Rakshasa

Kemnebi 'Djal Ibenbast''s page

520 posts. Alias of Ragadolf.


About Kemnebi 'Djal Ibenbast'

Name: Djal Ibenbast
Djal= staff, branch, twig; Ibenbast = ‘Heart of Bast’
(literally “Part of the Heart of Bast”)
Calls himself Kemnebi =‘Black Panther’
Class: Wiz 4/Sor 1/Ult Magus 4
Exp:30,269 (lvl 8) + xp
Next Level: (lvl 10)

Recent Events/Effects

Spoiler:

-

Stats

Spoiler:

Male, Catfolk (Medium)
Alignment: NG
Catfolk Stats: +4 Dex, +2 Cha, -2 Wis (Ragadolf’s version)
STR: 15(+2)
DEX: 20(+5)
CON: 16(+3) (22 w/ ring)(+6)
INT: 19(+4)
WIS: 10(+0)
CHA: 15(+2)

Starting stats 15,16,15,18,12,13; +1 to Con @ 4th, +1 to Int @ 8th

Skills

Spoiler:

Appraise: (Int) + 4
Balance: (Dex) + 5
Bluff: (C)(Cha) +4 = 2 + [2r(Seduction)]
Climb: (Str) +2
*Concentration: (C)(Con) +14 (+17 w/ ring) = +3 (+6w/ring) + [11r]
Craft: (Alchemy)(C)(INT) +4
*Decipher Script: (C)(INT) +13 = 4 + [9r]
Diplomacy: (CHA) +2
Disable Device: (Dex) +
Escape Artist: (Dex) +5
Forgery: (Int) +4
Gather Information: (Cha) +2
Handle Animal: X
Heal: (Wis) +0
Hide: (Dex) +5
Intimidate: (Cha) +2
Jump: (Str) +2
*Knowledge (Arcana):(C)(Int) +15 = 4 + [11r]
*Knowledge (Planes):(C)(Int) +15= 4 + [11r]
*Knowledge (Nature):(C)(Int) +11= 4 + [7r]
*Knowledge (Religion):(C)(Int) +9= 4 + [5r]
*Knowledge (Egyptian History): (C)(Int) +8 = 4 + [4r]
*Language (Greek,): (C)(Int) +6 = 4 + (2r)
Listen: (Wis) +4 = 0 + [+2rb] + [+2F Alertness]
Move Silently: (cc) (Dex) +7 = + [0r] + [+2rb]
Open Lock X
Perform: (Cha) +2
Profession (?):(C)(Int) + = + [r]
Ride: (Dex) +
Search: (Int) + 4
Sense Motive: (Wis) +0
Slight of Hand: (Dex) +5
*Spellcraft: (C)(Int) +17 = 4 + [11r] + [+2 Synergy Knowledge/Arcana]
Spot: (Wis) +2 = 0 + [+2F Alertness]
Survival: (Wis) +0
Swim: (Str) +2 (+32 with Magic Helm)
Tumble: (cc)(Dex) +X
Use Rope: (Dex) +5

1st level: 24 skill points, Max ranks 4/2
2nd level: +6 Skill points, Max ranks 5/2-1/2
3rd level: +6 Skill Points, Max ranks 6/3
4th level: +6 Skill points, Max ranks 7/3-1/2
5th level: +6 Skill points, Max ranks 8/4
6 Bonus points for Social skills (+2 to Seduction, Greek language and Egyptian History)
6th level: +6 Skill Points, Max Ranks 9/4-1/2
7th level: +6 Skill Points, Max Ranks 10/5
8th level: +6 Skill Points, Max Ranks 11/5-1/2
9th level: +6 Skill Points, Max Ranks 12/6
*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
X=Untrained/Unusable
C=Class Skill
cc=cross class
F= Affected by Feat
s=Synergy bonus
rb=+2 racial bonus on Listen & Move Silently checks.

Feats

Spoiler:

1st level: 1 (+ any from race or class)
-Enlarge Spell [Metamagic]:-You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
-Familiar: Gain familiar as a sorcerer (Free for Wiz)
-Alertness: +2 to Spot & Listen (Bonus from Familiar, only when Familiar is within 5')
-Scribe Scroll: Free for 1st level Wiz
-Nobility:(Free/family):

3rd level: +1 Feat
-Practiced Spellcaster (Sor): Add up to +4 levels to effective Caster Level.

5th level: Bonus Feat (Noncombat only)
-Craft Wondrous Item

6th level: +1 Feat
-Energy Substitution:Cold
Replace Spell energy type with cold, +0 to spell level

8th level: +1 Feat
-Empower Spell: increases all numeric effects of a spell by +50% (including damage, # of creatures affected, etc.) Adds +2 levels

Languages:

Spoiler:

Common, Alignment, Eqyptian (Home), Elvish, Draconic, Roman, Dwarvish, Greek, ?

Combat

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AC:19 ; Touch AC:15 ; Flat Footed:10 ;
(23/19/14 w/+4 Mage Armor)
(27/23/18 w/ Mage Armor & Shield Spell)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
(+3 Dodge bonus to AC w/ 5 ranks in Tumble)
*+4 Dodge bonus to AC when using the Total Defense Standard Action
(+6 Dodge bonus to AC w/ 5 ranks in Tumble)

HP: 51 (72 w/ ring)
Current HP: 72
BAB: +4
Initiative: +5
Speed: 40'

Saves:
Fort: +8 (+2, +6 Con{W/Ring})
Ref: +7 (+2, +5 Dex)
Will: +10 (+10, +0 Wis)

Darkwood Staff: +6 (Dmg: 1d6+3/1d6+3, X2, 4lb, Bludgeoning) (40GP)
Light Crossbow: +8 (Dmg: 1d8, 19-20/X2, 80ft, 4lb, Peircing) (35GP)
ShortSpear: +5/+8 Thrown (Dmg:1d6+2, ×2, 20 ft., 3 lb., Piercing)(1GP)
Dagger: +5/+8 thrown (Dmg:1d4+2, 19-20/×2, 10 ft., 1 lb. -Piercing or slashing) (2GP)

Catfolk Stats

Spoiler:

Catfolk (cat-like humanoids) (Ragadolf’s Version)
(RotW p92)
+4 Dex
+2 Cha
-2 Wis
Favored Class: Ranger
• Humanoid (catfolk)
• Medium Size
• 40’ Movement
• Low-Light Vision
• +2 Racial bonus on Listen and Move Silently checks.
• +1 Natural Armor bonus to AC.

Magic/Spells Info:

Spoiler:

Wizard
Level: 6 (Choose spells as Wiz6)
Caster Level: 8 (Wiz6; +2CL UM:Arcane Spell Power+2)

Spells per day:(Includes Bonus spells, 1 each lvls 1-4):
0= 4; 1= 4; 2= 4; 3= 3 (w/Ring of Wizardry 1; 0=4; 1= 8; 2= 4; 3= 3)

Spells Memorized: 0= Detect Magic, Light, Message, Acid Splash
1= Shield, Mage Armor, Summon Monster I, True Strike, Orb of Lightning (Lesser), Benign Transposition, Comprehend Languages, Burning Hands
2= Summon Monster 2, Rainbow Beam, Scorching Ray, Alter Self
3= Summon Monster 3, Fireball, Rainbow Blast

Spells in Spellbook:
0= All (PH),
1=Color Spray, Mage Armor, Shield, Prot/Evil, Orb of Lightning(Lesser), True Strike, Benign Transposition, Comprehend Languages, Summon Monster 1, Disguise Self, Burning Hands
2= Alter Self, Rainbow Beam(SC), Invisibility, Summon Monster 2, Scorching Ray,
3= Lightning Bolt, Fireball, Summon Monster 3, Rainbow Blast(SC)

*NEED to ADD 2 more spells!

Save DC's for Wizard Spells: 0= 14; 1= 15; 2= 16; 3= 17

Sorcerer
Level: 5 (Choose Known spells as Sor5)
Caster Level: 11 (CL5 Sor; +4CL Practiced Caster Feat + 2CL UM:Arcane Spell Power+2)

Spells per day: (Includes Bonus Spells, 1 each lvls 1-2)
0= 6; 1= 7; 2= 5
(W/Ring; 1= 14)

Spells Used: 0= ; 1= ; 2= ;

Spells Known:
0= 6; 1= 5(Includes +1 from Expanded Knowledge); 2= 2
0- Read Magic (Free), Ray of frost , Prestidigitation, Daze, Mage Hand, Disrupt Undead, Open/Close, Detect Magic
1- Magic Missile, Light of Lunia 2 rays/ 1d6 (2d6 undead)(SC), Charm Person, Prot/Evil(EK), ??
2- Scorching Ray, Light of Mercuria 2 rays/ 2d6(4d6 undead)(SC)

Save DC's for Sorcerer spells: 0= 12; 1= 13; 2= 14;

(SC)= Spell Compendium
(EK)= Expanded Knowledge

Wiz/Sor/Ultimate Magus Class Info:

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Wiz-PH pg 55
Sor-PH pg 51
Ultimate Magus- CM pg 77
Details to be added as I gain levels and time

Spellbook (Spells listed here for easy reference)

Spoiler:

Zero (0) Level Spells:

Read Magic
Divination
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 0 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.

Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. (Dazed creature can take no actions, but suffers no penalty to AC.)
Material Component-A pinch of wool or similar substance.

Mage Hand
Transmutation
Level: Bard 0, Sor/Wiz 0
Casting time: 1 standard action
Range: Close (25ft. + 5ft./2 levels
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: None
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

1st Level Spells:

Benign Transposition
Conjuration (Teleportation)
Sorcerer/Wizard 1
Components: V
Casting Time: 1 Standard Action
Range: Medium (100'+10'/Level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes.

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures maximum loads), go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus- A piece of cured leather.

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

Protection from Evil
Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

Color Spray 'Lux Lucis Pluvia'(Rainbow Light)
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.
2 HD or less= The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD= The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD= The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component= A pinch each of powder or sand that is colored red, yellow, and blue.

Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.

True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus
A small wooden replica of an archery target.

Summon Monster 1
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus
A tiny bag and a small (not necessarily lit) candle.

Orb of Electricity, Lesser
Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 Standard Action
Range: Close (25' +5'/2 levels)
Effect: One orb of electricity
Duration; Instantaneous
Save: None
Spell Resistance: NO
An orb of electricity about 2" across shoots from your palm to its target, doing 1d8 pts of electrical damage.
For every two caster levels beyond first, your orb does another 1d8 pts of damage. 2d8 at 3rd lvl, 3d8 at 5th lvl, 4d8 at 7th and the maximum of 5d8 at 9th or higher.

2nd Level Spells

Alter Self
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Summon Monster 2
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Rainbow Beam
Evocation (Light)
Level: Sor/Wiz 2
Components: V, S, F
Casting time: 1 standard Action
Range: Close (25' +5'/2 levels)
Effect: Ray
Duration: Instantaneous
Save: None
Spell Resistance: Yes
You must succeed on a ranged touch attack with the ray to strike a target. If you hit the subject is Dazzled for one minute. The spell also deals 1d12 points of Damage per 3 caster levels. (Maximum 5d12)
A Rainbow Beam deals a random type of damage as determined b the following table. If two types of energy are indicated, Rainbow Beam deals half it's damage from each type of energy indicated. Creatures apply Energy Resistance separately to each type of damage.
1-red-fire
2-orange-acid
3-yellow-electricity
4-green- poison
5-blue-cold
6-indigo-sonic
7-violet-force
8-multihued-roll twice (ignore another 8)


Inventory
Spoiler:

Weapons: Listed above, plus- 20 bolts for crossbow, 20 silvered bolts(20GP), 10 Cold Iron bolts(4GP), silvered dagger(20GP), Cold Iron dagger(8GP),

Gear: Backpack, Tent, Bedroll, Blanket, Traveler's Clothes (Includes pantaloons, loose shirt, desert robe with hood, turban, head scarf, desert footwear (High, Soft boots), 100’ silk rope, grappling hook, 4 waterskins, 14 days trail rations, 6 candles, flint/steel, 12 sheets parchment, 6 charcoal sticks, 5 pieces Chalk, hand mirror, magnifying glass, Sack(Empty), Ink/Quills/etc to copy 5 levels of spells into spellbook (500GP)

2 Sunrods(4GP), 2 Acid(Flask)(20GP), 2 Alchemist’s Fire(Flasks)(40GP), 2 Thunderstones(60GP), 2 Tanglefoot bags(100GP), 2 Tindertwigs(2GP), wolfsbane(1 sprig), 2 vial Holy Water(50GP), 2 flasks oil, Whetstone, 1 Everburning Torch (Continual Light cast on a wand)(90GP),

Belt pouch, 1 Caltrops bag,
Spell Component Pouch, Silver Holy Symbol of Bast,

Magic Items:

>Magic Ring:+6 Con & HP as appropriate, gift from mother, radiates rainbow colors under a detect magic.
>Magic Ring of Sorcerous Wizardry 1: Doubles 1st lvl arcane spells, in BOTH Sor and Wiz classes (NOT slots from Specialization or high stats) gift from Mentor.
>Bangles of Nat Armor +3, gift from an uncle
>Helm: Underwater Breathing and +30 Swimming, Gift from an Aunt
>Cloak: +4 to Hide if Stationary, +2 if using Stealth (Moving Slowly), GIft from an Uncle
>Gloves: cast- Magic Fang 3/day and Claws of the Beast 3/day, both at caster lvl 9, Divine Magic, Gift from an Aunt
-Heward's Handy Haversack (2,000GP)
-Brooch of Shielding: (1,500GP)
-Slippers of Spider Climbing (2,000GP)
-Darkwood Staff (40GP)
-Wand of Color Spray- CL1 (750GP)
-Scroll: Identify (125GP)
-Scrolls: 1st lvl spells/CL1: Enlarge, Magic Weapon, Sleep, Charm Person, Feather Fall, Expeditious Retreat, Silent Image (200GP)
-Scrolls: 2nd lvl spells/Cl 3: Rope Trick, False Life, Resist Energy (450GP)
-Ice Wand (From Underground Lab)
Ice wand abilities; 14 charges; caster level 8
Orb of Cold, lesser -"Histrath" C Arc; pg 116 use cost 1 charge
Ice Storm, - "Konicous" PH, pg 243; use cost 2 charges.

Money:
PP:
EP:
GP:200
SP:
CP:

Familiar: 'Hathor' (Black Egyptian cat)

Spoiler:

Name: Hathor
Cat: Tiny Animal (Magic creature)
Hit Dice: 7 (Masters' level)
HP: 22 (33 w/Ring) (1/2 of Masters' HP)
Initiative: +2
Speed: 30',
Armor Class: 17(+2 size, +2 Dex, + 3Familiar bonus) Touch: 17, Flat Footed: 15
Base Attack/Grapple: +2/-10
Attack: 2X Claw +6 Melee (1d2-4)
Full Attack: 2 Claw +6 Melee (1d2-4); and Bite, +1 Melee (1d3-4)
Space/Reach: 2-1/2'/0'
Special Attacks: Masters' spells
Special Qualities:, Low-light vision, scent Alertness, improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master,
Saves: Fort +2, Ref +4, Will +7 (Own or Masters', whichever is better)
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16, Jump 10, Listen +3, Move Silently +8. Spot +3, Search +0,
Feats: Stealthy, Weapon Finesse, Alertness, Improved Evasion,

Bold= Changes due to being a familiar
-Grants master a +3 bonus to move silently checks

Skills:
-Familiars use their own or Masters' skill ranks, whichever is greater, with their own stat bonuses. Cats receive a +4 racial bonus to Climb, Hide, and Move Silently checks and a +8 racial bonus to Balance and Jump checks. They use their dexterity modifier for Climb and Jump checks. In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Appearance & Mannerisms

Spoiler:

Djal is a slender, wiry, catfolk with superior reflexes. HE is 5' 6" tall, and his feline features are softer than most Catfolk. But his fine, dark fur and golden feline-slitted eyes leaves no doubt as to his apparent ancestry. His familiar, an Eqyptian ring-tailed cat usually sits perched on his shoulders, constantly scanning the nearby people and looking for all the world as if she is protecting the youth.

He still wears the comfortable clothes that he was raised with in the Temple, Pantaloons and loose shirt, but has added to his ensemble a hooded Desert robe, turban and desert boots. He usually wears the turban and the hood to hide his features. When that isn't enough he uses his Alter Self spell as a disguise to blend in with the locals. He realizes that the races out in the world are diverse, but that Catfolk are not abundant and is unsure how he will be received.

In fact, due to the way he was raised, he is unsure about many things when it comes to relating to others. The priests not only prevented him from forming any attachments, but in preventing him from learning about interpersonal relationships and how people deal with others. His sexual education provided him with an experts level of knowledge on the arts of pleasure, but with an attitude about sex as cavalier as the cat riding on his shoulder. In short, he has mastered a lifetime's worth of knowledge, but has no idea how to relate to people. And while he has only been on his own a short time, he has already learned that his interpersonal skills need work. BADly.

The 18 year old Djal has the typical teenager's healthy disrespect for authority, and the typical stubbornness and superiority fueled by a lifetime of being provided almost anything he wanted. IT is hastily being tempered with the realization that the world is a BIG place, and while he is intelligent, he is inexperienced. And he has NO idea what he is supposed to be doing! He is used to following the rules, and knows they are there for a reason, but he never had a chance to really test those boundaries until now. HE wishes to be 'good', but is unsure whether to follow the laws blindly, or follow his own instincts about right and wrong. (Deciding between LG and NG) He doesn’t realize how much he is relying on his familiar’s advice as he feels his way around these challenges.

His nervousness and fear are also manifesting as anger. Anger at being forced out of his comfortable home and familiar life. And anger that he is being expected to do something about a dead goddess whether he wants to or not. Not once has anyone asked HIM what HE wants to do! HE is seriously considering just going in a random direction until he finds some more of his people and making a life there. Gods and goddesses, living or dead, be D@#$%!

That is also part of the reason of his name. Feeling like he has no control over his life, he has taken to calling himself Kemnebi (‘Black Panther’) since he left the Temple and started out.

He doesn't realize it yet, but he is a living magical conduit. Whether because he IS a recipient of a shard of the life-force of the goddess Bast, or some other reason, he doesn't know. But he is on the verge of achieving the 'Ultimate Magus' PrC next level. I gave him "Light of Lunia' as a Sor spell to represent a possible link to a deific power source. And I plan on giving him the higher versions of that spell as he gains powers.

Background

Spoiler:

Djal Ibenbast, (literally “Part of the Heart of Bast”, or ‘Kemnebi’ “Black Panther” as he now prefers to be called) was born to a lower-middle class Egyptian family that was very devout without being fake or fanatical.

When this first-born son arrived he looked perfectly normal and healthy, except for the feline-iris eyes. To the parent’s knowledge, there was no history of a Catfolk in the family anywhere. He was hastily taken to the temple where the parents were reassured that they had done nothing wrong and this was in fact a Sign from the gods. While the temple did not remove D'jal from his parents, they DID name him, and caused him to be raised AT the temple instead of at home.

Djal was raised by the entire Temple staff. While he grew fond several of his surrogate parents and mentors, the people in charge of raising him were never allowed to stay with him long enough to become overly attached. He took classes with the other children during the day, but again was never allowed to socialize with one group for too long. So Djal has never known a true family or friends.
However, he was alone in the Temple only briefly before receiving the first, and so far only sign that the priests might be right. When the priests went in to take care of the baby the next morning, the infant had company. A tiny, beautiful kitten was curled atop the sleeping infant. When they attempted to get to the baby, the tiny kitten awoke and hissed at them. This ring-tailed cat has aged much slower than most cats, almost as if keeping pace with the youth. And this feline has been the only constant in Djal's life other than the Temple walls themselves.

While he was a (usually) well-behaved boy growing up, he WAS a boy. And the older he got, the more pronounced his Catfolk features became. He possessed a sharp mind, even more so after being honed by the best tutors the Temple could find, and an appetite for learning. (Though not always what he was Supposed to be studying!) But his incessant curiosity often got him into more trouble than it got him out of.

When he hit his teens, his Catfolk features fully manifested, and he grew in a beautiful coat of fur. HE also became curious about other things, and since the Temple served several deities, (Many of whom are share the responsibilities of Fertility, harvest and sex) priestesses were made available to ensure that no aspect of his education was left unexplored. Again, care was made to ensure that his contact with any one person was limited, to avoid emotional attachments.

It was at this time that his Sorcerous mystical abilities also manifested, and with typical youthful abandon swiftly became the terror of the temple with his magically enhanced minor pranks. Though the lead priest was disappointed, having expected the boy to manifest deistic channeling abilities, (ALthough one of the powers was 'Light of Lunia', which channels positive energy) he ordered the lad instructed in the mystic Arts. It was here that Djal’s brilliance shone. The ring-tailed cat assumed the role of Familiar to the boy, and their bond grew even stronger. The priests believed that he is a living mystical conduit, a channel for great magical energy. If he learns to control it, he could end up being more powerful than many archmages.

While the boy basically had to start over and learn how to cast spells as a Wizard, he was VERY good at it. His natural brilliance and curiosity served him well and he devoured the theories of several schools of magic, and then penned a few of his own. His interest was in how magic worked, as opposed to being focused on any one school.

While he was never allowed outside of the Temple, he had a wonderful view of the city from the Temple windows. And he heard from various sources, including eavesdropping, what was going on in the outside world. Including the rumors of return of the snakemen, the army of Elves marching and eradicating everything in it's path, and the return of the last Elvish High Lord and various deities putting a stop to the march and causing everyone to sit down and talk. Finally, Djal was called to see the High Priest of the Temple, and told for the first time his tale and what was expected of him.

He discovered that it was the priest's belief that he carried a shard of the essence of the dead goddess Bast within him. And for the past 18 years they had been attempting to figure out what to do about it. They had many ideas, thoughts and theories, but no definitive answer. Even the highest priests who regularly communed with the gods found the higher powers silent, and their auguries unanswered. The only thing that anyone could figure was that they were not meant to know. The boy was meant to leave the Temple and go out into the world himself to seek the answers to these questions.

Against the High Priest's wishes, (he wished the boy to be kept in the Temple, to keep him safe he claimed), Djal was to be prepared with whatever supplies he might require, and sent out into the world to seek his potentially divine destiny. All auguries, portents, signs, prayers, and rituals gave the same answer, a direction.

Towards where the gathered armies sat near the well of life.

Having rarely been allowed outside the Temple complex before, Djal was frightened. But bravely faced the future with the same outlook of every bird pushed forcibly from his nest.

Scared, frightened, excited and confused, as Djal exited the temple he cast off his old name, and began calling himself ‘Kemnebi’, meaning “Black Panther”.

Now on his own for the first time in his young life, His journey has begun with a single step, and will end only the heavens know where,...

Tactics:

Spoiler:

He primarily uses the Alter Self spell as a disguise to blend in with the natives.

His first action in any battle is always to either get behind cover, or to generate magical protection. Being completely unused to battle other than the occasional friendly sparring, he tries to avoid physical confrontation at all costs. This does not make him a coward. Rather, he takes what others know are foolhardy actions because he doesn’t realize how dangerous it is.

Once battle is joined and he is safely out of the way, he usually starts by summoning creatures to assist. HE provides cover for associates with crossbow and spells. If he ends up IN combat, he tries to go invisible at first opportunity and then summon creatures, as this will not break his invisibility.

IF in battle and he loses Invis, he will keep opponents at bay as long as possible with spells. Then use Alter Self to turn into a more powerful form and fight them off as best he can. (Not being trained, he doesn’t realize that, for a caster, he is physically a pretty tough character as he is!)

Background from Valgrim

Spoiler:

ok; parents married; still alive; your the oldest; you family is lower upper class; you may take the nobility feat for free; but you are from a lower noble family or a rich merchant family if you dont want the problems that come with nobility; in Egypt; nobility is also part of the religios sect and preisthood by the way meaning there are no nobles who are not part of the religious culure.

ok; dad and you got along ok; your his oldest so he expects the most from you and expects some heroics; he gives you a area of land that nets you about 500gp a month he expects you to use this to fund your heroics; this is a variable rate and can flucutate by weather; and the like; is agricultural income and is stored in your accounts back home; you can add 500gp to your character sheet as money available to spend that you recieved before you left. If you dad hears more good stuff about you; this will probably increase; you dad runs the city of Hagra- Obidia; a sacred city of Bast. Population about 200k peoples and 50k; non humans.

Mom loved you; with that roll I have to think of somethign special- ok; she gives you a ring; while you wear it you have +6 con and hit points as appropriate; radiates bright white and rainbow colors under a detect magic; mom says it will save you life; and winks; a few times; never take it off; your aunts and uncles; 4 on dads side; 5 on moms side; admire and think well of you also; from them you get; bangles that give you +3 natural armor; a helm that gives you underwater breathing and +30 swimming hehe catfish :) jokes gonna abound; you get a cloak that gives you +4 to hide if not moving; +2 if using stealth. You also get some gloves that 3 times a day will give you magic fang cast at lvl 9 and Claws of the Beast; cast at lvl 9. These are divine magic btw. Your mentor give you a ring of wizardry I.

ok; Bast is the protector of the graves of heroes; the defilement of Set even into the lands of your allies; the Greeks; is horrendous to her; find the works of Set there and wreck his plans and kill those who defile the sacred resting place of heroes; those are kinda general orders.

Level-up Info

Spoiler:

Lvl 6
>Take first lvl Ultimate Magus (W4/S1/UM1)
>+4HP
>+2 to Will save
>Arcane Spell Power +1 (increase CL of all spells by +1)
>+1 lvl of lower-lvl arcane casting class (+1 lvl of Sor, so Sor2,)
This adds 1 0-lvl to his Sor spells known, and +1 0&1 lvl spell slots
>+6 Skill Points (+1 to Concentration, 4 knowledge, +1 Spellcraft)
>Add 1 Feat
>FAMILIAR-add +2HP, etc

Lvl 7
>Take 2nd lvl in Ultimate Magus
>+6HP
>+1 to BAB
>+1 to Will Save
>+1 level in BOTH casting classes
>Expanded Spell Knowledge (Add 1 level 1 or 0 Wiz spell to Spontaneous casting spells known)Choose-
>Add spells to Wiz spell book and Sor spells known
>Add +3HP to Familiar

Lvl 8
>Take lvl 3 in Ultimate Magus
(adds +1 to BOTH Wiz & Sor, CL, spells known, etc.)
>+1 Stat (to Int, now 19)
>+6HP
>+6 Skill Points (Max 11/5.5)
>+1 to Fort Save
>+1 to Ref Save
>Add 'Augmented Casting' to UM class features
>Add spells to Wiz Spell Book & Sor Spells Known
>add +3HP to familiar

D'Jal's Journal

Spoiler:

Entry the 1st-
I have decided to call myself 'Kemnebi', or 'Black Panther'.
My given name may indeed be a great honor, BUT it wasn't given to me by my parents. It may portend great things, BUT if it does, no one can tell me what they are. I may have a great destiny, BUT if so, no one knows what it is! Thank all the little gods and goddesses for Hathor. I think I would already have lost my grip on sanity,... or at least lost my nerve, if not for her comforting presence on my shoulder.

I have spent these last few days avoiding most of my fellow travelers. I have managed to join the caravan, which seems to be primarily to deliver something, or someone, to the Well of Life. Since that is the best and only clue that my mentors' seem to be able to provide, I decided to travel with them, and managed to ingratiate my way into the group by claiming to be an envoy of the Temple. Which is not actually a lie. A fib maybe, but not a lie.

I have spent MOST of my time avoiding my fellow travelers, but not all. There is something about the leader of this expedition and his compatriots in the chariot that draw ones attention. They are both warriors I believe. And the one seems to be a Holy Warrior, I can almost smell the divine power that he has available to him. It is very similar to the feeling that I had around some of my former teachers. We have had a few pleasant evening talks over the final flames of the campfire. I take great care to keep my features well-wrapped and hidden. When the situation dictates that I must reveal myself I use the shapeshift spell to assume a more human appearance and keep my true features secret. Though I have enjoyed listening to the tales of the warriors, I have NO idea how they will respond if they see my true face. As I have no desire for conflict at this point, I shall continue to exercise prudence for the duration of the journey.

Entry the 2nd
I have revealed myself to my newfound compatriots, or been revealed may be more accurate. My fellow travelers of the past week and their intended companions all seem to accept me fairly easily. But seeing the various makeup of this party, perhaps that is not so unusual a thing after all. My life up until now has been learned, but sheltered. It seems there is much that I still have to learn OUTSIDE of a library as well as in.

I went with most of the group to meet the oracle. She is even more mysterious than our temple records indicated. She spoke much without seeming to say much. But I sense,... no, I feel that there is much to what she said. LIke a pearl hidden in a muddy cave, there is great knowledge hidden in her statements. If only I can make sense of it in time to make use of it.

At the very least, she managed to impress upon me and all the others the importance of the tasks that lie ahead. And I have decided to join this group and lend my skills to the challenges. While she could not, or would not, directly answer my questions about my future, I feel that great things are going to surround this group for better or ill. And I desire to be a part of it. To be IN the history instead of just reading about it.

Entry the 3rd
'Danger, Excitement, A wizard craves not these thing.'
That teacher didn't have a CLUE what he was talking about! I have never felt more frightened in my life as in the first few moments when the undead attacked the Oracle's mount. Or more alive. Most of what happened is just a blur. But I have very clear images of certain moments during that hasty escape from the massive undead assault. It was as if the very earth spat out all her dead at once.

In the midst of all the fear, and excitement, and panic there was something else. When I saw the beings from stories come to life, the Troll Mystics and Annis, Kobold sorcerers and Dark-elf Witches, and saw them bend great energies to their will, another feeling came over me.

Hunger.

I don't know how else to describe it. It is one thing to study and learn magic, and know that you have much more to learn. But when I saw the hags grabbing the mystic energies in their taloned hands and bending them to their will, when I saw the tunnel form in the water and smelt the red dust from the castings, I desired it more than anything I have ever desired before. It was as if the red dust was addictive, or an aphrodisiac, for the hideousness of the hags was as nothing compared to the beauty of the magic they worked as they chanted and danced.

I have always desired to learn magics. But now that I have actually seen it, felt it, tasted it, I crave it. If these creatures can master these mysteries, then so can I.

Entry the ???

June is gonna kill me!

How was I supposed to know what was going to happen! It's not like I specialized in Fae Studies at the Temple! I thought I had prepared myself for almost any possibility, but not THAT!

Alright. Calm. Cool. Focus. Find my center. Just the facts.

I followed Prince Llivenoc and June into a side passage to explore with Caer Dom, and we were apparently transported to the Summer realm of the Fae. Llivenoc and June ended up in a battle of Ruckles against the Lord Knight of Summer for possession of an artifact that we need to fulfill our quest. (I say battle, not 'game', for it was most assuredly a battle, despite the polite trappings of the contest.)

During a lull in the contest I was engaged in conversation by a water fae woman of considerable,... something. Due to conversing with her, I was placed (manipulated I'm certain) into the position of coming face to face with the Summer Knight. I was saved from my indecision of what to do when his escort, a loud-mouthed centaur, insulted me. I fear I let my anger get the better of me, and verbally riposted. I may have insinuated that the Summer Knight needed to maintain better control of his flunkies too, but I'm not certain.

Fortunately, the Fae Lady who placed me into that spot also offered me a way out, not only verbally berating both the Summer Knight and his escort for bad manners, but escorting me safely away so we could talk.

And talk we did. Following the advice of both Llivenoc and June, I engaged the lady in conversation, attempting to never give out more information about myself than I could get from her in return. As June instructed me, I looked the Lady in the eyes and held her gaze as we spoke. It took all of my willpower not to look away. Not because she was unpleasant to look upon or speak with, quite the opposite. But because inside I could feel her power. She was no 'ordinary' fae. (Whatever THAT phrase designates!) And what I saw in her eyes made me want to look away, the way being near a fire is both warming, but inside your mind is screaming 'Not too close! You'll get burned!'

I know not exactly what happened or transpired, whether I merely but the Lady pledged me her help, and offered me a 'companion' in the form of a large beautiful centipede which currently resides around my neck like a necklace. I can feel it touching upon my thoughts. I have not yet had the nerve to speak with it directly. I think this shall need to be my next priority. Along with all of my others, of course.

The lady then instructed me to kiss her, and I must confess that I did so willingly, for her beauty was beyond compare. Then,...

Wow. She tasted like,~

And she felt like,~

It appears that the mere conscious effort of remembering causes certain, powerful, reactions. I am now alone as I write this, to ensure that I do not inadvertently embarrass myself.

It also appears that my vocabulary, which is not inconsiderable, is not entirely up to the task of describing what actually happened. Which is acceptable, as currently I believe that I shall never forget one tiny detail of the experience. Even though when I try to concentrate on it, it becomes one massive undetailed blu~

Again, it seems that attempting to remember the experience causes certain uncontrollable reactions. I shall have to be careful not to dwell on the experience casually.

As powerful as the experience was, is, whatever. It is not that which consumes my thoughts. It is June. I shall never forget the look on her face when I awoke after the adventure in Summer. Unfortunately, I do not know if the look bode ill, or well, for our relationship. But I feel that she not only knows what happened, but that she understands what happened far better than I do!

For all of the power of the memory of the Fae Lady and our ti~

I have got to stop doing that.

Yet It is JUNE whom I see. When I close my eyes in rest, or let my mind wander, it is to her my thoughts turn. Even more so than before. She is both deliciously distracting, and infinitely more mysterious to me than even the Lady Fae. I see her in a new light, and yet I know not what I am seeing that was not there before.

These are thoughts I shall gladly ponder.

The day I died, part 2

As I lay there entombed in the dirt, I felt many emotions.
Not all of them entirely unpleasant.
(I WAS being embraced by JUNE after all.)

I digress,... I noted that despair, while always a possibility in the back of my mind, was never an actual occurrence. For I simply refused to believe that I could not escape. (I fear I shall have to expand my repertoire of spells. I must confess that I had not contemplated having to escape from being buried alive before!)

The answer once again came in the form of June. She whisked us both out of the tiny tomb and into,... I know not where.
I also can not say that I recommend that particular manner of escape. And I shall endeavor to never have to use it again. For while she was (as always), true to her word and I survived, it was most singularly unpleasant. It felt as if every minuscule, minute particle of my being, both physical, mystical and mental, were being torn apart bit by bit. The agony was,~ The unpleasant sensations are beyond my ability to casually describe them here, and so I shall not attempt it.

However unpleasant the sensation, the result were undeniable, and the bonus was,... priceless.
For although I am still attempting to mentally digest what I saw, or at least what little bit I can remember of what I think I saw, or,..~ You get my point.

As I wrote, I am still trying to categorize my mental perceptions of the experience so that I can accurately assess the information and use it. But as a first attempt at processing,~

I stood on the edge of the universe. Not the edge of the galaxy, or the stars, or the planes, but of creation itself I believe. It turns out that creation is a lot simpler than the priest's would have us believe. I saw creation split into two halves. Light, and Dark. With a slim Grey area where the two sides touched. In the center of the side of Light I saw a spot of DARKness. Not a shadow, or a bit of Dark, but a tiny pinprick of unimaginable proportions. IT was ]Wrongness personified. I believe that this is what we must face. I had thought that the serpents and their ilk were the cause of the world's problems.

I was wrong. They are merely the symptoms.

The TRUE disease, the WRONGNESS, is so large that we cannot even fathom it in our prehistoric minds. The best analogy I can think of is, 'We cannot see the forest for the trees'. It is too big and we are too tiny and too close to it.

I can also vaguely remember something that June tried to tell me while we were there. Something about, Astinos. I believe that he is destined for great things. HOwever, I also believe that he will have to face some unpleasant truths in order to become what his destiny asks of him.

Destiny. Listen to me. Next thing you know I'll be burning incense with Nebibit.