Darius Finch

Quince Medvyed's page

3,328 posts. Alias of Gnomezrule.


Full Name

Quince Medvyed

Race

Kitsune

Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15

Classes/Levels

Oracle (Curse: Tongues)

Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Gender

Male

Size

71

Age

22

Special Abilities

Hasted

Alignment

Neutral Good

Deity

Erastil

Location

River Kingdoms

Languages

Aklo, Common, Celestial, Horse (Speak w/ Animals Revelation), Sylvan

Occupation

Lord Commander of the Warden High Council, Duke of Greenwatch

Homepage URL

Quince

Strength 22
Dexterity 24
Constitution 23
Intelligence 23
Wisdom 20
Charisma 26

About Quince Medvyed

QUINCE MEDVYED
Male kitsune Oracle/Bloodrager 8
NG Medium humanoid (kitsune/shapechanger)
Init +4 ; Senses Perception +15, Low-light Vision
==DEFENSE==
AC 34, touch 14, flat-footed 24 (+10 Armor, +4 Shield, +4 DEX, +3 Ring, +3 Nat)
hp 88 (8d10+48) (90)
Fort +17 (+6 Class, +6 CON, +5 Cloak), Ref +13 (+2 Class, +6 DEX, +5 Cloak), Will +17(+15) (+6 Class, +6 CON, +5 Cloak)
==OFFENSE==
Spd 50 ft/x4 (40 +10 Boots)
Melee Suzerain Sceptre +15(+17)/+10(+12) 1d8+7(+9) Bludgeoning, +1d6 Acid (Gloves) 20/x2
Melee Flame Tongue +15(+17)/+10(+12) 1d8+7(+9) Slashing, 1d6 Fire, +1d6 Acid (Gloves) 19-20/x2 +1d10 Fire
Melee Mw Dagger +15(+17)/+10(+12) 1d4+6 Piercing, +1d6 Acid (Gloves) 19-20/x2
Ranged +2 Seeking Composite Longbow (STR+5) +17/+12 1d8+6 Piercing,20/x3
Melee Mw Dagger +15(+17)/+10(+12) 1d4+6 Piercing, +1d6 Acid (Gloves) 19-20/x2
Power Attack: -2 to Hit +4 to Damage can be applied to any melee attack.
Deadly Aim: -2 to Hit +4 to Damage can be applied to any ranged attack.
==STATISTICS==
Final, Base, Wishes, Magic Item, Race, Ability Boost, GM Bonus
STR 22, 16, +3, +4, -2, +0, +1
DEX 24, 14, +3, +4, +2, +0, +1
CON 23, 13, +3, +4, +1, +1, +1
INT 23, 15, +3, +4, +0, +0, +1
WIS 20, 13, +3, +4, +0, +0, +0
CHA 26, 15, +3, +4, +2, +0, +2

Base Atk +8/+3, Cmb +14(+16) Cmd +30(+32)

Traits Adopted: Human- Scholar of Ruins, Savanna Child, & Noble Born (Medvyed)

Feats:
Armor Proficiency Light/Medium (Class)
Shield Proficiency (Class)
Martial Weapon Profciency (Class)
Mounted Combat (1st Level)
Extra Revelation (3rd Level)- Additional Oracle Revelation.
Fox Shape Kitsune (5th Level)
Combat Casting (6th Level Bloodline Feat)
Swift Kitsune Shapechanger (DM Boon Feat)
Evasion (Ring) The wearer of this ring 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 creature does not gain the benefit of evasion.
Leadership (7th Level)

Skills:

61 Adventuring Skills
Acrobatics +16 (3 Ranks +3 CS +7 Dex -2 Armor Check +5 Boots)
Climb +12 (+6 STR +3 CS +5 Gloves -2 Armor Check)
Diplomacy +22 (24 Fey) (5 Rank +3 CS +8 Cha +5 Scepter (+2 Fey))
Heal +12 (2 Rank +3 CS +5 Wis +2 Belt)
Intimidate +13 (2 Rank, +3 CS, +8 Cha)
Knowledge (Arcana)+14 (5 Ranks +6 Int +3 CS)
Knowledge (local) +12 (6 Ranks +6 Int)
Knowledge (nature) +12 (3 Rank +6 Int, +3 CS)
Knowledge (religion) +12 (3 Ranks +6 Int +3 CS)
Perception +15 (7 Rank+3 CS +5 WIS)
Ride +20 (7 Ranks +7 Dex +3 CS +5 Saddle -2 Armor Check)
Sense Motive +14 (6 Rank +3 CS +5 Wis)
Spellcraft +16 (7 Rank +6 Int +3 CS)
Survival +12 (4 Ranks +3 CS +5 WIS)
Swim +13 (1 Rank +3 CS +6 STR +5 Gloves -2 Armor Check)
14 Background Skills
Handle Animal +15 (4 Ranks +3CS +5 Wis +1 Trait)
Knowledge (geography) +12 (2 Ranks +3 Int +6 CS +1 Trait)
Knowledge (history) +11 (2 Rank +6 Int +3 CS)
Knowledge (nobility) +12 (1 Rank +6 Int +5 Scepter)
Knowledge (planes) +11 (2 Rank +6 Int +3 CS)
Profession (cartographer) +10 (2 Rank +5 Wis +3CS)
Perform (Sing) +9 (1 Rank +8 Cha)
Perform (Lute) +9 (1 Rank +8 Cha)
Perform (lyre) +9 (1 Rank +8 Cha)

Revelations:
Bonded Mount (Su)- You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

Speak With Animals(Su)- Choose a specific kind of animal (Horse, & Elk). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 oracle levels you have attained.

Friend to the Animals (Ex) Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Nature’s Whispers (Ex)- You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Oracle's Curse: Tongues:
In times of stress or unease, you speak in tongues: Celestial.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages: Sylvan.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Oracle Spells:

Spells /Day Level 1-8, 2-8, 3-6, 4-5

Spells known
0 Level: DC 18 Save
1-Create Water
2-Detect Magic
3-Guidance
4-Light
5-Mending
6-Purify Food and Drink
7-Enhanced Diplomacy

1st Level: 8/8 DC 19 Save
1-Cure Light Wounds
2-Sun Metal
3-Divine Favor
4-Bless
Summon Nature's Ally 1 (Mys)
Charm Animal DC 17 Will (Mys)
Obscuring Mist (Page of Spell Knowledge)

2nd Level: 8/8 DC 20 Save
1-Silence DC 18 Will
2-Cure Moderate Wounds
Summon Nature's Ally 2 (Mys)
Barkskin (Mys)
Trail of the Rose (Page of Spell Knowledge)
Weapon of Awe (Page of Spell Knowledge)
Suppress Charms and Compulsions (Page of Spell Knowledge)
Spiritual Weapon (Page of Spell Knowledge)
Lessor Restoration (Page of Spell Knowledge)
Oracle's Burden (Page of Spell Knowledge)
Endure Elements Communal (Page of Spell Knowledge)

3rd Level: 5/6 DC 21 Save
1-Cure Serious Wounds
2-Remove Curse
Summon Nature's Ally 3 (Mys)
Speak With Plants (Mys)
Trial of Fire and Acid (Page of Spell Knowledge)
Daylight (Page of Spell Knowledge)
Protection from Energy (Page of Spell Knowledge)
Remove Disease (Page of Spell Knowledge)
Agonizing Rebuke (Page of Spell Knowledge)
Align Weapon Communal (Page of Spell Knowledge)
Archon's Aura (Page of Spell Knowledge)
Dispel Magic (Page of Spell Knowledge)

4th Level: 5/5 DC 22
1-Grove of Respite (Mys)
2-Blessing of Fervor

Bloodrager Abilities:

Uncanny Dodge At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Improved Uncanny Dodge At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.

Bloodrage 19/19 rounds/day]The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Enlightened Bloodrager Troubled by overwhelming rage and mystic forces beyond their comprehension, bloodragers seek peace and enlightenment. Many perish or succumb to their bloodlust well before reaching their goal, but those who survive eventually learn to control their anger and suppress the worst influences of their bloodlines.

Enlightened Spellcasting An enlightened bloodrager’s sophisticated outlook allows him to cast an expanded array of spells. Instead of his normal spells per day and spells known for his bloodrager level, an enlightened bloodrager uses the spells per day from the bard class. This grants him the ability to learn a number of 0-level spells, which are cast like any other spells, but don’t consume spell slots and can be used again. The enlightened bloodrager adds all 0-level spells from the sorcerer/wizard spell list to his bloodrager spell list. He also adds all druid spells of 4th level and lower (including 0-level spells). If a spell appears on both the bloodrager spell list and the druid spell list, the enlightened bloodrager uses the lower of the two spell levels listed for the spell. The bloodrager treats any druid spells he takes with this ability as bloodrager spells for the purposes of other abilities (such as greater bloodrage).
At 5th level and every 3 levels thereafter, the enlightened bloodrager can choose to learn a new spell in place of one he already knows. In effect, he loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the enlightened bloodrager can cast. The enlightened bloodrager can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. This ability alters spellcasting and replaces the bloodline power gained at 1st level and all bonus spells gained as part of a bloodline.

Enlightened Bloodrage (Su) At 4th level, while bloodraging an enlightened bloodrager takes no penalties to his AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability alters bloodrage and replaces the bloodline power gained at 1st level and 4th level.

Bloodline Feat At 6th level, an enlightened bloodrager adds Expanded Arcana, Nameless One, and all feats that list Nameless One as a prerequisite to the list of feats she can select as a bloodline feat. This ability replaces the damage reduction the bloodrager gains at 7th, 13th, and 19th levels; the bloodrager gains DR 1/- at 10th level, and this increases to DR 2/- at 16th level.

Fey Bloodline:
One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. It affects your bloodrage in tricky and surprising ways.
Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess, (Enlightened Bloodrager bonus feats; Expanded Arcana, Nameless One, and all feats that list Nameless One as a prerequisite to the list of feats he can select as a bloodline feat).
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage. (Altered by Enlightened Bloodrage)

Confusing Critical (Su) At 8th level (4th Level with Robe of Arcane Heritage), fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su) At 12th level (8th Level with Robe of Arcane Heritage), you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Bloodrager Spells:

Known 0 level-6 DC 18 Save
1-Acid Splash
2-Read Magic
3-Haunted Fey Aspect
4-Mage Hand
5-Message
6-Scrivener's Chant

Spells/Day 1-3/3, 2-3/3
Known 1st Level-2/3 DC 19 Save
1-Enlarge Person
2-Web Bolt
3-Color Spray
4-Barbed Chains
Bonus- Entangle
Bonus-Summon Nature's Ally I
Blurred Movement (Page of Spell Knowledge)
Burning Hands (Page of Spell Knowledge)
True Strike (Page of Spell Knowledge)
Magic Fang (Page of Spell Knowledge)
Pass Without Trace (Page of Spell Knowledge)
Speak with Animals (Page of Spell Knowledge)
Blade Lash (Page of Spell Knowledge)
Feather Fall (Page of Spell Knowledge)
Deadeye's Arrow (Page of Spell Knowledge)
Windy Escape (Page of Spell Knowledge)
Line in the Sand (Page of Spell Knowledge)

Known 2nd Level-3/3 DC 20 Save
1-Animal Aspect
2-Daze Monster
Bonus-Resist Energy
Bonus-Summon Nature's Ally II

Equipment:
Mw Dagger
+2 Seeking Composite Longbow (STR +5)
Flame Tongue
+4 Elven Chain
Lion's Shield
Suzerain Scepter Additionally the Scepter is usable as a +1 Morningstar.
Belt: Belt of Physical Perfection +4 w- Healing Property- The healing property gives you 3 charges daily. It also gives you +2 on heal check. You can expend 1 charge for 2d8 healing, 2 charges for 3d8 healing or 3 charges for 4d8 healing. 3 Wishes Stacked
Body: Robe of Arcane Heritage
Chest: Tunic of Careful Casting
Eyes: Treasure Hunter’s Googles w/ Kinsight Googles enchantment- Because each google is able to pull apart like a monocle. Elizabeth gave the other to Quince as a present. Being able to see through each other’s eyes made wedding planning easy for the busy couple.
Feet: Boots of Speed w/ Striding & Springing enchantment.
Hand: Deliquescent Gloves with Swimming & Climbing enchantment.
Head: The Crown of Greenwatch a simple silver band engraved with a knotwork of a fox and bear meeting in the brow with a symbol of Erastil in the center. It function as a Crown of Conquest
Headband: Shifter's Headband (+4 to Mental Stats) 3 Wishes Stacked
Neck: Amulet of Natural Armor +3
Shoulders: Cloak of Resistance +5
Wrists: Greater Bracers of Archery
Ring 1: Ring of Evasion
Ring 2: Greenwatch Ring- Spoiler Below. Wedding Band for Quince. The ring is a band that is engraved with a knotwork pattern on either end of the pattern facing each other are the head of a bear and a fox. The bear a symbol of House Medvyed and the Fox with obvious Kitsune connection.
Handy Haversack
-Sulvanii Lamp
-Jezebel Stone
-6 Tree Feather Tokens
-Blanket
-Bedroll
-Lantern Bullseye
-Map makers kit
-Journal
-Flint and steel
-1/8 lb. soap
-Sacks (3)
-Small steel Mirror
-Trail rations (14 days)
-Spade
-Signal whistle
-Waterskin
-Net
-Portable Ram
-Crowbar
-Climber's Kit
-50' Silk Rope
-Holly-Wreathband
-Cauldron of Plenty
-Lyre of Building
-Horn of Blasting
-Decanter of Endless Water
-Wand of Cure Light Wounds (CL 1, 50 Charges)- (Lykan)
-Wand of Cure Light Wounds (CL 1, 17 Charges)
-Wand of Cure Critical Wounds (CL 7, 46 Charges)
-Wand of Create Treasure Map (CL 3, 50 Charges)
-Wand of Fey Form 1 (CL 5, 50 Charges)
-Wand of Plant Growth (CL 5, 50 Charges)- (Vesi)
-Wand of Call Lightning (CL 5, DC 14, 50 Charges)- (Kendryl)
-Wand of Kiss of the 1st World (CL 7, 50 Charges) (NPC)
-Wand of Fireball (CL 5, DC 14, 46 Charges) (NPC)
-Wand of Wall of Fire (CL 7, DC 15, 46 Charges) (NPC)
-Scroll of Summon Nature's Ally II
-2 Potions of Cure Moderate Wounds
-Potion of Lessor Restoration
-1 packet of Dust of Dryness
-Scroll of Town Portal
-Stone of Town Portal
Explorer's Outfit
Saddlebags
285pp
16,373gp
25,786sp
27cp

Background:
Quince was found by his adopted mother Juniper Medvyed along the banks of the East Sellen River. She discovered the toddler seemingly alone. His true mother had been caught nearby in a hunter's trap in her fox form. Juniper and her husband Torren had for many years tried to have a child. Believing the boy a blessing the parents chose to raise the child. Quince has always been a charming and charismatic person. He was well liked by those in his families holding. While his father was "nobility" they were on the fringes of the clan. His parents for many years thought he was just a boy with a wild imagination. He would report his visits to the woods where he spoke to nature spirits, or ran through the trees as a fox. To this day while Quince knows that he is able to assume the natural form of a Kitsune is unaware that he is in fact not human and is unaware that he was adopted. Rather he views his abilities as a blessing of Erastil, though he has been trained to hide his true form from others.
He had a deep love of nature and developed a friendship with a priest of Erastil, Jern who he convinced his parents would make a good tutor. When he was just 12 Quince had learned to ride a horse and was asking his parents for a mount of his own. While at the Midsummer Festival he and his mother were preparing to watch a game of Chowgan (polo). Before the match he was admiring one of the horses. One in particular seemed to like him. A young spirited stallion. Chowgan can be very hard on horses. Typically a horse only plays 1/3rd of a match, between the other horses, and swinging mallets. The cash strapped noble who owned the horse was short one mount and so rode one of his horses for most of the game. Quince learned that after the game the horse who was injured was to be put down. Quince begged the owner not to kill the horse. He convinced the man to let him try to nurse the horse back to health. He spent the remaining days of the festival caring for the horse. Even convincing his father to delay the trip home for a few days to see the animal mended. Against the predictions of most the horse recovered. Quince named the horse Scram and he rides the horse to this day.
Eventually his father learned that his son was not simply human. Fearing that his low position in the Medvyed clan would not be real protection for his son he made preperations to move the family to the forests of the northern River Kingdoms and over see the clan's timber operations. Shortly after his 17th birthday Quince's father was killed by bandits. After Torren's death Quince attempted to run the timber operations. He sent his mother back to safer lands to the north. Quince loved the opportunity to be in the forest even more. However the ever changing flux of bandit gangs and bad fortune ended most of the timber operations about a year ago. His former tutor a priest of Erastil has recommended him for a position in a team of pioneers that will be working to stabilize the stolen lands. Hoping his affinity for nature, training in geography and charismatic character can be of use to the effort to subdue the region. He is happy for the opportunity to bring a measure of peace to the region who took his father from him.

Appearance:
Quince, a young man with long blond hair. His ears have a slight point to them that suggest some elf in his blood. He has kind bright amber eyes. He is handsome and strong with sharp features. His demeanor is kind but with a weight of authority. His clothing are green and white traced with swirling needlework.

Appearance in Hybrid Form:
A man with the head of a fox. He has narrow vulpine features. A coat of red-golden fur covers him head to toe. He wears a suit of sturdy and well made chainmail armor chased with tanned deep brown embossed embosesd with a pattern of interlocking antlers. On his chest is the Black Bear of the house Medvyed. He wears a pair of sturdy leather boots favored by lumber jacks of the region. His remaining clothes and accessories are cut in the fashion of Rostland aristocracy but made from sturdy natural sources. About his waist is a deep red sash the color of house Medvyed.

Scram:
, Quince's Animal Companion:
Light Warhorse: Size Large; HP 42 (6d8+ 12)
==DEFENSE==
AC 27 (+5 natural armor (Improved Natural Armor Feat x3), +10 Armor (+4 Elven Chainmail barding), +3 DEX, -1 size)
==OFFENSE==
Spd 80 ft/x4
Melee Attack bite +12 (1d6+6), 2 hooves* (1d6+3)
==STATISTICS==
Str 22, Dex 16, Con 15, Int 2, Wis 12, Cha 6
BAB +4 CMB +9 CMD +21
Special Qualities low-light vision, scent.
Tricks Known Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, Work
Skills[b]
Acrobatics +9 (+4 DEX +5 Saddle)
[b]Feats
Improved Natural Armor, Improved Natural Weapon Bite, Evasion
Devotion- An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Gear
Horsemaster's Saddle
Amulet of Might Fists +2
Belt of Giant Strength +4 w/ the healing property gives you 3 charges daily. It also gives you +2 on heal check. You can expend 1 charge for 2d8 healing, 2 charges for 3d8 healing or 3 charges for 4d8 healing.
Horseshoes of Speed

Scram's Appearance Scram is a fine strong warhorse. Well-muscled but aging. He has a silky chestnut coat with a bright white star mark on his nose and white above his front hooves.

Greenwatch Rings:
The Efreeti council of Greenwatch, Sulvanii is always thinking. Through incredible magics has blessed the magic rings that he has gifted to the Wardens and their trusted agents. The rings allow entry into secure locations around Greenwatch as well as access to the teleportation Obelisks that have been built in Greenwatch's cities and crucial sites. The rings combine the magical effects of lessor magic rings:

The ring has the attributes of a Ring of Protection +3. Further enchantment allows it to act as a Ring of Sustenence. Having learned from the advantage of Trolls the rings feature
Regeneration at the rate of 1 hit point per round. The rings allow communication over the distance of a mile just as Communique Rings. Lastly they function as aDungeon Ring they cannot be removed unless allowed by the Duke or Duchess of Greenwatch.

Lastly a safeguard has been placed on the rings that no one who wears a ring can attack anyone else with a ring as per the spell Sanctuary.

Knowledge Local:
DC 10- Quince has risen far higher in position as Baron in the new nation of Greenwatch than he ever could have in house Medvyed. His family is connected enough to bear the right last name but is not to any notable inheritance. Quince's father, Torren oversaw a number of timber interests in the Gronzi and the northern Narlmarches. Quince is a noted follower of Erastil. Recently the Baron has married the Lady Elizabeth Silvertail. She is the daughter of the nation's grand diplomat, the Warden of Fellowship, Bearik.
DC 15-Quince is known to be a friend of some good fey (if such a thing exists). Some of the wardens and their allies have connections to the Fey and their dealings with Fey in the surrounding forest has been prosperous and avoided problems. Quince it was believed would marry one of the other founding Wardens herself it is said was touched by the fey left, perhaps it was those fey connections that caused the separation. Quince is said to speak with horses, the people of Elkheart have said he has conversations with horses as most do with people.
DC 20- The former warden Angeus left because she desired a more carefree life. She chaffed at responsibility and settling down. Her relationship with the staunch Erastil traditionalist was doomed from the start.
DC 25-

Town Portal:

School conjuration (teleportation); Level wizard/sorcerer 5
Casting Time 10 minutes
Components V
Range 200 Miles
Target you and touched objects or other willing creatures
Duration instantaneous
Saving Throw none or Will negates (harmless, object); Spell Resistance no or yes (harmless, object)
DESCRIPTION
Town Portal teleports you instantly back to a Greenwatch Obelisk Gate when the spell is cast. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.
An unwilling creature can’t be teleported by Town Portal. Likewise, a creature’s Will save (or Spell Resistance) prevents items in its possession from being teleported. Unattended, non-magical objects receive no saving throw.
When the spell is cast it creates an invisible marker at the site where the spell was cast allowing you and those with you (subject to the same conditions as above) to transport back to that location within 12 hours of the spellcasting. To make the return trip you must use a Greenwatch Obelisk Gate which will return you to the invisible marker. After 12 hours the invisible marker dissipates.