CN Large Aberration CR
AC 43, Touch 22, Flat Footed 35 (+11 armor, +10 Dex, -1 size, +5 deflection, +10 natural, +3 dodge/traps) Flank by Rogue >24
HP 304 (8d8+80; 10d6+100;); Regeneration 2
CMD 42 Flat-foot 31
DR 10/cold iron; DR 10/- dim light
Immune Mind-influencing, polymorph, spells changing shape; harmful vapors and gases (Necklace of Adaption)
Resist: Spell 20, Acid, Cold Electricity, Fire, Sonic 30
Fort +21, Ref +22, Will +33 (Base 5/5/14, +10/11/13, +5 resistance, +1 luck; +3 Reflex/traps, +2 luck/dim light; 2nd roll vs enchantments 1 rd later)
Sorcerer CL 20
Cleric CL 16
Shadow Dancer CL 11
Weapon Proficiency all simple weapons, all melee weapons (medium or smaller), crossbows, rapier, sap, shortbow, short sword
Total, Ranks, Attribute, Class, Other
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +7, Ref +7, Will +15
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
Speed fly 40 ft. (good)
Melee incorporeal touch +13 (1d6 Strength damage)
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +11; CMB +13; CMD 26
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Languages Common (unofficial errata)
Strength Damage (Su)
A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Q’q has acquired +5 inherent bonus to all stats
Handy Haversack 4500g 5 lb [spoiler=Crafting]
Subtotal 4525g 6.5 lbs
+1 Ethereal Greater Shadow Padded Darkleaf of Heavy Fortification 121,770 g 15 lbs:
Base 3020 + 36000 + 33750 + 49000 =
Slot armor; Price 3,020 gp; Weight 15 lbs. X4 cost, X2 weight, large size unusual
Little more than heavy, quilted cloth, this armor provides only the most basic protection.
It has a maximum Dexterity bonus of +10, an armor check penalty of 0, and an arcane spell failure chance of 0%.
Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).
Robes of Darkened Armor:
Armor Bonus (Enhancement) +10, 100,000g; armor bonus (sacred) +5, 62,500g
Belt:[spoiler=Belt of Perfection +6 144,000]
Aura strong transmutation; CL 16th
Slot belt; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.
This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength,Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6).
Circlet of Persuasion 4050g:
Base $4500 x.9= $4050
Aura faint transmutation; CL 5th
Slot head; Price 4,500 gp; Weight —
This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.
Craft Wondrous Item, eagle's splendor; Cost 2,250 gp
Headband of Mental Superiority 129,600g:
(Bluff, Diplomacy, UMD) Base $144,000 x.9 = 129,600
Aura strong transmutation; CL 16th
Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.
This ornate headband is decorated with numerous small white gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)
Amulet of Mighty Fists +5, Natural Armor +5, and Adaption 213,500g:
Base: 125,000 + 75,000 + 13,500 = 213,500
Amulet of Mighty Fists: Base 125,000
Amulet of Natural Armor: Base 50,000 x1.5= 75,000g
Necklace of Adaption: Base $9000 x1.5= $13,500
Sustaining Ring of Protection +5 and Greater Resistance to Acid Electricity, and Fire 185,750g:
Base: $50,000 + $3750 + 132,000= $185750
Ring of Protection Base $50,000
Ring of Sustenance Base: $2500 x1.5= $3750
Continuous Mind Shielding Ring of Freedom of Movement & Greater Resistance to Cold and Sonic 220,550g:
Base: $40,000 + $37,500 +88,000 +56,000 =$220,550
Ring of Freedom of Movement Base: $40,000
Ring of Mindshield Base: $8000 x1.5= $12,000
Ring of Energy Resistance
Cloak of Resistance +5 25,00g:
Aura faint abjuration; CL 5th
Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, andWill).
Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)
Aura faint evocation; CL 5th
Slot —; Price 20,000 gp; Weight —
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
Craft Wondrous Item, divine favor; Cost 10,000 gp
Wayfinder w/ Orange Prism Ioun Stone 27,450g ~ lb
Base: 500g + 30,000
Source Pathfinder Campaign Setting, Seekers of Secrets
Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checksto avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
Craft Wondrous Item, light; Cost 250 gp
Aura strong varied; CL 12th
Portable Hole 20,000g ~ lb
Aura strong conjuration; CL 12th
Slot —; Price 20,000 gp; Weight —
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within abag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
Editor's Note: Portable hole uses the terms "nondimensional" and "extradimensional" interchangeably which suggests they are just different terms for the same concept.
Craft Wondrous Item, plane shift; Cost 10,000 gp
Greater Prayer Beads 95,800 ~ lbs
Aura faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons)
Slot —; Price 9,600 gp (lesser), 45,800 gp (standard), 95,800 gp (greater); Weight 1/2 lb.
This item appears to be nothing more than a string of prayerbeads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activatethe strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list.
Special Bead Type
Special Bead Ability
Bead of blessing
Wearer can cast bless.
Bead of healing
Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma
Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting
Wearer can cast chaos hammer, holy smite,order's wrath, or unholy blight (Will DC 17 partial).
Bead of summons
Summons a powerful creature of appropriatealignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.)
Bead of wind walking
Wearer can cast wind walk.
A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.
Bottle of Air 7250g ~ lbs
Aura moderate transmutation; CL 7th
Slot —; Price 7,250 gp; Weight 2 lbs.
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
Craft Wondrous Item, water breathing; Cost 3,625 gp
Eversmoking Bottle 5400g ~ lbs
Aura faint transmutation; CL 3rd
Slot —; Price 5,400 gp; Weight 1 lb.
This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.
The bottle must be resealed by a command word, after which the smoke dissipates normally. a moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Craft Wondrous Item, pyrotechnics; Cost 2,700 gp
Great renown, fairness and generosity, special power, base of operations
Score = HD 20 + Cha +10 + mod +6 = 36
Cohort Lvl 17
1st lvl: 135
2nd lvl: 13
3rd lvl: 7
4th lvl: 4
5th lvl: 2
6th lvl: 2
Majority of followers are scattered throughout the underdark, and the capitals of the major countries.
Combined Spells (Su)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, acleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.
Spell Synthesis (Su)
At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic theurge may use this ability once per day.
HOPF Gestalt Rogue 10
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap Sense (Ex)
Uncanny Dodge (Ex)
Improved Uncanny Dodge (Ex)
HOPF Prestigious Shadowdancer 10
Hide in Plain Sight (Su)
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Uncanny Dodge (Ex)
At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.
Talent 3 Combat Trick (Weapon Focus: )
Talent, Advanced 6 Feat: Night Stalker
Talent 9: Ninja Trick (Pressure Points)
Shadow Illusion (Sp)
When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.
Summon Shadow (Su)
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Shadow Call (Sp)
At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.
Shadow Jump (Su)
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex)
Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name.
Improved Uncanny Dodge (Ex)
At 5th level and higher, shadowdancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the shadowdancer by flanking him, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Slippery Mind (Ex)
At 7th level, a shadowdancer becomes resilient to enchantment spells. This functions as the rogue's advanced talent of the same name.
Shadow Power (Sp)
At 8th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as shadow evocation, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 8th level, and one additional time per day upon reaching 10th level. The DC for this ability is Charisma-based.
Improved Evasion (Ex)
This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.
Shadow Master (Su)
At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.
Caster level 5 (15th level casting), Chaotic Aura
Channel Energy: 3d6; 30’ burst; DC 17; 8/day; As cleric 5th level
Domain: Luck (Curse)
Caster Level 9 (19th level casting)
Arcane (Sage) Bloodline
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
SHARN Racial Abilities:
Independent Action (Ex): A sharn’s three separate consciousnesses allow it to take two standard actions and a move action, or a full-round action and an extra standard action, each round. It can thus cast two spells in a round, though the two spells must come from the lists of different classes.
Spellcasting Levels (Su): The typical sharn casts spells as a 7th-level sorcerer and as a 5th-level cleric. Thanks to the partial action a sharn gets from its independent action ability, it can cast two spells in the same round, but the peculiar structure of a sharn’s mental processes requires the two spells to come from the lists of different classes. Hence, the average sharn that wishes to use all its actions casting spells can only cast one cleric spell and one sorcerer spell per round, not two of one class. (A spell available to both clerics and sorcerers counts as belonging to either class.) Each additional Hit Die gained by a sharn increases either its sorcerer spellcasting level or its cleric spellcasting level by one. For example, an average sharn with 8 HD has the spellcasting ability of a 9th-level sorcerer and a 7th-level cleric.
Hex Portals (Su): A sharn can maintain up to three miniature portals—ethereal windows—
Evasion (Ex): Sharns have the evasion ability of a 1st-level monk, taking no damage on a successful Reflex save against an attack that normally deals half damage on a successful
Immunities (Ex): Sharns are immune to mind-influencing effects, polymorph effects, and spells that would change their shape.
Fixed Shape (Ex): Sharns cannot polymorph themselves, shapechange themselves, or be changed in shape by others.
Archetypal Shape (Ex): No other creatures can polymorph or shapechange themselves (or anyone else) into a sharn’s shape, or anything approximating it. Regeneration: Lawful
Multiweapon Mastery (Ex): The creature never takes penalties on its attack rolls when fighting with multiple weapons.
Body Slots: Sharn do not have legs or feet. the nature of Sharn eyes precludes them from wearing optics. Items for body, back, and shoulder slots are considered unusual size. Sharn may wear and benefit from a ring on one hand from each arm. A Sharn may wear multiple headgear or necklaces, but may benefit from only one of each. As a free action a Sharn may change which headgear or necklace it is using.
How do you describe a history of thousands of years? Slowly. In my case, I will touch briefly on those points in time that are most likely to be in a history book someplace. The rest obviously isn’t as interesting or it would have been recorded. Right?
Time tells on all beings. And Q’q was no exception. So many centuries had passed that effort was necessary to recall any details of the three wizards that existed in its old life. Q’q was pretty sure that two of them were male, and so he thought of himself as male. Most of the time. He thought one of them had been an elf that was old even at the time of his rebirth. Not that it mattered now. Even the elves he may have known then had long since passed beyond. No, he isn’t Three Watchers. He knows it though. All Sharn know Three Watchers, the original progenitor of our race. It was enough to remember the last couple of centuries, and to maintain focus on his goals, his destiny, and the destiny of Toril and Abeir, without trying to remember every day of my existence. There are many libraries throughout Toril if you wish to learn more about the Elven Crown Wars. I will not go into that ancient history here.
Q’q knew he was one of the first Sharn to come into being, one memory that wouldn’t quite fade into lost history itself. He remembers well fighting the Phaerimm. A battle that lasted nearly 700 years. One of the key designers of the Sharn Wall, he had tried to tell them the wall was not permanent, that it had flaws, that it could be breached. His voice, was but one tiny resonance in the Sharn collective, and it was unheeded. It wasn’t enough to save the Netherese, but we did invite many of their casters to our ranks, some not as voluntarily as others, but we needed it to fight off the phaerimm for all of Toril.
Yes, I was at the fall of Uvaeren, and Ammarindar, and Earlann. We swell our ranks on the collapse of any civilization. For there are always some willing to give up something to live on. And it seems that those that cast spells more than others are likely to take our offer and wear the mantle of Sharn.
My companions and I were there tracking escaped phaerimm and though we could have easily taken them, I slowed our hand, for I saw that they provided a distraction to Gaulguth. Just enough distraction for Cormanthyr and her allies to win the day. And it was here that I chose to establish a holding and keep watch on surface events.
And in 1371 DR, the Sharn Wall was breached. We found this an opportune time to support the return of the Shadovar, and with their assistance, some of the Eladrin were saved, not without great cost to their city of Evereska. This task nearly failed, that idiot of an elf Nihmedu wouldn’t take any hints and I was near to direct contact before one of my agents was able to steer him to finding and using the Karsestone.
It has been several years since I was joined to the collective. But my current task has taken me several centuries and I expect that I will be involved for years to come before I may meld with my brethren.
And here we are in 1372 DR, as the surface races recon time. I feel an imbalance in the Weave and action must be taken!
View of Other Players:
Aovar the Uncarnate: Q’q has heard of this psion, but has never had need to deal directly with him. A couple of low ranked personnel provide reports on Naarkolyth, though these reports tend to be more gossip and open news.
Rosa Luminass: As a denizen of the lower planes, Q’q would not have had much dealings with such a one. Unless her actions spilled over onto the material plane.
Sparel Radtymah: It wasn’t until years later that I learned how our stories were woven together, unknown by each other.
Warlord Geth’s 3rd wife:
This vision was strong, and with some relief, less chaotic than I was used to finding. I had some few years to find a candidate. And years it took before my agents presented me with a young child, a human girl. Her aura was strong and the gods approved. With training she developed into a fine young woman, a budding druid as well. She didn’t fully understand, but her devotion and faith were enough. A week after she came of age, she joined Warlord Geth’s harem. And four years after that she was raised to the position of his third wife.
It was an unpleasant but necessary task to remove the second wife. How easily these humans could believe a few soft spoken words “your wife is sleeping with the cook.” And Eladria was now queen to a kingdom. A year later and she was with child.
It is here that the actions of the gods manifest themselves as the Warlord and many of his personal guard are dispatched by magic. His bloody reign ended and his bride emplaced on his throne.