry:
Masterwork Composite Shortbow [+6] (Crafted by George: Took 10; 337.5 gp): 1.5 lb. (Right Shoulder)
-20 arrows (1 gp): 0.5 lb. (Right Shoulder)
-20 Cold-Iron arrows (2 gp): 0.5 lb. (Right Shoulder)
-20 Silver arrows (3 gp): 0.5 lb. (Right Shoulder)
Short-sword (Crafted by George: Took 10; 3 gp): 1 lb. (Left Shoulder)
Silver Kukri (Crafted by George: Took 10; 9 gp): 1 lb. (Left Hip)
Cold Iron Morningstar (Crafted by George: Took 10; 5 gp): 3 lb. (Left Hip)
20 Shuriken (4 gp): 1 lb. (Concealed Over Entire body)

Worn (Magical) Items
Slippers (Boots) of Spider Climbing (Self-Crafted: 2,400 gp, 192 xp): -
Boots (Breeches) of Move Silently +5 and Hide +5 (Self-Crafted: 2,500 gp, 200 xp): -
Goggles (Spectacles) of Lifesight (Self-Crafted: 1,000 gp, 80 xp): -
Hat of Disguise (Self-Crafted: 900 gp, 72 xp): -
+2 Cloak (Shirt) of Charisma (Self Crafted: 2,000 gp, 160 xp)
+6 Periapt of Wisdom (Self-Crafted: 18,000 gp, 1,440 xp)

Scroll-Case (1 gp): 0.5 lb.
-Pearl of Power, 1st Level (1,000 gp): -
-(Normal) Metamagic Rod of ‘Song of the Dead’ (11,000 gp): -
-Wand of Cure Light Wounds (750 gp): -
-Wand of Inflict Light Wounds (750 gp): -

Heward’s Handy Haversack (2,000 gp): 5 lb.
-Monk’s Outfit (1 gp): 1 lb.
-Wizard’s Spellbook (15 gp): 3 lb.
-Silk Rope, 50 ft., with Grappling Hook (11 gp): 9 lb.
-Tent (10 gp): 10 lb.
-Bedroll (0.1 gp): 2.5 lb.
-Winter Blanket (0.5 gp): 1.5 lb.
-5 Sunrods (10 gp total): 5 lb.
-2 Flasks of Alchemist’s Fire (40 gp total): 2 lb.
-Wooden Holy Symbol (1 gp): -
-Small Steel Mirror (10 gp): -
-3x Masterwork Manacles with Amazing Lock (Crafted by George: Took 10; 200 gp total): 3 lb.
-3x Lock Key (0 gp): -

47417.6
gp spent

[sblock=Crafting Xp Expenses]
-192 xp was spent at level 4 (ECL 2) on Slippers of Spider Climbing, which resulted in a net loss of 3 xp by ECL 11
-200 xp was spent at level 5 (ECL 3) on Breeches of Move Silently, which resulted in a net loss of 8 xp by ECL 11
-80 xp was spent at level 9 (ECL 7) on Goggles of Lifesight, which resulted in a net loss of 26 xp by ECL 11
-72 xp was spent at level 3 (ECL 1) on a Hat of Disguise, which resulted in a net loss of 2 xp by ECL 11
-160 xp was spent at level 8 (ECL 6) on a Cloak of Charisma +2, which resulted in a net xp loss of 41 xp by ECL 11
-1440 xp was spent at level 8 (ECL 6) on a Periapt of Wisdom +6, which resulted in a net xp loss of 374 xp by ECL 11

Totals: 454 xp
[/sblock][/sblock][sblock= Character Information][sblock=History and Story]

They were coming for him.
Irthos felt the joy of the divines race through his body- finally, he was going to be called into the inner circle. After he had worked so hard, learned so much… he had finally proven himself. Nothing could stop him now.
He looked down again at the letter, wishing to read it once more.
“Brother Irthos,
Your long and hard efforts to gain our attention have not gone unnoticed. We have noted your unusual and powerful abilities, and for this, you are being promoted to the rank of high priest. Your escort will arrive shortly.”
By the gods, he was going to do it. He was going to prove all of them wrong. He was finally going to be a high priest, able to command over all of them- they wouldn’t dare try even touching him ever again.
He cackled, imagining what he could do with his new position. Oh, the fun he would have…
There was a quiet knock on the door.
Irthos rushed to it, opening it swiftly. His escort was here. The other goblin was of the warrior caste, dressed in armor of some dark metal. “Irthos Malsvik,” he said quietly.
Irthos nodded, “I am he, brother,”
The other nodded.

Irthos didn’t know how he managed to get out of the way. In a split second, the goblin had drawn his sword and swung faster than lightning, breaking the door frame with its strength. Irthos jumped back- an assassin, dressed as his escort? Was someone trying to stop his promotion?
Irthos roared in frenzy- it didn’t matter who they were, no one was going to try that on him without paying for it. He concentrated for a moment, calling upon the divines-
…and there was nothing there.
Irthos suddenly felt a great emptiness inside of him, as he realized what had just happened. He fell to his knees, shrieking in pain and horror- he was forsaken. There was no promotion. Only death.
As the tears rolled down his cheeks, he saw the other goblin slowly walking toward him, his armor not making the slightest sound. “So you have realized what has been done,” he said, his words sounding like an ultimatum.
Irthos nodded, unspeaking, knowing that if he did he would shame himself with his sobs.
He felt the steel next to his throat. He closed his eyes, knowing the inevitable.
He heard the other goblin bring his sword up, readying for the final blow- and Irthos’s eyes snapped open.
He roared, leaping to his feet, tackling the executioner. Grabbing his sword, he smashed the hilt down into the other goblin’s face, over and over again, until he could no longer hear the cracking of bones but only a sound similar to striking a side of beef with an iron pipe. He looked down at himself, surprised at the vast amount of blood that was covering his body, and the blood that had sprayed all over the floor. The other goblin was unrecognizable, and not a single shred of his blue skin was left on the bloody pulp that had been his face.
He slowly rose from atop his corpse, wiping a small bit of skull and brains off of his hand. The sword dropped to the floor with a clatter. He had to get out of there.



Irthos Malsvik began as a member of the Thief caste, displaying a certain aptitude for the stealth arts- but it was not to be. Shortly after his induction, one of the high priests took a certain interest in him, and had him transferred to the priest caste. Irthos never knew why, but then again, there was no why- if a priest told you to do something, you did it.
He grew extremely strong in the ways of the divine, advancing with a speed that was only heard of in legends. But there was something wrong.
There was a new side to Irthos’s power, something that no goblin had ever seen before. Irthos could call upon the spirits of the netherworld, bringing the dead back to life for a brief period of time. However, they were not as they had been- they were dark, twisted shapes, with no memory of their past life, only left with a hunger that had driven them to insanity. Irthos could control these spirits, but no one knew how or why.
Even Irthos himself did not know. He took his “gift” as a power granted by the gods, and there was nothing more to it than that.
The other priests, however, were far less optimistic. He was a threat to the order. Calling upon the gods, the high priests stripped him of his power over magic, and ordered his execution. While destroying his divine connection was successful, his execution was not- Irthos disappeared, and his executioner was found killed in his home.
Irhos fled the tribe, escaping through the tunnels, fleeing into the wilderness. He had no thoughts of atonement- only revenge. He would regain his power even if he had to steal his spells from the gods themselves, and use it to crush the church that had forsaken him.

It did not take him long to re-establish his divine connection- however, this time the connection was far different. He no longer prayed to the gods for his power- instead, it was as if he could sense and hear other’s prayers, and then intercept the powers that had been meant for them. He took great joy in doing this- for not only was he stealing from the deities, he was also denying the gifts that had been meant for others of the church that he had been a part of. It was a small revenge, nothing to the extent that he had hoped for, but it was revenge none-the-less.
Meanwhile, his re-established connection to the divines also renewed his connection to the netherworld- he had regained his ability to call upon the spirits. He honed this ability, learning to call stronger spirits and in more numbers- for it was with these ghosts that he would destroy the ones that had wronged him.


The day after Irthos returned to the Goblin tunnels, all was silent. Goblins lay where they had stood just a few days before, each without a single mark on them- yet all quite unmistakably dead. Each had the same expression on their faces- wide eyes, open mouths, a look of fear etched permanently on their faces- as if they had all died screaming in horror-
…Which, in fact, they did.
No animal disturbed the silence- those that had not died in a similar manner had fled, never to return. Throughout the entire tunnel system, stretched miles underground, only one living creature moved. The rest of the ones that moved were technically dead.
Irthos walked among the bodies of the fallen, followed by a small army of his faithful spirits. He walked through the tunnels, the ones that he had grown up in, been raised in, and had spent his whole life in, and had returned to kill every single goblin that resided there.
He recalled the struggles of the fallen- the thief caste had been hard, but his ghosts simply moved through the walls until they had found every last one of them. The sorcerer caste… that had caused a few problems, but nothing major. The warrior caste had been the easiest, and the most fun to watch, as they pitifully attempted to attack the spirits, their weapons going straight through his minions, ignored. They had also had the most physical strength, which his minions enjoyed the most.
The priest caste he had saved for last. This was the only caste that he himself took some action in, as some of the priests proved to be surprisingly resilient against his hordes. He didn’t care though. The fact that he had been able to crush some of them with his bare hands (literally, in fact, for a few of them) was all the better. That had been fun.
But now… now there was nothing.
Irthos felt a certain emptiness inside of him… almost the same emptiness that he had felt when he had been stripped of his powers. But this was different. He couldn’t describe it. He had finally done what he had wished he could do for years… but… what now?
He pondered this, gazing at both the dead and undead surrounding him. Where would he go? What would he do? He had done everything. Had he? What was there left to do?
It was at this precise instant that a noise came echoing down the tunnels, the sound of metal scraping against metal. Irthos leapt to his feet, silently commanding his horde to hide temslves within the walls and follow him. He padded softly down the tunnel, listening intently. There were… voices.
He advanced cautiously. A Dwarven voice called out, “It’s not right down here. Whatever killed all these goblins might still be here to kill us.”
Anther voice, this one human, or maybe half-elven: “That could be true… it could definitely be a trap of some sort. But even if it is, so what? I bet he’s got one hell of treasure trove.”
The Dwarf: “But look at these bodies. There’s not a scratch on them. What could do that?”
Another voice, probably a halfling: “Shh. We’re not alone.”
Irthos’s eyes widened in surprise- he had made no noise at all. Those were some ears worthy of respect. He decided to do this the easy way. Besides, his minions were still in the walls- there wasn’t much they could do to him if they were to try anything.
So he straightened up, and walked right through the tunnel into the center of them.

That happened to be one of the best decisions he had ever made in his life. The group turned out to be a team of adventurers, who, coincidently, happened to be out a priest. Irthos played himself off as the lone survivor of some horrible incident, and, partially because of his skill with divine magic, they allowed him to join their little band, on the condition that he allow them to loot the bodies of the fallen goblins.
Time and time again he proved his worth to them, landing the final blow on some horrible mastermind, or resurrecting them after they had fallen in battle. He gradually grew accustomed to them, and they took him in, uncaring of his blue skin or his orange eyes. Completely on accident, they found out about his unusual connection to the spirit world- and yet, they did not persecute him for it, and in fact praised him for it, asking him to use such abilities in battle when they were in need of help. They out-right defended him when they came to towns, where normally the innkeepers took a little convincing to let a goblin into their taverns.
He was one of them now, a part of the team… he was an adventurer.
[/sblock][sblock=Irthos and Iejir]
Irthos sat alone by his campsite, leaning against a fallen log. Athear was asleep, having spent the last few hours grazing. Irthos looked over at his faithful steed, admiring his black, silky hair, and his magnificent feathered wings. He deserved the rest- he had done well today. Aesthyr vibrated quietly, likewise asleep in Irthos’s pouch. The day had been rough for her too, but now the job was done now, and all was well.
Irthos stared up at the stars, enjoying the night air. He liked looking at the stars, it was one of his favorite things to do when he was alone- but then again, he had gone half his life without the knowledge that such things even existed, living in a dark, underground cave with the rest of his kind. At that thought, a wave of hate flowed through him, and a vicious snarl came to his face. He sensed the
sjach become alert at this, feeling his hate through their bond, likewise remembering the Xvart, and the feast they had had that day. Irthos himself didn’t know what they felt when they fed, but he felt their hunger, their desire to feed, and the intense satisfaction they felt when their appetite was sated. Regardless, he let the hatred subside, flowing out like the tide, and the shadows became calm again. He exhaled deeply, returning his gaze to the bejeweled sky, listening to the fire crackle at his feet.
A presence suddenly shook him from his reverie. He could not sense such things, but the shadows could- and they passed that along to him through the bond. He looked to his left, listening intently, until he could hear the soft crunching of boots. He tapped his pouch lightly, alerting Aesthyr, and commanded the sjach to be at the ready through the bond. His hand dipped into his component pouch, and he waited.
The crunching grew louder, making it obvious that this person, whoever they were, were not attempting to sneak up on him- at least that was good. He stared as a shape began to form through the darkness- small, humanoid, about his height, male by the looks of it. The person stepped into the light.
He was a Halfling, dressed in traveler’s garb, alone. Irthos was suddenly very glad for the magic that surrounded him, for he too was a Halfling, at least in appearance. His true nature remained concealed to most. The stranger stood, a few feet from Irthos, silent. Irthos and the stranger stared at each other, neither speaking. Slowly the stranger sat down opposite him, not breaking his stare, setting his hat beside him. The stranger broke the silence. “I am Iejir Arcaniss, a wanderer. I saw the light of your campfire and decided to greet you.”
“That can be a dangerous habit,” Irthos replied calmly. What an odd fellow. Odd name too.
“Indeed, it can,” the Halfling Iejir said. “Of whom might I have the pleasure of meeting this night?”
Irthos stopped, thinking about his options. He could kill the fellow- the shadows were concentrated right beneath the stranger’s feet, itching to surge up and devour him. He could feel their hunger. Aesthyr vibrated against his thigh, reminding him of his promise to not kill simply on a whim. He could simply return the fellow’s introduction. Couldn’t be much harm in that.
“I am… Irthos, Irthos Malsvik” He said, feeling odd. Something seemed strange about this.
The Irthos?” Iejir said, a small smile coming to his face. “I have heard tales of you.”
Irthos paused again. That could mean a lot of things. He decided to take the bait. “Oh? What kind of tales?”
“Oh, a great deal of them… for one, that you slaughtered each and every last member of your own clan.”
Irthos lept to his feet, about to incinerate the stranger, but the Halfling kept still, unmoving. Irthos was breathing hard. How could he know about that? He had told no one.
No one. Even the ones he had left the caves with believed him to be a survivor. Well, Aesthyr knew. But Aesthyr wouldn’t, in fact, Aesthyr couldn’t tell anyone. But the odd little Halfling just sat and smiled at him.
Irthos swallowed, then sat down again, composed. Neither of them spoke, again, just staring at each other, trying to figure out what the other was thinking.
Iejir, again, broke the silence. “Fear not. I haven’t told anyone. Besides, who would believe me, especially considering that there’s at least one of your kind still living.”
Irthos was about to speak, but he held his tongue- how cryptic, unless…?
Iejir removed his hat, confirming Irthos’s suspicions. Orange eyes and deep blue skin stared back at him. “Then again,” Iejir spoke, “If you hadn’t done so, then that particular tale would have ended up being attributed to me.”
Irthos sat for a moment, then a slow smile crept to his face.


Iejir Arcaniss, Blood Magus, grew up a member of the same exact clan as Irthos Malsvik, and a proud member of the Sorcerer caste. His strength in the arcane grew rapidly and to enormous levels- in fact, he was one of the greatest sorcerer’s the clan had ever known, a prodigy, who would bring his caste and clan to greatness. Unfortunately, though nearly all were in approval of the latter prospect, there were quite a few who disliked the idea of a growing Sorcerer caste- namely, the priest caste, which had held the reigns of power within the clans for generations.
Very much like Irthos, Iejir had been chosen for execution, under the guise of a promotion. And, like Irthos, Iejir proved significantly more difficult to kill than his peers had planned. And, again, like Irthos, Iejir had a very, very special place in his heart for revenge.
Iejir, though, spent a significantly much longer time planning- so long, in fact, that he missed all of Irthos’s exile and return, and the slaughter that followed. When Iejir returned to the caves, finding them empty aside from the bones of his former clansmen, he struck out into the wilderness, intent on finding whoever had done his job for him. He wasn’t quite sure what he would do when he found the person, but he was damn well going to find them.
He searched for many months, and after a time, nearly gave up. He did make many friends during his search though, namely, a fellow arcane caster who initiated him into the Arcane Order. It was through this guild that he learned of an adventurer by the name of Irthos, who traveled as a Halfling but was in reality a goblin, and the lone survivor of a goblin holocaust. Iejir spent a great deal of time investigating him, watching him behind his back, until he finally determined the truth- that Irthos was no survivor, no victim, but instead a one man genocide.
So he decided to meet him.
Their initial encounter was extremely tense- the both of them nearly killed each other. One, a lord of the divine, another, a master of the arcane- such a battle would have destroyed the countryside. Of course, Irthos didn’t know this at the time, but he did so quite soon after their meeting.
The two, already with similar goals and motives, found themselves to be nearly identical. Their friendship grew, and they eventually decided to work together as a team, and found that their respective skills in magic complimented each other extremely well. As the two grew closer, they eventually underwent the rite of brotherhood, mixing their blood, becoming family- ironically enough, the ritual of the people that each had sought to destroy.
[/sblock][sblock=The Death Knight Transformation]

Irthos was dying.
He hung from standing pole, the only thing keeping him up being the long, cursed nails that had been driven through his arms and legs to hold him there. The pain was excruciating. He had been held there in the same position for 18 hours- an endless millennia of torture. He had long since ceased screaming, and his tears were dry upon his face. He simply hung, as his body slowly began to cease in it’s functions- even the blood slowly dripping out of the holes in his arms and legs had almost ended. The incredible aroma of incense surrounded him, seeming to fill his every pore. A low chant came from each corner of the room, seeming to circle him like a lion stalking its prey.
He glanced over at his brother, likewise hanging from a pole identical to his own, with identical nails driven through identical parts of his body. Iejir was still breathing. Good.
Irthos let his head drop back to its previous position. He was tired. So incredibly tired. He let out a long, ragged breath, raising his eyes. The Sjach were watching him. For some reason, they each seemed clearer, more distinct- which was very strange indeed.
The one who had been previously known as Johnny before his death moved toward him, and, in perfect common speech, said, “We welcome you, brother Irthos.”
Irthos’s eyes widened in shock, and his breath left his body in a single instant. He had spoken. He had heard it, he was sure of it. But the Sjach could not speak. They could only whisper through the mental link between them; never audibly. His eyes shifted over to Iejir. He hung, unmoving aside from the small motions of his own breathing. Had he not heard? The Sjach were speaking!
He looked back at them, tried to respond, to say anything- but only a low rasping croak left his lips. He suddenly felt an enormous pain in the pit of his stomach, and he shook as his body heaved in its futile attempts to vomit. Each heave caused the nails in his limbs to grind agonizingly, and blood sprayed from his open mouth, dripping down his chin. He coughed pitifully.
“It is time,” said a voice. Who? Wait, there was someone else. The Ceremonial Leader. Right. But time for what? He slowly raised his eyes, to see a tall, gaunt man standing before him and Iejir. Iejir coughed, blood dripping from his mouth down to a large puddle beneath him. He tried to speak, but Irthos could not hear what he said.
The gaunt man held up a dark blade, terrible and vicious. Irthos let his eyes drop again. Holding them up was too hard. He was so tired.
He watched as slowly an object pressed itself against his midsection. The sword. It slowly entered his body, inch by inch. He felt no pain. He waited for the hilt to reach his body, as his vision began to gray.
He felt the blade slide out of him, and the world faded to darkness. A smile came to his lips.


(Irthos and Iejir would die together, four years after meeting. However, they would not die in a traditional sense- instead, they would join the ranks of the undead, their thoughts and memories intact, left in an immortal body.
This, actually, ended up costing them a good three thousand gold pieces each, ironically.
Ever in their quest for power, the two brothers underwent the Ritual of Crucimigration- ceasing the beat of their hearts, their bodies fueled by a link to the negative energy plane. They themselves had become the undead, like those that they gathered with for so long.)

[/sblock][sblock=Personality]
Irthos Malsvik (which means “secret evil” in Draconic) is still a thieving, lying goblin, so much so that he even steals the spells that he casts. However, his time spent with a party of good adventurers left quite an impressionable mark on him, and he is now a far better person than he would like to admit.
[/sblock][sblock=Appearance]
With his Hat of Disguise:
During most of his time, Irthos travels as a noble and regal looking Halfling, dressed in warrior’s armor and clothing. He has fair skin, dark hair, and hard, piercing brown eyes, atypical for one of a race that is normally so carefree. He has the look of one who has seen and survived many battles and many hardships. Despite his old eyes and face, His body seems to be in its prime, with no fat on him at all and hard muscles standing out through the parts of his clothing not covered by armor. He walks with the grace of a feline, stalking its prey, and when combined with his other features, he could be simply wearing a sign that says, “Don’t :):):):) with me.”

Without his Hat of Disguise:
Like most of the Xvart Goblin race, Irthos has deep blue skin and flaming orange eyes. He has shaven off his ring of hair, leaving him completely bald. He wears very dark clothing, with a black bandanna tied around his head. He bears the tattoos of both the thief and priest caste, an oddity even among his own race. The thief tattoos are 4 long black lines running down the length of each of his forearms and fingers, while the priest caste tattoo is a small ring over the left breast.
He looks to be in incredible shape for a member of his race, seeming to have the grace of an elf with the toned body of a dwarf; the features of a warrior.
[/sblock]


[/sblock][/sblock]
 
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[sblock=Irthos’s Companions][sblock=Iejir Arcaniss, Irthos’s Cohort]
Iejir Arcaniss: True Neutral Male Necropolitan Xvart Sorcerer 5/Blood Magus 1/Mage of the Arcane Order 4

[sblock=Iejir Arcaniss]
[sblock=Basic Statistics]
Strength: 17 –2 (Racial) +4 (Enhancement) = 19
Dexterity: 19 +1 (Levels) +4 (Enhancement) = 24
Constitution: -
Intelligence: 18
Wisdom: 13
Charisma: 22 +6 (Tunic) = 28 [+10]
Stat rolls are for John Smith, applied to this character (approved by cog_and_taz)
Stats (6d4=18, 6d4=17, 6d4=22, 6d4=13, 6d4=13, 6d4=19)

Hit Points: 12 +9d12 +60 (138 hit points)
Armor Class: 10 +1 (Size) +8 (Dex) = 19
Initiative: +7 (Dex)
Base Attack Bonus: +5
Speed: 30 (Base) +10 (Dark) = 40 feet
Fortitude: +2 (Sorcerer) +3 (Blood Magus) +2 (Feat) = +7
Reflex: +2 (Sorcerer) +8 (Dex) = +10
Will: +5 (Sorcerer) +3 (MotAO) +1 (Wis) –3 (Flaw) = +6

Attacks:

Carrying Capacity
Load:

Known Languages: Goblin, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc, Sylvan, Terran, Undercommon
[/sblock][sblock= Skills]
Bluff: 13 (Ranks)
Diplomacy: 13 (Ranks)
Concentation: 13 (Ranks)
Knowledge (Arcana): 13 (Ranks)
Ride: 5 (Ranks)
Speak Language: 4
Spellcraft: 13 (Ranks)

[/sblock][sblock=Feats]
1st Level: Sudden Widen
Bonus (Flaw: Vulnerable): Cooperative Spell
Bonus (Flaw: Weak Will): Improved Toughness
3rd Level: Great Fortitude
6th Level: Arcane Preparation
9th Level: Craft Wondrous Item
Bonus (Mage of the Arcane Order): Heighten Spell

[/sblock][sblock=Class Features]
[sblock=Sorcerer]
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
[/sblock][sblock=Blood Magus]
Blood Component: You can use your own blood in place of material components. You take at least 1 hp damage, but the DC of the spell goes up by 1 too. Replacing costly components results in greater hp loss.
Stanch: If your hit points go negative, you automatically stabilize on the next round.
Durable Casting: When you make a Concentration check due to having taken damage, subtract your class level from the damage taken for purposes of determining the DC.
[/sblock][sblock=Mage of the Arcane Order]
Guild Member: Access to lodging, a research library, lab, and ‘job board’.
Spell Pool II: Access to Guild Spellpool. By taking a full-round action, you can fill an unused slot with a 1st-6th level spell of your choice, though it fades in 1 minute per caster level. All spell levels you take from the spellpool must be returned by depleting a similar number of spell levels within one day per class level or access is lost. He can call a number of spells per day whose total levels are equal to or less than half his caster level.

[/sblock][/sblock][sblock=Spells]

Iejir casts as a 10th level Sorcerer (Caster Level 10)
Spells Per Day: 6 0 Level, 9 1st Level, 8 2nd Level, 8 3rd Level, 7 4th Level, 5 5th Level
Spells Known: 9 0 Level, 8 1st level, 6 2nd Level, 5 3rd Level, 4 4th Level, 3 5th Level
-0 Level: Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Mage Hand, Message, Arcane Mark, Prestidigitation
-1st Level: Tongue Tendrils (BoVD), Lesser Orb of Sound (CA), Grease, Charm Person, Burning Hands, Magic Missile, Disguise Self, Feather Fall
-2nd Level: Wither Limb (BoVD), Glitterdust, Web, Scorching Ray, Alter Self, Command Undead, Rope Trick
-3rd Level: Curse of the Putrid Husk (BoVD), Bands of Steel (CA), Dragon Breath (Draco), Dispel Magic, Slow
-4th Level: Wrack (CD), Dimension Door, Evard’s Black Tentacles, Greater Invisibility
-5th Level: Shadow Evocation, Dominate Person, Feeble Mind

[/sblock][sblock=Racial Traits]
+2 Dex, -2 Str, -2 Con
Small Humanoid (Xvart)
30 foot movement
Darkvision 60 feet
+2 racial bonus on Move Silently checks
Speak with Animals (rats and bats only) 1/day, works with Dire rats/bats as well.
Favored Class; Fighter
Level Adjustment: -2

[sblock=Necropolitan]
Type changes to Undead
Hit Dice: Increase to d12
Resist Control: +2 profane bonus on will saving throws to resist the effect of a control undead spell.
Turn Resistance +2
Unnatural Resistance: Automatically heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on Necropolitans.

Specialized Ceremonial Leader: Dread Necromancer 8/Wizard (Necromancer) 1 with area under effects of a Desecrate Spell with Alter.

-Dread Necromancer 8 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement)
-Necromancer 1 grants +2 Hit Points per Hit Die; +4 Str, +4 Dex (enhancement)
-Desecrate Spell grants +2 Hit Points per Hit Die

Note: Enhancement bonuses do not stack.

[/sblock]
[/sblock][sblock=Equipment]
49,000 gp available as 10th Level Character

Explorer’s Outfit (0 gp): -
Spell Component Pouch (5 gp): 2 lb.
Signet Ring (5 gp): -

Eyes (Spectacles) of Charming (Self-Crafted: 28,000 gp, 2240 xp): -
Hat of Disguise (Self-Crafted: 900 gp, 72 xp): -
Slippers (Boots) of Spider Climbing (Self-Crafted: 2,400 gp): -
+6 Cloak (Tunic) of Charisma (Self-Crafted: 18,000 gp, 1440 xp): -


48410
gp used
[/sblock][sblock=Character Information][sblock=History and Story]

See Irthos
[/sblock][/sblock]
[/sblock][sblock=Kosj, Iejir’s Familiar]
Hawk
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +0/–10
Attack: Talons +5 melee (1d4–2)
Full Attack: Talons +5 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
[/sblock][/sblock][sblock=The Eldest, Irthos’s Undead Cohort]
The Eldest: Chaotic Evil Male Evolved Shadow Cleric 1

[sblock= Basic Statistics]
Strength: -
Dexterity: 20 +4 (Racial) +4 (Gloves) = 28 [+9]
Constitution: -
Intelligence: 14 –4 (Racial) = 10 [+0]
Wisdom: 16 +2 (Racial) +1 (Levels) = 19 [+4]
Charisma: 19 +2 (Racial) +2 (Racial) +5 (Cloak) = 28 [+9]
6d4=12, 6d4=14, 6d4=20, 6d4=14, 6d4=19, 6d4=16

Hit Points: 12 +3d12 +8 (39 hit points) (+2d8 = +9 with Incorporeal Enhancement)
Armor Class: 10 +9 (Dex) +9 (Cha) +1 (Ring) +1 (Shield) +1 (Racial) = 31 (33 with Incorporeal Enhancement)
Initiative: +13
Base Attack Bonus: +2
Speed: 30 ft. (Flight) (Perfect)
Fortitude: +1 (Shadow) +2 (Cleric) = +3
Reflex: +1 (Shadow) +9 (Dex) = +10
Will: +3 (Shadow) +2 (Cleric) +4 (Wis) = +9

Turn Resistance: 4 (Hit Die) +2 (Evolved) = 8 (10 with Incorporeal Enhancement)

Attacks:
Incorporeal Touch: +2 (BAB) +9 (Dex) +1 (Amulet) = +12 (+14 with Incorporeal Enhancement), 1d6x1.5 +1 Strength Damage
Mw Wraithiron Longsword: +2 (BAB) +9 (Dex) +1 (Mw) = +12 (+14 with Incorporeal Enhancement), 1d8 (19-20, x2)

Carrying Capacity: -
Load: -

Known Languages: Abyssal, Common, Draconic, Goblin, Infernal, Undercommon
[/sblock][sblock= Skills]
Hide: 6 (Ranks) +9 (Dex) +4 (Racial) = +19
Knowledge (Religion): 2 (Ranks) = +2
Listen: 6 (Ranks) +4 (Wis) +2 (Racial) = +12
Spot: 6 (Ranks) +4 (Wis) +2 (Racial) = +12
Speak Language: 6 (Ranks)

[/sblock][sblock=Feats]
1st: Fly-By Attack
Bonus (Flaw: Feeble): Empowered Ability Damage
Bonus (Flaw: Shaky): Necrotic Reserve
3rd: Improved Initiative

[/sblock][sblock=Class Features]
Eldest has Force and Luck as his domains.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

[/sblock][sblock=Spells]
4 0 Level; 2+1 1st Level Spells per day
0 Level Spells Prepared: Guidance x4
1st Level Spells Prepared: Summon Monster 1 x2, Mage Armor (Domain)

[/sblock][sblock=Racial Traits]
Str: -, Dex +4, Con: -, Int –4, Wis +2, Cha +2
3 racial hit die which provide 1/2 BAB, Good Will saves, Poor Fort/Ref Saves, and 4 skill points/level.
Undead Traits
Incorporeal Traits
+2 Listen, Spot
+4 on Hide when in darkness, -4 when in bright light

Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Created under the effects of a Desecrate Spell: +2 HP/Hit Die

[sblock=Evolved Template]
+2 Charisma
+1 Deflection Bonus to AC
SLA: 1/day: Greater Invisibility
Fast Healing 3
LA +1

[/sblock][/sblock][sblock=Equipment]
8th Level grants 27,000 gp

Masterwork Wraithiron Longsword (Crafted by George: Took 10; 1657.5 gp): 2 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 1,004 gp): 6 lb.

Wraithiron Ring of Protection +1 (2,000 gp): -
Wraithiron Hand of the Mage (Crafted by Iejir: 450 gp): -
+4 Wraithiron Gloves of Dexterity (Crafted by Iejir: 8,000 gp): -
+5 Wraithiron Cloak of Charisma (Crafted by Iejir: 12,500 gp): -

25606.5
gp used
[/sblock][/sblock][sblock=Aesthyr, Irthos’s Faithful Servant]
Irthos has used the spell “Call Faithful Servants” (Book of Exalted Deeds, page 93) to call a lantern archon, which stays with him and serves him for one year. Irthos normally keeps her (the current Lantern Archon is called “Aesthyr”) in a small pouch on his belt, enjoying the benefits of her Aid spell-like ability and constant Magic Circle Against Evil and Aura of Menace, but often takes her out if he needs some advice, or just if there isn’t anyone around to see her. Regardless of what he says or how he acts, Irthos doesn’t like keeping her in his pouch, and in fact loves to watch her jump around in the sky, but keeps her in there a lot of the time because having a small glowing ball of light following you around might cause a few un-needed questions. He also cares very deeply for her, and is very careful to make sure she takes no harm.

Aesthyr her self is incredibly worrisome, and fears deeply for Irthos. She knows he isn’t the best of people on the good/evil scale, so she does her absolute best to guide him in any way she can, hoping she can someday turn him into a better person than he is now.

Aesthyr hates Irthos’s Shadows. Though she has been ordered to take no actions against them, she still despises them, knowing that the destruction of such creatures is in fact the reason for her existence.
She can, however, recognize their utility. She has been witness to their incredible power in combat, and noted how they have played essential roles in her own survival (and even rescue) many times. She wishes that Irthos would abandon them, but knows that they are incredibly important to him, and for that, no longer speaks against them (often).

LANTERN ARCHON
Diminutive Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 21 (+4 size, +4 natural, +3 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +1/–12
Attack: Light ray +8 ranged touch (1d6)
Full Attack: 2 light rays +8 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves: Fort +2 (+6 against poison), Ref +2, Will +2
Abilities: Str 1, Dex 17, Con 10, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats: Improved Initiative
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement :2–4 HD (Small)
Level Adjustment: —
Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
COMBAT
A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.
Aura of Menace (Su): Will DC 12 negates.
Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd.

Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
—Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.



…Think Navi from The Legend of Zelda: Ocarina of Time.
[/sblock][sblock=Irthos’s Death Knight Followers]
[sblock=Irthos’s Death Knight Mount]
Nightmare
Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 6d8+36 (63 hp)
Initiative: +5
Speed: 70 ft. (8 squares), fly 120 ft. (perfect)
Armor Class: 32 (-1 size, +5 Dex, +13 natural, +5 armor), touch 14, flat-footed 27
Base Attack/Grapple: +6/+18
Attack: Hoof +15 melee (1d8+10 plus 1d4 fire)
Full Attack: 2 hooves +15 melee (1d8+10 plus 1d4 fire) and bite +10 melee (1d8+6)
Space/Reach: 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, darkvision 60 ft., etherealness
Saves: Fort +10, Ref +10, Will +6
Abilities: Str 26, Dex 20, Con 22, Int 10, Wis 12, Cha 10 (32 Point Buy)

Skills: Concentration +14, Diplomacy +2, Intimidate +9, Knowledge (the planes) +9, Listen +10, Move Silently +14, Search +9, Sense Motive +10, Spot +10, Survival +10 (+12 on other planes and following tracks)
Feats: Run, Fleet of Foot, Improved Flight
Environment: A evil-aligned plane
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Level Adjustment: +4 (cohort)
A nightmare is about the size of a light war horse.

Combat
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.

A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Flaming Hooves (Su)
A blow from a nightmare’s hooves sets combustible materials alight.

Smoke (Su)
During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.

Astral Projection and Etherealness (Su)
These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Carrying Capacity
A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Gear: 10th Level (6 HD +4 LA) grants 49,000 gp

Horseshoes of Speed (3,000 gp): 12 lb.
+2 Bracers of Ogre Power (4,000 gp): 4 lb.
+2 Amulet of Mighty Fists (24,000 gp): -
Large Masterwork +1 Mithral Chainshirt Barding of Medium Fortification (17,550): 50 lb.
Bit and Bridle (2 gp): 1 lb.
Military Saddle (20 gp): 30 lb.
Saddlebags (4 gp): 8 lb.

48576
gp used

[/sblock][sblock=Irthos’s Death Knight Minions]
The Brothers of Darkness: Irlym and Virlym

The twin brothers Irlym and Virlym began their lives with an intense hatred for all Undead. They devoted their lives to purging the world of the undead and all those that allied themselves with the undead. Unfortunately, their quest was cut short- for they were captured, tortured, driven insane, and finally killed at the hands of those they despised with so much fervor, and rose again as Undead themselves, under the beck and call of a powerful necromancer.
That same necromancer became the one to transform Irthos into a Death Knight, and as his crowning gift, gave Irthos the two brothers to act as his minions, to enforce his will.

Irthos uses the two brothers, who are much easier to control (surprisingly due to their significantly stronger wills), to enforce his rule among his other Undead minions, or to combat any Undead that he is unable to bind to his will.


Irlym and Virlym have identical statistics

[sblock=Mechanics][sblock= Basic Statistics]

Chaotic Evil Male Umbral Grey Elf Scout 3/Monk 1 (Bane of the Clockwork)/Ranger 8

Strength: -
Dexterity: 18 (16 points) +2 (Racial) +4 (Umbral) +2 (Levels) +6 (Gloves) = 32 [+11]
Constitution: -
Intelligence: 12 (4 points) +2 (Racial) -4 (Umbral) = 10 [+0]
Wisdom: 16 (10 points) +2 (Umbral) = 18 [+4]
Charisma: 10 (2 points) +2 (Umbral) +1 (Levels) = 13 [+1]
(32 Point Buy)

Hit Points: 12 +11d12 +24 = 106
Armor Class: 10 +11 (Dex) +1 (Deflection) +4 (Wis) = 26
Initiative: +11 (Dex) +1 (Battle Fortitude)
Base Attack Bonus: +11
Speed: Flight 40 (Base) +10 (Fast Movement) = 50 (Perfect)
Fortitude: +6 (Ranger) +2 (Monk) +1 (Scout) +1 (Battle Fortitude) = +10
Reflex: +6 (Ranger) +11 (Dex) +2 (Monk) +3 (Scout) = +22
Will: +2 (Ranger) +2 (Monk) +1 (Scout) +4 (Wis) = +9

-Attack:
---Incorporeal Touch: +11 (BAB) +11 (Dex) = +22 vs. Touch AC (1d6 Str)
---Staff: +11 (BAB) +11 (Dex) +1 (Enhancement) = +23 vs. Touch AC (1d6+1)
---Greaves: +11 (BAB) +11 (Dex) +1 (Enhancement) = +23 vs. Touch AC (1d6+1)
-Full-Attack (Flurry of Blows):
---Staff +19/+19/+14/+9 vs. Touch AC (1d6+1) and Greaves +19/+14/+9 vs. Touch AC (1d6+1) and Incorporeal Touch +17 vs. Touch AC (1d6 Str)

Note: Because of their Favored Enemy bonuses and occasional use of the Power Attack feat, Irlym and Virlym have a source of bonus damage for their Incorporeal Touch attacks. This extra damage does not increase the amount of strength damage dealt, but instead is added on as extra Negative Energy damage, which harms living creatures and heals undead creatures. Because of this, Irylm and Virlym will often make incorporeal touch attacks against Irthos, Iejir, and the other sjach, who are immune to the strength damage and are healed by the negative energy damage. If they are fighting an opponent who poses a serious threat to them, they will often use their incorporeal touch attacks against themselves (possibly as part of a full-attack) in order to heal their own injuries.

[sblock=When Attacking Favored Enemies]


Irlym and Virlym also normally use their Power Attack feat when fighting favored enemies, and when combined with Favored Power Attack, they receive 3 times the penalty when attacking with their staves and 2x the penalty when attacking with their greaves.

When Charging, Irlym and Virlym make use of their Leap Attack feat, increasing their power attack multiplier by 1, and also triggering their extra Skirmish Damage. Their Boots of Psionic Lion’s Charge allow them to make Full-Attacks at the end of a charge.

[sblock=Undead]When Attacking Undead, Irlym and Virlym receive a number of bonuses.

Bane (Undead): +2 to Hit, +2d6 Damage with Staves and Greaves
Disruption: DC 15 Fort Save vs. Death on every strike with Staves and Greaves
Favored Enemy (Undead): +9 on Attack Rolls, +18 on Damage Rolls


Attack:
---Staff:
------Attack: +11 (BAB) +11 (Dex) +3 (Enhancement) +9 (Favored Enemy) –11 (Power Attack) = +23 vs. Touch AC
------Damage: 1d6 (Base) +3 (Enhancement) +18 (Favored Enemy) +33 (Power Attack) +2d6 (Bane) = (3d6+54, plus DC 15 Fort Save vs. Death)
---Greaves:
------Attack: +11 (BAB) +11 (Dex) +3 (Enhancement) +9 (Favored Enemy) –11 (Power Attack) = +23 vs. Touch AC
------Damage: 1d6 (Base) +3 (Enhancement) +18 (Favored Enemy) +22 (Power Attack) +2d6 (Bane) = (3d6+43, plus DC 15 Fort Save vs. Death)
---Incorporeal Touch:
------Attack: +11 (BAB) +11 (Dex) +9 (Favored Enemy) –11 (Power Attack) = +20 vs. Touch AC
------Damage: 1d6 (Base, STR damage) +18 (Favored Enemy, Negative Energy) +22 (Power Attack, Negative Energy) = 1d6 STR +40 Negative Energy

Full-Attack (Flurry of Blows):
---Staff: +19/+19/+14/+9 vs. Touch AC (3d6+54, plus DC 15 Fort Save vs. Death) and Greaves +19/+14/+9 vs. Touch AC (3d6+43, plus DC 15 Fort Save vs. Death) and Incorporeal Touch +15 vs. Touch AC (1d6 STR plus 40 Negative Energy)

Charge:
---Staff: +21/+21/+16/+11 vs. Touch AC (6d6+65, plus DC 15 Fort Save vs. Death) and Greaves +21/+16/+11 vs. Touch AC (6d6+54, plus DC 15 Fort Save vs. Death) and Incorporeal Touch +17 vs. Touch AC (1d6 STR plus 51 Negative Energy)

[/sblock][sblock=Constructs and Evil Outsiders]When fighting Constructs, Irlym and Virly attack using the following modifiers:

Favored Enemy (Constructs/Evil Outsiders): +2 on Attack Rolls, +10 on Damage Rolls

Attack:
---Staff:
------Attack: +11 (BAB) +11 (Dex) +1 (Enhancement) +2 (Favored Enemy) –11 (Power Attack) = +14 vs. Touch AC
------Damage: 1d6 (Base) +1 (Enhancement) +10 (Favored Enemy) +33 (Power Attack) = (1d6+44)
---Greaves:
------Attack: +11 (BAB) +11 (Dex) +1 (Enhancement) +2 (Favored Enemy) –11 (Power Attack) = +14 vs. Touch AC
------Damage: 1d6 (Base) +1 (Enhancement) +10 (Favored Enemy) +22 (Power Attack) = (1d6+33)
---Incorporeal Touch:
------Attack: +11 (BAB) +11 (Dex) +2 (Favored Enemy) –11 (Power Attack) = +13 vs. Touch AC
------Damage: 1d6 (Base, STR damage) +10 (Favored Enemy, Negative Energy) +22 (Power Attack, Negative Energy) = 1d6 STR +32 Negative Energy

Full-Attack (Flurry of Blows):
---Staff: +10/+10/+5/+0 vs. Touch AC (1d6+44) and Greaves +10/+5/+0 vs. Touch AC (1d6+33) and Incorporeal Touch +8 (1d6 STR plus 32 Negative Energy)

Charge:
---Staff: +12/+12/+7/+2 vs. Touch AC (3d6+55) and Greaves +12/+7/+2 vs. Touch AC (3d6+44) and Incorporeal Touch +10 (1d6 STR plus 43 Negative Energy)

[/sblock][/sblock]
Carrying Capacity
Load:

Known Languages: Common, Eleven, Infernal, Abyssal, Sylvan, Celestial

[/sblock][sblock= Skills]

Irlym and Virlym were transformed into their Umbral selves at ECL 9, meaning that until then they each has a +2 Intelligence modifier. When they were converted, they lost their intelligence bonus.

Hide: 15 (Ranks) +11 (Dex) = +26
Jump: 8 (Ranks) = +8
Knowledge (Dungeoneering): 15 (Ranks) = +15
Knowledge (Geography): 12 (Ranks) = +12
Knowledge (Nature): 7 (Ranks) = +7
Listen: 15 (Ranks) +4 (Wis) +2 (Racial) = +21
Search: 15 (Ranks) +2 (Racial) = +17
Spot: 15 (Ranks) +4 (Wis) +2 (Racial) =+21
Survival: 15 (Ranks) +2 (Mw Tools) +4 (Wis) = +21
Tumble: 8 (Ranks) +11 (Dex) = +19

[/sblock][sblock=Feats]
1st: Improved Favored Enemy
Bonus (Flaw: Pathetic: Str): Improved Favored Enemy
Bonus (Flaw: Feeble): Improved Favored Enemy
Bonus (Monk 1): Improved Unarmed Strike
Bonus (Monk 1): Power Attack
Bonus (Ranger 1): Track
3rd: Favored Power Attack
Bonus (Combat Style): Two-Weapon Fighting
6th: Swift Hunter[sblock=OOC]Swift Hunter:
Prerequisites: Skirmish +1d6/+1 AC, Favored Enemy
Benefit: Your Scout and Ranger levels stack for determining Favored Enemy and Skirmish Bonuses. Also, you may apply Skirmish damage against Favored Enemies even if they would normally be immune.[/sblock]Bonus (Ranger 3): Endurance
9th: Leap Attack
Bonus (Improved Combat Style): Improved Two-Weapon Fighting
12th: Greater Two-Weapon Fighting

Note: Irlym and Virlym received the benefits of a Psychic Reformation power at level 5, which allowed them to replace all of the pre-existing feats with feats that they then qualified for, such as Improved Favored Enemy and Favored Power Attack.
[/sblock][sblock=Class Features]
[sblock=Scout]
Proficient with Simple Weapons, plus the handaxe, throwing axe, shortsword, and shortbow, as well as light armor.

Skirmish: Whenever the Scout moves at least 10 feet, she gains a +1d6 bonus on her damage rolls for that round. This extra damage only applies to attacks made on her turn. This bonus increases by +1d6 every 4 levels. The extra damage only applies against living creatures with a discernable anatomy, and, if using ranged attacks, the target must be within 30 feet. At 3rd level and every 4 levels thereafter, the Scout gains a +1 bonus to AC when she moves at least 10 feet, which lasts until the start of her next turn. Skirmish cannot be used when wearing medium or heaver armor or when encumbered.

Trapfinding: As the Rogue class feature.

Battle Fortitude: +1 on Fortitude Saves and Initiative.

Uncanny Dodge: As the Rogue Class Feature.

Fast Movement: +10 speed

Trackless Step: As the Druid class feature

[/sblock][sblock=Monk]

Irylm and Virlym use the Overwhelming Attack monk fighting style, which grants them Power Attack as their first level bonus feat instead of Stunning Fist or Improved Grapple.

Irlym and Virlym are Bane of the Clockwork monks, which allow them to stun constructs (if they have Stunning Fist) and score critical hits against constructs when attacking with unarmed strikes.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

[/sblock][sblock=Ranger]
Irlym uses the Solitary Hunter variant to replace his animal companion with the ability to apply his Favored Enemy bonus to his attack rolls against his favored enemies.

Elf Favored Enemy As the Ranger Class Ability ‘Favored Enemy’, except that if you choose Humanoid (orc), Undead, or “Servants of Lolth” (i.e., Drow, Driders, & Monstrous Spiders) as your Favored Enemy, the bonus is +3 (instead of +2).

Irlym and Virlym have both used the Shooting Star substitution level from Champions of Valor to replace their endurance feat with the ability to use Sending as a Spell-Like Ability once per day.

Favored Enemy Bonuses:
1. Undead: +9 (+6, augmented by Elf Favored Enemy) (+18 for damage: Improved Favored Enemy x3)
2. Construct: +2 (+11 for damage: Improved Favored Enemy x3)
3. Outsider (Evil): +2 (+11 for damage: Improved Favored Enemy x3)

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger 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.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

[/sblock][/sblock][sblock=Spells]
As sn 8th level Ranger with 18 Wisdom, Irlym can cast 2 1st level, and 1 2nd level spell per day. He typically has these spells prepared:
1st: Entangle, Entangle
2nd: Swift Haste

[/sblock][sblock=Racial Traits]
Grey Elf

Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits (Ex): These traits are in addition to the high elf traits.
— +2 Intelligence, –2 Strength.

• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

[sblock=Umbral Template]
-Become Undead (incorporeal), but do not recalculate BAB, Saves, or Skill points
-Become Undead (incorporeal)
-Always Chaotic Evil.
-Has d12 HD.
-Fly 40’ / Perfect
-Turn Resistance of +2
-Str — Dex +4 Con — Int –4 (min 1) Wis +2 Cha +2
-Loses Natural Armor bonus to AC.
-Gain a Deflection bonus to AC equal to the creature’s Charisma modifier (min +1).
-Gains 1d6 Strength damage touch attack
-Create Spawn – if the Umbral Creature drains a Humanoid to 0 Strength, it dies and then rises after 1d4 rounds as a Shadow under its killer’s control.


Irlym and Virlym were created within the aura of a Desecrate spell, granting them +2 Hitpoints per Hitdie.

[/sblock][/sblock][sblock=Equipment]
12th Level grants 88,000 gp

Masterwork Survival Tools (Crafted by George: Took 10, 25 gp): 1 lb.
Staff: Masterwork +1 Wraithiron Bane (Undead) Quarterstaff of Disruption (32,300 gp): 5 lb. (Only one end enchanted)
Masterwork +1 Wraithiron Bane (Undead) Greaves (Gauntlets, applied to Shins) of Disruption (32,301 gp): 5 lb.
Wriathiron Hand of the Mage (Crafted by Irthos: 450 gp): -
Wraithiron Boots of Psionic Lion’s Charge (Crafted by Irthos: 6,000 gp): -
+6 Wraithiron Gloves of Dexterity (Crafted by Irthos: 16,000 gp): -

87079
gp used

[/sblock][/sblock]
[/sblock][/sblock][sblock=Stats for Shadow Followers]

Irthos's Shadow Followers remain undergroud beneath Irthos's feet unless ordered, following him around a few feet beneath the surface. When attacking, they typically make use of their Fly-By Attack feat, leaping out of the ground to strike and swiftly retreating back into either a wall or back beneath the earth.

The Shadows don’t very much like Aesthyr. Then again, they don’t much like anyone, except Irthos. They don’t like the way that they (especially Aesthyr) have changed their master, and because of that change, they don’t get to feed as often. They have seen Aesthyr's devotion to Irthos however, and for that, have some degree of respect for her.

Note: At the beginning of each day, Iejir casts Incorporeal Enhancement on Irthos’s Shadow Followers.

[sblock=Shadow Followers]
Unlike Irthos’s Commanded Shadows, each of Irthos’s Shadow Followers are individual characters, and, while still under the direct mental control of Irthos, they each have their own personality and appearance.

Robert: Robert used to be the leader of a mercenary unit during his life, but when his employer grew to dislike him, he sent him on a mission to a castle inhabited by a group of Shadows. He and his entire group were killed and raised again as shadows, until the shadow that had turned them was destroyed by an adventurer. He favors melee combat, as he was a very, very strong man in life.
John: John was Robert’s right hand man, and suffered the same fate. Of all of Irthos’s Shadows, Johnny has the most restraint when it comes to feeding.
Thomas: Thomas was a soldier under Robert. Having been overly eager and optimistic in life, he now is equally eager in his attempts to devour the living. Regardless of his significantly higher desire to feed, he is weak-willed, and is no more o a problem for Irthos to control than any other.
Lucas: Lucas was, like the others, a mercenary under Robert. He was very laid back and relaxed, and never really got upset or excited. In death, he is very sly, and highly enjoys sneaking up on his targets.

In addition, 8 Least Shadows and 16 Lesser Shadows follow Irthos. The Lesser Shadows are normal Shadows, except that they have been killed and revived using the Revive Undead spell. The Least Shadows have had this happen to them twice.

[sblock=Shadow Followers With Incorporeal Enhancement]
Spell-Stitched Shadow
Medium Undead (Incorporeal)
Hit Dice: 12 +2d12 +2d8 (34 hp)
Initiative: +6
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 26 (+6 Dex, +6 deflection, +3 armor, +1 shield), touch 22, flat-footed 19
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +9 melee (1d6*1.5 Str) or Long-sword +10 melee (1d8)
Full Attack: Long-sword +10 melee and Incorporeal touch +4 melee (1d6*1.5 Str) or Incorporeal touch +9 melee (1d6*1.5 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +6 turn resistance, undead traits
Saves: Fort +3, Ref +9, Will +7
Abilities: Str —, Dex 22, Con —,Int 6, Wis 15, Cha 18
Skills: Hide +10*, Listen +6, Search +5, Spot +6
Feats: Fly-By Attack, Empowered Ability Damage, Necrotic Reserve (Flaw: Shaky), Ghostly Grasp (Flaw: Feeble)
Environment: Any
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

Equipment:
5,600 gp available
Masterwork Wraithiron Studded Leather (Crafted by George: Took 10; 1,725 gp): 25 lb.
Masterwork Wraithiron Long-Sword (Crafted by George: Took 10; 1,105 gp): 4 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 721 gp): 6 lb.
Wraithiron +2 Gloves of Dexterity (Crafted by Iejir: 1,000 gp): -
Wraithiron +1 Cloak of Charisma (Crafted by Iejir: 500 gp): -

299 gp

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.


[/sblock][sblock=Shadow Followers Without Incorporeal Enhancement]
Spell-Stitched Shadow
Medium Undead (Incorporeal)
Hit Dice: 12 +2d12 (25 hp)
Initiative: +6
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 25 (+6 Dex, +4 deflection, +3 armor, +1 shield), touch 21, flat-footed 18
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +7 melee (1d6*1.5 Str) or Long-sword +8 melee (1d8)
Full Attack: Long-sword +8 melee and Incorporeal touch +2 melee (1d6*1.5 Str) or Incorporeal touch +7 melee (1d6*1.5 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +4 turn resistance, undead traits
Saves: Fort +3, Ref +9, Will +5
Abilities: Str —, Dex 22, Con —,Int 6, Wis 15, Cha 18
Skills: Hide +11*, Listen +6, Search +5, Spot +6
Feats: Fly-By Attack, Empowered Ability Damage, Necrotic Reserve (Flaw: Shaky), Ghostly Grasp (Flaw: Feeble)
Environment: Any
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

Equipment:
5,600 gp available
Masterwork Wraithiron Studded Leather (Crafted by George: Took 10; 1,725 gp): 25 lb.
Masterwork Wraithiron Long-Sword (Crafted by George: Took 10; 1,105 gp): 4 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 721 gp): 6 lb.
Wraithiron +2 Gloves of Dexterity (Crafted by Iejir: 1,000 gp): -
Wraithiron +1 Cloak of Charisma (Crafted by Iejir: 500 gp): -
299 gp

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

[/sblock][sblock=Lesser Shadow Followers With Incorporeal Enhancement]
Medium Undead (Incorporeal)
Hit Dice: 12 +1d12 +2d8 (28 hp)
Initiative: +5
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 25 (+5 Dex, +6 deflection, +3 armor, +1 shield), touch 21, flat-footed 19
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +8 melee (1d6*1.5 Str) or Long-sword +9 melee (1d8)
Full Attack: Long-sword +9 melee and Incorporeal touch +3 melee (1d6*1.5 Str) or Incorporeal touch +8 melee (1d6*1.5 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +6 turn resistance, undead traits
Saves: Fort +0, Ref +6, Will +5
Abilities: Str —, Dex 20, Con —,Int 8, Wis 14, Cha 18
Skills: Hide +10*, Listen +6, Search +5, Spot +6
Feats: Fly-By Attack, Empowered Ability Damage (Flaw: Shaky), Necrotic Reserve (Flaw: Feeble)
Environment: Any
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

Equipment:
4,300 gp available
Masterwork Wraithiron Studded Leather (Crafted by George: Took 10; 1,725 gp): 25 lb.
Masterwork Wraithiron Long-Sword (Crafted by George: Took 10; 1,105 gp): 4 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 720 gp): 6 lb.
Wraithiron +1 Cloak of Charisma (Crafted by Iejir: 500 gp): -

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
[/sblock][sblock=Lesser Shadow Followers Without Incorporeal Enhancement]
Medium Undead (Incorporeal)
Hit Dice: 12 +1d12 (18 hp)
Initiative: +5
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 23 (+5 Dex, +4 deflection, +3 armor, +1 shield), touch 19, flat-footed 18
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +7 melee (1d6*1.5 Str) or Long-sword +8 melee (1d8)
Full Attack: Long-sword +8 melee and Incorporeal touch +2 melee (1d6*1.5 Str) or Incorporeal touch +7 melee (1d6*1.5 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +0, Ref +6, Will +3
Abilities: Str —, Dex 20, Con —,Int 8, Wis 10, Cha 18
Skills: Hide +11*, Listen +6, Search +5, Spot +6
Feats: Fly-By Attack, Empowered Ability Damage (Flaw: Shaky), Necrotic Reserve (Flaw: Feeble)
Environment: Any
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

Equipment:
4,300 gp available
Masterwork Wraithiron Studded Leather (Crafted by George: Took 10; 1,725 gp): 25 lb.
Masterwork Wraithiron Long-Sword (Crafted by George: Took 10; 1,105 gp): 4 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 720 gp): 6 lb.
Wraithiron +1 Cloak of Charisma (Crafted by Iejir: 500 gp): -


A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
[/sblock][sblock=Least Shadow Followers With Incorporeal Enhancement]
Medium Undead (Incorporeal)
Hit Dice: 12 +2d8 (28 hp)
Initiative: +5
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 25 (+5 Dex, +6 deflection, +3 armor, +1 shield), touch 21, flat-footed 19
Base Attack/Grapple: +0/—
Attack: Incorporeal touch +7 melee (1d6*1.5 Str) or Long-sword +8 melee (1d8)
Full Attack: Long-sword +8 melee and Incorporeal touch +2 melee (1d6*1.5 Str) or Incorporeal touch +7 melee (1d6*1.5 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +6 turn resistance, undead traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str —, Dex 20, Con —,Int 8, Wis 14, Cha 18
Skills: Hide +10*, Listen +6, Search +5, Spot +6
Feats: Fly-By Attack, Empowered Ability Damage (Flaw: Shaky), Necrotic Reserve (Flaw: Feeble)
Environment: Any
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

Equipment:
3,300 gp available
Masterwork Wraithiron Studded Leather (Crafted by George: Took 10; 1,725 gp): 25 lb.
Masterwork Wraithiron Long-Sword (Crafted by George: Took 10; 1,105 gp): 4 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 720 gp): 6 lb.
Wraithiron +1 Cloak of Charisma (Crafted by Iejir: 500 gp): -

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
[/sblock][sblock=Least Shadow Followers Without Incorporeal Enhancement]
Medium Undead (Incorporeal)
Hit Dice: 12 (12 hp)
Initiative: +5
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 23 (+5 Dex, +4 deflection, +3 armor, +1 shield), touch 19, flat-footed 18
Base Attack/Grapple: +0/—
Attack: Incorporeal touch +6 melee (1d6*1.5 Str) or Long-sword +7 melee (1d8)
Full Attack: Long-sword +7 melee and Incorporeal touch +1 melee (1d6*1.5 Str) or Incorporeal touch +6 melee (1d6*1.5 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str —, Dex 20, Con —,Int 8, Wis 10, Cha 18
Skills: Hide +11*, Listen +6, Search +5, Spot +6
Feats: Fly-By Attack, Empowered Ability Damage (Flaw: Shaky), Necrotic Reserve (Flaw: Feeble)
Environment: Any
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

Equipment:
4,300 gp available
Masterwork Wraithiron Studded Leather (Crafted by George: Took 10; 1,725 gp): 25 lb.
Masterwork Wraithiron Long-Sword (Crafted by George: Took 10; 1,105 gp): 4 lb.
Masterwork Wraithiron Light Shield (Crafted by George: Took 10; 720 gp): 6 lb.
Wraithiron +1 Cloak of Charisma (Crafted by Iejir: 500 gp): -


A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
[/sblock][/sblock][/sblock][sblock=George the Master Artisan]
George the Master Artisan: Neutral Good Old Male Dwarf Rogue 2/Paragon 1
[sblock= Basic Statistics]
Strength: 13 (5 points) –3 (Age) = 10
Dexterity: 9 (1 points) –3 (Age) = 6
Constitution: 12 (4 points) +2 (Racial) +2 (Paragon) –3 (age) = 13
Intelligence: 18 (16 points) +2 (Age) +2 (Headband) = 22
Wisdom: 14 (6 points) +2 (age) = 16
Charisma: 8 (0 points) –2 (Racial) +2 (age) = 8
Stats Created Using 32 Point Buy

Hit Points: 6 +1d6 +1d10 +3 (18 hit points)
Armor Class: 10 –2 (Dex) = 8
Initiative: -2 (Dex) –6 (Flaw) = -8
Base Attack Bonus: +2
Speed: 20 feet
Fortitude: +2 (Paragon) +1 (Con) = +3
Reflex: +3 (Rogue) +0 (Paragon) –2 (Dex) = +1
Will: +0 (Paragon) +3 (Wis) = +3

Attacks:
(none)

Carrying Capacity
Load:

Known Languages: Common, Dwarven, Giant, Goblin, Gnoll, Orc, Terran, Undercommon
[/sblock][sblock= Skills]
-Appraise: 6 (Ranks) +2 (Craft Synergy) +2 (Racial) +4 (Mw Tools) +6 (Int) = +20
-Craft (armor-smithing): 6 (Ranks) +3 (Skill Focus) +2 (Racial) +1 (Paragon) +2 (Mw Tools) +6 (Int) = +20
-Craft (bow-making): 6 (Ranks) +3 (Skill Focus) +2 (Mw Tools) +6 (Int) = +19
-Craft (gem-cutting): 6 (Ranks) +2 (Racial) +1 (Paragon) +2 (Mw Tools) +6 (Int) = +19
-Craft (lock-smithing): 6 (Ranks) +2 (Racial) +1 (Paragon) +2 (Mw Tools) +6 (Int) = +17
-Craft (leather-working): 6 (Ranks) +2 (Mw Tools) +6 (Int) = +14
-Craft (poison-making): 6 (Ranks) +3 (Skill Focus) +2 (Mw Tools) +6 (Int) +5 (Goggles) = +22
-Craft (weapon-smithing): 6 (Ranks) +3 (Skill Focus) +2 (Racial) +1 (Paragon) +2 (Mw Tools) +6 (Int) = +20
-Decipher Script: 5 (Ranks) +6 (Int) = +11
-Forgery: 5 (Ranks) +6 (Int) = +11
-Knowledge (local): 5 (Ranks) +6 (Int) = +11
-Profession (cook): 5 (Ranks) +6 (Int) = +11
-Profession (herbalist): 8 (Ranks) +6 (Int) = +11
-Profession (siege engineer): 5 (Ranks) +6 (Int) = +11

[/sblock][sblock=Feats]
1st Level: Skill Focus: Craft (poison-making)
Bonus (Flaw: Innatentive): Skill Focus: Craft (weapon-smithing)
Bonus (Flaw: Unreactive): Skill Focus: Craft (armor-smithing)
3rd Level: Skill Focus: Craft (bow-making)

[/sblock][sblock=Class Features]

[sblock=Rogue]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’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 the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
[/sblock][sblock=Dwarf Paragon]
Weapon and Armor proficiency: All Simple and All Martial weapons, All Light, Medium, and Heavy armors, and all shields (except tower shields).
Craft Expertise: Adds Class Level to Racial Bonus to Craft Checks.
Improved Stonecunnning: Racial Bonuson Search Checks rises to +4, Range increases to 20 feet, and can intuit True North at any time.
[/sblock][/sblock][sblock=Racial Traits]
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

[/sblock][sblock=Equipment]
4,300 gp available

Scholar’s Outfit (0 gp): -

+2 Headband of Intellect (Crafted by Iejir: 2,000 gp): -
+5 Goggles of Poison-Crafting (Crafted by Iejir: 1,250 gp): -
Masterwork Artisan’s Tools (55 gp): 5 lb
Magnifying Glass (100 gp): -
Merchant’s Scale (2 gp); 1 lb.

3407 gp used
[/sblock][sblock=Character Information]

George is a very, very old dwarf who used to live in a cottage in the woods. He met Irthos when he stumbled onto his porch, half-alive. George cared for him, bringing him back to health. They became friends, and Irthos will occasionally come to George when he needs some advice that he can’t speak with anyone else about.
George spends most of his time building small creations of wood and metal. He does not travel with Irthos, remaining at Irthos’s Stronghold.

[/sblock][/sblock][/sblock]
 
Last edited:




Alright, post what we're doing?

1. See where I am, because you didn't describe it

2. Ask how long after the backstory this is

3. Ask how exactly we ALL met up. Was it them metting me and Mem through Es, or what?
 

Into the Woods

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