- Attack Bonus: +25+20+15
- Damage: 1 d8 +10 with deadly aim +16
- Critical: 19/20x3
- Type: P
- Range: 125 ft
- Notes: Disarm/Sunder/Trip attempt at range cmb = 21
- Weight: 1.5lbs
- Location: Right Hip
( 3 tier 3 flamestrike Arrows 12d6 80ft radius
16 Puncturing arrows (do regular plus 1 point Con damage plus 1d4 bleed damage per round)
5 tier 3 sleep arrows dc 23
10 Backbarb Arrows (normal damage plus 1 point Str damage plus 1d4 tearing damage per round, plus attempted removal of the arrow does 2d6
9 Cold Iron Arrows
8 Silver Arrows
2 Flamestrike Arrows tier 1 3d6 fire 20ft radius
10 hold arrows)
+2 Dexterity, +2 Intelligence, –2 Constitution: Silastrus are nimble, both in body and mind, but their frame is frail.
Medium: Silastrus are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Silastrus have a base speed of 30 feet.
Flight Speed: Silastrus have a flight speed of 50 feet and a maneuverability of average.
Bonus Feat: Silastrus select one extra feat at 1st level.
Low-Light Vision: Silastrus can see twice as far as humans in conditions of dim light. See Additional Rules.
Darkvision: Silastrus can see in the dark up to 60 feet
Elf/Dragon Blood: Silastrus count as both elves and dragons for any effect related to race.
Dragons Immunities: Silastrus are immune to magical sleep effects and paralysis effects.
Languages: Silastrus begin play speaking Common and Draconic. Silastrus with high Intelligence scores can choose from the following: Aklo, Elven, Undercommon, Giant, Orc, Infernal, Abyss.
Fighter Archer Archtype
2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
This ability replaces Bravery.
Trick Shot (Ex):
Disarm; Sunder; Trip
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a -4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer's CMD +4). This ability replaces Armor Training 1, 2, 3, and 4.
Expert Archer (Ex):
At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.
This ability replaces Weapon Training 1.
Safe Shot (Ex):
At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow. This ability replaces weapon training 2.
Aellar Bonus: Combat Reflex; AoO = Dex
Lvl1: Point Blank Shot; +1 on attack/damage if 30ft
Lvl1F: Precise Shot; no penalty for shooting into melee
Lvl2F: Weapon Focus; Longbow. +1 to attack
Lvl3: Weapon Specialization; Longbow +2 to damage
Lvl4 F: Rapid Shot; + 1 attack all at -2
Lvl5: Manyshot; fire two arrows on first attack
Lvl6F: Deadly Aim; -3 attack +6 damage
Lvl7: Cluster Shot; DR counts on total of arrow damage
Lvl8F: Greater Weapon Focus; Longbow attack +1
Lvl9: Snapshot; Threaten 5 feet with bow
Lvl10F: Improved Snapshot Threaten 15 feet with bow
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skil for you.
Reactionary: +2 Initiative
SHOULDERS: Cloak of Resistance +1
RINGS: Ring of Feather Fall (right) / Ring of Acid Resistance (left]
WRIST: Bracers of Falcon's Aim: constant aspect of falcon - physical changes
BELT: Belt of Incredible Dexterity +2
OTHER MAGIC ITEMS: Wand of Gravity bow 5th lvl (43 charges) potion of remove blindness; 3 potions cure light wounds
Adventure's Sash: wand gravity bow
Beltpouch: 3 potions cure light wounds;
Timid, but a good fighter. She is hopeful most of the time, but sometimes she has to convince herself that everything will be alright. She gets shy very easily and has a fondness for the rich scent of old parchment. She has a bit of a compulsion to clean her weapons repeatedly before sleep. She mainly thinks of Maiathreen. She has a kind streak in her and hate seeing others get hurt, but when push comes to shove, she is not afraid to stand her ground.
Pale skin, long curly black hair, ruby eyes with a lavender sheen framed by thick black lashes, pure ebony horns, charcoal wings, voluptuous body, beauty mark on left side of face, full lips, round hips, tattoos all over her body in elegant yet haunting patterns.
Livain could feel the pulse in her tingling fingers grow numb from anguish. Her callow eyes locked onto those of her brothers as he sat bound to the ground in a desolate field. She watched as her trainers lanced open his sides, incised the base of his wings until they were removed and mocked him as he tried to comfort Livain. She watched brutality in its most bestial form. His final words came after enduring the excruciating torture of having his scales plucked off his spine. Only small patches of his skin could be seen after the tar was slathered all over his body. The emanating smell of tar and flesh became a permanent scar to her senses.
S-sister, i-it will be alright, remember- his breathy voice trails off and another gasp of pain surfaces from his quivering lips just before finishing his final words, r-r-rem, r-r-remember to n-never give up hope, even if you have to lie-.
Before he could finish what he was going to say, her own trainer imparted his quick death with the dragging of a knife across his throat. Livain watched as her older brother drew in his last breath, and felt the sever of his life from the mortal plane. Till this day she remembers the sickly-sweet smell of the fresh blood as it began to sour. She remembered the gentle thud of her brothers body as his soul released. Livain lingered at his side as they poured oil and pitch on his still body. Her eyes still locked onto his glassy blank ones. Her ruby eyes reflected his pallid face for the last time.
She remembered the scent of burning flesh, the roar of flames and the taste of ash in her dry throat. When all was said and done, his ash quietly drifted back down to the ground like a silent dirge. It fell all around her like a lifeless snow. She still remembers the sting of the whips as they flogged her after watching him burn. His name was Artair. Before that fateful day, her life was very different. Livain never knew her mother or father. The only resemblance of a parent was Marr her trainer. Livain was trained ruthlessly every day by Marr. At the end of each day, Marr would allow her to visit with her brother in secret. She treasured those moments and hung on to them as if they were her very breath. Marr was a massive and fearless being who pushed her to be the best, but even under his rugged exterior there was still a glimmer of his old self. He developed a paternal bond with her and allowed for her to be with her brother for a few minutes each day. Marr knew how much Artair meant to Livain and knew that it was a good motivation for her training.
Livain reminded Marr of his own daughter from his previous way of life. One day, other instructors became suspicious and found out about Livain and Artairs visits. Finally Marr was accosted and he had to think of something quick. Unfortunately his plan resulted in Artairs death and the survival of Livain. As years pass, Livain became one of the best fighters Marr had to offer.
At the age of 25, she encountered another Aellar like herself. His name was Maiathreen. She learned quickly that Maiathreen was the hope her brother told her to hold onto. Before Maiathreen, her tainted hope was seasoned with desperation and resentment. They grew closer each day. One day, Livain was told by Marr what their superiors were planning to do to Maiathreen. She managed to covertly discuss with Maiathreen what was to happen to him if he stayed any longer. She explained that the same fate that fell upon her brother would visit him like a nightmare. Both gathered courage along with supplies and fled for their lives.
They struggled against the Black Dragon flight as they sought them out like prey. Alas they tried desperately to attain a peaceful life near Tuatha. There they pledged each other as husband and wife. But their attempts for a normal life were in vain and they had to move on from that location. They later encountered a small group of Black Dragonflight troops and destroyed them. They continued to attack anyone from Black Dragonflight. Currently they are pursuing a band of gnolls heading towards Mana mountains.
About The Explored Land::
The Ocean and the Northwestern Shores - Though the dwarves of Van-Monnen lay claim to this area that butts up against the White Dragonhold, in truth it is mostly a wasteland of arctic tundra, broken up in the south by only the hardiest of conifers and grasses. Moss clings to the occasional outcropping of bare rock. This is a most inhospitable land, filled with dangers, lacking in resources, and largely unexplored.
The White Dragonhold - just as its name would imply, this area of The Land is inhabited, patrolled, and governed -- such as it is -- by white dragons. Also largely unexplored. Stretches all the way across the top of the world.
Van-Monnen and Van-Duriss (aka The Forgelands) - Home to the greatest kingdom of dwarves in the Explored Land, the Forgelands have the twin distinctions of being simultaneously one of its most resource-rich regions, and one of its most dangerous regions. Dragons from the white dragonhold regularly make incursions south for fresh meat and treasure, raiding merchant caravans, and the White Cliffs that line the shore are said to hold unspeakable secrets.
[Unclaimed Lands] - In the space between, surrounded by The Forgelands on the west, Iridian to the south, the Frost Kingdom to the east and the White Dragonhold to the north, are many old structures from civilizations past; giant walls, crumbled castles, ruined roads, shrines to gods long forgotten and some to gods still worshipped today. This area has insufficient resources for anyone to attempt to claim it and keep it, and is mentioned in conujunction with enough rumours of undead and fey monsters to keep most of the curious away.
Allemagh - A matriarchal barbarian kingdom composed of smaller fiefdoms, said by dwarves to contain tremendous pockets of unmined natural resources, left untouched due to the sheer inhospitableness of both the land and its people.
Warbane - (Protected by Van-Seletharius, Great Wyrm Silver Dragon) - The city of Warbane is home to the greatest fighters known anywhere. Living, as they do, in range of the dangerous Forgelands and the perilous White Cliffs therein, the Warbanians have developed an economy that relies heavily on mercenary trade, in that soldiers from Warbane, in the employ of various kings, cities, merchants, etc. will regularly send money back to their homeland to assist in its upkeep and the training of children in the ways of war. Most warbanians are very large and muscular; near the maximum size for a human, often towering over half-orcs.
Stormfare - (Protected by Van-Galazzan, Great Wyrm Brass Dragon) - As mighty as Warbane is, so Stormfare is intellectual. Built on steep hills and constantly under rain or threat of rain, the denizens of Stormfare are used to being indoors a great deal, and developed the greatest University in The Land essentially just to have something to do. Generally a cozy, avuncular, and pleasant place to be. Not surprisingly, the baristas of Stormfare are said to brew the best Coffee and Klah anywhere in the land, a fact the halflings of H'arun, in the Desert of Lop, dispute.
The Frost Kingdom - Another of the less pleasant places in The Land, this area is peopled by Giants, Golems, and dire beasts of all sorts. Interestingly, certain of the tribes of giants and ogres greatly value textiles and gems from the south, giving those merchants brave enough, or rich enough to hire powerful guards able to make mountains of money by trading silk and southern gems for rare and exotic jewels and furs from the north.
The Great Trackless Woods - Very little is known of this giant, ancient forest. There are a few rugged outposts of miners and frontiersmen scattered here and there, mostly in the south, but the primeval forces that are the true denizens of the woods keep any real civilization at bay.
The Western Coast - Generally a sunny, arid, peaceful place, the coastline is home to excellent farm country, great healing magic, and many quiet towns.
Iridian - A cursed land, often referred to as a "cancer" or "blight" on The Land. The last king of Iridian went insane and was killed in an uprising by his own army. Since then, Iridian has remained leaderless and empty. Iridian began its life as "Shelyn's Jewel," according to some sagas and histories, but little remains in the way of actual, physical evidence to lend any credence to this tale.
Plains of Bennalad - The greatest farmland in The Land, its breadbasket. Peopled entirely by farmers or similar, and protected mostly by monks.
Protectorate of The Lake - Home to Izmir, the city of light and knowledge, beloved of and consecrated to The Inheritor, Iomedae, and home to a mighty force of her Paladins. Izmir has a great library and university, centers of medicine, and is an orderly, clean, lawful place. Just less than a day's journey north is Varna, which is as debauched and rowdy as Izmir is calm and orderly. Varna is home to many people, mostly halflings and dwarves, and is the last known residence of the great brewmaster Erasj (pronounced like "mirage" without the "m"), who is half-mad, but is the last man alive who knows the secrets of brewing Ki Ale, which enhances the powers of monks and other Ki-using physical prodigies.
The Despair of Vestrille - Swampy land north of Rass-La, said to be on top of a great nexus of ley lines, which would certainly explain the immense power radiating from the swamps and trees and the very earth itself. Home to all sorts of undead. It is said just walking in the swamps of the Despair will cause one to enter a terrible melancholy, with some adventurers supposedly becoming so depressed they simply walk into the marshes and vanish.
The Old Woods of Grozcne - Said by some to be an outcropping of the Great Trackless Woods, but by others to be the last of the original forests of the world, and actually older than the Great Trackless Woods, the Old Woods are filled with wild fey, strangely animated plants, and many powerful woodland creatures.
Hallas - A lush and green woodland/farmland. Little industry or trade, mostly subsistence farmers. Generally peopled by gruff, hardy folk. Not heavily populated.
Rass-La - Once the southern half of a grand woodlands kingdom, the desert of Rass-La is now a sun-baked wasteland. It was created some 2,500 years ago in what has come to be called The Sundering; when the goddess Sarenrae, at the behest of an Enhathladi battle-queen named Luaera, took her flaming scimitar and carved a scar into the world for reasons no one knows.
Enhathlad - Enhathlad is a wind-blasted prairie/steppes region, sparsely populated by taciturn, nomadic, and curiously nonmagical elves. These elves are both revered and reviled for making the most brutally effective weapons in The Land, including things like armor-piercing and explosive arrows, and blades of black steel that are bound to a swordmaster's life force and lend the weapon strange powers.
Goreme - Home to farmers and monks, and an area in which some of the finest horses and other domesticated animals are bred.
Desert of Lop - A dangerous and large desert whose name in the local tongue means "You go in, but you do not come out again." The city of H'arun is the pride of Lop, a waystation for merchants taking the trade route from Katapesh north to the Frost Kingdom, or returning from same.
Tuatha - Lush and glorious woodlands, peopled by strongly magical elves, an ancient and proud kingdom.
Katapesh - This area is comprised of desert and jungle, and is home to a healthy trade center; the capital city that shares its name. Everything from legitimate goods to slaves to illicit substances pass through the ports and trade routes of this land.
The Old Land - Filled with strange plants and creatures from out of time and dotted with ruins of ancient cultures long-dead, The Old Land is a constant destination for adventurers and explorers. Its most curious feature, from which it takes its nickname, is the large quantity of criss-crossing roads, all in terrible disrepair and most ending abruptly, for no apparent reason, in the middle of a field, or at a lake, or a mountain.
The Empire of Mists Despite a healthy and active trade relationship with the rest of The Land, little is known about the Empire of Mists.
Tiria - By far the most successful, wealthy, and populated area of The Land, Tiria is home to the walled city of Lesotho, beloved of Abadar and home to his greatest Paladins, which is also a Draconic Protectorate looked over by the great and ancient silver dragon Na-Selene, famed for her tactical mind as well as her thirst for knowledge. Like Stormfare and Izmir, Lesotho also houses a great university.
Tiria is also home to the oldest, largest city and port in the land; Mamban. Divided into five distinct districts, or "delves," Mamban is the funnel through which most trade is poured, and home to countless mysteries and magics, not least of which are the Center City, the Shadowborn, the Lost Fountain, and Old Ness' Bar on the wharf.
Open war is upon the land. Armies of magically enhanced orcs, gnolls, hobgoblins, bugbears, and trolls along with certain evil elements from ALL races fighting under the banner of "The Black Dragonflight," and -- it is said -- bolstered and commanded by a (possibly-astral) elven sorceress from the grim and blasted steppes of Enhathlad, are moving freely down from the Frost Kingdom and out of the Great Trackless Woods. They are killing all who stand in their way, and appear to be attempting to take over certain portions of The Land, if not all of it.
Opposing them are all good folk, but the resistance is largely disorganized except for forces of paladine of the god Abadar from Lesotho in the south, and of the goddess Iomedae coming from Izmir in the west. Soldiers from Warbane, in its atoll in the far northwest, also lend their might to the cause, as do cavaliers of the Order of the Shield in Jaww Sallaq (pronounced jaw-WOO sul-LOCK), between the deserts of Lop and Rass-La. Aside from the cavaliers in the desert, most of the warriors are fighting in the battleplain south of the Frost Kingdom, that is the frontline of this war, though other Black Dragon forces are laying waste to portions of Hallas, and Goreme, and the elven woods of Tuatha. It has also been reported that certain large cities in the south are under seige, and that the Black Dragonflight has many encampments and bases in various mountain ranges, where the fearless information brokers and spies of House del Covas have reported undead monks are brewing ki-enhancing ales called Brute Ale and that child sacrifice and siphoned ley line energy are involved in the making of this concoction, all of which is overseen by Ale Demons from the Infernal Plane.
Horribly, word is now spreading that a new force, the "Red Dragonflight," consisting of armies of men and half-breeds from the cursed land of Iridian, where no one can rule, and where none may travel safely, is gathering strength and preparing to strike, waiting until both sides of the current conflict are weak from fighting. They fly a grim banner; a gilt-edged white field, bearing only two slashes of red paint in the form of stylized, slavering draconic jaws.
Elves in The Explored Land:
There are four main elven civilizations in the Known World – the Lumerili, Faradwenni, Tuathan, and Enhathladi.
General information: Form: Humanoid
Appearance: Elves have a grace and appearance of beauty that is as real as legends claim. They are taller than mortals, sleeker of limb and fair of skin, often with finely chiseled features. All have long pointed ears and similarities across gender.
Culture: Varies by civilization. The core description of the race from the PHB is the same for all unless indicated by GM. In addition, certain descriptions from the Elves of Golarion fit the elves of this known world, including the approach to other races due to their long-lives.
Religion: Elves recognize the gods in general, paying homage to them in their differing capacities, with a few being more popularly taken as patron gods than others (Desna, Calistria, Nethys, Shaelyn, Findeladlara, Ketephys, Yuelral) with occasional forays into elementally-based gods such as Gozreh and Erastil.
Special: All elves are touched by nature and magic, whether arcane or divine/natural. This does not necessarily give them specific extra powers, but the bloodlines of elves have retained a connection to these innate forces of power, and elves feel comfortable around these powers. Necromancy is generally deemed unacceptable and evil, an abomination against nature.
Rumors of the Elven Cultures
Enhathlad – An Eastern culture of Elves that focused on the physical in a civilized and war-like fashion, focusing talents on weaponry, battle, leadership, and employing such magics to aid them in these goals. The honing of nature to its finest form. Enhathladi are very quiet, withdrawn types that are socially-impaired and display disquieting behaviors that border on eternal melancholy. Their lands are in the great trackless woods, and are rarely found unless they wish to be.
GM NOTE:It is commonly known amongst adventurers that Enhathladi weapons are great and cunning masterworks of the weapons-makers art. Their arrows (explosive, smoke-expending, backbarb, armor-piercing, etc.) are particularly valued and particularly expensive as are Assasin Life-Blades.
Relatedly, the Enhathladi have a dubious reputation as arms dealers more than willing to sell weapons to whomever is paying, since they live forever and tend to see little difference, philosophically, between one group of murderous mortals and another.
Faradwen – A culture of elves that retains a strong connection with the Land, such that their civilization can sometimes appear primitive or even feral. Very focused on the elements and nature, the Faradwen are said to embrace all types of natural environment easily, their skin darker and their ways very adaptable to any climate. The two known largest “cities” of Faradwen are on an island in the south and somewhere in the western northland forest, but it is said that they are everywhere. It’s rumored that sea-elves are really just Faradweni elves blessed by their patron elemental. The Faradweni have an intricate druidic-clerical ruling system. Stories have been told of ancient Faradweni with patron spirits that rival gods. With regard to arcane magics, the focus is elemental in nature, and sorcery is preferred to wizardry, but as long as the focus is elemental, there is no hindrance from a path. The Faradweni are also very physically strong, moreso than Lumeril or Tuatha, making great rangers, barbarians, warriors, and archers. It is said that all Faradweni are connected through the natural world, no matter where they may travel.
Lumeril – A very open culture of elves that have embraced the ways of mortal cultures, while also focusing on arcane pursuits. Building great shining cities made of stone towers, their culture is dedicated to arcane magic, with great colleges, wizards of great renown, a flourishing trade, and an acceptance of half elves unlike their Tuathan brethren. Stories of Lumeril reaching magical heights have long been told, and it is even rumored that magic binds their culture together in some mysterious way. Their cities are great centers of knowledge and while ruled by elves, welcome the inclusion of other races and other cultures. The Lumeril place few restrictions on profession/class, although many have rudimentary training in arcane lore regardless of their ultimate focus.
Tuatha - A very closed culture of elves in the western lands, south of Goreme. Tuathan elves embrace a variety of ways and represent a very balanced approach to magic and nature. Their forests are said to be of primeval beauty, preserved and shaped through magic throughout the millenia. It is rumored that the Tuatha have protected these lands since the beginning of time and are actually mysteriously bound to them. Some never leave the forests, except through an ancient rite of seeking their destiny called The Coming of Age - when the youth leave the forest to learn of the outer world. They maintain a strong culture of tradition and art that is highly prized, with a monarchy bloodline and a council of elders. Their lands are protected with a powerful mixture of arcane and divine power that prevent any who attempt to enter without escort or permission from finding their way through (those who have tried find their path always leading back to where they entered, as if the woods themselves twisted the paths.) Tuathans maintain contact with other cultures and races for trade and political reasons, usually meeting in the grand city of Haelith outside the protections of the forests. Haelith is populated mainly by humans, elves, and half-elves of Tuathan descent. Half-elves of Tuathan descent are rumored to be treated like diseased folk, with pity and some aversion, and are not welcomed to reside within the Tuathan forests. Tuathan elves tend to be an interesting balance between seeking of individual calling and tied to traditional ways, and those one may meet outside of the Tuathan forests can be of any profession or class, although it is said that they do not train thieves, barbarians or sorcerers. Tuathans seem to be inordinately drawn to their homelands, and their poetry often holds a poignant sense of longing.
(Sar or Sar-Selene)
Wyverling(Black/Silver scales) Sorceress(Fey bloodline) 8
NG Tiny Dragon (Wyverling)
Wyverlings are wise due to their shared racial memory and long lives. They are also quick, nimble, sleek, graceful, and shimmeringly beautiful, but physically weak, willful, and uninterested in academic knowledge.
Darkvision 60ft., Perception +2
STR 10 -2(size) = 8 (-1)
DEX 17 +2(size) = 19 (+4)
INT 12 -2(racial) = 10
WIS 13 +2(racial) = 15 (+2)
CHA 14 +2(racial) +2(4th and 8th levels) = 18 (+4)
20ft. OR Fly (60ft., Good)
Bite +5 (1d3-1), 2 claws +5 (1d4-1)
Special Attacks: Breath Weapons - once every four rounds, as a standard action, can use either Acid 15ft. Cone or Cold 20ft. line, each does 1d4 per level, DC18 for both
CMB: 4(BAB) -1(STR) -2(size) = +1
AC: 10 + 4(DEX) + 4(natural) +2(size) +1(Dodge) = 21
CMD: 10 +4(BAB) -1(STR) +4(DEX) -2(size) = 15
Wyverlings are always resistant to their own energy. In Sar-Selene's case, it would be ER 5 (cold) and ER 5 (acid)
Ray of Frost
Bonus Bloodline Spells: