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Rayhan Xobhadi

Aovar the Uncarnate's page

7 posts. Alias of Tenro.

Full Name



(Humanoid (Aberrant))


Psion 10, Uncarnate 10, Metamind 7







Special Abilities

Telekinesis, Assume Likeness, Hide Mind, Uncarnate Bridge









Strength 0
Dexterity 21
Constitution 22
Intelligence 39
Wisdom 32
Charisma 32

About Aovar the Uncarnate

  • Max HP: 274
  • Resists: Incorporeal, Resistance, Resilience, 50% damage from any corporeal source, SR 18
  • Immunities: Incorporeal, no damage from nonmagical attacks, trip, grapple, Hide Mind
  • Init: +5
  • AC: 45: =10 + 5 Dex + 8 Armor + 16 Deflection + 5 Natural + 1 Insight


FORT: 31 -------|6 Base + 6 CON + 4 Resist + 14 Grace + 1 Insight|
REF : 30 --------|6 Base + 5 DEX + 4 Resist + 14 Grace + 1 Insight|
WILL: 42 -------|12 Base + 11 WIS + 4 Resist + 14 Grace + 1 Insight|
MISC: +2 vs Illusion

(+2 Ranged Attack Rolls)
Incorporeal Touch: +21/+16 melee touch, 3d6 [6d6 with Vital Strike]
Telekinetic Force [ML 18][DC 34]: +26 ranged touch, variable damage, 15 objects, 280ft, 250 lbs

Psicrystal Staff: *+30/+30/+25 melee touch, 1d6+*9 [2d6+*18 with Vital Strike](**, ***)
---* While PP Reserve is 130+
---** +3d6 on first hit of round
---*** Targeted Dispel Psionics: Dispel Check [1d20+20] vs DC [11+lvl of power]

BAB 10
CMB +15
CMD 27


  • +2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
  • Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
  • Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elans have a base speed of 30 feet.
  • Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
  • Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
  • Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


  • Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

    These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

  • Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

  • Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

  • Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

  • Discipline Talents (Ps): Choose three powers from the following list: call to mind, catfall, create sound, far hand, hammer, and telepathic lash.

    As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The competence bonus from call to mind is reduced to +2, the effect of catfall only treats your fall as 20 ft. shorter than it is, the duration of create sound is one round per two psion levels (minimum 1 round), and the damage of hammer is reduced to 1d4.

  • Bonus Feat: At 2nd level and every five psion levels thereafter, you gain a bonus feat. You must choose a metapsionic feat, an item creation feat, or Expanded Knowledge. You must still meet all prerequisites for the bonus feat, including minimum manifester level requirements. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the categories of item creation feats, metapsionic feats, or Expanded Knowledge when choosing those feats.

  • Breach Power Resistance (Su): At 8th level, anytime you manifest a power, you may expend your psionic focus to add your Intelligence modifier on any check to overcome power resistance. This bonus increases by 1 every two psion levels thereafter.
  • Shed Body (Su): Starting at 1st level, a psion uncarnate can become incorporeal (or “uncarnate”) as a move action. Each day the character can remain uncarnate for up to 10 rounds and for each level after the first, he can remain uncarnate for 1 additional round. However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains a fly speed equal to his land speed (perfect maneuverability). Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate. A psion uncarnate can become corporeal again as a move action and he is free to divide his available rounds per day in any way he chooses.

  • Matter-bound (Ex): When becoming uncarnate, the psion uncarnate can choose to either subsume his equipment into his incorporeal form, in which case they become inert (but see Assume Equipment below), or he can choose to have them remain functional but material. While the equipment is material, he can use it normally, deriving benefits from items that enhance his capabilities.

    Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment or subsumes it as a swift action, he can pass through solid objects at will again.

  • Incorporeal Touch (Su): Beginning at 2nd level, a psion uncarnate can make a melee touch attack that deals 1d6 points of damage if it hits. The character’s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character’s hand and arm seem to become slightly translucent when he makes these attacks. While material, the psion uncarnate can use this ability up to three times per day, and while uncarnate, a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability. For every 2 levels, he gains an additional use of this ability while material. For every three levels higher than 2nd the psion uncarnate attains, the damage on these attacks increases by 1d6 points.

  • Uncarnate Armor (Su): At 2nd level, a psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal, along with any special abilities the armor may convey, such as fortification and the benefits against critical hits. This ability works even if the armor being worn becomes incorporeal and subsumed, as per Shed Body.

  • Assume Equipment (Su): Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including weapons, but excluding armor which is always active anyway, as per the Uncarnate Armor ability) equal to his class level to retain their function when he uses his shed body ability. This has no effect on the equipment’s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires as a free action.

  • Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. When he does this, he does not seem ghostlike, but rather quite material. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item. When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.

  • Parting the Veil (Su): At 5th level, the psion uncarnate can expend a use of his Incorporeal Touch ability to give a weapon or armor he touches the ghost touch property for 5 minutes.

  • Hide Mind (Su): As the psion uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the psion uncarnate as being psionic, regardless of whether it is spells or powers.

  • Psionic Talent: A psion uncarnate of 7th level gains the Psionic Talent feat as a bonus feat.

  • Telekinetic Force (Su): Beginning at 7th level, while incorporeal, a psion uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect.

    Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).

  • Rend the Veil (Su): At 8th level, a psion uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the psion uncarnate can expend his psionic focus while making a melee touch attack against another incorporeal creature. If the attack hits, the target becomes material for up to 1 minute. While corporeal, the psion uncarnate can expend a use of his Incorporeal Touch ability to make a similar melee touch attack, that if it hits, makes the target incorporeal for up to 1 minute. Both uses affect both the creature and any equipment it is using. The psion uncarnate can end either use of this effect as a swift action.

  • Uncarnate Bridge (Su): At 9th level, the psion uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action. This is often unsettling for those subjected to this and if he so chooses, the psion uncarnate can make his entry and exit even more disturbing by partially melding with the mind of those affected. If he so chooses, both the entry and exit creature must make a Fortitude save with a save DC equal to 10 + ½ class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). If the target fails, it becomes nauseated for 1 round.

  • Uncarnate (Ex): At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma (minimum +1) and can instead use his Shed Body class ability to become material.
  • Cognizance Psicrystal (Ex): [11 PP] A metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal capable of storing 5 power points, in addition to its psicrystal abilities. At every odd-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 13 points at 9th level.

  • Sequestration (Ex): [8] The metamind learns how to sequester his psionic knowledge to gain additional psionic power. At first level, the metamind may sequester two powers. When a power is sequestered, the character loses the use of it. However, the character immediately gains an additional number of power points equal to the power point cost of the sequestered power. For instance, a 1st level power sequestered grants 1 additional power point, while a 2nd level power grants 3 power points, and so on. Any power may be sequestered, even discipline powers of the character’s select discipline list. When the metamind meditates to gain his power points, all sequestered powers are freed, allowing the metamind to choose new powers. The metamind may choose to sequester his powers at any time as a standard action, immediately gaining the appropriate number of power points, but the power becomes unusable until he meditates to gain his power points after sufficient rest.

    As the metamind gains levels, the number of powers he can sequester increases. These new powers are then unavailable for use while they are sequestered.

  • Psionic Talent: [x3] Metaminds focus their studies in maximizing their psionic power. At 2nd level and every three levels thereafter, the metamind gains Psionic Talent as a bonus feat.

  • Efficient Recharge (Su): [1/day] Beginning at 4th level, a metamind learns how to tap into the psionic nature of his own psicrystal to more efficiently recharge the power points stored within his cognizance psicrystal. Once per day, he may recharge the cognizance psicrystal, but only pays half the power point cost (rounded up). He may use this ability an additional time per day at 8th level.
  • FEATS:


    Autohypnosis* 34 20 +3 +11 (Wis)
    Bluff 42* 20 +3 +11 (Cha) +8 Competence, *+4 If reading mind
    Craft 14 +14 (Int)
    Diplomacy 20 1 +3 +11 (Cha) +1 Trait, +4 Competence
    Disguise 49* 19 +3 +11 (Cha) +10 Assume Likeness, +6 Competence, *+4 If reading mind
    Know Arcana 39 20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know Dungeon 39 20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know Engineer 39 20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know Geography 39 *20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know History 44 20 +3 +14 (Int) +2, Can do untrained (Feat), +5 Competence
    Know Local 17 +14 (Int) +2, Can do untrained (Feat)
    Know Nature 39 *20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know Nobility 16 +14 (Int) +2, Can do untrained (Feat)
    Know Planes 39 20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know Psionics 39 20 +3 +14 (Int) +2, Can do untrained (Feat)
    Know Religion 40 *20 +3 +14 (Int) +2, Can do untrained (Feat), +1 Trait
    Perception 41 20 +3 +11 (Wis) +7 Psicrystal
    Profession 13 +11 (Wis) +2, Can do untrained (Feat)
    Sense Motive 38 20 +3 +11 (Wis) +4 Psicrystal
    Spellcraft 37 20 +3 +14 (Int)
    Use Magic Dev 34 20 +3 +11 (Cha)

    +6 Competence On Linguistics to create or detect forgeries



    Max Power Points: 392 (221 from class, 7 from feats, 144 from INT, 20 from favored class, *Variable from Sequestration*)
    ML: 18 (+2 to defeat SR/PR)(Expend Focus to add INT+1 to check to defeat SR/PR)
    Manifesting Stat: INT 39 (43 for purpose of bonus PP)
    DC: 10 + 14 INT + 1 Class + Power Level


    Diminutive construct (alignment as master)
    Init +2 Senses Sighted 40 ft., Perception +6

    AC 25, 16 touch, 23 flat-footed (+2 Dex*, +4 size, +9 Natural)
    hp ½ master’s
    Fort *, Ref *, Will * - * as master’s saves Hardness 8

    Speed 30 ft., climb 20 ft.*, Fly 50ft (poor)
    Melee -
    Space 1 ft.; Reach 0 ft.

    Str 1*, Dex 15*, Con -, Int 15, Wis 10, Cha 10
    BAB +0; CMB -9; CMD +3
    Feats -
    Skills Climb +10*, Perception +6, Stealth +10

    Construct traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

    Psicrystals do not have the usual construct traits of darkvision and low-light vision.

    Psicrystal Granted Abilities:

    Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

    *With self-propulsion ability activated.

  • Natural Armor Adj. (Ex): This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
  • Intelligence Adj. (Ex): Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
  • Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
  • Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Personality (Ex): Every psicrystal has a personality. Meticulous +3 bonus on Perception checks.
  • Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
  • Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
  • Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
  • Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
  • Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
  • Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
  • Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
  • Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.
  • Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote viewing power) once per day.
  • Channel Power (Sp): If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location. When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).
  • Psicrystal Personality (Ex): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the Psicrystal Personalities table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.

    The externalization of a fragment of a manifester’s consciousness, a psicrystal is rarely found far from a character with the ability to manifest psionic powers.

    A psicrystal’s characteristics depend on its master. For the purpose of effects related to number of Hit Dice, use the master’s total level in psionic classes. The psicrystal’s hit points are equal to half its master’s and its saving throw bonuses are the same as its master’s.


    Aovar prefers to appear as a nonmagical bearded old man with a bald head in simple yet clean robes and carrying a walking stick. Aovar truly appears (to those capable of seeing truly) as an apparition, yet very human-like. He is a tall, wiry male with a bald head and pearl eyes.

    Aovar had known a life longer than the oldest of elves, despite being depicted as a human-like creature. What had started as the quest of any Psion, to master psionics, had become something of a higher order: to master himself. Spending centuries in research, conferring with ancient tomes and long-lost crystals, Aovar sought to shed that which he once sought: his very body.

    Aovar began life as a human, but was recreated as an Elan under the Eleventh Council of Elans. Gifted now with a lower-maintenance physical form, Aovar was able to devote 35% more time to the study of psionics. This, in conjunction with a lifespan that had no known end, allowed him to travel far and wide, and study with all manner of psionic creatures and crystals.

    He admired the crystals, those who had eschewed their living bodies to exist purely as a mind housed in a crystal. For a long time he had sought that existence. Then he met the uncarnates. It was as if a new door had opened to him, a door that led to a mansion full of hallways and doors. They had made all previous psionics seem like prestidigitation to him. Decades of intense study and far travel later, Aovar had earned his new namesake in exchange for his physical form; a trade he gladly made.

    Aovar arrived in the realms via a portal that he lead his team through after the collapse of an illithid stronghold on the other side. On the side of what they would come to discover was Faerun, was the chamber of an elder brain. The elder brain was blocked off from its original colony due to a cave-in. It was driven semi-mad from lack of food and attacked. Aovar struggled to keep his team from tearing themselves apart, but he was unable to stop the brain's control. He used what was left of his power to shield himself until the melee ended. He then shielded himself from the brain's controlling influence, and confronted it. A protracted battle began, with neither side succeeding in destroying the other. Eventually, exhausted, the elder brain sought to parley with Aovar. The two conversed mentally for nearly a day, exchanging centuries of history and knowledge. Both parties knowing that little could be done to save the brain's life with both of its colonies destroyed, Aovar agreed to teach the way of the unbodied to the brain. However, it was too late, and its condition deteriorated so much that a year later, it died.

    Aovar, armed with the knowledge that the elder brain had amassed from the thousands of brains it had consumed, began to travel the lands. He learned of the Invisible Art, which is what his abilities were referred to as. He even learned of a psiocratic nation that had existed and had since fallen. Aovar marveled at the history of this land and sought to research it. He traveled to Chondath and set about his work. He recruited several local psions to help with the research, and learned that the leadership of the nation following a coup caused the forest elves to call down nature's terrible power on them. The sunken cities were filled with psionic items whose latent psionic energies were corrupting beasts nearby.

    Aovar negotiated ownership of the ruins from the nation in exchange for the riddance of the corrupted beasts from the area. With his fellow psionicists, he descended below the sea to the ruins to collect these psionic items for safekeeping and study. Then, they traveled about the nation for a few years, following reports of beasts and slaying them in addition to their study of the ruins and items from the ruins. As word spread of what he was doing, Aovar's group was bolstered to nearly 100 psionicists. Among the ranks of his group, worship of Auppenser began to circulate. Aovar had anticipated this, and welcomed it with the caution against repeating the history of Jhaamdath. Aovar hoped to bring back the slumbering deity, or take his place.

    As reports of corrupted beasts slowed, Aovar began turning his group to the task of raising the city. After receiving the ownership to the ruin, Aovar arranged a metaconcert with four other psions. Combined together, their mastery of the invisible art rewrote reality, raising the city from the depths of the Vilhon Reach to around a thousand feet over the water. They spent years and thousands in gold to restore the city to a fraction of its former glory, and now use it as a monastery.

    The city of Naarkolyth restored, Aovar and his group took up residence there and began teaching. The monastery is a city-state in and of itself, paying lip service to Eles Wianar, the Lord of Arrabar. They are taxed in "spellcasting services" but primarily keep to themselves. When taxation becomes too disruptive, Aovar has to reason with Wianar. This has become more difficult of late, and Aovar worries that outright hostilities will emerge. Therefore, he is working on a plan to move the monastery farther away towards a more suitable nation, perhaps Haldruun.



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