[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]