Activation Cube

Q'q's page

33 posts. Alias of fnord72.


About Q'q

Q’q

CN Large Aberration CR
Sharn 8 / Mystic Theurge 10 / Sorcerer 2
Initiative: +11 (Dex); Perception +; Darkvision 90’; Arcane Sight
Languages (16): Common, Sharn, Undercommon

Combat Statistics:

DEFENSE
AC 43[46], Touch 22[25], Flat Footed 35[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
Vulnerable
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)

OFFENSE
Speed 10'; fly 40’ (perfect); Shadow Jump 320’; Ethereal 1/day
Attacks:
Full Attack: 3 claws +25 melee (or 3 Medium-size or smaller melee weapons +25 melee), 6 claws +20 melee (or 3 Medium-size or smaller melee weapons +20 melee), 3 bites +20 melee Damage: Claw 1d6+14 (or weapon +9), claw 1d6+9 (or weapon +4), bite 2d6+9
Ranged
Arcane Bolt: +22 standard action force ray, ranged touch 30’, 1d4+9 CL 9; 14/day
CMB 21
Face/Reach: 10 ft./10 ft.
Base Attack +11/+6/+1
Sneak Attack: +5d6
Critical Hit: blinded 1d6 rounds
Special Attacks: Spellcasting levels, hex portals, multiweapon mastery
Special Qualities: Damage reduction 10/cold iron, evasion, hide in plain sight, immunities, Independent action
fixed shape, archetypal shape, regeneration 2, SR 20

SPELLS
Permanent
Arcane Sight
Comprehend Languages
Detect Magic
Read Magic
See Invisibility
Tongues

Sorcerer CL 20
Spells per Day: */10/10/9/9/9/9/8/8/6 *(+2/level pattern spells)
Spells Known: 9/5+1/5+1/4+1/4+1/4/3/3/3/2 (+1 <5)
9th: (DC 33) Dominate Monster*, Mage’s Disjunction, Time Stop, Wish*
8th: (DC 32) Create Demiplane, Mass Charm Monster, Maze, Moment of Prescience*, Polymorph Any Object
7th: (DC 31) Finger of Death, Greater Teleport, Plane Shift, Prismatic Spray*, Reverse Gravity*
6th: (DC 30) Disintegrate, Mass Suggestion, Flesh to Stone*, True Seeing*, Veil
5th: (DC 29) Baleful Polymorph, Dominate Person, Hungry Pit, Telekinesis*, Teleport, Wall of Force*
4th: (DC 28) Black Tentacles, Charm Monster, Communal Protection from Energy*, Curse of Magic Negation, Dimension Door, Greater Invisibility, Terrible Remorse*
3rd: (DC 27) Blink*, Displacement, Dispel Magic, Fireball, Halt Undead*, Haste, Major Image
2nd: (DC 26) Arcane Lock, Darkness, Elemental Touch*, Invisibility, Misdirection, Obscure Object, Resist Energy*, See Invisible
1st: (DC 25) Chill Touch, Ear-Piercing Scream, Identify, Magic Aura, Magic Missile, Shield, Silent Image, True Strike*
0th: (DC 24) Acid Splash, Arcane Mark, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation

Cleric CL 16
Spells per Day: 4/8+1/7+1/7+1/7+1/7+1/5+1/4+1/3+1/0
9th: (DC 32)
8th: (DC 31) Create Demiplane, Earthquake, Mind Blank, Stormbolt
7th: (DC 30) Deflection, Destruction, Greater Scrying, Repulsion, Resurrection
6th: (DC 29) Antimagic Field, Banishment, Geas/Quest, Greater Dispel Magic, Heroes’ Feast, Word of Recall
5th: (DC 28) Break Enchantment, Disrupting Weapon, Flame Strike, Greater Forbid Action, Major Curse, True Seeing x2, Wall of Stone
4th: (DC 27) Aura of Doom, Dimensional Anchor, Discern Lies, Freedom of Movement, Restoration x2, Sending, Terrible Remorse
3rd: (DC 26) Blindness/Deafness, Deeper Darkness, Meld Into Stone, Nondetection, Obscure Object, Remove Curse, Remove Disease, Stone Shape
2nd: (DC 25) Darkness x2, Detect Thoughts, Enthrall, Silence x2, Sound Burst x2
1st: (DC 24) Murderous Command x2, Obscuring Mist, Protection From Evil x2, Sanctuary, Shield, Summon Monster I x2
0th: (DC 23) Create Water, Detect Poison, Detect Magic, Read Magic

Shadow Dancer CL 11
Silent Image (shadow) CL 10, DC 21; 5/day
Greater Shadow Conjuration CL 10, DC 27; 4/day
Shadow Evocation CL 10, DC 25; 2/day

ABILITIES
STR 28, DEX 32, CON 31, INT 38, WIS 36, CHA 31

FEATS
1) Alertness
3) Blind-Fighting
5) Combat Reflexes
7) Craft Wondrous Item
7 Bloodline) Scribe Scroll
9) Craft Magic Arms and Armor
11) Leadership
13) Selective Channel
15) Still Spell
17) Heighten Spell
19) Quicken Spell
HOPF 1) Gestalt Rogue:10
HOPF 2) Spell Shifting
HOPF 3) Prestigious Shadowdancer:10

TRAITS
Armor Expert (Combat) Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Nimble Fingers, Keen Mind (Religion) Benefit: You gain a +1 trait bonus on Disable Device checks, andDisable Device becomes a class skill for you.

Weapon Proficiency all simple weapons, all melee weapons (medium or smaller), crossbows, rapier, sap, shortbow, short sword
Armor Proficiency light, medium armor, shields (except tower shields)

SKILLS
Favored Class Cleric: HP: Skills:
Skills (4*8 race +2*10 class +11*20 Int): 272
* = class skill
+1 Luck bonus all skills

Total, Ranks, Attribute, Class, Other
Acrobatics (Dex)* +20, 6+11+3+0 ACP
Appraise (Int)* +20, 3+14+3+0
Bluff (Cha)* +36, 20+10+3+3 Circlet
Climb (Str)* +13, 1+9+3+0 ACP
Craft (Alchemy)*(Int) +37, 20+14+3+0
Diplomacy (Cha)* +36, 20+10+3+3 Circlet
Disable Device (Dex)*t +35/40, 20+11+3+1/6 ACP +1 trait/class +5/traps
Disguise (Cha)* +20, 4+10+3+3 Circlet
Escape Artist (Dex)* +20, 6+11+3+0 ACP
Fly (Dex)* +25, 5+11+3+6 natural fly speed perfect, large
Handle Animal (Cha) t +14, 1+10+0+3 Circlet
Heal (Wis)* +20, 4+13+3+0
Intimidate (Cha)* +30, 14+10+3+3 Circlet
Knowledge (arcana)*t +30, 13+14+3+0
Knowledge (dung)*t +30, 13+14+3+0
Knowledge (eng)*t +30, 13+14+3+0
Knowledge (geog)*t +30, 13+14+3+0
Knowledge (hist)*t +30, 13+14+3+0
Knowledge (local)*t +30, 13+14+3+0
Knowledge (nature)*t +30, 13+14+3+0
Knowledge (nobility)*t +30, 13+14+3+0
Knowledge (planes)*t +30, 13+14+3+0
Knowledge (religion)*t +30, 13+14+3+0
Linguistics (Int)*t +22, 5+14+3+0
Perception (Wis)* +40/45, 20+13+3+4 feat, +5/traps
Perform (Oratory) (Cha) +13, 0+10+0+3 Circlet
Prof (Wis)*t(Barristor +17, 1+13+3+0
Ride (Dex) +11, 0+11+0+0 ACP
Sense Motive*(Wis) +30, 10+13+3+4 feat
Sleight of Hand (Dex)t +11, 0+11+0+0 ACP
Spellcraft (Int)*t +37, 20+14+3+0
Stealth (Dex)* +44/50, 20+11+3+11/17 ACP, +15 armor, -4 size, +6 shadow/natural dark
Survival (Wis)* +17, 1+13+3+0
Swim (Str)* +13, 1+9+3+0 ACP
Use Magic Device (Cha)*t +36, 20+10+3+3 Circlet

Shadow:

CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
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
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +13 (1d6 Strength damage)
Special Attacks
STATISTICS
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)
SPECIAL ABILITIES
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.

Equipment:

Q’q has acquired +5 inherent bonus to all stats

Handy Haversack 4500g 5 lb [spoiler=Crafting]
Base: 2000 + 2000*1.5=3000=5000
Pocket’s are doubled.
Aura moderate conjuration; CL 9th
Slot —; Price 2,000 gp; Weight 5 lbs.
Description
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Editor's Note: Handy Haversack does not indicate the sort of space inside it other than to say it is "like a bag of holding" which is described as opening to a "non-dimensional space" whereas the rules on extradimensional spaces explicitly refer to bags of holding and handy haversacks as examples of extradimensional spaces.
Construction Requirements
Craft Wondrous Item, secret chest; Cost 1,000 gp


Subtotal 4525g 6.5 lbs

Worn:
Armor:

+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
DESCRIPTION
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).
An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well; the masterwork cost is included in the prices given below.
HP/inch 20
Hardness 10
Cost Light Armor +750 gp

Etherealness
Aura strong transmutation; CL 13th;
DESCRIPTION
On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, ethereal jaunt; Price +49,000 gp.

Shadow, Greater
Aura strong illusion; CL 15th;
DESCRIPTION
As shadow, except it grants a +15 competence bonus on Stealth checks.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, invisibility, silence; Price +33,750 gp.


Body:
Robes of Darkened Armor:

Custom Built
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.
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
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).

Head:
Circlet of Persuasion 4050g:

Base $4500 x.9= $4050
Aura faint transmutation; CL 5th
Slot head; Price 4,500 gp; Weight —
Description
This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.
Construction Requirements
Craft Wondrous Item, eagle's splendor; Cost 2,250 gp

Headband:
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.
Description
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.
Construction Requirements
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)

Neck:
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
Aura faint evocation; CL 5th
Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —
DESCRIPTION
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. SeeTable: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 gp (+5)

Amulet of Natural Armor: Base 50,000 x1.5= 75,000g
Aura faint transmutation; CL 5th
Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight —
Description
This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
Construction Requirements
Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Necklace of Adaption: Base $9000 x1.5= $13,500
Aura moderate transmutation; CL 7th
Slot neck; Price 9,000 gp; Weight 1 lb.
Description
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Construction Requirements
Craft Wondrous Item, alter self; Cost 4,500 gp


Ring:
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
Aura faint abjuration; CL 5th
Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —
Description
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Construction Requirements
Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Ring of Sustenance Base: $2500 x1.5= $3750
Aura faint conjuration; CL 5th
Slot ring; Price 2,500 gp; Weight —
Description
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Construction Requirements
Forge Ring, create food and water; Cost 1,250 gp
Ring of Energy Resistance
Aura moderate abjuration; CL 11th
Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); Weight —
Description
Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy—acid, cold,electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points ofresistance.
A major ring of energy resistance grants 20 points of resistance.
A greater ring of energy resistance grants 30 points of resistance.
Construction Requirements
Forge Ring, resist energy; Cost 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater).


Ring:
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
Aura moderate abjuration; CL 7th
Slot ring; Price 40,000 gp; Weight —
Description
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Construction Requirements
Forge Ring, freedom of movement; Cost 20,000 gp

Ring of Mindshield Base: $8000 x1.5= $12,000
Aura faint abjuration; CL 3rd
Slot ring; Price 8,000 gp; Weight —
Description
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts,discern lies, and any attempt to magically discern her alignment.
Construction Requirements
Forge Ring, nondetection; Cost 4,000 gp

Ring of Energy Resistance
Aura moderate abjuration; CL 11th
Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); Weight —
Description
Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy—acid, cold,electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points ofresistance.
A major ring of energy resistance grants 20 points of resistance.
A greater ring of energy resistance grants 30 points of resistance.
Construction Requirements
Forge Ring, resist energy; Cost 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater).
Ring of Continuation
Aura moderate transmutation; CL 7th
Slot ring; Price 56,000 gp; Weight —
Description
This band of braided copper wires throbs ever so slightly in harmony with its wearer’s heartbeat.
Whenever the wearer of the ring casts a spell with a range of personal and a duration of 10 minutes per level or greater, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first). Spells that usually only affect one specific action (such as making a particular attack) are expended after that action. This does not reduce the duration of spells that normally last longer than 24 hours. Casting a new spell does not eliminate a previous spell if its normal duration is such that it would still be in effect. However, attempts to dispel or otherwise eliminate a spell kept active by the ring work normally and, if successful, remove the spell from the ring, causing the wearer to lose all benefits from that spell.
Construction Requirements
Forge Ring, mnemonic enhancer; Cost 28,000 gp.


Shoulders:
Cloak of Resistance +5 25,00g:

Base: $25,000
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.
Description
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, andWill).
Construction Requirements
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)

Pockets:
Stone of Good Luck 20000g ~ lb

Crafting:

Base: $20,000
Aura faint evocation; CL 5th
Slot —; Price 20,000 gp; Weight —
Description
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
Construction Requirements
Craft Wondrous Item, divine favor; Cost 10,000 gp

Wayfinder w/ Orange Prism Ioun Stone 27,450g ~ lb

Crafting:

Base: 500g + 30,000
Source Pathfinder Campaign Setting, Seekers of Secrets
Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, light; Cost 250 gp

Aura strong varied; CL 12th
Slot —; Price varies; Weight —
Description
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.
Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.
Color/Shape
Aura
Craft Requirements
Effect
Market Price

Orange Prism
strong varied
none
+1 caster level
30,000 gp


Portable Hole 20,000g ~ lb
Crafting:

Base: $20,000
Aura strong conjuration; CL 12th
Slot —; Price 20,000 gp; Weight —
Description
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.
Construction Requirements
Craft Wondrous Item, plane shift; Cost 10,000 gp

Greater Prayer Beads 95,800 ~ lbs

Crafting:

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.
Description
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.
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes non-magical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
Construction Requirements
Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds,remove blindness/deafness, or remove disease (healing);righteous might (karma); gate (summons); chaos hammer,holy smite, order's wrath, or unholy blight (smiting), wind walk (wind walking); Cost 4,800 gp (lesser), 22,900 gp (standard), 47,900 gp (greater)

Bottle of Air 7250g ~ lbs

Crafting:

Base: 7250
Aura moderate transmutation; CL 7th
Slot —; Price 7,250 gp; Weight 2 lbs.
Description
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.
Construction Requirements
Craft Wondrous Item, water breathing; Cost 3,625 gp

Eversmoking Bottle 5400g ~ lbs
Crafting:

Base: 5400
Aura faint transmutation; CL 3rd
Slot —; Price 5,400 gp; Weight 1 lb.
Description
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.
Construction Requirements
Craft Wondrous Item, pyrotechnics; Cost 2,700 gp

Leadership:

Great renown, fairness and generosity, special power, base of operations
+2+1+1+2=+6
Score = HD 20 + Cha +10 + mod +6 = 36
Cohort Lvl 17
Followers:
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.

Mystic Theurge:

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.

Rogue Abilities:

HOPF Gestalt Rogue 10
Sneak Attack
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.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
(Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents)
Talents:
2) Trap Spotter
4) Weapon Training
6) Surprise Attack
8) Offensive Defense
Offensive Defense (Ex)
Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.
Surprise Attack (Ex)
Benefit: During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Trap Spotter (Ex)
Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training
Benefit: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Advanced Talents
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
(Editor's Note: A complete listing of advanced rogue talents can be found here: Advanced Rogue Talents)
Entanglement of Blades (Ex)
Prerequisite: Advanced talents
Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the rogue’s next turn.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Shadowdancer Abilities:

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.
Evasion (Ex)
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.
Darkvision (Ex)
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.
Rogue Talent
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.

Cleric Abilities:

Caster level 5 (15th level casting), Chaotic Aura

Channel Energy: 3d6; 30’ burst; DC 17; 8/day; As cleric 5th level

Domain: Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Domain: Luck (Curse)
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Associated Domain: Luck.
Replacement Power: The following granted power replaces the bit of luck power of the Luck domain.
Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—bane, 3rd—bestow curse, 6th—eyebite.

Domain: Protection
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Associated Domain: Protection.
Replacement Power: The following granted power replaces the resilient touch power[1] of the Protection domain.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC andcombat maneuver defense.
Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection.

Domain: Trickery
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Replacement Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Sorcerer Abilities:

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.
Class Skill: Knowledge (any one).
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing(13th), greater teleport (15th), power word stun (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge[arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Arcana
Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
This ability replaces the Arcane Bloodline Arcana.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Bloodline Powers
Your preferred focus is a bolt of mind-spun magic.
Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your (see FAQ/Errata) Charisma modifier.
This bloodline power replaces arcane bond.

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.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

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.
Special Sharn Sorcerer Rules: Sharns do not require material components or focuses for their spells. Sharns usually do not have familiars. Aberrant, Deep Earth, Shadow Bloodline (including archetypes of those listed)
Special Sharn Cleric Rules: Sharns do not require material components or divine focuses for their spells either. Sharn clerics can choose four domains from the
following list, and receive the granted powers of all four: Chaos, Death, Knowledge,
Luck, Magic, Protection, Travel, and Trickery. They channel energy according to their cleric level and Charisma score.

Hex Portals (Su): A sharn can maintain up to three miniature portals—ethereal windows—
through which it can see, cast spells, and even launch a melee attack. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter. As a full-round action, the sharn can form one to three of the portals anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Thereafter, each separate hex portal can move independently up to 20 feet per round as a free action before the sharn takes its regular action (not the partial action it gets for being hasted). The hex portals do
not block movement, line of sight, or missile fire. A character can occupy the same space as a sharn portal with no adverse effect other than proximity to the sharn’s touch and attacks. A sharn can cause one or more portals to disappear on its action, as a free action, but will not be able to form a new portal until it uses a standard action to create hex portals. If the sharn moves farther than 100 feet from one of its portals,
the portal disappears. A sharn can cast a spell through a portal by extending its hand
through the portal. It can deliver touch spells to creatures within 5 feet of a portal. A sharn is not capable of moving fully through one of its portals, nor can anyone else move through a portal. Sharns can launch melee attacks through portals without any penalty, but only with a 5-foot reach, not 10 feet like the sharn’s own body. Note that portals threaten areas within 5 feet of them. Hex portals can flank, or contribute to flanking, just like any other creature that threatens an area. Opponents cannot normally attack a sharn through a portal, or cast a spell through a portal, but they can ready an action to attack when a sharn sticks its hand through a portal to cast a spell or attack. Assuming the sharn is not invisible when it sticks part of its body through the portal, it is assumed to have nine-tenths cover, and therefore a +10 bonus to AC and a +4 bonus on Reflex saves. Hex portals can be dispelled, but a dispelled hex portal could be
reformed on the sharn’s next action, beside the sharn. Hex portals do not function or appear inside antimagic fields. As force effects, hex portals cannot, themselves, be turned invisible.

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
save.

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
weapons, spells, and outsiders inflict normal damage on sharns. Any other damage regenerates at the rate of 2 hit points per round as long as the sharn does not have any of its hex portals open.

Multiweapon Mastery (Ex): The creature never takes penalties on its attack rolls when fighting with multiple weapons.
Format: multiweapon mastery; Location: Special Attacks.

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.

Background:

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.

Akor Scourgebane:

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.