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.
Monday, May 30, 2011
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.
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.
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.
Friday, April 29, 2011
PM5; Goramas the Iron Baron
Name: Goramas, the Iron Baron
Race: Ogre Mage/Native Outsider
Classes: Giant 5, Fighter 4, Disciple of Dispater 10, Exotic Weapon Master 2
Alignment: LE
Sect: Dispater
Appearance:
Goramas stands 14 feet tall, and weighs roughly 1,400 lbs. Thick bands of muscle cling to his frame, and when he moves it is with a deceptively lazy grace. His massive wings are covered in black feathers, and his beard ends in a decidedly devilish point. His bearing is decidedly regal, and it is seldom indeed that he reveals any hint of emotion. Lesser devils who served him for a long time learned to make themselves scarce whenever there was a subtle thinning of his lips.
CR: 26
STR 34 [40] +15
DEX 20 +5
CON 22 [28] +9
INT 22 +6
WIS 16 +3
CHA 23 +6
Speed 70 ft/Fly 70 ft. (good)
Initiative 5
BAB 18 (-1 for size taken into effect)
Grapple 37 (+4 for size taken into effect)
Space/Reach 10 ft/10 ft
AC 41 (-1 size, +5 Dex, +7 natural, +10 magic chain shirt, +6 magic buckler, +4 ring of heavy fortification)
Touch 19, Flat Footed 36
SR 32
HP 337
Saves
Fort 20
Ref 14 [15]
Will 12
Attacks
[-1 to hit due to buckler, +1 to attack due to haste]
Eisengorge [+5 Wounding/Marrowcrushing bastard sword]
41/41/36/31/26, 2d8+39 and 2 points of Constitution damage, 13-20x2 (Con damage is not multiplied on a crit)
Claw/claw/claw/bite
33/33/33/28
Claw(x3) 1d6+15, Bite 1d8+7
Buckler of the Lost
As a swift action, the wearer of this buckler can turn it on a foe within melee range in a manner similar to a gaze attack. If the target sees and comprehends the intricate maze drawn within the central circle, they must make a DC 24 Will save or be banished to an extradimensional facsimile of Dis. The winding streets seem to turn back on themselves on and on, with no doors visible on any of the buildings. All the while, fiendish figures leer from the corner of the target's eye, but always vanish if faced directly. Each round on its turn, the target may attempt a DC 22 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape after 10 minutes, they appear where they had been when the Buckler of the Lost took effect. If that area is filled with a solid object, the subject appears in the nearest open space. Spells and Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the Buckler of the Lost, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this ability.
Ring of Epic Rulership -
The wearer can command the obedience and fealty of creatures within 360 feet when he or she activates the device (a standard action). Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 29) to negate the effect. Ruled creatures obey the ring wearer as if he or she were their absolute sovereign. Still, if the ring wearer gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The ring can be used for 1,500 total minutes (941 minutes left) before crumbling to dust. This duration need not be continuous.
Class/Racial/Extraordinary/Supernatural abilities
DR 10/Magic
Smite Good - Once per day, Goramas may make a normal melee attack to deal 21 extra points of damage to a good foe. If the attack misses, the smite attempt is wasted.
Bite 1d8 (Natural weapons treated as magic for overcoming DR)
Claw 1d6 (Natural weapons treated as magic for overcoming DR)
Regeneration 5 (fire and acid do normal damage)
Resistance 10 to acid, cold, electricity, and fire
SR = 10+level
Immunity to poison
Low-light vision,
Darkvision 90 feet
Change Shape (Su)
An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.
Device Lore (Ex)- A disciple of Dispater can find traps made mostly of metal just as a rogue can. Furthermore he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.
Iron Hews (Su) Once per day per point of Constitution bonus, a 2nd level disciple of Dispater may add a +3 divine bonus on attacks made that round.
Rusting Grasp (Sp) Once per day, a 3rd level disciple of Dispater can produce an effect identical to that of the Rusting Grasp spell cast by a 15th level caster.
Range: Touch
Target: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.
Iron Power (Ex) When using iron or steel weapons, add a +2 insight bonus to attack and damage rolls, as well as tripling the threat range of any iron or steel weapon. This stacks with the improved critical feat, but not the keen weapon ability.
Summon Erinyes (Sp) A Disciple of Dispater can summon 1d4 erinyes once per day
Greater Iron Hews (Su) Once per day per point of Constitution bonus, Goramas may add a +6 divine bonus on damage from attacks made that round. While this bonus does not stack with the iron hews ability, the abilities are separate.
Ironskin (Sp) Once per day, Goramas can produce an effect identical to that of the stoneskin spell cast by a 15th level caster upon himself only.
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Iron Body (Sp) Once per day, Goramas can produce an effect identical to that of an iron body spell cast by an 18th level caster.
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters. 1d8 for Large), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part 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 the creature dies. An ogre mage cannot regrow lost body parts.
Exotic Weapon Stunts
Uncanny Blow - When wielding a one-handed exotic weapon in both hands, add x2 your str modifier instead of x1.5
Exotic Sunder - When wielding a one-handed or two-handed exotic weapon, deal an extra 1d6 points of damage.
Feats:
Power Attack
Cleave
Combat Expertise
Exotic Weapon Proficiency: bastard sword
Weapon Focus: bastard sword
Weapon Specialization: bastard sword
Improved Sunder
Brand of the Nine Hells - Dispater (In keeping with your lord's paranoia, gain a pair of eyes in the back of your head. You cannot be flanked, nor can you be caught flat footed)
Mark of Dis (When you move [and only when you move], the square in which you start your movement is not considered threatened. In addition, once per round, as an immediate action, you can choose to gain a +4 bonus to AC or on a single save.)
Devil Touched Feats -2
Devil's Favor (+2 bonus on attack, save, or check 1/day per devil-touched feat you have)
Devil's Flesh (Gain bonus to natural armor/Intimidate equal to 1/2 the number of Devil Touched feats you have. Diplomacy with good creatures suffers by an amount equal to the amount of natural armor gained by this feat)
Skills
Bluff - Ranks (20) + (cha ) + misc ()= 26
Concentration - Ranks (10) + (con ) + misc ()= 16
Craft - Ranks (15) + (int) + misc ()= 21
Diplomacy - Ranks (10) + (cha) + misc ()= 16 (15 to good characters)
Disable Device - Ranks (14) + (int) + misc ()= 20
Hide - Ranks (20) + (dex) + misc (-6)= 19
Intimidate - Ranks (20) + (cha)+ misc (1)= 27
Knowledge
[religion] - Ranks (11) + (int) + misc ()= 17
Listen - Ranks (20) + (wis) + misc ()= 23
Search - Ranks (20) + (int) + misc ()= 18
Sense Motive - Ranks (11) + (wis) + misc ()= 14
Spellcraft - Ranks (11) + (int) + misc ()= 17
Spot - Ranks (20) + (wis) + misc ()= 23
Languages: Common, Giant, Dwarven, Goblin, Infernal, Orc.
Gear
Eisengorge
Buckler of the Lost
+6 Chain Shirt
Girdle of Giant's Strength +6
Torq of Constitution +6
Bracers of Haste (Permanent Haste)
Cloak of Perfect Displacement (Permanent 50% miss chance)
Boots of Greater Teleportation (3/day, Greater Teleportation)
Monocle of True Sight (Permanent True Seeing)
+4 Ring of Greater Fortification (Immune to critical hits and sneak attacks)
Ring of Epic Rulership -
Gauntlets of Gate (Once a day, open a Gate as a full round action)
Farseer Orb - A magical crystal that allows the holder to scry on anyone they've ever heard the name of as though they had a lock of that person's hair. Activation is a full-round action with limitless duration, Will DC 28 negates scrying attempt. The holder of the Farseer Orb can freely communicate with the subject of the scrying via telepathy, as well being able to produce the effects of detect good/evil/law/chaos.
Spell-like abilities: Caster level 21. The save DCs are Charisma-based.
At will:-
Darkness
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Invisibility
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
3/day
Darkness (redundant)
Poison (DC 20)
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your HD + your Wis modifier). [23]
Unholy Aura (DC 24)
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
1/day
Charm Person (DC 17)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the 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.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Desecrate (DC 18)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Sleep (DC 18)
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Contagion (DC 19)
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease (selected from the table below) which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
Disease DC Damage
Blinding sickness 16 1d4 Str1
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con
Unholy Blight (DC 20)
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.
Cone of Cold (DC 20), 15d6
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level.
Unhallow (DC 21)
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
Unhallow counters but does not dispel hallow.
Blasphemy (DC 23)
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD Effect
Equal to caster level Dazed
Up to caster level -1 Weakened, dazed
Up to caster level -5 Paralyzed, weakened, dazed
Up to caster level -10 Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent.
No saving throw is allowed against these effects.
Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Destruction (DC 23)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Horrid Wilting (DC 24) 20d8
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Gaseous Form
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Polymorph
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Summon Monster IX
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
Barbed Devil (Hamatula) click to see monster
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Base Attack/Grapple: +12/+22
Attack: Claw +18 melee (2d8+6 plus fear)
Full Attack: 2 claws +18 melee (2d8+6 plus fear)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, improved grab, impale 3d8+9, summon devil
Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-24 (Medium); 25-36 HD (Large)
Level Adjustment: —
A barbed devil is about 7 feet tall and weighs about 300 pounds.
Combat
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil’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.
Fear (Su)
A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)
A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)
To use this ability, a barbed devil must hit with a claw 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 impale the opponent on its barbed body.
Summon Devil (Sp)
Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)
Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.
Disciple of Dispater - Summon 1d4 Erinyes 1/day
Erinyes click to see monster
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (85 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Full Attack: Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats: DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
Level Adjustment: +7
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.
Combat
Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes’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.
Entangle (Ex)
Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.
Summon Devil (Sp)
Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su)
Erinyes continuously use true seeing, as the spell (caster level 14th).
Fluff/Tactics
The product of a coupling between his ogre mage father and erinyes mother, Goramas was raised on the second layer of Baator, in the labyrinthine city of Dis. His young life was spent learning the politics of Hell, as well as being taught all there was to know about warfare and strategy. As is usually the case with a baatezu parent, his conception was all part of a premeditated plan. A powerful devil can take millennia to rise up from the lowly state of a lemure, and as the hordes of the Abyss are both relentless and theoretically infinite, that is a very long time to wait. Yet in only forty short years, mighty Goramas was outpacing his mother and her fellows on the field of battle.
It was shortly after he was seen strangling a Balor with it's own whip that Dispater realized that he might have created Goramas a bit too well.
Renowned throughout the planes for his paranoia, the Iron Duke decided that having a servant near at hand that came so close to rivaling his own power might put his position in jeopardy. Not so long ago, another layer of Hell had been ruled by a powerful hag instead of a true devil; it did not stretch the imagination too far to think that Goramas may well command enough respect to claim the Iron Throne.
Suddenly faced with the problem of having a servant that was too dangerous to keep close, yet too valuable to discard, Dispater decided it was time to expand his holdings to the Prime Material. Goramas was cast from Hell with the instructions to raise a mighty army and conquer a continent in the name of Dis, that the resources and people of that place might be turned to his master's ends.
Goramas is never caught unawares, having learned the art of paranoia beneath none other than mighty Dispater himself. In the incredibly unlikely event that he's forced into combat (which he now views as beneath him, as he is no longer doing the work of a soldier, but a general), he will do all he can to keep distance between himself and his assailants until he's had the chance to summon a hamatula and his eryinyes vanguard. He'll then continue making liberal use of his spell-like abilities, leading with a Destruction cast on whoever seems most likely to be the party's mage, and then following up with a Horrid Wilting. After that, he prefers to teleport in to the midst of the group to take the fight directly to their spellcasters, bringing them down as quickly and efficiently as possible (likely making use of power attack, though his cautious nature usually keeps him from taking more than a -7 penalty on attack), while flashing the Buckler of the Lost at the melee fighters of the party.
Against other warriors, he prefers to sunder their weapons until they are forced to draw their backup blades, at which point he'll press the advantage. If he takes more than 100 points of damage, he teleports away at the first opportunity, unless the PCs have slain his daughter, in which case he will continue to fight until taking 200 points of damage. If forced to retreat, he will use the Farseer Orb to stalk those who defeated him, then teleport to their location when they are at their most vulnerable. Otherwise, he's quite prepared to wait for his foes to die of old age while he methodically forges a stronghold elsewhere on the Prime Material.
[Note! If you are playing in the Forgotten Realms campaign setting, it is suggested that you consider moving Goramas and his forces in to Hellgate keep. The misleading name of the place would offend him to the point of expunging all of the demons and establishing it as his first stronghold, from which he would methodically extend his iron grip across Faerun. It has become a point of honor for him to teach the mortals that the undirected and senselessly violent spawn of the Abyss are nothing compared to the legions of Hell.]
Eisengorge [+5 Wounding/Marrowcrushing bastard sword]
Int 18, Wis 19, Cha 19, Ego 35
Eisengorge is a weapon forged in the Hells. It is possessed by a Pit Fiend by the same name, a servant of Dis who, many years ago had failed in his duty. In light of his otherwise flawless record, the Pit Fiend was spared the indignation of demotion, instead locked within the magical blade which allows him to continue serving Dispater's interests on a higher level than he otherwise might.
The wielder of Eisengorge is encouraged by the blade to attempt to parlay before combat, so it might have the opportunity to read the thoughts of those it may soon be battling, in the hopes of uncovering some weakness, and also makes frequent use of it's Clairvoyance ability to ensure that it and it's wielder can be properly prepared.
While Eisengorge considers itself a superior mind to whoever it has been bestowed upon, it is loathe to rebel against it's wielder because each time it does so results in another year added to it's 1000 year sentence (which is still a bargain compared to clawing his way back up through the Infernal ranks from a lemure). This, of course, only applies to agents of Dispater. Should someone else come into possession of the sword, it is encouraged to turn them into thralls of evil. It is Eisengorge's dearest hope that through the ineptitude of a wielder, it may one day fall into the hands of some muscle-bound dimwit of a warrior, that it may use such a person to further it's own interests.
Eisengorge speaks and reads common, abyssal, celestial, infernal, and draconic.
Eisengorge can communicate telepathically with it's wielder, and Read Magic at will.
At-will
Detect Thoughts (Will DC 17, Range: 60 ft cone)
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it
3/Day
Cure Moderate Wounds on wielder (2d8+3)
Locate Object
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Zone of Truth (DC 17, Range: 30 ft, Area: 20-ft radius emanation)
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.
2/Day
Clairvoyance
Clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairvoyance functions only on the plane of existence you are currently occupying.
As a magical blade, Eisengorge's special purpose is to defend the servants and interests of Dispater, and to that end can cast Waves of Exhaustion at will as a Standard action.
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes (Caster level 15)
Waves of negative energy cause all living creatures in the spell’s area to become exhausted. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. This spell has no effect on a creature that is already exhausted.
Race: Ogre Mage/Native Outsider
Classes: Giant 5, Fighter 4, Disciple of Dispater 10, Exotic Weapon Master 2
Alignment: LE
Sect: Dispater
Appearance:
Goramas stands 14 feet tall, and weighs roughly 1,400 lbs. Thick bands of muscle cling to his frame, and when he moves it is with a deceptively lazy grace. His massive wings are covered in black feathers, and his beard ends in a decidedly devilish point. His bearing is decidedly regal, and it is seldom indeed that he reveals any hint of emotion. Lesser devils who served him for a long time learned to make themselves scarce whenever there was a subtle thinning of his lips.
CR: 26
STR 34 [40] +15
DEX 20 +5
CON 22 [28] +9
INT 22 +6
WIS 16 +3
CHA 23 +6
Speed 70 ft/Fly 70 ft. (good)
Initiative 5
BAB 18 (-1 for size taken into effect)
Grapple 37 (+4 for size taken into effect)
Space/Reach 10 ft/10 ft
AC 41 (-1 size, +5 Dex, +7 natural, +10 magic chain shirt, +6 magic buckler, +4 ring of heavy fortification)
Touch 19, Flat Footed 36
SR 32
HP 337
Saves
Fort 20
Ref 14 [15]
Will 12
Attacks
[-1 to hit due to buckler, +1 to attack due to haste]
Eisengorge [+5 Wounding/Marrowcrushing bastard sword]
41/41/36/31/26, 2d8+39 and 2 points of Constitution damage, 13-20x2 (Con damage is not multiplied on a crit)
Claw/claw/claw/bite
33/33/33/28
Claw(x3) 1d6+15, Bite 1d8+7
Buckler of the Lost
As a swift action, the wearer of this buckler can turn it on a foe within melee range in a manner similar to a gaze attack. If the target sees and comprehends the intricate maze drawn within the central circle, they must make a DC 24 Will save or be banished to an extradimensional facsimile of Dis. The winding streets seem to turn back on themselves on and on, with no doors visible on any of the buildings. All the while, fiendish figures leer from the corner of the target's eye, but always vanish if faced directly. Each round on its turn, the target may attempt a DC 22 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape after 10 minutes, they appear where they had been when the Buckler of the Lost took effect. If that area is filled with a solid object, the subject appears in the nearest open space. Spells and Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the Buckler of the Lost, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this ability.
Ring of Epic Rulership -
The wearer can command the obedience and fealty of creatures within 360 feet when he or she activates the device (a standard action). Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 29) to negate the effect. Ruled creatures obey the ring wearer as if he or she were their absolute sovereign. Still, if the ring wearer gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The ring can be used for 1,500 total minutes (941 minutes left) before crumbling to dust. This duration need not be continuous.
Class/Racial/Extraordinary/Supernatural abilities
DR 10/Magic
Smite Good - Once per day, Goramas may make a normal melee attack to deal 21 extra points of damage to a good foe. If the attack misses, the smite attempt is wasted.
Bite 1d8 (Natural weapons treated as magic for overcoming DR)
Claw 1d6 (Natural weapons treated as magic for overcoming DR)
Regeneration 5 (fire and acid do normal damage)
Resistance 10 to acid, cold, electricity, and fire
SR = 10+level
Immunity to poison
Low-light vision,
Darkvision 90 feet
Change Shape (Su)
An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.
Device Lore (Ex)- A disciple of Dispater can find traps made mostly of metal just as a rogue can. Furthermore he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.
Iron Hews (Su) Once per day per point of Constitution bonus, a 2nd level disciple of Dispater may add a +3 divine bonus on attacks made that round.
Rusting Grasp (Sp) Once per day, a 3rd level disciple of Dispater can produce an effect identical to that of the Rusting Grasp spell cast by a 15th level caster.
Range: Touch
Target: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.
Iron Power (Ex) When using iron or steel weapons, add a +2 insight bonus to attack and damage rolls, as well as tripling the threat range of any iron or steel weapon. This stacks with the improved critical feat, but not the keen weapon ability.
Summon Erinyes (Sp) A Disciple of Dispater can summon 1d4 erinyes once per day
Greater Iron Hews (Su) Once per day per point of Constitution bonus, Goramas may add a +6 divine bonus on damage from attacks made that round. While this bonus does not stack with the iron hews ability, the abilities are separate.
Ironskin (Sp) Once per day, Goramas can produce an effect identical to that of the stoneskin spell cast by a 15th level caster upon himself only.
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Iron Body (Sp) Once per day, Goramas can produce an effect identical to that of an iron body spell cast by an 18th level caster.
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters. 1d8 for Large), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part 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 the creature dies. An ogre mage cannot regrow lost body parts.
Exotic Weapon Stunts
Uncanny Blow - When wielding a one-handed exotic weapon in both hands, add x2 your str modifier instead of x1.5
Exotic Sunder - When wielding a one-handed or two-handed exotic weapon, deal an extra 1d6 points of damage.
Feats:
Power Attack
Cleave
Combat Expertise
Exotic Weapon Proficiency: bastard sword
Weapon Focus: bastard sword
Weapon Specialization: bastard sword
Improved Sunder
Brand of the Nine Hells - Dispater (In keeping with your lord's paranoia, gain a pair of eyes in the back of your head. You cannot be flanked, nor can you be caught flat footed)
Mark of Dis (When you move [and only when you move], the square in which you start your movement is not considered threatened. In addition, once per round, as an immediate action, you can choose to gain a +4 bonus to AC or on a single save.)
Devil Touched Feats -2
Devil's Favor (+2 bonus on attack, save, or check 1/day per devil-touched feat you have)
Devil's Flesh (Gain bonus to natural armor/Intimidate equal to 1/2 the number of Devil Touched feats you have. Diplomacy with good creatures suffers by an amount equal to the amount of natural armor gained by this feat)
Skills
Bluff - Ranks (20) + (cha ) + misc ()= 26
Concentration - Ranks (10) + (con ) + misc ()= 16
Craft - Ranks (15) + (int) + misc ()= 21
Diplomacy - Ranks (10) + (cha) + misc ()= 16 (15 to good characters)
Disable Device - Ranks (14) + (int) + misc ()= 20
Hide - Ranks (20) + (dex) + misc (-6)= 19
Intimidate - Ranks (20) + (cha)+ misc (1)= 27
Knowledge
[religion] - Ranks (11) + (int) + misc ()= 17
Listen - Ranks (20) + (wis) + misc ()= 23
Search - Ranks (20) + (int) + misc ()= 18
Sense Motive - Ranks (11) + (wis) + misc ()= 14
Spellcraft - Ranks (11) + (int) + misc ()= 17
Spot - Ranks (20) + (wis) + misc ()= 23
Languages: Common, Giant, Dwarven, Goblin, Infernal, Orc.
Gear
Eisengorge
Buckler of the Lost
+6 Chain Shirt
Girdle of Giant's Strength +6
Torq of Constitution +6
Bracers of Haste (Permanent Haste)
Cloak of Perfect Displacement (Permanent 50% miss chance)
Boots of Greater Teleportation (3/day, Greater Teleportation)
Monocle of True Sight (Permanent True Seeing)
+4 Ring of Greater Fortification (Immune to critical hits and sneak attacks)
Ring of Epic Rulership -
Gauntlets of Gate (Once a day, open a Gate as a full round action)
Farseer Orb - A magical crystal that allows the holder to scry on anyone they've ever heard the name of as though they had a lock of that person's hair. Activation is a full-round action with limitless duration, Will DC 28 negates scrying attempt. The holder of the Farseer Orb can freely communicate with the subject of the scrying via telepathy, as well being able to produce the effects of detect good/evil/law/chaos.
Spell-like abilities: Caster level 21. The save DCs are Charisma-based.
At will:-
Darkness
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Invisibility
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
3/day
Darkness (redundant)
Poison (DC 20)
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your HD + your Wis modifier). [23]
Unholy Aura (DC 24)
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
1/day
Charm Person (DC 17)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the 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.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Desecrate (DC 18)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Sleep (DC 18)
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Contagion (DC 19)
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease (selected from the table below) which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
Disease DC Damage
Blinding sickness 16 1d4 Str1
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con
Unholy Blight (DC 20)
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.
Cone of Cold (DC 20), 15d6
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level.
Unhallow (DC 21)
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
Unhallow counters but does not dispel hallow.
Blasphemy (DC 23)
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD Effect
Equal to caster level Dazed
Up to caster level -1 Weakened, dazed
Up to caster level -5 Paralyzed, weakened, dazed
Up to caster level -10 Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent.
No saving throw is allowed against these effects.
Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Destruction (DC 23)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Horrid Wilting (DC 24) 20d8
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Gaseous Form
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Polymorph
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Summon Monster IX
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
Barbed Devil (Hamatula) click to see monster
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Base Attack/Grapple: +12/+22
Attack: Claw +18 melee (2d8+6 plus fear)
Full Attack: 2 claws +18 melee (2d8+6 plus fear)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, improved grab, impale 3d8+9, summon devil
Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-24 (Medium); 25-36 HD (Large)
Level Adjustment: —
A barbed devil is about 7 feet tall and weighs about 300 pounds.
Combat
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil’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.
Fear (Su)
A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)
A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)
To use this ability, a barbed devil must hit with a claw 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 impale the opponent on its barbed body.
Summon Devil (Sp)
Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)
Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.
Disciple of Dispater - Summon 1d4 Erinyes 1/day
Erinyes click to see monster
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (85 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Full Attack: Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats: DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
Level Adjustment: +7
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.
Combat
Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes’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.
Entangle (Ex)
Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.
Summon Devil (Sp)
Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su)
Erinyes continuously use true seeing, as the spell (caster level 14th).
Fluff/Tactics
The product of a coupling between his ogre mage father and erinyes mother, Goramas was raised on the second layer of Baator, in the labyrinthine city of Dis. His young life was spent learning the politics of Hell, as well as being taught all there was to know about warfare and strategy. As is usually the case with a baatezu parent, his conception was all part of a premeditated plan. A powerful devil can take millennia to rise up from the lowly state of a lemure, and as the hordes of the Abyss are both relentless and theoretically infinite, that is a very long time to wait. Yet in only forty short years, mighty Goramas was outpacing his mother and her fellows on the field of battle.
It was shortly after he was seen strangling a Balor with it's own whip that Dispater realized that he might have created Goramas a bit too well.
Renowned throughout the planes for his paranoia, the Iron Duke decided that having a servant near at hand that came so close to rivaling his own power might put his position in jeopardy. Not so long ago, another layer of Hell had been ruled by a powerful hag instead of a true devil; it did not stretch the imagination too far to think that Goramas may well command enough respect to claim the Iron Throne.
Suddenly faced with the problem of having a servant that was too dangerous to keep close, yet too valuable to discard, Dispater decided it was time to expand his holdings to the Prime Material. Goramas was cast from Hell with the instructions to raise a mighty army and conquer a continent in the name of Dis, that the resources and people of that place might be turned to his master's ends.
Goramas is never caught unawares, having learned the art of paranoia beneath none other than mighty Dispater himself. In the incredibly unlikely event that he's forced into combat (which he now views as beneath him, as he is no longer doing the work of a soldier, but a general), he will do all he can to keep distance between himself and his assailants until he's had the chance to summon a hamatula and his eryinyes vanguard. He'll then continue making liberal use of his spell-like abilities, leading with a Destruction cast on whoever seems most likely to be the party's mage, and then following up with a Horrid Wilting. After that, he prefers to teleport in to the midst of the group to take the fight directly to their spellcasters, bringing them down as quickly and efficiently as possible (likely making use of power attack, though his cautious nature usually keeps him from taking more than a -7 penalty on attack), while flashing the Buckler of the Lost at the melee fighters of the party.
Against other warriors, he prefers to sunder their weapons until they are forced to draw their backup blades, at which point he'll press the advantage. If he takes more than 100 points of damage, he teleports away at the first opportunity, unless the PCs have slain his daughter, in which case he will continue to fight until taking 200 points of damage. If forced to retreat, he will use the Farseer Orb to stalk those who defeated him, then teleport to their location when they are at their most vulnerable. Otherwise, he's quite prepared to wait for his foes to die of old age while he methodically forges a stronghold elsewhere on the Prime Material.
[Note! If you are playing in the Forgotten Realms campaign setting, it is suggested that you consider moving Goramas and his forces in to Hellgate keep. The misleading name of the place would offend him to the point of expunging all of the demons and establishing it as his first stronghold, from which he would methodically extend his iron grip across Faerun. It has become a point of honor for him to teach the mortals that the undirected and senselessly violent spawn of the Abyss are nothing compared to the legions of Hell.]
Eisengorge [+5 Wounding/Marrowcrushing bastard sword]
Int 18, Wis 19, Cha 19, Ego 35
Eisengorge is a weapon forged in the Hells. It is possessed by a Pit Fiend by the same name, a servant of Dis who, many years ago had failed in his duty. In light of his otherwise flawless record, the Pit Fiend was spared the indignation of demotion, instead locked within the magical blade which allows him to continue serving Dispater's interests on a higher level than he otherwise might.
The wielder of Eisengorge is encouraged by the blade to attempt to parlay before combat, so it might have the opportunity to read the thoughts of those it may soon be battling, in the hopes of uncovering some weakness, and also makes frequent use of it's Clairvoyance ability to ensure that it and it's wielder can be properly prepared.
While Eisengorge considers itself a superior mind to whoever it has been bestowed upon, it is loathe to rebel against it's wielder because each time it does so results in another year added to it's 1000 year sentence (which is still a bargain compared to clawing his way back up through the Infernal ranks from a lemure). This, of course, only applies to agents of Dispater. Should someone else come into possession of the sword, it is encouraged to turn them into thralls of evil. It is Eisengorge's dearest hope that through the ineptitude of a wielder, it may one day fall into the hands of some muscle-bound dimwit of a warrior, that it may use such a person to further it's own interests.
Eisengorge speaks and reads common, abyssal, celestial, infernal, and draconic.
Eisengorge can communicate telepathically with it's wielder, and Read Magic at will.
At-will
Detect Thoughts (Will DC 17, Range: 60 ft cone)
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it
3/Day
Cure Moderate Wounds on wielder (2d8+3)
Locate Object
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Zone of Truth (DC 17, Range: 30 ft, Area: 20-ft radius emanation)
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.
2/Day
Clairvoyance
Clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairvoyance functions only on the plane of existence you are currently occupying.
As a magical blade, Eisengorge's special purpose is to defend the servants and interests of Dispater, and to that end can cast Waves of Exhaustion at will as a Standard action.
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes (Caster level 15)
Waves of negative energy cause all living creatures in the spell’s area to become exhausted. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. This spell has no effect on a creature that is already exhausted.
Subscribe to:
Posts (Atom)


