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Shelyn

Gil's page

875 posts. Alias of Pixie Rogue.


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About Gil

Changeling Beguiler 7 / Recaster 3
--------------------------------------
Background:

Spoiler:
Gil's skill at deception was discovered at an early age and she was nominated to the Karrnath military before she could get herself into too much trouble. There, they discovered that she also had a knack for enchantment magic.

As a result, Gil's first big assignment for military intelligence as deep cover as a student of magic in Metrol, mostly to allow her to improve on her skills, but also to keep eyes and ears open for word on military developments. Since she was reliant on gossip and only the occasional foray by dark of night, she was not able to provide much intel to her handlers, but they seemed to be pleased with her abilities. So much so, that shortly before the term ended at the academy her fourth year in attendance, she received a letter from "mother" asking her to come home - something to the effect of "she'd done the family proud and they needed her to come home to take over part of the family business."

Since her cover was as the daughter of a war-displaced Cyran merchant family that had moved to Sharn in the earliest years of the war, her route home officially went through Eston, but she actually headed farther north, into the region that had been captured by Karrnath shortly before. Once she'd identified herself to the Karrn military there, they provided her with an escort in the person of a nervous young soldier. The two rode north into Karrnath and she safely made contact with her handler, Meri, to find out what her new assignment was. The assignment was a return to Cyre under different guise with a specific goal in mind, but two days later was the Day of Mourning. When she met with Meri to find out the specifics, she was told that there was no longer an assignment because there was no longer a Cyre.

Since then, she has taken a number of assignments, but all of the time spent "specializing" on the lost nation of Cyre has tainted her in the eyes of some that could give her the big jobs. "It's not like it was my fault that the country disappeared off the map! They act like if they use me, another calamity will follow me!"

Since then, she has spent her time while off-assignment (which is most of the time) developing a personality as Cassandra Thurandon, a half-elf low-level clerk in the Windwright's Guild of House Lyrandar. This has allowed her some slight opportunity to travel and see other areas of the continent. She's hopeful that such travel will allow her to discover some useful information and get her back in the good graces of her superiors.

However, she's been contacted by her "mother" again with a request. Cassandra needs to secure passage to Sharn and locate a certain missing Karrnathi naval officer...

Description:

Spoiler:
Cassandra Thurandon:
Cassandra is the youngest child of a Cyran merchant family displaced early in the Last War. Due to some history her family won't speak of, her great-grandfather chose to move the family to Sharn rather than moving closer to Metrol. They still consider themselves Cyran and mourn the loss of their homeland, but the truth is no one from her father's generation has even seen Cyre. Cassandra was fortunate enough to attend academy in Metrol and even more fortunate to leave for a visit home shortly before the Day of Mourning. She feels the pain of her lost homeland even more keenly, having regained it for a short time.

Cassandra has some minor magical ability that she's thrilled to share with those that might be interested. Her feelings of being without a homeland have awakened a wanderlust in her, enough to hire on with the Windwrights' Guild. She doesn't think there's any history of dragonmarks in her family, but she can always hope. Until then, she's happy to handle accounts and customer bookings for the wind galleons because the perks of House Lyrandar (opportunities to really travel when on holiday!) more than make up for it. And truth be told, she likes watching people, so the job really isn't a bother for her, either.

Cassandra appears to be a slight half-elf woman, probably around thirty years old, with shoulder-length brown hair and bright green eyes. She generally wears a smile and often has a good word for those she meets.

Matilda ir'Graanten
An obvious career woman, Matilda is middle-aged with her hair pulled back in a severe bun. A single streak of gray runs back from her forehead. She wears a very official-looking navy blue suit. She looks around casually, but you get the impression that she's cataloging everything she sees. Her face generally wears a serious expression, but her eyes often display amusement to the observant.


--------------------------------------

Init +3
Senses
Native: Perception +13, vs. traps +16
Golem Suit: Perception +3, vs. traps +16, Darkvision, Low-light vision
Speed
Native: 30 ft
Golem Suit: 20 ft
Action points 8/10
Failure Percentage
5% hour of normal operation (not used yet)
1% round of hammer hand use (3 rds used)
1% round of life support (5 rds used)
2% round of fire lance (2 rds used)

DEFENSE

Spoiler:

AC 19, touch 14, flat-footed 16 (+5 [armor]+3 [DEX]+1 [deflection])
hp 63 (7d6 [32, beguiler]+2d6 [7, recaster]+18 [CON]) wounds 49
Hit points rolls: 1d6=3, 1d6=2, 1d6=3, 1d6=6, 1d6=6, 1d6=1 +2 for below-half rolls
Rolled 8th level at home: 1d6=5
Rolled 9th level on forum: 1d6=4
Rolled 10th level on forum: 1d6=4

Saves:
Fort +5 = +3 [base]+2 [ability]
Ref +6 = +3 [base]+3 [ability]
Will +7 = +7 [base]+0 [ability]
Racial Bonus: additional +2 vs sleep or charm effects

OFFENSE

Spoiler:

Base Atk +4; CMB +4; CMD 17
Melee +1 Rapier +5 (1d6+1, 18-20/x2)
Melee +2 Flaming Burst punching dagger +6 (1d4+2, 20/x3)
Ranged shortbow +7 (1d6, 20/x3)

STATS, FEATS, SKILLS, SPECIAL QUALITIES

Spoiler:

Alignment True Neutral
Ability Scores
STR 10, DEX 16, CON 14, INT 18, WIS 10, CHA 14

Feats: Spell Focus (Enchantment) [1st], Combat Expertise [3rd], Silent Spell [Bonus, 5th], Extend Spell [5th], Eschew Materials [Bonus, 7th], Improved Feint [7th], Enlarge Spell [9th]

Skills: 82 [(6+Int Mod 3)*6, beguiler] +[(2+Int Mod 3)*1, recaster] +[(6+Int Mod 4)*1, beguiler] +[(2+Int Mod 4)*2, recaster] +7 [favored class] (Int mod to +4 at 8th level)
Acrobatics +11 = +5 [rank]+3 [class]+3 [ability - dexterity]
Appraise +9 = +2 [rank]+3 [class]+4 [ability - intelligence]
Bluff (general) +18 = +8 [rank]+3 [class]+2 [ability - charisma]+2 [race] +3 [magic - competence]
Bluff (to conceal truth) +20 = +8 [rank]+3 [class]+2 [ability - charisma]+2 [race]+5 [magic - competence]
Diplomacy +15 = +7 [rank]+3 [class]+2 [ability - charisma]+3 [magic - competence]
Disable Device +18 = +10 [rank]+3 [class]+3 [ability - dexterity] +2 [mw tools]
Disable Device (traps) +21 = +10 [rank]+3 [class]+3 [ability - dexterity] +2 [mw tools]+3 [class ability - trapfinding]
Disguise +21 = +1 [rank]+3 [class]+2 [ability - charisma]+10 [race]+3 [magic - competence]+2 [magic - circumstance if clothes aid check]
Fly +5 = +2 [rank]+3 [ability - dexterity]+4 [Fly spell]
Intimidate +11 = +1 [rank]+3 [class]+2 [ability - charisma]+2 [race]+3 [magic - competence]
Knowledge Arcana +13 = +6 [rank]+3 [class]+4 [ability - intelligence]
Linguistics +12 = +5 [rank]+3 [class] +4 [ability - intelligence]
Perception +13 = +10 [rank]+3 [class]+0 [ability - wisdom]
Perception (traps) +16 = +10 [rank]+3 [class]+0 [ability - wisdom]+3 [class ability - trapfinding]
Sense Motive +11 = +6 [rank]+3 [class] +0 [ability - wisdom] +2 [race]
Sleight of Hand +7 = +1 [rank]+3 [class]+3 [ability - dexterity]
Spellcraft +17 = +10 [rank]+3 [class]+4 [ability - intelligence]
Stealth +10 = +4 [rank]+3 [class]+3 [ability - dexterity]
Use Magic Device +18 = +10 [rank]+3 [class] +2 [ability - charisma] +3 [magic - competence]

Special Qualities: Natural Linguist (Linguistics always a class skill), Minor Change Shape (Su), Favored class: Beguiler, Armored Mage (light), Trapfinding (Half Beguiler level bonus to Disable Device or Perception checks vs traps), Cloaked Casting (+1 DC), Surprise Casting (move action), Advanced Learning (Divination, Enchantment, Illusion, or Transmutation spell up to 1st), Metamorphic spell (components) [Ignore inexpensive material components, 3/day can apply Still Spell or Silent Spell without changing casting time or level of target spell], Advanced Learning (Divination, Enchantment, Illusion, or Transmutation spell up to 3rd - Fly), Expanded Knowledge (Any spell up to 3rd - Tongues), Sudden Metamagic 3/day (Extend Spell), Metamorphic spell (time) [3/day, Std Action cast/>1 Rd duration spell can be cast as swift action, duration becomes 1 round]

Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Riedran

GEAR

Spoiler:

Combat Gear Wand of CLW (UMD DC 20 to use, 43 chgs) (720 gp, 0 lb), Wand of Shield of Faith (UMD DC 20 to use), Scroll Case (1 gp, 0.5 lb), Scroll of Resist Energy (150 gp, 0 lb), Scroll of Resist Energy (150 gp, 0 lb), Scroll of Eagle's Splendor (150 gp, 0 lb), Scroll of Eagle's Splendor (150 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Fly (375 gp, 0 lb), Scroll of Scorching Ray (150 gp, 0 lb), Scroll of Scorching Ray (150 gp, 0 lb), Wand of Lightning Bolt (CL 10, DC 18, 4 charges remain), Wand of Repair Light Damage (5 charges remain), Scroll of Remove Curse (CL 5), Wand of Bless (CL 1, 45 charges)

From Ezreal Farlowe:
Scroll #1: [X]Scorching Ray (UMD DC 22, CL 7, 8d6 damage), [X]Scorching Ray (UMD DC 22, CL 7, 8d6 damage), [X]Repair Moderate Damage (UMD DC 22, CL 3)
Scroll #2: [X]Scorching Ray (UMD DC 22, CL 7, 8d6 damage), [X]Scorching Ray (UMD DC 22, CL 7, 8d6 damage), [ ]Command Undead (UMD DC 22, CL 3)
Scroll #3: [X]Fireball (UMD DC 23, CL 8, 8d6 damage), [ ]Keen Edge (UMD DC 23, CL 5), [X]Repair Light Damage (UMD DC 21, CL 1)
Scroll #4: [X]Repair Moderate Damage (UMD DC 22, CL 3), [X]Repair Moderate Damage (UMD DC 22, CL 3), [X]Repair Moderate Damage (UMD DC 22, CL 3), [X]Repair Moderate Damage (UMD DC 22, CL 3), [ ]Repair Moderate Damage (UMD DC 22, CL 3), [ ]Repair Moderate Damage (UMD DC 22, CL 3), [X]Magic Missile (UMD DC 21, CL 1), [ ]Magic Missile (UMD DC 21, CL 1), [ ]Magic Missile (UMD DC 21, CL 1), [ ]Magic Missile (UMD DC 21, CL 1)

Note: Gil's made the Spellcraft to enable use of each of these spells but will need a UMD check (DC indicated for each) when she wants to actually put the spell to use.

Other Gear Circlet of Persuasion (4500 gp, 0 lb), Masterwork Thieves' Tools (100, 2 lb), Masterwork Rapier (320, 2 lb), Rapier +1 (2320, 2 lb), Shortbow (30, 2 lb), 20 Arrows (1, 3 lb), Glamered Mithral Chain Shirt (4800, 12.5 lb.), Handy Haversack (2000, 5 lb), Shawl of Bewitching (CompAdv) (3500, 0 lb), Traveler's Outfit (worn) (1 gp, 5 lb), Vestment of Many Styles (RoEb) (500 gp, 5 lb), 10 days' rations, 1044 gp, 8 sp, 5 cp, 2 jugs of Goodberry Wine (from LB), 1 jug of Goodberry Wine, Ring of Protection +1, Papers for Matilda ir'Graanten persona, Papers for Cassandra Thurandon persona.

Encumbrance 30 + coin
Light Load 33
Medium Load 34 - 66
Heavy Load 67 - 100

The SUIT

Spoiler:

The Suit (Minor Artefact)

The Suit is a bipedal armoured vehicle which can carry and is operated by a single individual. It appears as a large, humanoid-shaped shell intended to hold a Medium humanoid body reasonably snugly, like a suit of armour. The entrance hatch, which pivots upwards like the visor of a helm, seems to be made of glass or some such transparent material, though it is as tough as steel. The inside of the carapace seems to have various switches and controls and is lined with padded leather. The golem's hands are fairly crude clamp-like claws on the left side, with strange nozzles and sockets emerging from the forearm, and on the right a huge hammer-like fist. Both are on the end of powerful-looking, jointed piston arms that currently flop at the golem's side, the hands resting on the floor. The legs are thick and heavy, broad flat feet planted firmly on the ground. An array of armoured cylindrical tanks attach to the back of the machine. It weighs 5,000 pounds.

Its basic statistics are as follows:

Size: Large
AC: 28 (touch 8, flat-footed 28)
hp: 129
Saving throws: Fort, Ref and Will saves are calculated using the operator's base save values, but the Suit's statistics; the Suit can only be affected by effects that can also affect objects
DR: 15/adamantine; Resistances: Acid 15, Cold 15, Electricity 15, Fire 15, Sonic 15
Special Defences: see below

Speed: 20'
Attacks: Hammer Hand (2d6+16 / 19-20) (number of attacks is calculated using the operator's BAB; attack bonus is calculated using the operator's BAB, but the Suit's STR, with an additional +1 for using an integral weapon)
Space: 10', Reach: 10'
Special Attacks: see below

STR 32; DEX 9; CON -; INT -; WIS -; CHA -
CMB / CMD: calculated using the operator's BAB but the Suit's statistics

The Suit can usually only be operated by a specially-trained individual. However, in the absence of such training, the various abilities and systems can be operated using the Use Magical Device skill. These systems (and the relevant DCs for Use Magical Device) are set out below. When actions within a single combat round include the use of more than one system, a single Use Magic Device check is made at the highest DC of the relevant systems:

Open/Close Entry Hatch (DC 10) (Ex)
Opening is required to enter and leave the Suit. The Suit can still move with the hatch open, but the operator can be targeted independently of the Suit, albeit with the benefit of Cover. If the hatch is closed, any attacks on the operator first target the suit until it is destroyed. The hatch is transparent, allowing the operator to see out. Getting in and out of the Suit is a full-round action that provokes attacks of opportunity. Opening and closing the hatch is a move-equivalent action while the suit is powered and a full-round action when its power source is exhausted (see below). The operator can cast spells normally while the hatch is open. With the hatch shut, the operator cannot cast spells requiring a somatic component or activate magic items that require physical action. Also, the operator can only target himself with a spell if casting with the hatch shut.

Movement (DC 10) (Ex)
The Suit can move normally in any direction by walking.

Visual System (DC 15) (Su)
The operator gains the use of low-light vision and 60’ darkvision while inside the Suit.

Address System (DC 15) (Ex)
The operator can hear what is going on outside the Suit and can speak normally with those outside. Using the address system is a free action.

Life Support (DC 15) (Ex)
The Suit becomes sealed against the outside environment, instead relying on internal air supplies. The operator is unaffected by poison gas, drowning and so on while inside the suit. Activating the life support system is a move-equivalent action.

Hammer Hand (DC 15) (Ex)
The operator can attack with the hammer hand for one round. The hammer hand counts as magical and adamantine for overcoming damage resistance.

Fire Lance (DC 20) (Su)
The operator can activate the integral fire lance system. This is primarily a cutting tool, doing full damage to objects. However, it also can be used as a short range ray weapon. This is a ranged touch attack, range 10', using the operator's BAB but the Suit's DEX score to determine the attack bonus. Damage is 10d6 fire damage. Using the fire lance is a standard action.

Flamethrower (DC 25) (Su)
The operator can activate the integral flamethrower. This creates a 20' cone of fire doing 10d6 damage, Reflex save DC 20 for half damage. Using the flamethrower is a standard action.

Anti-Magic Field (DC 30) (Sp)
The operator can activate a 10' radius anti-magic field, which centres on the Suit and moves with it. This does not prevent the Suit from operating, but will impact upon its magical attacks. It also affects the operator inside the Suit for its duration. Activating the anti-magic field is a standard action and it lasts for one minute, although it can be deactivated as a free action at any time.

Power Source
The Suit uses a rechargeable but limited power source, which is gradually exhausted over time and as the various powers are used. These cumulatively drain the power, which can ultimately lead to the Suit shutting down or even ceasing to function permanently. The following percentages represent the cumulative drain on the power source, and are added together to determine the overall chance of failure. Each time the power source is drained, a new check must be made to determine if it is drained or not.

For each hour of standard operation (i.e. moving but not fighting, etc.): 5%
For each minute that the life support system is operating: 1%
For each round the hammer hand is used: 1%
For each round the fire lance is used: 2%
For each round the flamethrower is used: 4%
For each round the anti-magic field is used: 6%

If the power source is exhausted, the results are as follows (d%):
01-50: The Suit ceases to operate until it recharges
51-75: The power source burns out and the Suit is rendered permanently inoperable (though salvageable for its scrap value)
76-100: The power source explodes. The operator and anyone within 20' takes 10d6 fire damage (Reflex save DC 20 for half) and the Suit is totally destroyed and rendered worthless.

The Suit power source recharges at 5% an hour, i.e. the chance of power source exhaustion reduces by 5% per hour for each hour it is not active. If the Suit has stopped operating (but not permanently) because of power exhaustion, it must be allowed to reduce to 0% before it will work again.

General Operation
The user of the Suit uses their own feats and skills. However, any DEX-based skills and Perception take a -10 penalty (with the exception of Stealth, which takes a -20 penalty) whilst the operator wears the suit, and it is not possible to use the Ride skill. Other penalties may apply depending on the situation to other skills and feats.

Hit point damage to the Suit can be repaired with Repair Damage spells. However if the Suit is ever reduced to 0hp it is rendered permanently inoperable and cannot be repaired. The Suit has a scrap value of 50,000gp.

Gil in THE SUIT

Spoiler:

Init -1
Senses
Perception +3, vs. traps +6
Speed 20 ft

DEFENSE
AC 28, touch 8, flat-footed 28
hp 129; wounds 64
DR 15/adamantine
Resistances: Acid 15, Cold 15, Electricity 15, Fire 15, Sonic 15

Saves:
Fort +3 = +3 [base]+0 [ability]
Ref +2 = +3 [base]-1 [ability]
Will +7 = +7 [base]+0 [ability]
Racial Bonus: additional +2 vs sleep or charm effects

OFFENSE
Base Atk +4; CMB +16; CMD 25
Melee Hammer Hand +15 (2d6+16, 19-20) [Attack: +4 BAB, +1 Integrated Weapon, +11 STR, -1 size]
Ranged Fire Lance +2 (10' range, 10d6, 20/x2) [Attack: +4 BAB, -1 DEX, -1 size]

STATS, SKILLS
Ability Scores
STR 32, DEX 9, CON 14, INT 18, WIS 10, CHA 14

Skills: 82 [(6+Int Mod 3)*6, beguiler] +[(2+Int Mod 3)*1, recaster] +[(6+Int Mod 4)*1, beguiler] +[(2+Int Mod 4)*2, recaster] +7 [favored class] (Int mod to +4 at 8th level)
Acrobatics +1 = +5 [rank]+3 [class]+3 [ability - dexterity]-10 [suit]
Appraise +9 = +2 [rank]+3 [class]+4 [ability - intelligence]
Bluff (general) +18 = +8 [rank]+3 [class]+2 [ability - charisma]+2 [race] +3 [magic - competence]
Bluff (to conceal truth) +20 = +8 [rank]+3 [class]+2 [ability - charisma]+2 [race]+5 [magic - competence]
Diplomacy +15 = +7 [rank]+3 [class]+2 [ability - charisma]+3 [magic - competence]
Disable Device +6 = +10 [rank]+3 [class]+3 [ability - dexterity]-10 [suit]
Disable Device (traps) +9 = +10 [rank]+3 [class]+3 [ability - dexterity] +3 [class ability - trapfinding]-10 [suit]
Disguise +21 = +1 [rank]+3 [class]+2 [ability - charisma]+10 [race]+3 [magic - competence]+2 [magic - circumstance if clothes aid check]
Fly -5 = +2 [rank]+3 [ability - dexterity]+4 [Fly spell]-10 [suit]
Intimidate +11 = +1 [rank]+3 [class]+2 [ability - charisma]+2 [race]+3 [magic - competence]
Knowledge Arcana +13 = +6 [rank]+3 [class]+4 [ability - intelligence]
Linguistics +12 = +5 [rank]+3 [class] +4 [ability - intelligence]
Perception +3 = +10 [rank]+3 [class]+0 [ability - wisdom]-10 [suit]
Perception (traps) +6 = +10 [rank]+3 [class]+0 [ability - wisdom]+3 [class ability - trapfinding]-10 [suit]
Sense Motive +11 = +6 [rank]+3 [class] +0 [ability - wisdom] +2 [race]
Sleight of Hand -3 = +1 [rank]+3 [class]+3 [ability - dexterity]-10 [suit]
Spellcraft +17 = +10 [rank]+3 [class]+4 [ability - intelligence]
Stealth -10 = +4 [rank]+3 [class]+3 [ability - dexterity]-20 [suit]
Use Magic Device +18 = +10 [rank]+3 [class] +2 [ability - charisma] +3 [magic - competence]

SPELLS, CL 9
Cantrips (0th-level), at will

Spoiler:

Dancing Lights
Daze
Detect Magic
Ghost Sound
Message
Open/Close
Read Magic

1st-level, 7/day - 0 cast

Spoiler:

Charm Person
Color Spray
Comprehend Languages
Detect Secret Doors
Disguise Self
Expeditious Retreat
Hypnotism
Inhibit
Mage Armor
Obscuring Mist
Rouse
Silent Image
Sleep
Undetectable Alignment
Whelm

2nd-level, 7/day - 0 cast

Spoiler:

Blinding Color Surge
Blur
Daze Monster
Detect Thoughts
Fog Cloud
Glitterdust
Hypnotic Pattern
Invisibility
Knock
Minor Image
Mirror Image
Misdirection
See Invisibility
Silence
Spider Climb
Stay the Hand
Touch of Idiocy
Vertigo
Whelming Burst

3rd-level, 7/day - 2 cast (vs Living Necromancy)

Spoiler:

Arcane Sight
Clairaudience/Clairvoyance
Crown of Veils
Deep Slumber
Dispel Magic
Displacement
Fly (Advanced Learning bonus, BEG7)
Glibness
Halt
Haste
Hesitate
Hold Person
Inevitable Defeat
Invisibility Sphere
Legion of Sentinels
Major Image
Nondetection
Slow
Suggestion
Tongues (Expanded Knowledge, REC2)
Vertigo Field
Zone of Silence

4th-level, 5/day - 1 cast (CM in Facility Fight)

Spoiler:

Charm Monster
Confusion
Crushing Despair
Freedom of Movement
Greater Invisibility
Greater Mirror Image
Locate Creature
Mass Whelm
Phantom Battle
Rainbow Pattern
Shadow Conjuration
Solid Fog

RESOURCES

Spoiler:
[url=http://[/url]

REWARDS

Spoiler:

Experience Points: 98970
Rewards breakdown (for checking my math)
Started at 7th level: 21000
500 xp from hallway outside vampires' chapel
3000 xp from vampires' chapel
1800 xp from Valenar street fight
1802 xp from Aubrey bonus to reach 8th
1440 xp from Orlaith/dracolich battle
Bump to 36880 for Pathfinder conversion
1600 xp for Aerenal elves attack
1130 xp for huge scorpions
2300 xp for Aerenal bridge ambush
5640 xp Galadaes showdown
500 xp Jalana's funeral
3500 xp Airborne ambush
3500 xp Lightning rail ambush
4800 xp Cadaver Collectors
920 xp Shadows
7700 xp Nightwing & Co.
5600 xp Warforged unit ambush
12500xp Looters in Cannith facility
2400 xp Caretaker
2000 xp Wraiths & Bodaks
300 xp Pair of Wraiths
1000 xp Caretaker II
2400 xp Living Harm spell
800 xp Mechanikraken

Notes

Spoiler:

Conversion of Beguiler to PFRPG

Add to the Beguiler spell list the following:

4th level: Shadow Conjuration
5th level: Shadow Evocation
7th level: Greater Shadow Conjuration
8th level: Greater Shadow Evocation
9th level: Shades

Also, for Advanced Learning, take the additional spells from the Illusion, Enchantment, Transmutation and Divination Sorcerer/Wizard spell lists.

Conversion of Recaster to PFRPG
Level 1: BAB +0, Fort +0, Ref +0, Will +1; Metamorphic Spell (Components); No increase to spellcasting
Level 2: BAB +1, Fort +1, Ref +1, Will +1; Expanded Knowledge, Sudden Metamagic; +1 level of existing arcane spellcasting class
Level 3: BAB +1, Fort +1, Ref +1, Will +2; Metamorphic Spell (Time); +1 level of existing arcane spellcasting class
Level 4: BAB +2, Fort +1, Ref +1, Will +2; Expanded Knowledge, Sudden Metamagic; +1 level of existing arcane spellcasting class
Level 5: BAB +2, Fort +2, Ref +2, Will +3; Metamorphic Spell (Space); +1 level of existing arcane spellcasting class



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