Monday, May 30, 2011

Venturing Virtuosos #1; The Einhander

Einhander

Hit Die - d8

Requirements
To qualify for the Einhander prestige class, a character must fulfill the following criteria

Base Attack Bonus
+5

Skills
Bluff 8 ranks, Tumble 8 ranks

Feats
Exotic Weapon Proficiency; bastard sword
Improved Feint
Weapon Finesse
Graceful Edge (Dungeon 128; pick a one-handed slashing weapon. If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light
weapon.)

Class Skills
An Einhander's class skills are Balance, Bluff, Climb, Heal, Intimidate, Jump, Ride, Sense Motive, Sleight of Hand, Swim, and Tumble.

Skill Points at Each Level
4+Int modifier

Level  BAB     Fort     Ref     Will
1st      +1     +0     +2     +0     Adroit Offense
2nd     +2     +0     +3     +0     Sudden Strike +1d6
3rd     +3     +1     +3     +1     Sly Combatant
4th     +4     +1     +4     +1     Sudden Strike +2d6
5th     +5     +1     +4     +1     Evenflow

Class Features
All of the following are Class Features of the Einhander prestige class.

Weapon and Armor Proficiency
Einhanders are proficient with all one-handed bladed weapons, and with light armor.

Adroit Offense (Ex)
When wielding a bastard sword one-handed with the other empty while wearing light or no armor, an einhander adds 1 point of Dexterity bonus (if any) per einhander class level to his Strength bonus to modify weapon damage dealt.

Sudden Strike
An einhander deals 1d6 extra damage to any foe who is denied his Dexterity bonus to Armor Class (if any). This damage increases to 2d6 at level 4.

Sly Combatant
An einhander gains a +2 bonus on all Bluff and Tumble checks performed while engaged in melee combat.

Evenflow
On attaining 5th level in this prestige class, an einhander is so skilled with  his blade that he is able to apply his Strength bonus to damage as though he were wielding the blade with two hands (x1.5 damage). The Dexterity bonus from Adroit Offense is factored in to this. Evenflow has no effect on Power Attack.

Sunday, May 22, 2011

PM8; The Relentless


Name: The Relentless
Race: Human
Classes: Fighter 2
Alignment: LE
Appearance: The grim visage of this heavily armored warrior is hidden behind a nondescript helm. He marches in perfect formation with this brothers and sisters in-arms, tower shield upraised and emblazoned with the heraldry of the dread Iron Baron.
Sect: Dispater

Stats
STR 15 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 11
WIS 10
CHA 9 (-1)

Speed 30 feet
Initiative 2
BAB 2

AC 21 (10 + Dex 2 + armor 5 + shield 4)
[When adjacent to an ally AC = 25]
Flat Footed 19 [23] , Touch 12

HP 20

Saves
Fort 5
Ref 0 [1]
Will 0

Attacks
Masterwork Short Sword - +4 to hit, 1d6+2 damage (19-20 x2 crit)
Longspear - +4 to hit, 1d8+3 damage (x3 crit) [Range/10 feet. When they are used to attack through the space of an ally, the target gets a +4 soft cover bonus to AC, effectively making the attack bonus +0]
Shortbow - +4 to hit, 1d6 damage (x3 crit) [range/60 feet]

Feats
Phalanx Fighting (+2 AC and +1 Reflex when within 5 feet of an ally who has the Phalanx Fighting feat, so long as you are using a light weapon and a large or tower shield)
Shield Wall (When you and an adjacent ally are each using a shield, your shield bonus to AC increases by 2)
Weapon Focus: Short Sword (+1 to attack with short swords)
Quick Draw (You can draw a weapon as a free action)

Flaws/Traits
Warrior Of The Phalanx
Trained to fight in a group, you have difficulties when fighting alone.
Effect: You suffer a -4 penalty on attack rolls you make when not adjacent to an ally.

Skills
Climb - Ranks (5) + (str) - (armor check penalty 5 in armor, 15 with tower shield drawn) = 2 or -8
Intimidate - Ranks (5) + (cha)+ misc ()= 4

Gear
Masterwork shortsword
Longspear
Shortbow (20 arrows)
Chainmail
Tower shield
Potion of Cure Light Wounds (1d8+1)

FLUFF AND TACTICS

While the occasional expendable band of orcs, wild men, or desperate serfs will find their way to the front line, the real backbone of Goramas' army are the Relentless. Several hundred strong, this elite fighting force makes deadly use of the shield wall, advancing over the battlefield like some inexorable dull gray tide. After their foes close to melee amidst a hail of arrow, they will always attempt to fight at least two rows "deep", with the ranks behind those at point making attacks with the longspears over the shoulders of their fellows.

If someone in the front rank is badly hurt, he will blow on a whistle to signal the other Relentless to reorganize so he might move to the back to quaff a healing potion and take up a spear. The one who will move up stabs the head of his spear into the ground, then make use of quick draw to ready his sword and shield, making an attack as he moves into position. The others shift around until the injured warrior is in his own proper place, and the battle doesn't skip a beat.

The mortality rate among these warriors is remarkably low, due in large part to the fact that they are very cautious about closing with a mage. A good way to make sure you get shot full of arrows is to wear a billowing robe in sight of the Relentless.

Friday, May 13, 2011

Name: Anmyl
Race: Fiendish Ogre Mage/Nymph
Classes: Giant 5/Rogue 2/Bard 2/Druid 3/Fochlucan Lyrist 6
Alignment: NE
Appearance: The sylvan being before you is a vision of alluring beauty, yet is somehow diminished in her perfection from some elusive "it". Wearing very little and smiling a great deal, she eyes you with a suggestive smile...though it is difficult to tell whether the suggestion is one of carnal interest, or more that of a cat eyeing a mouse.
Sect: Dispater

Stats

STR 16 +3
DEX 18 [22] +6
CON 17 +3
INT 20 +5
WIS 21 [25] +7
CHA 26 [30] +10

Speed 40 ft/Fly 80 ft. (good)
Initiative 6
BAB 13
Grapple 16
Space/Reach 5ft/5ft

AC 35 (10 + dex 6+ armor 6+natural 3+deflection 10)
Touch 26, Flat Footed 29
20% miss chance due to displacement

SR 22

HP 98

Saves
Fort 22
Ref 29
Will 29

Attacks
Lash of Agony
22/17/12, 1d3+6, DC 20 Fort save or stun for 1d4 rounds on hit. Deals lethal damage, and can affect armored foes.

+4 Composite Longbow (str +3)
Full attack 24/19/14
Rapid Shot 22/22/17/12

Masterwork arrows -1d8+7
Flaming arrows -1d8 +7+1d6 fire
Sonic arrows - 1d8+7+1d6 sonic
Slaying arrows - 1d8+7+DC 22 Fort save or death. 3d6 extra damage on successful save
Assassin Vine arrows - 1d8+7. On impact, the arrow explodes in a flash of green light, splitting and spilling out over the target as it changes into an assassin vine. The assassin vine gets an immediate grapple attempt, and remains until it's destroyed.

Class/Racial/Extraordinary/Supernatural Abilities
Darkvision 90 feet, low-light vision, regeneration 3, SR =6+HD (per Ogre Mage class in Savage Species) Natural Armor 3, DR 10/magic
Resistance Cold/Fire 10
Smite Good (Su) Once per day, Anmyl can make a normal melee attack to deal an extra 16 damage to a good foe.

Spell-Like Abilities:
At will: darkness, invisibility
1/day: charm person (DC 21), cone of cold (DC 25), gaseous form, polymorph, sleep (DC 21), and dimension door. Caster level 9th. The save DCs are Charisma-based.

Regeneration (Ex): Fire and acid deal normal damage to Anmyl.
If Anmyl loses a limb or body part she can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or Anmyl dies. Anmyl cannot regrow lost body parts.

Stunning Glance (Su)
As a standard action, Anmyl can stun a creature within 30 feet with a look. The target creature must succeed on a DC 23 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)
Anmyl adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Animal companion, nature sense, wild empathy, woodland stride, trackless step
Sneak Attack +1d6, trapfinding, evasion
Unbound (can use non-druid weapons and armor)

Feats
Dodge
Mobility
Spring Attack
Point blank shot
Rapidshot
Shot on the run
Weapon Finesse
Weapon Focus: Longbow

Flaws/Traits

Forlorn
You lack the ability to summon a creature to do your bidding.
Prerequisite: Ability to call an animal companion.
Effect: You lose the ability to call an animal companion.



Skills

Bluff - Ranks (14) + (cha ) + misc ()= 24
Concentration - Ranks (10) + (con ) + misc ()= 13
Decipher Script - Ranks (7) + (int) + misc ()= 11
Diplomacy - Ranks (14) + (cha) + misc ()= 24
Gather Information - Ranks (15) + (cha) + misc ()= 25
Hide - Ranks(16) + (dex) + misc (20) = 44
Intimidate - Ranks (13) + (cha) + misc () = 23
Knowledge
[nature] - Ranks (7) + (int) + misc ()= 11
[the planes] - Ranks (5)  + (int) + misc ()= 9
Listen - Ranks (8) + (wis) + misc ()= 13
Perform
(String instruments)- Ranks (17) + (cha) + misc ()= 27
(Sing) -                    Ranks  (17) +(cha) + misc ()= 27
Sense Motive - Ranks (12) + (wis) + misc ()= 19
Sleight of Hand - Ranks (7) + (dex) + misc ()= 13
Spellcraft - Ranks (8) + (int) + misc ()= 12
Spot - Ranks (10) + (wis) + misc ()= 17
Survival - Ranks (10) + (wis) + misc (2)= 17
Use Magic Device - Ranks (9) + (cha) + misc () = 19

Languages: Common, Giant, Infernal, Druidic, Sylvan, Elven

Gear:
+4 Shadowed Leather Armor (+10 on Hide checks)
Gloves of Dexterity +4
Periapt of Wisdom +4
Cloak of Charisma +4
Ring of Displacement (20%)
Ring of Chameleon Power (+10 on hide as free action, disguise self as a standard action, unlimited)
Lash of Agony (+3 whip that deals lethal damage and can affect creatures with armor bonus +1, and/or natural armor of +3 or better. On a hit, target must make a DC 20 Fort save or be stunned with pain for 1d4 rounds)
+4 composite longbow [str bonus +3]
Quiver of Holding [As a free action, draw whatever arrow you want from within. Can hold up to 500 arrows)
Assassin Vine arrows (x16)
Slaying arrows (x2)
Flaming arrows (x50)
Sonic arrows (x25)
Masterwork Arrows (x200)

Spells:

Bard spells per day         
0th - 3                             
1st - 6                             
2nd - 6
3rd - 3

Bard spells known
0th - 6

Dancing Lights
(Evocation [Light])
Components: V, S
Casting time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Effect:     Up to four lights, all within a 10- ft.-radius area
Duration: 1 minute (D)
Saving Throw:     None
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

Detect Magic
(Divination)
Components: V, S
Casting time: 1 standard action
Range:     60 ft.
Area:     Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Ghost Sound
(Illusion [Figment])
Components: V, S, M
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Effect:     Illusory sounds
Duration: 1 round/level (D)
Saving Throw:     Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.

Mage Hand
(Transmutation)
Components: V, S
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw:     None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Message
(Transmutation [Language-Dependent])
Components: V, S, F
Casting time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw:     None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.

Prestidigitation
(Universal)
Components: V, S
Casting time: 1 standard action
Range:     10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw:     See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


1st - 4

Hideous Laughter
(Enchantment [Compulsion/Mind-Affecting])
Components: V, S, M
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature; see text
Duration: 1 round/level
Saving Throw:     Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

Identify
(Divination)
Components: V, S, M/DF
Casting time: 1 hour
Range:     Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw:     None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Undetectable Alignment
(Abjuration)
Components:     V, S
Casting time:     1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature or object
Duration:     24 hours
Saving Throw:     Will negates (object)
Spell Resistance:     Yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Silent Image
(Illusion [Figment])
Components: V, S, F
Casting time: 1 standard action
Range:     Long (400 ft. + 40 ft./level)
Effect:     Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Focus: A bit of fleece.


2nd - 4

Alter Self
(Transmutation)
Components: V, S
Casting time: 1 standard action
Range:     Personal
Target:     You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

Blindness/Deafness
(Necromancy)
Components: V
Casting time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Target:     One living creature
Duration: Permanent (D)
Saving Throw:     Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Bone Fiddle
(Necromancy)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with a skeleton or exoskeleton
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You rub your middle finger across your thumb like a bow against a fiddle while simultaneously humming a discordant tune under your breath. Nearby, you see a translucent bone-white fiddle bow appear and sink into the flesh of your target. It begins sawing, as if playing your target like a fiddle.
You call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim. Each round on its turn, the victim must make a Fortitude save or take 3d6 points of sonic damage and a –20 penalty on Move Silently checks.
A successful save negates the damage and ends the spell. The spell’s effects continue even if the subject moves so that you no longer have line of sight or line of effect to it.
Focus: A miniature silver fiddle worth at least 30 gp.


Suggestion
(Enchantment [Compulsion/Language-Dependant/Mind-Affecting])
Components: V, M
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One living creature
Duration: 1 hour/level or until completed
Saving Throw:     Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.


3rd -3

Crushing Despair
(Enchantment [Compulsion/Mind-Affecting])
Components:     V, S, M
Casting time:     1 standard action
Range:     30 ft.
Area:     Cone-shaped burst
Duration:     1 min./level
Saving Throw:     Will negates
Spell Resistance:     Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.

Fear
(Necromancy [Fear/Mind-Affecting])
Components: V, S, M
Casting time: 1 standard action
Range:     30 ft.
Area:     Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw:     Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component: Either the heart of a hen or a white feather.

Scrying
(Divination)
Components: V, S, M
Casting time: 1 hour
Range:     See text
Effect:     Magical sensor
Duration: 1 min./level
Saving Throw:     Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge                                                    Will Save Modifier
None1                                                                         +10
Secondhand (you have heard of the subject)              +5
Firsthand (you have met the subject)                          +0
Familiar (you know the subject well)                          –5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection                                                   Will Save Modifier
Likeness or picture                                                 –2
Possession or garment                                                 –4
Body part, lock of hair, bit of nail, etc.                        –10
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Druid spells per day
0 - 6

Create Water (2)
(Conjuration [Creation/Water])
Components: V, S
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Effect:     Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw:     None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Know Direction
(Divination)
Components: V, S
Casting time: 1 standard action
Range:     Personal
Target:     You
Duration: Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Resistance (3)
(Abjuration)
Components: V, S, M/DF
Casting time: 1 standard action
Range:     Touch
Target:     Creature touched
Duration: 1 minute
Saving Throw:     Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.

1st - 6

Obscuring Mist (3)
(Conjuration [Creation])
Components: V, S
Casting Time: 1 standard action
Range:     20 ft.
Effect:     Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw:     None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Produce Flame
(Evocation [Fire])
Components: V, S
Casting Time: 1 standard action
Range:     0 ft.
Effect:     Flame in your palm
Duration: 1 min./level (D)
Saving Throw:     None
Spell Resistance: Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Entangle (2)
(Transmutation)
Components: V, S, DF
Casting Time: 1 standard action
Range:     Long (400 ft. + 40 ft./level)
Area:     Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw:     Reflex partial; see text
Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

2nd - 6

Soften Earth and Stone (2)
(Transmutation [Earth])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Area:     10-ft. square/level; see text
Duration: Instantaneous
Saving Throw:     None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


Heat Metal (3)
(Transmutation [Fire])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
                 
                          Metal
Round           Temperature     Damage
1                   Warm     None
2                       Hot      1d4 points
3-5                     Searing     2d4 points
6                       Hot     1d4 points
7                     Warm     None

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.

Tree Shape
(Transmutation)
Components: V, S, DF
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 1 hour/level (D)
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action (instead of as a standard action).

3rd - 5

Protection from Energy (2)
(Abjuration)
Components: V, S, DF
Casting Time: 1 standard action
Range:     Touch
Target:     Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Meld into Stone
(Transmutation [Earth])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 10 min./level
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

Snare
(Transmutation)
Components: V, S, DF
Casting Time: 3 rounds
Range:     Touch
Target:     Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw:     None
Spell Resistance: No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.

Sleet Storm
(Conjuration {Creation} [Cold])
Components: V, S, M/DF
Casting Time: 1 standard action
Range:     Long (400 ft. + 40 ft./level)
Area:     Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw:     None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
The sleet extinguishes torches and small fires.

4th - 3

Command Plants
(Transmutation)
Components: V
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
Saving Throw:     Will negates
Spell Resistance: Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

Flame Strike (2)
(Evocation [Fire])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Area:     Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw:     Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

5th - 2

Baleful Polymorph
(Transmutation)
Components: V, S
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature
Duration: Permanent
Saving Throw:     Fortitude negates, Will partial; see text
Spell Resistance: Yes
You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
    The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
    The target retains its own hit points.
    The target is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
    The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).

Tree Stride
(Conjuration [Teleportation])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 1 hour/level or until expended; see text
Type of Tree     Transport Range
Oak, ash, yew     3,000 feet
Elm, linden     2,000 feet
Other deciduous 1,500 feet
Any coniferous     1,000 feet
All other trees     500 feet
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.




Assassin Vine
Size/Type: Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed:     5 ft. (1 square)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple:     +3/+12
Attack: Slam +7 melee (1d6+7)
Full Attack: Slam +7 melee (1d6+7)
Space/Reach: 10 ft./10 ft. (20 ft. with vine)
Special Attacks: Constrict 1d6+7, entangle, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity,
plant traits, resistance to cold 10 and fire 10
Saves:     Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int Ø, Wis 13, Cha 9
Constrict (Ex)
An assassin vine deals 1d6+7 points of damage with a successful grapple check.
Entangle (Su)
An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).
The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
Improved Grab (Ex)
To use this ability, an assassin vine must hit with its slam attack.
It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Blindsight (Ex)
Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex)
Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. 


FLUFF AND TACTICS
Anmyl is a being of contradictions. The daughter of Goramas and a now-dead nymph, she's known only the teachings of the Iron Baron during her short childhood. The erinyes in her blood mingled with the fey, and has left her with a pair of downy moth-like wings, the dust that accumulates on them smelling of saffron and lavender.

She acts as a sort of morale officer for Goramas, as well as making certain that the forests around his territory remain secure. Despite the inauspicious nature of her conception, Goramas dotes on his daughter and values her as one of the few beings for whom he feels genuine affection.

Her first tactic is always to try and engage those who might be worthy foes in dialogue, to try to sway them to the side of her father, or at least persuade them that they would be better off being heroic elsewhere.

In combat, she always attempts to engage foes in a heavily wooded glen. Aside from her spells, she will remain hidden in a tree and snipe away (happily taking the -20 to her hide score, and making use of her racial ability to turn invisible at will). If she takes significant damage, she will not hesitate to flee the combat with her Tree Stride spell, hastily returning to tell Goramas of the powerful adventurers who were able to defeat her.

Friday, May 6, 2011

Personae Malevolent 6; The Iron Furies

Name: Iron Fury
Race: Human
Classes: Hexblade 9
Alignment: LE
Appearance: This statuesque woman stands proudly, her comely features subtly tinted with hints of some Infernal taint. She holds a fine greatsword in her hands, and the metal wings across her shoulders appear to have razor-sharp edges. A slavering Hellhound lurks near at her heels, the beast's glowing crimson eyes promising violence.
Sect: Dispater

Stats

STR 16 [18] +4
DEX 16 [18] +4
CON 15 +2
INT 14 +2
WIS 12  +1
CHA 18 [20] +5

Speed 30 feet
Initiative 4
BAB 9/4

AC 24 [Dex 4/Armor 6/Natural 2/Deflection 2/Misc 0]
Flat Footed  20, Touch 16

HP 78

Saves    [extra +5 vs spells and spell-like effects, +6 vs good casters]
Fort 5    [9 vs poison]          
Ref 7                
Will 7               

Attacks
+2 Greatsword
15/10, 2d6+8, crit 19-20x2
Power Attack
12/7, 2d6+14, crit 19-20x2

Class/Racial Abilities
Greater Hexblade's Curse (Su) 3/day [Will DC19 negates]:
As a free action, a hexblade can unlease a curse upon a foe. The target must be visible and within 60 feet. The target takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Arcane Resistance (Su):
A hexblade gains a bonus equal to his Charisma bonus on saving throws against spells and spell-like effects.
Mettle (Ex):
If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not benefit from mettle.
Spells
Familiar


Feats:
Familiar Alertness-You get a +2 bonus on all Listen checks and Spot checks. whenever the familiar is within arm’s reach.
Combat Casting
Power Attack
Cleave
Improved Familiar
Bonded Familiar - As long as your familiar is within 30 feet of you, the two of you can share the damage from a single deadly attack. Once per day, if an attack would drop y our familiar to 0 or fewer HP, you can instead choose to accept that damage. In addition, once per day, your familiar can choose to take the damage from a single attack or effect that would reduce you to 0 or fewer HP. This ability applies only to attacks or effects that deal hit point damage. You or your familiar could not absorb the effect of a spell such as "flesh to stone".

Skill Tricks:
Swift Concentration: You can maintain concentration on a spell or similar effect as a swift action

Flaws/Traits

Pride Of Arms
You take great pride in knowing how to use weapons specifically designed for war. You consider all other weapons beneath your station and have allowed your training in them to atrophy.
Prerequisite: Proficiency in all martial weapons.
Effect: You suffer a -4 penalty on all attack rolls made with exotic weapons, simple weapons, unarmed attacks, and touch attacks.

Haunted
You are unable to prevent the occurrence of strange noises in your immediate vicinity.
Prerequisite: Ability to cast spells.
Effect: Spontaneous noises sometimes arise in your immediate vicinity. These noises are completely out of your control and cannot be used to communicate or distract other creatures. These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a -4 penalty on all Listen and Move Silently skill checks.

Skills

Bluff - Ranks (10) + (cha ) + misc ()= 15
Concentration - Ranks (12) + (con ) + misc (4 when threatened)= 14 (18)
Diplomacy - Ranks (8) + (cha) + misc ()= 13
Intimidate - Ranks (10) + (cha)+ misc ()= 15
Knowledge
[arcana]- Ranks (8) + (int) + misc (10)=
Spellcraft - Ranks (10) + (int) + misc (12)=


Gear
Cloak of Charisma +2
Gauntlets of Ogre Power +2
Bracers of Dexterity +2
Amulet of Natural Armor +2
Ring of Protection +2
+2 Adamantine Bladewings      
+2 Greatsword
+2 Chain Shirt

Spells:

Level 1 DC 16

Death's Call
Components: V
Casting time: 1 standard action
Range: 10 ft
Area: 10-ft radius burst, centered on you.
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You release a scream that chills the air with deathly energy.
All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued. A successful Fortitude save negates the fatigue. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Any swarm in the area of death's call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued. (Fort save negates fatigue). This supersedes the normal +50% damage dealt to a swarm by an area spell.

Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature; see text
Duration: 1 round/level
Saving Throw:     Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.

Material Component
Tiny tarts that are thrown at the target and a feather that is waved in the air.

Expeditious Retreat
Transmutation
Components: V, S
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 1 min./level (D)

This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Augment Familiar
Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft +5 ft. /2 levels)
Area: 10-ft radius emanation, centered on you.
Duration: Concentration + 1 round/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity, and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws.


Level 2, DC 17

Animate Weapon
Transmutation
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: Concentration + 1 round
Saving Throw: Will negates (object)
Spell Resistance: Yes

Your weapon leaps from your hands, suddenly capable of fighting on it's own.
A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of it's size. Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder.
However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs. Diminutive or smaller objects are unaffected by the spell.
An animated weapon attacks the nearest enemy to the best of its ability. You may use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends. A weapon held or carried by another creature can't be affected by this spell.
The weapon doesn't gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability. If the weapon has an enhancement bonus or other special properties, these apply as normal. For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack and damage rolls and deals an extra 1d6 points of fire damage.

Blindness/Deafness
Necromancy
Components: V
Casting Time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Target:     One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance:  Yes

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
A blind character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
A deafened character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Spell-like abilities

1/Day, caster level = character level
Unholy Blight
Range:     Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous (1d4 rounds); see text
Saving Throw:     Will partial
Spell Resistance: Yes

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

Teleport (Self +50 pounds of objects, not including familiar)

Summon Monster V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw:     None
Spell Resistance: No

Either an Achaierai (for large scale war) or a Bearded Devil (for duels)

Achaierai
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed:     50 ft. (10 squares)
Armor Class:     20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple:     +6/+14
Attack: Claw +9 melee (2d6+4)
Full Attack: 2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2)
Space/Reach:     10 ft./10 ft.
Special Attacks: Black cloud
Special Qualities: Darkvision 60 ft., spell resistance 19
Saves:     Fort +7, Ref +6, Will +7
Abilities: Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
Skills:     Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
Feats:     Dodge, Mobility, Spring Attack
Challenge Rating: 5

Black Cloud (Ex)
Up to three times per day an achaierai can release a choking, toxic black cloud.
Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.


Bearded Devil (Barbazu)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed:     40 ft. (8 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:     +6/+8
Attack: Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)
Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)
Space/Reach:     5 ft./5 ft. (10 ft. with glaive)
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves:     Fort +8, Ref +7, Will +5
Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats:     Improved Initiative, Power Attack, Weapon Focus (glaive)

Infernal Wound (Su)
The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.
Beard (Ex)

If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex)
Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.


Familiar

Hellhound     [Brackets are for stats with Augmented Familiar cast]
Size/Type: Medium Outsider (Evil, Extraplanar, Fire, Lawful)    
Hit Dice: 6 (39 hp) [51, DR 5/magic]]   
Initiative: +5    
Speed: 40 ft. (8 squares)    
Armor Class: 21 (+1 [3] Dex, +5 natural, +5 chain barding), touch 11, flat-footed 20    [23]
Base Attack/Grapple: +6/+8    
Attack: Bite +8 melee (2d6+1 plus 1d6 fire) [+10 melee, 2d6+2 plus 1d6 fire]
Space/Reach: 5 ft./5 ft.    
Special Attacks: Breath weapon, fiery bite    
Special Qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold    
Saves: Fort +6, Ref +6, Will +5     [Fort 8, Ref 8, Will 7]
Abilities: Str 14 [18], Dex 13 [17], Con 13 [17], Int 8, Wis 10, Cha 6    
Skills:     Hide +14, Jump +12, Listen +9, Move Silently +14, Spot +9, Survival +17*    
Feats:     Improved Initiative, Run, Track, Improved Natural Attack (bite)   
improved evasion, share spells, empathic link, deliver touch spells, speak with master

A hellhound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su)
10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 [15] half. The save DC is Constitution-based.
Fiery Bite (Su)
A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.
Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Animated +2 Adamantine Bladewings
Size/Type: Medium Construct
Hit Dice: 2d10+20[+40 adamantine]  (60 hp)
Initiative: 0
Speed: 30 ft. (6 squares);
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Hardness: 20
Base Attack/Grapple: +1/+2
Attack: Slash +9/+9 melee (1d10+3)
Space/Reach: 5 ft./5ft. 
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves:     Fort 0, Ref 0, Will -5
Abilities: Str 12, Dex 10, Con 0, Int 0, Wis 1, Cha 1


FLUFF AND TACTICS;

The Iron Furies are an elite group of hexblades in the service of Goramas. Selected for their erinyes-like qualities (comely females with a merciless nature and martial potential, as well as a fanatical devotion to the cause), they underwent an unspeakable ritual to infuse them with an Infernal spark. The presence of an Iron Fury anyplace but a crowded battlefield suggests a particular importance to whatever they are guarding, or whoever they have been sent to personally execute.

It is on the field of battle that an Iron Fury shines brightest, making use of her Animate Weapon spell to send her Bladewings to cut down screaming warriors. Her Hellhound familiar makes frequent use of it's breath weapon, and her summoned achaierai sows panic and discord with it's black cloud. Between all of that, her Unholy Blight, and her lethal greatsword, an Iron Fury has more long-term potential for battlefield slaughter than all but the most powerful masters of evocation. Capable diplomats, it is often an Iron Fury that will eventually parlay with the enemy commander when it comes time to discuss the terms of their surrender...her familiar lurking nearby at all times.

If harried by more powerful foes, she augments her familiar and (if still able) summons a bearded devil to aid in the fight. Her Hexblade's Curse will be used on any melee fighters, which the bearded devil will attempt to distract. The hellhound will make for the party's mage, and the Iron Fury will engage anyone who appears to be a healer of some sort after blinding the rogue through the use of Blindness/Deafness. Naturally not all parties will follow this exact composition, but the tactics are adaptable enough to work with just about any group of adventurers.