“I am Ruphus Laro”

I wrote this for my Distilled Prose night class (back around 2008). It’s based on the Ruphus Laro background NPC from the Shackled City Adventure Path. My version of Ruphus is a lot different than the official one from DUNGEON Magazine. I’ve modified this version (slightly) to incorporate it more into my Lands of Harqual campaign.
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The doors opened and a young soldier entered the room from the vestibule.

“Master Ruphus, they are ready to leave.”

The young priest of the Bast the Protector did not move a muscle as he knelt before the statue of his goddess.

“I will be there shortly,” Ruphus replied.

The young soldier left the priest to finish his prayers closing the door quietly behind him.

Ruphus of Cauldron went over the events of the past few months in his mind. The journey from his homeland had been arduous and long. He had been relieved to see the looming gates of the city of Tallawan appear over the horizon. The relief soon turned into sorrow as he passed through the gates of the city and saw the conditions in the city.

The citizens of the city were a beaten down people living in abject fear of a race of catfolk that were more like beasts then men. The people shirked from the streets as he and his escorts walked through the city towards the temple dedicated to the Protector. The city was on the verge of collapse. Hundreds of buildings laid in ruins from a dozen assaults by the tabaxi.

It had taken Ruphus over three weeks to gain any sort of trust from the city’s populace. Hours of ministering to the sick and wounded had helped but his skirmish with the tabaxi outside the city had been the real turning point. He had been asked to help treat an outbreak in one of the nearby villages.

The tabaxi had come out of nowhere.

The battle had been quick and brutal. The catfolk wore savage headdresses and wielded wicked weapons with jagged edges. They showed no mercy attacking both soldiers and villagers alike. Ruphus had balked when he first saw their catlike forms—with long, sharp claws and razor-like teeth.

Ruphus had looked into their faces and couldn’t help but see the face of the Protector but twisted into a horrid form. One of the catfolk had jumped him and only the instinct to protect his life had saved him. He had skewed the tabaxi warrior with his sword but not before it had clawed away half his face including his left eye.

Ruphus let out a breath of sorrow as he opened his good eye and looked up into the catlike visage of Bast the Protector. The attack on the village had occurred over two weeks ago. He still wore the scars of the tabaxi’s claws across his face. He had underestimated the creature’s ferocity. It was a mistake he would not make again.

“Now I understand why you chose me to make this journey, goddess. I have always doubted my own ferocity. I have always felt out of place at home. Here, I have found my purpose. I am Ruphus Laro, battle priest of Bast.”

Ruphus stood donning his helmet. He walked from the temple to join the soldiers going to war.

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SCAP Legacy: Jefferie Knobel

Jefferie “Redshirt” Knobel (CR 10)
Jefferie Knobel grew up in the city-state of Caloric, the favored son of one of the city-state’s most powerful mercantile families. His life was full of pomp and ceremony and he lived a sheltered life until the age of 13 when Eddanar Westergard came to his family and insisted that they entrust the aasimar boy to him.

The Knobel Family initially rejected Eddanar’s claim that the boy was the reincarnated soul of a powerful cleric of Jalivier that lived nearly 300 years ago. Only when Jefferie began to manifest psionic abilities and have insightful dreams, regarding obscure lore of the Outer Planes, did they relent and allow the High Lightservant to take the boy with him to the Temple of the Burning Sun.

Jefferie’s life at the temple was anything but easy. Eddanar is a hard taskmaster that brooks no dissent and when Jefferie began having dreams about the Interloper God known as Apollo, in the distant future, as a member of the North Gods (married to a resurrected Hela), did the High Lightservant decided he didn’t want the young man around his other acolytes anymore.

Eddanar had learned that there were some difficulties occurring in Cauldron City, so he decided to dispose of the young “prophet” there; and if the boy died, due to some unforeseen incident, then all the better. Eddanar hadn’t met Argo Flameheart yet, but hoped that Jefferie would falter under the shadow of such a strong believer in Jalivier.

Jefferie, instead, has flourished under Argo’s leadership and is now the Minister of the Sun Sanctuary. He still has his dreams, but tends to keep them too himself. He is a masterful student of planar lore and is both charismatic and diplomatic.

hp 55 (10d8+10)
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Male aasimar ³ cleric of Jalivier 6 / psychic warrior 4 ¹
LG Medium outsider (native)
Init +5; Senses Darkvision 60 ft.; Listen +7, Spot +7
Auras Good and law
Languages Celestial, Common, Elven
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AC 23 (+1 Dex, +6 armor, +3 shield, +3 deflection), touch 14, flat-footed 22
Resist Acid 5, cold 5, and electricity 5
Fort +12, Ref +8, Will +13
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Speed 20 feet (4 squares); base 30 ft.
Melee +2 shortspear +12 (1d6+4/x2) or
Melee +2 shortspear +12/+7 (1d6+4/x2) or
Ranged +1 light crossbow +9 (1d8+1/19-20/x2, 80 ft.) or
Ranged +1 light crossbow +9/+4 (1d8+1/19-20/x2, 80 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Special Actions Turn undead 6/day
Combat Gear Potion of cure serious wounds
Cleric Spells Prepared (CL 5th)
3rd (3+1/day) — create food and water, dispel magic, magic circle against evil *, wind wall.
2nd (4+1/day) — align weapon, cure moderate wounds *, resist energy, spiritual weapon, zone of truth.
1st (5+1/day) — command, detect evil, endure elements, protection from evil *, remove fear, sanctuary.
0th (5/day) — create water, detect poison, guidance, purify food and drink, virtue.
Domains Good and Healing (+1 to caster level for all good and healing spells) (* Domain spell)
Psychic Warrior Powers Known (ML 5th; 19 power points/day; max power level known – 2nd) ¹
2nd — body purification, thought shield
1st — astral traveler *, detect psionics, stomp, thicken skin
* Gained with the Expanded Knowledge feat
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Abilities Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
SA Daylight, divine spells, psionics
SQ Prophecy, turn undead
Feats Brew Potion, Expanded Knowledge ¹, Improved Initiative, Inquisitor ¹, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus [Knowledge (the planes)] [B], Weapon Focus (shortspear)
Skills Autohypnosis +12, Concentration +8, Craft (stonemasonry) +8, Diplomacy +12, Intimidate +3, Knowledge (psionics) +8, Knowledge (the planes) +10, Listen +7, Spellcraft +7, Spot +7, Survival +5 (+7 on other planes)
Possessions +2 shortspear, +1 breastplate, +1 heavy steel shield, +1 light crossbow w/20 bolts, boots of landing ¹, cleric’s vestments, cloak of resistance +2, gloves of object reading ¹, magic sleeping bag ², periapt of wisdom +2, ring of protection +3, silver holy symbol of Jalivier, and a belt pouch containing 62 gp.
Extra Gear Two magical suits of banded mail (+2 enhancement), which originally belonged to the Necrocants, given to Jefferie by Arn Myddion. (Jefferie also received his magic ring from Arn, as well. The ring once belonged to the Necrocant named Oster Zandridge.)
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Daylight (Sp) Jefferie can use daylight once per day as a 10th-level caster.
Prophecy (Su) Jefferie has prophetic dreams of the future, which acts just like the prophecy spell (see below). He can use this supernatural ability once per month. This is a bonus ability gained as a reincarnated soul of his past life.
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Level Adjustment +1; ECL 11; Favored Class Paladin
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¹ D&D Expanded Psionics Handbook
² D&D Miniatures Handbook
³ D&D Monster Manual

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Prophecy

Divination
Level: Chr 7, Clr/Fvs 8, Time 8
Components: V, S, DF
Casting Time: 1 minute
Range: Personal
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast prophecy you receive a vision in answer to a specific question concerning the future if a certain thing happens (“What will happen if Xuar succeeds in his plans?”) Prophecy generally reveals the goals of a creature but sometimes it instead reveals unforeseen consequences. Prophecies do not give advice; they give insight. (For instance, you cannot task how to stop something from occurring but you may gain clues from the vision as to what events happened to cause the events to pass.)

Prophecy gives relatively complete information concerning the central events concerned. (You might see the evil prince you’ve been battling as king, with the maiden whose virtue you’ve been defending locked in a tower as his queen and your party in chains, but you wouldn’t see the fate of your uninvolved father.)

SCAP Legacy: Ruphus Laro

Ruphus Laro, Battle Priest of Bast (CR 16)
Ruphus Laro grew up in Cauldron City, an orphan from birth. He became a favorite pupil of Mistress Jenya of the Temple of the Cat when he was only 12. For years he worked alongside her to help protect the city’s population, especially the orphans of the Lantern Street Orphanage, where he grew up.

He would have stayed with the temple in Cauldron City if not for one fateful night when he was attacked by thugs working for the Last Laugh Thieves’ Guild. While Ruphus was a capable fighter, he couldn’t have held them off on his own. It was on this night when he first met a group of adventurers who would become known as the Order of the Silver Hand.

Ruphus had several tough years in a row, soon after that night, and became a solid ally of the Order and adventured with them on several occasions, at the request of Mistress Jenya. He has also fought in several pitched battles, outside the city, against evil humanoids, as well as against several warlords from the City-state of Flamerule. His face is scarred from fire, but his will remains strong.

Ruphus has also been to the west (including Eversink) and the entire length of the Storm Peninsula. Thus, he has seen first hand the violent actions of the tabaxi and their servants. He even lost an eye while traveling in the west. He has first hand knowledge of the tabaxi and their servitor slave race known as the griff.

Ruphus left for the western lands, at one point, soon after the Order of the Silver Hand began searching for Alek Tercival, who had gone missing. A messenger was sent out to find him after Jenya fell into a somber mood, after the avenger’s death. He returned to Cauldron to report to Jenya and to try to console her.

Once Jenya was back on her feet, Ruphus begged her permission to be released from service at the Temple of the Cat. She agreed to let him go, begrudgingly. Many were sad to see him go, including the orphans that were so fond of him. Leaving Cauldron was a hard decision for the young warpriest, but he knew that the city would survive, as long as the Order of the Silver Hand remained the city’s protectors.

Ruphus has become obsessed with fighting the tabaxi of the Storm Peninsula, as well as helping the beleaguered citizens of the City-state of Tallawan. Several times, he has penetrated into the heart of the Storm Jungle alongside small strike forces, to rescue slaves taken from Tallawan. He has become a hero in that city and has built a new Bastite temple there called the Temple of War’s Claws.

Ruphus’ closest friend is the horizon walker known as Karr’Toomba, one of the key members of the Order of the Silver Hand. It was Karr who gave Ruphus his bow, and the man often visits Ruphus in the west to help battle against the tabaxi and sow dissent amongst the cat race’s people. He is also a good friend to Toryn Stonecutter, another founding member of the Order, and to Zachary Aslaxin II, a cleric/ranger dedicated to Kord.

His greatest ally in Tallawan is the feline warrior known as Shenda Lionmane (NG female rakasta, Scout 12). It is rumored that the two are lovers. He also has several young acolytes (CG male and female humans, Clr3–5) as members of his growing militant order dedicated to Bast. His most promising student is a young man named Matheus Namorado (NG male human, Clr8), whose family was originally from Caer Valora.

hp 124 (10d8+20 plus 6d10+12); DR 5/evil (when wearing tabard)
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Male human cleric of Bast 10 / warpriest 6 ¹
CG Medium humanoid (human)
Init +3; Senses Listen +4, Spot +4
Auras Chaos and good; fear (DC 16)
Languages Common, Tabaxi
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AC 24 (+3 Dex, +6 armor, +3 shield, +2 deflection), touch 15, flat-footed 21
Fort +17 (+19 when wearing tabard), Ref +11 (+13 when wearing tabard), Will +16 (+18 when wearing tabard)
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Speed 30 feet (6 squares)
Melee +3 keen short sword +22 (1d6+4/17-20/x2) or
Melee +3 keen short sword +22/+17/+12 (1d6+4/17-20/x2)
Ranged +3 catbane composite longbow +19 (1d8+3/x3, 110 ft.) or
Ranged +3 catbane composite longbow +19/+14/+9 (1d8+3/x3, 110 ft.)
Ranged +5 catbane composite longbow +21 (1d8+5/x3, 110 ft.) against cat races or
Ranged +5 catbane composite longbow +21/+16/+11 (1d8+5/x3, 110 ft.) against cat races
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +14
Atk Options Combat Reflexes
Special Actions Inflame (+6), rally, turn undead 3/day
Combat Gear 3 scrolls of cure critical wounds, potion of cure serious wounds, scroll of speak with dead
Cleric Spells Prepared (CL 13th)
7th — control weather, sunbeam *.
6th — antimagic field *, spell resistance, undeath to death.
5th — break enchantment, disrupting weapon, holy sword *, plane shift.
4th — air walk, control water, freedom of movement, holy smite *, lesser planar ally, tongues.
3rd — glyph of warding, magic vestment, prayer, protection from energy *, searing light, water breathing.
2nd — align weapon, bull’s strength, cat’s grace, eagle’s splendor, shatter *, spiritual weapon, status.
1st — bless, divine favor, endure elements, hide from undead, magic weapon, protection from evil, sanctuary *.
0th — detect magic, detect poison, guidance, light, resistance, virtue.
Domains Chaos (chaos spells, CL 14th), Glory (+2 to turning check & +1d6 on turning damage roll), and Protection (protective ward 1/day, see below) [*Domain Spell]
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Abilities Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 11 (+0), Wis 18 (+4), Cha 10 (+0)
SA Turn undead (+2 to checks)
SQ Bonus domain (Glory), cannot cast Evil or Law spells, heroes’ feast, inflame, mass cure light wounds, rally, spontaneous casting
Feats Augment Healing ¹, Combat Casting, Combat Reflexes, Extra Turning, Skill Focus (Heal) [B], True Believer ¹, Weapon Focus (short sword)
Skills Concentration +13, Diplomacy +10, Heal +11, Knowledge (history) +7, Knowledge (religion) +7, Listen +4, Ride +6, Sense Motive +11, Speak Language (x1), Spot +4
Possessions +3 catbane composite longbow w/40 arrows, +3 keen short sword, +3 studded leather armor, +2 light steel shield, amulet of health +2, clerical vestments, cloak of resistance +3, gauntlets of ogre power, gloves of Dexterity +2, holy symbol of Bast (eye patch), periapt of Wisdom +2, ring of protection +2, and a Tabard of the Great Crusade ¹
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Age 26; Personality Brash, caring, and determined
Description Ruphus is a tall, thick man with short, cropped red hair. He is missing his left eye and his face is scarred from a claw attack he suffered from a griff warrior, several years ago. His neck, chest, and arms are scarred from burns he suffered from battling fire elementalists from the City-state of Flamerule. Ruphus prefers to wear simple clothing appropriate for being a cleric of Bast. When going into combat he always wears a relic of his faith known as the Tabard of the Great Crusade. Ruphus’ holy symbol is an eye patch that he designed himself. Ruphus never goes anywhere without his magical short sword and composite longbow, almost to the point of being paranoid. (It is rumored he sleeps with his weapons by his bed.)
Height 6 feet 5 inches; Weight 234 lbs.
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Protective Ward Ruphus can generate a protective ward as a supernatural ability. Grants someone he touches a resistance bonus equal to Ruphus’ cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an Abjuration effect with a duration of 1 hour that is usable once per day.
House Rule Clerics of Bast add their Dexterity modifier to their attack rolls, instead of their Strength modifier, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
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¹ D&D Complete Divine

SCAP Legacy: Arn Myddion

Arn Myddion, Favored Soul of Jalivier (CR 12)
Originally a member of the Alleybashers, the young man named Arn Myddion converted to the faith of Jalivier soon after meeting Argo Flameheart. He had been an important member of the Alleybashers, and soon after Arn’s conversion, the Alleybashers fell apart. The group’s guild house was uncovered and “cleaned out” through the direct testimony of Arn.

Arn’s immediate superior in the Alleybashers had been a man named Alberich, who was one of the rogues left behind, imprisoned, in the Kopru Ruins. When the Order of the Silver Hand went back for the scoundrels, some had escaped while most of the others had perished at the claws of the demon they called “Shylock.” Alberich’s body hadn’t been amongst the dead the Order found.

Arn moved into the Sun Sanctuary to become an acolyte under Kristof Jurgensen, and took to his new life with vigor. While he was, originally, in awe of Argo, he soon came down to earth, and found a kindred spirit with the acolyte named Mostyn Rhydderch (LN male human, Clr8), who was originally from the Barony of Wolffire, to the east.

When Eddanar Westergard, the High Lightservant of the City-state of Caloric, came to Cauldron to “inspect” the Sun Sanctuary and Argo Flameheart, the high priest ordered Kristof to have Mostyn relocated to Caloric, as he felt the young man had the potential to become an inquisitor. Arn asked Eddanar to transfer him as well, so he could stay with his new friend, and Eddanar agreed, much to Kristof’s chagrin.

DM’s Note: In return, the Sun Sanctuary was assigned three acolytes originally from the Temple of the Burning Sun, in Caloric—Jefferie Knobel, who became the new minister after Kristof’s death; Carcellum Lazio (LG male half-elf, Clr5); and Olaflora Naramore (NG female human, Clr5). These three acolytes were considered “troubling” by Eddanar in the fact they didn’t share some of his more “zealous” views.

Arn has taken to life in Caloric with much zeal and he has come to respect Eddanar even more than he does Argo. And the High Lightservant has come to regard Arn as his most promising pupil, and thinks he’s almost ready to begin his indoctrination into the Inquisitors of Jalivier, formally. Mostyn wasn’t as good a student and Eddanar has relocated the young man to the temple of Jalivier in the Free City of Yuln.

Arn has been spending a great deal of time in the western lands, near the Storm Jungle, fighting the tabaxi alongside Ruphus Laro. Eddanar sent Arn to the west after receiving a request for aid from Ruphus. The young warpriest of Bast had tried to get in touch with the Order of the Silver Hand but they were on the outer planes at the time. Arn likes the west and would like to remain there after the war against the tabaxi is over, but he feels a sense of obligation to Eddanar, and won’t leave unless the High Lightservant lets him go willingly.

hp 84 (6d6+6 plus 6d10+6)
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Male human rogue 6 / favored soul of Jalivier 6 ¹
LN Medium humanoid (human)
Init +7; Senses Listen +10, Spot +10
Languages Anorian, Celestial, Common
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AC 22 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; AC 27, touch 18, flat-footed 23 with shield of faith potion; Dodge, Mobility, uncanny dodge
Resist Cold 10
Fort +10, Ref +15, Will +10; evasion
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Speed 30 feet (6 squares)
Melee +2 heavy pick +12 (1d6+3/x4) or
Melee +2 heavy pick +12/+7 (1d6+3/x4)
Melee +1 longsword +12 (1d8+2/19-20/x2) or
Melee +1 longsword +10/+5 (1d8+2/19-20/x2) and
Melee Mwk silvered dagger +9 (1d4-1/19-20/x2)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) or
Ranged +1 composite longbow [+1 Str] +14/+9 (1d8+2/x3)
Ranged +1 composite longbow [+1 Str] +15 (1d8+3/x3) within 30 ft. or
Ranged +1 composite longbow [+1 Str] +15/+10 (1d8+3/x3) within 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Point Blank Shot, Precise Shot, Two-Weapon Fighting, sneak attack +3d6
Combat Gear Potion of cure serious wounds (x2), potion of cure light wounds, potion of hide from animals, potion of hide from undead, potion of pass without trace (x2), potion of shield of faith +5
Favored Soul Spells Known (CL 6th)
3rd (3/day) — cure serious wounds, invisibility purge, remove disease.
2nd (5/day) — bull’s strength, deific vengeance ¹, owl’s wisdom, zone of truth.
1st (6/day) — cure light wounds, dispel evil, magic weapon, protection from chaos, resurgence ¹.
0th (6/day) — create water, detect magic, detect poison, guidance, light, virtue.
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Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
SA Divine spells, sneak attack
SQ Evasion, trapfinding, trap sense +2, uncanny dodge
Feats Dodge, Improved Initiative [B], Mobility, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus (longsword) [B]
Skills Balance +4 (+6), Bluff +10, Climb +8 (+10), Concentration +8, Craft (weaving) +8, Diplomacy +5, Disable Device +9, Disguise +4 [+6 acting], Escape Artist +9 (+11), Hide +9 (+11), Intimidate +6, Jump +3 (+5), Knowledge (arcana) +9, Knowledge (religion) +9, Listen +10, Move Silently +9 (+11), Open Lock +11, Search +10, Spellcraft +11, Spot +10, Survival +2 [+4 following tracks], Tumble +12 (+14), Use Rope +3 [+5 involving bindings]
— (Skills with armor check penalties are listed with a set of braces that shows the skill while “unarmored”)
Possessions +2 chain shirt, +2 heavy pick, +1 composite longbow [+1 Str] w/40 arrows, +1 longsword, 100 ft. of silk rope, 2 vials holy water, cloak of resistance +2, climbers kit, explorer’s outfit, Heward’s handy haversack, lesser bracers of archery, mwk. silvered dagger (in boot sheath), mwk. heavy steel shield, mwk. thieves’ tools, periapt of Wisdom +2, silver holy symbol, and a belt pouch containing 40 gp.
Mount Light warhorse w/ bit & bridle, riding saddle, and saddlebags.
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Age 28; Personality Zealous and practical
Description Arn Myddion is tall and wiry, with a brown shock of unkempt hair, ready smile and forgiving demeanor. He always wears his magical chain shirt over his traveling clothes. Since relocating to Caloric, he has begun wearing the trappings of a Church Inquisitor of Jalivier including a tabard he hand-made himself. (Eddanar felt it was important for Arn to learn some sort of craft, and Arn chose weaving.) The tabard is weaved with silver thread and depicts the holy symbol of Jalivier on its front and a representation of the City-state of Caloric on its back. Arn always carries his magical longsword and composite bow when protecting the High Lightservant.
Height 5 feet 10 inches; Weight 192 lbs.
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¹ D&D Complete Divine

SCAP Legacy: Sil’mukre the Spell Weaver

Sil’mukre (CR 25)
Sil’mukre was born as one of the last of his kind. He had never met another spell weaver until Fate directed him to the ruin known as Vaprak’s Voice. It was there that he came into conflict with the Order of the Silver Hand and lost his hands. Hezekiah Grofus turned him to stone and the Order decided to break off the spell weaver’s hands before casting break enchantment on him. They did heal him so that he didn’t bleed to death, but the damage to his mind was done.

Normally, spell weaver’s do not communicate with other races, but Sil’mukre was so distraught after the conflict with the Order that he felt he needed to find out “why” the members of the Order had so violated him. He knew they had been in the wrong, as all “two-arms” always are but he couldn’t find a way to explain it to them. He tried to use his race’s natural telepathic abilities to communicate with them but all he got from them was static.

However, the one he would later come to know as “Archmagus” was able to hear and understand Sil’mukre’s thoughts to a limited degree. He was able to come to an accord with the “two-arms” and agreed to let them off with a warning. (At least, that’s how Sil’mukre interpreted it at the time.) While waiting for them to restore his hands his telepathic thoughts made contact with another of his kind. He immediately made contact.

The other spell weaver immediately teleported to Sil’mukre’s location, they exchanged their lineages through mere thought, and then teleported away from Vaprak’s Voice. It was after that that handsome “two-armed” female regenerated Sil’mukre’s hands. Sil’mukre would have stayed with them longer but they were in the middle of a necromantic ritual that lacked the subtlety that Sil’mukre preferred to incorporate into his own magical studies and obsessions.

Now, back to his old self, Sil’mukre has begun to explore the region around Vaprak’s Voice for more ancient ruins created by his people. He has learned a great deal about why his people fell from grace and now he is determined to restore the spell weaver nation, but without the necromantic ceremonies. He has managed to avoid direct conflict with the “two-arms” of the region by learning a simple form of sign language, which allows him to communicate with many of them on a limited basis.

He has even managed to get on the good side of the human he now knows as “Archmagus.” He avoids the other members of the Order of the Silver Hand, however. He finds them too simple-minded.

hp 104 (10d8 plus 15d6 plus 6)

Male spell weaver ² wilder 15 ¹
N Medium monstrous humanoid (psionic)
Init +3; Senses Darkvision 60 ft.; Listen +14, Spot +14
Languages Cannot speak; knows the regional Sign Language of Harqual; telepathy 1,000 miles with other spell weavers

AC 31 (+3 Dex, +10 natural, +3 armor, +5 deflection, +1 insight), touch 23 (+4 Cha), flat-footed 27
Immune Mind-affecting spells and effects
PR 21; SR 21
Epic Save +2
Fort +10, Ref +15, Will +20

Speed 30 feet (6 squares)
Melee Rapier of puncturing +22 (1d6+3 plus 1 Con/x2) or
Melee Rapier of puncturing +22/+17/+12/+7 (1d6+3 plus 1 Con/x2) or
Melee Slam +20 (1d3+1/x2) or
Melee 2 slams +20 (1d3+1/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +18; Epic Atk +3
Atk Options Surging euphoria +2
Special Actions Wild surge +5
Combat Gear Bead of force, potion of cat’s grace, potion of cure serious wounds, potion of protection from energy (electricity), wand of dispel magic (20 charges), wand of major image (18 charges), wand of lightning (CL: 6th, 21 charges)
Sorcerer Spells Known (CL 13th; base save DC = 14 + spell level, or 15 + spell level for Abjuration and Evocation spells)
6th (3/day) — chain lightning.
5th (5/day) — cone of cold, teleport.
4th (7/day) — dimension door, lesser globe of invulnerability, shout.
3rd (7/day) — dispel magic, fireball, lightning bolt, nondetection.
2nd (7/day) — gust of wind, protection from arrows, resist energy, scare, scorching ray.
1st (7/day) — alarm, identify, mage armor, magic missile, shield.
0th (6/day) — arcane mark, daze, dancing lights, disrupt undead, flare, prestidigitation, ray of frost, read magic, resistance.
Wilder Power Known (ML 15th; power points 225; max level 7th; base save DC = 14 + power level) 1
7th — energy wave.
6th — breath of the black dragon.
5th — shatter mind blank.
4th — energy adaptation.
3rd — time hop.
2nd — cloud mind, energy stun.
1st — energy ray, mind thrust.
Spell-like Abilities (CL 13th; save DC = 14 + spell level): always active—see invisibility; at will—detect magic, invisibility; 1/day—plane shift

Abilities Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
SA Psionics, spell-like abilities, spells, surging euphoria, wild surge
SQ Chromatic disk, elude touch, psychic enervation, shielded mind, spell weaving, volatile mind
Feats Empower Spell, Enlarge Spell, Expanded Knowledge (energy stun) ¹, Extend Spell, Ghost Attack ¹, Great Fortitude, Heighten Spell, Psionic Body ¹, Silent Spell [B], Spell Focus (Abjuration) [B], Spell Focus (Evocation) [B], Spell Penetration [B], Weapon Finesse.
Skills Autohypnosis +16, Balance +13, Bluff +10, Climb +9, Concentration +22, Diplomacy +0, Disguise +4 [+6 to act], Escape Artist +11, Intimidate +12, Jump +11, Knowledge (arcana) +16, Knowledge (psionics) +13, Knowledge (the planes) +16, Listen +14, Psicraft +13, Sense Motive +10, Speak Language (Sign Language), Spellcraft +18 [+20 to decipher spells on scrolls], Spot +14, Survival +4 [+6 on other planes], Tumble +13, Use Magic Device +16 [+18 involving scrolls], Use Psionic Device +5 [+7 involving power stones], Use Rope +6 [+8 involving bindings].
Possessions Amulet of natural armor +5, bag of tricks (tan), black robe, boots of landing ¹, bracers of armor +3, chromatic disk ², chime of opening, cold weather outfit, dusty rose ioun stone, folding boat, gloves of object reading ¹, Heward’s handy haversack, horn of blasting, major cloak of displacement, mirror of time hop ¹, orange ioun stone, pale blue ioun stone, psicrown of fiery ruin ¹, rapier of puncturing, ring of protection +5, ring of regeneration, rod of absorption, staff of abjuration, staff of divination, third eye of concentrate ¹, traveler’s outfit, and a belt pouch containing 200 pp.

Age 202; Personality Equivocal, peculiar, and shrewd.
Description Sil’mukre is hardly typical looking for a spell weaver. He takes the idea of coveting magic to an extreme, and is always looking to add to his horde of gear. He covets psionic items almost as much and always wears his third eye and psicrown. These items are as important to him as his chromatic disk. Sil’mukre carries a variety of custom made clothes with him at all times, in his magical haversack, as he prefers to be prepared for any sort of weather. Regardless of the outfit he wears he always completes it with his powerful displacement cloak. Three ioun stones continuously circle Sil’mukre’s head.
Height 5 feet 1 inches; Weight 112 lbs.

Level Adjustment +7; ECL 32; Favored Class Sorcerer

Surging Euphoria (Ex) When Sil’mukre uses his wild surge ability, he gains a +2 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If Sil’mukre is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
Wild Surge (Su) Sil’mukre can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Sil’mukre gains phenomenal psionic strength, but may harm herself by the reckless use of her power.
Sil’mukre can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +5 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power Sil’mukre manifests with his wild surge. This improvement in manifester level does not grant him any other benefits.
Chromatic Disk Sil’mukre is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ten additional spell levels of energy that Sil’mukre can tap and use as he wishes. To tap this spell energy, Sil’mukre must hold the chromatic disk in at least one of his hands. The disk automatically recharges itself to full power every night, at midnight. A spell powered by the disk is cast as though the caster had the Spell Focus feat for the spell in question.
Only a spell weaver can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy (by employing the Use Magic Device skill, for instance), it explodes, dealing 4d10 points of damage to everything within a 30-foot radius.
Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sil’mukre may be overcome by the strain of his effort. The chance of Sil’mukre suffering a psychic enervation is equal to 80%.
If Sil’mukre is overcome by psychic enervation he is dazed until the end of his next turn and loses 15 power points.
Shielded Mind (Ex) Attempts by creatures of other races to communicate telepathically with Sil’mukre, or read his mind, always fail. A creature making such an attempt must succeed at a Will save (DC 17) or be affected as if by a confusion spell (CL 12th) for 1d6 days. This effect can be dispelled or removed worth a heal effect.
Spell Weaving (Ex) Spell weavers are infamous for their ability to cast more than one spell at a time. Casting a spell occupies a number of Sil’mukre’s arms equal to the spell’s level (max 6th). Sil’mukre can cast more than one spell simultaneously, as long as the sum of the spell levels is six or less.
Volatile Mind (Ex) Sil’mukre’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on Sil’mukre of 5th level or higher, the manifester of the power must pay 3 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply wasted power points. Sil’mukre’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sil’mukre can choose to lower this effect for 1 round.

¹ D&D Expanded Psionics Handbook
² D&D Monster Manual II

Trader Class

Trader

The trader class is a starting point for various types of merchants plying their trade across the World of Kulan and beyond. Whether plying the sea routes or traveling the planes of existence, traders are everywhere – chasing profit and adventure.

Adventurers: Traders often adventure for monetary reason, as a trader’s fortune can be started with one successful adventure. Traders also become adventures to seek new trade routes and meet new and exotic races.

Characteristics: A trader’s bread and butter is mercantilism. They see it as their right to seek out profits and help shape the future of the world. Traders are skilled linguists and have the ability to appraise most mundane items to their exact value in gold pieces.

Traders are also natural leaders and gains special followers known as agents. These agents are vital towards the trader becoming successful and eventually forming his own trading house.

As a trader advances in level he gains additional knowledge vital to mercantilism including sea travel and the planes of existence. As a trader approaches 20th level there is little wealth beyond his reach.

Alignment: Traders may be of any alignment, but they tend towards law and neutrality.

Religion: Traders worship wealth. Therefore, they, in turn, often worship gods with trade and crafting in their portfolio such as Abbathor, Ceod, Ea, Flandal, Hades, Jauhar, Meriadar, Tethrin, and Tre’Nal. Many traders also become wanderers of the land, sea and sky. These traders often worship gods of travel, the sea, and the sky such as Baervan, Brandobaris, Fenmarel, Horus, Kahal, Llyr, Persana, Sanh, Shajar, and Vasos.

However, the one god known all across Kulan for attracting traders to his faith is Ptah. The God of Travellers is the patron of artists, craftsmen, and travellers. Traders often pay homage to Ptah before setting out on a new trading mission or an adventure, regardless of whether or not the God of Travellers is the trader’s patron god.

Background: Traders usually come from a middle class background and may or may not have close ties with local artisans such as blacksmiths, bookbinders, carpenters, leatherworkers, stonemasons, weaponsmiths, and weavers. Other traders may come from a powerful trading house and have decided to forgo their family business to strike out on their own.

Rarely will a trader come from lower or upper class family. Those of lower station are usually trying to strike it rich, while traders with roots in upper society are often rebelling from their noble family.

Traders do tend to work together when profits are high enough. However, most traders are loners for much of their lives, unwilling to share valuable trading routes with those that could become their competition. As they age and gain experience, traders have matured enough to understand that the best profits come when they create their own trading houses.

Races: Humans are the most common race to become traders, simply because they are the most widespread race on Kulan. However, they are by no means the only race to become traders. Elves, dwarves, gnomes, halflings, half-orcs, and even half-elves are likely to become traders. In fact, any individual of any race can become a trader.

Several of the more exotic races that exist on Kulan have integrated trade as their way of life. The Horn Minotaurs and Xanth of Triadora are the masters of the sea trade and their traders are honored members of their societies. The Star Gnomes of Kulanspace are also consummate traders, as they ply the space lands like other races do the sea, in the name of Ptah.

Other Classes: Traders get along with individual members of most other classes, although they tend to be protective of their personal lives and trade routes. They value fighters and barbarians for their martial prowess and rangers for their extensive skills related to the wilderness.

They get along well with bards for their knack to draw a crowd and they view wizards and sorcerers as valuable customers and contacts for rare and valuable items such as spell components.

Traders will usually only travel with a cleric if her or she is devoted to a god of trade, the sea, or travel. Traders have little use for druids, from a monetary standpoint, but respect their knowledge of nature.

Lawful traders will sometimes adventure with monks and rarely with paladins depending on whether the trader is evil or good.

Only rarely will a trader adventure with a rogue. This is due to a rogue’s natural tendency to be out for wealth in a larcenous manner. A trader who comes to trust a more law-abiding rogue will find a valuable companion and vice versa.

The Trader (Hit Die: d6)
Level Base Attack Bonus Fort Save

Ref Save

Will Save

Special Abilities

1

+0

+0

+2

+2

1st Bonus Language, Starting Gold

2

+1

+0

+3

+3

Bonus Feat

3

+2

+1

+3

+3

Appraise +2

4

+3

+1

+4

+4

2nd Bonus Language

5

+3

+1

+4

+4

Knowledge of the Sail

6

+4

+2

+5

+5

Appraise +4

7

+5

+2

+5

+5

3rd Bonus Language

8

+6/+1

+2

+6

+6

Bonus Feat

9

+6/+1

+3

+6

+6

Appraise +6

10

+7/+2

+3

+7

+7

4th Bonus Language, Leadership

11

+8/+3

+3

+7

+7

Create Trading House

12

+9/+4

+4

+8

+8

Appraise +8

13

+9/+4

+4

+8

+8

5th Bonus Language

14

+10/+5

+4

+9

+9

Bonus Feat

15

+11/+6/+1

+5

+9

+9

Appraise +10

16

+12/+7/+2

+5

+10

+10

6th Bonus Language

17

+12/+7/+2

+5

+10

+10

Planar Knowledge

18

+13/+8/+3

+6

+11

+11

Appraise +12

19

+14/+9/+4

+6

+11

+11

7th Bonus Language

20

+15/+10/+5

+6

+12

+12

Bonus Feat

Class Skills (6 + Int Modifier per level; x4 at 1st-level): Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Stamina (Con) *, Survival (Wis), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills, in the Player’s Handbook, for skill descriptions. (* A new skill for World of Kulan.)

Game Rule Information

Abilities: Traders rely on Charisma to help in their dealings with others, and to turn a profit, but also rely on Dexterity in order to stay ahead of those that would rob them. A high Intelligence score also gives the trader extra skill points and more beginning languages at 1st level.

Alignment: Any

Random Starting Gold: See below

Class Features

All of the following are the class features of the Trader.

Weapon and Armor Proficiency: The trader is proficient in the use of all simple weapons and with light armor but not shields.

Bonus Languages: At 1st level, a trader gains an extra language and gains an additional bonus language every three levels thereafter. These are in addition to those gained based on the character’s Intelligence modifier.

Starting Gold: A trader starts play with 5d4 x 100 gp. Traders often use their starting gold to buy trade good or to invest in their own caravan wagons.

Bonus Feats: At 2nd level, the trader gains a bonus feat and gains an additional feat every 6 levels thereafter. A trader may use his bonus feats to choose any General feats he has the prerequisites for.

Appraise: At 3rd level, a trader gains a +2 bonus, to all Appraise checks, and gains an additional +2 bonus to his checks every three levels thereafter. This bonus usually refers to standard non-magical items in the Player’s Handbook v.3.5 but may also include more exotic items such as gems and spell components. (Such items are priced individually by the Dungeon Master.)

Leadership: At 10th level, the trader gains the Leadership feat for free. If the trader already has the Leadership feat then no other benefit is gained from this ability.

Knowledge of the Sea: At 5th level, a trader gains 5 free ranks in the Profession (sailor) skill. If the character already has ranks in the Profession (sailor) skill, these additional ranks are added to them. The trader also adds these 5 free ranks to all Appraise checks made regarding treasure that comes from the sea (i.e. pearls).

Trading House: At 11th level, a trader automatically gains a powerful enough reputation to start his own trading house at little or no cost. This mercantile business grows out of the trader’s extensive trading contacts and the trader attracts 1d4-1 additional 1st level followers known as agents, above and beyond those gained for his level. These agents follow all the rules given in the Dungeon Master’s Guide, as per the Leadership feat, in Chapter 2: Characters. These additional followers are always traders.

A character’s Trading House provides the character with additional wealth, in gold pieces, at every level thereafter. The amount of wealth gained is equal to the characters level + character’s Charisma modifier + (the result of an Appraise check – 20) x 100. Thus, if Tarra, a 12th level trader, with a Charisma of 15, and +13 Appraise modifier, rolls a 33 (12 on dice + 13 skill modifier +8 trader Appraise bonus), she gains the following in additional wealth: 12 + 2 + (33 – 20) x 100 = 2,700 gp.

Planar Knowledge: A 17th level, a trader gains 5 free ranks in the Knowledge (the planes) skill. If the character already has ranks in the Knowledge (the planes) skill, these additional ranks are added to them. The trader also adds these 5 free ranks to all Appraise checks made regarding treasure that comes from any plane of existence from beyond the Material Plane. (In my cosmology, this includes treasure that comes from other planets or crystal spheres.)

Expanded Areas of Knowledge (Optional)

  • Angels and celestials (angels, archons, Curnorost, eladrins, exalted magic, guardinals, positive energy, rheks, the Upper Planes)
  • Arcana (ancient mysteries, arcane symbols, constructs, cryptic phrases, ley lines, magic traditions, magical beasts, planar conjunctions, portals)
  • Architecture and engineering (aqueducts, buildings, bridges, fortifications, monuments, siege engines, steamcraft, urban planning, walls)
  • Astrology and astronomy (astrological signs, eclipses, horoscopes, palm-reading, planets, stars, the moons, the Plane of Unseen Infinity [wildspace])
  • Demons, daemons and devils (demodands, baatezu, loumaras, obyriths, the Blood War, the Lower Planes, sadomasochism, tanar’ri, vile magic, yugoloths)
  • Dracology (draconic heritage, draconic history, dracovarans, dragon magic, dragons, the Balance, the dragon deities)
  • Dungeoneering (aberrations, catacombs, caverns, morlocks, oozes, ruins, spelunking, the Underearth)
  • Faerie (Afqithan, fey, folk tales, the fey deities, the Plane of Faerie, the Plane of Serenity, the Seelie Court, the Unseelie Court)
  • Geography (cartography, climate, lakes, lands, people, rivers, terrains, the ocean)
  • History (cataclysms, colonies, empires, founding of cities, kingdoms, migration, royalty, wars)
  • Local (birthdays, customs, guilds, holidays, humanoids, inhabitants, laws, legends, personalities, traditions)
  • Madness (aboleths, asylums, beholders, Elder Evils, grell, illithids, mental disorders, pseudonaturals, taint, the Far Realms, the neogi, tsochari)
  • Mathematics (axiomatic creatures, ciphers, formulas, geometry, logic, money, numbers, statistics, magic related to dimension and math)
  • Mysticism (animism, incorporeal creatures, reincarnation, shamanism, the Spirit World, warlocks and witches)
  • Narcotics and poisons (drug paraphernalia, drug trade, manufactured drugs, natural venoms, poisonmaking, poisonous animals, plants, and vermin)
  • Nature (animals, the Balance, giants, husbandry, monstrous humanoids, plants, seasons & cycles, the Elemental Plane of Wood, weather, vermin)
  • Nobility and royalty (falconry, family trees, heraldry, lineages, mottoes, noble houses, personalities)
  • Psionics (ancient mysteries, astral constructs, cryptic phrases, mentalism magic, psionic traditions, psionic races, psychic symbols)
  • Religion (churches and temples, deities, ecclesiastic tradition, holy and unholy symbols, megaliths, mythic history, undead)
  • Sexuality (gender, half-breeds, love, midwifery, orientation, relationships, sex, sexual deviancy)
  • Ships and shipping (airships, mercantile houses, sailing ships, seafaring, shipbuilding, spelljammers, trade goods, magic related to the sea and sky)
  • The elements (air, earth, fire and water, elementals, genies, the Inner Planes, paraelementals, the Plane of Molten Skies, magic related to the elements)
  • The planes (outsiders, the Ethereal Plane, the Hinterlands, the Outer Planes, the Plane of Twilight, magic related to the planes)
  • The undead (ghosts and spectres, ghouls, liches and dracoliches, mummies, necromancy, negative energy, shadows and wraiths, skeletons and zombies, vampires, wights)
  • Time (ancient battles, ancient history, chronomancy, the Temporal Maelstrom, time dimensionals, time lords)
  • War (armor, battles, battle magic, honorbound, insignias, mercenary companies, military history, tactics, warbeasts, weapons)

SCAP Legacy: Transmutation Unbound

Transmutation Unbound: An Arcane Grimoire

This greatbook, which has the title “Transmutation Unbound”, is quite the find and is much larger and expensive than a normal spellbook. Its etched cover is made of bronze and the book has a silk slipcase. The book has an amazing lock built into the cover, made of mithral with a leather strap plated with bronze, and has arcane lock cast on it (Open Lock, DC 50).

Its 200 pages are made of copper foil and it has an introduction, table of contents, ten chapters for spells (including cantrips), two appendices, and an index. The book has room left in it for more 8th-level spells and an empty chapter designed for 9th-level spells. In all, there are 50 blank pages left in the book. There is room for about one more spell in the 8th-level chapter; the rest of the pages are in the chapter dedicated to 9th-level spells. It requires a successful Profession (illuminator) check (DC 20) to scribe new spells into this grimoire.

The greatbook is beautifully made and has Thifirane’s personal sigil on the cover and at the top of each chapter’s first page. The spells are etched in silver and the books margins are full of etched drawings using silver and gold. The greatbook is has minor resistance to energy, levitates on command, and was spell-trapped.

See page 140 & 141 of Complete Arcane for details on these special properties.

The Spells
DM’s Note: Any spell marked with (CA) is from D&D Complete Arcane.

0th—all non-Enchantment or Illusion cantrips from the D&D Player’s Handbook v.3.5 plus repair minor damage from D&D Complete Arcane.

1st—animate rope, enlarge person, expeditious retreat, feather fall, fist of stone (CA), jump, low-light vision (CA), mage armor, magic missile, reduce person, repair light damage (CA), shield, shocking grasp, unseen servant.

2nd—alter self, arcane lock, bear’s endurance, cat’s grace, darkvision, fireburst (CA), flaming sphere, fox’s cunning, knock, obscure object, protection from arrows, repair moderate damage (CA), scorching ray, see invisibility, swim (CA), whirling blades (CA).

3rd—fireball, greater magic weapon, haste, lightning bolt, nondetection, phantom steed, protection from energy, repair serious damage (CA), resonating bolt (CA), secret page, sepia snake sigil, slow, stony grasp (CA), water breathing, wind wall.

4th—animate dead, burning blood (CA), dimensional anchor, Evard’s black tentacles, fire shield, fire trap, lesser globe of invulnerability, mass darkvision (CA), mass reduce person *, Otiluke’s resilient sphere, Rary’s mnemonic enhancer, repair critical damage (CA), shout, stoneskin, stone shape, wall of fire.

5th—arc of lightning (CA), baleful polymorph, blight, break enchantment, dualward (CA), mass fly (CA), Mordenkainen’s private sanctum, passwall, permanency, sending, symbol of pain, telekinesis, teleport, wall of force.

6th—brilliant blade (CA), chain lightning, contingency, eyebite, fiendform (CA), flesh to stone, greater dispel magic, lesser planar binding, sending, stone to flesh.

7th—emerald flame fist (CA), ethereal jaunt, ghostform (CA), forcecage, Marius’ double actions *, plane shift, sequester, simulacrum, spell turning, statue, sword of darkness (CA).

8th—blackfire (CA), clone, dimensional lock, flensing (CA), mind blank, polar ray, polymorph any object.

(*) A homebrewed spell created by the EN World forum member known as ‘the Jester’.

Crow God PbP Game: Koalinth Ranger

Originally created using PCGen 6.06.01 on Apr 26, 2017; edited for homebrew campaign.

Male Koalinth (hobgoblin), Ranger 4
NE Medium Humanoid (goblinoid, aquatic)
Init +4; Senses Darkvision (60 ft.), Listen +7, Spot +7
Languages Common, Goblin
AC 20, touch 14, flat-footed 16; AC 24 when completely submerged in water
hp 37 (4HD)
Saves Fort +8, Ref +9, Will +3
Speed 30 ft. (6 squares), swim 40 ft., climb 15 ft.
Melee Masterwork trident +8 (1d8+2)
Ranged Masterwork trident (thrown) +10 (1d8+2)
Melee Dagger +6 (1d4+2/19-20)
Ranged Dagger (thrown) +8 (1d4+2/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +4; Grp +6
Special Actions Favored Enemy – Giant +2
Special Qualities Aquatic Traits, Animal Companion (shark), Combat Style, Divine Spells, Favored Enemy (see below), Water Camouflage (+4 to Hide and AC while in water), Fingers and Feet (suction cups help in climbing), Wild Empathy
Special Abilities Skirmishing (Dodge as a bonus feat)
Abilities Str 15 (+2), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 9 (-1)

Skills Balance +2, Climb +12, Concentration +3, Escape Artist +2, Heal +1, Hide +8 (+12 in watery environments), Jump +2, Listen +7, Move Silently +12, Ride +4, Search +2, Sense Motive +1, Spot +7, Survival +7, Swim +7, Swim (Avoid taking nonlethal fatigue damage) +11, Use Rope +4
Racial Skills Aquatic hobgoblins have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Climb checks. While in watery environments, aquatic hobgoblins have a +4 racial bonus on Hide checks
Feats Athletic, Endurance (B), Track (B), Weapon Focus (Trident)

Possessions masterwork trident (x2); belt ( skill bonus (competence) (swim +1)); masterwork shell (shelled creature); vest ( save bonus (profane) (+1)); dagger; potion of hide from undead; Pouch (Belt/Hide) [ Obsidian (x3); Potion of Protection from Good; Potion of Lesser Darkness (used); Potion of Pass without Trace; Coin (Silver) (x18); Coin (Copper) (x20); ];

Prepared Spells Ranger (CL 4): 1st – entangle (DC 12)
Spells per Day 0/1; DC 12+spell level

Aquatic Traits Aquatic creatures move in water without making Swim checks/ and breathe underwater
Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy – Giant (Ex) Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.